MT – Mood Adjustments
[Mittsies’ Tweaks – Mood Adjustments]
This mod significantly tweaks the penalties and bonuses for various moods. Full list of changes below.
Difficulty Adjustment: Harder, but fair
– Removal of the "Low Expectations" Moods and increased penalties for situations like "in darkness" and "naked" means your colonists will already be skewed towards negativity early on. However, prisoner-related penalties, death of friends and family, and cannibalism are tweaked to have more realistic impacts on a pawn’s mood so a dead wife doesn’t mean your pawn goes berserk every single day for the next two seasons. More in-depth explanation / reasoning for the changes can be found below.
–GENERAL CHANGES–
All of the "Low Expectations" Moods
– Removed entirely
These moods made early game way too easy by providing a dramatic boost to happiness as soon as the colony began.
In Darkness
– Effect from -3 to -10
Random Mood Swings
– Major Effect from 8 to 5
– Minor Effect from 4 to 3
These felt a little too drastic for something that is completely random.
Damaged/Missing Apparel
– Worn out Effect from -3 to -5
– Tattered Worn out Effect from -5 to -10
– Naked Effect from -6 to -12
These didn’t feel impactful enough, and could be easily ignored.
Slept Outside/On Floor/In Cold/In Heat
– Effect from -4 to -6 Each
–PRISONER CHANGES–
That "innocent" prisoner was trying to murder your entire colony moments ago. He probably shot one of your animals just because he’s a cruel, heartless thug. There’s no reason there should be such a harsh penalty for selling him, killing him or taking his kidneys, especially because you could have just killed him rather than capture him.
Prisoner Died
– Duration from 7.5 to 1
– Effect from -7 to -3
Prisoner Killed
– Duration from 7.5 to 1
Prisoner Sold
– Duration from 7.5 to 1
– Effect from -5 to -3
– Stack size from 5 to 1
Prisoner Organs Harvested
– Duration from 7.5 to 1
– Effect from -5 to -3
– Stack size from 5 to 1
–MOURNFUL DEATH CHANGES–
Family Member Death
– Duration from 30 to 7.5
– Effect (Husband/Wife) from -25 to -15
– Effect (Son/Daughter) from -25 to -15
– Effect (Fiancee) from -20 to -10
– Effect (Lover) from -16 to -10
– Effect (Sister/Brother) from -14 to -10
– Effect (Grandchild) -12 to -10
I see no reason for this to last so long or be so extreme, especially because it stacks up with so many other mood penalties. Generally people who’ve lost a couple of family members will go berserk on a daily basis for the next 30 days, which is just ridiculous.
Bonded Animal Death
– Stack limit from 5 to 1
– Duration from 20 to 7.5
If you have a melee fighter who uses many combat pets, he could easily go insane by losing several of them during a fight. Additionally the duration is now the same as losing a colonist, as it should be.
Friend or Rival Died
– Duration from 20 to 7.5
–ROMANCE CHANGES–
RimWorld is not a reality TV show, and there’s no reason for romantic drama to cripple your colonist’s moods so badly. Considering there’s really no way you can prepare for a romantic disaster, I find the mood penalties to be very extreme.
Rebuffed
– Duration from 4 to 2.5
– Stack Limit from 5 to 3
– Stack Multiplier from 0.9 to 0.6
Broke up
– Duration from 25 to 7.5
– Effect from -17 to -10
– Stack Limit from 5 to 3
– Stack Multiplier from 1 to 0.6
Cheated on
– Duration from 30 to 7.5
– Effect from -25 to -15
– Stack Limit from 5 to 3
– Stack Multiplier from 1 to 0.6
Divorced
– Duration from 40 to 15
– Stack Limit from 5 to 3
– Stack Multiplier from 1 to 0.6
Proposal was Rejected
– Duration from 25 to 7.5
– Effect from -25 to -15
– Stack Limit from 5 to 3
– Stack Multiplier from 1 to 0.6
–CANNIBALISM CHANGES–
Butchered Human Corpse
– Stack limit from 4 to 1
– Effect from -6 to -12
– Duration from 6 to 7.5
– Colony duration from 6 to 0.5
In the event you actually do need to butcher 4+ corpses, this will leave your colonist with a huge penalty that will last a very long time. If you’ve chopped up one body, then the next few shouldn’t be an issue: you’ve clearly hit rock bottom.
Cooked Cannibalism
– Duration from 1 to 0.5
– Stack size from 3 to 1
This makes the mood penalty identical in length to eating a Fine or Lavish meal. I think this is a fair way to handle it, since creating a lavish meal will sort of ‘hide’ the fact that it’s human meat and overall give you a +0. A fine meal, however, will still be a total of -10; a simple meal -20.
–TRAIT CHANGES–
Brawler
– Effect from -20 to -5
There’s no reason for someone to be so incredibly upset because they don’t have their preferred weapon. -5 is still punishing, but won’t cause someone to go instantly berserk.
Green Thumb
– Duration from 0.5 to 1
– Stack limit from +20 to +12
This trait is simply too powerful at +20, and it feels awkward to have the duration be less than a day.
NightOwl
– Effect (Day) from -10 to -6
– Effect (Night) from +16 to +12
Toned down the numbers a bit.
–FOOD CHANGES–
I wanted meals to be more impactful on a pawn’s mood, as food is an important aspect of survival. Fine and Lavish meals are twice as beneficial to encourage players to make them over just nutrient paste or common meals. Penalties for eating raw food, however, is increased significantly.
All Meals
– Durations changed from 0.5 to 1.0
– Buff stacks changed from 3 to 1
(Includes all food items from Medieval Times)
Ate Fine Meal
– Effect from +5 to +10
Ate Lavish Meal
– Effect from +10 to +20
Ate Nutrient Paste
– Effect from -4 to -5
Ate Raw Food
– Effect from -7 to -10
Ate Rotten Food
– Effect from -10 to -15
Ate Cooked Insect Meat
– Effect from -3 to +10
– Description changed to indicate that it’s a "rare delicacy"
Ate Raw Insect Meat
– Effect from -6 to -25
Ate Corpse
– Effect from -12 to -15
Ate Raw Human Meat
– Effect from -25 to -50