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So now it's a *naked brutality* start on ice sheet? You forgot to edit your previous comment, and now you just sound silly.
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.
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.
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.
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.
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.
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.
The sole reason I haven't switched to steam version
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.
* 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.")
I didn't previously think 5 units of go-juice was a buttload, but now I do. Thanks for that.
Cheers!
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.