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As for the duration, as mentioned in the description, it is already a mod-option for that
Can't afford to deal with increased stress right now, since they are all pissed at me to breaking point XD
I’ve even forgotten my name
I don’t know the season or what is the reason
I’m standing here holding my blade
A desolate place (place) without any trace (trace)
It’s only the cold wind I feel
It’s me that I spite as I stand up and fight
The only thing I know for real
I think it feels a bit more natural and balanced, if the mood effect stays closer to the initial value for a longer time, but towards the end drops more rapidly.
You could maybe integrate a toggle option or define the degree in the mod settings, as that would probably cost more performance (though I don't know how big the effect would be).
Anyways here is the function: m(t) = M0 * (1 - (t / D)^n), where m is the current mood effect, M0 is the initial mood effect and D is the total duration.
This mod just adds the fading effect on all timed memories, defined as timed by the game itself.
I've have divorced colonists. While the divorce mood debuff decays properly, the social memory opinion modifier "divorced me" of the other colonist is remaining at -70
https://steamcommunity.com/workshop/filedetails/?id=2167490674
Right now, this mod kinda gives us a linear function we can very in steepness instead of the vanilla "heavyside step function", but it still cuts off at the regular end point. I'd prefer if, like, the middle point lay on the old cutoff point, in such a way that the total integral remains the same (not sure how well I've phrased that in English). A longer, but not steeper fall.
But hey, even as-is, this is one of the best mods ever for someone who wants more base-building and less breakdowns :)
Perhaps by setting the length of the thought to x4 for such colonists when they get them instead.
Appears to be linked to "Fun Loving" trait from VE Traits expanded. Thats the only colonist effected. The others are fine.