RimWorld

RimWorld

Caravan Mood Buff
59 Comments
[岗] Señiorita woofers 12 Jul @ 8:33am 
The Man
Syrus  [author] 12 Jul @ 7:57am 
Update to 1.6
Removed HugsLib dependency
Reworked settings accordingly
Reidlos 11 Jul @ 8:04pm 
hugs is on its last legs, and has been for 2 expansions, I lvoe this mod and now more then ever with the dlc promoting more exploration, so id love to see an update, if possible with out hugslib req

either way thanks!
[岗] Señiorita woofers 5 Jul @ 4:17am 
prolly waiting for the hugslibs update too
[岗] Señiorita woofers 5 Jul @ 4:17am 
1.6?
Syrus  [author] 22 May @ 10:49am 
@SanguinarcAQL
Yep, I consider that intentional tbh. From what I saw those do not last as long as a caravan event anyway.
Otherwise I'd need to find a way to discern between pocket map from Anomaly event and floor level pocket map from MultiFloor
SanguinarcAQL 22 May @ 12:03am 
it's a small price to pay for salvation
SanguinarcAQL 22 May @ 12:02am 
So, no more bonus when going in the pit gate, which is fair, I wouldn't be happy either to descend into a flesh monster infested cave
Syrus  [author] 21 May @ 3:13pm 
Version 1.5.1
Caravan event mood buff no longer applies for Pocket Maps
(unless it's a Temporary Incident Map; not sure if those two together is ever the case)


I don't own Anomaly, but as far as I can tell, this will also prevent the mood buff from applying to colonists in "pocket maps" caused by Anomaly events.

Seemed like an acceptable solution to the MultiFloor issue, though it would not have been necessary if MultiFloor's created maps returned true for IsPlayerHome for sub-maps of colonies.
Not sure if that has any sideeffects, but if not it would be a nice thing if they changed it.
SanguinarcAQL 21 May @ 12:05pm 
I, too, am very happy when I walk up a stair!
Syrus  [author] 21 May @ 11:23am 
I guess walking up to a different floor is a long enough journey to warrant being happy about having made it? :O

Hmh...might look into it at some point
SanguinarcAQL 19 May @ 6:27am 
Hi! Just want to point out, using MultiFloor with this mod triggers the "Event" mood buff when pawn are on the upper floor
That's the only weird thing I have witnessed, other than that, great mod!
MauPow 9 Apr @ 2:02am 
Any chance you could add something so that pawns don't immediately fall asleep at the edge of the map when they return?
Foxtrot 813 18 Jan @ 4:51am 
Damn thank you for this mod, my pawn just kept mentally breaking each other, I though they would starve to the mining site.
Good Old Jim 19 Dec, 2024 @ 7:49am 
I dont think mood should be removed persay. But I think a rework where you could Force a pawn to snap out of it here and now and have a timed Bigger break down later. Would make more sense really. Could be used in emergencies with the pay off being their gunna ROYALLY flip their shit once things calm down.
Ciaran Zagami 13 Nov, 2024 @ 12:25pm 
Honestly mood should just be removed, imagine bleeding out your last because your doctor decided to go eat an entire pantry worth of food instead of pulling the shrapnel out of your face
Syrus  [author] 22 Oct, 2024 @ 9:39am 
@thibaultu
This mod only adds mood buffs, from what my search turned up, the debuff you are getting may be from a mod called "Home Sweet Home"?
Can't help you there, sorry, it's not related to Caravan Mood Buff.
Tybo 22 Oct, 2024 @ 8:29am 
I get a mood debuff 'worried about caravan' even though the caravan has been back for days.. it's a real killer -12 as well, causing all kinds of breakdowns.
graublau 18 May, 2024 @ 1:52pm 
Reading the comments here I take it this as well as the Bar Adjuster still require Hugs, eh? Too bad. Great idea though, love it.
Dagger 2 May, 2024 @ 6:07am 
I had to do a ancient complex quest by shuttle with 16 colonists. It had about 20 centipedes + other mechs inside, and 8 terminals to hack. Took a day to kill all of the mechs, after which the mood debuffs alone made it impossible to hack any terminal, since the low expectations moodlet turns into high expectations after exploring a complex for some reason. No drugs, no food thanks to the shuttle not taking any item.

I did it thanks to this mod, thank you for making it. It even works mid save.
Syrus  [author] 12 Apr, 2024 @ 3:12pm 
Version 1.5.0
No code changes -- tested and appeared to work fine

Did not remove HugsLib as it's been updated.
netgyrl 11 Apr, 2024 @ 6:25pm 
Thank you Syrus! Looking forward to using this again. Takes the pain and suffering out of caravans.
Syrus  [author] 2 Apr, 2024 @ 3:37pm 
I will update all my mods when I have time to do so (and when their dependencies are up to date), it may likely be after 1.5 is released, though.

Also, since I wanted to remove HugsLib from my mods, it may take a bit longer, especially since I'm busy with an unrelated private project.
ALE199 1 Apr, 2024 @ 7:40am 
do hope it gets updated to 1.5
Limburgse Kiwi 31 Jan, 2024 @ 1:19am 
@Syrus, the 28.8k Dial-up masterrace is grateful
Syrus  [author] 7 Jan, 2024 @ 1:57pm 
Version 1.4.1
Reduced mod size by removing git-, obj-, & .vs-files, etc.
Syrus  [author] 22 Nov, 2023 @ 10:30am 
Hm...apparently because I have the solution (project, source code, etc.) included in it.
I thought size doesn't matter? :p
Homar 22 Nov, 2023 @ 6:40am 
Great mod, but why does something that seems so simple need 15mb?
Madcap Magician 24 Aug, 2023 @ 12:12pm 
Thank you so much. What a frustrating mechanic.. They should have a "caravan optimisim" in the default game or something. Without this mod you basically need to bring some building materials with you to build a nice building with heat or cooling and a table everywhere you go.
Dizzy Ioeuy 27 Jun, 2023 @ 12:38am 
How is it only 6000 people use this mod? Are the half million others simply losing their minds with lunatic pawns!? Or never going on caravan adventures!?
Syrus  [author] 22 Apr, 2023 @ 10:51am 
Sorry, but as long as I haven't heard any feedback on which problems are caused by HugsLib, I don't see the reason to prioritize removing it from my mods, because it is quite a bit of work to do so, not to mention it would reset the settings for everyone using this mod.
GHOST 25 Feb, 2023 @ 7:43am 
Hey, I was wondering if you'd be willing to make this not require hugslib? Because hugslib is severely broken at the moment and is messing up a ton of mods and it doesn't seem like it's going to be fixed any time soon, if at all.
Syrus  [author] 30 Dec, 2022 @ 1:16pm 
I see no reason for there to be any issues, though I always recommend making a backup save when adding mods, just in case something unexpectedly breaks. Even if a mod is safe to add, it might still cause conflicts - unlike, but better safe than sorry!
Phanto 30 Dec, 2022 @ 12:15pm 
Is this fine to add to a existing save file? I have a game I started about a week ago and I'm thinking of adding this, but I want to make sure it won't cause any issues
VelxraTV 3 Nov, 2022 @ 3:17am 
Thanks for updating!
Syrus  [author] 3 Nov, 2022 @ 2:05am 
No, only in the mentioned cases.
Isn't there a mood buff while forming a caravan in vanilla even?
Maybe I could add an option to adjust that.
Arnovitz 2 Nov, 2022 @ 6:20pm 
Does this mod also give them a buff when they are forming a caravan?
Syrus  [author] 23 Oct, 2022 @ 6:12am 
Updated for 1.4 (no changes)
VelxraTV 21 Oct, 2022 @ 4:55pm 
Please update to 1.4
Evono 21 Oct, 2022 @ 11:51am 
really need this mod , its absolutely neccessary not sure why they dont have that in the standard game.
Syrus  [author] 14 Oct, 2022 @ 9:33am 
Once 1.4 is released - and I have time - I will look into updating my mods.
Latest should be some time in November, as I'll have a lot of time from the on.
Demognomicon 13 Oct, 2022 @ 8:43pm 
1.4 compatible version?
Yusukitty 21 Sep, 2022 @ 4:40pm 
h thank you. I too find it super annoying.
Zairya 1 Jun, 2022 @ 11:02am 
Ah ok, thank you for the answer.
City builder will make traveling depised and the more buildings (probably roofed tiles) you have the happier pawns will be. It's a bit illogical like the original fungus precept.
Syrus  [author] 1 Jun, 2022 @ 10:56am 
I've seen it on a stream, haven't played RimWorld in a few months (taking a break after a few months of binging pretty much).

It's a crazy mood debuff. I don't know what "City Builder" does, but that mood debuff would make me not pick it.
In regards to adding a patch to remove it - doesn't fit the purpose of this mod, sorry.

It's not difficult to make a mod for that yourself though!
Make a local "mod" and add a patch that changes the mood debuff to 0 (or removes it, but that's likely more diffcult to do than to change the value).
Zairya 1 Jun, 2022 @ 1:49am 
Hey Syrus,

do you know about the city builder meme of vanilla ideology expanded - memes and structures (hell, those names get out of hand)?
It's a horrible -30 (lss than 5 days of having traveled) mood buff for despised travel on encounter maps. Do you think you could make a little patch to remove it? I'm fine taht they're upset once back home but even bustling and properous cities send out merchants every now and when, don't they?
Syrus  [author] 28 Apr, 2022 @ 3:37pm 
New Version 1.0.2
Also changed CaravansBattlefield.CheckWonBattle Pre/Postfix patches into Transpiler; just in case.
Syrus  [author] 28 Apr, 2022 @ 2:02pm 
New Version 1.0.1
Changed FormCaravanComp.CompTick Pre/Postfix patches into Transpiler
Fixed harmony patches being applied twice


@Frank
I have looked into it and changed the Pre/Postfix patch into a Transpiler.
While the CompTick method responsible for this mess is still being called an abhorrent amount of times - this is vanilla behaviour, no idea why, never expected this - my code part will only be called in very specific circumstances anymore.

The Performance Analyzer will, of course, still show all the CompTick calls under "Harmony Transpiled Methods", but the actual time spend on my code is minimal (due to the very specific circumstances required: it's only supposed to be called once when all enemies in a site have been killed).

Thank you for notifying me about this!
Frank 26 Apr, 2022 @ 11:41pm 
Using Dub's Performance Analyzer, this mod is generating 200k tick calls a second (100k for prefix, 100k for postfix), I just started a new game, it's still the first year and I only have 5 colonists. No ones traveling and there aren't any caravans, so not sure why there's so many calls going out.
AKEKHQ 15 Mar, 2022 @ 7:43am 
Before this mod i just defulted to drugging my colonists before sending them out
Now i dont have to