RimWorld

RimWorld

All Memories Fade
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?
jeepjumping_jonah May 17, 2024 @ 1:00pm 
well, i've never been the most perceptive. sorry to bother you, have a good day!
Mlie  [author] May 17, 2024 @ 12:57pm 
@jeepjumping_jonah All mod pages have supported versions at the top right of the page. This mod also has a large version-number in the preview as well as a version-number displayed right above this comment section.
jeepjumping_jonah May 17, 2024 @ 12:54pm 
is this up-to-date with 1.5?
Kleme Apr 28, 2024 @ 7:27am 
Came to say the same thing as @Joe Stalin, I might have a mod-conflict with VE though
Mlie  [author] Dec 23, 2023 @ 2:17pm 
@Gogmagog It affects any time-limited thought
Gogmagog Dec 23, 2023 @ 1:55pm 
So does this affect moodlets from mods? Sorry if this has been answered.
Monkey Magic Aug 4, 2023 @ 8:58am 
Yeah, it's fine. I'll try it out again with a fresh save next time. My current playthrough prolly isn't the best to try new mods with, given the difficulty settings lol
Mlie  [author] Aug 4, 2023 @ 8:26am 
@Monkey Magic The default setting is to double the starting value and thus making the total impact the same. But you can change this in the mod-options
Monkey Magic Aug 4, 2023 @ 7:08am 
I checked the moods before and after added, and yeah it does appear to work retroactively, but iunno if I wanna actually use it (at least right now) coz although it alleviates the stress of some of my colonists, it makes others worse than they currently are.

Can't afford to deal with increased stress right now, since they are all pissed at me to breaking point XD
Mlie  [author] Aug 3, 2023 @ 11:32pm 
@Monkey Magic It should affect all active memories when enabled, so yes
Monkey Magic Aug 3, 2023 @ 10:25pm 
Is this mod retroactive?
Mlie  [author] Jun 9, 2023 @ 9:40am 
@Joe Stalin Tested it and the effect of being counselled decays like any other, provided that you havent changed the mod-settings to not include it or have some mod-conflict.
Joe Stalin Jun 9, 2023 @ 6:10am 
I noticed that counseling via the ideology moral guide adds a mood buff that does not decay. So you can get a net mood benefit from negative memories using this mod and the moral guide ability. To me, that kind of breaks the mod.
roko711 Apr 24, 2023 @ 10:29pm 
Okay, thanks
Mlie  [author] Apr 24, 2023 @ 9:52pm 
@roko711 This mod activates fading for all thoughts that are time limited.
roko711 Apr 24, 2023 @ 5:54pm 
does the "x ate human flesh" social debuff from vsie ever fade? it's not my fault one of my pawns drank a bunch of cannibal coffees
EchoBlue Feb 14, 2023 @ 9:30am 
Can confirm a divorce is indeed more traumatic than killing my mother! :steamthumbsup:
Scoundrella Dec 30, 2022 @ 12:02pm 
All of your mods are amazing! Thank you so much for all you do :)
Pickle Nov 6, 2022 @ 6:52am 
thanks so much, lovely mod, can't live without
ⱧɄ₲V₳ɆⱤ Oct 29, 2022 @ 3:07pm 
Memories broken, the truth goes unspoken
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
Mewn Goddess Oct 26, 2022 @ 4:26pm 
Hello! Thank you for a great mod. I translated it into Russian. I hope you don't mind. https://steamcommunity.com/sharedfiles/filedetails/?id=2880345853
Mlie  [author] Oct 17, 2022 @ 4:48am 
@Strubbelkopp Id rather not since that would require a modification of the vanilla calculations. Perhaps you can suggest it as a separate mod on the mod-market since it would affect thoughts even without this mod.
Strubbelkopp Oct 17, 2022 @ 4:09am 
Hey, I did some math to find a function that describes the mood over time, but instead of the mood effect going to 0 linearly, it is a polinomial, where you can define the duration of the mood effect, the initial value and the degree of the polinomial.
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.
Mlie  [author] Oct 11, 2022 @ 10:12pm 
@Makadon Not sure I understand what you mean, what slider?
This mod just adds the fading effect on all timed memories, defined as timed by the game itself.
Makadon Oct 11, 2022 @ 9:32pm 
Needs to not affect the 'low expectations' mood. It's a permanent effect of one of the difficulty sliders.
Mlie  [author] Oct 4, 2022 @ 9:34am 
@Xyrlian Yea, this mod only affects memories, not opinions
Xyrlian Oct 4, 2022 @ 9:25am 
Might be a bug, or may not be part of the intended features:

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
Mlie  [author] Aug 20, 2022 @ 9:28am 
@Dr. Kamikaze All timed effects will have had their setting set to fade. As long as their time falls within the range in the settings
Dr. Kamikaze Aug 20, 2022 @ 9:16am 
hello. seems like the ideology's counselling effect doesn't fade.
The Stricken One Jul 22, 2022 @ 12:52am 
everywhere at the end of
Mlie  [author] Jul 17, 2022 @ 10:52pm 
@GunthorNC Not sure why you are reporting this here? You should probably report it to that mods author instead:
https://steamcommunity.com/workshop/filedetails/?id=2167490674
Serene Jul 12, 2022 @ 7:29am 
This is interesting. I'm immediately thinking of rituals in ideology and various spontaneous gatherings having the function of further reinforcing and lengthening good memories depending on the relationships involved with participants, dunno if that's possible at all but would feel way more reasonable in some situations than a static mood buff dependent on how spotless and shiny your temple is.
Lord Peter Jul 6, 2022 @ 1:43am 
@Mlie: Awesome! Thanks :D
Mlie  [author] Jul 5, 2022 @ 10:27am 
@Lord Peter Should be added now
Lord Peter Jul 4, 2022 @ 11:14pm 
Not sure how feasable it would be, but what about a setting to extend the duration of all throughts?
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 :)
L3GOLAS Jun 28, 2022 @ 8:55am 
this is just awesome man
Weiss Jun 18, 2022 @ 4:31pm 
The name of this mod brings me to tears. :')
Mlie  [author] Jun 11, 2022 @ 3:28pm 
@Rents_Due It seems VE Traits "Fun Loving" trait just increases the length of VFEV_AttendedFeast and VFEV_TakingPartInFeast by 4 in a way that makes the vanilla fading effect continue to negative values. This is an issue that can only be fixed in VE Traits by taking the fade-effect into account and solve that trait in some other way.
Perhaps by setting the length of the thought to x4 for such colonists when they get them instead.
Rents_Due Jun 11, 2022 @ 12:45pm 
Same issue mentioned below with Attended a Party going negative.
Appears to be linked to "Fun Loving" trait from VE Traits expanded. Thats the only colonist effected. The others are fine.
Rubens Jun 4, 2022 @ 1:23pm 
This mod is fucking genius, I would be surprised if this doesn't end up in vanilla, amazing work!