RimWorld

RimWorld

950 ratings
All Memories Fade
3
2
2
2
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
180.323 KB
Apr 26, 2022 @ 1:27pm
Jul 6 @ 10:45am
8 Change Notes ( view )

Subscribe to download
All Memories Fade

In 2 collections by Mlie
My Current ModList
263 items
Developed by me
110 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.
  • Post your error-log using the Log 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

| tags: mood values, mental health
116 Comments
brady Aug 28 @ 4:22pm 
I've love using this mod and how it impacts my pawns! I chose to have the duration increased and that feels great for my game.
ImTheLichBruh Aug 20 @ 11:24am 
bump
Dude Jul 13 @ 5:51am 
This sounds great and makes sense when looking at how memories behave IRL, gonna test it out for a bit.
Mlie  [author] Jul 8 @ 9:28pm 
@Tank Commander None, its a vanilla feature
Tank Commander Jul 8 @ 5:22pm 
How bad is this on performance?
Mlie  [author] Jul 7 @ 9:31pm 
@Tyrant There is no such game mechanic to hook into. This just exposes an existing mechanic to be configurable
Tyrant Jul 7 @ 5:06pm 
What about an option where the mood buff/debuffs fade in as well, using some sort of bell curve where it will rise to its highest value somewhat quickly and then it will start to fade?
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.