Remove negative mood when countered with positive

Started by chmilz, July 28, 2016, 07:03:12 PM

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chmilz

Colonist was unhappy due to rejected marriage proposal, with huge -25 mood modifier. Shortly after, a new proposal was accepted. Later that day, my colonist went berserk and murdered people because that negative modifier was still attached. The accepted proposal should cause that previous rejection modifier to disappear.

SpaceDorf

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Maxim 37 : There is no overkill. There is only open fire and reload.
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winddbourne

#2
Yes and . . . could we also have a bit of thought in the social mapping?

I had a game a few days ago where a father, his son, and a girl land on the planet. The girl and the son immediately got together and I made them a big bed . . . throughout the game "dad" kept trying to start a romance with his son's girlfriend and getting rejected for repeated negatives. It's not like the relationship was "hidden" the three of them were sharing a room and the lovers shared a bed!

On the one hand I kept thinking "Dad" is a Jackass and deserves to die . . . on the other I was screwed. If she broke up with her lover for his father that's a huge negative, if she keeps rejecting "Dad" that's a growing negative. If I kill "Dad" that's a huge negative. WTF?

In another colony I had one pretty girl and two guys. One of them was a night owl and had almost no overlap in his schedule with the other two.

Somehow the girl accepted a romance with him and created negatives in both of them because they wanted to sleep together which messed up all the scheduling and built up complimentary skills.  It wasn't a BIG negative so I let them be miserable . . . and yet they never broke up.  There is a huge difference between best friends and lovers, versus some guy you went on a date with ONCE game!

For that matter two stressed colonists should be able to "break down" and have sexual relations in an open bed during recreation time . . . without starting a romance! Give me some depth here, and some progression: Boyfriend, going steady, lovers, marriage . . . whatever! lol

mumblemumble

Actually, making people more / less likely to flirt with people who are taken by people they hate / love would be nice. If I had a very good friend, I wouldn't dream of flirting with his girl...if I knew someone who was a complete jackass, I wouldn't mind taking her
Why to people worry about following their heart? Its lodged in your chest, you won't accidentally leave it behind.

-----

Its bad because reasons, and if you don't know the reasons, you are horrible. You cannot ask what the reasons are or else you doubt it. But the reasons are irrefutable. Logic.

kpsychopath

+1 to this. I have been lucky enough to not have it happen to me yet. But just the thought of it beeing able to happen is enough to annoy me

SpaceDorf

Quote from: winddbourne on July 29, 2016, 11:26:22 AM

In another colony I had one pretty girl and two guys. One of them was a night owl and had almost no overlap in his schedule with the other two.

Somehow the girl accepted a romance with him and created negatives in both of them because they wanted to sleep together which messed up all the scheduling and built up complimentary skills.  It wasn't a BIG negative so I let them be miserable . . . and yet they never broke up.  There is a huge difference between best friends and lovers, versus some guy you went on a date with ONCE game!

For that matter two stressed colonists should be able to "break down" and have sexual relations in an open bed during recreation time . . . without starting a romance! Give me some depth here, and some progression: Boyfriend, going steady, lovers, marriage . . . whatever! lol

In those cases I change the schedule of the not-night owl to fit the partners, this give no negative mood boost for the partner, the pawns get some happy time and I get a mood boost about the increased size of the nightshift.

But more casual relationships and other human related stuff would be really cool.
I guess for this to happen everybody needs a double bed .. I see this things happening more to happy colonists,
after a party, one or both getting drunk and looking for companionship and
of course lovers and family members in different factions talking to each other and getting special mood boosts.
And Lovers doing special convincing with prisoners.
But therefore talking with other factions has to be included first :)

Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker