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It's a mod that already need lot of work, but the integratation with ideology is just too much.
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?
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
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.
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?
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.
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 :)
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 :)
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.
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
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.
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.
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. :)
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.
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 can only imagine that along the lines i moved other mods things that made a change. wish i could be of more help :(
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.
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.