RimWorld

RimWorld

Dream and Desire
165 Comments
negimagi_10 19 Feb, 2024 @ 10:46am 
looks like the vanilla team is testing out a mod that is just like this. Vanilla Aspirations Expanded is currently being beta tested right now.
Psych 15 Sep, 2023 @ 10:31pm 
this must be a hassle if you have 10 or more colonist.u really gonna check all the wishes?
Hans 7 Sep, 2021 @ 9:28pm 
sad... but it's okay :)
noenear  [author] 7 Sep, 2021 @ 2:23pm 
Don't think I will update that one.
It's a mod that already need lot of work, but the integratation with ideology is just too much.
Hans 7 Sep, 2021 @ 1:00pm 
Update? :)
okoyum 5 Aug, 2021 @ 7:54am 
This mod is neat and I really like the mechanics of it! It definitely puts more personality into the game and gives you more of a challenge with new objectives (desires) to fulfill.

However... I do believe it is a bit too punishing. Even after changing all the sliders to minimize the penalties as much as possible, the debuffs still stack way too high and make it hard to keep a colony over 8 people happy. Somebody always wants something, and the game eventually changes from progressing your colony to running to the nearest trader to see if they've got puppies that'll get butchered after your colonist is done playing with them (mods that add in new foods particularly make this tedious, heh).

I think this would be best for a playthrough with a smaller colony. At the beginning I could handle the desires just fine, only as I gained more people did it become unmanageable. Maybe if there was a limit to the number of desires that could exist at once it would be more feasible?
bamboozle me pls 26 Jul, 2021 @ 5:55am 
i absolutely love this mod and would love a 1.3 patch if you're able!!! Thank you so much !!!:winter2019happydog:
NoeX 22 Jul, 2021 @ 6:17pm 
1.3 work?
noenear  [author] 3 Apr, 2021 @ 12:27pm 
@DisKorruptd
you can make a local copy of the mod then go to Defs\WishDefs open Wish_Hediff file and set the base chance to the wishes you don't want to 0
DisKorruptd 30 Mar, 2021 @ 2:03pm 
Would it be possible to add settings to remove individual wishes from possible wish pool? like, if you're doing a medieval playthrough and you want to remove body part upgrade wishes for instance?
noenear  [author] 26 Feb, 2021 @ 5:30am 
@DisKorruptd
I added a discussion for typo if you saw another one, there some instruction to help me.
Sometime it's hard to find where the typo is, fwoosh also reported a typo, but I just didn't found it.
DisKorruptd 26 Feb, 2021 @ 1:50am 
Typo: Want clothes made from "expansive" materials
ShadowVVolf 19 Feb, 2021 @ 12:16pm 
@nonear, I can see wishes that effect them personally being allowed but not something dealing with the colony. They have a chance to join you if they are happy but in general they are only visitors to the colony for ~20 days.
noenear  [author] 19 Feb, 2021 @ 12:05pm 
@ShadowVVolf
I watched the quest presentation and I feel like they should have wish, they are basically part of your colony, just not from your faction.
Since I never played this quest maybe I'm missing something, why do you think they shouldn't have wish?
ShadowVVolf 19 Feb, 2021 @ 7:06am 
@noenear No its a new quest introduced in 1.2 the refugee hospitality quest, its talked about in the release video at ~2:29 in.
noenear  [author] 19 Feb, 2021 @ 5:00am 
@ShadowVVolf
I did a small fix I didn't test but it's just xml so it shouldn't create any issue.
Each stack of the regressing wish debuff will have a lower impact.

It will still hurt if you have 25 debuff. It's an easy wish to fullfill you should try to fulfill it before selling or using your stock.

Your quest is from a mod rigth? I rechecked the condition and the pawn should be controllable by the player and from your colony to get wish.
If they get wish even when you don't control them it's the mod who let you control these pawns who does weird stuff to make it work, so it's not something I will change.
ShadowVVolf 18 Feb, 2021 @ 10:39am 
@noenear It said I needed 35 more textiles to satisfy but showed a value of -234/35 and was a regressing envy 25x. I had 100+ textiles in stock that fluctuated from hunting, trade, and crafting, As for the refugees / visitors they are controllable but for a limited time due to a quest.
noenear  [author] 18 Feb, 2021 @ 8:48am 
@Slime bolada
It shouldn't cause any issue, but if your save is too advanced (ie with high wealth) the balance will be really messy.

@ShadowVVolf
I can't help without more information since none of these stuff should happen, debuff is soft capped and can't reach a value that low, and only controllable pawn should have wish.

@fwoosh waaaaaaaaaaaaaaaaaaaaaaaa
I appreciate you like this mod :)
SYNYSTERLY 17 Feb, 2021 @ 11:55am 
I plan adding this mod to my save,will there be any problems because i really wanna use it in my main save
ShadowVVolf 16 Feb, 2021 @ 12:59pm 
-150 for not increasing textiles - Excuse me? Also why is this applying to refugees / staying Visitors?
fwoosh waaaaaaaaaaaaaaaaaaaaaaaa 6 Feb, 2021 @ 12:23am 
I noticed a typo for 'animal company' it is instead 'animal compagny'

also love this mod!!! adds more stuff for me to do in my games and i like that it feels like it gives pawns more personality :)
Armedwithpuns 22 Dec, 2020 @ 11:17am 
i'm in year 2 and my colonists are already asking for luciferium and end game prosthetics and stuff, can you at least gate the wishes to the colony's tech level or something that would stop them making such unreasonable requests?
DisKorruptd 26 Nov, 2020 @ 8:51pm 
admittedly, it has been a bit since I last read the desc, the settings for this mod make the early game a level of hell, as people are wanting to bond with animals and to have recreational drugs, things that, in the early game, just arent feasible, we're just barely surviving day to day and they're upset that they dont have a dog
noenear  [author] 26 Nov, 2020 @ 8:30pm 
@DisKorruptd

My intention when I made this mod was to involve the player to care more about their pawn's and adding a challenge that you should play around.

This mod effectively give mood fluctuation to your pawn, but the game have many way to give small mood buff to offset a low mood from a wish, you should try to use them. If you find it to harsh, there a setting to reduce the mood debuff, but I invite you to check the Tips above before you do it, it give some usefull information.

The number of stack doesn't matter, each stack from a wish reduce the impact of the next one, so even if the stack number don't have limit the debuff is effectively capped.

There a debuff when a pawn don't have a wish, but it only appear if the pawn didn't have any wish for a long time.
It's write in the mod description above under Feature I invite you to read it.
DisKorruptd 26 Nov, 2020 @ 3:33pm 
I also just found out that having no wishes is a debuff, having no desires is a sign you're fulfilling all their desires, it should be a buff
DisKorruptd 26 Nov, 2020 @ 1:55am 
or perhaps having stack cap be yet another setting
DisKorruptd 26 Nov, 2020 @ 1:51am 
Did you give a maximum stack value for wishes? because I've got an early game pawn who has 9 stacks on a wish they got, I had to turn down the chance of getting wishes to .3 because there was no way I'd be able to get pawns to survive with this mod as your settings have it, I'd like to be able to have wish problems have a maximum stack of 5 at most, your balance makes a new game nigh if not impossible
noenear  [author] 11 Nov, 2020 @ 1:33pm 
@sidfu1 Post fix is a change at the end of a function, not a call to it. If a function is call 800k time it's not due to this mod, you problably speak about the stats function since it's basically call at every frame.
sidfu1 8 Nov, 2020 @ 6:42pm 
mod needs some optmization. in 5min of play it did 800k calls for its post fix. it was averaging 3ms spiking to a whoping 200-400ms.
SilentGrpah 30 Sep, 2020 @ 4:46pm 
Doesn't realy work very well with SoS2. Every room on spaceship is just a room named "ship" and there is no way to satisfy pawns with room related desires. Pawns having mental breakdowns because of silly whises despite living in luxury is ridicules.
Lugaru 28 Sep, 2020 @ 5:29pm 
This has a ton of potential but I feel like with too many concurrent wishes (etc) my characters are either ecstatic or miserable. I would limit the number of wishes and such so it is never like more than +20 or -20. I was able to slow down how often I get them in the settings but even then my pawns constantly had like 3 or 4 of these making travel (raiding) impossible since they where away from all their stuff. Mostly sharing critcism because this is an amazing mod I really want to use, it is just too volatile right now.
Koltonaugust 22 Sep, 2020 @ 9:25pm 
I gotta agree with giro on the balance, late game is all sorts of unfair/not fun. Way more mental breaks than early game. The dreams are just often very rare resources which take time/luck to get. Would love if mod settings could enable/disable certain wishes especially since certain mods can mess with the spawning of animals. LOVE the building wishes. Those are always very fair and a choice on whether it's worth it and give a little more customization than the royalty monuments. Early game balancing feels very right though!
romogike 22 Sep, 2020 @ 9:58am 
Even at the end of the game, having an Archotech prosthesis or a royal pet in less than a month is almost impossible without luck.

And since most pawns later in the game want a very silly [dream] of using Luciferium or Joywire,
As a result, the colony could be a camp for drug addicts with foreign bodies embedded in their brains.
Or it will be a mod that just keeps getting annoying debuffs
noenear  [author] 20 Sep, 2020 @ 1:52pm 
@algi
It's already the case !
Debuff severity depend on wish tier who depend on expectation who depend on colony wealth.
The pending debuff also have a specific trigger rate per wish, it trigger less on low tier wish.
algi 19 Sep, 2020 @ 5:59pm 
it's just an idea, but could you adjust the debuff severity in a way that it corresponds with the wealth of a colony? like when you're piss poor, the stacks shouldn't immediatly halt a colony, while later in the game, the wish system should be more important but achievable enough to go for some crazier ideas? maybe it could be synchronised with the "expectation" buff?
noenear  [author] 6 Sep, 2020 @ 7:20am 
@TinyMeatKing
There no timer for that wish, it's hard to tell why it don't work in this case.
You can update your git version with my last commit and you problably should use that last version even if it won't change anything for this issue.
You can send my some screenshot of the wish and your sculpture with the stats, it can help me to see the problem.

@Psyra
You can adjust the timing in xml, but there no plan to add it in mod setting.
It's pretty simple to change these value in the file, you can ask me if you need more help.
TinyMeatKing 3 Sep, 2020 @ 10:10pm 
Thanks for answering my question about the dream art piece but now I'm having trouble fulfilling the new art piece wish. It says it needs to be exquisitely beautiful but none of the sculptures I make are fulfilling the wish. My latest one is a masterwork silver grand sculpture with over 4000 beauty but my colonist still has the new art wish. I tried spawning in legendary ones but that didn't seem to work either. Do you need to have the new sculpture for a certain amount of time before it registers? I'm using an older version from the github link so maybe it's just a problem with this version I'm using
ꌗꉣ꒒ꂦ꓄ 31 Aug, 2020 @ 11:00pm 
Out of curiosity, is there any plans to make the expire time for failed wishes adjustable?

I rrrrreally want to use this with Orion's Therapy mod, as they would seem to be made for each other, but the huge year-long debuffs for things make it beyond even the power of therapy to fix without an incredible effort.

Especially when they have wishes that are nearly overwhelmingly impossible to grant, such as 'overwhelmingly impressive rooms' in sea ice playthroughs Or wanting dozens of pets in ... well, *also* sea ice playthroughs when you can't afford the food output for many pets. :)
noenear  [author] 29 Aug, 2020 @ 9:18am 
@TinyMeatKing
Answer a bit late but the dream art piece ask for an art with a min beauty of 6000 with a legendary quality, maybe your art piece didn't had the quality requirment.
The material should not be an issue, it's only checked if the wish did ask for a specific material.
TinyMeatKing 25 Aug, 2020 @ 6:23am 
How does the dream art piece wish work? It says it needs to be absurdly beautiful and I made a masterwork grand sculpture with 70,000 beauty but the wish is still unfulfilled. My sculpture used material from a mod so does it need to use base game material like gold or silver?
Don't Farm Me Thanks 21 Aug, 2020 @ 1:51am 
Who needs raids when your colonists are having tantrums every other day? :)
noenear  [author] 18 Aug, 2020 @ 6:39am 
@WJSabey
I'm thinking about deleting this wish, it have a too high variance and it's too complex to adjust more.

@I blame Pudge
There an option to lower the odd to get a wish, it's the first one in mod option, you can lower it a bit.
If you really just want to adjust the soft cap, you can change the xml, in wish utility, the chance to get wish per other wish .
The number of wishes per pawn also naturally become lower as some wishes are already filled. But I feel the randomness is a bit messy, it happen too much to have consecutive wishes on a pawn when the odd is incredibly low, but I don't plan to dig into it now.
I blame Earthshaker 18 Aug, 2020 @ 12:06am 
Is it possible to adjust the soft cap for number of wishes in mod settings? Saw this was suggested, but didn't see that option in mod settings (maybe I was looking in the wrong place?). Mod pretty cool, but seems unrealistic to have like 5 wishes at once, would be nice to manually adjust max wishes cap.
WJSabey 10 Aug, 2020 @ 10:41am 
It sucks that they can demand a kind of meat that you can't actually give them though. Possibly that one should be limited to animals currently on the map? Like they see an animal and decide 'I want to know what that tastes like'.
Bazalisk 8 Aug, 2020 @ 3:24pm 
:s i couldn't say exactly which one mod was coursing an issue. i just bundled all of the HC creature textures together and moved some biome and incident mods to be together.

i can only imagine that along the lines i moved other mods things that made a change. wish i could be of more help :(
noenear  [author] 8 Aug, 2020 @ 2:43pm 
@benny30912
It's interesting. I think it follow a bit this theory, simple food and bedroom behind the most common early wish. It would still be complexe to transcribe it in game. High risk low reward and high reward low risk is generally the reverse to what you want in game.

@Bazalisk
Would be nice if you tell me what did you change to have the mod option. It's weird that you didn't have it with some mod order.

@888main
Normally you can add and remove the mod without probleme, you should still make a save in case.

@WJSabey
Problably the wish to eat specific food, some animal(s) should produce "bird meat", your pawn need to eat this meat, "turkey meat" effectively won't count.
WJSabey 8 Aug, 2020 @ 11:11am 
I got a wish for eating 'bird meat', tried feeding her turkey meat both cooked and raw, neither satisfied the wish.
888main 7 Aug, 2020 @ 8:19pm 
Is this safe to remove from a save?
Bazalisk 7 Aug, 2020 @ 2:03pm 
:D i reordered my mod list and now i have mod options for this mod, this is fantastic. :D
benny30912 7 Aug, 2020 @ 1:04pm 
I think a psychological theory called "Maslow's hierarchy of needs" is very suitable for constructing the core idea of this mod.

This theory divides human needs (desires, dreams) into five stages. And with personal development, the intensity of desire at different stages is also different. So a newcomer is more likely to want to satisfy the lowest-stage Physiological needs (food, sleep, clothes) rather than the higher-stage Social belonging (friends, lovers, animals).

In Mod, it can be reasonably set that low-level needs are more urgent, low rewards and high penalties, while high-level needs are longer, high rewards and low penalties. And with personal development, lower-level needs will appear less, but when they do, needs become larger.