RimWorld

RimWorld

Marikhen Oct 19, 2019 @ 1:55pm
Is there a mod that removes negative mood penalties for things that are the colonists' fault?
In a nut shell I'm getting tired of my colonists taking mood hits for "Ate without a table" when they chose to eat a meal without moving the extra 5 squares to be at a table or "Recreation-deprived" when they have an hour for "Anything" and another hour for "Recreation" right before their sleep period giving them plenty of time every day to engage in recreation.

This sort of thing is their own damn fault and they're "*choosing*" to engage in this behavior so it shouldn't negatively impact their mood.

Edit: Also, something that would let me boot "lone wanderer" NPCs who auto-join my colony without a mood penalty would be great too. My colonists shouldn't all feel terrible if some rando freeloader tries to shack up with them and gets the boot. Hell, even if they did they shouldn't take a worse mood hit if someone does that while completely naked and I send them right back out the way they came in sub-zero temperatures.
Last edited by Marikhen; Oct 19, 2019 @ 2:09pm
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I guess it reflects the actions of real people too.

People aren't rational!
TwoTonGamer Oct 19, 2019 @ 4:05pm 
"Lone Wanderer Joins" represents a situation that is not entirely under your control and is testing your ability to adapt. Most volunteers are not entirely useless as even a full time cleaner or stonecutter is useful.

"Ate Without a Table" is mostly solved with a little extra planning. Keep a little nook with a table and chair near the areas your colonists spend a lot of time. A corner in the crafting room, an open but roofed gazebo with flowers near the crop fields, the dining room adjacent the freezer, etc...
Colonists working far afield hunting or mining may get this mood penalty from time to time but that is a part of working far from home.

Also, you may consider saving yourself a little micromanagement headache and leave everyone on the default "Sleep/Anything" schedule (Night Owl being the exception). This will leave them to take care of their needs when they need it and reduce unnecessary unfulfilled need mood penalties. For example, a miner far from home that is scheduled an hour of rec will start heading back for his rec hour and by the time he gets there the hour is gone. If he is scheduled another task after that on his schedule his rec meter will go unfulfilled.

It is certainly possible to design a schedule successfully but I find it easier to let the colonists fulfill their needs themselves.
haidunia Oct 19, 2019 @ 5:16pm 
I normally keep my schedule to this: Sleep (6h) / Anything (2h) / Rec (2h) / Anything /

I usually reduce the forced "Sleep" to 6h (cut 1h in the evening and 1h in the morning), replace with "Anything", because if they're tired earlier, they'll go to sleep, if not they'll work. If they're full up on rest by 4 am, they get up, if not they keep sleeping.

The only other thing I "force" is 2h recreation in the morning, around 7 or so. If someone is already out of bed and started working they make it back in time to actually "recreate", if someone is just out of bed having breakfast - even better since my rec room is usually just next to my dining area.

If the pawns seem to never get enough rec there's usually 2 things causing a problem: Not enough variation (maybe the horseshoe pin isn't enough, build a chess table), or they don't get enough time to actually recreate. OR not enough time to actually wind down (increase rec time by 1h or so).

As TwoTonGamer said: they only start making their way back home to base when the rec time kicks in (if you have it set), so it might be they simply don't make it back in time to make use of it, before being forced to do something else.
Astasia Oct 19, 2019 @ 5:37pm 
There are mods that change the eating at table mechanics, in multiple flavors, a workshop search for "table" will probably yield results you want.

For wanderer join events there are mods that change how the event works so you can view their traits before they join with an option to refuse them. You could also disable the event in your scenario settings. There's probably a mod that removes the mood penalty for banishing, I've never looked.

I doubt there's a mod to remove the recreation starved penalty, that's a pretty core gameplay mechanic and usually rather easy to deal with. I imagine your issue is you lack recreation variety, each source has diminishing returns so eventually no matter how much time you allot to it your colonists will become recreation starved because they are bored of the limited options. Add more recreation sources, telescopes and TVs are eventually required (more or less) as the diminishing returns become more severe with colony wealth. There are mods that add new types of recreation if you are still having issues with it.
Kittenpox Oct 19, 2019 @ 8:22pm 
Originally posted by Astasia:
There are mods that change the eating at table mechanics, in multiple flavors, a workshop search for "table" will probably yield results you want.
^ Yup. There's a couple I can see:

This should force them to walk to a table, so long as you have one on the map (looks to be the best solution for your "but it's 5 tiles away!" situation)
https://steamcommunity.com/sharedfiles/filedetails/?id=926236412&searchtext=table

This should reduce the duration of the mood debuff so that it's not as likely to combine with other mood debuffs.
https://steamcommunity.com/sharedfiles/filedetails/?id=1509237214&searchtext=table

OR

If you're kinda sick of people freaking-out over small things, this is also an option:
https://steamcommunity.com/sharedfiles/filedetails/?id=1722398508

--

On the topic of scheduling+moods, this is useful if you have Night Owls join your colony:
https://steamcommunity.com/sharedfiles/filedetails/?id=1546370684

My own method for dealing with Recreation-starved is from a suggestion someone else added on the forums here - at 8am and 8pm, everyone has that hour allocated to recreation. If I'm getting the need for more recreation showing up, it usually means I don't have enough variety - so it's time to build a billiards table / tv / etc., OR let them use beer, etc. to feed the 'chemical' type of recreation activity.
(I usually forbid drugs, so that I can keep them as a last resort when I need that little bit extra.)

Edit: I suspect that if you're putting the only designated recreation time immediately before bed, they don't have any time to appreciate it before it's wearing off - assuming they didn't spend most of that hour walking to the recreation object before being ordered to quit what they were doing and go to bed.
(Not sure precisely how the recreation mechanics work, but you should be able to check if it diminishes while they're asleep. If it remains level during unconsciousness, disregard this bit.)
Last edited by Kittenpox; Oct 19, 2019 @ 8:34pm
M.K. (Banned) Oct 19, 2019 @ 10:33pm 
Originally posted by Marikhen:
..."Ate without a table" when they chose to eat a meal without moving the extra 5 squares to be at a table ..
Boolshit
It the chair was actually 5 squares away, they ***WOULD*** use it.
Stop lying please.

Originally posted by Marikhen:
or "Recreation-deprived" when they have an hour for "Anything" and another hour for "Recreation" right before their sleep period giving them plenty of time every day to engage in recreation.
They still need to walk to the recreation tool, and this eats into their available time. Or the tool might be overbooked. Or you have them on a priority job and they cannot get away soon enough. Or you are giving them insufficient sleep, so when the end of the day hits, they just collapse.
Mismanagement, is all.

Originally posted by Marikhen:
This sort of thing is their own damn fault and they're "*choosing*" to engage in this behavior so it shouldn't negatively impact their mood.
Nope. Again with the lying.
They do what YOU are instructing them to do. Read the manual, get a clue, and give them better instructions.

Originally posted by Marikhen:
Edit: Also, something that would let me boot "lone wanderer" NPCs who auto-join my colony
Aha. Now THIS is a valid complaint. We didn't put up "help wanted", or "vacancies, apply within" signs, so those freebooters are unwelcome.
You can disable this in the scenario setup, if you so wish.
This event will also disappear once you reach the "desired" colony size according to your storyteller. About 13 does this, i think.
Last edited by M.K.; Oct 19, 2019 @ 10:35pm
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Date Posted: Oct 19, 2019 @ 1:55pm
Posts: 6