Rob The Robot Guard Posted Monday at 09:39 PM Posted Monday at 09:39 PM View File Hotels and Recreation Hotels and Recreation Turn your colony into a hotel. Host guests. Feed them, house them, entertain them. Bill them automatically.  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 Paint the hotel area (Zone tab). Guests only use things inside it. Build some bedrooms, select the beds and click For guests. Place a restaurant sign in your dining room and keep meals in stock. Open the Hotel tab and click Open. New colonies start closed. Optional: shop signs, vending machines, recreation, a casino, a web server and a beam-in spot. Requirements Harmony 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 Codeberg (the README has the compatibility list) Direct download RJW Wiki  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.   Submitter Rob The Robot Guard Submitted 10/05/26 Category Rimworld Requirements Harmony Install Instructions
ghostfalll Posted Monday at 11:22 PM Posted Monday at 11:22 PM I feel like I am sort of required to ask how much AI was necessary to generate this mod, but I have to instead ask: Why can't spacers get dropped off in spaceships? Yea, it's kind of a pain if the player hasn't invested in ship landing beacons... that doesn't mean that a transporter is the solution!
McLovin3 Posted yesterday at 05:00 AM Posted yesterday at 05:00 AM (edited) Have to give this a shot.  Been recently disappointed at trying out a new Tourism mod series trying to take the crown from Hospitality but that turned out to be not good with very little compatibility to even Vanilla DLCs...couldn't even set up the required Reception Hall as nothing registered properly for the room.  If I have to throw an idea, maybe some integration with Stripper Pole (outdated) or OnlyPawns (Necro'ed to 1.6) so guests come and pay for a show  edit: setting things up removing hospitality and apparently the casino addon is standalone and might still go great with this Edited yesterday at 05:11 AM by McLovin3
Rob The Robot Guard Posted yesterday at 11:33 AM Author Posted yesterday at 11:33 AM 6 hours ago, McLovin3 said: Have to give this a shot.  Been recently disappointed at trying out a new Tourism mod series trying to take the crown from Hospitality but that turned out to be not good with very little compatibility to even Vanilla DLCs...couldn't even set up the required Reception Hall as nothing registered properly for the room.  If I have to throw an idea, maybe some integration with Stripper Pole (outdated) or OnlyPawns (Necro'ed to 1.6) so guests come and pay for a show  edit: setting things up removing hospitality and apparently the casino addon is standalone and might still go great with this Hope you enjoy the mod. I plan to make my own casino buildings eventually. For Stripper Pole and OnlyPawns i'll probably develop my own stripper pole just so it integrates with my mods systems more directly. Seems like Tourism is made by a mod author who really does not know how to build an actual mod based on the fact that the version compatibility is blank on that mod which suggests the author is utterly clueless when it comes to making a mod for Rimworld since the version support is added automatically to your mod page provided the mods About.XML provides a supported versions list.
Rob The Robot Guard Posted yesterday at 11:43 AM Author Posted yesterday at 11:43 AM 12 hours ago, ghostfalll said: I feel like I am sort of required to ask how much AI was necessary to generate this mod, but I have to instead ask: Why can't spacers get dropped off in spaceships? Yea, it's kind of a pain if the player hasn't invested in ship landing beacons... that doesn't mean that a transporter is the solution! Only guests that come from space use transporter beams. Also ship landing beacons dont exist in a no DLC install of Rimworld. I dont want to require Royalty just to have spacer guests. Also transporter beams are just plain cooler then shuttles
dansal Posted yesterday at 05:57 PM Posted yesterday at 05:57 PM Thanks, I knew you from your other mods for races. One suggestion, would it be possible for assigned beds to change color or have some graphic signal to identify them?
Rob The Robot Guard Posted yesterday at 07:06 PM Author Posted yesterday at 07:06 PM 1 hour ago, dansal said: Thanks, I knew you from your other mods for races. One suggestion, would it be possible for assigned beds to change color or have some graphic signal to identify them? That should be pretty simple to add. Thanks for the suggestion.
herrzog Posted 21 hours ago Posted 21 hours ago The 'pressure group' needs to be ascribed to one of the existing factions, so I can have the visceral pleasure of exterminating them off the surface of the rimworld.
Ikwydls Posted 13 hours ago Posted 13 hours ago I know the pressure group and hitman feature is funny and unique, but it doesn't fit Rimworld gameplay, it feels tacked on, and is unimmersive (just rebrand it to the mechanoid/archotech bank wire system at this point to make it extra silly). Can it be disabled?
Rob The Robot Guard Posted 10 hours ago Author Posted 10 hours ago 2 hours ago, Ikwydls said: I know the pressure group and hitman feature is funny and unique, but it doesn't fit Rimworld gameplay, it feels tacked on, and is unimmersive (just rebrand it to the mechanoid/archotech bank wire system at this point to make it extra silly). Can it be disabled? Yes they can be disabled in the mod settings it has its own tab. The feature is ment to be a joke and reference to the Collective Shout incident back in 2025 with Steam and itch.io
Rob The Robot Guard Posted 10 hours ago Author Posted 10 hours ago 11 hours ago, herrzog said: The 'pressure group' needs to be ascribed to one of the existing factions, so I can have the visceral pleasure of exterminating them off the surface of the rimworld. I could look into adding it as an optional feature for those who want it.
TABChoice Posted 8 hours ago Posted 8 hours ago (edited) This isn't compatible with brothel colony correct so does it include everything brothel colony does? I'm really curious about prisoners as I don't use my colonists as comfort pawns. Also, is there a silver multiplier as I found in hospitality guests usually don't have enough silver and the submod I use for it I presume won't work for this mod. Edited 8 hours ago by TABChoice
Rob The Robot Guard Posted 5 hours ago Author Posted 5 hours ago 2 hours ago, TABChoice said: This isn't compatible with brothel colony correct so does it include everything brothel colony does? I'm really curious about prisoners as I don't use my colonists as comfort pawns. Also, is there a silver multiplier as I found in hospitality guests usually don't have enough silver and the submod I use for it I presume won't work for this mod. This mod is not compatible with Brothal colony since its a replacement for it. I've not included anything related to prisoners. You can increase the base amount of cash a guest has in settings. guests in my mod actually tend to have far more money then they do in hospitality. Hospitality will not work this mod cleanly since it will have major content overlaps.
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