RimWorld

RimWorld

Vince ✟ Aug 4, 2023 @ 9:26pm
Is there a mod that makes your pawns less emo?
Seriously, you just crash landed on a planet and your stomping around beating on the base and each other because your bedrooms are ugly? I'm sorry, but moods are why I'm learning Dwarf Fort. I started Rimworld a few weeks ago and have generally loved it, but continually find myself at the mercy of this particular mechanic.
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Showing 31-45 of 59 comments
Grimwulf Aug 5, 2023 @ 8:43am 
Originally posted by Night Foxx:
And if you're calling starting naked brutality on an ice sheet "easy", then I know for a fact you've never done it.

So now it's a *naked brutality* start on ice sheet? You forgot to edit your previous comment, and now you just sound silly.
Tam Aug 5, 2023 @ 8:46am 
I may suggest some mods that make your gameplay more enjoyable.
The best one, is the Dub's Break mod

https://steamcommunity.com/sharedfiles/filedetails/?id=1722398508

It changes mental break mechanic so pawn wont rampage over "ate without table", major mental breaks now require huge mood drops like high psychic ship, or family member died, or withdrawal effect. Pawn wont go frenzy because it has x10 -3/-4 effects.

Second one is Ugh You got Me

https://steamcommunity.com/sharedfiles/filedetails/?id=1542424705

When your pawn goes Insulting spree and triggers any social fights they will stop it within some timbe befre they bite off eahother legs and arms (never found it realistic).
They are stil beating crap out of opponents tho.
Last edited by Tam; Aug 5, 2023 @ 8:49am
whatamidoing Aug 5, 2023 @ 8:52am 
Originally posted by Grimwulf:
Originally posted by whatamidoing:
Late-game mood management isn't any harder than early-game in DF, though. I don't know what you're talking about. It's definitely more impactful in Rimworld.

Unless you're running those crazy 60-pawn colonies in RW, you will have to try really hard to experience a tantrum spiral that is so common in lategame DF. When just one or two moody dwarves trigger a cascade of events that might potentially bring the entire fortress down.

In RW you might get a berserk pawn, maybe they will kill one or two other pawns before you arrest them. Maybe the family of those murdered will be sad and you'll have to put them on drugs. That's it.

If a legendary axedwarf loses their ♥♥♥♥, they will go on a killing spree, and nothing short of a squad of other legendary axedwarves can prevent them from obliterating everyone. Besides, dwarves have a longer memory than pawns - their traumas don't go away in 30 days.

In RW I pretty much forget about moods once the colony starts running, with the only exception being psychic drones affecting psychically sensitive pawns; and lategame battles that can last for several days. In DF I always keep an eye on moods and moody dwarves, always. Your own dwarves are the only threat that can destroy a lategame fortress.
I haven't had a single tantrum spiral since the change from the old happiness system to the stress system in... what, 2014, I think?
Vince ✟ Aug 5, 2023 @ 8:52am 
I'm trying some of these mods that are directed at only lessening the effects of mood destabilization rather than removing the core mechanic. I've read every post and if nothing else, I am going back in to try again. Thanks for the suggestions, I appreciate the time spent replying to the subject.
Last edited by Vince ✟; Aug 5, 2023 @ 8:53am
Grimwulf Aug 5, 2023 @ 9:09am 
Originally posted by whatamidoing:
I haven't had a single tantrum spiral since the change from the old happiness system to the stress system in... what, 2014, I think?

I haven't seen one either for god knows how many DF playthroughs. Does it mean tantrums don't exist in DF? No, it means I'm putting effort into preventing tantrum spirals, even when it comes to the extreme measures.

And it seems to me that you're doing the same.

Originally posted by whatamidoing:
simply have them disappear under an atom smasher.

But to say that RW moods are more difficult to manage than DF? Really? I'll have to create a really mentally unstable pawn following a completely nonsense ideology and self-impose some house rules on top to make RW even remotely as challenging as DF.

That said, a lot of it comes from scale. I freely admit that part of the challenge comes from managing moods of a 20-pawn colony vs managing moods of a 400-dwarves fortress.
Astasia Aug 5, 2023 @ 9:12am 
Originally posted by Grimwulf:
Isn't that overridden by scenario settings like Naked Brutality or custom ones? If not, I stand corrected on go-juice example.

Go-juice addicted pawns will still start with a prison pocket full of go-juice on naked brutality. Naked brutality just removes their clothes, not their other possessions.
whatamidoing Aug 5, 2023 @ 9:21am 
Originally posted by Grimwulf:
Originally posted by whatamidoing:
I haven't had a single tantrum spiral since the change from the old happiness system to the stress system in... what, 2014, I think?

I haven't seen one either for god knows how many DF playthroughs. Does it mean tantrums don't exist in DF? No, it means I'm putting effort into preventing tantrum spirals, even when it comes to the extreme measures.

And it seems to me that you're doing the same.

Originally posted by whatamidoing:
simply have them disappear under an atom smasher.

But to say that RW moods are more difficult to manage than DF? Really? I'll have to create a really mentally unstable pawn following a completely nonsense ideology and self-impose some house rules on top to make RW even remotely as challenging as DF.

That said, a lot of it comes from scale. I freely admit that part of the challenge comes from managing moods of a 20-pawn colony vs managing moods of a 400-dwarves fortress.
Yes, DF is actually a very easy game, and keeping moods up is one of the easiest parts. Much the same as Rimworld, you make sure you have impressive rooms and whatever junk they want to do for fun. It's just the UI that's difficult.
Grimwulf Aug 5, 2023 @ 9:37am 
Originally posted by whatamidoing:
Yes, DF is actually a very easy game, and keeping moods up is one of the easiest parts.

Both games are easy once you get a grip on the mechanics. I have 1500h in RW and probably three times as much in DF. I find RW to be easier still in most aspects. My point is not that DF is "difficult" by any means, but it's certainly not "easier" than RW especially when it comes to mood. OP's original intent to drop RW for DF hoping to get easier time with mood managing would be a complete disappointment.

And no, DF's UI isn't difficult at all. Once you get used to it, the game plays way faster than RW - muscle memory, hotkeys, no need for mouse. No idea about DF's steam version, haven't tried it yet.
whatamidoing Aug 5, 2023 @ 10:14am 
idk, I have 1700hrs in RW and undoubtedly more in DF, and DF takes zero thought to play at this point. I like the old TUI too, but that's mostly just because it was the only way, and it undeniably has issues, like the inconsistencies with when you use wasd or uhjk (occasionally with m) or the arrow keys or +- or /* or page up/page down, and good luck trying to explain the military screen to someone. The only thing I really miss is the manager.
Grimwulf Aug 5, 2023 @ 10:37am 
Originally posted by whatamidoing:
and good luck trying to explain the military screen to someone.

Tbf, RW's outfits are no better. So ok, I have a clothing production going and a separate storage where all masterwork-legendary gear goes to. My outfits are set for the pawns to wear masterwork-legendary gear only, so I'm good, right?

Wrong. I still have to force-equip numerous utility items like shock/insanity lances or orbital beam targetters, because they don't have quality and won't be equipped otherwise. I also have to manually recolor apparel at the styling station every time they change a piece of gear. Why? Because styling station doesn't have a bill "recolor apparel" - it doesn't have any bills at all. What was supposed to be a function to automate such a trivial matter of your colony makes it even more convoluted, and AFAIK there are no mods that fix it. There is Dye Self, but it introduces a whole separate layer of problems.

Originally posted by whatamidoing:
The only thing I really miss is the manager.

The sole reason I haven't switched to steam version
Morkonan Aug 5, 2023 @ 2:19pm 
Originally posted by Grimwulf:
... During lategame I find DF moods harder to manage compared to RW.

DF's children are the hardest to manage, due to so few ways to manipulate them without simply locking them in their room with a bunch of toys/etc. Plus, a bad memory generated at a young age is VERY difficult to counter. Still... they can churn out a bunch of legendaries. And, break a lot of workshops. :/

Adults are fairly easy to manage as long as everything isn't too chaotic/dire. (ie: A normal, decent, biome/etc) If all else fails, which it really shouldn't except for some few impossible cases, a "Mist Generator" is the OverPowered Solution.

Originally posted by "MD":
Seriously, you just crash landed on a planet and your stomping around beating on the base and each other because your bedrooms are ugly? I'm sorry, but moods are why I'm learning Dwarf Fort. I started Rimworld a few weeks ago and have generally loved it, but continually find myself at the mercy of this particular mechanic.

* The below is based on vanilla RW with no mods/dlc

Start on an easier difficulty and in a good, balanced, biome. (Temperate forested hlls with a stream deep/wide enough for a water mill, preferably not right in the middle of your buildings, is excellent)

Your colonist will start optimistic, giving you some time to get much needed recreation and mood-boosting niceties. Move quickly away from a "barracks" sort of sleeping arrangement to individual rooms, preferably starting with double-beds so you don't have to worry about rearranging things. Get a "greenhouse" built, powered, and stocked with crops. Prioritize food and meal production. Get some basic clothing production going as soon as you can. (Their clothes will wear out completely around the time you should be also looking to move to component/advanced component production.) Don't forget a starting, Day1, horeshoe pin...

Use their Mood reports as a sort of Priority List. That will very likely tell you what you haven't done or have forgotten about. Don't ignore them or you will regret it in the early game.

Yes, if you fail at managing their moods, assuming a "normal" collection of colonists, then you're going to get frustrated. You should practice and learn at lower difficulty levels, going all the way to just Builder mode to experiment and learn. If necessary, you can create an easier start via the options.

DF's "moods" aren't as impactful as Rimworld's on a case-by-case basis. BUT, because DF has so very many interactions, some failing results can end up in a "wipe." (Loyalty Cascade) In RW, that can't happen, though it also has its cumulative "domino effect" that can be very bad for a small colony. Larger RW colonies are much less traumatized by Mood problems. A 220 DF fortress with "everything" a growing dorf needs can get ploughed over by a loyalty cascade...

Mods like "Prepare Carefully" that allow you to customize your starting colonists and "Prepare Landing" that can help you filter the map to find the type of biome/location you want can, in term, greatly assist you in learning how to manage moods and develop good early game progression strategies. Make use of them. (I don't know which ones are popular/working with the very latest release.)

It's always better to use the dev console to preserve your learning experience if you're making progress. Among the playerbase, there is no "cheating" in Rimworld. Feel free. :)

Note: A loyalty cascade in DF is a sort of unintended evolution of game mechanics involving "factions" and how enemies/combat works. It's not inevitable, really, that it destroys a fortress. But, it can weaken it so badly that it easily succumbs to threats it could have shrugged off. Were creatures, undead, and Forgotten Beasts, are much more dire threats than any mood-related dorf issues. (And, "FUN.")
Last edited by Morkonan; Aug 5, 2023 @ 2:25pm
Steelfleece Aug 5, 2023 @ 2:56pm 
Early game RW mood management is crazy easy. Focus on a sleeping area and heating/cooling - even a passive cooler or campfire if need be - and beds, quality doesn't matter too heavily - and a recreation item, usually hoopstone/horseshoe pin. A table and stools is a plus, as it'll also count as social recreation (as will a campfire). I usually don't even roof over the storage zone the first day unless I have spare time, it isn't like wood and components will rot in a day or two. If everyone gets good sleep, they'll be set to start the next day bright and early and not in a terrible mood.


Originally posted by Astasia:
Go-juice addicted pawns will still start with a prison pocket full of go-juice on naked brutality. Naked brutality just removes their clothes, not their other possessions.

I didn't previously think 5 units of go-juice was a buttload, but now I do. Thanks for that.
Vince ✟ Aug 5, 2023 @ 3:07pm 
I guess the main frustrations with this game reside in the prioritization of work and trying to balance that against the pawn AI. The pawns are starving to death, the cook is set to priority 1, but relaxing socially in the empty dining hall because, well we don't know why, but if I check the "needs", they are upset it is dark, cold, and not pretty. This leads to major irritations when I am attempting to fix the place up for the cook, but the cook won't do his job because AI. All good though. When I play DF I find it feels far less full of life compared to Rimworld, with most of the content in DF feeling like pretentious bloat on top of a cool fort builder. I'm learning both games though.
Cheers!
Robo Aug 5, 2023 @ 3:24pm 
Originally posted by "MD":
I guess the main frustrations with this game reside in the prioritization of work and trying to balance that against the pawn AI. The pawns are starving to death, the cook is set to priority 1, but relaxing socially in the empty dining hall because, well we don't know why, but if I check the "needs", they are upset it is dark, cold, and not pretty. This leads to major irritations when I am attempting to fix the place up for the cook, but the cook won't do his job because AI. All good though. When I play DF I find it feels far less full of life compared to Rimworld, with most of the content in DF feeling like pretentious bloat on top of a cool fort builder. I'm learning both games though.
Cheers!
Either your "Search for ingredients" radius is too small, your pawn has multiple other 1s in their priority window, they have too much recreational time or you have mods that affect their AI.

The first thing my cook always does when they get up and have nothing else to do no is to cook, and I have no other mod that affects the AI other than Common Sense. If your cook is also the farmer or the doctor, then micromanagement is necessary here.
Last edited by Robo; Aug 5, 2023 @ 3:25pm
TaikaJamppa Aug 6, 2023 @ 10:03am 
Originally posted by pmutzu:
honestly bro. and you will certainly thank me later. i literally always and i mean always use the character editor mod. to add the two traits. SANGUINE and IRON WILLED . to my first 6 colonists. this literally will prevent almost every break for those first 6 guys. allowing you to at least get set up. then from tthere i just carefully allow new guys based on favorable traits. no chemical interests,p[yromaniacs, or depressives allowed in my colony. i will literally send those guys packing. [/quote]

I would send "those guys" to the mines in bright orange jump suits, if you know what I mean... Gotta love Prison Labour mod.
Last edited by TaikaJamppa; Aug 6, 2023 @ 10:03am
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Date Posted: Aug 4, 2023 @ 9:26pm
Posts: 59