RimWorld

RimWorld

46 ratings
RGBmods Autism+
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Mod, 1.6
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21 Aug @ 12:03pm
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RGBmods Autism+

Description
This mod adds a new "Autistic" trait. Autistic pawns can now have one of 12 preset autistic setups, ranging from "genius with a few quirks" to "outright non-functional".

They're all labelled as simply "Autistic", so in some circumstances (like selecting a trait for a child growing), you might not know what you're getting.

The idea was to offer a more nuanced, albeit still simplistic, take than with my previous autism mod. The main idea here is to not present Autism as a "superpower if you can manage it right", but instead to show that not all pawns are equal in how their handicap manifests itself.

Most will be autonomous, and have high psychic sensitivity, but most will also have less points attributed to certain skills, or have some work types they just won't do.

Of the 12 presets :
- 2 are on the "genius" side of the spectrum
- 3 are of the "specialised worker" variety
- 2 are mostly neutral once you can manage their accommodations
- 3 are functional but have more drawbacks in terms of work they will or won't do
- and the final two are outright hindrances to a colony (but that doesn't mean we shouldn't care for them) : both are slow learners and walkers, both have higher needs, one can't work except for art, and the other can work but has -3 in every skill.
- They all need comfy clothing and lots of rec time and rec variety.

If you use my Stimming Toys mod, autistic pawns also have a chance of starting with a stim toy. https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3553373017

I know Autism can be a lot more complex than the way I have depicted it here, It's really just another quick test as an early mod. I plan on making a more in-depth one once I've levelled up a bit.

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As an expansion of sorts of my previous Autism mod, I don't recommend using both. Either use the other one for a simpler take on autism as a character trait, or use this one for a more nuanced one. A tweaked version of the original mod's single trait is now one of the 12 variants you can get in this mod.
27 Comments
Glitch  [author] 2 hours ago 
@lexcpa324 I always welcome discussion. :)

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. :)
lexcpa324 23 hours ago 
Excellent, in any case, I have a suggestion that would go great with the stimming toys (i could of used better name but oh well)

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
Glitch  [author] 3 Sep @ 2:08am 
@lexcpa It was actually. Thanks a lot for the suggestion. :)
lexcpa324 2 Sep @ 1:21pm 
Excellent, was this in any way inspired by a comment I left?

If not then I need to learn to be less egotistical lol

Excellent mod regardless, old chap
Vidote 28 Aug @ 3:22pm 
as someone with the 'tism and that has literaly 2k hours on this game, I say that i fucking love you for doing this mod!
Glitch  [author] 25 Aug @ 11:52am 
@YuuYWeeW ah, but are the trains autistic ? /s
Pasaway 25 Aug @ 9:14am 
I read the title as "Simple Autistic Trains".... I was hoping for trains.
Glitch  [author] 24 Aug @ 5:09am 
@Futstub that's fair. I try and keep my descriptions short and concise because I myself can't focus on longer text walls. I thought this one was relatively well detailed (rather than a lackluster "adds autism to the game").

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.
Futstub 23 Aug @ 11:06pm 
Really like the idea of this mod, but I really can't get myself to install mods while not knowing what they actually do. It's sad that so many mods in the workshop get overlooked just because they have a vague description...