RimWorld

RimWorld

Callouts
92 Comments
Daklin 7 Aug @ 4:14pm 
seems like you can change options by going into the mod settings file outside of the game
Giggle Shitter 7 Aug @ 12:29pm 
oh right! Even though its not reccomended. You can still use 1.5- mods. I think i even used zombieland once!
26911986 3 Aug @ 9:39am 
@pklemming this mod works good in 1.6 , but I can‘t change setting in my game , so i think you can't use “Animals call out” and "Call out when targeting animals" , because they are disables
Dr. Nolegs 31 Jul @ 11:08am 
You still link 'Callouts Extended' in the description (in the More Callouts! section), despite integrating it over 2 years ago!
pklemming 30 Jul @ 12:04am 
Apart from the version issue are any people having problems with anything else running this on 1.6?
can 26 Jul @ 12:24pm 
@This_Guy Xeonzs literally said it doesnt work good in 1.6
This_Guy 24 Jul @ 2:15pm 
guys, didn't you see what Xeonzs said? It works good in 1.6
GK_QJY88 24 Jul @ 7:56am 
1.6 pls
Giggle Shitter 23 Jul @ 5:21pm 
Update this to 1.6!!!
Dzentelmen 20 Jul @ 12:36pm 
1.6 pls
THE RAT MAN 17 Jul @ 12:24pm 
1.6 plssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssss
Xeonzs 17 Jul @ 4:18am 
The mod works for most of the 1.5 content and older, but it's not just a version warning, it also throws several red errors, 5 as far as I can see, for example:

Type CalloutsExpanded.CalloutConstantByNeedDef is not a Def type or could not be found, in file CalloutsExample.xml. Context: <CalloutsExpanded.CalloutConstantByNeedDef><defName>CalloutsExpanded_Unhappy</defName><needDef>Mood</needDef><needLevel>0.5</needLevel><aboveLevel>false</aboveLevel><name>UNHAPPY</name><value>true</value></CalloutsExpanded.CalloutConstantByNeedDef>

This applies to all defs such as ByThingDef, ByPawnKindDef, ByHediffDef, ByHediffStageDef and ByHediffNeedDef.
Jimbo Slice 16 Jul @ 11:03am 
As far as I can tell from my (admittedly limited) testing, this mod does seem to work fine in 1.6 if you are willing to ignore the version warning error...

If it does get updated though, it would be nice to see an option for integration with the Interaction Bubbles mod that SpeakUp uses, just so all my pawns speech text motes look the same haha

Thanks for the work you've put in for free making my game more fun, tis appreciated
Hot&Spicy 15 Jul @ 1:13pm 
Thank you very much for your work & contribution
Azure 12 Jul @ 7:29pm 
Could we have an 1.6 update?
TheLastThrumbo 11 Jul @ 7:16am 
Thank you for all of your hard work! I hope it gets to 1.6!
ゆきんこ 25 Jun @ 6:09am 
1.6 pls
2941026574 17 Jun @ 9:00pm 
1.6 老
Head 3 May @ 11:40am 
I like this mod a lot, it adds a lot of flavor to the game!
Paul 30 Mar @ 7:08am 
Norway?
Profligate  [author] 18 Mar @ 3:41pm 
You can remove it half-way, all-way, nor-way and any other which way you'd like.
(≡◉‿‿◉≡) 18 Mar @ 10:10am 
Can I remove this halfway?
Candy Pirate 5 Mar @ 8:39pm 
Yep, this worked with SpeakUp for me at least, there's should be no worries there! They don't seem to conflict, and I've used both at the same time along with 100+ mods without getting any issues
Hustler One 10 Feb @ 7:21pm 
Does this work with SpeakUp?
ak47andshovel 8 Dec, 2024 @ 5:35pm 
nahh jit freaky
octogiraffe 4 Nov, 2024 @ 2:54am 
Is there a way to make masochists moan yet or
TheLastThrumbo 29 Sep, 2024 @ 10:27pm 
Haven't had this mod for that long, but I've enjoyed it ever since I've had it. Thank you!
Holgast 13 May, 2024 @ 6:02am 
Also - I would love to have an extra constant that is the inverse of the ones we have now. like, there are constants for the pawnkinddef/thingdef of the pawn calling out, but I'd like to have different callouts in response to different enemies
Holgast 13 May, 2024 @ 5:02am 
agree with Dani - most egregiously, several callouts are missing ending punctuation (full stop or exclamation mark), and I was pretty sure that used to be there. also, opening capitalisation is missing for, say, all the animal ones. that said, it's an easy local edit so I can just fix it on my end if it's annoying enough.
Dorito DeVito 5 May, 2024 @ 12:49pm 
Sorry for double-post but if you have a ko-fi or some other donation option, I'd love to show my thanks for your work!
Dorito DeVito 5 May, 2024 @ 12:47pm 
If possible, would you be able to push your latest changes to github? I'd love to see how everything works and potentially make some personal additions.
Profligate  [author] 2 May, 2024 @ 1:23pm 
Yo i'll be properly gone for about a week or two but if i remember afterwards i'll take it into consideration.
DaniAngione 2 May, 2024 @ 11:21am 
I really like this mod but some of the callouts just throw me out completely due to being very meme, meta or just reference very out-of-character or universe things; Also some of them have really bad grammar like non-capitalized "I", no punctuation whatsoever and things like "thats" instead of "that's"; Now I know this might be a bit picky, but people seek different levels of immersion in games and that's ok, the mod is extremely fun and cool half of the time and awkward/frustrating the other half, in my experience.

I wonder if it would be possible, through settings, to be able to "control" the list of callouts and such. Controlling which ones can appear or not, or maybe even allowing users to add their own through some sort of settings list or simple-to-edit file could allow people to customize the mod to their preferences!

That's my suggestion :) Thank you for the good work in keeping it!
Ms. Leaf the III 16 Apr, 2024 @ 6:08pm 
thank you!! :)
Paper Angel 16 Apr, 2024 @ 5:45pm 
Gotta say this is probably the most underappreciated mod on my list. It has given me so many big laughs and it always seems to have something new. Profligate you are a gentleman and a scholar for providing this amazing piece of work.
Profligate  [author] 16 Apr, 2024 @ 5:54am 
popped it up to 1.5, should work
tommy731 16 Apr, 2024 @ 3:37am 
oh yeah~~~
(≡◉‿‿◉≡) 16 Apr, 2024 @ 2:19am 
why it shows up as 1.4 in rimpy???
Ms. Leaf the III 15 Apr, 2024 @ 11:19pm 
please update :)
byevisu 12 Apr, 2024 @ 10:58am 
pls 1.5
Bosh 9 Apr, 2024 @ 8:13am 
1.5?
Violonic 6 Mar, 2024 @ 8:39pm 
Aye hottt3, i've been using both of these mod together for a while now.. like years... They seem to be working fine
seabazian 15 Feb, 2024 @ 2:10am 
it would be neat if there was an update that added different callouts for killing different enemy types, i.e. mechanoids and insectoids
hottt3 24 Oct, 2023 @ 9:18pm 
Thanks for the mod! Is it compatible with Interaction Bubbles https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1516158345 ?
Cool galactic nova 16 Sep, 2023 @ 10:00am 
ok thanks for the quick response, if i ever get into modding rimworld i might add addition to this mod as its one of my faviorites!! (sorry for bad english)
Profligate  [author] 16 Sep, 2023 @ 8:33am 
It's primarily a port, with some added functionality. I'm honestly no longer interested in modding rimworld.Those who are interested can fork the github repo and PR back in, i'm sure i'll merge at some point
Cool galactic nova 16 Sep, 2023 @ 4:46am 
do you plan to add any more or is this just a port? i understand if you just wanted to port this to 1.4 which is perfectly ok!
turDucken 24 Aug, 2023 @ 6:30am 
Thanks for updating it- will try it out
G~ 22 Aug, 2023 @ 11:19pm 
I don't know if anyone's suggested this already, but I think Team Fortress 2 taunts would fit this mod perfectly. Getting taunts from all the different characters would ensure a fair amount of diverse personality, too, but I don't know if that's a great thing, as it could make characters sound schizophrenic lol. Maybe if the mod were to attempt sorting callouts by general personality types, and assigning types to pawns? I don't know, just brainstorming.
Anyway, here's the list of Scout taunts, for example. I can see pretty much all of those as callouts. https://wiki.teamfortress.com/wiki/Scout_taunts
Profligate  [author] 19 Aug, 2023 @ 5:13pm 
The 'p=someInteger' is a part of the default Rimworld Rule_String implementation. Similar parameter operators are 'priority', 'tag', 'requiredTag', 'uses', 'debug' and of course any constant constraints.

The 'p' param modifies the weight of the rule - if there are two applicable rules and one has a weight of 1, the other a weight of 10, the latter will be 10x more likely.
Priority and uses are similarly straightforward, - a random applicable rule with the highest priority is always chosen, and uses limits the amount of uses. (i haven't tested this)
Meanwhile, tag/requiredTag/debug are not relevant for callout rules. (tags are ideo-related)

For constant constraints, any sort of comparison operator (==, !=, <, >, <=, =>), can be used to compare the constant with the given name to any value.