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RimWorld => Releases => Mods => Outdated => Topic started by: twoski on August 13, 2016, 11:26:51 PM

Title: [A18] More Mental Breaks
Post by: twoski on August 13, 2016, 11:26:51 PM
This mod adds new mental breaks to the game and tweaks the Berserk trait.

Extreme mental breaks:
> Self-Harm: The pawn will cut their wrists and hide in their room.
- Medium base chance to occur.
- High chance to occur for Masochist trait.

Moderate mental breaks:
> Compulsive cleaning: The pawn relentlessly cleans their surroundings, usually until they pass out from exhaustion.
- High base chance to occur.

Minor mental breaks:
> Antisocial: The pawn wanders off into the wilderness for a while and avoids their fellow colonists.
- High base chance to occur.

> Apathy: The pawn becomes lethargic and will often wander around instead of working. They cannot be manually assigned to tasks or drafted while they are apathetic.
- High base chance to occur.

Get it now: http://steamcommunity.com/sharedfiles/filedetails/?id=837047494

Non-steam link (and source code): https://bitbucket.org/twoski/rimworldmods/downloads



Licensing:

You may include this mod in a modpack, however do keep in mind that i may update it. It is better if you add this to a steam-based modpack since steam automatically updates when i submit my changes.

You may derive from this mod but please add a visible link to this mod if you do.
Title: Re: [A14] MELTDOWN - More Mental Breaks!
Post by: BaconBits on August 13, 2016, 11:32:59 PM
Nice, you got it up.  I was waiting for this. I'll grab it with the Non-Steam link when it's up.
Good Job :D
Title: Re: [A14] MELTDOWN - More Mental Breaks!
Post by: twoski on August 14, 2016, 12:09:28 AM
give me 30 minutes and i'll put the source on bitbucket  8)

here you go: https://bitbucket.org/twoski/rimworldmods/downloads
Title: Re: [A14] MELTDOWN - More Mental Breaks!
Post by: BaconBits on August 14, 2016, 12:45:50 AM
Sweet! Got it Thanks!  :D
Title: Re: [A14] MELTDOWN - More Mental Breaks!
Post by: twoski on August 14, 2016, 02:51:23 PM
Added a new one:

Antisocial - the pawn wanders off into the wilderness for a while and avoids their fellow colonists.
Title: Re: [A14] MELTDOWN - More Mental Breaks!
Post by: Etherdreamer on August 14, 2016, 03:26:09 PM
You´re trying to damage the best trait in the game, psychopath, but let´s wait Tynan don´t add any of these in the future hahaha.

I will go for creating a behavior with mixing traits, but no just having one. Bloodlust + Psychopath could create the effect you just are adding to one trait (psychopath).
Title: Re: [A14] MELTDOWN - More Mental Breaks!
Post by: DariusWolfe on August 14, 2016, 03:40:44 PM
Compulsive cleaning needs to have some interaction with some traits. I can't think of what it's called, but the one that gives a bigger chance to break, and a work-speed boost.
Title: Re: [A14] MELTDOWN - More Mental Breaks!
Post by: twoski on August 14, 2016, 07:58:46 PM
Compulsive cleaning needs to have some interaction with some traits. I can't think of what it's called, but the one that gives a bigger chance to break, and a work-speed boost.

I would do that, but spectrum traits like Neurotic cannot be referenced in the same way as traits like Psychopath. So i can't do that (at least until tynan makes changes to the current trait system).
Title: Re: [A14] MELTDOWN - More Mental Breaks!
Post by: RetPaladinlol on August 14, 2016, 08:37:26 PM
Very nice! Having someone break down into another mental state other than berserk is a great addition! I'll be playing with this and hopefully can provide feedback!
Title: Re: [A14] MELTDOWN - More Mental Breaks!
Post by: twoski on August 14, 2016, 11:33:30 PM
I found and patched a bug where prisoners would use inappropriate mental breaks.  Redownload if you are using the nonsteam version.
Title: Re: [A14] MELTDOWN - More Mental Breaks!
Post by: JT on August 15, 2016, 12:47:22 AM
Pure awesomesauce with a damn'yo-glace.  Thanks!

Looks as though the download includes the entire repository, i.e., also includes the Apocalypse mod -- which is fascinating as heck, but I don't know where the stated dependency is.  Definitely using it for the Meltdowns mod, though. =)
Title: Re: [A14] MELTDOWN - More Mental Breaks!
Post by: Grogfeld on August 15, 2016, 07:08:41 AM
Wow this is a really good range of mental states. Great job.
Title: Re: [A14] MELTDOWN - More Mental Breaks!
Post by: twoski on August 15, 2016, 07:37:08 AM
Pure awesomesauce with a damn'yo-glace.  Thanks!

Looks as though the download includes the entire repository, i.e., also includes the Apocalypse mod -- which is fascinating as heck, but I don't know where the stated dependency is.  Definitely using it for the Meltdowns mod, though. =)

Oh yeah you need Misc. MapGenerator by Haplo for that mod.
Title: Re: [A14] MELTDOWN - More Mental Breaks!
Post by: ruzackovich on August 15, 2016, 11:18:53 AM
1. would be other pawn as npc, traders ,raider or visitors will likely had this break down ? i hope they do. because i like to see they beating each others  :p. (vanilla breaking just social breaking )
2. is the breakdown had conjunction or similarity with traits , like : shy, or neurotic traits more likely hide in the bedroom breakdown. or random
Title: Re: [A14] MELTDOWN - More Mental Breaks!
Post by: 123nick on August 15, 2016, 12:53:42 PM
i think compulsive cleaning should have increased chance to occur if ur colonist is neurotic or very neurotic.
Title: Re: [A14] MELTDOWN - More Mental Breaks!
Post by: twoski on August 15, 2016, 02:01:36 PM
i think compulsive cleaning should have increased chance to occur if ur colonist is neurotic or very neurotic.

I want to do this but i can't until tynan changes how Spectrum traits (ie Neurotic etc) are implemented.
Title: Re: [A14] MELTDOWN - More Mental Breaks!
Post by: twoski on August 16, 2016, 05:12:56 PM
someone reported to me that the compulsive cleaning break  happens to pawns who cannot clean. so i'm not sure what to do. maybe i should just make those pawns do something other than cleaning?
Title: Re: [A14] MELTDOWN - More Mental Breaks!
Post by: Kaaven on August 16, 2016, 06:19:46 PM
Maybe make them move the movable furniture around - furniture re-arranging amok, or something to that nature - if possible ;)
Title: Re: [A14] MELTDOWN - More Mental Breaks!
Post by: Fluffe on August 16, 2016, 06:49:56 PM
someone reported to me that the compulsive cleaning break  happens to pawns who cannot clean. so i'm not sure what to do. maybe i should just make those pawns do something other than cleaning?

I would keep it I mean pawns who beserk even if they cant fight normaly they will if beserked lol
Title: Re: [A14] MELTDOWN - More Mental Breaks!
Post by: twoski on August 16, 2016, 10:41:43 PM
I did some digging and it looks like the alcoholic binge mental break only happens if there is beer available. So similarly, the compulsive mental break only happens if your pawn can haul OR clean (they are allowed to have one or both of those requirements).

I also made changes to the verbal abuse mental break. It was suggested that it should have a high chance to happen for pawns with the Abrasive trait, which is a good idea.

I also patched a bug with the verbal abuse mental break where pawns would cause errors if they left the home base.
Title: Re: [A14] MELTDOWN - More Mental Breaks!
Post by: JT on August 17, 2016, 02:33:44 AM
I had an interesting bug where I was spammed with "created 10 jobs in 10 ticks" errors in the debug console when a pawn had the "insulting" mental break and was way off in the wilderness.  My best guess is that the pawn had no one in range and so when she broke down, I guess it kept looking for targets and finding none at ludeonicrous speed.

As soon as someone approached within about 20 tiles on a hauling job, she un!&$%ed herself and the mental break started working normally. =)
Title: Re: [A14] MELTDOWN - More Mental Breaks!
Post by: twoski on August 19, 2016, 01:26:43 PM
Fixed.

Also caught another bug with the verbal abuse mental break which happens when there's only one pawn left. I assume it is a problem with them attempting to find someone to insult, but everyone is dead. I will fix it later.
Title: Re: [A14] MELTDOWN - More Mental Breaks!
Post by: twoski on August 19, 2016, 06:46:23 PM
Someone suggested i do a "lazy" break where the pawn continues normally but sometimes will wander around instead of doing the job assigned to them. I think i'll add that.
Title: Re: [A14] MELTDOWN - More Mental Breaks!
Post by: 123nick on August 19, 2016, 07:11:21 PM
Fixed.

Also caught another bug with the verbal abuse mental break which happens when there's only one pawn left. I assume it is a problem with them attempting to find someone to insult, but everyone is dead. I will fix it later.

 i think i had a problem like that too. someone went verbal abuse, they just stood completely stationary, they didn't need to eat or sleep, its like they are frozen in time. i had someone melee attack him and that fixed it.
Title: Re: [A14] MELTDOWN - More Mental Breaks!
Post by: twoski on August 19, 2016, 08:38:53 PM
Ok i think i fixed it but please let me know if you spot any more errors with the verbal abuse mental break.

I've updated the mod and added a new minor mental break...

> Apathy: The pawn becomes lethargic and will often wander around instead of working. They cannot be manually assigned to tasks or drafted while they are apathetic.
    - High base chance to occur.
Title: Re: [A16] More Mental Breaks
Post by: twoski on January 14, 2017, 08:08:47 PM
updated for a16.
Title: Re: [A16] More Mental Breaks
Post by: Lomano on January 15, 2017, 05:24:56 AM
Awesome!
Title: Re: [A16] More Mental Breaks
Post by: henk on January 15, 2017, 01:14:08 PM
Well, I thought I would submit a few mental break ideas to spice up the game a little.

Minor breaks
Personally, I think there should be more minor breaks which don't really threaten the colony, but annoy you nonetheless and don't give much catharsis.

Hugs!
The pawn has had enough of all the harshness around here and goes around hugging people without warning.
Hugged pawns get a random mood bonus (I was hugged! That was nice) or penalty (Someone hugged me without warning! That was weird)
More likely if : Kind, Optimist, Sanguine, psychically sensitive
Less likely if : Pessimist, Depressive, Psychopath

Bad food
The pawn is tired of the bad food; they immediately cook and eat a lavish meal.
More likely if : cooking passion

More greenery
The pawn goes outside and grows plants. They can plant any plant that will grow in the current biome, including plants that aren't normally plantable (grass, bush, raspberry).
More likely if : Green thumb, growing passion, ugly environment
Less likely if : hostile weather

Hoarder
The pawn moves gold and silver to their bedroom. It will be forbidden until the break ends.
More likely if : Greedy, rich colony

Fire good
The pawns starts a fire! Outside. With firewood.
The pawn started a campfire.
They will stay around it for some time, gaining social and meditative joy.
More likely if : pyromaniac, heat lover

Runner
Enough sitting down! Time for a race! The pawn runs around (extra move speed while this is in effect), gaining joy and decreasing rest quickly.
More likely if : Jogger, fast walker
Less likely if : slowpoke

Need some lovin'
The pawn grabs their partner and carries them to their bed for some lovin'.

Pet play
The pawn finds colony pets and goes to play with them. May accidentally form bonds.
More likely if : animals skill passion

Taming
The pawn goes out to tame non-hostile animals.
More likely if : animals skill passion, colony has no animal
Less likely if : hostile weather

Player
The pawns starts hitting on every colonist available. Some more than once. Will stop if successful. Does not get a "rebuffed" penalty from this because, seriously...
More likely if : Beautiful, Pretty, Ugly, Staggeringly ugly (yes, all of them)

Cosmic voices
The pawns starts hearing cosmic voices that only they can hear. No, really! Stop laughing!
They will walk around performing random tasks (hauling, cleaning, socializing). Requires Psychically sensitive/hypersensitive.
More likely if : psychic event underway, too smart

This looks tasty
The pawn eats food they really shouldn't eat - raw meat, kibble, hay, hops, healroot. They will get food poisoning.
More likely if : ascetic, cannibal, masochist
Less likely if : high cooking skill

Do it right!
The pawn deconstructs a low-quality piece of furniture (below normal quality) and reconstructs it.
More likely if : construction passion, neurotic, very neurotic
Less likely if : lazy, slothful

Eureka!
The pawn is convinced they can find something useful. They will rush to a research bench, displacing whoever is using it, and research until food or rest gets low.
Produces nothing, or a small amount of research in a random research.
More likely if : too smart, research passion

Ugly stone chunks!
The pawn is tired of ugly stone chunks everywhere. They will break down stone chunks (removes stone chunks and produces debris).
More likely if : low beauty, mining passion
Less likely if : ascetic

I'm a therapist
The pawn goes to talk to other pawns, getting them to open up. Other pawns stop what they're doing for a while and get a small cathasis mood bonus.
More likely if : social passion, medicine passion, kind, sanguine, optimist
Less likely if : psychopath, abrasive, pessimist, depressive

Singing mood
The pawn sings... poorly. Anyone within earshot will get a mood penalty.
More likely if : annoying voice, creepy breathing, optimist



Moderate breaks
Crafting
A pawn starts making an item, and doesn't stop until it's done. Said item should be something that can be done in one sitting and requiring a crafting skill which the pawn has a passion for.
More likely if : crafting passion, Too smart, Neurotic

Drugs bad!
The pawn starts grabbing any drug and burning them. Will stop if arrested or out of drugs.
More likely if : teetotaller, someone is addicted, recovering from addiction
Less likely if : chemical interest

Drugs good!
The pawn starts taking drugs, and will invite others to partake. Others who partake can be stopped, but it'll give the breaking pawn a mood penalty.
More likely if : Chemical interest, addicted

Conquering nature
The pawn goes to hunt a dangerous animal. Will not stop unless arrested.
More likely if : shooting/melee passion, low food, bloodlust, psychopath

I did bad
The pawn sets themselves as prisoner and locks themselves up. Requires available prisoner bed (obviously).
More likely if : pawn accidentally harmed another pawn (friendly fire, failed surgery)

Depression
The pawn is depressed, and nothing seems to cheer them up. Lasts for days, and gives a movement speed penalty
More likely if : pessimist, depressive, nervous, volatile
Less likely if : Steadfast, iron willed, optimist, sanguine

Sick
The pawn's unhappiness has caused them to get sick. Pawns catches the flu.
More likely if : pessimist, depressive, naked

No medication
The pawn is refusing treatment for their injury (non-bleeding only) or disease.
More likely if : abrasive, masochist, teetotaler
Less likely if : too smart

Self medication
The pawn believes they are sick and will use medication in "treat" themselves. May use drugs in the process.
More likely if : chemical interest, chemical fascination
Less likely if : teetotaler

The pawn starts insulting and chasing (men/women). Requires the Dislikes men/women trait.
More likely if : psychopath, bloodlust, abrasive
Less likely if : kind

This is not art!
The pawn finds offence with a piece of artwork and will attack it until it breaks or until they get arrested.
More likely if : artistic passion



Extreme breaks
Unhygienic
The pawn has been too unhappy to follow basic hygiene guidelines and has gotten sick. Catches the plague, malaria, sleeping sickness or a random limb infection.
More likely if : lazy, slothful
Less likely if : neurotic, very neurotic

Mad science!
The pawn was experimenting with mechanites and accidentally released some in the colony. Several pawns catch a mechanite-based disease, starting with those closer to the breaking pawn.
More likely if : psychopath, too smart, prostophile, research passion
Less likely if : can't research, prostophobe,

Poisonous food
The pawn poisons a food stack. The stack isn't marked as poisoned, but will likely give food poisoning to anyone who eats from it.
More likely if : psychopath, chemical interest, chemical fascination


Awaiting the "most of them aren't feasible" reply.
Title: Re: [A16] More Mental Breaks
Post by: DariusWolfe on January 15, 2017, 01:37:25 PM
Bunch of really neat ideas, but yeah, a lot of these would take a LOT of coding to make happen.
Title: Re: [A16] More Mental Breaks
Post by: Linq on January 15, 2017, 03:43:00 PM
I would actually say that, more than them not being feasible, they just don't meet the criteria for a mental break. Mental breaks aren't just "a pawn does one thing." It's a continuous behavior throughout the mental state until they get over it. A tantrum isn't "the pawn runs over to one thing, breaks it, and then goes back to work."
Title: Re: [A16] More Mental Breaks
Post by: twoski on January 15, 2017, 08:17:40 PM
i was thinking about making an extreme version of antisocial where a pawn moves to an adjacent hexagon on the world map.. not sure if it's doable though
Title: Re: [A16] More Mental Breaks
Post by: henk on January 16, 2017, 12:49:34 PM
In the context of Rimworld, and in particular minor breaks, I always figured mental breaks were a way of saying "Pawn has had enough and decides to disobey orders". They do whatever they want, particularly things that they enjoy, to relieve stress. Perhaps the breaks listed don't qualify as breaks in the medical sense, but they're (mostly) things you might see someone doing when they need stress relief, and they would, for the most part, make the game more interesting, not less; that is the essence of game design.
Title: Re: [A16] More Mental Breaks
Post by: Linq on January 16, 2017, 02:57:26 PM
No, mental breaks in the context of Rimworld are supposed to be "pawn is too upset to control their behavior and goes on a bender for a given amount of time, then feels better afterward." Minor mental breaks are not necessarily disruptive in that sense, but they are 100% things that happen for a duration: hiding in your room, slacking off of work, etc. Mental breaks are not just stress relief, the person is broken. Going to use the horseshoes so you feel better from tons o' joy is stress relief.

The problem with the breaks listed is that they generally summarize themselves as "pawn goes and does this thing." That's just not a mental break unless they do it over and over and over. Here's an example of an actual mental break using one of your ideas.

Ravenous: The pawn needs to drown themselves in food and they're the only ones who can make it right. They cook the best quality meals that they can and eat them until the break ends.
Title: Re: [A16] More Mental Breaks
Post by: henk on January 16, 2017, 10:44:03 PM
So perhaps the term "minor mental break" isn't particularly accurate in this situation, but having ways for your pawns to say "nuts" to your orders for just a little while would still spice up the game nicely. Call it what you want, but in the end we all just want an interesting game.
Title: Re: [A16] More Mental Breaks
Post by: twoski on January 17, 2017, 08:26:19 AM
i do think a joy binge would be a fitting minor mental break since we already have food and drug binges
Title: Re: [A16] More Mental Breaks
Post by: faltonico on May 31, 2017, 06:27:57 PM
Will this work with just a version change for A17?
Title: Re: [A16] More Mental Breaks
Post by: twoski on June 03, 2017, 09:58:42 AM
will be updating this weekend
Title: Re: [A16] More Mental Breaks
Post by: faltonico on June 03, 2017, 12:17:55 PM
Thanks =D
Title: Re: [A17] More Mental Breaks
Post by: twoski on October 24, 2017, 05:14:55 PM
Really stoked to see that tynan added pretty much all of these to vanilla rimworld... Though i still think that Self harm, Apathy and Antisocial should be added.
Title: Re: [A17] More Mental Breaks
Post by: crazyroosterman on November 02, 2017, 01:25:37 PM
was going to post that exact thing here congrats!.
I guess tynana must look at that mob submission thread even if he never posts in it.
Title: Re: [A17] More Mental Breaks
Post by: twoski on November 13, 2017, 09:34:04 AM
I'll work on updating this for A18, when i get the time
Title: Re: [A17] More Mental Breaks
Post by: twoski on December 13, 2017, 10:33:31 AM
Updated... It's a bit more barebones now since most of these mental breaks got added to vanilla rimworld, but there's still 4 of them!
Title: Re: [A18] More Mental Breaks
Post by: TryB4Buy on December 23, 2017, 07:43:26 PM
This looks cool but isn't apathetic wilderness searching just a rename for "sad wanderer?"

Also:
" Could not find a type named JobDriver_Abuse
Verse.Log:Error(String)
Verse.ParseHelper:FromString(String, Type)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Refl "
Title: Re: [A18] More Mental Breaks
Post by: twoski on January 02, 2018, 07:05:40 PM
Hmm, maybe sad wanderer was added too and i didnt notice it. I'll check for that error. Did you use the steam version or are you playing offline?
Title: Re: [A18] More Mental Breaks
Post by: TryB4Buy on January 04, 2018, 12:15:07 AM
Non-steam
Title: Re: [A18] More Mental Breaks
Post by: twoski on January 09, 2018, 05:58:36 PM
should be fixed
Title: Re: [A18] More Mental Breaks
Post by: docssy on February 23, 2019, 07:35:33 PM
Hi. The obsessive cleaning mental break causes huge lag in 1.0....