Why are all my colonists so goddamn thirsty?

Started by DigitalCore, April 18, 2017, 11:52:41 AM

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DigitalCore

I swear, I can't even get two minutes into the game without at least one couple forming. Hell, I've even had a marriage less than thirty seconds into two people getting together, both within the first ten minutes (about a week).

Like Christ guys I know you've just crash landed on a Rimworld and are possibly a little desperate and wanting to have a good experience before your inevitable deaths but calm down just a bit. You've known each other for less than 48 hours. That is not long enough to figure out whether your SO is marriage material.

Is there any way to drastically reduce the frequency at which this happens? Besides just playing a colony of psychotic cannibals (I'm fairly sure that wouldn't really do much either, God forbid).
Introducing the new and improved killbox: the Minefield! Now with 30% more explosions! Guaranteed to kill all those pesky tribals that keep visiting you at night.

Greep

#1
Pssssh, not worth anyone's time to mod and maintain through alphas.  I can tell you why it happens, though.  The marriage decider doesn't have a minimum opinion threshold for deciding marriage.  It simply gets a weighted chance of selecting a pair to marry, gives a reject/accept chance based on opinion, and sets the default chance super high so you don't have pissed off rejected colonists everywhere.  This actually means that in a large colony, the chance of marriage is unrealistically low, since it's just a random event.

The way to fix that is to lower the default chance a lot, and have nothing occur if chance < 70%, no rejection, no nothing, and increase the event chance.  That would be more realistic and mean colonists have to take time to get to know each other before bothering, while also have a more realistic end game marriage rate.  I'd just make a suggestion thread if I were you since I can't see many people being bothered to write a mod for something that doesn't really impact gameplay >.>
1.0 Mods: Raid size limiter:
https://ludeon.com/forums/index.php?topic=42721.0

MineTortoise:
https://ludeon.com/forums/index.php?topic=42792.0
HELLO!

(WIPish)Strategy Mode: The experienced player's "vanilla"
https://ludeon.com/forums/index.php?topic=43044.0

DigitalCore

Hey, as long as I can manage that by editing defs then I'll do it myself. If it requires some more complex behaviour programming then I'll go make a suggestion.
Introducing the new and improved killbox: the Minefield! Now with 30% more explosions! Guaranteed to kill all those pesky tribals that keep visiting you at night.

Greep

The only thing in the def is some strings you can change, it's all hardcoded C#.
1.0 Mods: Raid size limiter:
https://ludeon.com/forums/index.php?topic=42721.0

MineTortoise:
https://ludeon.com/forums/index.php?topic=42792.0
HELLO!

(WIPish)Strategy Mode: The experienced player's "vanilla"
https://ludeon.com/forums/index.php?topic=43044.0

KillTyrant

Haha yeah, Im almosy positive that half of the relationships in my colony are co-dependent. Its actually kinda annoying. I have 1 couple that constantly turn down each others proposals so they practically have a permenant -35 mood yet they never break up. Their opinion of each is at 1 or 2.  Its such a screwed relationship.

cultist

Are you playing with very similar pawns? All sharing a single trait or something like that? Pawns with similar personalities are more likely to form friendships and couples.