Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem






<-->
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>
Holy crap, that's evil genius......
As Leader, i ALWAYS amputate the middle fingers of my colonists.
There's now much less insulting going on......
this modification. Did you use a different name forrit there?
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?
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.)
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
@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)
@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.
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)
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. :)
"--- 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.
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.