RimWorld

RimWorld

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Mood Matters
   
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
199.059 KB
21 Aug, 2021 @ 8:40pm
11 Aug @ 8:44pm
15 Change Notes ( view )

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Mood Matters

In 1 collection by Imranfish
Imranfish's Mods
6 items
Description
Mood Matters
Makes various stats scale to the colonist's mood. Mood now slightly affects a colonist's general efficiency at all times, and so it is more important to manage. Low mood causes colonists to perform worse, but having high mood will give them an increase in efficiency.

Fully customizable in the settings menu. You can choose to add a third curve point as well.

The following stats are at 90% efficiency at minimum mood, and 105% efficiency at maximum mood:
- Global work speed
- Move speed
- Learning rate
- Rest rate
- Negotiation ability
- Trade price
- Conversion power
- Suppression power

The following stats are at 95% efficiency at minimum mood, and 105% efficiency at maximum mood:
- Immunity gain

The following stats are at 80% efficiency at minimum mood, and 110% efficiency at maximum mood:
- Meditation rate

Requires XML Extensions.

Source code (with comments): GitHub[github.com]
28 Comments
Aura 30 Jul @ 6:11pm 
@imranfish Here is my full mod list: https://rentry.co/ce5ztxy9
Would you also like me to upload the save that the bug happened on as well?
Imranfish  [author] 30 Jul @ 5:31pm 
@Aura This error doesn't seem to happen to me. I tested with just mood matters and vanilla skills expanded. You can get a modlist either by sharing a Huglisb log, or by using the Rimpy or Rimsort mod managers to export the list.
Aura 18 Jul @ 1:06am 
I've discovered an incredibly strange bug; it seems like vanilla skills expanded creates a bunch of null reference errors while this mod is on, which doesn't make sense since, from what I can tell, this mod is strictly XML. It also only happens when I mouse over a passion in the bio menu, where any pawn with one of the new passions added by vanilla skills expanded (or alpha skills) causes the bio menu to flash and not show the tooltip. How should I go about sending you my mod list and error report so you can reproduce this? I have 2 mod lists, one that 'works' (without mood matters) and one that has the bug (with mood matters).
Imranfish  [author] 2 Jul @ 9:53pm 
Latest XML Extensions update should have fixed any errors that this mod may have produced in the past
De Uz 21 Jun @ 7:40am 
Wait this isnt a thing in vanilla?
Щепатюн 27 Jun, 2024 @ 4:04am 
still works on 1.5:lunar2019piginablanket:
Dombie The Zombie 22 Jun, 2024 @ 11:18am 
Feels like a nice replacement for mental breaks, to be honest.
Ionfrigate12345 11 May, 2024 @ 2:22pm 
I tried this mod in 1.5, the screen keeps flashing and pawns all disappeared. No idea what happened. I checked the source of this mod, nothing but XML. Maybe this mod could be better implemented by C# scripts instead, for XML has no compilation stage telling you what's wrong in the new version.
Artica 10 May, 2024 @ 8:02am 
Heyo, I checked it works in 1.5 might only need some re check on dev part but if you can't go without it, it's okay to have it enabled in your game
kongkim 14 Apr, 2024 @ 1:05am 
Will the mod be updated to 1.5 :)?