RimWorld

RimWorld

[B18] Reasonable Moods and Needs
45 Comments
haggy 22 Sep, 2022 @ 4:03pm 
PLEASE UPDATE BRO:treeoflife:
l.tabarelli 16 Jun, 2022 @ 9:56am 
compatible with canibal party or no empathy for prisoners?
Jack-O-Lantern 27 Sep, 2020 @ 6:56pm 
Ayy, looking forward to that. This was a must have
AnExiledDev  [author] 26 Sep, 2020 @ 5:34pm 
If anyones still interested in this mod, I'll start working on a proper C# version that will be compatible with other mods for version 1.2, and maybe earlier versions as well if people request them.
Cam32541 27 Oct, 2019 @ 7:51am 
UPDATE UPDATE UPDATE
Jack-O-Lantern 23 May, 2019 @ 9:14pm 
Any update on the B19/1.0 release?
AnExiledDev  [author] 4 Oct, 2018 @ 1:28am 
Errors in B18 fixed. This mod is now labeled B18. I will create new mods for B19 and 1.0 as I make them.
Pirate of AE 3 Oct, 2018 @ 9:33pm 
And 1.0 is feature complete on steam bata now
AnExiledDev  [author] 30 Sep, 2018 @ 10:43am 
I'll get to it when I can.
Pirate of AE 29 Sep, 2018 @ 7:23am 
Updated game to .9 >.> care to play catch up?
cmcm 29 Jan, 2018 @ 3:09pm 
Ok, but if I have a panic attack that leads to an anurism for ignoring errors in rimworld. I blame you
AnExiledDev  [author] 28 Jan, 2018 @ 3:54pm 
Ignore the error, it's only on one file and doesn't really matter.
cmcm 28 Jan, 2018 @ 5:01am 
Favorite mood mod but, same here, getting the DefName error.
D'Car 27 Jan, 2018 @ 7:06am 
Getting this error on startup. There's more to it, but I'm sure you know what it is.
<-->
Attempt to use string DefName to refer to field defName in type RimWorld.NeedDef; xml tags are now case-sensitive. XML: <NeedDef><DefName>Mood</DefName>
Jynx 26 Dec, 2017 @ 4:14pm 
Still getting the def name error.
ViRuS 11 Dec, 2017 @ 12:01am 
The needs.xml file is using DefName and not defName, and is erroring out on load since its case sensitive now.
MtvYoloSwag 10 Dec, 2017 @ 11:27pm 
Thanks, really tired of seeing break warnings constantly just because somebodys wife was murdered in front of them, or because I MAYBE harvested a few of their organs (can't prove shit, they were unconcious).
AnExiledDev  [author] 10 Dec, 2017 @ 2:16pm 
Updated and fixed.
Bahilochki 24 Nov, 2017 @ 7:22pm 
from the error log i can see that new mental states added in version 18 can't be handled by mod. Also there are errors from changed def naming
Jules 24 Nov, 2017 @ 7:35am 
FYI some of the xml files in Defs>ThoughtDefs start with <ThoughtDefs> or <Thoughts> instead of <Defs> which throws an error at startup. Cheers and thanks for the mod.
Bahilochki 24 Nov, 2017 @ 6:14am 
Thanks alot ! It's realy hard to play when pawns act like crybabes
AnExiledDev  [author] 23 Nov, 2017 @ 5:38pm 
Updated.
Bahilochki 23 Nov, 2017 @ 12:58pm 
please update the mod to B18 version of the game
AnExiledDev  [author] 22 Aug, 2017 @ 2:35pm 
There is no forum post. I have only released on the workshop, and will not release anywhere else. Maintaing a forum post for the small group of people who don't own the steam version just isn't worth it.
"The" SeanMacLeod 21 Aug, 2017 @ 9:01pm 
@Yrol Denjeah
Holy crap, that's evil genius......
Yrol Akiyama 21 Aug, 2017 @ 9:00pm 
Oh and regarding organ harvesting from our own colonists...
As Leader, i ALWAYS amputate the middle fingers of my colonists.
There's now much less insulting going on......
Yrol Akiyama 21 Aug, 2017 @ 8:55pm 
@AnExiledGod, Hello there again, i seem to be unable to find the forum version of
this modification. Did you use a different name forrit there?
SocialismIsALie 3 Aug, 2017 @ 6:28pm 
@AnEciledGod Cheers mate
AnExiledDev  [author] 3 Aug, 2017 @ 1:38pm 
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=738402623&searchtext=organ
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=730854291&searchtext=organ

One of those should do it. Although if you're harvesting your colonists organs, then maybe not. The question begs though, why would you even do that?
SocialismIsALie 3 Aug, 2017 @ 11:18am 
@AnExiledGod I have searched far and wide with little success, do you know of any?
AnExiledDev  [author] 1 Aug, 2017 @ 6:52pm 
@williamfconrad There are other mods which do that I believe. I don't usually remove anything, the effect of that is reduced however, but not removed.
SocialismIsALie 1 Aug, 2017 @ 4:14pm 
please remove the debuff from organ harvesting
AnExiledDev  [author] 30 May, 2017 @ 12:01pm 
If people continue to suggest these kinds of things (things that can only be done as a script) and there is enough interest in these changes, I'll probably give it a try sometime. I'll start a suggestions thread for people to add to and I'll keep an updated list. If people show enough interest, I'll give it a try. :)

I appreciate the ideas, these are great ideas, and I might implement them anyway. (I'm in a good coding mood so I might fiddle with script modding. I know C# well, just not familiar with the way RimWorld uses hooks and things.)
AnExiledDev  [author] 30 May, 2017 @ 12:01pm 
@Yrol Denjeah As far as I can tell, no. This mod only modifies XML files, so unless the devs specifically add this support, I can't do it unless I write up a C# script that does all of that, and I'm not familiar with how the hooks and all work in RimWorld. I'm sure I could figure it out pretty easy, but it's still a fairly high level of work initially. Plus, it might be necessary to use HugsLib (I haven't looked into what all the library does and what RimWorld is capable of so not sure if necessary).

Overall it just adds a fair bit more complexity to the mod. I'm not sure if that's necessary. Although, if I made it a C# mod, I could probably setup the ability to toggle basically everything. A lot of work though. :D
Larsen 30 May, 2017 @ 10:09am 
Great!
Yrol Akiyama 30 May, 2017 @ 9:41am 
@craggy, yes, good idea!

@AnExiledGod, would it at least be easy to NOT get the "ate without table"-malus when the
pawn is ill/wounded in bed?

(i am sure there more examples like this one, but cannot come up with more right now.
Other modusers could help create a list)
AnExiledDev  [author] 30 May, 2017 @ 7:06am 
@GodzillaGandalf I don't see why not. This mod should never break a save. It just modifies Def files.

@Craggy That would make sense. :D I'm sure it's possible, but it would require a much more advanced mod, which is a bit more complicated than I think is necessary.
草食俠 30 May, 2017 @ 7:00am 
is there a way to overtake some minor moods in critical situation? i don't think i could complain about ate without table when bullets are whizzing around me.
Larsen 30 May, 2017 @ 6:19am 
Save-friendly?
Eifer 30 May, 2017 @ 5:44am 
Thank god... I've been ripping my hair out since A17.. I'm doing a Duo survivor game atm, or trying, but 2 times in a row one of them got a berserker breakdown the moment they landed. I mean, give me a break RnGesus!
Yrol Akiyama 29 May, 2017 @ 2:55pm 
@AnExiledGod :o) And of course, as this game kinda advertises as a simulation,
one should be able to know exactly what's going on.
(also, i feel a bit cheated by the game when those bad or good feelings show up)
AnExiledDev  [author] 29 May, 2017 @ 1:13pm 
@Yrol Denjeah I agree, I wasn't fully sure if I wanted to negate all of the random feelings mood effects. I understand why they are in the game, I myself sometimes just feel bad, but in a game that doesn't make much sense, because you should know exactly why they feel bad.

I'm told updating workshop mods too quickly can get me banned, so I'll go ahead and make this change, and hold on to it for a day or two before I release it. I can't remove these statuses, but I can make the mood modifiers 0 so they have no impact.

Glad everyone likes it so far. :)
草食俠 29 May, 2017 @ 7:49am 
thanks for keeping this up
Yrol Akiyama 29 May, 2017 @ 2:13am 
Greetings and thanks for this Modification.

"--- Random Feeling negative effects halved." That's a step into the right direction :o)
Random positive effects should be halved aswell though.
I personally though would like the random ones to be gone altogether, firstly, because i
like to -know- what happened, so i can prevent it in the future. Secondly, with such a detailed
system, so many reasons -why- someone gets into a bad or good mood, there shoujld not be
anything left that doesn't fit into any of the categories that are present.
AnExiledDev  [author] 28 May, 2017 @ 3:50pm 
You can see the full changelog in the Change Notes section.

If you have suggestions for things to remove or add (or a whole other mod), or the game updated and the mod needs updated, or something just broke, start a discussion or leave a comment here and I will see what I can do.

Hope you guys like it, and I hope I didn't make it TOO easy, but man was I tired of colonists throwing fits about the stupidest things, for such a long time.