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If you're trying to force-convert them into some violent pirate-ideology perhaps.
Not a very persuasive argument if you're running a sanctuary, holy light church, or trying to get them to agree with a bunch of peace-loving hippies.
I've not removed the ability for low mood to reduce belief, only made it so you can persuade someone over by treating them well in addition to the typical vanilla Rimworld pitch-black 1x2 ideo-conversion nightmare cells covered in vomit.
"I am getting tortured for believing in the wrong gods?"
"All this pain and suffering will go away if I embrace the new gods?"
"son of a betch, I'm in"
Read:
The game is intentionaly designed poorly
to allow RNG to dick you over as much as possible.
Although I understand the aim of @RedMattis, this mod is disabling this emergent behavior...
Asked Perplexity about it, and increasing mood, not lowering it seems to lead to better attempts via paper "Religion and Rehabilitation as Moral Reform: Conceptualization and Preliminary Evidence"
Thanks for the mod!
Yes.
This is compatible with likely every mod on the workshop. :)
Probably. Iirc. I just check how happy they are and adjust certainty according.
I think I like this one
I expect they should work fine together. Overlapping patches is usually fine as long as it isn't transpilers.
There are overlapping harmony patches so I wanted to check
Should work fine. :)
@MekaManiac
I'll put it on the to-do list. No promises when I'll get around to doing it though.
https://steamproxy.com/sharedfiles/filedetails/?id=3014074079
35% of their mood bar. Same thresholds as vanilla certainity gain. :)
For performance related to patches it doesn't tick as often as the certainity calculation does. It doesn't actually remove the certinity gain, but rather apply twice as much in the opposite direction every now and then when the conditions are filled.
If you watch a high-mood prisoner over a full day you'll often see it do stuff like: 33%, 34%, 33%, 32%, 33%, 32%, ...
Do make sure the prisoners mood is above 35% though, otherwise it won't do anything to the certainty.
Maybe change the way the crisis of belief mental break works, instead of a prisoner randomly flipping to another ideology if their certainty is below 50% while having it, they instead just remain at 0%? This way they can be easily converted by the warden and you don't need to keep track of these prisoners the whole time whether or not they are below 50% certainty. It's annoying if they flip just because they were SLIGHTLY below 50% and you didn't keep track of every certainty drop they had.
(keep it the same for actual non-prisoner colonists/slaves though, so it only works for prisoners)
I can't see anything related to this mod in the error.
The BetterHealthTab, Pawnmorpher, CLIK(?), mods might be having some issues in that modlist though.
killed hundreds of innocent people, including my family!
Do you really think I am going to join that messed up war criminal club of yours?!"
Warden: "WOLOLOO!"
Prisoner: "Okay, you make a great point here, sign me up, chief."
https://gist.github.com/HugsLibRecordKeeper/d97e4e0c0ae2123e6715de8fdb2fcb17#file-output_log-txt-L4477
says: TKS_PriorityTreatment: harmony conflicts detected, please report mods if things are acting up
My pawn's health parts are gone, but there are many other mods that may be causing it :/