RimWorld

RimWorld

Roshe Aug 5, 2022 @ 10:09am
Dealing with crybaby colonists.
So I recently started a project in my save and have less time to manage their moods. Despite having good/masterwork beds,chairs,recreation furniture and one colonist assigned only to cleaning they have generally very low mood and tend to break down over every small thing. I even started cooking them lavish meals for the mood boosts, but they depleted those very quickly when one of my medic colonist started binging on food due to poor mood (and I seriously can't be bothered to have one of my most skilled colonist possibly dying from injuries due to being beaten up to shorten the mental state). What are the best ways to keep them mentally stable without me being forced to micromanage their moods. Or are there any mods out there that add implants for brains to keep colonists moods up?
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Narrowmind Aug 5, 2022 @ 10:20am 
You can use the joywire or give them minor drugs for when their mood drops below a certain level. You can divide their schedule into two, giving them two 2 hour recreation sessions and 2 sleep sessions.
Jigain Aug 5, 2022 @ 10:21am 
Originally posted by Roshe:
What are the best ways to keep them mentally stable without me being forced to micromanage their moods. Or are there any mods out there that add implants for brains to keep colonists moods up?
The best way is to look over their Needs tab and take note of all the mood effects with a negative number assigned to them. Each of these will tell you a thing they're unhappy with. Then you fix that issue. That'll turn the negative number into a nothing, or sometimes a positive number. If a pawn is recreation-starved, make more (different types of) recreation sources. If they're hungry, make sure there's food. If the environment is filthier than a public restroom in a ghetto, get someone on cleaning duty. Very few of the negative mood effects cannot be solved by you, the player.

As for implants, Joywire is in the base game, and if you own Royalty, they can be crafted (otherwise must be purchased or found). Joywire applies a permanent +30 mood effect, rendering most mood penalties null and void. The tradeoff is a -20% penalty to Consciousness, a stat which kills a pawn if it ever reaches 0%, and which affects almost everything else the pawn does.
Chocolate with yayo sprinkles? More boom chica boom boom? Blind them so they can't see the corpses? So many choices. Bring out the wheel of mood buff. Spin, spin, spin, aaand it's your lucky day pawns, yayo sprinkled chocolate with a side of blindness.
https://steamcommunity.com/sharedfiles/filedetails/?id=2845099718

If I remember correctly this is from one of the droid mods or possibly the outer rim mod.
glass zebra Aug 5, 2022 @ 12:05pm 
If you are okay with using mods to simply boost them, you could also just give them the Sanguine trait via dev mode.
Ninefinger Aug 5, 2022 @ 12:09pm 
Try make them sleep twice a day and recreate twice a day, I been recently experimenting with keeping their bars full as much as possible. My dudes generally have such high mood from constantly having recreation fully satisfied and having the regular other mood boosts from dining room rec room and bed room even if they are only +3 each is enough.

I have been seeing a ton of inspirations from all my pawns because they are all happy as possible.

I set my schedule to 4 hours of each Sleep then Rec then anything and just repeat it you can offset when they sleep and when they are awake but I generally start at 24 1 2 3 Sleep 4 5 6 7 rec 8 9 10 11 anything 12 13 14 15 sleep 16 17 18 19 rec 20 21 22 23 anything.

Technically they still only sleep for 8 hours a day and they rec pretty fast and soon as they are at 100% they do their work.

its more important to keep their travel time to a min but they will always be ready for combat as well.
joefitts63 Aug 5, 2022 @ 12:20pm 
Rimworld, the moody wimp management game. I got tired of it and used a mod to lower negative mood impacts. I want to build a colony, not micromanage a bunch of individual's mood swings.
Roshe Aug 5, 2022 @ 12:57pm 
I appreciate the responses and I have to add that I play with ideology DLC which makes moods much harder to deal with. Drugs are not allowed for social use in the ideology and using them makes colonist feel guilty so all yayo's smokeleafs and other highlife goods are basically for trade only. With that said Ihad couple of incidents of colonists having another mental state because they were binging on beer or other drugs (which rendered more negative mood than the one of catharsis). Joywire seems to be an option but so far I never got any trader (both the caravan and orbital) to sell one nor find them in ancient dangers. I think I'll experiment with their schedules.
VoiD Aug 5, 2022 @ 1:11pm 
Some ideology combinations can be very OP where the entire colony never leaves max mood and can basically do everything they want (eat all meat, live anywhere, ignore corposes, etc)

But some combinations can also be very harsh on the player.

Other than letting them eat good food, work sitting on confortable chairs, having beautiful good quality pieces of art everywhere they go and very impressive throne/dinner/social rooms I'm not sure what else you can do, a daily dose of soft drugs like beer, tea or smokeleaf is often a very nice boost to have.
Since drugs are off the table, I would recommend aiming for some social buffs. capture pawns with the kindness trait and arrange your schedules to have your pawns recreate at the same times. Going on camping trips can also help. The trouble with a social strategy is that when the inevitable deaths occur they will get the my friend died debuff.

Having access to the ideology stuffs means that counseling should be readily available.
Last edited by Darth A.R.T.H.E.R.; Aug 5, 2022 @ 1:20pm
Roshe Aug 5, 2022 @ 1:48pm 
The best thing is that despite having the same recreation schedules (except for that one cursed night owl colonist) they hate each other, mainly because of thought diversity. I have one iron-willed snowflake in my colony that despite 4 conversion rituals still refuses do change to ideology of everyone else. They also have negative opinions of each other thanks to that "Harmed me" debuff (Which in my opinion should not be applied when they're in mental state as i don't want my one moody colonist to eat all the food whilst sipping on beer). Social fights are frequent because the one with different ideology than others keeps trying to convert others and vice versa. Personally I think that the mood system is out of touch with reality, because it's just weird for a person to breakdown into maniacal state due to their scar giving minor pain.
That is just the last straw, it is all the mood debuffs combined that end up doing it. The ones I find weird are traits like gourmand which can cause them to pig out even when in a great mood.
Bio[redacted] Aug 5, 2022 @ 7:18pm 
Originally posted by Roshe:
So I recently started a project in my save and have less time to manage their moods. Despite having good/masterwork beds,chairs,recreation furniture and one colonist assigned only to cleaning they have generally very low mood and tend to break down over every small thing. I even started cooking them lavish meals for the mood boosts, but they depleted those very quickly when one of my medic colonist started binging on food due to poor mood (and I seriously can't be bothered to have one of my most skilled colonist possibly dying from injuries due to being beaten up to shorten the mental state). What are the best ways to keep them mentally stable without me being forced to micromanage their moods. Or are there any mods out there that add implants for brains to keep colonists moods up?
boolet :DLskull:
ambi Aug 6, 2022 @ 12:41am 
it's tricky. if a moody colonist has a passion for something like crafting, cooking or art, i'll make them do that activity all day (doing a job with passion gives them a mood boost). you can improve their mood further by making their work environment as beautiful as possible, with a comfy chair for them to sit on. i think there's a device called a psychic emanator that also gives a nice +5 mood to everyone near it. i always put one in my workshop or kitchen/dining area. try to get as many as you can and place them in your base.

https://rimworldwiki.com/wiki/Psychic_emanator
Roshe Aug 6, 2022 @ 2:21pm 
Update : the colonists now tend to breakdown at half mood for some reason
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Date Posted: Aug 5, 2022 @ 10:09am
Posts: 22