RimWorld

RimWorld

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All Memories Fade
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
180.323 KB
Apr 26, 2022 @ 1:27pm
Jul 6, 2025 @ 10:45am
8 Change Notes ( view )

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All Memories Fade

In 2 collections by Mlie
My Current ModList
263 items
Developed by me
113 items
Description


Will force all memories fade out instead of just ending.
For example instead of a divorce having -20 mood debuff for half a year and then vanish it will tick down over time.
This will affect all memories, bad and good, with the result that pawns should generally be more emotionally stable.

- Added settings for changing the base mood-values for all memories. Setting it very high might make your colonist have extreme reactions.
- Added settings for changing the duration of timed thoughts.
- Added setting for excluding memories of specific durations

Performance
The feature was actually added in 1.3 vanilla code as an optional property for memories. All this mod does is to make all memories use it. As such it should not cause any noticeable performance issues.

Expanded description via The Blind One
”All (timed) memories that give mood buffs or debuffs will fade over time proportional to how much time is left. Really bad mood debuffs or strong mood buffs won't disappear out of the blue once the timer is up, they will slowly transition and fade out of their minds. A pawn going through drug withdrawal will feel only half as bad halfway through the process as an example.

This also applies to things like breakups and divorces which can be devastating if they happen with -20 mood debuffs for 2 to 3 years straight. While they won't recover over night, you can be sure that they will slowly get there and reduce the mental strain on them as time passes.”

[discord.gg]
[github.com]


Since modding is just a hobby for me I expect no donations to keep modding. If you still want to show your support you can gift me anything from my Wishlist or buy me a cup of tea.

[ko-fi.com]


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Always post your log using the Log Uploader
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: mood values, mental health
130 Comments
Mlie  [author]
Sep 21 @ 6:37am 
@High on Ponk Does it happen with only this mod loaded?
Sep 21 @ 6:25am 
@Mile it's actually DLC Ideology. Moral guides there have the ability to negate bad thoughts by making an opposite thought with the positive score.
Although, if you mean it's Tynan's fault, then it's fine by me too. He should've just delete the thought after moral guide uses that ability.
Mlie  [author]
Sep 17 @ 5:40am 
@High on Ponk This only sets the vanilla property on the memory defs to true. If a modded thought has issues with this you should report it to the respective mod-author instead.
Sep 17 @ 5:05am 
@bash it makes the game more immersive
Sep 17 @ 5:04am 
So, apparently if you use "Counselling" on a pawn it makes a thought that negates the negative memory, but this positive thought "Was counselled by pawn" is never forgotten
Aug 30 @ 1:26am 
Do you guys think this mod makes the game easier?
Jul 25 @ 8:10pm 
@DrakonDawn Seconded.
Oct 31, 2025 @ 12:59am 
Is there a way to disable fading for a particular thought?
As in directly, not through the duration filter.
Oct 26, 2025 @ 7:22pm 
Mile, Thanks for all your amazing work! I really appreciate it <3
Oct 20, 2025 @ 7:07pm 
Ah okay sorry, thank you