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Hotels and Recreation


Turn your colony into a hotel. Host guests. Feed them, house them, entertain them. Bill them automatically.

Version 1.1.0 · RimWorld 1.6


What is it?
A from-scratch remake of Hospitality and its add-ons (Gastronomy, Cash Register, Storefront, Vending Machines), rebuilt around performance and a big pile of hotel management features. It is not a patch on Hospitality, and the two can't be used together.

It also ships an optional RimJobWorld integration: assign colonists to entertain your guests, with consent, an ethics score, and a pressure group that comes after your card payments. It switches itself on when RJW is loaded and can be turned off in the settings.

Why remake Hospitality?

  • Performance. Guests run on their own lightweight AI instead of the full colonist brain. In the author's tests, 200 hotel guests on one map still ran at about 480 TPS, where 200 ordinary pawns dropped the same game to about 100 TPS.
  • Steady arrivals. Guests are planned 15 days ahead and shown on a forecast, so no more long droughts.
  • Bans you can see and fix. When a faction stops sending guests, you're told why and for how long, and you can mediate with silver or goodwill.
  • Neutral ground. Guests from factions at war with each other don't fight in your hotel.
  • Real wallets. Guests have a budget that grows with how much they enjoy the stay, and the first day counts most.
  • No packed lunches. Guests arrive without food and eat at your restaurants.
  • No staffed registers. Shops, restaurants and vending machines bill guests automatically, Amazon Fresh style. Nobody has to stand at a till.


Features

Rooms and packages

  • Mark any bed For guests and give it a room class: Economy, Standard, Deluxe, Suite, or Overflow for busy days. The game suggests a class from the room's impressiveness.
  • Guests book a room on arrival, pay at the front desk, and cover groupmates who can't afford their own.
  • Packages bundle a room with included meals, chosen venues, an extra nightly price and VIP hotel zones (a spa, a lounge) that only that package can use.

Restaurants, shops and vending

  • Place a restaurant sign or shop sign: everything on the menu or stock list in its room becomes for sale, shelves and fridges included.
  • Vending machines are restocked by your haulers, with a price per item.
  • Guests pick food they like and can afford, and buy apparel, drugs and weapons. Addicts go straight for what they crave.

Money

  • Automatic pricing with Budget, Balanced or Premium strategies, or type any price by hand.
  • Payment processors: cash, RimCard and InterRim Bank. Each has a setup cost and a cut, and guests have opinions about how they pay (spacers sneer at cash, ultratech guests won't come without InterRim).
  • Online booking: build a web server and guests reserve rooms days ahead. If their class is full on the day, upgrade them or refund them.
  • An Economy settings tab, with costs that scale with colony wealth.

Guests

  • Reputation (0–100, shown as stars) decides how many guests come, how picky they are and how much they'll pay.
  • Travellers and space travellers belong to no faction, so a hotel surrounded by hostile factions still gets guests. Space travellers beam in at a beam-in spot and arrive with three times the budget.
  • Happy guests extend their stay, may ask to join, or can be recruited through friendships, for a goodwill cost.
  • A Guest inspect tab shows each guest's enjoyment, budget, room, and what's bothering them.

Casino

  • Slot machines, coin pushers, blackjack, roulette, poker and craps tables, and a race betting board showing off-world races between Thrumbos, Muffalo and whatever else will run. No dealers needed.
  • Guests bet from their budget at the stake you set. The house keeps its edge on average, and each game's payout setting (Loose, Standard or Tight) decides how big it is. Slot jackpots are paid in real silver from your stores, up to a cap you choose.
  • Some guests are keen gamblers, and casino day-trippers drop by just to play. The ones who are winning or having fun may book a room and stay.
  • A Casino page in the Hotel tab shows the house take, every game, and recent big wins and losses. Colonists play for free, as recreation.
  • Tables and the race board need seats: guests only play or watch sitting down.

Running the hotel

  • A Hotel tab with a 15-day forecast against your capacity, current groups, earnings and recent sales, plus Rooms, Packages, Finance and Factions pages.
  • Close the hotel to build, rebuild or clean up in peace: no new arrivals, and current guests finish their stay. New colonies start closed, so you can set up first.


RimJobWorld integration
Optional, and switched on automatically when RJW is active. Everything below can be disabled in the RJW settings tab.

  • Entertainers. Assign colonists to entertain guests. Guests book sessions when their sex need runs low, pay your entertainer's price, and the session takes place in their own room or on an entertainment bed.
  • Consent. Only adults can be assigned (RJW's Youth doesn't count), Rapists and brutal sadists are barred by default; a setting can allow them, optionally with guests feeling uneasy about it. Each colonist is willing or unwilling based on their traits, sex drive and vulnerability. You can force an unwilling colonist, behind a clear warning, but they take heavy mood and opinion penalties and every session is non-consensual.
  • Sexual ethics score. Forcing people lowers it, and willing sessions slowly raise it. A low score drags down guest enjoyment, and once it's low enough, word gets out and your reputation suffers. A high score gives a small enjoyment bonus.
  • Communal Gout. Take card money from entertainment and a pressure group may lean on your payment processors and get your cards blocked. Comply by going cash-only, pay the fine, sue them (your ethics score decides the odds), bribe them in advance, or hire a hitman and hope it isn't traced back to you. If it is, astroturf your way out.
  • Stripper pole. Entertainers set to dance take the pole whenever no guest has booked them. Guests watch from seats and tip from their budget, and often book the dancer they liked afterwards. Colonists can watch for free. Forced entertainers can be made to dance, at a cost to their mood and your ethics score.
  • Erotic clothing raises an entertainer's allure: bigger tips and a higher fair price. A hand-picked list covers AKT_LewdClothes, RJW QA LewdClothes, S16's Extension, Sized Apparel for Slaves, Bread Mo's Valentine's Day apparel, Imperial Attires and Latex, and you can add or remove any apparel in the RJW settings tab.
  • Guests won't masturbate or grab a quickie while a paid session is available, never assault colonists, and never get RJW's rapist mental break.
  • Supports RJW Sexperience (the Sex skill affects price and gains experience) and rjw-traits (extra traits decide who is willing). Neither is required.
  • Replaces RimJobWorld - Brothel Colony; the mod warns you if both are active.


Getting started

  1. Paint the hotel area (Zone tab). Guests only use things inside it.
  2. Build some bedrooms, select the beds and click For guests.
  3. Place a restaurant sign in your dining room and keep meals in stock.
  4. Open the Hotel tab and click Open. New colonies start closed.
  5. Optional: shop signs, vending machines, recreation, a casino, a web server and a beam-in spot.


Requirements

Optional

  • RimJobWorld (enables the entertainment module)
  • RJW Sexperience, rjw-traits (extra RJW detail)
  • Lewd clothing mods (erotic items raise entertainer allure)
  • Dubs Bad Hygiene: guests get bladder and hygiene needs, use toilets and showers in the hotel area, and en-suite rooms are worth more.

Incompatible

  • Hospitality (and its add-ons): two guest systems would fight each other.

Load order: after Harmony, RimJobWorld and Dubs Bad Hygiene.

Saves: safe to add to an existing save. Removing it from a save in progress isn't supported.

Compatibility: works with "Don't Eat My Food!" (guests still eat at your restaurant tables).


Download

 

Overview

  • General: arrivals, group sizes, stay lengths, traveller shares, neutral ground, bans, extensions, join requests and recruitment.
  • Economy: guest budget, payment processor setup costs and fees, mediation cost, wealth scaling.
  • RJW: module on/off, morality on/off, vulnerability threshold.
  • Communal Gout: on/off, how often, and every cost.
  • DBH: module on/off.


Found a bug?
Post your Player.log (in your RimWorld config folder) and your mod list. The dev-mode debug menu has a Hotels and Recreation category with "Explain ..." actions that log exactly why a guest did or didn't eat, sleep, play, shop or book a session. Including that output speeds up fixes a lot.
 

 


What's New in Version 1.2

Released

1.2.0

Hotel

  • Nutrient paste dispensers sell to guests at one hotel-wide paste price (auto-priced by default), with a "Sell to guests" switch on each one. Colonists still eat for free. Vanilla Nutrient Paste Expanded taps and paste feeders work too.
  • Colour-coded guest beds by room class: light while free, full colour once a guest claims the bed.
  • Space hotels (Odyssey): on orbital bases every guest beams in and out at a pressurised beam-in spot, guests avoid vacuum, and a hull breach sends them home. Most guests no longer bring vac suits.
  • Several bases can each run a hotel; payment processors are one shared account. Gravship bases on asteroids count once you paint a hotel area.
  • Ideology: a Hospitality issue (Sacred duty, Valued): colonists' mood follows how much the guests are enjoying their stay. Guests who share your ideoligion get a small enjoyment bonus.
  • Hotel tab and "Hotel closed" alert fixes for maps without a hotel and for several bases.

RimJobWorld integration

  • Part-time entertainers: they keep their normal job, only entertain in Recreation or Anything hours, and only take bookings while idle. Same price and ethics as full-timers.
  • Human Cattle support: hungry guests with a taste for it ask a lactating entertainer to breastfeed them instead of going to a restaurant, and pay a hotel-wide price per feed (scaled by how much they drank). Willing feeders nudge your ethics score up, forced ones cost a little. Human Cattle's own breastfeeding settings are respected.
  • Ideology: a Sex work issue (Sacred, Respected, Disapproved, Abhorrent) and a Pleasure House meme. Mood only: entertainers feel it after each session, dance or feed, and the colony feels having entertainers at all.
  • Fragility rework (player feedback): pawns who are willing by nature (hypersexual, insatiable, himbo/bimbo, a major Sex passion or a high drive) are always willing, and vulnerability no longer counts what their clothes add, so dressing your dancers up doesn't make them "fragile".
  • Erotic clothing picker: filter by mod, mark or unmark everything shown, click and drag over the ticks, and "Add worn clothes" to mark everything a colonist is wearing. Also reachable from a new button on the Entertainment page.

 



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