RimWorld

RimWorld

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All Memories Fade
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Mod, 1.3, 1.4, 1.5
File Size
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160.015 KB
Apr 26, 2022 @ 1:27pm
Apr 14, 2024 @ 11:30am
7 Change Notes ( view )

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All Memories Fade

In 2 collections by Mlie
My Current ModList
263 items
Developed by me
106 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.”

[dsc.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.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • 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


109 Comments
Mlie  [author] Apr 20 @ 10:44pm 
@fyodord The memories fade linearly, as it uses the games own code for it.
As for the duration, as mentioned in the description, it is already a mod-option for that
fyodord Apr 20 @ 5:12pm 
Also it'd be nice if the mood debuff * time total is exactly the same as when I don't use the mod, so this don't just become a mod that makes the game easier
fyodord Apr 20 @ 5:11pm 
How do the memories fade, linearly? Exponentially? I think I'd like the have the memories fade slowly when it just starts, then rapidly as it approaches the end date.
Mlie  [author] Sep 10, 2024 @ 1:16pm 
@Azraile Not sure what you are referring to, this mod only affects memories.
Azraile Sep 10, 2024 @ 12:28pm 
is the spouse mood buff imune to this? >.> or is that an option?
Postal Jun 23, 2024 @ 8:11am 
@Mile Huh, must be a different mod or some other interaction then. I'll do some research, thanks for the clarification.
Mlie  [author] Jun 21, 2024 @ 11:07pm 
@Postal Not sure what you are referring to. They still get happy the same amount. It just tapers off over time. If the same thing happens again, they still get the maximum amount of happiness.
Postal Jun 21, 2024 @ 3:45pm 
@Mile that's fair, and I see now in the notes that it's intended. It just gets more difficult in longer-term colonies when your people just don't get happy from anything anymore
Mlie  [author] Jun 21, 2024 @ 11:31am 
@Postal Its intended, just fading the negative would not really make it realistic?
Postal Jun 21, 2024 @ 10:49am 
I'm running into an issue where the positive mood boosts are lessening as well. My colonists no longer get boosts from psychic emenators or nice rooms or being comfortable, since those have faded towards zero over time. Is there an option somewhere for the fade to only affect negative moods, or is this intended behavior?