RimWorld

RimWorld

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[JPT] Keep It Quiet
   
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Mod, 1.2, 1.3
File Size
Posted
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968.245 KB
1 May, 2021 @ 5:24pm
8 Jan, 2022 @ 9:38am
7 Change Notes ( view )

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[JPT] Keep It Quiet

Description


Are your colonists tired of living inside a noisy workshop? Do they get stressed out by the constant buzz from the wind generators or the loud conversations in the hallways? Do they get startled by the turrets constantly firing in the middle of the night? Are they desperate for a chance of taking a walk in the woods, just to have some peace and quiet?
Well, with this mod, they will!


The need for silence
This mod is designed to annoy your colonists with every sound that's produced on the game map, so they feel the need to retreat to some quiet place every now and then. Low levels on the new silence need will lead to mood debuffs, and if the bar is depleted for too long they will stop working and seek relief. But when everything is still and quiet, that will also result in a small mood buff.

New traits
The mod introduces two new traits - noise sensitive & noise tolerant - that result in different behaviors when it comes to reacting to noise.

Noise pollution
Every sound effect in the game is a potential disturbance, even the modded ones. And the noise pollution is displayed in its own overlay map. Loud, instantaneous noises can be mitigated when enclosed in a room, while the low, continuous ones are more pervasive. Hopefully, this will add yet another variable for you to consider when designing your base.

Multiplied silence
Anima trees and grass naturally create a soothing bubble where your colonists' ears will rest much faster. You can also download the optional expansion[www.patreon.com] to be able to create electronic noise cancellation fields, after researching the proper technology.

Like what you see? Consider supporting the mod!
Making and maintaining mods takes a lot of work! Contribute however it suits you:

[www.patreon.com]
[ko-fi.com]

Comissioned by Aster @ The RimWorld Mod Market

[discord.com]

Compatibility
You can safely add this to your saved game.

As usual, there are known issues with Combat Extended (and I'm not planning on adapting for it).

About other mods, all modded sound effects occurring on the map will produce noise. If the effect area turns out to be disproportionally large or small, let me know in the pinned discussion below.

Available Languages
EN, FR, PT, PT-BR, ZH
(Help translate it into yours, just drop me a line.)

Acknowledgements
Conceived by Aster.
Translated by leafzxg (ZH), Qux (FR).
Thank you!

GitHub
https://github.com/jptrrs/KeepItQuiet

Popular Discussions View All (3)
13
12 Jul, 2021 @ 11:09pm
PINNED: Suggestion box for sounds that need correction.
jptrrs
6
4 Jun, 2022 @ 1:08pm
PINNED: Errors, bugs and glitches here, please!
jptrrs
0
29 Jul, 2021 @ 1:49am
How much code work/overhead for walls?
condottiere
80 Comments
lol 1 Jun @ 1:10am 
Great mod idea. Shame it's not updated
Thundercraft 19 Mar @ 1:41pm 
Any chance of an update for 1.4 (...or 1.5)?
Ascythian 2 Jan @ 7:25am 
Better add update request for this again.

Adds something unique that isn't in the base game.
Ascythian 27 Dec, 2022 @ 5:22pm 
Would like an update for this, thank you.
Lotus Elise 25 Sep, 2022 @ 8:26am 
still not working with sos2 as it should
[LUE]Polkunus 24 Aug, 2022 @ 8:03am 
I really like this but it needs some work to be fleshed out, pawns shouldnt be annoyed at each other's gunfire. And pawns should have different levels of handling noise. Walls should insulate from noise depending on the type of wall.
Meanie 29 Mar, 2022 @ 2:32pm 
I really like the idea of having this extra feature to manage, noise, but... Now my issue is that walling something off doesn't reduce the noise it produces. Drafting two pawns to hunt an animal also causes them to be bothered by eachother's gunfire. Pawns are too often under the "deeply disturbed" debuff, which is too much at the -10 value. More dynamism in this debuff, allowing it to get increasingly worse with exposure time and noise voulme, would be more fitting.
Meanie 27 Mar, 2022 @ 10:52am 
As I type this, there's a prisioner having a berserker breakdown, beating the door of the room where his Warden sleeps. The Warden, however, continues to sleep untroubled. I'm here to make the suggestion of expanding the behavior of noises to affect this sort of situation as well.
sabia_j 14 Jan, 2022 @ 2:03am 
This mod was the ONLY reason for giving my colonists a private home... Finally it is back! Thank you so much!
Ascythian 9 Jan, 2022 @ 3:28pm 
Hot damn thank you.