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I do have some thoughts as to how I would like an ideal ADHD trait to work, but they all require extra code that I haven't looked into yet. A simple one that reduces intellectual work speed but increases recreation rate or something like that would be doable, but doesn't seem as flavorful as what I've accomplished with the autistic traits.
I've got a few IRL things to take care of, but be sure an advanced autism & adhd mod is definitely planned once I've learned some more about in depth modding. :)
what about a simple ADHD mod? where the colonist has a good chance to just decide not to follow through with something, or (if first idea is too hard to code, because it DOES seem difficult) just makes them less productive and incapable of actually sitting down for normal research or fishing
but please do not stress thineself out
If not then I need to learn to be less egotistical lol
Excellent mod regardless, old chap
To me a mod's description should be about how the mod feels in-game, rather than a textual transcription of what the code does : there is such a thing as information overload, and steam descriptions aren't a good format for transmitting this info in a hierarchical way, you know ?
I totally get where you're coming from though. But with a simple mod like this, it's also really no hassle to just install it and mess with it for two minutes in dev mode to see it in action.