RimWorld

RimWorld

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Inspiration Tweaks
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
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1.298 MB
3 Jun, 2020 @ 4:21am
3 Aug @ 7:07am
52 Change Notes ( view )

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Inspiration Tweaks

Description
Overview
Alters the current inspiration system & adds 19 new inspiration types.
The chance of inspirations occurring now also depends on what traits & skill levels a pawns has. A pawn with 20 artistic & 8 shooting is now more likely to gain Inspired Creativity than Shoot Frenzy.

Additionally the traits a pawn has alters the weights for which inspiration a pawn will gain. For example being Industrious increases the chance of getting a Work Frenzy whilst being a Sharp Shooter increases the chance of getting a Shoot Frenzy.

Includes a settings menu which allows you to disable each inspiration.

Can be added safely to saves but cannot be removed safely unless there are no pawns currently inspired. A debug tool is included which removes inspiration from pawns to help in removing the mod.

Requires Harmony.

Features
Pre-Existing Inspiration Changes
All inspirations excluding Work Frenzy & Go Frenzy require 8 levels in a skill before they appear. Specific inspirations now occur more for pawns who have relevant traits & high skills. Additionally pawns cannot become inspired with specific inspirations if they are not assigned to a job that would make use of it (Can be disabled). Pawns can also now become inspired whilst in a caravan.
Additionally pawns gain a minor buff to their chances of becoming inspired as their total skill levels increase.
Specific changes are as follows:
  • Work Frenzy
    - Probability: Higher average skill levels & traits like Industrious increase chance whilst traits like Slothful lower chance.
  • Go Frenzy
    - Probability: Higher average skill levels increase probability of occurrence.
    - Other: Can spawn in caravans
  • Shoot Frenzy
    - Required Skills: Shooting 8
    - Probability: Playing on peaceful reduces probability of occurrence.
  • Inspired Trade
    - Required Skills: Social 8
    - Other: Can spawn in caravans
  • Inspired Recruitment
    - Required Skills: Social 8
    - Required Work: Warden
    - Probability: No prisoners reduces probability of occurrence (can be disabled) & more prisoners increase probability of occurrence.
  • Inspired Taming
    - Required Skills: Animals 8
    - Required Work: Handling
    - Probability: Only spawns if there are wild animals on the map. Slightly reduced chance to appear in winter
  • Inspired Surgery
    - Required Skills: Medicine 8
    - Required Work: Doctor
  • Inspired Creativity
    - Required Skills: Construction 8, Artistic 8 or Crafting 8
    - Required Work: Art, Tailoring, Smithing or Construction
Additions
Combat Inspirations
  • Brawling Frenzy
    - Bonuses: Melee Hit Chance +5, Melee Dodge Chance +10
    - Required Skills: Melee 8
    - Probability: Reduced probability of occurrence by playing on peaceful.
  • Inspired Fighting
    - Bonuses: Melee Hit Chance +3, Melee Dodge Chance +5, Shooting Accuracy +4, Aiming Delay x60%
    - Required Skills: Melee 8 & Shooting 8
    - Probability: Reduced probability of occurrence by playing on peaceful.
Work Inspirations
  • Inspired Mining
    - Bonuses: Mining Speed x200%, Drilling Speed x220%, Increased mining/drilling yields (can be varied in settings)
    - Required Skills: Mining 8
    - Required Work: Mining
  • Inspired Cooking
    - Bonuses: Butchery Speed x220%, Cooking Speed x210%, Food Poison Chance x1%, Meals made give mood bonuses
    - Required Skills: Cooking 8
    - Required Work: Cooking
    - Other: Pawns who eat meals containing human meat cooked by the inspired pawn have a chance to develop a taste for cannibilism.
  • Inspired Research
    - Bonuses: Research Speed x200%, Pawn passively generates research points even when not working (can be varied in settings)
    - Required Skills: Intellectual 8
    - Required Work: Research
    - Probability: Won't spawn unless there is a current research project
  • Inspired Plantwork
    - Bonuses: Plant Work Speed x200%, Increased harvest yields (can be varied in settings)
    - Required Skills: Plants 8
    - Required Work: Growing or Plant Cutting
    - Probability: Slightly reduced probability to spawn in winter.
  • Inspired Hunting
    - Bonuses: Hunting Stealth +15, Shooting Accuracy +6
    - Required Skills: Animals 8 & Shooting 8
    - Required Work: Hunting
    - Probability: Slight reduced probability to spawn in winter. Only spawns if there are wild animals on the map
  • Inspired Ranching
    - Bonuses: Animal Gather Speed x240%, Train Animal Chance x200%, Increased gathering yields (can be varied in settings)
    - Required Skills: Animals 8
    - Required Work: Handling
    - Probability: Only spawns if the colony owns tamed animals
Misc Inspirations
  • Inspired Kindness
    - Bonuses: Pawn is able to speak kind words (even if they do not have kind trait) & has a high chance of throwing parties
    - Required Skills: Social 8
  • Inspired Learning
    - Bonuses: Global Learning Factor x300%
    - Required Skills: Intellectual 8
    - Probability: Reduced probability to spawn when the pawn has 20 in any skill.
  • Inspired Travelling
    - Bonuses: Increases travel speed of the caravan, increases caravan carry capacity by 50%
    - Probability: Higher average skill levels increase probability. Only spawns on pawns in caravans
  • Inspired Foraging
    - Bonuses: Foraged Food x150%
    - Required Skills: Plants 8
    - Probability: Only spawns on pawns in caravans
Trait Specific Inspirations
  • Bloodlust Focus
    - Bonuses: Melee dodge chance +14, Shooting accuracy +8, Armour penetration x200%, Aiming Delay x40%, Melee Hit Chance x150%
    - Required Skills: Shooting 8 & Melee 8
    - Required Trait: Bloodlust
    - Probability: Reduced probability of occurrence by playing on peaceful.
  • Arsonism Focus
    - Bonuses: Smelting Speed x200%, Cooking Speed x200%, Increased accuracy & lower aiming time with Incendiary Launchers & similar
    - Required Trait: Pyromaniac
    - Other: Prevents the pawn from gaining fire-starting mental breaks
  • Inspired Artistry
    - Bonuses: Next piece of art is three levels of quality higher
    - Required Skills: Artistic 8
    - Required Trait: Tortured Artist
    - Required Work: Art
    - Other: Pawns can gain this inspiration after having a mental break
Royalty DLC Inspirations
  • Psychic Soothe Focus
    - Bonuses: Nearby pawns gain a mood bonus. Psychic Entropy Max, Recover Rate & Meditation Focus Gain x120%.
    - Probability: Requires psylink to spawn. Chances increases with psychic sensitivity & psylink level
  • Psychic Strength Focus
    - Bonuses: Psychic Entropy Max x150%, Psychic Entropy Recovery & Meditation Focus Gain x200%. Passively regenerate Psychic Focus at a slow rate
    - Probability: Requires psylink to spawn. Chances increases with psychic sensitivity & psylink levels
  • Inspired Leadership
    - Bonuses: Allies' Work Speed x150%
    - Required Skills: Social 8
    - Probability: Only spawns on pawns with titles
Ideology DLC
  • Ritual Inspiration Gain
    - A new additional ritual reward has been added, upon a positive outcome a random number of participants will become inspired (up to half of the total participants).
Biotech DLC Inspirations
  • Inspired Growth (Children Only)
    - Bonuses: +20% child learning rate and +25% child growth gain. Also grants additional trait options (1) and passions (2) at their next growth moment.

Check out my other mod
Inspiration Installation - (Allows installing inspirations through surgery)
Popular Discussions View All (3)
50
3 Oct @ 11:32am
PINNED: Compatibility and Bug Reports
Catachat
0
23 Jun, 2020 @ 1:07am
PINNED: Removing the mod from saves
Catachat
0
1 Sep, 2024 @ 7:54am
russian
tzverg
268 Comments
danzloblaha13 4 Oct @ 12:55pm 
*with be playin on research 10% forever to get deep mining
danzloblaha13 4 Oct @ 12:54pm 
i play on commitment, thats why i say bamboozled :steambored::steamsalty:
danzloblaha13 4 Oct @ 12:53pm 
also remembered before some scetchy calcualtions of "yields with gathering inspiration type ... mining inspiration bamboozled my steel mining then i wasnt paying attention ... i always upon fresh run open number generator and randomise all storyteller values ... rolled 263% mining yield + 114% from skill and bam 60steel from tile ... lmao i got 50% mroe with half crippled dwarf pawn without inspiration .... more like if set to 50% "increase it has that value to base coded 60pieces from steel tile lmao not accounting for your storyteller setting NICE ONE ...
Rovstam 12 Sep @ 5:05am 
Alr my bad then. It's been a very long time since the incident. I think i uploaded a picture of my save... dying, but noob me back then didn't knew uploading saves was a thing.
Catachat  [author] 12 Sep @ 4:22am 
That’s good to know, thank you @TheBardOfHearts :)

@Rovstam if you end up using this mod again and encounter any more bugs I’m happy to try figure out the cause, but without further information it’s hard to diagnose what happened to your save :)
The Bard of Hearts 11 Sep @ 4:38pm 
Just to chime in a little. I use both this mod and Common Sense and don't seem to be having any issues.
Rovstam 11 Sep @ 1:04pm 
but i remember removed other mod and it started a time bomb which resulted in said save, getting nuked. Sorry for not elaborating further. I am just saying what should be known.
Rovstam 11 Sep @ 1:03pm 
I mean, once removed. If you just play with this mod, it's alright i guess. As i said, i do not have any evidence and won't have, but there was a time that this mod annihilated one of my saves.
Catachat  [author] 11 Sep @ 11:51am 
@Rovstam Can I ask what the interaction is with Common Sense that was causing problems? Its briefly included in the mod description, but I recommend using the Debug Tool I added wtith this mod to remove any inspirations from your pawns first before you remove it from a save.
Kaedys 8 Sep @ 6:43pm 
It'll only brick your save on removal if there are any pawns, including pawns not currently on the map or part of your faction, that have one of this mod's inspirations. Like most mods that adds things to the game, removing a mod mid playthrough is always sketchy and always has a chance to brick your save, especially if you don't take precautions around removing it.

As for the Common Sense interaction, details on what happened and logs would be useful to the mod author, I suspect. Saying just "it broke and destroyed my save" is essentially worthless for the purposes of identifying and fixing said bug, if there is one.