RimWorld

RimWorld

Mood Matters
25 Comments
Imranfish  [author] 2 Jul @ 9:53pm 
Latest XML Extensions update should have fixed any errors that this mod may have produced in the past
De Uz 21 Jun @ 7:40am 
Wait this isnt a thing in vanilla?
Konop4t 27 Jun, 2024 @ 4:04am 
still works on 1.5:lunar2019piginablanket:
Dombie The Zombie 22 Jun, 2024 @ 11:18am 
Feels like a nice replacement for mental breaks, to be honest.
Ionfrigate12345 11 May, 2024 @ 2:22pm 
I tried this mod in 1.5, the screen keeps flashing and pawns all disappeared. No idea what happened. I checked the source of this mod, nothing but XML. Maybe this mod could be better implemented by C# scripts instead, for XML has no compilation stage telling you what's wrong in the new version.
Artica 10 May, 2024 @ 8:02am 
Heyo, I checked it works in 1.5 might only need some re check on dev part but if you can't go without it, it's okay to have it enabled in your game
kongkim 14 Apr, 2024 @ 1:05am 
Will the mod be updated to 1.5 :)?
Гений 11 Apr, 2024 @ 11:43pm 
Hi, mate! Thanks for awesome mod. This is really good feacher. Could you please advise if you've tested it for 1.5?
ZAX 1 Sep, 2023 @ 1:38pm 
Another should-be-in-vanilla feature, people never know they would need this until they stumble upon it. Awesome mod!:steamhappy:
Nishe 25 Aug, 2023 @ 10:51am 
That immunity gain speed one is quite interesting. Adds a new mechanic making it more important to provide recreation sources for sick pawns. I like it.
Factor X 27 Feb, 2023 @ 9:02am 
Does this mod work well with other mods that add new jobs like Dubs Hygiene, Rimefeller or Nurse Job?
I understand it only affects the stats listed above. But does it break other game mechanics?
KemonoAmigo 9 Jul, 2022 @ 6:02am 
@magborg It does. I'm using this mod mainly to make my pawns move faster at all times (set move speed to 170% regardless of mood) and the raiders run fast as well.
magborg 29 Jun, 2022 @ 8:50am 
I second the question from Thundercraft. Does this mod also affect the raiders? I think Thundercraft is starting that it doesn’t but i want confirmation. Does it affect the Raiders or not? That is the most important part to answer, then if not, can it be made to affect Raiders?
Thundercraft 20 Sep, 2021 @ 8:02pm 
How difficult would it be to make it so Raiders also suffer a Move speed penalty if they are under a really bad mood - such as from seeing dead bodies everywhere and/or suffering from a debilitation psychic field? Doesn't that seems only fair...? (Raiders can suffer mental breaks. But, it takes a far worse mood than for colonists. Their threshold is much lower/higher.)
Kayedon 12 Sep, 2021 @ 11:12am 
An even better version of Pep In Your Step? Heck yeah! Nice job, Imranfish.
Apocalypstic 11 Sep, 2021 @ 10:17pm 
I fixed the issue. I already unsubscribed and resubscribed, but your message made me realize that I never did the same for the XML framework. Somehow, I guess Steam did an incomplete update of the XML framework, and even though I knew the new update for that was somehow the problem, I completely missed the most obvious solution. Thanks for all your great work.
Imranfish  [author] 11 Sep, 2021 @ 9:37pm 
@Apocalypstic I'm not getting any errors on my end. Could you try unsubscribing, waiting 10 seconds, then resubscribing to XML Extensions? I've updated this mod and that one recently, maybe Steam didn't give you the latest version of the framework.
Apocalypstic 11 Sep, 2021 @ 9:27pm 
Getting an error log. Didn't get errors yesterday after the last update, so I suspect it's not directly linked to this, but rather to the XML Extensions framework which was updated even more recently, but I believe you maintain that framework as well so I thought I'd paste my error logs here since it seems more relevant.

https://pastebin.com/LdqE2DtM

It spits out the first few errors for each of the stats [Work/Move/Learn/Rest speeds, etc.], but I didn't include them since I felt like it'd be bloat considering they were all essentially the same, just with varying wording on the defname.

I do have Rocketman installed, which I know potentially interferes with a lot of mods, but issue persists even after having turned it off. Mod list remains unchanged from when Mood Matters was functional. If you'd like, I can make a log of all my installed mods.
Bic Boy 25 Aug, 2021 @ 5:03am 
Awesome mod! Like dub's hygiene, it just makes too much sense to not include now lol.
Avericat 22 Aug, 2021 @ 7:44am 
@Imranfish you are right, global work speed is not affected by mood anymore in the vanilla game. I never realised they changed it.
condottiere 22 Aug, 2021 @ 1:27am 
Cool! This sounds similar to but broader in scope than Dninemfive's Pep in Your Step (mood affects global work and move speed). The mod options are nice to have.
Felios 21 Aug, 2021 @ 10:44pm 
@DisKorruptd yes there are!
DisKorruptd 21 Aug, 2021 @ 10:40pm 
are there mod settings to change the minimums and maximums? like, if we feel like work speed should be faster at it's maximum, or if we feel like rest rate should be 100% at minimum
Imranfish  [author] 21 Aug, 2021 @ 9:29pm 
@Oken in Rimworld's XML, I only see a modifier for light. Unless it's in the C# code, I don't think mood affects it in vanilla
Avericat 21 Aug, 2021 @ 9:26pm 
global work speed was already affected by mood iirc, but the others are a nice addition.