RimWorld

RimWorld

Ugh You Got Me
187 Comments
RemingtonRyder  [author] 4 Sep @ 2:17pm 
@hoteldoor The only way to stop that from happening is if the social fight never starts. Like, we detect that a colonist can insta-kill someone in one hit, and make them an ineligible participant for a social fight. I'd have to look into it and see if it's possible to do.
Gerewoatle 4 Sep @ 12:36pm 
@hoteldoor - Who could have possibly foreseen the natural consequences of using OP mods?
hoteldoor538 4 Sep @ 9:58am 
One of my colonist has 400 fist dps and a new recruit had a social fight with him, which results in the recruit instantly dying. Is there a way to make it so that its impossible for social fights to lead to death?
RemingtonRyder  [author] 28 Jul @ 9:27am 
I don't know how often the game checks to see whether a social fight should continue, but when it does check the mod will have a combatant give up if a body part is damaged past a certain threshold. Even bloodlust pawns will accept a surrender.

An instant kill is a possibility, but it's unlikely because you would need a colonist who does a lot of damage in one hit.
brevisdiem34キツネ 27 Jul @ 11:04pm 
@Sleepless Homunculus I ran a test in dev mode for you. I had two masochist,tough,bloodlust pawns that hated each other have fights in a 22x15 walled in sandstone room. Weapons are not used in social fight regardless. And in multiple attempts, I conclude it is possible for them to be downed bleeding and crawling to bed, but they never dismembered body parts. They were both competent fighters and I was using Charactor Editor for the purpose of testing: the amount of damage varies randomly.

TL;DR
The can still be downed and bleeding. I believe the mod protects from dismemberment.

DISCLAIMER
From I don't have knowledge if they can still die, <storyteller mechanic is "Colonist instant kills %> maybe the author could elaborate whether that is indeed possible at all?
RemingtonRyder  [author] 26 Jul @ 12:45pm 
Or downed.
Sleepless Homunculus 26 Jul @ 4:57am 
If two masochist / bloodlust pawns go at it, one is gonna end up dead?
Draco Sicarius 25 Jun @ 12:26pm 
Awesome, thanks!
RemingtonRyder  [author] 25 Jun @ 8:41am 
Completely safe to add to or remove from existing saves.
Draco Sicarius 25 Jun @ 5:15am 
Is this one safe to add mid-save or should a new save be started for it?
RemingtonRyder  [author] 21 Jun @ 5:33am 
Didn't run into any problems with the new version for 1.6 unstable. If it breaks, let me know.
filmyu 20 Jun @ 10:52am 
i appreciate your time and effort :)
AzoorFox 20 Jun @ 9:38am 
GOOD. THANKS.
RemingtonRyder  [author] 20 Jun @ 2:58am 
Should just need to be recompiled for 1.6, so I'll take a look on Saturday and see if I'm totally wrong about that. :)
AzoorFox 19 Jun @ 3:32pm 
UPDATE WHEN????????????????
Dead Thing 21 Nov, 2024 @ 7:13pm 
I've been happily using this mod for so damn long now that I don't even remember what a regular social fight is like. I was watching my friend play and things got quite out of hand. Great mod.
foolzardy 10 Jul, 2024 @ 9:53pm 
Ohhhhh
RemingtonRyder  [author] 3 Jun, 2024 @ 6:59pm 
Seems to be working fine here.
⛧ ImxSenseiYT⛧ 3 Jun, 2024 @ 6:42pm 
mod is bugged atm , pawns will just stand around after social fighting while social fight is still active but nothing is happening resulting into not being able to boost the time etc
KoA 19 May, 2024 @ 5:40am 
Ohhhhh
myxbox18 10 May, 2024 @ 3:40am 
O7
Sorcia 21 Apr, 2024 @ 5:56am 
Bros been updating since 2018 and I never knew this mod existed. Thanks friend.
Waggish 11 Apr, 2024 @ 7:36pm 
Trawling for fresh 1.5 mods, and THIS is how I find out this wasn't already how social fights work?! Bless you, child. Maybe now my pawns won't turn each other's torsos into pulp quite so often.
ThottyNathaniel 9 Apr, 2024 @ 8:21pm 
can you make a version where you can start a social fight
RemingtonRyder  [author] 24 Mar, 2024 @ 6:38am 
Updated for 1.5 unstable. No changes were needed, so it should work fine. Let me know if there are any problems, though!
i drank the bass pro shops water 15 Jan, 2024 @ 10:35am 
Alex bit Wyn'deursh in the heart viciously. He died.
VORZAP 12 Jan, 2024 @ 8:45am 
@Tamm, yea I ended unsubbing from the mod due to this. I wish there was a mod that would consider melee skill before social fighting
Tam 31 Dec, 2023 @ 4:34am 
My colonists start to immediately leave social fight as soon as it started with no hardm to eachother, does any1 have the same issue ?
Enlonwhite 2 Dec, 2023 @ 11:48am 
I have always felt the 'Social fighting' in Rimworld vanilla was more like some pawn using an insult or such as a psychopathic excuse to kill/maim those they hate.

I have found with stories from other families, stories of accidents from siblings, and from my own person experience, is that most standard ideas of what would be a social fight is just a minor fight that has little to no true threat to life. In the instances where said threats occur are usually do to accidents or without intent.

Long story short, most fights are just short, NOT to the death, skirmishes of emotion.
Any exceptions are for reason that are NOT common, (Accidents, Bloodlust, Psycopaths, etc.)

"Exceptions to the rule, does not make the rule invalid. The rule exists for a reason.
RemingtonRyder  [author] 23 Nov, 2023 @ 4:56am 
Snapout covers a range of different mental breaks, this just covers social fighting.
Philip Connors 22 Nov, 2023 @ 12:53pm 
Is this just a better version of Snapout?
RemingtonRyder  [author] 11 Nov, 2023 @ 12:45pm 
Obviously one of the colonists was named Astarion.
Nightcrawler_117 11 Nov, 2023 @ 1:01am 
> Social Fight
> Neck; Bite, Human Teeth
Shark of The Covenant 16 Sep, 2023 @ 12:21am 
I never thought I'd download this mod until my colonist beheaded another colonist from a social fight earlier
BIG SOUP 6 Jul, 2023 @ 3:51pm 
@Daniel just another normal day out on the rim huh?
nubcake -MeoW- 21 Apr, 2023 @ 12:18am 
+1 giving thanks :o)
Daniel 19 Apr, 2023 @ 12:35pm 
great mod. Had a colonist rip an arm and an eye of anther colonist from a social fight
Ren 17 Apr, 2023 @ 5:50pm 
Just coming to give thanks for this mod. It's saved countless colonists over the years
Rips 28 Mar, 2023 @ 4:41pm 
Ty such a great mod! Social fights in the mid to late game when half the colony is biomodded were a nightmare and leaving colonists dead or with missing limbs and the hospital full constantly. This helps so much!
Red Phantom Ledo 10 Mar, 2023 @ 1:50am 
any mods that reduce the severity of social fights even more? i want to keep them but i got a lot of angry pawns that just love to live with bruises all the time
bugrilyus 4 Mar, 2023 @ 7:46am 
pyscopath, abrasive?
YunoAloe 21 Feb, 2023 @ 3:30pm 
Traits, of course, but I'd rather look for something ambient, or (semi-)passive. Like rage gas, psycasts without diplomatic consequences, horrifying appliances that drive mad... Ok, this is not the right place to ask this.
RemingtonRyder  [author] 21 Feb, 2023 @ 6:37am 
If I remember right, there's a trait (or traits) which make it more likely for a social fight to happen. I don't remember if traits have weights (the higher the weight, the more likely they are to be chosen) but if so, that would be a place to start.
YunoAloe 20 Feb, 2023 @ 10:18pm 
I'm looking for a mod that could do relatively the opposite of this one. I want to make a crazy room for my visiting caravans where visitors will go mad, like berserking due to low mood (with corpses and effigies laying around) or social fighting. Any ideas how could I force visitors to social fight with each other more?
Stellar Harbour 8 Dec, 2022 @ 7:11am 
It will help with berserk idiots?
Gliese581 26 Nov, 2022 @ 1:35am 
It probably helped that I was really tired when I first came across this mod but your mod picture had me crying laughing so thank you for that.
Shane 24 Nov, 2022 @ 5:21am 
Had the incident of a pawn being stuck in a "social fight" from a mental breakdown. Orange colored. I don't know if this mod causes it, but it definitely will nonstop fill the error log when it happens. Workaround: Keep a dart gun handy. :)
19Peej 7 Nov, 2022 @ 12:01pm 
Thank you!
Jet 6 Nov, 2022 @ 5:14pm 
ahh. cool it still sounds like an improvement over vanillas high likelihood to end up crippled for life over an unarmed punch. therefore i will install it.
RemingtonRyder  [author] 6 Nov, 2022 @ 5:12pm 
No. It can only stop the fight early if one of the fighters is badly injured, or prevent it from starting. The problem is that the game treats social fights as if they are real battles, no holding back, so full damage is dealt. My thoughts on this are, if colonists have the ability to be so savage when someone insults their parentage, they need to be able to take that damage instead of getting their arm instagibbed.