RimWorld

RimWorld

All Memories Fade
113 Comments
Mlie  [author] 8 Jul @ 9:28pm 
@Tank Commander None, its a vanilla feature
Tank Commander 8 Jul @ 5:22pm 
How bad is this on performance?
Mlie  [author] 7 Jul @ 9:31pm 
@Tyrant There is no such game mechanic to hook into. This just exposes an existing mechanic to be configurable
Tyrant 7 Jul @ 5:06pm 
What about an option where the mood buff/debuffs fade in as well, using some sort of bell curve where it will rise to its highest value somewhat quickly and then it will start to fade?
Mlie  [author] 20 Apr @ 10:44pm 
@fyodord The memories fade linearly, as it uses the games own code for it.
As for the duration, as mentioned in the description, it is already a mod-option for that
fyodord 20 Apr @ 5:12pm 
Also it'd be nice if the mood debuff * time total is exactly the same as when I don't use the mod, so this don't just become a mod that makes the game easier
fyodord 20 Apr @ 5:11pm 
How do the memories fade, linearly? Exponentially? I think I'd like the have the memories fade slowly when it just starts, then rapidly as it approaches the end date.
Mlie  [author] 10 Sep, 2024 @ 1:16pm 
@Azraile Not sure what you are referring to, this mod only affects memories.
Azraile 10 Sep, 2024 @ 12:28pm 
is the spouse mood buff imune to this? >.> or is that an option?
Postal 23 Jun, 2024 @ 8:11am 
@Mile Huh, must be a different mod or some other interaction then. I'll do some research, thanks for the clarification.
Mlie  [author] 21 Jun, 2024 @ 11:07pm 
@Postal Not sure what you are referring to. They still get happy the same amount. It just tapers off over time. If the same thing happens again, they still get the maximum amount of happiness.
Postal 21 Jun, 2024 @ 3:45pm 
@Mile that's fair, and I see now in the notes that it's intended. It just gets more difficult in longer-term colonies when your people just don't get happy from anything anymore
Mlie  [author] 21 Jun, 2024 @ 11:31am 
@Postal Its intended, just fading the negative would not really make it realistic?
Postal 21 Jun, 2024 @ 10:49am 
I'm running into an issue where the positive mood boosts are lessening as well. My colonists no longer get boosts from psychic emenators or nice rooms or being comfortable, since those have faded towards zero over time. Is there an option somewhere for the fade to only affect negative moods, or is this intended behavior?
jeepjumping_jonah 17 May, 2024 @ 1:00pm 
well, i've never been the most perceptive. sorry to bother you, have a good day!
Mlie  [author] 17 May, 2024 @ 12:57pm 
@jeepjumping_jonah All mod pages have supported versions at the top right of the page. This mod also has a large version-number in the preview as well as a version-number displayed right above this comment section.
jeepjumping_jonah 17 May, 2024 @ 12:54pm 
is this up-to-date with 1.5?
Kleme 28 Apr, 2024 @ 7:27am 
Came to say the same thing as @Joe Stalin, I might have a mod-conflict with VE though
Mlie  [author] 23 Dec, 2023 @ 2:17pm 
@Gogmagog It affects any time-limited thought
Gogmagog 23 Dec, 2023 @ 1:55pm 
So does this affect moodlets from mods? Sorry if this has been answered.
Monkey Magic 4 Aug, 2023 @ 8:58am 
Yeah, it's fine. I'll try it out again with a fresh save next time. My current playthrough prolly isn't the best to try new mods with, given the difficulty settings lol
Mlie  [author] 4 Aug, 2023 @ 8:26am 
@Monkey Magic The default setting is to double the starting value and thus making the total impact the same. But you can change this in the mod-options
Monkey Magic 4 Aug, 2023 @ 7:08am 
I checked the moods before and after added, and yeah it does appear to work retroactively, but iunno if I wanna actually use it (at least right now) coz although it alleviates the stress of some of my colonists, it makes others worse than they currently are.

Can't afford to deal with increased stress right now, since they are all pissed at me to breaking point XD
Mlie  [author] 3 Aug, 2023 @ 11:32pm 
@Monkey Magic It should affect all active memories when enabled, so yes
Monkey Magic 3 Aug, 2023 @ 10:25pm 
Is this mod retroactive?
Mlie  [author] 9 Jun, 2023 @ 9:40am 
@Joe Stalin Tested it and the effect of being counselled decays like any other, provided that you havent changed the mod-settings to not include it or have some mod-conflict.
Joe Stalin 9 Jun, 2023 @ 6:10am 
I noticed that counseling via the ideology moral guide adds a mood buff that does not decay. So you can get a net mood benefit from negative memories using this mod and the moral guide ability. To me, that kind of breaks the mod.
roko711 24 Apr, 2023 @ 10:29pm 
Okay, thanks
Mlie  [author] 24 Apr, 2023 @ 9:52pm 
@roko711 This mod activates fading for all thoughts that are time limited.
roko711 24 Apr, 2023 @ 5:54pm 
does the "x ate human flesh" social debuff from vsie ever fade? it's not my fault one of my pawns drank a bunch of cannibal coffees
EchoBlue 14 Feb, 2023 @ 9:30am 
Can confirm a divorce is indeed more traumatic than killing my mother! :steamthumbsup:
Scoundrella 30 Dec, 2022 @ 12:02pm 
All of your mods are amazing! Thank you so much for all you do :)
Pickle 6 Nov, 2022 @ 6:52am 
thanks so much, lovely mod, can't live without
ⱧɄ₲V₳ɆⱤ 29 Oct, 2022 @ 3:07pm 
Memories broken, the truth goes unspoken
I’ve even forgotten my name
I don’t know the season or what is the reason
I’m standing here holding my blade
A desolate place (place) without any trace (trace)
It’s only the cold wind I feel
It’s me that I spite as I stand up and fight
The only thing I know for real
Mewn Goddess 26 Oct, 2022 @ 4:26pm 
Hello! Thank you for a great mod. I translated it into Russian. I hope you don't mind. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2880345853
Mlie  [author] 17 Oct, 2022 @ 4:48am 
@Strubbelkopp Id rather not since that would require a modification of the vanilla calculations. Perhaps you can suggest it as a separate mod on the mod-market since it would affect thoughts even without this mod.
Strubbelkopp 17 Oct, 2022 @ 4:09am 
Hey, I did some math to find a function that describes the mood over time, but instead of the mood effect going to 0 linearly, it is a polinomial, where you can define the duration of the mood effect, the initial value and the degree of the polinomial.
I think it feels a bit more natural and balanced, if the mood effect stays closer to the initial value for a longer time, but towards the end drops more rapidly.
You could maybe integrate a toggle option or define the degree in the mod settings, as that would probably cost more performance (though I don't know how big the effect would be).
Anyways here is the function: m(t) = M0 * (1 - (t / D)^n), where m is the current mood effect, M0 is the initial mood effect and D is the total duration.
Mlie  [author] 11 Oct, 2022 @ 10:12pm 
@Makadon Not sure I understand what you mean, what slider?
This mod just adds the fading effect on all timed memories, defined as timed by the game itself.
Makadon 11 Oct, 2022 @ 9:32pm 
Needs to not affect the 'low expectations' mood. It's a permanent effect of one of the difficulty sliders.
Mlie  [author] 4 Oct, 2022 @ 9:34am 
@Xyrlian Yea, this mod only affects memories, not opinions
Xyrlian 4 Oct, 2022 @ 9:25am 
Might be a bug, or may not be part of the intended features:

I've have divorced colonists. While the divorce mood debuff decays properly, the social memory opinion modifier "divorced me" of the other colonist is remaining at -70
Mlie  [author] 20 Aug, 2022 @ 9:28am 
@Dr. Kamikaze All timed effects will have had their setting set to fade. As long as their time falls within the range in the settings
Dr. Kamikaze 20 Aug, 2022 @ 9:16am 
hello. seems like the ideology's counselling effect doesn't fade.
The Stricken One 22 Jul, 2022 @ 12:52am 
everywhere at the end of
Mlie  [author] 17 Jul, 2022 @ 10:52pm 
@GunthorNC Not sure why you are reporting this here? You should probably report it to that mods author instead:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2167490674
Serene 12 Jul, 2022 @ 7:29am 
This is interesting. I'm immediately thinking of rituals in ideology and various spontaneous gatherings having the function of further reinforcing and lengthening good memories depending on the relationships involved with participants, dunno if that's possible at all but would feel way more reasonable in some situations than a static mood buff dependent on how spotless and shiny your temple is.
Lord Peter 6 Jul, 2022 @ 1:43am 
@Mlie: Awesome! Thanks :D
Mlie  [author] 5 Jul, 2022 @ 10:27am 
@Lord Peter Should be added now
Lord Peter 4 Jul, 2022 @ 11:14pm 
Not sure how feasable it would be, but what about a setting to extend the duration of all throughts?
Right now, this mod kinda gives us a linear function we can very in steepness instead of the vanilla "heavyside step function", but it still cuts off at the regular end point. I'd prefer if, like, the middle point lay on the old cutoff point, in such a way that the total integral remains the same (not sure how well I've phrased that in English). A longer, but not steeper fall.

But hey, even as-is, this is one of the best mods ever for someone who wants more base-building and less breakdowns :)
L3GOLAS 28 Jun, 2022 @ 8:55am 
this is just awesome man