RimWorld

RimWorld

Wing's Meaningful Parties
64 Comments
winggar  [author] 21 Sep @ 6:39pm 
@Ray:Thanks for the kind words!
@Xx_redcat_xX: only English at the moment, but I'm open to accepting new languages.
@The God: all vanilla addictions are supported
@bonafide boofer: huh that's interesting, thanks for the report. I'll take a glance later to see if anything's obviously wrong
bonafide boofer 17 Sep @ 5:31pm 
Just had an odd description for a binge party. Some meteors came down and absolute decimated one of my German shepherds, one of my colony's venerated animals. Truly a freak accident that brought the mood down substantially, especially for their bonded colonist. So I used a res serum on the pup, and a few days later they threw a party! Yay! Except it was for, quote, "resurrection of Missy," a child that's been in our colony for 1.3 years, and certainly not dead.

No complaints, otherwise. Fantastic mod.
The God 13 Sep @ 8:29am 
Could we get other addiction parties too? It would be hillarious to force one colonist into constantly making parties by forcing him to get addicted and then beat the addiction
Xx_redcat_xX 8 Sep @ 3:10am 
what language it support?
Ray 6 Sep @ 9:33pm 
@Mime Your colonists will throw more parties if they're in a good mood, so you're doing a great job managing them.

@winggar Good mod. One of those simple things that make a difference. Should be base game.
Godspeed!
Mime 3 Sep @ 10:42am 
Good to know, thanks! Parteeeeeey!
winggar  [author] 28 Aug @ 8:18pm 
@Mime this mod has no impact on the frequency of parties. I think you just got really lucky!
Mime 28 Aug @ 1:30pm 
Weird thing - I got 3 parties in like 7 days, weird. Have no other party related mods, many generally big ones though. If it's not too much trouble, does this mod change party generation at all or just generates a reason for already triggered event?
Is it at all possible (no cooldown) to happen in Vanilla or I should definitely think (some)mod influence?
winggar  [author] 24 Aug @ 4:40pm 
@Comrade Corwin Thanks for the kind words, it's nice to know you're enjoying it :)
Comrade Corwin 23 Aug @ 4:17am 
Thanks for the mod! This adds a little flavor to what was more of a bland annoyance than anything. Now I genuinely enjoy getting to read what my colonists are celebrating.
winggar  [author] 11 Aug @ 10:05pm 
@GeekyRaptorStudios "embracing the void" refers to a mechanic from the Anomaly DLC :)
winggar  [author] 11 Aug @ 8:52pm 
I just added localization support. No additional languages are supported as of yet, but I'm happy to accept translations. @youngbo go ahead and update the mod and try again now.

@Xylissa this mod is for parties that react to recent events, so I don't see how Days Matter's yearly memorials would interact with it.
GeekyRaptorStudios 11 Aug @ 2:43pm 
embracing the void, That Got Dark.
Is it not possible to schedule parties from Days Matter via this?
youngbo 11 Aug @ 3:22am 
모드 적용이 안되는데 혹시 배열을 어디에 해야 하나요?
winggar  [author] 11 Aug @ 12:26am 
@Church.exe the Steam Workshop name and metadata name do match. I do recall changing the name on one of the earliest releases, but I don't see why that would cause it. I'd suggest reporting this to the Rimsort devs.
Church.exe 9 Aug @ 12:24pm 
I don't know whether this is an issue with this mod or steam refusing to download it, but for some reason this mod just isn't showing up in Rimsort for me.

I've unsubscribed and resubscribed, verified the game, restarted, etc. and no matter what it just is not downloading. Is it's name on the workshop different from it's metadata name for Rimsort or something?
winggar  [author] 5 Aug @ 3:32pm 
@Mac Yeah thanks for the original report. As to your other question, I built this with performance in mind: there are no per-tick calculations. The closest is a once-per-day check for birthdays and colonist traits.
Mac 3 Aug @ 5:59am 
Thank you for the update, the filesize is much more agreeable now. And, a question, does this mod tick at all or conceivably affect performance in any way, like by constantly retrieving events and storing them? I doubt it but still, thought it'd be no harm to ask. :)
winggar  [author] 31 Jul @ 10:26pm 
@mac @Zibrolta both issues should now be fixed.
winggar  [author] 31 Jul @ 1:06pm 
@Zibrolta16 ah rip I think I know what I did that broke that. Thanks for the report, will fix soon.
Zibrolta16 27 Jul @ 5:02am 
Hello, having a little issue here, not gamebreaking, just a text error. Just had a party letter about celebration of one pawn's skill mastery, but the skill is not listed. Here's the full letter text:

*Bea* is throwing a party to celebrate *Vollan*'s mastery of ! Everyone who goes will gain recreation and social energy, and a lasting positive mood boost.

That's the error that popped up with this - https://pastebin.com/dK41GahJ
winggar  [author] 26 Jul @ 10:58pm 
@Mac oh weird, that's a good call-out. It looks like it's including some library files that it shouldn't. I'll give this a look later.
Mac 26 Jul @ 8:06am 
Imo 52MB for such a simple mod is a little excessive, would it be possible for you to host the source on Github or similar to keep the mod on the leaner side, if that is the cause?
winggar  [author] 23 Jul @ 10:33pm 
Hey all, just beat the Mechhive so I have time to mod again. The NullReferenceExceptions should be fixed now, and I've also added support for Vanilla Social Interactions Expanded's binge parties and outdoor parties on 1.6.
JACK 22 Jul @ 11:08am 
this looks awesome!
Pers3y 21 Jul @ 1:30am 
thank you so much! @winggar same here :)
winggar  [author] 20 Jul @ 10:03pm 
@Pers3y I'll be doing an update soon that patches that and includes additional compatibility for Vanilla Events Expanded, I'm just a bit addicted to Odyssey atm :)
Pers3y 18 Jul @ 2:57am 
I've been having the same issue as @moo @UrsineViator with Vanilla Traits Expanded.
girk 17 Jul @ 9:21pm 
awesome mod
maru Grandpa 17 Jul @ 2:23pm 
This mod is incredibly charming and romantic! I really love the concept.💙
winggar  [author] 8 Jul @ 6:02pm 
@moo @UrsineViator I've resolved the error (it was actually totally on my side). Will publish it in a few days when I finish my current playtest. For now feel free to ignore the error, as far as I can tell it's entirely benign.
UrsineViator 6 Jul @ 10:22am 
I've been getting the same error as moo, obviously could be multiple trait mods causing this but my short list overlaps on RimTraits so it could be an interaction there. Since this error isn't breaking my saves I just carry on with it because this issue shows up every now and again. Otherwise love the mod it is just a little touch of detail that often cracks me up

- RimTraits - General Traits
- RimTraits - Medieval Talents
- Misc Traits
moo 2 Jul @ 7:37pm 
Cool! Here's a short 1.6 list to steer you:
- Children's Traits Affect Learning
- DD Traits Expanded (I wouldn't be surprised if it's this one..)
- Fallout Traits Continued
- More Traits
- Rimtraits (multiple of them)
- Traits Plus
- [LC] Consolidated Traits (wouldn't be surprised
winggar  [author] 2 Jul @ 7:32pm 
@moo Hmm, that's probably caused by a different mod implementing traits strangely. I'll patch this on my side later. Thanks for the report!
moo 2 Jul @ 3:21pm 
It might also be a one shot error, I'll update if I keep seeing it
moo 2 Jul @ 3:13pm 
I got this, it *may* be due to the adding of Mort's Ideology mod - it's the only one I've added recently, but the log unfortunately tells me nothing:

System.NullReferenceException: Object reference not set to an instance of an object
[Ref E68CCADF]
at MeaningfulParties.PartyCauses.TraitCauseHandler.AddTraitPartyCauses (Verse.Pawn pawn) [0x00002] in <9432f370bb62437dbff17c83310cabfe>:0
at MeaningfulParties.PartyCauses.PartyCauseTracker.WorldComponentTick () [0x000b4] in <9432f370bb62437dbff17c83310cabfe>:0
at RimWorld.Planet.WorldComponentUtility.WorldComponentTick (RimWorld.Planet.World world) [0x00013] in <78f29a4eb9bd4773be28b9eaaf6c5df6>:0
SadPlastic 28 Jun @ 8:04am 
a little pinch of salt like this enriches the story, it's a good mod :3
Byn_Mars 26 Jun @ 1:35pm 
I saw this one on Reddit. Great idea, I'm adding it my current save!
winggar  [author] 26 Jun @ 9:36am 
@Darian Stephens that's exactly it. That way the mod's minimally invasive :)

@moo Ah my bad I'll fix that. Thanks for the call-out!
winggar  [author] 26 Jun @ 2:05am 
@mir_38: In case it helps: the way I headcanon the current functionality is that a colonist might throw a party for something they personally disagree with because they recognize how much it means to everyone else.

But realistically I think that sort of situation will be rare anyways.
winggar  [author] 26 Jun @ 2:01am 
I appreciate the kind words everyone :)

@Mallory Forever
It is safe to add/remove mid-save, yes.

@mir_38: The traits of the pawn throwing the party have no impact on the party chosen. I thought about implementing this, but it's a bit difficult to reconcile with how vanilla sets up parties. I might still do this at some point, but it's a low priority compared to my other projects.
Mallory Forever 25 Jun @ 9:47pm 
Is it safe to add/remove mid-save?
mir_38 25 Jun @ 7:05pm 
@winggar I meant colonist traits affecting what they celebrate- in that example it was a void fascinated character celebrating the void being sealed
Raluzo 25 Jun @ 1:59pm 
I dont have this mod yet and i already love it
cyu4770 25 Jun @ 8:00am 
thank you for this! more immersion is always appreciated
Darian Stephens 25 Jun @ 12:32am 
Ooo, so this doesn't trigger parties, but it assigns a meaning to a party based on events that happened recently?
moo 24 Jun @ 5:45pm 
1.6 minor note - This mod is throwing test text into the log in dev mode

Example:
test: 2 SuffolkSheep831522 SuffolkSheep1190630
Local 58 24 Jun @ 9:32am 
what about the void?
VoidLord 24 Jun @ 7:36am 
YES. YES. YES. YES. YES. YES. YES. YES. YE- urk- why are you- choking-