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RimWorld => Releases => Mods => Outdated => Topic started by: System.Linq on August 19, 2016, 07:16:38 AM

Title: [A16] Psychology (2017-5-14)
Post by: System.Linq on August 19, 2016, 07:16:38 AM
(http://i.imgur.com/2aUSNMj.png)

This mod is a complete overhaul of Rimworld's psychological and social systems. The stories that emerge from your pawns' quirks are the most fun part of RimWorld, and this mod aims to expand on that emergent storytelling by increasing the extent and complexity of its systems.
   
Psychology does not require a new save game.

Personality
- Everyone is generated with a random personality, summarized by many different attributes. This system is entirely separate from traits. The attributes are influenced not only by each other, but by everything else about that person. Every colonist has a unique and recognizable character archetype, giving them massively increased depth and charm.
- A colonist's personality influences everything about how they interact with others. It's a complete, extensive revamp of the social system from the bottom up. Colonists' relationships with each other are now far more realistic, varied, and driven by their own personality.
- Colonists will change their minds about each other after having conversations on topics relevant to a particular personality attribute. Instead of being arbitrarily assigned a compatibility with each other, they will naturally gravitate towards like-minded people and away from those they have strong disagreements with.

Sexuality and Romance
- Colonists' sexualities are graded on the Kinsey scale, from 0 to 6. The overwhelming majority of colonists will be straight, but their sexual orientations can have much more variety and their romantic interest in each other will be adjusted accordingly. The sexuality curve can also be changed in the mod settings.
- Depending on their personality, colonists may be more likely to have multiple "flings" rather than a single lover, and how they treat breakups is affected accordingly.
- Colonists also have both sexual and romantic drives. If they are exceedingly low, it may affect their desire to do lovin' or commit to a long-term relationship, respectively. They may still take lovers, particularly if someone else romances them, but what they get out of it will be affected by those factors.

Interactions
- Colonists may invite each other to hang out when their schedule isn't set to Work, though it's more likely during explicit free time, and especially when they're not doing anything else.
- They may hang out with people they're already friendly with, or choose acquaintances they haven't formed a strong opinion on to get to know them better. Empathetic colonists may also choose to hang out with people they don't care for, to give them a second chance.
- Colonists who are hanging out will explore the colony's joy activities together and have long discussions, ensuring a lasting social rapport, even between people who otherwise would not spend enough time in each others' company to have an opinion on them.
- Colonists in relationships may also plan dates for times when they don't have to work, and drop whatever they're doing to spend time with each other and maintain a good relationship. Of course, if they're not meant for each other, they may find out this way as well.

Mayors and Elections
- After a settlement's first year, elections will be held at some point every fall. A slate of colonists will announce their candidacy for mayor, and will present a platform to run on that is chosen based on their personality.
- A few days later, a polling place will be chosen and colonists will go there to cast their votes. They will vote for the candidate whose positions best align with their personality, and their opinion of the candidates may also affect their vote.
- The candidate with the plurality of votes becomes the mayor until the next election. They will receive visits from constituents in their room, particularly by people who are very unhappy or very content. Complaining colonists will get a happy thought from venting to the mayor, and the mayor will get a thought depending on their personality and what the colonist said to them.

New Traits
- Prude: This old-fashioned pawn hates the sight of nudity, and is mortified by the thought that others might be able to see their private areas. They are eternally disapproving of nudists and bothered by wearing ratty clothing.
- Insomniac: This pawn has a sleeping disorder. They will rarely attempt to sleep, and will never be fully satisfied by doing so. They spend most of their time awake, and thus, productive; but almost always tired.
- Bleeding Heart: This pawn is a big old softie. They will be pleased by doing things that help others, and more traumatized by brutal or senseless acts like mistreatment of prisoners or violence. They also will not get along with psychopaths.
- Gourmet: This demanding pawn expects to eat well every day. They'll be more satisfied by doing so, but more annoyed by having to eat things other than what they want.
- Unstable: This fluctuating pawn experiences random mood swings multiple times a day, and to a greater degree than other pawns, with manic and depressive episodes.
- Lecher: This unabashedly sexual pawn only cares about their own desires. They'll hit on anyone they find attractive, regardless of how they personally feel about them or if they are likely to be reciprocated. Anyone who accepts the advances of this pawn is likely to have their heart broken.
- Codependent: This pawn needs the comfort of intimacy. They will be unhappy when alone, and devastated by breakups and affairs. On the plus side, they are loyal and happy when they have someone to latch on to.
- Outdoorsy: This pawn enjoys spending time in the open. They get a mood boost when there's no roof above their head, and are affected by cabin fever more severely.
- Pluviophile: This pawn simply likes the sound and feel of rain, and will receive a mood bonus from it.
- Photosensitive: This pawn, either through gene modding or random mutation, has eyes that are extremely sensitive to the light. They will be very unhappy at being exposed to it, but find darkness comforting.
- Socialite: This fun-loving pawn is great at parties, and so your colony will hold them more often as long as they're around. (name credit Wellech)
- Desensitized: This numbed pawn no longer gets mood penalties for witnessing death or observing corpses. They will still be upset by colonists' deaths in general, and by other moral outrages. This trait can potentially be gained during play whenever a pawn sees someone die or looks at a body.
- Heavy Sleeper: This comatose pawn cannot receive mood penalties for disturbed sleep, but is also dificult to wake up.
- Polyamorous: This pawn has too much love to share with just one person. They will be unhappy in relationships with non-polygamous pawns, and can romance multiple people.
- Open-Minded: This pawn doesn't suffer negative opinion penalties for people's appearances, and won't take appearance into account in romance.

New Thoughts
- Adrenaline Rush: Pawns get a short mood boost when killing a hostile from an enemy faction. This gives them some relief at having defended their home.
- Dreams: Pawns may have dreams while sleeping which can affect their mood.
- Passionate Work: Pawns will be a little happier while doing something they have a burning passion for. (idea credit ({x}) Disarray)
- Imprisonment: They may be willing to join your colony, but pawns you've captured and recruited will be resentful and awkward with the people that imprisoned them, until they get used to their new life.
- Individuality: Pawns don't like looking the same as everybody else. They will get a gradually worsening mood penalty depending on how many other colony members are wearing a perfectly matching outfit.

New Illnesses
- Anxiety: Pawns with this illness can have panic attacks, more frequent the worse their anxiety is. Severe anxiety also increases a pawn's mental break threshold, makes it more difficult for them to talk, and causes them to sleep more often. Long-term treatment can reduce anxiety to a level where it does not interfere with a pawn's daily routine. The younger the pawn, the more likely they are to develop anxiety and the more severe it is likely to be. Pawns can also develop anxiety after having a mental break.

New Mental Breaks
- Berserk (extreme): The same mental break you know and love, but its frequency is greatly reduced. Bloodlust pawns now have the greatest chance to go berserk, followed by psychopaths, then brawlers. (idea credit twoski)
- Sadism (extreme): The pawn will go after the colony's prisoners and pets, as well as wild animals, and brutalize them. Psychopaths have the greatest chance to become sadistic, followed by bloodlust pawns, then brawlers. (idea credit twoski)
- Self-harm (extreme): The pawn will cut their hands and arms and hide in their room. Masochists have the greatest chance to self-harm. (idea credit twoski)
- Tantrum (extreme): The pawn will destroy nearby furniture and buildings. (idea credit twoski)
- Abuse (extreme): The pawn will wander around the colony, finding people to harass and insult. Abrasive pawns have the greatest chance to break this way, followed by unstable pawns. (idea credit twoski)
- Fell plotting (extreme): The pawn will retire to their room to hatch some terrible scheme, if you don't stop them. Psychopaths have the greatest chance to break this way, followed by bloodlust pawns.
- Paranoia (extreme): The pawn will wander aimlessly, depressing the people around them with their paranoid ramblings.
- Compulsion (major): The pawn relentlessly cleans and organizes their surroundings, usually until they pass out from exhaustion. (idea credit twoski)
- Antisocial (minor): The pawn will wander out into the wilderness, avoiding their fellow colonists. (idea credit twoski)
- Apathy (minor): The pawn becomes lethargic and will frequently wander around instead of working. They cannot be manually assigned to tasks or drafted while apathetic. (idea credit twoski)
- Histrionic (minor): The pawn desperately seeks attention and validation, wandering around the colony trying to talk to people. Occasionally, they will flirt with someone or propose to their partner. Socialite pawns have the greatest chance to break this way, followed by Lechers.

New Treatments
- Some traits can be treated by assigning them a bill through the Operations screen. If successful, they will gain a status effect that nullifies the trait, at the cost of being a little more on edge. It must be maintained through use of good medicine, or they may lapse.
- Pyromaniac: Will no longer go on fire-starting sprees.
- Chemical interest/fascination: Will no longer go on drug binges.
- Depression: Mood malus reduced to that of the Pessimist trait.

New Drugs
- Methadone: An opioid used to treat drug addiction. Barely addictive itself, it is useful for keeping colonists functional while they are suffering from withdrawal. Cheap and easy to manufacture.

Miscellaneous
- Arresting: Pawns now have a "peaceful arrest chance" stat based on their Social skill, which is used when determining whether someone refuses arrest.

COMPATIBILITY
- By using this mod with other mods that perform the same functions, you are taking FULL responsibility for any problems that may arise. You are also accepting that even if Psychology is able to work with that mod, you may be limiting your enjoyment of this mod because the other mod will ignore or maybe even disable Psychology's systems. It is not recommended to use this mod with any other social interaction mods.
- Mods which only modify Defs and not any of the game's code are 100% compatible with Psychology, though Psychology may override them with its own values.
- Psychology should be placed as low in your mod order as possible, after Less Arbitrary Surgery, and before Expanded Incidents.
- Psychology adds new properties to pawns. Colonies with Psychology enabled on them may break if the mod is disabled. Colonies without Psychology enabled on them will only receive new functionality on new pawns. Pawns which aren't Psychology-enabled should behave just like before.


MOD AUTHORS: You can use the source code provided with the mod to build compatibility into your mod. Use reflection to access Psychology's traits and thoughts and check if the mod is loaded, then include the mod's functionality in any classes you detour. Then tell your users to load your mod before Psychology, so that it can perform both mods' work (or only yours, if they are not using Psychology). Example:

ThoughtDef kp = DefDatabase<ThoughtDef>.GetNamedSilentFail("KilledPatientBleedingHeart");
if(kp != null)
    surgeon.needs.mood.thoughts.memories.TryGainMemoryThought(kp, patient);
   
This will try to give the pawn Psychology's Bleeding Heart thought, but ONLY if it detects that that thought actually exists (which means Psychology is loaded). Otherwise, it does nothing, because the user isn't using Psychology.

Download
I recommend you download from the Steam Workshop to receive automatic updates. Visit the Steam Workshop page to subscribe here (http://steamcommunity.com/sharedfiles/filedetails/?id=747313773).

If you do not have RimWorld on Steam, but you have a forums account, you can also download it manually through the attachment. Note that the mod requires HugsLib (https://ludeon.com/forums/index.php?topic=28066) to function.

Finally, the mod is uploaded on the Nexus (http://www.nexusmods.com/rimworld/mods/161/?) if you have no other way to download it, but this is not guaranteed to be up-to-date.

(http://i.imgur.com/9L4f8u7.png) (https://ludeon.com/forums/index.php?topic=28066)

License
Can include in modpacks with credit. Can reuse/edit code with credit.

[attachment deleted by admin due to age]
Title: Re: [A14] Psychology (2016-08-18)
Post by: kaptain_kavern on August 19, 2016, 07:23:59 AM
Oh this look awesome. I wish i could try it right now
Title: Re: [A14] Psychology (2016-08-18)
Post by: biship on August 19, 2016, 10:01:53 AM
This looks fantastic, are you saying it likely isn't compatible with non-dll Trait mods or just dll trait mods?
Title: Re: [A14] Psychology (2016-08-18)
Post by: Ykara on August 19, 2016, 10:56:29 AM
Wow, awesome! I especially like the Adrenaline Rush, this mod seems like a perfect, but subtle addition to the vanilla game, gonna try it right now!
Title: Re: [A14] Psychology (2016-08-18)
Post by: Adventurer on August 19, 2016, 11:05:58 AM
Will this conflict with More Traits?

https://ludeon.com/forums/index.php?topic=20166.0
Title: Re: [A14] Psychology (2016-08-18)
Post by: kaptain_kavern on August 19, 2016, 11:07:31 AM
Quote from: Psychology on August 19, 2016, 07:16:38 AM
COMPATIBILITY
Psychology detours a lot of methods from the base game. It is probably incompatible with any other mod that adds new traits, affects pawn interactions, affects medicine beyond just adding new parts and buildings (e.g. EPOE is compatible), adds new thoughts, or edits old ones. It may be incompatible with any other mod that includes an assembly and uses detours. If Psychology is incompatible with a given mod, some functions of one mod or the other will not work, depending on your mod order. Any missing or broken functionality you experience may be the result of this. To prioritize Psychology trait and thought functionality above other mods', put it at the bottom of your mod list.
. (http://i3.kym-cdn.com/entries/icons/facebook/000/000/554/facepalm.jpg). (http://chrispepperphotography.com/wp-content/uploads/2015/03/RTFM-you-must.jpg). (http://weknowmemes.com/generator/uploads/generated/g1354845569858643221.jpg)
Title: Re: [A14] Psychology (2016-08-18)
Post by: biship on August 19, 2016, 11:28:34 AM
Cutting and pasting without answering any of the questions doesn't help.
Title: Re: [A14] Psychology (2016-08-18)
Post by: kaptain_kavern on August 19, 2016, 11:55:22 AM
I know how to read and understand the same way as Killface said.

If OP knew he probably have written something else
Title: Re: [A14] Psychology (2016-08-18)
Post by: Adventurer on August 19, 2016, 11:57:50 AM
Yeah yeah, I missed that part, go ahead and laugh.
Title: Re: [A14] Psychology (2016-08-18)
Post by: biship on August 19, 2016, 12:09:34 PM
The OP posted a different steam mod containing the release and debug dll of his mod, as well as the CCL dll, and didn't understand the impact of this, so no, I don't think "If OP knew he probably have written something else". Regardless, I wasn't asking you KK. Thanks for trying to not be helpful tho, your post count is sky rocketing!
Title: Re: [A14] Psychology (2016-08-18)
Post by: kaptain_kavern on August 19, 2016, 12:15:46 PM
First, sorry Psychology for polluting with semi drama.

I just send this to Adventurer and want to extend it to you, Biship:

QuoteSorry, it wasn't intended as something insulting. I copy/pasted here just because if people browse through the text quickly and scroll down they will catch at least the red line. I've done this because i have a few mod threads myself and it often happened.

Again I'm sorry I was not wanting to be insulting at all.
That's why you often see "reserved" post in release thread

And @Biship, regardless, i wasn't replying to you (as what you asked wasn't stated in OP). I also don't care about my post count (in fact i'm not sure what you want to say).
Now can we please stop polluting this thread? (me, I will)
Title: Re: [A14] Psychology (2016-08-18)
Post by: milon on August 19, 2016, 12:59:45 PM
Let's keep on topic.  This seems like a really interesting mod, let's not derail here.

Summary so far: Adventurer asked if it was compatible with the More Traits mod, and kaptain_kavern replied.  Biship's question is still outstanding (compatibility with DLL Trait mods vs XML-only Trait mods).  OP hasn't responded yet to Biship's question, and no one else as yet seems to know the answer.
Title: Re: [A14] Psychology (2016-08-18)
Post by: System.Linq on August 19, 2016, 01:03:55 PM
Psychology is compatible with any trait mod that adds new traits and does not have a DLL so long as it does not re-define any trait that Psychology does (e.g. Psychopath to make it conflict with Bleeding Heart).

It is also compatible with trait mods that use DLLs and adhere to the above so long as they don't detour any of the same methods that Psychology does.

I looked at More Traits and saw no reason why it should be incompatible with Psychology as it only adds new things, it does not redefine any old ones AFAIK.
Title: Re: [A14] Psychology (2016-08-19)
Post by: 1000101 on August 19, 2016, 08:10:43 PM
Since you are detouring FoodUtility.ThoughtsFromIngesting, I hope you are preserving CCLs detoured functionality from it's detour.

CCL's Food Utility Detours (https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/blob/development/DLL_Project/Detours/FoodUtility.cs) - ThoughtsFromIngesting @ lines 163 - 250
Title: Re: [A14] Psychology (2016-08-20)
Post by: System.Linq on August 20, 2016, 08:27:39 AM
Updated to 2016-8-20.

New Traits
- Bisexual: This colonist is attracted to any gender. They don't discriminate when it comes to love. (idea credit Killface)

New Thoughts
- Dreams: Colonists may have dreams while sleeping which can affect their mood.
Title: Re: [A14] Psychology (2016-08-20 v2)
Post by: System.Linq on August 20, 2016, 10:30:23 AM
Updated to 2016-8-20 v2.

Greatly increased the threshold at which Insomniac pawns will attempt to sleep, so that they will not stand around idle until they pass out.
Title: Re: [A14] Psychology (2016-08-20 v2)
Post by: Nictis on August 21, 2016, 02:24:22 AM
I'm probably misunderstanding a point, but does this work with Killface's Bisexuality mod? And if so, does it double the odds of a colonist being Bisexual?

I saw that you got the idea from him, but I wanted to make sure that they weren't going to stop each other or double up on me.
Title: Re: [A14] Psychology (2016-08-20 v2)
Post by: System.Linq on August 21, 2016, 08:33:07 AM
Quote from: Nictis on August 21, 2016, 02:24:22 AM
I'm probably misunderstanding a point, but does this work with Killface's Bisexuality mod? And if so, does it double the odds of a colonist being Bisexual?

I saw that you got the idea from him, but I wanted to make sure that they weren't going to stop each other or double up on me.

e: Looking at Killface's code, it appears he restructured it since I released my mod and they now use the same TraitDef, so there should be no problems.
Title: Re: [A14] Psychology (2016-08-20 v2)
Post by: SirBambiLover on August 21, 2016, 09:26:02 AM
this mod stops my pawns from socially interacting with each other, not sure if it confllicts with other mods that i have, but it think thats not the reason because i noticed that in a new game my pawns would never talk so i tried disabling this mod and restarted the same save game again and sure enough, they started talking immediatley. i'd be glad if you could look into this and thy to fix this if you can, thank you
-M
Title: Re: [A14] Psychology (2016-08-20 v2)
Post by: System.Linq on August 21, 2016, 05:14:41 PM
Quote from: SirBambiLover on August 21, 2016, 09:26:02 AM
this mod stops my pawns from socially interacting with each other, not sure if it confllicts with other mods that i have, but it think thats not the reason because i noticed that in a new game my pawns would never talk so i tried disabling this mod and restarted the same save game again and sure enough, they started talking immediatley. i'd be glad if you could look into this and thy to fix this if you can, thank you
-M

That sounds like a conflict, because my pawns have no trouble interacting. I recommend you turn on developer mode, enable Psychology, and try and see if any errors show up in the log.
Title: Re: [A14] Psychology (2016-08-21)
Post by: System.Linq on August 21, 2016, 11:24:11 PM
Updated to 2016-08-21.

New Traits
- Outdoorsy: This pawn enjoys spending time in the open. They get a mood boost when there's no roof above their head.
- Pluviophile: This pawn simply likes the sound and feel of rain, and will receive a mood bonus from it.
- Photosensitive: This pawn, either through gene modding or random mutation, has eyes that are extremely sensitive to the light. They will be very unhappy at being exposed to it.

New Thoughts
- Passionate Work: Pawns will be a little happier while doing something they have a burning passion for. (idea credit ({x}) Disarray)
Title: Re: [A14] Psychology (2016-08-21)
Post by: Chibisuke on August 22, 2016, 05:32:25 AM
raiders with new traits body just disappears with this mod on? or is it just me?
Title: Re: [A14] Psychology (2016-08-21)
Post by: System.Linq on August 22, 2016, 09:43:41 AM
Quote from: Chibisuke on August 22, 2016, 05:32:25 AM
raiders with new traits body just disappears with this mod on? or is it just me?

That sounds like a bug, I've seen it in testing before. Make sure you are updated to the latest version, or else turn your development console on and post what errors you get when they disappear. It usually has to do with a Null Pointer Exception in one of the ThoughtWorkers while it's generating the corpse, which causes it to cancel generation.
Title: Re: [A14] Psychology (2016-08-21)
Post by: Adventurer on August 22, 2016, 01:08:07 PM
Excuse me, Psychology, I have some feature requests to make.

I think you should expand on the idea brought forth by Killface's Bisexual mod regarding the ugly reacting with more sympathy towards other ugly pawns. This can be expanded to all sorts of antisocial perks in which those with the same or similar social problems bond better to one another.

In addition, whether a pawn is affected negatively or not by another person's psychopathy could wholy depend on their psychic sensitivity, a good mechanic to represent whether someone is just plain 'weirded out' by someone without really knowing why. Those who are psychically insensitive would not feel any discomfort at all, most pawns would be just a little uncomfortable but nothing too noticeable, and those very sensitive would not feel comfortable about said pawn at all.
Title: Re: [A14] Psychology (2016-08-21)
Post by: System.Linq on August 22, 2016, 04:13:51 PM
I considered creating an actual psychologist job as part of the mod. If I decide to go the route of hiding traits (which would probably be difficult to implement) I will likely set up a "therapy" job which your pawns will get a slight mood boost for attending and which will have a chance of revealing traits. I'll consider more interactions between pawns based on traits but it would probably involve overwriting a lot more of the base game and right now I am focusing on adding features that don't conflict with other mods.
Title: Re: [A14] Psychology (2016-08-21)
Post by: Adventurer on August 22, 2016, 05:37:26 PM
Oops, I made a reply that was essentially everything Psychology said a little after the fact. I deleted it.
Title: Re: [A14] Psychology (2016-08-22)
Post by: System.Linq on August 22, 2016, 09:08:10 PM
Updated to 2016-08-22.

Attempted to fix a difficult-to-reproduce bug that caused pawns to disappear when killed.
Title: Re: [A14] Psychology (2016-08-22 v2)
Post by: System.Linq on August 22, 2016, 10:38:39 PM
Updated to 2016-08-22 v2.

Definitively fixed pawns disappearing upon death.
Title: Re: [A14] Psychology (2016-08-23)
Post by: System.Linq on August 23, 2016, 10:12:50 PM
Updated to 2016-08-23.

Addressed more bugs that can cause pawns to disappear on death. Greatly reduced the frequency of panic attacks for pawns with Anxiety.

New Traits
- Party Animal: This fun-loving pawn is great at parties, and so your colony will hold them more often as long as they're around.
- Desensitized: This numbed pawn no longer gets mood penalties for witnessing death or observing corpses. They will still be upset by colonists' deaths in general, and by other moral outrages. This trait can potentially be gained during play whenever a pawn sees someone die or looks at a body.
Title: Re: [A14] Psychology (2016-08-23)
Post by: makkenhoff on August 24, 2016, 04:33:17 AM
I was really excited when I saw this mod, many of these traits do seem in the flavor of Rimworld too. Though, personally, I do think a psychologist or counselor might have a role to play in a colony, I don't think we need to hide personality traits from the overlord - perhaps you could use an object, as a sort of "office" to help work out mental health issues? Technically, it would be "caring" so you could use the doctor skill, as well as disable the job for uncaring pawns; similar to how two pawns might play the same chess board, have them both sit, and results in a small positive mood buff.
Title: Re: [A14] Psychology (2016-08-23)
Post by: Adventurer on August 24, 2016, 11:33:51 AM
Two suggestions, relating to the confusion breakdown where colonists drop all their gear:

An option in 'Mod options' to make the gear dropped unforbidden so other colonists can pick it up
A suboption that disables the gear dropping altogether.
Title: Re: [A14] Psychology (2016-08-23)
Post by: System.Linq on August 24, 2016, 11:50:14 AM
Quote from: Adventurer on August 24, 2016, 11:33:51 AM
Two suggestions, relating to the confusion breakdown where colonists drop all their gear:

An option in 'Mod options' to make the gear dropped unforbidden so other colonists can pick it up
A suboption that disables the gear dropping altogether.

That is a vanilla breakdown, not something Psychology adds or even touches.
Title: Re: [A14] Psychology (2016-08-23)
Post by: Adventurer on August 24, 2016, 12:00:36 PM
Didn't realize you didn't want to touch vanilla breakdowns.
Title: Re: [A14] Psychology (2016-08-23)
Post by: str82azz on August 24, 2016, 12:16:59 PM
you have a mod for unforbid dazed drops already
https://ludeon.com/forums/index.php?topic=21637.0
Title: Re: [A14] Psychology (2016-08-23)
Post by: Adventurer on August 24, 2016, 12:17:42 PM
Quote from: str82azz on August 24, 2016, 12:16:59 PM
you have a mod for unforbid dazed drops already
https://ludeon.com/forums/index.php?topic=21637.0

I know. I just thought it'd be a good feature for this mod to have.
Title: Re: [A14] Psychology (2016-08-23)
Post by: System.Linq on August 24, 2016, 02:48:38 PM
Quote from: Adventurer on August 24, 2016, 12:00:36 PM
Didn't realize you didn't want to touch vanilla breakdowns.

I'd like to keep compatibility with Meltdown, and in general Psychology does not change vanilla balance. It slightly reduces default empathy so that Bleeding Heart can be more upset, but that's it.
Title: Re: [A14] Psychology (2016-08-21)
Post by: Darque on August 24, 2016, 04:11:30 PM
Quote from: Psychology on August 21, 2016, 11:24:11 PM
- Pluviophile: This pawn simply likes the sound and feel of rain, and will receive a mood bonus from it.
Just a thought, could you add to your mod that if they do not have this trait, then the pawn will be unhappy to be out in the rain, and possibly prefer to do activities indoors?
Title: Re: [A14] Psychology (2016-08-23)
Post by: System.Linq on August 27, 2016, 05:40:34 PM
I'll consider it, but people have already complained about the mod making things more difficult. I'm not sure an additional mood penalty on 90% of pawns would make them very happy.
Title: Re: [A14] Psychology (2016-08-23)
Post by: tommiethegun on August 27, 2016, 10:49:38 PM
Awesome mod - this is my next download to add to my game. Another idea for a trait: introvert - they'd get a small mood boost when working alone in a room. And a 2nd idea: Workaholic - small joy boost during work but mood debuff from joy activities or parties.

Keep up the great work! :)
Title: Re: [A14] Psychology (2016-08-23)
Post by: John_Bigless on August 28, 2016, 10:59:52 AM
Is this compatible with "No mood loss from prisoner sold or "innocent prisoner died"
It removes the effect of "Prisoner sold" or "Innocent prisoner died" by setting the effect it causes to 0

[attachment deleted by admin - too old]
Title: Re: [A14] Psychology (2016-08-23)
Post by: System.Linq on August 28, 2016, 09:01:39 PM
Quote from: John_Bigless on August 28, 2016, 10:59:52 AM
Is this compatible with "No mood loss from prisoner sold or "innocent prisoner died"
It removes the effect of "Prisoner sold" or "Innocent prisoner died" by setting the effect it causes to 0

No.
Title: Re: [A14] Psychology (2016-08-23)
Post by: John_Bigless on August 30, 2016, 04:43:12 AM
Quote from: Psychology on August 28, 2016, 09:01:39 PM
Quote from: John_Bigless on August 28, 2016, 10:59:52 AM
Is this compatible with "No mood loss from prisoner sold or "innocent prisoner died"
It removes the effect of "Prisoner sold" or "Innocent prisoner died" by setting the effect it causes to 0

No.
Well, muff.
Title: Re: [A14] Psychology (2016-08-23)
Post by: Adventurer on September 03, 2016, 07:48:01 PM
Quote from: Psychology on August 28, 2016, 09:01:39 PM
Quote from: John_Bigless on August 28, 2016, 10:59:52 AM
Is this compatible with "No mood loss from prisoner sold or "innocent prisoner died"
It removes the effect of "Prisoner sold" or "Innocent prisoner died" by setting the effect it causes to 0

No.

When you update the mod, could you add mod options that allow us to configure these values?
Title: Re: [A15] Psychology (2016-09-04)
Post by: System.Linq on September 04, 2016, 04:40:17 AM
Killface provided a build of Psychology with built-in detours that does not require CCL. You can download it here if you want to use Psychology on A15 until CCL is updated: http://www.file-upload.net/download-11901258/747313773.7z.html
Title: Re: [A14/15] Psychology (2016-09-04)
Post by: Exende on September 04, 2016, 09:49:25 PM
just wondering, does this mod override the Defs of the Hospitality mod?
Title: Re: [A14/15] Psychology (2016-09-04)
Post by: System.Linq on September 05, 2016, 09:44:32 AM
No, Psychology does not conflict with any of Hospitality's definitions.
Title: Re: [A14/15] Psychology (2016-09-04)
Post by: Adventurer on September 13, 2016, 03:00:56 AM
There's a major conflict between this and Miscellaneous Robots. Miscellaneous Robots modifies Naked so robots don't suffer a mood penalty for being considered naked. This mod gives an additional penalty to prudes by adding Prudes to the exempt list and giving them a different mood penalty that is even higher.

I think what you should do is remove your Naked override and just have Prudes suffer Naked and the additional mood penalty instead of having it replace it.


  <ThoughtDef>
    <defName>NakedPrude</defName>
    <workerClass>ThoughtWorker_PsychologicallyNude</workerClass>
    <requiredTraits>
      <li>Prude</li>
    </requiredTraits>
    <stages>
      <li>
        <label>exposed</label>
        <description>Everyone's staring at me! PLEASE GET ME SOME CLOTHES!</description>
        <baseMoodEffect>-14</baseMoodEffect>
      </li>
    </stages>
  </ThoughtDef>
Title: Re: [A14/15] Psychology (2016-09-04)
Post by: System.Linq on September 13, 2016, 01:28:29 PM
No thanks. I would prefer to avoid duplicate thoughts because it's ugly and unprofessional. I'll look into the Miscellaneous Robots mod to issue a compatibility patch but I will be doing it a more elegant way.
Title: Re: [A14/15] Psychology (2016-09-04)
Post by: Adventurer on September 13, 2016, 06:20:11 PM
I would think duplicate thoughts would be heavily more preferred over making a compatibility patch for a single def.
Title: Re: [A14/15] Psychology (2016-09-04)
Post by: System.Linq on September 14, 2016, 12:06:46 AM
No, because a compatibility patch can be seamlessly integrated with no loss of functionality. I heavily prefer maintaining the quality of the mod over deteriorating it for a single mod. Feel free to make that change in the meantime, however; it may be a while before CCL updates.
Title: Re: [A14/15] Psychology (2016-09-04)
Post by: laokangz2 on September 14, 2016, 04:17:11 AM
love your mod, after make the compatibility patch, could you upload as a attachment at this page. thanks
Title: Re: [A14/15] Psychology (2016-09-04)
Post by: Adventurer on September 14, 2016, 08:41:12 AM
Quote from: laokangz2 on September 14, 2016, 04:17:11 AM
love your mod, after make the compatibility patch, could you upload as a attachment at this page. thanks

Place this file in Psychology\Defs\ThoughtDefs and overwrite when prompted.

[attachment deleted by admin - too old]
Title: Re: [A14/15] Psychology (2016-09-04)
Post by: Adventurer on September 16, 2016, 08:00:42 AM
Misc Robots updated so that it doesn't need to modify the Naked thought anymore.
Title: Re: [A14/15] Psychology (2016-09-04)
Post by: Dingo on October 08, 2016, 11:22:54 PM
You're missing the DeathMemory abstract base in the Thoughts_Memory_Death XML. Might want to fix that for the next release.
Title: Re: [A14/15] Psychology (2016-09-04)
Post by: demol on October 12, 2016, 10:54:40 AM
Very intresting modding.
Are traits gainable/discardable in current state of the mod?

For example, can harsh decisions make colonist more firm?
Can easy life soften them?
Is that possible to make Glitterworld Paradise or true Savage Tribe unconcerned about cannibalizing their enemies?
Title: Re: [A14/15] Psychology (2016-09-04)
Post by: System.Linq on November 04, 2016, 12:00:42 PM
Quote from: demol on October 12, 2016, 10:54:40 AM
Very intresting modding.
Are traits gainable/discardable in current state of the mod?

For example, can harsh decisions make colonist more firm?
Can easy life soften them?
Is that possible to make Glitterworld Paradise or true Savage Tribe unconcerned about cannibalizing their enemies?

Desensitized is the only trait that can be gained at the moment. It's a light version of Psychopath so your colonists who are frequently exposed to death will stop being bothered by it.

I could definitely look into making it so that the environment of your colony affects your colonists' traits. But development is stalled until CCL comes out for A15.
Title: Re: [A14/15] Psychology (2016-09-04)
Post by: Killaim on November 05, 2016, 10:21:18 PM
would be neat with a function for colonists to calm down a person who is having a psychotic break.


convinced them to calm down or make people who wander aimlessly to return to normal.

like a slight quicker thing.
perhaps even a task that can be psycjologist, talks to people feeling bad mood and cheer them up or get rid of negative conditions.
at the cost of working on this instead of anythign else. (maybe a couch and a chair item ? :D )
Title: Re: [A14/15] Psychology (2016-09-04)
Post by: System.Linq on November 06, 2016, 01:17:58 PM
Quote from: Killaim on November 05, 2016, 10:21:18 PM
would be neat with a function for colonists to calm down a person who is having a psychotic break.


convinced them to calm down or make people who wander aimlessly to return to normal.

like a slight quicker thing.
perhaps even a task that can be psycjologist, talks to people feeling bad mood and cheer them up or get rid of negative conditions.
at the cost of working on this instead of anythign else. (maybe a couch and a chair item ? :D )

I will probably look into adding a task for pawns to try and calm down those on mental breaks.
Title: Re: [A14/15] Psychology (2016-09-04)
Post by: Diana Winters on November 06, 2016, 11:59:46 PM
not sure if this is a known bug, but pawns with the "codependant" trait will still maintain the buff for being married after the death of their spouse. I suggest making it so they will get a massive debuff for the death of their partner
Title: Re: [A14/15] Psychology (2016-09-04)
Post by: System.Linq on November 07, 2016, 02:50:48 AM
Quote from: Diana Winters on November 06, 2016, 11:59:46 PM
not sure if this is a known bug, but pawns with the "codependant" trait will still maintain the buff for being married after the death of their spouse. I suggest making it so they will get a massive debuff for the death of their partner

This bug is caused by Psychology not checking to make sure that a pawn's partner is actually still alive before awarding the buff. It will be fixed in the new version when CCL comes out, thank you for the report.
Title: Re: [A14/15] Psychology (2016-09-04)
Post by: najay on November 30, 2016, 01:03:30 AM
I'm confused how do I download this if I have a non-steam version
Title: Re: [A14/15] Psychology (2016-09-04)
Post by: harpo99999 on November 30, 2016, 02:25:58 AM
assuming you have logged into the forum, you should be able to see an attachment in the bottom of the original post, note the mod REQUIRES ccl, which at present from my limited knowledge has not completed being updated to a15 yet, so the mod will not work in a15 but works in a14
Title: Re: [A14/15] Psychology (2016-09-04)
Post by: System.Linq on December 21, 2016, 01:35:06 PM
This is the temporary no-CCL A15 build: http://www.file-upload.net/download-11901258/747313773.7z.html
Title: Re: [A14/15] Psychology (2016-09-04)
Post by: 1 Kiwi on December 21, 2016, 10:29:47 PM
This could probably work for A16 without noticeable issues.. right? I don't see how it wouldn't but I'll give it a shot nevertheless.

Oh, and thanks for the no-CCL build!  ;)
Title: Re: [A14/15] Psychology (2016-09-04)
Post by: Love on December 21, 2016, 10:47:34 PM
Quote from: Poet on December 21, 2016, 10:29:47 PM
This could probably work for A16 without noticeable issues , right? I don't see how it wouldn't but I'll give it a shot(test) nevertheless.

Oh, and thanks for the no-CCL build!  ;)
Unfortunately this mod is going to be very difficult to update to A16.
Title: Re: [A14/15] Psychology (2016-09-04)
Post by: 1 Kiwi on December 21, 2016, 11:05:18 PM
That's too bad, but that saves me the time to bother giving it a look-see
Title: Re: [A14/15] Psychology (2016-09-04)
Post by: System.Linq on December 22, 2016, 06:59:28 PM
If it's too difficult I'll just rewrite it from scratch, no big deal. The main roadblock is CCL being updated, because I don't want to have to deal with the hassle of detouring otherwise.
Title: Re: [A14/15] Psychology (2016-09-04)
Post by: Several Puffins on December 22, 2016, 07:13:50 PM
Hi Psychology!

I basically nicked detours from the no CCL version of your A15 for my mod Romance Diversified- I've just updated to A16 and everything seems fine. The detours system still functions, I just had to rename some detoured functions (e.g. AttractionTo was renamed SecondaryRomanceChance, or some such thing).

Anyway, I love the mod. Best of luck updating!
Title: Re: [A14/15] Psychology (2016-09-04)
Post by: Dingo on December 22, 2016, 07:31:43 PM
Just use HugsLib to detour. Or wait for CCL, whenever that comes.. there is a "stable" modders' release already.
Title: Re: [A14/15] Psychology (2016-09-04)
Post by: Love on December 23, 2016, 12:27:40 AM
Quote from: Psychology on December 22, 2016, 06:59:28 PM
If it's too difficult I'll just rewrite it from scratch, no big deal. The main roadblock is CCL being updated, because I don't want to have to deal with the hassle of detouring otherwise.
HugsLib has detouring, I recommend giving that a try.
Title: Re: [A14/15] Psychology (2016-09-04)
Post by: Several Puffins on December 23, 2016, 01:02:03 PM
Psychology: As I said, the old detour system works (more or less), but I've just migrated a mod over to detouring with HugsLib and it is SUPER easy. It's just an annotation with a type & method name. I am very impressed with UnlimitedHugs right now!
Title: Re: [A16] Psychology (2016-12-28)
Post by: System.Linq on December 28, 2016, 03:19:55 AM
Alright, I've finished updating the mod to A16 and implemented all the new features. Enjoy.

New Traits
- Heavy Sleeper: This comatose pawn cannot receive mood penalties for disturbed sleep, but also has a tendency to sleep in.
- Polygamous: This pawn has too much love to share with just one person. They will be unhappy in relationships with non-polygamous pawns, and can romance multiple people.
- Open-Minded: This pawn doesn't suffer negative opinion penalties for people's appearances, and won't take appearance into account in romance.

New Misc.
- A pawn in a loving relationship is much less likely to be romanced by non-lechers.
- All pawns are graded on the Kinsey scale instead of using sexuality traits.
Title: Re: [A16] Psychology (2016-12-28)
Post by: Fafn1r on December 28, 2016, 09:01:38 AM
I'm not a big fan of the balance changes. Maybe it is realistic, maybe not, but with Psychology on overall mood goes up by 20% and pawns almost never have mental breaks. It makes the game too easy.
Title: Re: [A16] Psychology (2016-12-28)
Post by: Treason5240 on December 28, 2016, 12:03:40 PM
(http://i.imgur.com/gBl8VRf.png)

Sorry for the image dimensions.

Running into these errors when attempting to use your mod (which I quite enjoy!).

Nothing prevents these traits from appearing on a pawn but all pawns seem unable to perform social interactions of any sort (including chit-chat) if there is a pawn in your group with one of the red-listed qualities.

I started with a blank slate game and only allowed Psychology and the same errors still popped up.
Title: Re: [A16] Psychology (2016-12-28)
Post by: Draegon on December 28, 2016, 12:32:04 PM
Would it be possible to add thoughts about eating the crops from the more crops mod? It creates a ton of errors atm.
Title: Re: [A16] Psychology (2016-12-28)
Post by: GenericUsername on December 28, 2016, 12:54:12 PM
QuoteAll pawns are graded on the Kinsey scale instead of using sexuality traits.

Oh.
Is there a way to disable this?

I had a glance in the files but didn't find a relevant bit.
Title: Re: [A16] Psychology (2016-12-28)
Post by: Azeyrt on December 28, 2016, 01:16:01 PM
Looks Good :)
Title: Re: [A16] Psychology (2016-12-28)
Post by: System.Linq on December 28, 2016, 01:49:12 PM
Quote from: Treason5240 on December 28, 2016, 12:03:40 PM
(http://i.imgur.com/gBl8VRf.png)

Sorry for the image dimensions.

Running into these errors when attempting to use your mod (which I quite enjoy!).

Nothing prevents these traits from appearing on a pawn but all pawns seem unable to perform social interactions of any sort (including chit-chat) if there is a pawn in your group with one of the red-listed qualities.

I started with a blank slate game and only allowed Psychology and the same errors still popped up.
You need HugsLib.

Quote from: GenericUsername on December 28, 2016, 12:54:12 PM
QuoteAll pawns are graded on the Kinsey scale instead of using sexuality traits.

Oh.
Is there a way to disable this?

I had a glance in the files but didn't find a relevant bit.
Not currently but it should be easy to add. There's not really a downside, though, why would you want to? It frees up the trait and it's essentially identical to the previous Gay/Bisexual system.

Quote from: Draegon on December 28, 2016, 12:32:04 PM
Would it be possible to add thoughts about eating the crops from the more crops mod? It creates a ton of errors atm.
I'll look into it but if it's a Def-only mod then they should not be real errors, just ThoughtDef.Named() not finding anything.
Title: Re: [A16] Psychology (2016-12-28)
Post by: System.Linq on December 28, 2016, 01:52:35 PM
Quote from: Fafn1r on December 28, 2016, 09:01:38 AM
I'm not a big fan of the balance changes. Maybe it is realistic, maybe not, but with Psychology on overall mood goes up by 20% and pawns almost never have mental breaks. It makes the game too easy.
What gives you this impression? Very few traits in Psychology give more than +5 mood situationally, and there are several traits that do not benefit you much. Most of the traits have conditions that give mood penalties to your colonists. Some of them, like Photosensitive, give serious penalties if you don't accommodate the colonists. If your overall mood is higher, it's likely only because Psychology makes you less likely to get bad traits from the vanilla game that drag down your overall mood.
Title: Re: [A16] Psychology (2016-12-28)
Post by: GenericUsername on December 28, 2016, 01:53:42 PM
QuoteNot currently but it should be easy to add. There's not really a downside, though, why would you want to? It frees up the trait and it's essentially identical to the previous Gay/Bisexual system.

Yeah... I set the commonality of that to 0.
It's simply something I don't want in my game.
Title: Re: [A16] Psychology (2016-12-28)
Post by: Treason5240 on December 28, 2016, 01:59:37 PM
Quote from: Psychology on December 28, 2016, 01:49:12 PM
You need HugsLib.

I suppose it would help if I read through the first post several times.  I completely missed the reference!

Thanks for the quick response.
Title: Re: [A16] Psychology (2016-12-28)
Post by: System.Linq on December 28, 2016, 02:14:17 PM
Quote from: GenericUsername on December 28, 2016, 01:53:42 PM
QuoteNot currently but it should be easy to add. There's not really a downside, though, why would you want to? It frees up the trait and it's essentially identical to the previous Gay/Bisexual system.

Yeah... I set the commonality of that to 0.
It's simply something I don't want in my game.

Ok, well, previous versions of the mod also included a Bisexual trait, but I've added a setting to disable the Kinsey system. It will be in the next update. When you toggle it off and restart the game, it will use the Gay trait system instead, including the fact that you set that to 0 commonality.
Title: Re: [A16] Psychology (2016-12-28)
Post by: GenericUsername on December 28, 2016, 02:24:16 PM
Quote from: Psychology on December 28, 2016, 02:14:17 PM
Ok, well, previous versions of the mod also included a Bisexual trait, but I've added a setting to disable the Kinsey system. It will be in the next update. When you toggle it off and restart the game, it will use the Gay trait system instead, including the fact that you set that to 0 commonality.

I'll be waiting for the next update then, thank you.
Title: Re: [A16] Psychology (2016-12-28)
Post by: Fafn1r on December 28, 2016, 02:32:15 PM
Quote from: Psychology on December 28, 2016, 01:52:35 PM
What gives you this impression? Very few traits in Psychology give more than +5 mood situationally, and there are several traits that do not benefit you much. Most of the traits have conditions that give mood penalties to your colonists. Some of them, like Photosensitive, give serious penalties if you don't accommodate the colonists. If your overall mood is higher, it's likely only because Psychology makes you less likely to get bad traits from the vanilla game that drag down your overall mood.

I noticed this while playing. My pawns just had higher moods overall and I associated this with Psychology's empathy changes.

By the way, it is possible to gain Desensitized trait, yes? How does it work, a chance that is being increased with each sight of dead bodies? I love the idea, I love more progression for pawns in general. This desensitization could work very well not as a trait, but as diminishing returns for every negative thought, that decay over time.

But again, this would raise overall moods during late game.
Title: Re: [A16] Psychology (2016-12-28)
Post by: System.Linq on December 28, 2016, 02:47:53 PM
Quote from: Fafn1r on December 28, 2016, 02:32:15 PM
Quote from: Psychology on December 28, 2016, 01:52:35 PM
What gives you this impression? Very few traits in Psychology give more than +5 mood situationally, and there are several traits that do not benefit you much. Most of the traits have conditions that give mood penalties to your colonists. Some of them, like Photosensitive, give serious penalties if you don't accommodate the colonists. If your overall mood is higher, it's likely only because Psychology makes you less likely to get bad traits from the vanilla game that drag down your overall mood.

I noticed this while playing. My pawns just had higher moods overall and I associated this with Psychology's empathy changes.

By the way, it is possible to gain Desensitized trait, yes? How does it work, a chance that is being increased with each sight of dead bodies? I love the idea, I love more progression for pawns in general. This desensitization could work very well not as a trait, but as diminishing returns for every negative thought, that decay over time.

But again, this would raise overall moods during late game.

The empathy changes only decrement the mood penalties for seeing or doing bad things by 1 point each. I could definitely make them toggleable in the mod's settings.

Negative thoughts already have diminishing returns if you stack multiple of them. It is only possible to gain the Desensitized trait during play (unless you give it to your pawns via Prepare Carefully), and it happens just as the mod description says: when pawns see death.
Title: Re: [A16] Psychology (2016-12-28)
Post by: Treason5240 on December 28, 2016, 05:54:47 PM
Experiencing another issue that seems related to psychology.

Attempting to load up a previous save caused psychology to kick back an error about an ID already existing and the load failing.

https://gist.github.com/HugsLibRecordKeeper/7e561a9c3d0ebc156fa3dc2bb5181cb2
Title: Re: [A16] Psychology (2016-12-28)
Post by: guillaume on December 28, 2016, 06:20:29 PM
Maybe related to previous poster's problem, maybe not: when I load a save, several pawns are duplicated in lists like the social list (a pawn appears several times as a lover, then as a acquaintance, for example; if I click on them, the last will be select the pawn, the others will say "PawnName if off map") or the select bed owner list (which cause the pawn to sleep in its bedroom but not in the bed).

I fix the problem by editing the save file and removing all the <knownSexualities> subkeys content (leaving just "<keys/><values/>"). Sometimes, a <knownSexualities> will contain a pawn data which itself contains a <knownSexualities> which contains the same pawn data.
Title: Re: [A16] Psychology (2016-12-28 v3)
Post by: System.Linq on December 28, 2016, 07:40:28 PM
Quote from: guillaume on December 28, 2016, 06:20:29 PM
Maybe related to previous poster's problem, maybe not: when I load a save, several pawns are duplicated in lists like the social list (a pawn appears several times as a lover, then as a acquaintance, for example; if I click on them, the last will be select the pawn, the others will say "PawnName if off map") or the select bed owner list (which cause the pawn to sleep in its bedroom but not in the bed).

I fix the problem by editing the save file and removing all the <knownSexualities> subkeys content (leaving just "<keys/><values/>"). Sometimes, a <knownSexualities> will contain a pawn data which itself contains a <knownSexualities> which contains the same pawn data.
Well caught! I've changed the LookMode from Deep to Value, that should fix it.

Updated to 2016-12-28 v3 (this time for real).

New Miscellaneous
- Anxiety: Pawns may start with this health problem, or acquire it during play.
Title: Re: [A16] Psychology (2016-12-28 v3)
Post by: Kyna Tiona on December 28, 2016, 09:06:22 PM
So hey, is it possible to see characters' sexuality listed anywhere? The Kinsey scale is a really useful simplification that applies to this situation incredibly well, but it's annoying me that it doesn't seem to be visible.
Title: Re: [A16] Psychology (2016-12-28 v3)
Post by: LycanBlackpaw on December 28, 2016, 09:14:59 PM
Not really sure what's going on, but this error pops up when attempting to create a world. I assume it has something to do with Psychology not interacting well with mods that add factions, based on what little I can read of it.

Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object
  at Psychology.Detour._PawnComponentsUtility._CreateInitialComponents (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.PawnGenerator.DoGenerateNewNakedPawn (Verse.PawnGenerationRequest& request, System.String& error, Boolean ignoreScenarioRequirements) [0x00000] in <filename unknown>:0
  at Verse.PawnGenerator.GenerateNewNakedPawn (Verse.PawnGenerationRequest& request) [0x00000] in <filename unknown>:0
  at Verse.PawnGenerator.GeneratePawn (PawnGenerationRequest request) [0x00000] in <filename unknown>:0
  at RimWorld.Faction.GenerateNewLeader () [0x00000] in <filename unknown>:0
  at RimWorld.FactionGenerator.NewGeneratedFaction (RimWorld.FactionDef facDef) [0x00000] in <filename unknown>:0
  at RimWorld.FactionGenerator.GenerateFactionsIntoWorld (System.String seedString) [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldGenerator.GenerateWorld (Single planetCoverage, System.String seedString, OverallRainfall overallRainfall, OverallTemperature overallTemperature) [0x00000] in <filename unknown>:0
  at RimWorld.Page_CreateWorldParams.<CanDoNext>m__527 () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
Title: Re: [A16] Psychology (2016-12-28 v3)
Post by: System.Linq on December 28, 2016, 09:16:52 PM
Quote from: Caraise Link on December 28, 2016, 09:06:22 PM
So hey, is it possible to see characters' sexuality listed anywhere? The Kinsey scale is a really useful simplification that applies to this situation incredibly well, but it's annoying me that it doesn't seem to be visible.

You can find it in the save file if you edit it, and it will be revealed by therapy sessions in future versions. In the meantime, don't you know it's impolite to ask?

Quote from: LycanBlackpaw on December 28, 2016, 09:14:59 PM
Not really sure what's going on, but this error pops up when attempting to create a world. I assume it has something to do with Psychology not interacting well with mods that add factions, based on what little I can read of it.

Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object
  at Psychology.Detour._PawnComponentsUtility._CreateInitialComponents (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.PawnGenerator.DoGenerateNewNakedPawn (Verse.PawnGenerationRequest& request, System.String& error, Boolean ignoreScenarioRequirements) [0x00000] in <filename unknown>:0
  at Verse.PawnGenerator.GenerateNewNakedPawn (Verse.PawnGenerationRequest& request) [0x00000] in <filename unknown>:0
  at Verse.PawnGenerator.GeneratePawn (PawnGenerationRequest request) [0x00000] in <filename unknown>:0
  at RimWorld.Faction.GenerateNewLeader () [0x00000] in <filename unknown>:0
  at RimWorld.FactionGenerator.NewGeneratedFaction (RimWorld.FactionDef facDef) [0x00000] in <filename unknown>:0
  at RimWorld.FactionGenerator.GenerateFactionsIntoWorld (System.String seedString) [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldGenerator.GenerateWorld (Single planetCoverage, System.String seedString, OverallRainfall overallRainfall, OverallTemperature overallTemperature) [0x00000] in <filename unknown>:0
  at RimWorld.Page_CreateWorldParams.<CanDoNext>m__527 () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()

It's possible. What faction mod did you use and do you have the latest version?
Title: Re: [A16] Psychology (2016-12-28 v3)
Post by: LycanBlackpaw on December 28, 2016, 09:23:18 PM
I've got a couple...Let me post my mod list. Off the top of my head it's just Orassans, the Medieval Times factions, and the Call of Cthulu factions.

    Core
    HugsLib
    Chemicals &amp; Neutroamine
    MadSkills-A16-1.2.1-T
    RW_AreaUnlocker
    TradingSpotA16
    Tech Advancing
    StepAway
    ShutdownAllA16
    sd_conduitwall
    sd_adv_powergen
    RW_MedicalInfo
    RW_Manager
    RW_EnhancedTabs
    RW_Blueprints
    RoofSupport A16
    Refactored Work Priorities
    RecolorStockpileA16
    PrisonExtensions
    OSHACompliance
    MineItAll
    kNumbers-0.6.0
    ICanFixIt
    Hand Me That Brick
    Grenade Fix Rearmed
    Fluffy_Breakdowns
    Floors Rebalance
    CraftingHysteresis
    realisticbeds
    Cooks Can Refuel
    Caerbannog
    Autoclose Event Notifications
    Animals Hoods
    AllowTool
    Call of Cthulhu - Cosmic Horrors V1.4 A16
    Quality Builder
    Prisoner Harvesting
    Overhead Mountain Removal
    Mending Easy
    RemoteExplosives
    Bulk Meals A16
    Medieval Times
    Improved Ship Reactor
    Growable Grass
    Growing Plots
    HP Lovecraft Storyteller v1.2 A16
    Jecrell - Tobacco &amp; Cigarettes V1.3c
    Call of Cthulhu - Straitjackets 1.0 A16
    Call of Cthulhu - Industrial Age V1.1 A16
    Call of Cthulhu - Factions V1.7 A16
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    Psychology
Title: Re: [A16] Psychology (2016-12-28 v3)
Post by: System.Linq on December 28, 2016, 09:32:27 PM
The mod at large appears to be the Orassans, likely because they add a custom alien race and don't appear to use HugsLib. I have no problem generating a map with Medieval Times or Call of Cthulhu, and Orassans works fine with Psychology off. I recommend you disable the Orassans mod until I can look into the problem.

e: It appears that Orassans uses a custom pawn type, and I missed a null check when instantiating pawn sexuality. The error has been fixed.
Title: Re: [A16] Psychology (2016-12-28 v3)
Post by: Kyna Tiona on December 28, 2016, 09:35:53 PM
Quote from: Psychology on December 28, 2016, 09:16:52 PM
Quote from: Caraise Link on December 28, 2016, 09:06:22 PM
So hey, is it possible to see characters' sexuality listed anywhere? The Kinsey scale is a really useful simplification that applies to this situation incredibly well, but it's annoying me that it doesn't seem to be visible.

You can find it in the save file if you edit it, and it will be revealed by therapy sessions in future versions. In the meantime, don't you know it's impolite to ask?

Eh, it is for some people? It shouldn't be. I typically prefer it when guys know not to hit on me and any lesbians in the room are aware I might be an option. It's to my benefit to reveal that information when queried, and the only real alternative is to hit on every girl that interests me just in case she's gay and not telling me. Asking seems more impolite, personally~

More on point, though, I would prefer it if you gave the option of making it visible. Every other data point you'd want to know about a given pawn is made openly available, so it doesn't really jive well with the existing game to hide their sexuality. It makes sense if you hide traits as well, but that doesn't sound at all enjoyable, so hopefully you'd include an alternate version that leaves everything visible anyway.
Title: Re: [A16] Psychology (2016-12-28 v3)
Post by: System.Linq on December 28, 2016, 09:46:20 PM
When therapy is implemented, traits will be hidden until revealed through therapy. That will of course be toggleable in the settings. At present, I simply didn't feel like detouring or reflecting anything that would allow me to display one line of text on the screen for the convenience of a handful of users. I recommend you look in the save file if you must know; either way, hang tight and it will be integrated into the GUI better.
Title: Re: [A16] Psychology (2016-12-28 v3)
Post by: Kyna Tiona on December 28, 2016, 09:49:16 PM
Ah, okay. I guess for some reason I thought it would be easier than that, but then I'm reminded that GUIs are routinely a mess.
Title: Re: [A16] Psychology (2016-12-28 v3)
Post by: System.Linq on December 28, 2016, 09:52:41 PM
It is difficult because I added an entirely new dimension to the game that isn't part of any other system. That means I have to either detour an existing tab to draw the text on (ew!) or create my own from scratch (huge pain). Both are time-consuming and not necessary to the functionality, so I left them out in the initial implementation.
Title: Re: [A16] Psychology (2016-12-28 v3)
Post by: Kyna Tiona on December 28, 2016, 10:00:37 PM
Whoa, gross. Given the absurd number of fields in the general information tab, I'd just assumed adding arbitrary fields was a straightforward matter. Suddenly I don't want to think about what the back end of that tab looks like...
Title: Re: [A16] Psychology (2016-12-28 v4)
Post by: System.Linq on December 29, 2016, 12:49:38 AM
Updated to 2016-12-28 v4. Mainly bugfixes.
Title: Re: [A16] Psychology (2016-12-29)
Post by: System.Linq on December 29, 2016, 07:29:50 AM
Updated to 2016-12-29. Fixed problems with romance methods not being detoured properly, resulting in pawns not learning each others' sexualities or using Psychology romance chances. Also tweaked anxiety values.
Title: Re: [A16] Psychology (2016-12-29)
Post by: Zakhad on December 29, 2016, 07:45:13 AM
I updated like 15 minutes ago, and I'm getting systemNullReferenceExceptions causing fps death. (I don't know how else to describe it :P) Would you like a log, save or a modlist? (I have 20 or so mods) Psychology was working perfectly fine before the update.

I had a pawn with the trait, and now it seems to have disappeared. Anxiety that is.

Edit: After a while the fps death disappears (I assume this is due to anxiety wearing off?)

[attachment deleted by admin due to age]
Title: Re: [A16] Psychology (2016-12-29)
Post by: System.Linq on December 29, 2016, 08:10:39 AM
The Anxiety trait was removed and re-implemented as a health problem. This can cause errors on older saves but they shouldn't be problematic. I recommend you save again and load it, that might fix the missing trait.

If not, please post the log.
Title: Re: [A16] Psychology (2016-12-29)
Post by: Kufitaah on December 29, 2016, 08:19:17 AM
I had a problem with the rest detour, JobGiver_GetRest.GetPriority , which I thought was because I had heavy sleepers or something, but I started a world with just a pawn and nothing related to sleep in traits and it was the same. The error log gets filled up like 1 error/second (So just a big red flashy screen that doesn't let me play at all) and drops my fps while it's doing it (which I tried letting it pass, but it seems endless)

Right now I'm updating to 2016-12-29 to see if that fixes it, but if it doesn't, I'll post more data.
Title: Re: [A16] Psychology (2016-12-29)
Post by: Zakhad on December 29, 2016, 08:22:27 AM
My error for the more part seems to have gone, a few bad references (Probably due to how you changed things) but it seems to be playing as normal I'll report back if anything happens, thanks for the update / help
Title: Re: [A16] Psychology (2016-12-29)
Post by: Kufitaah on December 29, 2016, 08:24:13 AM
Indeed, as soon as I updated the rest thing was gone. It just gave me a warning with Anxiety but I didn't have anyone with it so it's k.
Working fine!
Title: Re: [A16] Psychology (2016-12-29)
Post by: System.Linq on December 29, 2016, 04:53:31 PM
I've been getting reports of an NPE with Hediff_Anxiety's Tick function. Please post your logs if you've encountered this error.
Title: Re: [A16] Psychology (2016-12-29)
Post by: Fafn1r on December 29, 2016, 05:00:40 PM
Quote from: Psychology on December 29, 2016, 04:53:31 PM
I've been getting reports of an NPE with Hediff_Anxiety's Tick function. Please post your logs if you've encountered this error.

System.NullReferenceException: Object reference not set to an instance of an object
  at Psychology.Hediff_Anxiety.Tick () [0x00000] in <filename unknown>:0
  at Verse.Pawn_HealthTracker.HealthTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldPawns.WorldPawnsTick () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.World.WorldTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0


Do tell if you need anything else.
Title: Re: [A16] Psychology (2016-12-29)
Post by: Adalah217 on December 29, 2016, 05:37:50 PM
Also getting some errors with the Hediff_Anxiety tick. Although, I have a pretty long mod list, including RomanceDiversified, so take from it what you will.


System.NullReferenceException: Object reference not set to an instance of an object
  at Psychology.Hediff_Anxiety.Tick () [0x00000] in <filename unknown>:0
  at Verse.Pawn_HealthTracker.HealthTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldPawns.WorldPawnsTick () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.World.WorldTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickManager:DoSingleTick()
Verse.Game:<LoadGame>m__72A()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Play:Update()



I also want to note, I have two maps running, one of which has 0 active pawns (they all died and their dead corpses are rotting around the base) and I also have a kidnapped pawn (the kidnapped pawn may have anxiety, which I believe is throwing the game off).

Other notes:
Game is totally playable. It slows down quite a bit when trying to log this error (due to the constant attempts with the ticks). I'll come back and modify this post if any changes are made or if the problem goes away.
Edit1: The problem only occurs at night. It stops logging the error as soon as the sun rises.
Edi2: Specifically at the first hour after midnight until about the 7th hour of day time.
Title: Re: [A16] Psychology (2016-12-29)
Post by: burandon on December 29, 2016, 06:23:21 PM
Same errors with Hediff_Anxiety ticks. Is there a way to make the error log window disappear?
Title: Re: [A16] Psychology (2016-12-29)
Post by: Adalah217 on December 29, 2016, 06:36:27 PM
Quote from: burandon on December 29, 2016, 06:23:21 PM
Same errors with Hediff_Anxiety ticks. Is there a way to make the error log window disappear?

You can turn dev mode off as a short-turn substitute, but besides that, he's currently working on it (see the above comments).
Title: Re: [A16] Psychology (2016-12-29)
Post by: System.Linq on December 29, 2016, 10:52:38 PM
Can you guys tell me if it's happening on old maps only or also new ones with the latest update?

The only cause I can suspect is maybe that it's ticking on pawns that aren't spawned. This error has not come up on my own save so it's difficult to pinpoint. Being able to look through your save games would probably help.

e: Those of you with the problem please download the attached mod version and tell me if it solves it.

[attachment deleted by admin due to age]
Title: Re: [A16] Psychology (2016-12-29)
Post by: Adalah217 on December 29, 2016, 11:16:33 PM
Quote from: Psychology on December 29, 2016, 10:52:38 PM
Can you guys tell me if it's happening on old maps only or also new ones with the latest update?

The only cause I can suspect is maybe that it's ticking on pawns that aren't spawned. This error has not come up on my own save so it's difficult to pinpoint. Being able to look through your save games would probably help.

e: Those of you with the problem please download the attached mod version and tell me if it solves it.

Specifically new maps, although I can't tell you if it happens on old maps or not. I have caravanned to a new location, and killed and ate many pawns, so all I have are new maps. There's a bit before the repeating tick log that was posted above, although I can't seem to reproduce it now, mentioning a pawn and their ID (seems to occur on load in).

I'll try your fix now. Thanks for all the hard work!!

Edit: Seems to work! Thanks again!
Title: Re: [A16] Psychology (2016-12-30)
Post by: System.Linq on December 30, 2016, 06:59:59 AM
Updated to 2016-12-30.

New Thoughts
- Imprisonment: They may be willing to join your colony, but pawns you've captured and recruited will be resentful and awkward with the people that imprisoned them, until they get used to their new life.

New Events
- Quarrel: Two pawns friendly towards each other have their relationship damaged by an argument until they make up.
- Homesick: One of your pawns is feeling homesick. They may spread it to other pawns through conversation.
- Cliques: Two pawns who dislike each other separate the colony into cliques of their friends. Members of each clique may come to blows.
Title: Re: [A16] Psychology (2016-12-30 v2)
Post by: Adalah217 on December 30, 2016, 04:21:31 PM
Quick question: Does the anxiety health effect ever go away or deteriorate? Is it permanent?
Title: Re: [A16] Psychology (2016-12-30 v2)
Post by: System.Linq on December 30, 2016, 04:35:26 PM
Yes, it deteriorates while it's tended and it's immunizable.
Title: Re: [A16] Psychology (2016-12-30 v2)
Post by: System.Linq on December 30, 2016, 04:50:05 PM
Updated to 2016-12-30 v2. Resolved some errors that prevented taming animals.
Title: Re: [A16] Psychology (2016-12-30 v2)
Post by: deathstar on December 30, 2016, 05:12:04 PM
Quote from: Psychology on December 30, 2016, 04:50:05 PM
Updated to 2016-12-30 v2. Resolved some errors that prevented taming animals.

I love you! I was just now trying to figure out which mod caused this exact problem. Welp, time to get back to playing!
Title: Re: [A16] Psychology (2016-12-30 v2)
Post by: System.Linq on December 30, 2016, 05:44:46 PM
Updated to 2016-12-30 v3. I've decided that the mod generated pawns which skewed unrealistically far towards attraction to the same sex. As a result, the Sexuality Formula™ has been altered to make your pawns less gay. This change will not affect already-generated pawns.
Title: Re: [A16] Psychology (2016-12-30 v3)
Post by: Love on December 30, 2016, 09:53:50 PM
you'll be hearing from tumblr about this
Title: Re: [A16] Psychology (2016-12-31)
Post by: System.Linq on December 31, 2016, 05:09:32 AM
Updated to 2016-12-31. I've identified and fixed a few lingering bugs: The romance chance wasn't checking known sexualities properly, and animal pawns threw NPEs when they had panic attacks.
Title: Re: [A16] Psychology (2016-12-30 v3)
Post by: deathstar on December 31, 2016, 07:58:15 AM
Quote from: Love on December 30, 2016, 09:53:50 PM
you'll be hearing from tumblr about this

My thoughts exactly.
Title: Re: [A16] Psychology (2016-12-31)
Post by: GenericUsername on December 31, 2016, 08:36:22 AM
Is the setting for going back to the vanilla sexuality system in yet? I don't see it in the changelogs but I might have missed it.
Title: Re: [A16] Psychology (2016-12-31)
Post by: System.Linq on December 31, 2016, 08:45:36 AM
Quote from: GenericUsername on December 31, 2016, 08:36:22 AM
Is the setting for going back to the vanilla sexuality system in yet? I don't see it in the changelogs but I might have missed it.

Yes, it is in.
Title: Re: [A16] Psychology (2016-12-30 v2)
Post by: Kyna Tiona on December 31, 2016, 01:48:34 PM
Quote from: Psychology on December 30, 2016, 05:44:46 PM
Updated to 2016-12-30 v3. I've decided that the mod generated pawns which skewed unrealistically far towards attraction to the same sex. As a result, the Sexuality Formula™ has been altered to make your pawns less gay. This change will not affect already-generated pawns.

I request a checkbox in the mod options to use the previous formula instead, is this another troublesome request~
Title: Re: [A16] Psychology (2016-12-31)
Post by: Love on December 31, 2016, 01:51:17 PM
lmao
Title: Re: [A16] Psychology (2016-12-30 v2)
Post by: System.Linq on December 31, 2016, 01:56:18 PM
Quote from: Caraise Link on December 31, 2016, 01:48:34 PM
Quote from: Psychology on December 30, 2016, 05:44:46 PM
Updated to 2016-12-30 v3. I've decided that the mod generated pawns which skewed unrealistically far towards attraction to the same sex. As a result, the Sexuality Formula™ has been altered to make your pawns less gay. This change will not affect already-generated pawns.

I request a checkbox in the mod options to use the previous formula instead, is this another troublesome request~

I had considered it when making the change, but it would require me to figure out how to communicate the setting to a different class file and I didn't want to deal with it at the time.
Title: Re: [A16] Psychology (2016-12-30 v2)
Post by: Kyna Tiona on December 31, 2016, 02:00:07 PM
Quote from: Psychology on December 31, 2016, 01:56:18 PM
Quote from: Caraise Link on December 31, 2016, 01:48:34 PM
Quote from: Psychology on December 30, 2016, 05:44:46 PM
Updated to 2016-12-30 v3. I've decided that the mod generated pawns which skewed unrealistically far towards attraction to the same sex. As a result, the Sexuality Formula™ has been altered to make your pawns less gay. This change will not affect already-generated pawns.

I request a checkbox in the mod options to use the previous formula instead, is this another troublesome request~

I had considered it when making the change, but it would require me to figure out how to communicate the setting to a different class file and I didn't want to deal with it at the time.

Blast. I'll hold out hope for a future update to that, then~
Title: Re: [A16] Psychology (2016-12-31)
Post by: Kyna Tiona on December 31, 2016, 11:17:27 PM
(http://i.imgur.com/PMJwdnB.png)

You are looking at true friendship~
Title: Re: [A16] Psychology (2016-12-31)
Post by: System.Linq on January 01, 2017, 12:17:18 AM
Lily doesn't consider her a friend anymore, though!
Title: Re: [A16] Psychology (2016-12-31)
Post by: Kyna Tiona on January 01, 2017, 12:59:28 AM
Quote from: Psychology on January 01, 2017, 12:17:18 AM
Lily doesn't consider her a friend anymore, though!

She considers her an "acquaintance". Which is to say she's acting all distant and things while Rada continues to try to be friends with her, which is totally a generic "best friend quarrel" plot arc. Ironically, it's now flipped, with Rada being at 17 (just barely not "friends") and Lily at 28~
Title: Re: [A16] Psychology (2017-1-1)
Post by: System.Linq on January 01, 2017, 03:10:48 AM
Updated to 2017-1-1.

New Thoughts
- Individuality: Pawns don't like looking the same as everybody else. They will get a gradually worsening mood penalty depending on how many other colony members are wearing the exact same outfit.

New Incidents
- Sabotage: Strange things are happening in your base. Someone has to be to blame. But who?

Miscellaneous
- Social Traits: Pawns will not be affected by social traits relating to appearance if they can't see, or by social traits relating to talking if they can't hear. Pawns whose social traits involve talking also won't affect others with them if they can't talk.

Also added a setting for the Kinsey scale formula.
Title: Re: [A16] Psychology (2017-1-1)
Post by: doodeeda on January 01, 2017, 03:23:32 AM
Quote from: Psychology on January 01, 2017, 03:10:48 AM
Updated to 2017-1-1.

New Thoughts
- Individuality: Pawns don't like looking the same as everybody else. They will get a gradually worsening mood penalty depending on how many other colony members are wearing the exact same outfit.

New Incidents
- Sabotage: Strange things are happening in your base. Someone has to be to blame. But who?

Miscellaneous
- Social Traits: Pawns will not be affected by social traits relating to appearance if they can't see, or by social traits relating to talking if they can't hear. Pawns whose social traits involve talking also won't affect others with them if they can't talk.

Also added a setting for the Kinsey scale formula.

I fear there isn't enough clothing variety for individuality especially for tribals.
Title: Re: [A16] Psychology (2017-1-1)
Post by: System.Linq on January 01, 2017, 03:29:57 AM
There are. They have to be wearing the exact same outfit. Give your tribals tribalwear made of different animal leather and they will be happy.
Title: Re: [A16] Psychology (2017-1-1)
Post by: Kyna Tiona on January 01, 2017, 03:36:46 AM
Quote from: Psychology on January 01, 2017, 03:10:48 AM
Updated to 2017-1-1.
Also added a setting for the Kinsey scale formula.

Downloading immediately, thanks a bunch~!
Title: Re: [A16] Psychology (2017-1-1)
Post by: System.Linq on January 01, 2017, 03:42:12 AM
Speaking of Individuality, I just noticed a bug in how it detects how many people have the same clothing. I've reuploaded the version to fix that, so redownload it.
Title: Re: [A16] Psychology (2017-1-1 v2)
Post by: System.Linq on January 01, 2017, 04:59:08 AM
And I forgot to take out the debug code. Updated to 2017-1-1 v2.
Title: Re: [A16] Psychology (2017-1-1 v2)
Post by: Adalah217 on January 01, 2017, 08:21:19 AM
Quick note about anxiety again: I've tended it over 20 times, mostly with herbal although fairly often with no medicine, and it's only gone from extreme to major. Of course, it would go away faster with medicine and a doctor with medicine >7, but it still seems excessive to hang around this long (almost 2 in game years). Is there something I'm missing? I'm playing a medieval playthrough starting in the arctic so I don't have much access to drugs quite yet. 

Here's the save-file data specifically regarding this pawn's anxiety:


<li Class="Psychology.Hediff_Anxiety">
<def>Anxiety</def>
<ageTicks>6431495</ageTicks>
<severity>0.5454115</severity>
<causesNoPain>True</causesNoPain>
<tendTick>20395952</tendTick>
<tendQuality>0.1360115</tendQuality>
<tendedCount>21</tendedCount>
<severityPerDayNotImmuneRandomFactor>4.115681</severityPerDayNotImmuneRandomFactor>
</li>
Title: Re: [A16] Psychology (2017-1-1 v2)
Post by: broccoli on January 01, 2017, 08:46:47 AM
Quote from: Adalah217 on January 01, 2017, 08:21:19 AM
it still seems excessive to hang around this long

I'm in a similar situation and feel the same way, it's taking much longer than I expected (despite using Medicine). Also the restFallFactor debuff seems a tad harsh, but that's just my opinion.
Title: Re: [A16] Psychology (2017-1-1 v2)
Post by: System.Linq on January 01, 2017, 02:11:41 PM
I imagine it's the tendQuality of 0.1360115. That seriously reduces the rate at which it goes down.

I don't find that excessive. Anxiety needs real medicine, it's a serious and debilitating mental illness. Your pawn also has a pretty dire case of it, so the fact that it's going down at all is probably fortunate.
Title: Re: [A16] Psychology (2017-1-1 v2)
Post by: Draegon on January 01, 2017, 02:31:28 PM
Is anxiety this common irl?
Title: Re: [A16] Psychology (2017-1-1 v2)
Post by: Love on January 01, 2017, 02:50:44 PM
I'm someone who suffers severe anxiety and even I think this mod's anxiety implementation is excessive. It is far too common for how widespread it seems to be.
Title: Re: [A16] Psychology (2017-1-1 v2)
Post by: System.Linq on January 01, 2017, 03:51:45 PM
I don't control the commonness of anxiety. Hediffs are given randomly by the game based on a pawn's age. There is no XML factor to control the commonality of a disease in pawn generation. Anxiety is set to affect only about 2% of pawns by 24 years of age, down to 0.06% by 36. In real life, about 18% of the U.S. population is diagnosed with some form of anxiety.

I can look into trying to lower the age fraction chance values to make it show up less.

e: To clarify, it doesn't seem to matter what I do to the age curve for anxiety. It is not supposed to show up at all in pawns past 48 years of age. The pawn generator just seems to care whether or not a pawn is old for the purposes of assigning them health problems, not how common they are at that age.
Title: Re: [A16] Psychology (2017-1-1 v2)
Post by: Love on January 01, 2017, 04:15:22 PM
Quote from: Psychology on January 01, 2017, 03:51:45 PMIn real life, about 18% of the U.S. population is diagnosed with some form of anxiety.

The study you're referring to is actually for a 12-month prevalence. The national institute of mental health actually pegs lifetime prevalance much higher, at 28.8%.

And to be honest with you, you should take it with a grain of salt. The cited work dates all the way back to 2005 and casts a really wide net in terms of identifying various forms of mental disorders. If you put what seems to be a normal person through every rigorous physical and mental health screening that medical studies use you'd read the results and think you just diagnosed a human trainwreck.
Title: Re: [A16] Psychology (2017-1-1 v2)
Post by: Kyna Tiona on January 01, 2017, 04:22:28 PM
Quote from: Love on January 01, 2017, 04:15:22 PM
If you put what seems to be a normal person through every rigorous physical and mental health screening that medical studies use you'd read the results and think you just diagnosed a human trainwreck.

I mean, my impression was that the average person actually is a human train wreck, but...
Title: Re: [A16] Psychology (2017-1-1 v2)
Post by: System.Linq on January 01, 2017, 04:24:14 PM
Regardless, anxiety is not really supposed to be as common as it is. It's supposed to generate primarily for pawns 16-45, heavily weighted towards the young. Instead, it generates primarily for pawns 40-100, because it seems to literally just slap some random illnesses on a pawn based on how old they are.

e: I just checked the code. That's literally exactly what it does. So to answer your question, it's not any more common than any other health problem. It's just weighted the same as all the rest when a pawn is generated. The age curve only matters for existing pawns.
Title: Re: [A16] Psychology (2017-1-1 v2)
Post by: Kyna Tiona on January 01, 2017, 04:28:57 PM
Quote from: Psychology on January 01, 2017, 04:24:14 PM
Instead, it generates primarily for pawns 40-100, because it seems to literally just slap some random illnesses on a pawn based on how old they are.

Oof, is that a vanilla thing? I'd thought it always seemed like older pawns acquired medical conditions frustratingly easily, but I didn't realize it was abject random...
Title: Re: [A16] Psychology (2017-1-1 v2)
Post by: System.Linq on January 01, 2017, 04:36:38 PM
Older pawns are generated with more medical conditions. It seems to be that they have one chance to generate one per year old they are generated at. So a pawn that is created at 84 years old has 84 chances to get a health problem, and then the health problem's severity is scaled based on how age affects the severity. A pawn that is created at 18 has only 18 chances, and what age you're supposed to get that health problem at doesn't seem to matter at all for the purpose.

e: Nevermind, this is false. The code actually just checks each year of a pawn's life to see if they develop a health problem. I set one factor on the curve to 100% and every pawn generated with anxiety. So the problem is that older pawns just have more chances to contract it. I need to change the probability to be based on how likely a pawn is to contract it at that age, not what percent of pawns at that age should have it.
Title: Re: [A16] Psychology (2017-1-1 v2)
Post by: Adalah217 on January 01, 2017, 05:27:42 PM
Quote from: Psychology on January 01, 2017, 04:36:38 PM
e: Nevermind, this is false. The code actually just checks each year of a pawn's life to see if they develop a health problem.

I suspected this is what was happening. Same is true with vanilla diseases obvi. The pawn is like in their 50's, and I think the generation of this disease is fine IMO. It applies to as many pawns as it needs to be without being excessive, and it feels real. It'd be neat if it was closer to reality, but that's besides the point I was trying to raise earlier.

My main problem is the expense it has created, with seemingly no way to anticipate the length/cost it will take to get rid of. It takes good medicine and/or a good doctor to get rid of. I understand this, but it shouldn't mean it's impossible to cure without these given time and fairly poor treatment. As it stands, the expense of a pawn with major anxiety is simply not worth it if you don't have a doctor. It's probably about as bad as dementia, except far more common (in terms of gameplay). You could tackle how common it is, but I think a better solution is a debuff for minor and major. Severe should feel like a hardcore penalty with the pawn cowering frequently. But minor anxiety? That already takes good medicine every few days (lest it progress further) along with other penalties.

That being said, a simple display of how far the disease has progressed, similar to other diseases in the game, would make this feel more fair as it is. Is it possible to have a "Severity: #%" display? I'm not good with C# :)

I could then decide if someone if gonna be a cowboy hat or the one tailoring it. 
Title: Re: [A16] Psychology (2017-1-1 v2)
Post by: System.Linq on January 01, 2017, 05:54:29 PM
It used to be a trait, so curing it isn't really on the table. If you regress it to the lowest level of severity, it applies a 0.5% increase in mental break threshold and nothing else. That's as close to curing it as you'll get.

In addition to changing the age generation curve, I'll be nerfing the tiredness gain slightly and renaming some of the stages. Unfortunately, while it is possible to display the severity (see: infections) I couldn't find any way to toggle that on or off. It may only be for infections.
Title: Re: [A16] Psychology (2017-1-1 v2)
Post by: Adalah217 on January 01, 2017, 06:57:20 PM
Quote from: Psychology on January 01, 2017, 05:54:29 PM
It used to be a trait, so curing it isn't really on the table. If you regress it to the lowest level of severity, it applies a 0.5% increase in mental break threshold and nothing else. That's as close to curing it as you'll get.

Ah I didn't know it used to be a trait. It also has the hidden cost of being treated every few days or it will progress further (right? which is why it would be nice to have the display). Doesn't it also still give cowering and nightmares too? Maybe I'm overthinking it. That cost doesn't sound like much at all; you're right. Maybe it's just the psychology of seeing a disease and thinking "that's bad!"!


Quote from: Psychology on January 01, 2017, 05:54:29 PM
In addition to changing the age generation curve, I'll be nerfing the tiredness gain slightly and renaming some of the stages. Unfortunately, while it is possible to display the severity (see: infections) I couldn't find any way to toggle that on or off. It may only be for infections.

I love the changes.

I tried fiddling around with the xml, and yes it seems to be some assembly stuff. It's new to A16, so who knows. 
Title: Re: [A16] Psychology (2017-1-1 v2)
Post by: System.Linq on January 01, 2017, 07:10:09 PM
Minor anxiety gives panic attacks at a considerably reduced rate from extreme. The next version will reduce it even further by adjusting the scaling so extreme anxiety gives them more often. It only generates nightmares if a pawn is asleep during a panic attack. Anxiety treatment is automatic and doesn't even require medicine.
Title: Re: [A16] Psychology (2017-1-1 v2)
Post by: Kyna Tiona on January 01, 2017, 10:48:38 PM
So I sent a couple people out to form a temporary mining colony because I was horrifically low on steel and components*, and quickly noticed that both of them started suffering -10 mood from "stifled individuality". I can only assume it's because 50% of the colony is wearing the same clothes as either one. I find this bug hilarious~

EDIT: Oh, or is that the bug alluded to earlier? I'd thought I was up to date, but maybe I'm mistaken. I'll redownload it later and double check.

*: Which turned out to be a terrible decision I regret utterly.
Title: Re: [A16] Psychology (2017-1-1 v2)
Post by: System.Linq on January 02, 2017, 02:32:40 AM
I'm not sure. I'll add some checks to the thought regardless.
Title: Re: [A16] Psychology (2017-1-2)
Post by: System.Linq on January 02, 2017, 03:32:27 AM
Updated to 2017-1-2.
Title: Re: [A16] Psychology (2017-1-2)
Post by: Adalah217 on January 02, 2017, 08:21:50 AM
Quote from: Psychology on January 02, 2017, 03:32:27 AM
Updated to 2017-1-2.

Perfect! Love the renaming of minor anxiety to "managed"! Also, the update message was great.

Thanks for listening!
Title: Re: [A16] Psychology (2017-1-2)
Post by: coffeedude42 on January 02, 2017, 08:52:53 AM
First I wanted to say that I love the mod and the improved ways it handles moods.

One thing I'm curious about, though, is if there was a specific reason you chose the name the trait relating to multiple romantic partners "polygamous" over the more general "polyamorous"? It's pedantic, to be certain, but the latter word is probably more accurate to how you describe the trait.

On the "polygamy" aspect of the trait, however, I think I might have found a small bug with regards to it. When multiple pawns with the trait become involved with each other, and then a pair in the grouping choose to get married, when they do subsequent marriages within the grouping cause "ex-wife/husband" relationships labels and their negative modifiers to be applied amid the grouping, even though they remain romantically involved.

This is probably an edge case--I got the situation using Prepare Carefully to initialize the starting group of colonists as finances of one another to see how the trait interacted with itself. Maybe that situation doesn't arise in gameplay on its own?

Regardless, as a someone in a poly relationship it's neat to have this modded into the game. Now I get to send my happy triads off into the great wide world to, in all likelihood, ultimately murder and devour one another. Fun! :-)
Title: Re: [A16] Psychology (2017-1-2)
Post by: Grogfeld on January 02, 2017, 11:54:21 AM
As this mod interact with many aspects of social behaviour of our pawns I like to point out few things that I noticed. I must admit that Clique is making my game less fun, or made in a couple of days because now it much better. My colony went from almost friendly society to a 2 rival groups only because I captured one of pawns that crash landed in drop pod. She created relationship with recruiter and few ingame days first clique was erected. The funniest thing is that recruiter had all colonist as friends, and few minutes later even her husband was "enemy of my clique" for her, although it was few days ago before new updates. I admire scoop of this mod and changes that makes game more lifelike but this was too "FUN", in a dwarf fortress like style, with berserking, and death and ... manhunter boomalopes pack in the middle, great stuff :D. I had to arrest leader of one group to calm her down because she attack everyone around, even doctors that patched her wounds, now she's constantly in a bed because when someone tries to patch her she attack like she have rabies so doctor applies "anaesthetic" with fist and everything is now OK.

I don't like to criticise without some suggestions so to make things less intense maybe add to every possible social fight trigger, a safe-check, like "health below some threshold" forbids starting fight. Or one fight in a day. I know that social fights are normal between rival groups, but I don't think that starting a fight after you just got your conciousness back is a good idea, also gameplaywise it's less fun to watch when "peace loving" colony goes to prison architect, gang fighting, Alcatraz.

OR

My example was just a bad luck with transition between updates, and bad decisions like capture survivor, and not just rescue her  :D

On a plus side I gained another medic, and in my scenario with 70% of global learning speed it's hard to go from 2 lvl skill to 10 lvl :D
Oh and with how game calculate pawns health when decides to send riders I haven't got raid for 35 days... but I don't know if it's a good or bad thing.

Also, not related to topic of my rant, how fast "faction imprisoned me" opinion modifier change? I noticed that after few seasons(?) it start to drop so I'm curious when it starts.

Title: Re: [A16] Psychology (2017-1-2)
Post by: System.Linq on January 02, 2017, 06:53:23 PM
Quote from: coffeedude42 on January 02, 2017, 08:52:53 AM
First I wanted to say that I love the mod and the improved ways it handles moods.

One thing I'm curious about, though, is if there was a specific reason you chose the name the trait relating to multiple romantic partners "polygamous" over the more general "polyamorous"? It's pedantic, to be certain, but the latter word is probably more accurate to how you describe the trait.

On the "polygamy" aspect of the trait, however, I think I might have found a small bug with regards to it. When multiple pawns with the trait become involved with each other, and then a pair in the grouping choose to get married, when they do subsequent marriages within the grouping cause "ex-wife/husband" relationships labels and their negative modifiers to be applied amid the grouping, even though they remain romantically involved.

This is probably an edge case--I got the situation using Prepare Carefully to initialize the starting group of colonists as finances of one another to see how the trait interacted with itself. Maybe that situation doesn't arise in gameplay on its own?

Regardless, as a someone in a poly relationship it's neat to have this modded into the game. Now I get to send my happy triads off into the great wide world to, in all likelihood, ultimately murder and devour one another. Fun! :-)
That's definitely a bug! I'll get it fixed and also rename the trait to Polyamorous because you're right, it's a better name. I know a few poly people, I just didn't think of it when I was making the trait.

Quote from: Grogfeld on January 02, 2017, 11:54:21 AM
As this mod interact with many aspects of social behaviour of our pawns I like to point out few things that I noticed. I must admit that Clique is making my game less fun, or made in a couple of days because now it much better. My colony went from almost friendly society to a 2 rival groups only because I captured one of pawns that crash landed in drop pod. She created relationship with recruiter and few ingame days first clique was erected. The funniest thing is that recruiter had all colonist as friends, and few minutes later even her husband was "enemy of my clique" for her, although it was few days ago before new updates. I admire scoop of this mod and changes that makes game more lifelike but this was too "FUN", in a dwarf fortress like style, with berserking, and death and ... manhunter boomalopes pack in the middle, great stuff :D. I had to arrest leader of one group to calm her down because she attack everyone around, even doctors that patched her wounds, now she's constantly in a bed because when someone tries to patch her she attack like she have rabies so doctor applies "anaesthetic" with fist and everything is now OK.

I don't like to criticise without some suggestions so to make things less intense maybe add to every possible social fight trigger, a safe-check, like "health below some threshold" forbids starting fight. Or one fight in a day. I know that social fights are normal between rival groups, but I don't think that starting a fight after you just got your conciousness back is a good idea, also gameplaywise it's less fun to watch when "peace loving" colony goes to prison architect, gang fighting, Alcatraz.

OR

My example was just a bad luck with transition between updates, and bad decisions like capture survivor, and not just rescue her  :D
Hahaha, that's pretty funny. I'm a little confused as to how you described the clique, though. Did it work like this?
A) Pawn was captured and recruited
B) Pawn makes friends with their recruiter
C) Clique event happens, pawn starts a clique against another colonist
D) Recruiter is pawn's only friend, and so he is the enemy of everyone else he was previously friends with

If so, the recruiter should have had a much smaller chance to trigger fights with people because he was friends with them too. The pawn that hated everyone should be the one having a bunch of fights. It wouldn't just be her, either; if other people disliked her, then they would be picking fights with her as well. Fights have a chance to start whenever one pawn interacts with another, so they will only happen when pawns talk to each other.

If you don't want your pawns to be fighting all the time, then you have to come up with some sort of solution. If one of the clique leaders is removed from the colony (sent on a caravan, killed, etc.) then everyone will stop fighting. You can also try to separate the two cliques so they don't interact. Cliques also will never form if your colonists all like each other.

Quote from: Grogfeld on January 02, 2017, 11:54:21 AM
On a plus side I gained another medic, and in my scenario with 70% of global learning speed it's hard to go from 2 lvl skill to 10 lvl :D
Oh and with how game calculate pawns health when decides to send riders I haven't got raid for 35 days... but I don't know if it's a good or bad thing.

Also, not related to topic of my rant, how fast "faction imprisoned me" opinion modifier change? I noticed that after few seasons(?) it start to drop so I'm curious when it starts.
The "faction imprisoned me" modifier goes away after a few seasons, yes.
Title: Re: [A16] Psychology (2017-1-2 v2)
Post by: System.Linq on January 02, 2017, 10:42:57 PM
Updated to 2017-1-2 v2.
Title: Re: [A16] Psychology (2017-1-2 v2)
Post by: Nialkier on January 03, 2017, 12:06:12 AM
Is there any way to stop this Clique fighting except dividing the colonists?
Will it pass after few days or it will go on forever?
Title: Re: [A16] Psychology (2017-1-2 v2)
Post by: System.Linq on January 03, 2017, 12:45:20 AM
It will pass after 40 days, or when one of the clique leaders exits the map/dies.
Title: Re: [A16] Psychology (2017-1-2 v2)
Post by: Treason5240 on January 03, 2017, 03:57:56 AM
Just a suggestion for the "sabotage" event: make it only able to trigger when you have more than a single colonist.

Three days after landing, my "rich explorer" had this even trigger and that was all she wrote.
Title: Re: [A16] Psychology (2017-1-2 v2)
Post by: doodeeda on January 03, 2017, 04:19:29 AM
I am too attached to my colonists for the sabotage event heh.
Title: Re: [A16] Psychology (2017-1-2 v2)
Post by: System.Linq on January 03, 2017, 04:32:25 AM
Quote from: Treason5240 on January 03, 2017, 03:57:56 AM
Just a suggestion for the "sabotage" event: make it only able to trigger when you have more than a single colonist.

Three days after landing, my "rich explorer" had this even trigger and that was all she wrote.

I've already done that, just not released it.

Quote from: doodeeda on January 03, 2017, 04:19:29 AM
I am too attached to my colonists for the sabotage event heh.

You can recapture and re-recruit them.
Title: Re: [A16] Psychology (2017-1-2)
Post by: Grogfeld on January 03, 2017, 05:13:36 AM
Quote from: Psychology on January 02, 2017, 06:53:23 PM

Hahaha, that's pretty funny. I'm a little confused as to how you described the clique, though. Did it work like this?
A) Pawn was captured and recruited
B) Pawn makes friends with their recruiter
C) Clique event happens, pawn starts a clique against another colonist
D) Recruiter is pawn's only friend, and so he is the enemy of everyone else he was previously friends with

If so, the recruiter should have had a much smaller chance to trigger fights with people because he was friends with them too. The pawn that hated everyone should be the one having a bunch of fights. It wouldn't just be her, either; if other people disliked her, then they would be picking fights with her as well. Fights have a chance to start whenever one pawn interacts with another, so they will only happen when pawns talk to each other.

If you don't want your pawns to be fighting all the time, then you have to come up with some sort of solution. If one of the clique leaders is removed from the colony (sent on a caravan, killed, etc.) then everyone will stop fighting. You can also try to separate the two cliques so they don't interact. Cliques also will never form if your colonists all like each other.

Correct! And recruiter was almost all the time calm so after a while she was again friend to everyone except one doctor (few fights gave them "harmed me" modifier ), and what's funnier Recruiter, probably when got hit few times from her husband (it's a tribe not a modern society so don't judge), decided to join the other team. I've looked on social Tab and after imprisoning the leader of group, she switched sides. Well I don't know mechanics behind this feature so I'm guess she switch sides (-2 "enemy of my clique"). Poor Eminent (leader) she dislikes men, is a cannibal, and a prostophobe. -25 to opinion is devastating I will probably send her to mining camp or to hunt boomalopes. 

I've tried to separate this groups with areas only for them but it wasn't good either. Sending her as prisoner to sell just trigger error spam when she tried to grab something that caravan leader wanted to grab as well.

But it was a good social experiment where, in a almost solid group, one black sheep can mess really hard. What's also important after a while colony was normal again... except 2 dead colonist but that's a price for using Excellent steel mace of Discovery when try to calm someone down.

Like I once said I really love everything in this mod but when not prepared or ignoring cliques you can have prison-like fights everyday... or hour (in-game) so it can be devastating.

Cheers!

Title: Re: [A16] Psychology (2017-1-2 v2)
Post by: Kyna Tiona on January 03, 2017, 07:31:32 PM
The sabotage event. Is. Awesome. Like, mechanically it's super infuriating and I would not want it to exist with permadeath, but the narrative it just created was incredibly satisfying.
Title: Re: [A16] Psychology (2017-1-2 v2)
Post by: System.Linq on January 03, 2017, 07:39:55 PM
Thank you! I put a lot of effort into it, I thought it was really cool, it's gratifying that you liked it and got a good story out of it. It's got a bug right now that disables one of the sabotage actions. After the update it should be even more mysterious.
Title: Re: [A16] Psychology (2017-1-2 v2)
Post by: Kyna Tiona on January 03, 2017, 07:44:25 PM
Quote from: Psychology on January 03, 2017, 07:39:55 PM
Thank you! I put a lot of effort into it, I thought it was really cool, it's gratifying that you liked it and got a good story out of it. It's got a bug right now that disables one of the sabotage actions. After the update it should be even more mysterious.

Excellent. As it stands, I had few enough people in a small enough space that I kinda suspected what was going on before it happened. Dunno if it being harder to spot would make it less fun ("What! Where did that come from?!") or even better ("Gasp! It makes perfect sense!"). Guess it depends heavily on context and player preference~
Title: Re: [A16] Psychology (2017-1-2 v2)
Post by: System.Linq on January 03, 2017, 08:03:51 PM
Oh, did you get the sabotage event when you were raided? Here's a tip: You can trigger it early by finding and arresting the colonist.
Title: Re: [A16] Psychology (2017-1-2 v2)
Post by: Kyna Tiona on January 03, 2017, 09:05:38 PM
Awesome~
Title: Re: [A16] Psychology (2017-1-2 v2)
Post by: Kyna Tiona on January 04, 2017, 03:14:00 AM
I am honestly not liking the cruel synergy between "colonist quarrel" and "cliques formed". You can have a colony where everyone is friends with everyone, then the RNG hits and suddenly they're at each other's throats. It doesn't feel human at all.

EDIT: I just had a colonist start a social fight over "enemy of my clique", despite her being at +35 towards the other colonist and the other colonist being +65 towards her. I notice that her clique social penalty is -10, while the other clique member gets -20. Is this to do with purposeful mod settings, or is the social fight mechanic a little more nonsense than I thought it was?

At this point this is honestly feeling less like a social dynamics thing and more like a high-intensity psychic drone attack...

EDIT: Annnnnnnd there's a fatality. Among characters that were all sitting at +40 - +100 before the "colonist quarrel"s and "clique formed" happened. This is now a bigger blight to my play experience than surgery fail chances. = /
Title: Re: [A16] Psychology (2017-1-2 v2)
Post by: hwfanatic on January 04, 2017, 12:40:21 PM
Hi!

May I point you to this discussion about a strange problem with hold door behavior? https://ludeon.com/forums/index.php?topic=29057.0
Do you think it could be problem with one of your detours? Just asking. Thanks.
Title: Re: [A16] Psychology (2017-1-2 v2)
Post by: Love on January 04, 2017, 01:17:07 PM
Quote from: hwfanatic on January 04, 2017, 12:40:21 PM
Hi!

May I point you to this discussion about a strange problem with hold door behavior? https://ludeon.com/forums/index.php?topic=29057.0
Do you think it could be problem with one of your detours? Just asking. Thanks.

The behavior is intended. It means one of your colonists is a saboteur.

Personally I think the saboteur thing needs to go because so many people mistake it for a bug.
Title: Re: [A16] Psychology (2017-1-2 v2)
Post by: System.Linq on January 04, 2017, 01:49:09 PM
Quote from: Caraise Link on January 04, 2017, 03:14:00 AM
I am honestly not liking the cruel synergy between "colonist quarrel" and "cliques formed". You can have a colony where everyone is friends with everyone, then the RNG hits and suddenly they're at each other's throats. It doesn't feel human at all.

EDIT: I just had a colonist start a social fight over "enemy of my clique", despite her being at +35 towards the other colonist and the other colonist being +65 towards her. I notice that her clique social penalty is -10, while the other clique member gets -20. Is this to do with purposeful mod settings, or is the social fight mechanic a little more nonsense than I thought it was?

At this point this is honestly feeling less like a social dynamics thing and more like a high-intensity psychic drone attack...

EDIT: Annnnnnnd there's a fatality. Among characters that were all sitting at +40 - +100 before the "colonist quarrel"s and "clique formed" happened. This is now a bigger blight to my play experience than surgery fail chances. = /

The clique social penalty is -20 for clique leaders against other clique leaders, and -10 for clique members against anyone else that's part of the other clique. The clique leaders are the ones driving the clique, so they're the ones you need to take care of to stop the infighting. How you do that is up to you; colonists will only fight on behalf of clique leaders that they are friends with, and clique leaders have to be on the map (and alive) for any fights to break out. Clique members at a positive relation to each other are much less likely to fight. Anyone at +50 opinion shouldn't do it at all -- so the +35 colonist was probably the one responsible.

However, I've gotten a lot of feedback of this nature, so the next version will reduce clique fights by 75%, and also stop colonists from fighting if they are friends with both clique leaders. That should make them more manageable. As to the synergy, well, I've been in enough communities to say it's pretty realistic.

Quote from: Love on January 04, 2017, 01:17:07 PM
Quote from: hwfanatic on January 04, 2017, 12:40:21 PM
Hi!

May I point you to this discussion about a strange problem with hold door behavior? https://ludeon.com/forums/index.php?topic=29057.0
Do you think it could be problem with one of your detours? Just asking. Thanks.

The behavior is intended. It means one of your colonists is a saboteur.

Personally I think the saboteur thing needs to go because so many people mistake it for a bug.

Sabotage isn't going anywhere, it's a great incident that challenges people to pay more individual attention to their pawns and change what they think they know about the game. However, I may make it an opt-in setting, so that only people who know to look for aberrant behavior of some kind will experience it.
Title: Re: [A16] Psychology (2017-1-2 v2)
Post by: hwfanatic on January 04, 2017, 02:21:26 PM
Many thanks for the explanation and for your work on the mod. I didn't know it was a thing. :) Turned out I had a saboteur much later.
Title: Re: [A16] Psychology (2017-1-4)
Post by: System.Linq on January 04, 2017, 02:33:35 PM
Updated to 2017-1-4. This update is largely tweaks and bugfixes, no new features.
Title: Re: [A16] Psychology (2017-1-4 v2)
Post by: System.Linq on January 04, 2017, 03:32:15 PM
Updated to 2017-1-4 v2. This is a quick compatibility fix for surgery mods (like Less Arbitrary Surgery).
Title: Re: [A16] Psychology (2017-1-4 v2)
Post by: Jin Hai on January 04, 2017, 10:55:59 PM
Amazing mod, just got two questions.
Is there anyway the Kinsey scale could be compatible with Prepared Carefully?
And is there any definition on Default, Central, and Polarized settings for it?
Title: Re: [A16] Psychology (2017-1-4 v2)
Post by: System.Linq on January 04, 2017, 11:18:49 PM
Default is default. Central weights the scale to the center (3, equal bisexuality). Inverse weights the scale to the other end (6, exclusively homosexual).

The Kinsey scale is compatible with Prepared Carefully but you can't set your colonists' sexualities, if that's what you mean. I don't know how difficult that would be to add. It's probably something that's easier for Prepared Carefully to do.
Title: Re: [A16] Psychology (2017-1-4 v2)
Post by: neobikes on January 05, 2017, 06:12:05 AM
After Berserk i got Anxiety Severe.
How do i get rid of it forever?
or Will it stay with my colonist forever?


PS. i read previous posts... now i know that it takes good doctor and medicines to lower it to "managed" so it only takes 0.5
Title: Re: [A16] Psychology (2017-1-4 v2)
Post by: Kyna Tiona on January 05, 2017, 12:00:54 PM
You didn't see this posted anywhere else. [Cough]

So I haven't interacted much with Prude and Lecherous yet, although I'm looking forward to it. Would it be possible to round out the two predominantly negative libido-related traits with a more positive one? Like, a trait called "Pervert" that causes the character to initiate [cough] "lovin' " more often and get a mood bonus in the presence of nude characters they find attractive? (Though I guess that latter might be at the expense of the other character's mood...)
Title: Re: [A16] Psychology (2017-1-4 v2)
Post by: System.Linq on January 05, 2017, 12:05:19 PM
As a testing measure, I created a clique in my colony with the new update. Someone even held a party, and only one fight broke out (against a clique leader, because her husband was the other clique leader). It didn't seem debilitating at all, so I guess it's fixed.
Title: Re: [A16] Psychology (2017-1-4 v2)
Post by: Kyna Tiona on January 05, 2017, 12:44:02 PM
Quote from: Psychology on January 05, 2017, 12:05:19 PM
As a testing measure, I created a clique in my colony with the new update. Someone even held a party, and only one fight broke out (against a clique leader, because her husband was the other clique leader). It didn't seem debilitating at all, so I guess it's fixed.

I'm no longer unbiased towards this mechanic, so I'm going to have to refrain from playing with it or voicing any further opinions on it for a few days. Which coincides with when I estimate I will be sea iced out, so I guess that works out pretty well.
Title: Re: [A16] Psychology (2017-1-5)
Post by: System.Linq on January 05, 2017, 12:54:43 PM
Updated to 2017-1-5. Primarily fixes and tweaks.
Title: Re: [A16] Psychology (2017-1-5)
Post by: Screech on January 05, 2017, 02:18:56 PM
I disable the sabotage event yet there's still a colonist leaving doors open. Please fix this.
Title: Re: [A16] Psychology (2017-1-5)
Post by: primustan on January 05, 2017, 02:22:08 PM
I've been enjoying this mod and the new narrative it adds but I do have one issue with one of the newest changes to the mod.

The "individuality" feature doesn't seem to be as balanced as it could be or realistic. I feel that most people in real life actually would prefer to fit into a group. Gameplay wise, there aren't a massive amount of clothes to choose from to make all the pawns happy, especially in colder climates where everyone needs pretty much the same parka, toque, shirt and pants outfit to stay warm.

My suggestion would be to either make the mood impact a lot smaller or add a new "Hipster" or "Individualist" trait.
Title: Re: [A16] Psychology (2017-1-5)
Post by: Kyna Tiona on January 05, 2017, 03:52:56 PM
Quote from: primustan on January 05, 2017, 02:22:08 PM
I've been enjoying this mod and the new narrative it adds but I do have one issue with one of the newest changes to the mod.

The "individuality" feature doesn't seem to be as balanced as it could be or realistic. I feel that most people in real life actually would prefer to fit into a group. Gameplay wise, there aren't a massive amount of clothes to choose from to make all the pawns happy, especially in colder climates where everyone needs pretty much the same parka, toque, shirt and pants outfit to stay warm.

My suggestion would be to either make the mood impact a lot smaller or add a new "Hipster" or "Individualist" trait.

Hm. I mean, the main time that comes into play is, as you say, everyone wearing the same type of gear for pragmatic reasons. Which implies that you're most likely crafting it from a renewable resource, since otherwise there'd be some mix based on what the merchants sell. Which is to say that the individuality feature is mostly a mood nerf to colonies that rely on being able to make their own clothing entirely from scratch.

Were it possible to dye clothes, this problem would both disappear immediately and encourage trade by making fully renewable clothing take more infrastructure. Which is something I would love to be able to do anyway, so I guess it's time to see if someone's made a mod for this yet...

EDIT: Oh, it exists. (https://ludeon.com/forums/index.php?topic=5509.msg52416#msg52416) Sorta. I don't like the colors, and it looks like it only dyes cloth. It's under an open license, though, so I could probably upgrade it without too much trouble. Guess I know what I'm doing tomorrow. I have this horrible habit of working on four mods at a time...
Title: Re: [A16] Psychology (2017-1-5)
Post by: System.Linq on January 05, 2017, 04:06:07 PM
Quote from: Screech on January 05, 2017, 02:18:56 PM
I disable the sabotage event yet there's still a colonist leaving doors open. Please fix this.

Sabotage event starts disabled (it must have the red X), and if you already have a saboteur in your base it won't get rid of them. Open the save file and figure out who it is, then arrest them.

Quote from: primustan on January 05, 2017, 02:22:08 PM
I've been enjoying this mod and the new narrative it adds but I do have one issue with one of the newest changes to the mod.

The "individuality" feature doesn't seem to be as balanced as it could be or realistic. I feel that most people in real life actually would prefer to fit into a group. Gameplay wise, there aren't a massive amount of clothes to choose from to make all the pawns happy, especially in colder climates where everyone needs pretty much the same parka, toque, shirt and pants outfit to stay warm.

My suggestion would be to either make the mood impact a lot smaller or add a new "Hipster" or "Individualist" trait.

Name one place you've ever been to where people all wore the exact same thing, from head to foot, by choice. No one wants to live in a community where they have no clothing options. It makes you look like a cult.

There are a massive amount of clothes to choose from. In order to be non-individual, they must be wearing the EXACT SAME type, material, and color of clothing. A beaverskin parka is not the same as a hyperweave parka. Brown cloth tribalwear is not the same as tan cloth tribalwear. It's not difficult or unbalanced.

It doesn't nerf colonies that rely on making clothing from scratch. It nerfs colonies that rely on making one article of clothing from one source for everyone. Even that can be worked around; give everyone the same parka, button-down shirt, and pants, and a different-colored tuque. It's not hard.
Title: Re: [A16] Psychology (2017-1-5)
Post by: Screech on January 05, 2017, 04:17:49 PM
And how am I supposed to find the saboteur with over 20+ colonists? This is the part I hate from your mod. I don't feel like playing "Where is Waldo" in a micro management game. That's just tedious and a huge waste of time. Would make sense if they would do something a real saboteur would do like you know, like blowing up a power generator or destroy coolers, or destroy a wall or something. Leaving doors open is just ridiculously stupid and just plain annoying.
Title: Re: [A16] Psychology (2017-1-5)
Post by: Kyna Tiona on January 05, 2017, 04:36:02 PM
Quote from: Screech on January 05, 2017, 04:17:49 PM
And how am I supposed to find the saboteur with over 20+ colonists? This is the part I hate from your mod. I don't feel like playing "Where is Waldo" in a micro management game. That's just tedious and a huge waste of time. Would make sense if they would do something a real saboteur would do like you know, like blowing up a power generator or destroy coolers, or destroy a wall or something. Leaving doors open is just ridiculously stupid and just plain annoying.

I mean, where are they leaving doors open? I had a saboteur leave base doors open to the -50 C temperatures outside, or leave the freezer open to put the food at risk of spoiling. The same one liked making a bunch of noise so everyone else had huge mood penalties from disturbed sleep. It's not flashy and dramatic, no, but it can be surprisingly effective sabotage nonetheless.
Title: Re: [A16] Psychology (2017-1-5)
Post by: Hydromancerx on January 05, 2017, 06:13:52 PM
I honestly thought the opened doors and having a saboteur were some new base game thing until I found the message yesterday. Great job! I could not even tell it from the base game!
Title: Re: [A16] Psychology (2017-1-5)
Post by: System.Linq on January 05, 2017, 06:25:36 PM
Saboteurs do destroy things. They also leave doors open. People notice the doors. They don't notice the breakdowns as much.

Quote from: Screech on January 05, 2017, 04:17:49 PM
And how am I supposed to find the saboteur with over 20+ colonists? This is the part I hate from your mod. I don't feel like playing "Where is Waldo" in a micro management game. That's just tedious and a huge waste of time. Would make sense if they would do something a real saboteur would do like you know, like blowing up a power generator or destroy coolers, or destroy a wall or something. Leaving doors open is just ridiculously stupid and just plain annoying.

I just told you to open the save file and figure out who it is. Just search for "saboteur." I don't care what you hate, you have the option to disable it and remove it and I don't want to hear your whining about how you have to pay attention to your colonists in a game about managing a colony when I just told you what to do so you wouldn't have to. I can't simply reach into your game and turn it off. Stop being dense.

Quote from: Hydromancerx on January 05, 2017, 06:13:52 PM
I honestly thought the opened doors and having a saboteur were some new base game thing until I found the message yesterday. Great job! I could not even tell it from the base game!

Thanks. I appreciate comments like these because dealing with complaints about it is frankly exhausting. Most of them were well-meaning "I don't understand why these doors are open?" mistaken-for-bug comments but lately I've gotten mainly people outraged that I would program something like it. Some people seem more offended by an occasional open door than by a pawn's death or the destruction of their colony. It's not Where's Waldo, it's a whodunnit detective minigame, and if you hate your doors being held open so much, why don't you catch the guy?
Title: Re: [A16] Psychology (2017-1-5)
Post by: Hydromancerx on January 05, 2017, 06:26:26 PM
Could you add 2 new traits?

Watchdog /  Observant - Can more easily spot a Saboteur. However is more likely to notice a lot of things such as dead bodies, messy rooms etc.

Oblivious / Unobservant - Has an extremely hard time spotting a Saboteur. However doesn't notice a lot of things such as dead bodies, messy rooms etc.
Title: Re: [A16] Psychology (2017-1-5)
Post by: System.Linq on January 05, 2017, 06:27:51 PM
Colonists don't spot saboteurs. The player does, by catching them sabotaging the base. The pawn has to make physical contact with any door or object that they mess with.
Title: Re: [A16] Psychology (2017-1-5)
Post by: Hydromancerx on January 05, 2017, 06:34:07 PM
Darn. That would have been cool if they could. In fact having a crime vs law dynamic would be cool. Such as maybe some pawns will vandalize the place by tagging on the ground or breaking a statue. Then we could have some sort of alert system of either pawns or cameras or whatever catching them in the act.

Your saboteur dynamic has given me so many ideas!
Title: Re: [A16] Psychology (2017-1-5)
Post by: System.Linq on January 05, 2017, 06:48:16 PM
A justice system like DF might be cool, yeah, but outside the scope of this mod. Sabotage is more like DF's vampires (http://dwarffortresswiki.org/index.php/DF2014:Vampire).
Title: Re: [A16] Psychology (2017-1-5)
Post by: fledermaus on January 05, 2017, 08:27:03 PM
So that's why my doors were open...
lol That's awesome!
Title: Re: [A16] Psychology (2017-1-5)
Post by: 123nick on January 05, 2017, 09:24:00 PM
how does this mod interacts with several puffins mods? like romance diversified,  rumors and deception, etc?
Title: Re: [A16] Psychology (2017-1-5)
Post by: System.Linq on January 05, 2017, 09:28:10 PM
They are redundant, but compatible. Load Psychology last and it will disable some of its features to prevent errors.
Title: Re: [A16] Psychology (2017-1-5)
Post by: primustan on January 05, 2017, 10:26:26 PM
Oh, maybe I should have done a little more testing before complaining about the clothes lol

Don't get me wrong, I like the additional difficulty your mod adds. You're doing a great job so far and I'll definitely be keeping an eye on your work. :)
Title: Re: [A16] Psychology (2017-1-5)
Post by: sidfu on January 06, 2017, 04:04:12 AM
wanted to see if the mod worked with the hardcore mod pack but seems psycology causes naked pawns to be prevented from generateing.
Could not cast Pawn to PsychologyPawn.
Verse.Log:Error(String)
Psychology.Detour._PawnGenerator:_GenerateTraits(Pawn, Boolean)
Verse.PawnGenerator:DoGenerateNewNakedPawn(PawnGenerationRequest&, String&, Boolean)
Verse.PawnGenerator:GenerateNewNakedPawn(PawnGenerationRequest&)
Verse.PawnGenerator:GeneratePawn(PawnGenerationRequest)
RimWorld.Faction:GenerateNewLeader()
RimWorld.FactionGenerator:NewGeneratedFaction(FactionDef)
RimWorld.FactionGenerator:GenerateFactionsIntoWorld(String)
RimWorld.Planet.WorldGenerator:GenerateWorld(Single, String, OverallRainfall, OverallTemperature)
RimWorld.Page_CreateWorldParams:<CanDoNext>m__527()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()

Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.HediffMaker.MakeHediff (Verse.HediffDef def, Verse.Pawn pawn, Verse.BodyPartRecord partRecord) [0x00000] in <filename unknown>:0
  at Verse.Pawn_HealthTracker.AddHediff (Verse.HediffDef def, Verse.BodyPartRecord part, Nullable`1 dinfo) [0x00000] in <filename unknown>:0
  at Psychology.Detour._Recipe_InstallArtificialBodyPart._ApplyOnPawn (RimWorld.Recipe_InstallArtificialBodyPart r, Verse.Pawn pawn, Verse.BodyPartRecord part, Verse.Pawn billDoer, System.Collections.Generic.List`1 ingredients) [0x00000] in <filename unknown>:0
  at RimWorld.PawnTechHediffsGenerator.GeneratePartsAndImplantsFor (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.PawnGenerator.GenerateInitialHediffs (Verse.Pawn pawn, PawnGenerationRequest request) [0x00000] in <filename unknown>:0
  at Verse.PawnGenerator.DoGenerateNewNakedPawn (Verse.PawnGenerationRequest& request, System.String& error, Boolean ignoreScenarioRequirements) [0x00000] in <filename unknown>:0
  at Verse.PawnGenerator.GenerateNewNakedPawn (Verse.PawnGenerationRequest& request) [0x00000] in <filename unknown>:0
  at Verse.PawnGenerator.GeneratePawn (PawnGenerationRequest request) [0x00000] in <filename unknown>:0
  at RimWorld.Faction.GenerateNewLeader () [0x00000] in <filename unknown>:0
  at RimWorld.FactionGenerator.NewGeneratedFaction (RimWorld.FactionDef facDef) [0x00000] in <filename unknown>:0
  at RimWorld.FactionGenerator.GenerateFactionsIntoWorld (System.String seedString) [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldGenerator.GenerateWorld (Single planetCoverage, System.String seedString, OverallRainfall overallRainfall, OverallTemperature overallTemperature) [0x00000] in <filename unknown>:0
  at RimWorld.Page_CreateWorldParams.<CanDoNext>m__527 () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()


tried differnt spots in load order but all same thing. realy wanted to get it to work.
Title: Re: [A16] Psychology (2017-1-5)
Post by: System.Linq on January 06, 2017, 05:55:41 AM
It doesn't look like an error in Psychology. It looks like Hardcore SK adds a faction that's supposed to generate with artificial body parts, and that's causing a null pointer exception when creating the part for them. All Psychology does there is add a thought to pawns with the Bleeding Heart trait when artificial parts are added, but since the billDoer is null, that code is skipped entirely.

It's possible that a mod in Hardcore SK detours InstallArtificialBodyPart.ApplyOnPawn in a way that's incompatible with Psychology.
Title: Re: [A16] Psychology (2017-1-1)
Post by: System.Linq on January 06, 2017, 10:06:33 AM
Updated to 2017-1-6.

New Mental Breaks
- Berserk (extreme): The same mental break you know and love, but its frequency is greatly reduced. Bloodlust pawns now have the greatest chance to go berserk, followed by psychopaths, then brawlers. (idea credit twoski)
- Sadism (extreme): The pawn will go after the colony's prisoners and pets, as well as wild animals, and brutalize them. Psychopaths have the greatest chance to become sadistic, followed by bloodlust pawns, then brawlers. (idea credit twoski)
- Self-harm (extreme): The pawn will cut their hands and arms and hide in their room. Masochists have the greatest chance to self-harm. (idea credit twoski)
- Tantrum (extreme): The pawn will destroy nearby furniture and buildings. (idea credit twoski)
- Abuse (extreme): The pawn will wander around the colony, finding people to harass and insult. Abrasive pawns have the greatest chance to break this way, followed by unstable pawns. (idea credit twoski)
- Compulsion (major): The pawn relentlessly cleans and organizes their surroundings, usually until they pass out from exhaustion. (idea credit twoski)
- Antisocial (minor): The pawn will wander out into the wilderness, avoiding their fellow colonists. (idea credit twoski)
- Apathy (minor): The pawn becomes lethargic and will frequently wander around instead of working. They cannot be manually assigned to tasks or drafted while apathetic. (idea credit twoski)
- Histrionic (minor): The pawn desperately seeks attention and validation, wandering around the colony trying to talk to people. Occasionally, they will flirt with someone or propose to their partner. Socialite pawns have the greatest chance to break this way, followed by Lechers.

Miscellaneous
- Arresting: Pawns now have a "peaceful arrest chance" stat based on their Social skill, which is used when determining whether someone refuses arrest.
- Pyromaniacs: Pyromaniacs can now be treated by assigning them a bill through the Operations screen. If successful, they will gain the "recovering pyromaniac" status effect, during which they will not go on fire-starting sprees, at the cost of being a little more on edge. It must be maintained through use of good medicine, or they may lapse.

The feature list is now too long to fit in Steam's mod description box.
Title: Re: [A16] Psychology (2017-1-1)
Post by: Kyna Tiona on January 06, 2017, 10:48:24 AM
Quote from: Psychology on January 06, 2017, 10:06:33 AM
New Mental Breaks

Excellent~
Title: Re: [A16] Psychology (2017-1-6)
Post by: Fafn1r on January 06, 2017, 12:26:32 PM
I take back what I said earlier about moods being higher with psychology on - they're alright. I'm not even using the option to set empathy to default (which is a nice touch). :D

Though I don't like the new saboteur thing. The idea sounds good, but not so much when one of original crashed survivors, who has good relationships with everyone, turns to be one. And he's not even a threat, just a real annoyance, another thing to micromanage.
Title: Re: [A16] Psychology (2017-1-6)
Post by: mrm8029 on January 06, 2017, 06:56:01 PM
Quote from: Fafn1r on January 06, 2017, 12:26:32 PM
I take back what I said earlier about moods being higher with psychology on - they're alright. I'm not even using the option to set empathy to default (which is a nice touch). :D

Though I don't like the new saboteur thing. The idea sounds good, but not so much when one of original crashed survivors, who has good relationships with everyone, turns to be one. And he's not even a threat, just a real annoyance, another thing to micromanage.

The saboteur event was disabled by default and is toggle-able in the options menu now.

@Psychology: Thanks for the mod and continued work (:
Title: Re: [A16] Psychology (2017-1-6)
Post by: Kyna Tiona on January 06, 2017, 07:56:52 PM
Oh, question. Given that the Kinsey scale has a rating for asexuality in addition to straight/bi/gay, does saying that you're using the scale imply that ase pawns exist now? Or is that part of the scale currently omitted?
Title: Re: [A16] Psychology (2017-1-6)
Post by: System.Linq on January 06, 2017, 08:52:49 PM
Quote from: Fafn1r on January 06, 2017, 12:26:32 PM
Though I don't like the new saboteur thing. The idea sounds good, but not so much when one of original crashed survivors, who has good relationships with everyone, turns to be one. And he's not even a threat, just a real annoyance, another thing to micromanage.

There's no way to tell whether or not a colonist is part of your original crash group, AFAIK, or I would have disabled it for them. And everyone's base and circumstances are different, so whether or not a saboteur is a threat depends entirely on the colony and how good you are at catching them. Few things are a "threat" to you, the player, but saboteurs are definitely a threat to your colony and its colonists, especially if you don't catch them in time.

Quote from: Caraise Link on January 06, 2017, 07:56:52 PM
Oh, question. Given that the Kinsey scale has a rating for asexuality in addition to straight/bi/gay, does saying that you're using the scale imply that ase pawns exist now? Or is that part of the scale currently omitted?

The Kinsey scale rating is not for asexuality, it's for people who haven't had any sexual contacts or reactions and thus can't be rated. Asexuals still commonly identify as straight, gay, or bi. If and when I add asexuality, it will be separate from the Kinsey scale.
Title: Re: [A16] Psychology (2017-1-6)
Post by: Kyna Tiona on January 06, 2017, 09:15:53 PM
Quote from: Psychology on January 06, 2017, 08:52:49 PM
Quote from: Caraise Link on January 06, 2017, 07:56:52 PM
Oh, question. Given that the Kinsey scale has a rating for asexuality in addition to straight/bi/gay, does saying that you're using the scale imply that ase pawns exist now? Or is that part of the scale currently omitted?

The Kinsey scale rating is not for asexuality, it's for people who haven't had any sexual contacts or reactions and thus can't be rated. Asexuals still commonly identify as straight, gay, or bi. If and when I add asexuality, it will be separate from the Kinsey scale.

Eh? [Rereads the wiki article more thoroughly] Ohhhhhh, I get it. The wording "no socio-sexual contacts or reactions" was actually just meant to say that hadn't happened yet for them, but in a modern context it reads like a description of asexuality. So it essentially got hijacked by accident, I guess? Even Wikipedia's description of it is linking to the asexuality page without properly explaining the connection, and that makes me a little sad...
Title: Re: [A16] Psychology (2017-1-6)
Post by: System.Linq on January 06, 2017, 09:26:04 PM
More importantly, it's just not an accurate representation of asexuality, so I won't be implementing it that way.
Title: Re: [A16] Psychology (2017-1-6)
Post by: Kyna Tiona on January 07, 2017, 02:28:26 AM
Quote from: Psychology on January 06, 2017, 09:26:04 PM
More importantly, it's just not an accurate representation of asexuality, so I won't be implementing it that way.

Oh, huh. I may have to research that more thoroughly too, then. I've had asexual acquaintances before, but not a whole lot of direct interaction with the subject. I probably grasped the basic concept and just assumed it was simpler than it actually is. Honestly, the only reason it came to mind was because I was reading a book with a couple of asexual characters, which I guess probably says a lot about how disconnected from this subject I really am?...
Title: Re: [A16] Psychology (2017-1-7)
Post by: System.Linq on January 07, 2017, 03:06:20 AM
Updated to 2017-1-7. Fixed some mental break-related bugs and tweaked anxiety a bit so it's slightly faster to treat.
Title: Re: [A16] Psychology (2017-1-7 v2)
Post by: System.Linq on January 07, 2017, 05:32:43 AM
Updated to 2017-1-7 v2. I noticed a bug that was flipping the value of the empathy changes setting (which makes it ironic that Fafn1r mentioned it), so I fixed that.
Title: Re: [A16] Psychology (2017-1-7 v3)
Post by: System.Linq on January 07, 2017, 07:02:51 AM
Updated to 2017-1-7 v3. Discovered another bug that prevented you from scheduling operations on animals.
Title: Re: [A16] Psychology (2017-1-7 v3)
Post by: Shakes on January 07, 2017, 07:42:10 AM
Is it intentional that when a pawn throws a tantrum they stay in that state even after passing out from exhaustion? I was repairing the stuff they were punching so they never got to destroy anything, but they were still going at it even after passing out twice, do they need to succeed in punching through something before snapping out of it?

Also on the tantrum event, I'd prefer it was changed so they only punch walls - furniture is an extreme micromanagement pain to stop them from breaking it. Walls are fine because you can let them go and the builder will run back over, so it wastes a bit of pawn time, but furniture I feel like I'm wasting my real life time ... very frustrating, not difficult to handle, just boring to click repair every couple of seconds.
Title: Re: [A16] Psychology (2017-1-7 v3)
Post by: System.Linq on January 07, 2017, 08:00:48 AM
Staying in tantrum mode after passing out is intentional, yes. The extreme mental breaks from the vanilla game are like that. They have to go away on their own.

If you don't want your pawn trashing your stuff, either arrest them or set them to be euthanized so they are anesthetized, and then cancel it.

Alternatively, just let them destroy it and rebuild it.
Title: Re: [A16] Psychology (2017-1-7 v3)
Post by: twoski on January 07, 2017, 10:55:56 AM
Uhh dude... You never asked me if you could use my mental breaks in your mod (not that i remember anyways - if you did PM me then i don't see it in my inbox anywhere).

If you haven't actually used any of my code then that's fine. But someone pointed this out to me so i figured i would check and see.

Title: Re: [A16] Psychology (2017-1-7 v3)
Post by: skullywag on January 07, 2017, 01:43:50 PM
Ive checked this over bar the name of the mental states no code has been copied, the assembly code isnt even close to being the same.
Title: Re: [A16] Psychology (2017-1-7 v3)
Post by: XeoNovaDan on January 07, 2017, 02:05:54 PM
Possible bug: When a prisoner throws a tantrum, there is no option to melee attack them when right clicking them, so the only way to subdue them as such is to shoot them, which carries a significant risk of killing them.

Other than that, great mod!
Title: Re: [A16] Psychology (2017-1-7 v3)
Post by: Fafn1r on January 07, 2017, 02:10:49 PM
Quote from: XeoNovaDan on January 07, 2017, 02:05:54 PM
Possible bug: When a prisoner throws a tantrum, there is no option to melee attack them when right clicking them, so the only way to subdue them as such is to shoot them, which carries a significant risk of killing them.

Other than that, great mod!

You can click on the melee weapon icon and then on the prisoner to force attacking him.
Title: Re: [A16] Psychology (2017-1-7 v3)
Post by: XeoNovaDan on January 07, 2017, 02:22:28 PM
Quote from: Fafn1r on January 07, 2017, 02:10:49 PM
You can click on the melee weapon icon and then on the prisoner to force attacking him.

Eh, I could do that as a workaround. Don't really want to have my melee person have to go from spear to a poorly made wooden club every time though... it's impractical

Edit: Also noticed that the recovering pyromaniac message is in Russian on the top-left hand corner
(http://image.prntscr.com/image/d8b9a86b09a7442a8dc5c81005360997.png)
Title: Re: [A16] Psychology (2017-1-7 v3)
Post by: sidfu on January 07, 2017, 05:17:18 PM
figured it out this error
Could not cast Pawn to PsychologyPawn.
Verse.Log:Error(String)
Psychology.Detour._PawnGenerator:_GenerateTraits(Pawn, Boolean)
Verse.PawnGenerator:DoGenerateNewNakedPawn(PawnGenerationRequest&, String&, Boolean)
Verse.PawnGenerator:GenerateNewNakedPawn(PawnGenerationRequest&)
Verse.PawnGenerator:GeneratePawn(PawnGenerationRequest)
RimWorld.Faction:GenerateNewLeader()
RimWorld.FactionGenerator:NewGeneratedFaction(FactionDef)
RimWorld.FactionGenerator:GenerateFactionsIntoWorld(String)
RimWorld.Planet.WorldGenerator:GenerateWorld(Single, String, OverallRainfall, OverallTemperature)
RimWorld.Page_CreateWorldParams:<CanDoNext>m__527()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()

when using hardcore sk is caused by psychology option to have sexuality changes so it disables the gay trait. if u go into options and renable the gay trait the error is gone.

from rhyssia on hardcore sk thread

Ok in Core_SK  it is...
AlienPawnGenerator.DoGenerateNewNakedPawn
AlienPawnGenerator.IsValidCandidateToRedress
They try to pull::::   get_AllowGay() : Boolean
Title: Re: [A16] Psychology (2017-1-7 v3)
Post by: Shakes on January 07, 2017, 06:09:45 PM
Quote from: Psychology on January 07, 2017, 08:00:48 AM
Staying in tantrum mode after passing out is intentional, yes. The extreme mental breaks from the vanilla game are like that. They have to go away on their own.

The extreme breaks in the base game (according to the wiki) are berserk and fire starting spree, both of which I've never seen last through a colonist passing out, much less two ... are you sure this is correct?

Quote
If you don't want your pawn trashing your stuff, either arrest them or set them to be euthanized so they are anesthetized, and then cancel it.

There was no option to arrest (maybe a bug?), and I was playing a start with nothing scenario so unfortunately had no medicine yet.

Quote
Alternatively, just let them destroy it and rebuild it.

Yeah, in retrospect that would have been more pawn time efficient, but loss aversion is a thing. :)
Title: Re: [A16] Psychology (2017-1-7 v3)
Post by: Kyna Tiona on January 07, 2017, 06:22:02 PM
Quote from: Shakes on January 07, 2017, 06:09:45 PM
Quote
Alternatively, just let them destroy it and rebuild it.

Yeah, in retrospect that would have been more pawn time efficient, but loss aversion is a thing. :)

It can also be more human time efficient, depending on what mods you may be using~ (https://ludeon.com/forums/index.php?topic=25188.0)
Title: Re: [A16] Psychology (2017-1-7 v3)
Post by: Rhyssia on January 07, 2017, 06:28:24 PM
Quote from: sidfu on January 07, 2017, 05:17:18 PM
figured it out this error
Could not cast Pawn to PsychologyPawn.
Verse.Log:Error(String)
Psychology.Detour._PawnGenerator:_GenerateTraits(Pawn, Boolean)
Verse.PawnGenerator:DoGenerateNewNakedPawn(PawnGenerationRequest&, String&, Boolean)
Verse.PawnGenerator:GenerateNewNakedPawn(PawnGenerationRequest&)
Verse.PawnGenerator:GeneratePawn(PawnGenerationRequest)
RimWorld.Faction:GenerateNewLeader()
RimWorld.FactionGenerator:NewGeneratedFaction(FactionDef)
RimWorld.FactionGenerator:GenerateFactionsIntoWorld(String)
RimWorld.Planet.WorldGenerator:GenerateWorld(Single, String, OverallRainfall, OverallTemperature)
RimWorld.Page_CreateWorldParams:<CanDoNext>m__527()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()

when using hardcore sk is caused by psychology option to have sexuality changes so it disables the gay trait. if u go into options and renable the gay trait the error is gone.

from rhyssia on hardcore sk thread

Ok in Core_SK  it is...
AlienPawnGenerator.DoGenerateNewNakedPawn
AlienPawnGenerator.IsValidCandidateToRedress
They try to pull::::   get_AllowGay() : Boolean

From my understanding, it's because it is trying to pull "get_AllowGay" and expecting a true/false return. But the Kinsey Model cannot pass a boolean. (Have not looked at Psychology Assembly.)

I'm only commenting here on it because it may cause issues with other mods that try to introduce modded races.
Title: Re: [A16] Psychology (2017-1-7 v3)
Post by: System.Linq on January 07, 2017, 07:46:35 PM
Quote from: twoski on January 07, 2017, 10:55:56 AM
Uhh dude... You never asked me if you could use my mental breaks in your mod (not that i remember anyways - if you did PM me then i don't see it in my inbox anywhere).

If you haven't actually used any of my code then that's fine. But someone pointed this out to me so i figured i would check and see.

I was requested to fold it into my mod because you hadn't updated it for A15 in quite some time, so I obliged. I did look at the code from your assembly, but it was so incompatible with A16 I ended up redoing it myself pretty much, and I tweaked many of the specifics because I didn't like how they worked (e.g., pawns on an Abuse break will no longer randomly break up with their partner, that's left up to the social system as a result of all the insults and slights, pawns on a Tantrum break bruise their fists when they're hitting something instead of when they start the break, pawns on a Self-harm break cut both their hands and arms at random intervals through the break instead of at the start, many of the breaks were modified to give a Catharsis thought at the end, and so on). That's why I just listed you as "idea credit," since the break ideas were yours but I implemented them into my mod differently. Loved the Meltdown mod by the way.

Quote from: sidfu on January 07, 2017, 05:17:18 PM
figured it out this error
Could not cast Pawn to PsychologyPawn.
Verse.Log:Error(String)
Psychology.Detour._PawnGenerator:_GenerateTraits(Pawn, Boolean)
Verse.PawnGenerator:DoGenerateNewNakedPawn(PawnGenerationRequest&, String&, Boolean)
Verse.PawnGenerator:GenerateNewNakedPawn(PawnGenerationRequest&)
Verse.PawnGenerator:GeneratePawn(PawnGenerationRequest)
RimWorld.Faction:GenerateNewLeader()
RimWorld.FactionGenerator:NewGeneratedFaction(FactionDef)
RimWorld.FactionGenerator:GenerateFactionsIntoWorld(String)
RimWorld.Planet.WorldGenerator:GenerateWorld(Single, String, OverallRainfall, OverallTemperature)
RimWorld.Page_CreateWorldParams:<CanDoNext>m__527()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()

when using hardcore sk is caused by psychology option to have sexuality changes so it disables the gay trait. if u go into options and renable the gay trait the error is gone.

from rhyssia on hardcore sk thread

Ok in Core_SK  it is...
AlienPawnGenerator.DoGenerateNewNakedPawn
AlienPawnGenerator.IsValidCandidateToRedress
They try to pull::::   get_AllowGay() : Boolean
That error is because the alien pawns are AlienPawns and not PsychologyPawns, yes, so they don't have a sexuality tracker. It's a benign error that won't actually affect the game.

Quote from: Shakes on January 07, 2017, 06:09:45 PM
Quote from: Psychology on January 07, 2017, 08:00:48 AM
Staying in tantrum mode after passing out is intentional, yes. The extreme mental breaks from the vanilla game are like that. They have to go away on their own.

The extreme breaks in the base game (according to the wiki) are berserk and fire starting spree, both of which I've never seen last through a colonist passing out, much less two ... are you sure this is correct?

Quote
If you don't want your pawn trashing your stuff, either arrest them or set them to be euthanized so they are anesthetized, and then cancel it.

There was no option to arrest (maybe a bug?), and I was playing a start with nothing scenario so unfortunately had no medicine yet.

Quote
Alternatively, just let them destroy it and rebuild it.

Yeah, in retrospect that would have been more pawn time efficient, but loss aversion is a thing. :)

You have to draft a pawn and select them to use them to arrest another pawn. And yes, they have this tag: <recoverFromSleep>true</recoverFromSleep> I just copied it from the original breaks. The lesser mental breaks without that tag do not last through sleep.

Quote from: XeoNovaDan on January 07, 2017, 02:05:54 PM
Possible bug: When a prisoner throws a tantrum, there is no option to melee attack them when right clicking them, so the only way to subdue them as such is to shoot them, which carries a significant risk of killing them.

Other than that, great mod!
You can also arrest or anesthetize them.
Title: Re: [A16] Psychology (2017-1-7 v4)
Post by: System.Linq on January 07, 2017, 08:18:30 PM
Updated to 2017-1-7 v4 to fix some of the bugs reported today.
Title: Re: [A16] Psychology (2017-1-7 v4)
Post by: sidfu on January 08, 2017, 05:49:19 AM
after latest higs lib update im getting this from psychology not sure if its bad or not

[HugsLib] Psychology caused an exception during OnDefsLoaded: System.NullReferenceException: Object reference not set to an instance of an object
  at Psychology.PsychologyBase.DefsLoaded () [0x00000] in <filename unknown>:0
  at HugsLib.HugsLibController.OnDefsLoaded () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
HugsLib.Utils.ModLogger:ReportException(Exception, String, Boolean, String)
HugsLib.HugsLibController:OnDefsLoaded()
HugsLib.HugsLibController:LoadReloadInitialize()
HugsLib.HugsLibController:Initalize()
HugsLib.Core.UnityProxyComponent:Start()
Title: Re: [A16] Psychology (2017-1-7 v4)
Post by: System.Linq on January 08, 2017, 06:12:52 AM
That's probably bad but I'll need to know more about the effect of it to diagnose the cause.
Title: Re: [A16] Psychology (2017-1-7 v4)
Post by: sidfu on January 08, 2017, 08:42:47 AM
Quote from: Psychology on January 08, 2017, 06:12:52 AM
That's probably bad but I'll need to know more about the effect of it to diagnose the cause.

well ingame i havent noticed anything bad. the other mods i have for higs dont have that error so it only came up after one of your recent bug fixes.
Title: Re: [A16] Psychology (2017-1-7 v3)
Post by: twoski on January 08, 2017, 10:45:42 AM
Quote from: Psychology on January 07, 2017, 07:46:35 PM
I was requested to fold it into my mod because you hadn't updated it for A15 in quite some time, so I obliged. I did look at the code from your assembly, but it was so incompatible with A16 I ended up redoing it myself pretty much, and I tweaked many of the specifics because I didn't like how they worked (e.g., pawns on an Abuse break will no longer randomly break up with their partner, that's left up to the social system as a result of all the insults and slights, pawns on a Tantrum break bruise their fists when they're hitting something instead of when they start the break, pawns on a Self-harm break cut both their hands and arms at random intervals through the break instead of at the start, many of the breaks were modified to give a Catharsis thought at the end, and so on). That's why I just listed you as "idea credit," since the break ideas were yours but I implemented them into my mod differently. Loved the Meltdown mod by the way.


Ah, my bad then. The person who pointed this out to me was talking like you had stolen everything verbatim without giving credit. I try to make all my stuff open source because i generally don't care if people reuse my stuff, as long as they contact me.

Title: Re: [A16] Psychology (2017-1-7 v4)
Post by: System.Linq on January 08, 2017, 10:50:16 AM
People tend to talk out of their ass, especially when they think they can engender controversy. It's fine. I was a big fan of your mod, and I wouldn't want to step on your toes. I figured crediting you for all of the original mental breaks would be enough (you can see it in the mod description). I'll definitely send you a message next time, if there is a next time.
Title: Re: [A16] Psychology (2017-1-7 v4)
Post by: Garlic88 on January 09, 2017, 05:10:41 AM
Hi. I'm a big fan of the mod. I like how anxiety is a health condition, rather than a trait, like its a mental illness. It would be cool to have a few more mental disorders as health conditions, that require treatment, and occasionally relapse.

Eg. Bipolar
When stable all is fine.
When high, bonus to move, mood and work speed, but maybe if you can code it something to indicate a lack of control in the activities, like will switch activity every hour and cant be manually reassigned or something... if this is possible to code.
When low reduced speed, mood, work speed, more vulnerable to non-violent mental breaks and self harm.

I guess these could be quite hard to code, but as I work in the field of mental health I can see theres a lot of potential for it to be fairly represented in this game. Better than the simplistic "OMG i'm going crazy and killing everyone" idea of mental health that's currently depicted in the game.
Title: Re: [A16] Psychology (2017-1-7 v4)
Post by: Kyna Tiona on January 09, 2017, 05:14:31 AM
So I think I might be a day or so out of date, so this might have been fixed already, but:


(http://i.imgur.com/hBR80s1.png)


I honestly find it utterly hilarious that scythers can even get infection, I would've expected it to automatically remove itself~
Title: Re: [A16] Psychology (2017-1-7 v4)
Post by: System.Linq on January 09, 2017, 05:40:04 AM
Quote from: Caraise Link on January 09, 2017, 05:14:31 AM
So I think I might be a day or so out of date, so this might have been fixed already, but:

I honestly find it utterly hilarious that scythers can even get infection, I would've expected it to automatically remove itself~

I think you posted in the wrong thread again and yes, that's been fixed.
Title: Re: [A16] Psychology (2017-1-7 v4)
Post by: Kyna Tiona on January 09, 2017, 05:53:32 AM
Quote from: Psychology on January 09, 2017, 05:40:04 AM
I think you posted in the wrong thread again

Dammit. Sorry, not sure why I'm bad about this lately...
Title: Re: [A16] Psychology (2017-1-7 v4)
Post by: System.Linq on January 09, 2017, 05:54:25 AM
Quote from: Caraise Link on January 09, 2017, 05:53:32 AM
Dammit. Sorry, not sure why I'm bad about this lately...

No problem, my threads could always use the bump!
Title: Re: [A16] Psychology (2017-1-7 v4)
Post by: sidfu on January 09, 2017, 12:34:24 PM
had psyclogy prevent a raid from poping last nite.  im a idot cause i copied it to a word document and forgot to save it before i shut my computer down for nite :(.
Title: Re: [A16] Psychology (2017-1-7 v4)
Post by: System.Linq on January 09, 2017, 12:47:17 PM
Well, let me know if you reproduce it.
Title: Re: [A16] Psychology (2017-1-7 v4)
Post by: BlackSmokeDMax on January 09, 2017, 01:01:34 PM
Quote from: Caraise Link on January 09, 2017, 05:53:32 AM
Quote from: Psychology on January 09, 2017, 05:40:04 AM
I think you posted in the wrong thread again

Dammit. Sorry, not sure why I'm bad about this lately...

LOL, know the feeling. I had a week long string of doing that crap in the DF forums about a year ago.
Title: Re: [A16] Psychology (2017-1-10)
Post by: System.Linq on January 10, 2017, 04:22:31 PM
Updated to 2017-1-10. Tantrums are fixed and behave better; tantruming pawns will be marked guilty when they go to destroy something, too.

New Incidents
- Thief: Colonists and pets may spot thieves attempting to sneak into your base and steal valuables, who won't leave without a fight!
Title: Re: [A16] Psychology (2017-1-10)
Post by: kcirdor on January 10, 2017, 05:22:42 PM
The compulsive cleaner incident feels more like my friend that takes adderall to "help" her clean her house more than someone that is compulsively cleaning. 

It seems a compulsive cleaner wouldn't pick random spots far away from each other.  They would instead hunker down in a room and make that room spic and span meticulously before moving to the next room.  And/or possibly clean a already clean room if they see one spot of dust.

Now watching my friend take an adderall and then focus on cleaning the house, she will be in one room for a moment, then she will suddenly create a new task on the other side of the house make a pile there and then suddenly she is in a totally other room creating an entirely new "organizational" task in that room. The house goes through a whirlwind of getting progressively worse before it ever starts looking organized and clean.  So it ends up taking her like 6 hours to do something she can do in probably 2 to 3 hours if she didn't have these scatterbrained adderall cleaning sessions.
Title: Re: [A16] Psychology (2017-1-10)
Post by: Diana Winters on January 10, 2017, 07:04:38 PM
Quote from: Psychology on January 10, 2017, 04:22:31 PM
Updated to 2017-1-10. Tantrums are fixed and behave better; tantruming pawns will be marked guilty when they go to destroy something, too.

New Incidents
- Thief: Colonists and pets may spot thieves attempting to sneak into your base and steal valuables, who won't leave without a fight!

After this update my save broke. I think it might be related to combat realism, but as soon as someone gets the "thief" hediff, saves are no longer able to load.

Log attached; this was after loading a save that was before this update, applying the "thief" hediff, saving, then loading

Note: Removing the Thief made the save viable

[attachment deleted by admin due to age]
Title: Re: [A16] Psychology (2017-1-10)
Post by: Kyna Tiona on January 10, 2017, 08:46:24 PM
Quote from: kcirdor on January 10, 2017, 05:22:42 PM
The compulsive cleaner incident feels more like my friend that takes adderall to "help" her clean her house more than someone that is compulsively cleaning. 

It seems a compulsive cleaner wouldn't pick random spots far away from each other.  They would instead hunker down in a room and make that room spic and span meticulously before moving to the next room.  And/or possibly clean a already clean room if they see one spot of dust.

Now watching my friend take an adderall and then focus on cleaning the house, she will be in one room for a moment, then she will suddenly create a new task on the other side of the house make a pile there and then suddenly she is in a totally other room creating an entirely new "organizational" task in that room. The house goes through a whirlwind of getting progressively worse before it ever starts looking organized and clean.  So it ends up taking her like 6 hours to do something she can do in probably 2 to 3 hours if she didn't have these scatterbrained adderall cleaning sessions.

This is a base RimWorld thing, actually. It's not super noticeable when you're spreading janitor work around, but I'm regularly gritting my teeth at designated janitors cleaning in hideously inefficient ways.

Pretty sure it started in A16 when they changed cleaning into a batch job to make the prioritize function more useful on it. Cleaning areas instead of single cells is definitely nice, but I don't think it does a good job of deciding which area to clean next.
Title: Re: [A16] Psychology (2017-1-10)
Post by: b4d on January 10, 2017, 11:17:32 PM
how do i cure homesickness?

got 3 colonist at home and 1 other sent away camping on a nearby map. the one that was feeling homesick was 1 out of the 3 at home
Title: Re: [A16] Psychology (2017-1-10)
Post by: Colonist51 on January 11, 2017, 03:05:48 AM
So I've been using this mod for a while, even though it did spice up my game I decided it's just not worth it. I've reached the point when my colonists would fight each other few times a day due to "cliques" alone, which as a result triggered a chain reaction leading to more fights because of all kinds of grudges against each other. So my colony basically became a melting pot of resentful egomaniacs, until a bunch of rabid boomrats attacked and burned the whole place down because my angry colonists were too busy fighting each other to be able to defend the colony.

Once again, kudos for the work you've done on this mod. But this is just not my cup of tea.
Title: Re: [A16] Psychology (2017-1-10)
Post by: Dwightojo on January 11, 2017, 03:08:31 AM
I had the same problem with cliques but i just sent one clique off to start a new base on the tile next to the one my colony was in. The only problem i have now is that another clique war is brewing. By the way is there any way i can completely cure anxiety?
Title: Re: [A16] Psychology (2017-1-10)
Post by: System.Linq on January 11, 2017, 05:12:20 AM
Updated to 2017-1-10 v2. Fixes saving.

Quote from: Diana Winters on January 10, 2017, 07:04:38 PM
After this update my save broke. I think it might be related to combat realism, but as soon as someone gets the "thief" hediff, saves are no longer able to load.

Log attached; this was after loading a save that was before this update, applying the "thief" hediff, saving, then loading

Note: Removing the Thief made the save viable

Sorry for leaving your save out to dry; after this update was finished I pretty much went to bed immediately. I don't use Combat Realism, so give it a try and let me know what you get.

Quote from: b4d on January 10, 2017, 11:17:32 PM
how do i cure homesickness?

got 3 colonist at home and 1 other sent away camping on a nearby map. the one that was feeling homesick was 1 out of the 3 at home


Quarantine the affected individual(s). It will occasionally spread to anyone they have a deep talk with. Based on feedback on this incident I am going to nerf it so that people who are already homesick cannot get more homesick; then it's just a matter of making sure they aren't re-infected after they get over it.

Quote from: Colonist51 on January 11, 2017, 03:05:48 AM
So I've been using this mod for a while, even though it did spice up my game I decided it's just not worth it. I've reached the point when my colonists would fight each other few times a day due to "cliques" alone, which as a result triggered a chain reaction leading to more fights because of all kinds of grudges against each other. So my colony basically became a melting pot of resentful egomaniacs, until a bunch of rabid boomrats attacked and burned the whole place down because my angry colonists were too busy fighting each other to be able to defend the colony.

Once again, kudos for the work you've done on this mod. But this is just not my cup of tea.
I'm sorry to hear that. Here's a few stats on cliques:

In order for someone to be in a clique, they must have +20 relationship (be friends) with the clique leader.
Clique members will only fight members of the other clique.
Clique members will never fight anyone they have a higher opinion of than the clique leader.
Clique members will never fight someone if they are both friends with both clique leaders.
Clique members have a 5% base chance to start a fight whenever they interact with a member of a different clique.
They have a 0%-100% multiplier chance based on their opinion of the pawn, from +50 to -100.

If you're using the latest version it shouldn't really be starting multiple fights a day unless your colony is deeply divided along those lines. Also, as Dwightojo said, you can neuter a clique by removing its leader from the map, by sending them on a caravan, killing them, or even just cryptosleeping them might work, whereupon clique members will lose their loyalty to him/her. If someone deeply unpopular starts a clique against someone deeply popular, the choice should be obvious. The event lasts 35 days; afterwards, the clique leader thought should disappear which means pawns will stop fighting.

Quote from: Dwightojo on January 11, 2017, 03:08:31 AM
I had the same problem with cliques but i just sent one clique off to start a new base on the tile next to the one my colony was in. The only problem i have now is that another clique war is brewing. By the way is there any way i can completely cure anxiety?

Cliques will only form every couple of years, and only if the conditions are right. They're currently marked as a small threat with an extremely low chance of firing; you're way more likely to get an insane animal.

You cannot cure anxiety, only reduce it to a manageable level that will not have a significant effect on your pawns.
Title: Re: [A16] Psychology (2017-1-10 v2)
Post by: coldcell on January 11, 2017, 12:33:30 PM
Ever since I use the mod, I notice breakups happen a lot. I'm not sure why.. But my 1 colonist is in perma state of breaking because he broke up with 3 women in succession. Any suggestions how to avoid this?
Title: Re: [A16] Psychology (2017-1-10 v2)
Post by: System.Linq on January 11, 2017, 02:42:18 PM
The mod doesn't affect how often pawns break up other than giving them more reasons to dislike each other. If he has a negative thought he's probably the one being broken up with: maybe he's just a jerk?

Ways to give your colonists better relations with each other are on the list.
Title: Re: [A16] Psychology (2017-1-10 v2)
Post by: Cl3arSky on January 11, 2017, 06:53:47 PM
one of my guys, slit his wrists because his fiance died, sadly i had no way to actually treat him and he was gonna bleed to death in 9 hours. He was also anxious or whatever.. so I had to capture him and put him in a prisoner bed which kicked him out of the community meaning I'd have to re-recruit him. It was the only way to stop his bleeding. Any idea if i can do this any other way?
Title: Re: [A16] Psychology (2017-1-10 v2)
Post by: System.Linq on January 11, 2017, 08:10:02 PM
Quote from: Cl3arSky on January 11, 2017, 06:53:47 PM
one of my guys, slit his wrists because his fiance died, sadly i had no way to actually treat him and he was gonna bleed to death in 9 hours. He was also anxious or whatever.. so I had to capture him and put him in a prisoner bed which kicked him out of the community meaning I'd have to re-recruit him. It was the only way to stop his bleeding. Any idea if i can do this any other way?

You can just release him, you don't have to re-recruit him.
Title: Re: [A16] Psychology (2017-1-10 v2)
Post by: Kyna Tiona on January 11, 2017, 08:17:55 PM
Quote from: Psychology on January 11, 2017, 08:10:02 PM
Quote from: Cl3arSky on January 11, 2017, 06:53:47 PM
one of my guys, slit his wrists because his fiance died, sadly i had no way to actually treat him and he was gonna bleed to death in 9 hours. He was also anxious or whatever.. so I had to capture him and put him in a prisoner bed which kicked him out of the community meaning I'd have to re-recruit him. It was the only way to stop his bleeding. Any idea if i can do this any other way?

You can just release him, you don't have to re-recruit him.

I went sooooo long without realizing it worked that way. Wish the UI changed to make it clear that released colonists automatically rejoin. >_<

EDIT: Er - in vanilla, not to do with Psychology specifically.
Title: Re: [A16] Psychology (2017-1-10 v2)
Post by: Der Failer on January 11, 2017, 09:10:55 PM
Quote from: Caraise Link on January 11, 2017, 08:17:55 PM
Quote from: Psychology on January 11, 2017, 08:10:02 PM
Quote from: Cl3arSky on January 11, 2017, 06:53:47 PM
one of my guys, slit his wrists because his fiance died, sadly i had no way to actually treat him and he was gonna bleed to death in 9 hours. He was also anxious or whatever.. so I had to capture him and put him in a prisoner bed which kicked him out of the community meaning I'd have to re-recruit him. It was the only way to stop his bleeding. Any idea if i can do this any other way?

You can just release him, you don't have to re-recruit him.

I went sooooo long without realizing it worked that way. Wish the UI changed to make it clear that released colonists automatically rejoin. >_<

EDIT: Er - in vanilla, not to do with Psychology specifically.
Wait what?!

*drops everything and leaves the room*
Title: Re: [A16] Psychology (2017-1-10 v2)
Post by: Kyna Tiona on January 11, 2017, 10:19:57 PM
+1
Title: Re: [A16] Psychology (2017-1-10 v2)
Post by: 123nick on January 11, 2017, 11:26:23 PM
a bug! a thief came, got found out by a pig, then incapacitated by one of my colonist when the colonist shot the thief. now i get index spammed too the log:

https://gist.github.com/553ef7fba7c7d453f17c1d11dc485adc
Title: Re: [A16] Psychology (2017-1-10 v2)
Post by: Kyna Tiona on January 11, 2017, 11:59:53 PM
I was looking at your code to figure out HugsLib when I found out that the names in the Kinsey scale enum are far more entertaining than the ones seen in the mod options screen. Well played~
Title: Re: [A16] Psychology (2017-1-10 v2)
Post by: System.Linq on January 12, 2017, 05:50:22 AM
Quote from: 123nick on January 11, 2017, 11:26:23 PM
a bug! a thief came, got found out by a pig, then incapacitated by one of my colonist when the colonist shot the thief. now i get index spammed too the log:

https://gist.github.com/553ef7fba7c7d453f17c1d11dc485adc

Huh, this doesn't actually mention Psychology's code anywhere. I wonder what could be causing it.
Title: Re: [A16] Psychology (2017-1-10 v2)
Post by: sidfu on January 12, 2017, 11:22:16 PM
Quote from: 123nick on January 11, 2017, 11:26:23 PM
a bug! a thief came, got found out by a pig, then incapacitated by one of my colonist when the colonist shot the thief. now i get index spammed too the log:

https://gist.github.com/553ef7fba7c7d453f17c1d11dc485adc

baiscaly what happened there a theif triggered by psycology tried to act like a normal raider and kidnap someone instead of following whatever the theif suppose to do.
Title: Re: [A16] Psychology (2017-1-10 v2)
Post by: System.Linq on January 13, 2017, 08:50:25 AM
The thief is supposed to act like a normal raider when it gets caught.
Title: Re: [A16] Psychology (2017-1-14)
Post by: System.Linq on January 14, 2017, 04:07:23 AM
Updated to 2017-1-14. Contains tweaks to Individuality & Cliques, and a bugfix for Thief.
Title: Re: [A16] Psychology (2017-1-14)
Post by: Kyna Tiona on January 14, 2017, 02:00:32 PM
So hey, I was looking through some of your code trying to reverse engineer it to understand why my detours were causing incompatiable/corrupted mod errors. As I was glancing through _Pawn._CheckAcceptArrest to see if anything stood out, I noticed the completely unrelated fact that it looks like the pawn being arrested's opinion of the pawn doing the arresting isn't factored into the check?

I actually didn't even realize that wasn't in the normal game. It seems like being arrested would damage my trust in someone, but nonetheless I'd be more likely to go along with a friend assuring me it'll be fine than someone I distrust doing the same. Given that I now feel very silly for always making the arresting pawn the target's closest friend rather than the colony's best negotiator, I would like to request this to be a thing, so that I can stop feeling silly~

(...Unless I'm being a derp and it already is, in which case my feeling silly is compounded and I apologize profusely for getting up in your business.)
Title: Re: [A16] Psychology (2017-1-14)
Post by: System.Linq on January 14, 2017, 02:11:45 PM
Sure, I was feeling like making it based on social skill alone was a little too powerful, I can make it so it's modified by their opinion of the pawn as well.
Title: Re: [A16] Psychology (2017-1-14)
Post by: Kyna Tiona on January 14, 2017, 03:56:57 PM
Quote from: Psychology on January 14, 2017, 02:11:45 PM
Sure, I was feeling like making it based on social skill alone was a little too powerful, I can make it so it's modified by their opinion of the pawn as well.

Excellent, thanks~
Title: Re: [A16] Psychology (2017-1-14)
Post by: Tekiro on January 15, 2017, 05:14:29 PM
Is there a way to turn off individuality? I like using matching military uniforms on my colonists. If schoolkids can handle it, so should my survivors.
Title: Re: [A16] Psychology (2017-1-14)
Post by: Kyna Tiona on January 15, 2017, 11:39:23 PM
I think militaries are usually considered to not be great for a person's mood anyway, though~
Title: Re: [A16] Psychology (2017-1-14)
Post by: System.Linq on January 15, 2017, 11:52:05 PM
Quote from: Tekiro on January 15, 2017, 05:14:29 PM
Is there a way to turn off individuality? I like using matching military uniforms on my colonists. If schoolkids can handle it, so should my survivors.

...Do you think schoolkids aren't upset by wearing uniforms?

Even then, the teachers are wearing something different. I think anyone would be weirded out if they went to school and they had to wear a uniform and everyone there, from the students to the teachers to the staff to the principal, all wore the exact same uniform.
Title: Re: [A16] Psychology (2017-1-14)
Post by: Goldenpotatoes on January 15, 2017, 11:59:00 PM
I feel like the situation is a bit different when you're living on a backwater planet where majority of its population wants you dead for no real reason.

Individuality option is more of an issue with people who don't have a multitude of apparel options, i.e early-game. Maybe tie it in with the colony expectations so people are initially happy with just having a decent set of clothes on their back and want to start expressing their individuality once the colony is actually capable of meeting such a request?
Title: Re: [A16] Psychology (2017-1-14)
Post by: Kyna Tiona on January 16, 2017, 12:03:47 AM
Quote from: Goldenpotatoes on January 15, 2017, 11:59:00 PM
I feel like the situation is a bit different when you're living on a backwater planet where majority of its population wants you dead for no real reason.

Individuality option is more of an issue with people who don't have a multitude of apparel options, i.e early-game. Maybe tie it in with the colony expectations so people are initially happy with just having a decent set of clothes on their back and want to start expressing their individuality once the colony is actually capable of meeting such a request?

The entire point of the "early colony optimism" and "low expectations" mood buffs is already to account for this sort of thing. Things are expected to be a bit miserable early on, but there's only so much misery they can push through before breaking no matter their expectations.
Title: Re: [A16] Psychology (2017-1-14)
Post by: System.Linq on January 16, 2017, 01:02:37 AM
Quote from: Goldenpotatoes on January 15, 2017, 11:59:00 PM
I feel like the situation is a bit different when you're living on a backwater planet where majority of its population wants you dead for no real reason.

Individuality option is more of an issue with people who don't have a multitude of apparel options, i.e early-game. Maybe tie it in with the colony expectations so people are initially happy with just having a decent set of clothes on their back and want to start expressing their individuality once the colony is actually capable of meeting such a request?

The situation you're describing is represented by the "low expectations" thought. They aren't less bothered by it, their being upset by it is just offset by them steeling themselves to survive. At no point in the game's mechanics does "we're on a harsh rimworld!" stop anyone from feeling bad about something. Instead it's offset with a positive thought. Individuality is disabled for the first two seasons, so the early-game is not affected.
Title: Re: [A16] Psychology (2017-1-14)
Post by: Tekiro on January 16, 2017, 04:09:41 AM
Not all people are upset by wearing a uniform. I personally loved it. And for others I feel like -10 is just too unrealistic for such minor inconvenience. It's the same debuff as a friend dying. Matching uniform was literally never a problem for morale when it's practical, be it army, navy or various organizations. I have a few former military pawns which I plan to turn into space marines with best possible protection. I can't have weak spots in their clothing. It should actually raise their morale if anything. And apparently in the future everyone in the developed world wears synthread, kind of reminds me of Fallout with their matching shelter suits.

I'm not asking you to change your artistic vision but rather provide a hint on best way to disable this feature.
Title: Re: [A16] Psychology (2017-1-14)
Post by: Kyna Tiona on January 16, 2017, 08:17:06 AM
People are different? I got seriously unnerved when a menial labor position required me to wear the same color scheme as everyone else. I was free to mix it up on designs otherwise, but I still felt like less than a person.
Title: Re: [A16] Psychology (2017-1-14)
Post by: merix1110 on January 16, 2017, 08:27:27 AM
Quote from: Tekiro on January 16, 2017, 04:09:41 AM
Not all people are upset by wearing a uniform. I personally loved it. And for others I feel like -10 is just too unrealistic for such minor inconvenience. It's the same debuff as a friend dying. Matching uniform was literally never a problem for morale when it's practical, be it army, navy or various organizations. I have a few former military pawns which I plan to turn into space marines with best possible protection. I can't have weak spots in their clothing. It should actually raise their morale if anything. And apparently in the future everyone in the developed world wears synthread, kind of reminds me of Fallout with their matching shelter suits.

I'm not asking you to change your artistic vision but rather provide a hint on best way to disable this feature.

It could be made into a new trait set. one for a positive boost for wearing a like uniform and another for the penalty.
Title: Re: [A16] Psychology (2017-1-14)
Post by: Kyna Tiona on January 16, 2017, 08:34:49 AM
I really don't think it ought to be a big enough deal to take up an entire trait slot. I could maybe see a trait for replacing the usual Stifled Individuality mood penalty with a bonus, as with Nudist or Ascetic, but I can't see it being unusual to dislike it.

-10 might be a couple points too high, and maybe it shouldn't trigger if there's only one other person with a matching outfit, but I don't think sweeping changes are warranted.
Title: Re: [A16] Psychology (2017-1-14)
Post by: Tekiro on January 16, 2017, 09:17:32 AM
Another thing I've noticed is that pawns naturally replace their clothing with better options, so once you have your devilstrand production going they will go for that, as they should. Why are they feeling creeped out when they picked the clothing out of their own will with plenty of other options in the warehouse? It doesn't make much sense to force what they wear in order to maintain their individuality, feels like an oxymoron type of thing.
Title: Re: [A16] Psychology (2017-1-14)
Post by: System.Linq on January 16, 2017, 10:20:34 AM
The individuality penalty is -3/-5/-8/-12. It only reaches -8 or -12 if more than half your colony are wearing the exact same outfit, head to toe. Unless I'm mistaken, you can't make everything out of devilstrand, so if they are wearing just one article of clothing that's different from their peers -- problem solved.
Title: Re: [A16] Psychology (2017-1-14)
Post by: Tekiro on January 16, 2017, 10:32:40 AM
You can indeed make all clothing out of devilstrand. Anyways I feel my main question is being ignored here, if disabling individuality is impossible without too much hassle why not just say so, otherwise point me to the relevant file I can edit, I heard certain anons had troubles with it.
Title: Re: [A16] Psychology (2017-1-14)
Post by: System.Linq on January 16, 2017, 10:44:22 AM
It's not impossible, I added a setting to the mod options in the last update. It's not my fault you didn't bother to check.
Title: Re: [A16] Psychology (2017-1-14)
Post by: Tekiro on January 16, 2017, 11:06:03 AM
I did specifically check mod settings with this new version, wonder what went wrong. Will re-check once I get home.
Title: Re: [A16] Psychology (2017-1-14)
Post by: cap75 on January 16, 2017, 11:08:29 AM
i did uncheck the individuality but my pawns are still complaining with -8 hit penalty.

without a clothing mod this setting is very harsh.
Title: Re: [A16] Psychology (2017-1-14)
Post by: System.Linq on January 16, 2017, 11:38:17 AM
Quote from: cap75 on January 16, 2017, 11:08:29 AM
i did uncheck the individuality but my pawns are still complaining with -8 hit penalty.

without a clothing mod this setting is very harsh.

Someone has reported a bug that the setting doesn't turn it off properly.

I have a colony of 20+ people and don't have a single individuality thought. It is not harsh if, beg your pardon, you know how to play, and it's already been nerfed from the penalty it used to be on top of that. A colonist's attire literally has to be exactly the same in type, material, AND color from top to bottom for them to get any negative thought from it. They can't be missing anything or have anything extra. You can even have all devilstrand clothes so long as you mix it up between devilstrand tuques, devilstrand cowboy hats, devilstrand jackets, devilstrand dusters, devilstrand parkas, devilstrand button-down shirts and devilstrand T-shirts.

Frankly I would be more moved by the complaints about the mechanic if they weren't so kneejerk and quite often ignorant of how it actually worked.
Title: Re: [A16] Psychology (2017-1-14)
Post by: Tekiro on January 16, 2017, 11:51:17 AM
Looks like I fucked up the update, the option worked as expected by the way. Wish it was pointed out sooner or mentioned with an update.

As for all devilstrand clothing you'd be gimping yourself on a colonists with dusters and t-shirts since their counterparts offer better protection.

While I'm at it I should point out I had a psychopath develop anxiety after berserking, should it even be possible? And I didn't quite get whether it goes away completely after the managed state.
Title: Re: [A16] Psychology (2017-1-14)
Post by: System.Linq on January 16, 2017, 11:55:03 AM
Then you are trading the best possible protection for a mood penalty because your colonists don't like being clothed entirely in fungus. I'm sure you'd complain if they took off your devilstrand stuff to put something unique on too.

Anyone can get anxiety from a mental break, psychopaths are not immune. They had a mental break because they were under severe stress, stress causes anxiety, not caring about the well-being of others does not affect that. You can't "cure" anxiety (and I'm not quite sure why this is such a common question because it doesn't work that way in real life or for any other condition pawns get like frailty or bad backs), but in its managed state it has very little effect on a pawn's day-to-day life.
Title: Re: [A16] Psychology (2017-1-14)
Post by: cap75 on January 16, 2017, 12:53:56 PM
Quote from: Psychology on January 16, 2017, 11:38:17 AM

I have a colony of 20+ people and don't have a single individuality thought. It is not harsh if, beg your pardon, you know how to play, and it's already been nerfed from the penalty it used to be on top of that. A colonist's attire literally has to be exactly the same in type, material, AND color from top to bottom for them to get any negative thought from it. They can't be missing anything or have anything extra. You can even have all devilstrand clothes so long as you mix it up between devilstrand tuques, devilstrand cowboy hats, devilstrand jackets, devilstrand dusters, devilstrand parkas, devilstrand button-down shirts and devilstrand T-shirts.

Frankly I would be more moved by the complaints about the mechanic if they weren't so kneejerk and quite often ignorant of how it actually worked.

Dude, I dont want to upset you, its your mod you do it as you want (and you did add the possibility to use or not this feature) but implying that someone doesnt know how to play is how meaningless discussions start.

i just remarked that it is harsh cause when you start the pawns are likely to use the same outfit, especialy tribals.

sorry if i offended you.
Title: Re: [A16] Psychology (2017-1-14)
Post by: System.Linq on January 16, 2017, 02:51:22 PM
I told you that Individuality doesn't trigger until the third season. It doesn't affect the early game. You have half a year to get your clothing production up and running. Like I said: Frankly I would be more moved by the complaints about the mechanic if they weren't so kneejerk and quite often ignorant of how it actually worked.
Title: Re: [A16] Psychology (2017-1-14)
Post by: Madman666 on January 16, 2017, 07:21:24 PM
Hey, can you consider adding counseling job for addicts to cheer them up a bit? Until I added psychology, I was using simple tactic for addicts - construct a decent bedroom with a table, heater, cooler etc. Stockpile lots of pemmican and seal people in, till they snap out of it, because they kept going bonkers and overdosing or berserking and dying, when they attacked other people. Worked wonders, unless they suddenly caught some disease. Now they actually can trash the place!) Which is fun to watch and less fun to rebuild) We really do need to have a way of some addiction treatment.
Title: Re: [A16] Psychology (2017-1-14)
Post by: Kyna Tiona on January 16, 2017, 07:44:36 PM
...Human interaction, a source of joy and distraction, humane living conditions, care and respect? It honestly works better than you think, I think, vanilla or Psychology...
Title: Re: [A16] Psychology (2017-1-14)
Post by: System.Linq on January 16, 2017, 08:49:36 PM
I'm planning a big content update for when the mod reaches 10,000 subscribers on Steam Workshop. It'll include treatment for pawns with chemical interest/fascination, and a new drug to help addicted pawns (bonus points if you can guess what it is).

In the meantime, updated to 2017-1-16. This update fixes the Individuality toggle, objects dropped by thieves being invisible, and colonists getting stuck on thieves, and adds a couple new alerts to help the player keep track of Psychology incident-related problems.
Title: Re: [A16] Psychology (2017-1-14)
Post by: Kyna Tiona on January 16, 2017, 08:56:36 PM
Quote from: Psychology on January 16, 2017, 08:49:36 PM
mod reaches 10,000 subscribers on Steam

What.

Quote from: Steam
9,787    Current Subscribers

Whaaaaaat. I had no idea this mod had anywhere near this degree of popularity. Good job~
Title: Re: [A16] Psychology (2017-1-14)
Post by: System.Linq on January 16, 2017, 09:21:37 PM
Quote from: Caraise Link on January 16, 2017, 08:56:36 PM
Quote from: Psychology on January 16, 2017, 08:49:36 PM
mod reaches 10,000 subscribers on Steam

What.

Quote from: Steam
9,787    Current Subscribers

Whaaaaaat. I had no idea this mod had anywhere near this degree of popularity. Good job~

Not even one of the more popular mods on the Workshop. Hospitality has 57k subscribers.
Title: Re: [A16] Psychology (2017-1-16)
Post by: XeoNovaDan on January 17, 2017, 02:30:32 AM
Or Prepare Carefully.. 162,026 subscribers (which is pure insanity)
Title: Re: [A16] Psychology (2017-1-16)
Post by: Madman666 on January 17, 2017, 02:52:49 AM
Well, isn't that awesome? Cool. Can't wait for new stuff. Treatments especially. With drugs addictiveness raised in A16, they dropped from being a useful mood control tools back to just potentially dangerous trade goods. I kinda want to see what else you can come up with in terms of incidents like the thieves idea =) Quite interesting.
Title: Re: [A16] Psychology (2017-1-16)
Post by: minakurafto on January 17, 2017, 08:11:40 AM
my pawn is insomniac and chemical fascination, so he likes to exhaust himself and break down drugs binge, but since he already exhausted (rest 0%) he go straight to bed and didnt use drug whatsoever , is it intended or miscalculation?
Title: Re: [A16] Psychology (2017-1-16)
Post by: System.Linq on January 17, 2017, 01:28:22 PM
Insomniac pawns are supposed to go to bed when they are exhausted. However, they won't do that if they're already busy doing something else. My guess is that the drug binge cancels the job he was already doing, and he immediately goes to sleep because he's exhausted.
Title: Re: [A16] Psychology (2017-1-17)
Post by: System.Linq on January 17, 2017, 02:18:08 PM
Updated to 2017-1-17. Fixed homesickness thoughts stacking and clarified the alert for cliques. Insomniacs will no longer prioritize sleep as highly when exhausted, but may prioritize it more when they're not.
Title: Re: [A16] Psychology (2017-1-17)
Post by: just-a-bird on January 17, 2017, 03:04:10 PM
Hi, I keep getting a bug every so often where I start a new game and my pawns never spawn. I can't be sure, but I believe it's caused by a conflict between Psychology and Prepare Carefully, only because those are the only two mods that should have any interaction with the process, but I could be wrong. I'm a C# programmer, so I'd like to help find the bug in any way I can, but I don't have any experience with RimWorld's codebase specifically.

Here are the log entries I think are relevant:
Initializing new game with mods Core, HugsLib, Better Pathfinding, MineItAll, EdB Prepare Carefully, Allow Tool, Hand Me That Brick, Cooks Can Refuel, Refactored Work Priorities, Spoons Hair Mod, Hospitality A16, Numbers, Blueprints, Shift-Click, Roof Support A16, JTReplaceWalls, Day/Night Switch, Psychology, and Mod List Backup
Verse.Log:Message(String)
Verse.Game:InitNewGame()
Verse.Root_Play:<Start>m__737()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()


Faction Rimville has null relation with Rimville. Returning dummy relation.
Verse.Log:Error(String)
RimWorld.Faction:RelationWith(Faction, Boolean)
RimWorld.FactionUtility:HostileTo(Faction, Faction)
RimWorld.GenHostility:HostileTo(Thing, Faction)
Hospitality.GuestUtility:IsGuest(Pawn)
Hospitality.Detouring.Pawn_NeedsTracker:ShouldHaveNeed(Pawn_NeedsTracker, NeedDef)
RimWorld.Pawn_NeedsTracker:AddOrRemoveNeedsAsAppropriate()
RimWorld.PawnComponentsUtility:AddAndRemoveDynamicComponents(Pawn, Boolean)
EdB.PrepareCarefully.GenStep_ScenParts:ReplaceColonists()
EdB.PrepareCarefully.GenStep_ScenParts:Generate(Map)
Verse.MapGenerator:GenerateContentsIntoMap(MapGeneratorDef, Map)
Verse.MapGenerator:GenerateMap(IntVec3, Int32, MapParent, Action`1, MapGeneratorDef)
Verse.Game:InitNewGame()
Verse.Root_Play:<Start>m__737()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()


System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
  at System.Collections.Generic.Dictionary`2[Verse.ThingDef,System.Collections.Generic.List`1[Verse.Thing]].get_Item (Verse.ThingDef key) [0x00000] in <filename unknown>:0
  at Verse.ListerThings.Remove (Verse.Thing t) [0x00000] in <filename unknown>:0
  at Verse.Thing.DeSpawn () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.DeSpawn () [0x00000] in <filename unknown>:0
  at Verse.Pawn.DeSpawn () [0x00000] in <filename unknown>:0
  at Verse.ThingContainer.TryAdd (Verse.Thing item, Boolean canMergeWithExistingStacks) [0x00000] in <filename unknown>:0
  at RimWorld.DropPodUtility.DropThingGroupsNear (IntVec3 dropCenter, Verse.Map map, System.Collections.Generic.List`1 thingsGroups, Int32 openDelay, Boolean instaDrop, Boolean leaveSlag, Boolean canRoofPunch) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.GenStep_ScenParts.SpawnColonistsWithEquipment (Verse.Map map, RimWorld.ScenPart_PlayerPawnsArriveMethod arriveMethodPart) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.GenStep_ScenParts.Generate (Verse.Map map) [0x00000] in <filename unknown>:0
  at Verse.MapGenerator.GenerateContentsIntoMap (Verse.MapGeneratorDef def, Verse.Map map) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.MapGenerator:GenerateContentsIntoMap(MapGeneratorDef, Map)
Verse.MapGenerator:GenerateMap(IntVec3, Int32, MapParent, Action`1, MapGeneratorDef)
Verse.Game:InitNewGame()
Verse.Root_Play:<Start>m__737()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()


Here's the full gist: https://gist.github.com/1f532151736aaf1e39d75c521e7ebdbe
Here's my save: https://dl.dropboxusercontent.com/u/12713582/Craterton2%20%28Permadeath%29.rws

By the way, I absolutely love your mod; I doubt I could play without it. Just the Kinsey scale alone makes the game a lot better for me, and there's so much more on top of that. Thank you for all the attention to detail!
Title: Re: [A16] Psychology (2017-1-17)
Post by: System.Linq on January 17, 2017, 03:29:27 PM
Psychology doesn't touch pawn spawning, it just injects the Kinsey system into their needs when they're generated and gives them a Kinsey value when their traits are generated. The problem appears to be that when your colonists are added to the contents of the drop pod, it attempts to despawn them, but despawning them attempts to remove them from the map's list of things, and when it attempts to remove them from the map's list of things, it attempts to remove them from a dictionary of every Def keyed to the list of things on the map with that Def. However, the Def of the pawns it's trying to spawn are not keys in the dictionary of every Def, so it can't remove them, so it can't despawn them, so it can't add them to the drop pod.

This is definitely not a Psychology error because Psychology contains no Defs for pawns. I would assume that it's most likely a Prepare Carefully error because Prepare Carefully is the most likely to change a pawn's Def, but you're not using any mod that I would point to as being a likely culprit. It's not a problem that can be easily debugged without creating a mod that detours the relevant code and inserts some debug messages so you can see what ThingDef it's trying to access from the list. In short, unless you learn how to mod yourself, I doubt anyone will be able to tell you exactly what the problem is here, but the Prepare Carefully modder might have more insight than I do.
Title: Re: [A16] Psychology (2017-1-17)
Post by: just-a-bird on January 17, 2017, 03:41:14 PM
Makes sense, thanks for the information! I'll direct my issue to Prepare Carefully, then.
Title: Re: [A16] Psychology (2017-1-17)
Post by: sidfu on January 17, 2017, 03:45:51 PM
haveing to drop from useing this as its overwriting raid stuff for hardcore_sk pack.
this is one of the errors. gonan do some testing when i get a chance later today and see if error gone or not when psycololgy is not enabled.

Exception in Verse.AI.ThinkNode_PrioritySorter TryIssueJobPackage: System.InvalidCastException: Cannot cast from source type to destination type.
at Combat_Realism.RightTools.EquipRigthTool (Verse.Pawn pawn, RimWorld.StatDef def) [0x00000] in :0
at Combat_Realism.Detours_ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in :0
at Verse.AI.ThinkNode_PrioritySorter.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in :0
Verse.Log:Error(String)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


ill post after some testing. btw that error seems to happen when a animal trainer goes to train he will pick up growing grass to use.

not sure but before didnt have this error. it didnt start till after u put the theif mechanics in if i remember right.

ill post after some testing.
Title: Re: [A16] Psychology (2017-1-17)
Post by: hwfanatic on January 17, 2017, 05:01:22 PM
Ran into some exceptions during the saboteur event. They stopped after arresting him. I'll attach the savegame and log just in case you want to take a look.

https://drive.google.com/file/d/0B0ypbq1IHgPQeVlPRnNYYUpJTkE/view?usp=sharing
http://pastebin.com/iyAN3g6b
Title: Re: [A16] Psychology (2017-1-17)
Post by: System.Linq on January 17, 2017, 05:33:42 PM
Yes, I see the bug, I referenced the wrong variable. Thank you.
Title: Re: [A16] Psychology (2017-1-17 v2)
Post by: System.Linq on January 17, 2017, 05:50:00 PM
Updated to 2017-1-17 v2. Fixed the Saboteur hediff and the homesickness alert message.

Quote from: sidfu on January 17, 2017, 03:45:51 PM
haveing to drop from useing this as its overwriting raid stuff for hardcore_sk pack.
this is one of the errors. gonan do some testing when i get a chance later today and see if error gone or not when psycololgy is not enabled.

Exception in Verse.AI.ThinkNode_PrioritySorter TryIssueJobPackage: System.InvalidCastException: Cannot cast from source type to destination type.
at Combat_Realism.RightTools.EquipRigthTool (Verse.Pawn pawn, RimWorld.StatDef def) [0x00000] in :0
at Combat_Realism.Detours_ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in :0
at Verse.AI.ThinkNode_PrioritySorter.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in :0
Verse.Log:Error(String)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


ill post after some testing. btw that error seems to happen when a animal trainer goes to train he will pick up growing grass to use.

not sure but before didnt have this error. it didnt start till after u put the theif mechanics in if i remember right.

ill post after some testing.

This has nothing to do with Psychology. The only reason Psychology shows up in the log is that it detours the EndCurrentJob method for heavy sleepers. It doesn't change its function at all. I'm guessing that Combat Realism is what's actually causing the problem with a custom JobGiver for "EquipRigth[sic]Tool."
Title: Re: [A16] Psychology (2017-1-17 v2)
Post by: b4d on January 17, 2017, 09:10:27 PM
how does the saboteur event works?

was it a random event that could hit anyone at anytime? or it will decide if the colonist will be one when he joins?

on my current save i started with only 1 colonist. After a while it became a 5 man colony. everything seems to be just fine, but suddenly just today(after updating the mod i believe) my very first colonist become the saboteur. kinda sad to execute the guy for what he did

edit: what if i try to recruit him? is it safe or will he be nasty again?
Title: Re: [A16] Psychology (2017-1-17 v2)
Post by: System.Linq on January 17, 2017, 10:30:16 PM
You can arrest and recruit him if you figure out who it is. It's easier if you identify them before they reveal themselves. And yes, it could hit anyone at any time; the game does not keep track of where people came from, and it's a randomly-chosen incident, not something that's applied randomly to recruits.
Title: Re: [A16] Psychology (2017-1-17 v2)
Post by: hwfanatic on January 18, 2017, 08:06:01 AM
I didn't check the code, but is there a threshold of some sort? For example, a minimum of x colonists or similar?
Title: Re: [A16] Psychology (2017-1-17 v2)
Post by: crusader2010 on January 18, 2017, 10:22:37 AM
@Psychology: can you please add a change log section on the first page, in which summarize each version's changes?

Sorry if it's already there but I simply cannot see it :(
Title: Re: [A16] Psychology (2017-1-17 v2)
Post by: System.Linq on January 18, 2017, 11:50:47 AM
Quote from: hwfanatic on January 18, 2017, 08:06:01 AM
I didn't check the code, but is there a threshold of some sort? For example, a minimum of x colonists or similar?

Yes. You need at least 3 colonists.
Title: Re: [A16] Psychology (2017-1-17 v2)
Post by: System.Linq on January 19, 2017, 01:17:15 PM
I am considering disabling all the incidents by default, not just Sabotage, due to the volume of complaints I'm receiving. Thoughts?
Title: Re: [A16] Psychology (2017-1-17 v2)
Post by: Treason5240 on January 19, 2017, 01:20:09 PM
Quote from: Psychology on January 19, 2017, 01:17:15 PM
I am considering disabling all the incidents by default, not just Sabotage, due to the volume of complaints I'm receiving. Thoughts?

Personally, I'd rather have them all enabled from the start, with the option to manually set allowances like you have with the Saboteur.
Title: Re: [A16] Psychology (2017-1-17 v2)
Post by: System.Linq on January 19, 2017, 01:27:17 PM
You can already do that with the scenario editor. Sabotage is disabled by default because people mistook its behavior for a bug and I was flooded with confused and frustrated reports of held open doors. You don't need a mod option to set allowances for incidents.
Title: Re: [A16] Psychology (2017-1-17 v2)
Post by: WinterFlare on January 19, 2017, 07:24:26 PM
Just offering my opinion on the events:

Quarrel: Personally I don't really mind this one, it's a huge social debuff, but it's more or less something that happens in the background for me unless it's a married couple who have a falling out. Then the affairs, hatred, social fights, ect happen. Still don't mind that, as it gives my colony some character.

Homesick: Currently 15 out of my 18 colonists have this, including some Psychopaths. For me this is just a persistent -10 debuff that I feel will never go away. Barring locking all of my colonists in their rooms for several days I see no way to get rid of it.

Cliques: I haven't had this happen yet, but if it did happen, I'm sure some of my Orassan colonists will be dismembering my human colonists in no time. (Alien race, they have 14 damage "scratch" attacks for their default melee.)

Sabotage: I haven't enabled this at all, but with how often my people have mental breaks and run into enemy fire, I'm glad it's disabled by default.

Thief: I've honestly only seen one of these working properly (at least I think it was.) Completely invisible until found out, then appeared and started attacking colonists. I have so much stuff that I doubt I'd actually realise something is missing unless it was early game and my important weapons got lifted.

I think I've had multiple theifs spawn during raids either completely invisible, or missing their heads. This has only happened (as far as I can tell) with units from Rimsenal - Federation, but they're the major faction I'm attacked by.
Title: Re: [A16] Psychology (2017-1-17 v2)
Post by: just-a-bird on January 20, 2017, 02:16:37 AM
I feel like the "Stifled individuality" debuff could use some rebalancing. For one, I know it accumulates over time but giving up to -8 and beyond even when sleeping is a little much. Two, in real life, millions of people wear uniforms every day and few of them have it constantly nagging at the back of their mind. I would feel better if "Free spirit" or something were a Trait, much like Nudist, and only those pawns suffered from Stifled individuality. Maybe they could even receive a positive buff if their outfit is perfectly unique, i.e. no articles of clothing are the same as anyone else's for each slot ("Making a statement +5" or something).
Title: Re: [A16] Psychology (2017-1-17 v2)
Post by: System.Linq on January 20, 2017, 02:57:18 AM
Quote from: just-a-bird on January 20, 2017, 02:16:37 AM
I feel like the "Stifled individuality" debuff could use some rebalancing. For one, I know it accumulates over time but giving up to -8 and beyond even when sleeping is a little much. Two, in real life, millions of people wear uniforms every day and few of them have it constantly nagging at the back of their mind. I would feel better if "Free spirit" or something were a Trait, much like Nudist, and only those pawns suffered from Stifled individuality. Maybe they could even receive a positive buff if their outfit is perfectly unique, i.e. no articles of clothing are the same as anyone else's for each slot ("Making a statement +5" or something).
It does not accumulate over time. It's based on what percentage of your colonists have the same outfit.

Most people do not wear uniforms every day. They have standards of dress (formal, etc.) within which they have much freedom to individualize themselves, even if it's only the color of their tie (which would be perfectly sufficient for the Individuality thought). The only people who wear true uniforms every day are people like police officers, who have to be identifiable for their authority and who are part of an extremely large population of people who don't wear those uniforms. Imagine if everyone in the entire city you lived in wore the same thing top to bottom: that would definitely merit a -12 mood penalty. School uniforms are an extremely contentious topic for this exact reason. Kids do not like to wear them.

I'm frankly sick of having this argument. You can turn it off if you want to and it's not an incident so it's not what's being discussed.

e: But just so you don't feel like I'm brushing off your ideas, if I implemented your "Free spirit" trait, this is what people would say: Great, another useless trait that disqualifies a colonist. This mod makes it too easy because my colonists get free mood bonuses just for wearing different clothes. This mod adds too many "bad" traits, the game already has too many awful traits.

Quote from: WinterFlare on January 19, 2017, 07:24:26 PM
Just offering my opinion on the events:

Quarrel: Personally I don't really mind this one, it's a huge social debuff, but it's more or less something that happens in the background for me unless it's a married couple who have a falling out. Then the affairs, hatred, social fights, ect happen. Still don't mind that, as it gives my colony some character.

Homesick: Currently 15 out of my 18 colonists have this, including some Psychopaths. For me this is just a persistent -10 debuff that I feel will never go away. Barring locking all of my colonists in their rooms for several days I see no way to get rid of it.

Cliques: I haven't had this happen yet, but if it did happen, I'm sure some of my Orassan colonists will be dismembering my human colonists in no time. (Alien race, they have 14 damage "scratch" attacks for their default melee.)

Sabotage: I haven't enabled this at all, but with how often my people have mental breaks and run into enemy fire, I'm glad it's disabled by default.

Thief: I've honestly only seen one of these working properly (at least I think it was.) Completely invisible until found out, then appeared and started attacking colonists. I have so much stuff that I doubt I'd actually realise something is missing unless it was early game and my important weapons got lifted.

I think I've had multiple theifs spawn during raids either completely invisible, or missing their heads. This has only happened (as far as I can tell) with units from Rimsenal - Federation, but they're the major faction I'm attacked by.
Homesickness is receiving a patch to make it less permanent. Sabotage doesn't do what you think it does. Thieves announce themselves very clearly when they're found so you would know if they were thieves. Sometimes they're revealed while dead if something happened to them -- e.g. they wandered into one of your traps.
Title: Re: [A16] Psychology (2017-1-17 v2)
Post by: b4d on January 20, 2017, 03:19:27 AM
my 2 cents:

Quarrel : it only annoyed me once. it was when sharyn decided that fighting off the raiders is not as important as punching the dude next to him

Homesick : I feel like it's a bit too random. might be better if it can only affect those who were out on caravans / camps(mod) / or maybe new settlement. Going back to the original settlement for 1 day will cure the homesickness

Cliques : Only happened to me once, didn't know how to resolve it other than executing one of the clique leaders. Maybe add a way to resolve it peacefully by locking the two of the leaders in a room until they both agreed to forgive each other (or they agree to have a duel to the death for extra flavor)

Sabotage : It would be cool if the traitor was decided when he joins, rather than randomly picked at any time. most of the time when i tried to imprison the saboteur he didn't give in peacefully and ended up in the grave

thief : got no complaints. only 1 thief managed to run away so far (or maybe i didn't notice the others at all)

extra on anxiety : maybe make it treatable via brain surgery?

Title: Re: [A16] Psychology (2017-1-17 v2)
Post by: System.Linq on January 20, 2017, 03:29:15 AM
None of the colonists in your colony are originally from your settlement. The homesickness they feel refers to their original home, off-world, or with their tribe. You can't cure it (except by building the ship) because you caused it.

If I changed it from the current random event to be "realistic" (and it's not, it's supposed to model a social contagion, not real homesickness, I chose homesickness only because it was appropriate), all of your colonists would get it after they've spent a year or two in your colony and it would only get worse, not better, until they could no longer bear it anymore and mental broke constantly. But I won't.
Title: Re: [A16] Psychology (2017-1-17 v2)
Post by: Kyna Tiona on January 20, 2017, 06:29:48 AM
Quote from: Psychology on January 20, 2017, 03:29:15 AM
If I changed it from the current random event to be "realistic" (and it's not, it's supposed to model a social contagion, not real homesickness, I chose homesickness only because it was appropriate), all of your colonists would get it after they've spent a year or two in your colony and it would only get worse, not better, until they could no longer bear it anymore and mental broke constantly. But I won't.

...Wow. It's really too bad the sharp retorts only seem to come out when you're frustrated, I enjoy them~


So hey, does this error look like it was actually Psychology's fault? At first I'd thought it was mine, since I'd adjusted my mod order, but then I reloaded the game with the original mod list and got the same result.


Exception in RimWorld.ThinkNode_ConditionalLyingDown TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at Psychology.Detour._Pawn_RelationsTracker._SecondaryRomanceChanceFactor (RimWorld.Pawn_RelationsTracker t, Verse.Pawn otherPawn) [0x00000] in <filename unknown>:0
  at RimWorld.LovePartnerRelationUtility.GetLovinMtbHours (Verse.Pawn pawn, Verse.Pawn partner) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_ChancePerHour_Lovin.MtbHours (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_ChancePerHour.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:CheckForJobOverride()
RimWorld.<LayDown>c__AnonStorey24E:<>m__FD()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()



EDIT: Right, context. It consistently happens a few seconds after I load the save. It's currently around midnight and everyone's asleep. I only have the one couple, so I'm assuming it's their fault if anyone's, although I can't think of anything out of the ordinary with them save for being incestuous.

Come to think of it, I don't think I've seen them "lovin" yet. Not sure if that's important.
Title: Re: [A16] Psychology (2017-1-17 v2)
Post by: System.Linq on January 20, 2017, 12:30:54 PM
Yes, that looks like a Psychology error. I'll take a look at it tonight.
Title: Re: [A16] Psychology (2017-1-17 v2)
Post by: minakurafto on January 20, 2017, 11:52:48 PM
self harming is buggy. prisoner can self harming himself, he cut himself but cut with what, in my prison 99% he wont find sharp tool so prisoner cant cut himself up.

taking a step backward, okay he found sharp object but when he "act up" colonist cant forcefully arrest or stop him unless with lethal force, this applies to self-harm colonist.
my colonist bleeding and exhausted so he sleep, but still on mental break:self harm, my other pawn cant arrest sleeping colonist, on upper left it says "the sleeping colonist" refused to be arrested. if i hit him 99% it will die because 1 hp left, and i also cant treat him , only feeding

so i think self harm need some tweak like pawn still can be arrested and wont refuse (if refuse change to berserk); self harm should be over if pawn sleep,
for prisoner in most case change cutting self to ramming self to the wall (bruise damage) or if not, make it like berserk so pawn can hit or arrest
Title: Re: [A16] Psychology (2017-1-17 v2)
Post by: System.Linq on January 21, 2017, 12:24:39 AM
Self-harming does not make a character hostile so your pawns will not attack them automatically. You can draft a colonist to use them to arrest people or press B to use them to attack people. You can also order a pawn to be euthanized, and then cancel it, to anesthetize them.
Title: Re: [A16] Psychology (2017-1-17 v2)
Post by: Kyna Tiona on January 21, 2017, 12:46:29 AM
Quote from: Psychology on January 21, 2017, 12:24:39 AM
You can also order a pawn to be euthanized, and then cancel it, to anesthetize them.

Which is just so wonky and unintuitive and causes problems even in vanilla. Excuse me while I go make a super-simple mod to add anesthetization as an operation.

EDIT: Gah. Making the operation is simple enough, figuring out how to get the game to recognize it as something to put in the list is not. Too tired to deal with this now.
Title: Re: [A16] Psychology (2017-1-17 v2)
Post by: Der Failer on January 21, 2017, 09:43:07 AM
Quote from: Caraise Link on January 21, 2017, 12:46:29 AM
Quote from: Psychology on January 21, 2017, 12:24:39 AM
You can also order a pawn to be euthanized, and then cancel it, to anesthetize them.

Which is just so wonky and unintuitive and causes problems even in vanilla. Excuse me while I go make a super-simple mod to add anesthetization as an operation.

EDIT: Gah. Making the operation is simple enough, figuring out how to get the game to recognize it as something to put in the list is not. Too tired to deal with this now.
I remember DESurgeries  (https://ludeon.com/forums/index.php?topic=22120.0)adding something like this. Maybe you can get some reference there.
Title: Re: [A16] Psychology (2017-1-17 v2)
Post by: Madman666 on January 21, 2017, 01:26:44 PM
Hello there, @Psychology, do you happen to know the code to overwrite one mental break with another? Like make a pawn, that for example wanders around in sadness to change for another mental break (custom one). If it even possible that is. Thanks.
Title: Re: [A16] Psychology (2017-1-17 v2)
Post by: System.Linq on January 21, 2017, 09:07:51 PM
Apologies for the long stretch without updates. The next update will likely contain huge overhauls to many of the social systems, so it's taking a while.
Title: Re: [A16] Psychology (2017-1-21)
Post by: System.Linq on January 21, 2017, 11:44:12 PM
Updated to 2017-1-21. This is a hotfix to remove the incidents from the mod, not the promised update. You can redownload them here (https://ludeon.com/forums/index.php?topic=29831.0) if you want to keep using them.
Title: Re: [A16] Psychology (2017-1-21)
Post by: joomonji on January 22, 2017, 09:05:33 PM
Hey love your mods. They really add a lot to the game. I had a small problem this morning loading the game map though. I think there was an update from one of the mods that changed something. The three Steam Workshop mods I use are Snowy Trees, Hygiene, and Psychology. The Debug log is showing missing references: https://gist.github.com/5a95fbacea2fa532b5787d647c0642ef

The map won't load at all.

Edit: I downloaded the Expanded Incidents mod posted and the map loads now but there are a few errors: http://imgur.com/a/zVmS4
Title: Re: [A16] Psychology (2017-1-21)
Post by: System.Linq on January 22, 2017, 09:19:18 PM
Either ignore the error or replace Psychology.Hediff_Thief with ExpandedIncidents.Hediff_Thief in your save.
Title: Re: [A16] Psychology (2017-1-21)
Post by: System.Linq on January 23, 2017, 03:12:05 AM
I'm looking for beta testers to try out the new build of Psychology and let me know how it feels before it's officially released. You may be asked to test future builds as well.

Requirements:

Send me a PM with your Steam username if you are interested.
Title: Re: [A16] Psychology (2017-1-21)
Post by: Madman666 on January 23, 2017, 06:06:38 AM
Damn. I don't fit the requirements... Too bad I can't help, Russia is kinda far to making daily trips. I am sure there are plenty of other people, willing to help though.
Title: Re: [A16] Psychology (2017-1-21)
Post by: System.Linq on January 23, 2017, 06:19:43 AM
Sorry, I just need to be able to communicate with you and a severe timezone difference limits that.
Title: Re: [A16] Psychology (2017-1-21)
Post by: Madman666 on January 23, 2017, 06:48:51 AM
Quote from: Psychology on January 23, 2017, 06:19:43 AM
Sorry, I just need to be able to communicate with you and a severe timezone difference limits that.

Nah, don't sweat it, I know how it goes, I communicate with some people from US. Its not that convenient if there needs to be real-time discussion all the time. But if you'll have the need of something that can be done without rush - feel free to message me, I'll gladly help.
Title: Re: [A16] Psychology (2017-1-21)
Post by: System.Linq on January 23, 2017, 07:52:31 AM
Here's a sneak preview to tide you over:

(https://puu.sh/twGbD/0908f2adc0.png)
Title: Re: [A16] Psychology (2017-1-21)
Post by: onerous1 on January 23, 2017, 08:33:27 AM
So are the traits under the psyche tab dynamic or static like the pawn's background story?

And too bad about Several Puffin's Rumors and Deception mod not being compatible anymore. I liked the fact that the colonists could gossip about each other. Made the relationship seem more dynamic, though technically I don't know if that was true or not (i.e. whether the opinion about a pawn would change based on the gossip heard.) Alas, no beta testing for me.
Title: Re: [A16] Psychology (2017-1-21)
Post by: System.Linq on January 23, 2017, 09:02:59 AM
The listed traits are a pawn's personality, and are randomly generated per pawn. They are influenced by each other and by the pawn's traits and skills. This is going to be hooked into almost every part of how pawns interact with each other so maintaining compatibility with mods like Puffin's is now impossible. You'll have to pick one or the other.
Title: Re: [A16] Psychology (2017-1-21)
Post by: Madman666 on January 23, 2017, 09:38:10 AM
Ow, crap... I liked them both... Rumors and Deception added some real nice interactions like apoligizing and sharing secrets... Will there be something like that then?
Title: Re: [A16] Psychology (2017-1-21)
Post by: System.Linq on January 23, 2017, 09:40:33 AM
There will be effectively dozens more interactions based on colonists' personalities. There won't be specific "share secrets" or "apologize" interactions but there will be a much more elegant system of pawns having conversations of varying lengths about different subjects and changing their opinion of each other based on how controversial the subject was, how long they talked, and how different their personalities are on that subject.
Title: Re: [A16] Psychology (2017-1-21)
Post by: Madman666 on January 23, 2017, 09:45:46 AM
Quote from: Psychology on January 23, 2017, 09:40:33 AM
There will be effectively dozens more interactions based on colonists' personalities. There won't be specific "share secrets" or "apologize" interactions but there will be a much more elegant system of pawns having conversations of varying lengths about different subjects and changing their opinion of each other based on how controversial the subject was, how long they talked, and how different their personalities are on that subject.

Damn you for raising the hype through the roof again))) How am I supposed to work now? :D
Title: Re: [A16] Psychology (2017-1-21)
Post by: A_Soft_Machine_Man on January 23, 2017, 07:31:08 PM
edit: Disregard I can't read
Title: Re: [A16] Psychology (2017-1-21)
Post by: System.Linq on January 23, 2017, 08:06:07 PM
Quote from: Psychology on January 23, 2017, 09:02:59 AM
The listed traits are a pawn's personality, and are randomly generated per pawn. They are influenced by each other and by the pawn's traits and skills. This is going to be hooked into almost every part of how pawns interact with each other so maintaining compatibility with mods like Puffin's is now impossible. You'll have to pick one or the other.
Title: Re: [A16] Psychology (2017-1-21)
Post by: Goldenpotatoes on January 23, 2017, 08:59:36 PM
Love the mod, really breathes some life into colonies. Watching a colonist go on a tantrum and kick out the support for the roof above him was pretty damn funny, even if it lost them an eye in the process.

Do you have any plans on expanding social interactions involving the art system in the game? I can imagine some scenarios that would result from crafted art, such as a prude freaking out on an artist because the grand sculpture they built is their personalized rendition of said prude getting freaky with their SO in the sheets or something similar.
Title: Re: [A16] Psychology (2017-1-21)
Post by: System.Linq on January 23, 2017, 09:09:18 PM
Quote from: Goldenpotatoes on January 23, 2017, 08:59:36 PM
Do you have any plans on expanding social interactions involving the art system in the game? I can imagine some scenarios that would result from crafted art, such as a prude freaking out on an artist because the grand sculpture they built is their personalized rendition of said prude getting freaky with their SO in the sheets or something similar.

No plans at present, that would be kinda complicated. Maybe in the future.
Title: Re: [A16] Psychology (2017-1-21)
Post by: Der Failer on January 24, 2017, 11:30:13 AM
About the upcoming update:
Am i right in thinking that this will require a new colony, because i would like to start a new, but i will hold off on that if i have to start over as some as you update.

Also how will this work with other mods which add traits? And how will this effect the compatibility of the mod in general. I have this bad feeling that this rather huge change will cause all sorts of problems with other mods.

Please don't get me wrong, i love this mod and everything it does. And i think the game will benefit from a deeper, more complex trait system. None the less i have this suspicion that this will put me in a position where i have to choose this and several other mods.
Title: Re: [A16] Psychology (2017-1-21)
Post by: arthasmenethil on January 25, 2017, 06:27:15 AM
First things first, let me thank You for amazing mod, that gives new life to our pawns.

I got one question though. How could I add Kinsey rating to another races, like Orassans or Asari? Right now they are outside this "system" and it seems that they cannot enter relationship with other pawns.
Title: Re: [A16] Psychology (2017-1-21)
Post by: Goldenpotatoes on January 25, 2017, 08:18:05 AM
Not exactly an issue, but I noticed you left the .git file inside the workshop mod. Got a little confused when tortoisegit started listing it.
Title: Re: [A16] Psychology (2017-1-21)
Post by: System.Linq on January 26, 2017, 12:17:47 PM
Quote from: Der Failer on January 24, 2017, 11:30:13 AM
About the upcoming update:
Am i right in thinking that this will require a new colony, because i would like to start a new, but i will hold off on that if i have to start over as some as you update.
No. The update will be fully compatible with older Psychology-enabled saves. You will have full access to all new features immediately.

Quote from: Der Failer on January 24, 2017, 11:30:13 AM
Also how will this work with other mods which add traits? And how will this effect the compatibility of the mod in general. I have this bad feeling that this rather huge change will cause all sorts of problems with other mods.
It will work fine, but said traits won't affect the system at all without patches. Some mods may become incompatible if they alter vanilla systems (i.e. do the same things Psychology does, like Puffins's mods), but pure expansion mods like Additional Traits will have normal effects and be ignored by the Psychology system.

Quote from: Der Failer on January 24, 2017, 11:30:13 AM
Please don't get me wrong, i love this mod and everything it does. And i think the game will benefit from a deeper, more complex trait system. None the less i have this suspicion that this will put me in a position where i have to choose this and several other mods.
It's entirely possible, but my hope is that the new features I am implementing will be so far above anything added by those mods that the choice will be easy.

Quote from: arthasmenethil on January 25, 2017, 06:27:15 AM
First things first, let me thank You for amazing mod, that gives new life to our pawns.

I got one question though. How could I add Kinsey rating to another races, like Orassans or Asari? Right now they are outside this "system" and it seems that they cannot enter relationship with other pawns.
Cannot be done. Orassans and Asari use a custom Pawn type (AlienPawn), which is the same method Psychology uses to add the sexuality system to normal colonists. AlienPawns are a type of Pawn, PsychologyPawns are a type of Pawn, AlienPawns are not a type of PsychologyPawn and vice versa. That said, Psychology defaults to the vanilla systems whenever a PsychologyPawn isn't available so they should still be able to enter relationships.

Merging the two systems would require a whole new Humanoid Alien Race library that required Psychology to work and made all its AlienPawns a type of PsychologyPawn.

Quote from: Goldenpotatoes on January 25, 2017, 08:18:05 AM
Not exactly an issue, but I noticed you left the .git file inside the workshop mod. Got a little confused when tortoisegit started listing it.
Yes, I finally created a git and have been getting accustomed to distributing from it. Sorry.
Title: Re: [A16] Psychology (2017-1-21)
Post by: thesoupiest on January 26, 2017, 03:15:46 PM
Would it be possible to add options in the Mod Settings menu to disable certain features of this mod? I don't mean to insult you or your work - I really like this mod and the intention behind it - but I find the idea of a mood reduction over wearing matching clothing to be beyond idiotic, especially among fellow crashers who were presumably wearing matching uniforms on the ship. I would think that people primarily occupied with the issue of their own survival wouldn't be worrying too much about individuality in fashion.
Title: Re: [A16] Psychology (2017-1-21)
Post by: WinterFlare on January 26, 2017, 04:07:14 PM
@thesoupiest

That's already in the mod, so unless you're using an older version it should be entirely possible to disable that if you so please. By asking for it as a feature and calling it idiotic, you're basically insulting the mod author for no reason while making yourself look quite silly in the process.

As he's said before, it also doesn't take any effect until at least a season in, so most of the time you should have had time to give people individual clothing consisting of several leathers. AFAIK literally all clothing has to be the same. You could change the pants, add pants, add armor, keep armor off of someone, and it will remove the thought.
Title: Re: [A16] Psychology (2017-1-21)
Post by: System.Linq on January 26, 2017, 04:29:54 PM
Also different-colored pants of the same material count as non-matching.
Title: Re: [A16] Psychology (2017-1-21)
Post by: Madman666 on January 26, 2017, 04:47:44 PM
Best way to solve individuality problem is actually either apparello mod, that instantly crushes it with 100+ clothing items... or for those who don't love too much new stuff - a dyeing mod, where you just can choose 1 unmatching color on pants (which you won't ever see). Since the pallette is infinite - the problem won't ever bother you again. Or as people above said - new version already has the option to disable it. Done that myself at first, but then found apparello. Yikes.

By the way @Psychology since you more or less always including way to combat the new problems your mod introduces - maybe you should consider adding something like a little dye station too? And then post a few hints in mod info, how to effectively combat the problems. That would save you a bit of time answering people who don't like this or that incident\problem in your mod)
Title: Re: [A16] Psychology (2017-1-21)
Post by: System.Linq on January 26, 2017, 05:11:12 PM
Unfortunately adding dyeing or anything like that would be out of scope for the mod, which is about colonists' mental and social interactions. The problems it introduces are supposed to be solvable in vanilla. The way you are supposed to combat that problem is to equip your colonists in different clothing. I have a running colony of 19 people and none of them have the thought.
Title: Re: [A16] Psychology (2017-1-21)
Post by: Madman666 on January 26, 2017, 05:14:54 PM
Well its your decision, I can see dying being offtopic of sorts... Battling it in vanilla kinda got to me, but dyeing mod solved while also allowing me to dye my factions uniform green without lowering armor\insulation values. Some hints could reduce the amount of questions at least.
Title: Re: [A16] Psychology (2017-1-21)
Post by: System.Linq on January 26, 2017, 05:38:44 PM
I've tried to make it as explicit as possible. I don't know any more specific way to say "EXACTLY the same with NO variation WHATSOEVER."
Title: Re: [A16] Psychology (2017-1-21)
Post by: Madman666 on January 26, 2017, 05:50:33 PM
Well I am sure for example, not all people knew that making different colored pants from same cloth counted, since material is the same.
Title: Re: [A16] Psychology (2017-1-21)
Post by: System.Linq on January 27, 2017, 02:58:07 AM
Good news -- the new build is now feature complete and just needs to be debugged and tweaked before it's released, optimistically this weekend.

Another sneak preview:
(https://i.imgur.com/evXDq58.png)
Title: Re: [A16] Psychology (2017-1-21)
Post by: Madman666 on January 27, 2017, 03:33:52 AM
Wow, that sounds complicated and awesome. Those things mentioned in colonist's platform (mainly drug restrictions as they are much more dangerous than useful in a16) - are they auto applied to use or they are just a suggestions and will have positive outcome, should the player decide to enact them?
Title: Re: [A16] Psychology (2017-1-21)
Post by: System.Linq on January 27, 2017, 04:01:33 AM
They are merely reflections of that colonist's personality. They can't run your colony for you.
Title: Re: [A16] Psychology (2017-1-21)
Post by: Madman666 on January 27, 2017, 08:12:39 AM
Cool. Waiting for it)
Title: Re: [A16] Psychology (2017-1-21)
Post by: Keldo on January 27, 2017, 08:24:35 AM
Seeing that you're going to manage leaders, i suppose it will be incompatible with Nandonalt Leadership mod ?
Title: Re: [A16] Psychology (2017-1-21)
Post by: System.Linq on January 27, 2017, 01:14:04 PM
Leaders don't exist in vanilla Rimworld. Any mod that implements leadership has to do it in its own completely separate, completely unique, completely unrelated way.
Title: Re: [A16] Psychology (2017-1-28)
Post by: System.Linq on January 28, 2017, 12:12:35 PM
Updated to 2017-2-28. I will let the OP and update news speak for itself.
Title: Re: [A16] Psychology (2017-1-28)
Post by: arthasmenethil on January 28, 2017, 12:28:29 PM
This looks almost too good... I was waiting for this update to start new game, and i'm jumping right in.
Title: Re: [A16] Psychology (2017-1-28)
Post by: Napple on January 28, 2017, 12:32:22 PM
So now that you overhauled the social system is it possible for a pawn's personality be modified by prepare carefully or is it generated when a pawn spawns.
Title: Re: [A16] Psychology (2017-1-28)
Post by: System.Linq on January 28, 2017, 12:34:46 PM
Quote from: Napple on January 28, 2017, 12:32:22 PM
So now that you overhauled the social system is it possible for a pawn's personality be modified by prepare carefully or is it generated when a pawn spawns.

It's generated when a pawn spawns. I don't support Prepare Carefully, I don't use it personally and I don't know how it works so I can't put together a patch without researching it. Maybe some time in the future. However, a pawn's personality is affected by backgrounds and traits so just give them appropriate ones.

Quote from: arthasmenethil on January 28, 2017, 12:28:29 PM
This looks almost too good... I was waiting for this update to start new game, and i'm jumping right in.

You don't need to start a new game! It's backwards-compatible.
Title: Re: [A16] Psychology (2017-1-28)
Post by: arthasmenethil on January 28, 2017, 12:43:38 PM
QuoteQuote from: arthasmenethil on Today at 12:28:29 PM
QuoteThis looks almost too good... I was waiting for this update to start new game, and i'm jumping right in.
You don't need to start a new game! It's backwards-compatible.
I know, my last colony launched spaceship few days ago so i waited to start new one with new Psychology. :P Once again, thank You for making this.
Title: Re: [A16] Psychology (2017-1-28)
Post by: Codexehow on January 28, 2017, 01:48:30 PM
Anyone else getting the bug where pawns start with blank traits in the Psyche tab? I'm sure it's a mod conflict, but I have no idea where to start.

Title: Re: [A16] Psychology (2017-1-28)
Post by: Madman666 on January 28, 2017, 01:49:15 PM
So its here! Cool, this run is going to be awesome. And the way you write your mod's new is also interesting and immersive. Just addiction cure already makes sooo wonderful. And those people are now actually even closer to being people and not mentally impaired freakshow)) Thanks, man!)

Finally pyromaniacs can be something more than kibble.
Title: Re: [A16] Psychology (2017-1-28)
Post by: Napple on January 28, 2017, 01:58:36 PM
With the overhaul of the social system the beauty and ugly traits don't have a discernible impact on relationships.
Title: Re: [A16] Psychology (2017-1-28)
Post by: Scottnov on January 28, 2017, 02:43:07 PM
Quote from: Codexehow on January 28, 2017, 01:48:30 PM
Anyone else getting the bug where pawns start with blank traits in the Psyche tab? I'm sure it's a mod conflict, but I have no idea where to start.
I was going to ask about this myself; I'm having the same problem. The one colonist I had on my test map before the update is actually lacking the psyche tab completely. I'm thinking potential conflicts from Puffin's mods (though I tried turning both off, perhaps it still affects maps made before the update) or Combat Realism, but as no errors seem to be presenting themselves I cannot make a fully reasonable guess.

Also, somewhat unrelated, but I would also ask for Prepare Carefully support, as one has done before me. I use it to create personalized starts to stories, and being able to customize pawn personality from the base level would be great. Regardless, this update seems like it adds a lot of depth as-is - I do not mean to sound impatient or ungrateful.
Title: Re: [A16] Psychology (2017-1-28)
Post by: Codexehow on January 28, 2017, 02:51:00 PM
Exactly what's happening to me. I'm testing, though I have a ton of mods and I'm not sure how willing I am at the moment to go through all of them :P. Starting with the most likely, obv.

Prepare Carefully support would be nice. Lots of people use that mod.
Title: Re: [A16] Psychology (2017-1-28)
Post by: Scottnov on January 28, 2017, 03:01:19 PM
Yeah, same situation here. Now though, new colonists spawned on the test map are getting the psyche tab and traits within it; this happens after I deactivate Romance Diversified, though I was certain I had done so before and still had no personality traits on new pawns. Romance Diversified is therefore obviously incompatible (not exactly a surprise) yet still my colonist who was on the map prior to the update lacks any kind of psyche window at all.
At some point, this error presented itself, which seems to be connected, but I have not seen it appear again since:
Exception filling tab RimWorld.ITab_Pawn_Social: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.PlayLogEntry_Interaction.ToGameStringFromPOV (Verse.Thing pov) [0x00000] in <filename unknown>:0
  at RimWorld.SocialCardUtility.DrawInteractionsLog (Rect rect, Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at RimWorld.SocialCardUtility.DrawSocialCard (Rect rect, Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at RimWorld.ITab_Pawn_Social.FillTab () [0x00000] in <filename unknown>:0
  at Verse.InspectTabBase+<DoTabGUI>c__AnonStorey3C6.<>m__566 () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
Verse.<DoTabGUI>c__AnonStorey3C6:<>m__566()
Verse.ImmediateWindow:DoWindowContents(Rect)
HugsLib.GuiInject.<>c__DisplayClass1:<_WindowOnGUI>b__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)
Title: Re: [A16] Psychology (2017-1-28)
Post by: Codexehow on January 28, 2017, 03:13:10 PM
Can confirm. Sadly Puffin's mods are not compatible. Not really surprising though. I'm currently testing Rim Disorders.

Anyone know if this conflicts with the new Leadership mod? (Sorry, don't know the author offhand.)

Good to see we can turn elections off, though.

Title: Re: [A16] Psychology (2017-1-28)
Post by: Napple on January 28, 2017, 03:17:38 PM
Op mentioned it would break compatibility with puffin's mods a on page 23 on reply 332.
Title: Re: [A16] Psychology (2017-1-28)
Post by: Codexehow on January 28, 2017, 03:20:14 PM
Cool. But people aren't going to read the entire thread :P It could be put on the first post of the thread. Just saying.

Great mod, though, OP.
Title: Re: [A16] Psychology (2017-1-28)
Post by: Scottnov on January 28, 2017, 03:23:42 PM
Quote from: Napple on January 28, 2017, 03:17:38 PM
Op mentioned it would break compatibility with puffin's mods a on page 23 on reply 332.
I was aware of that, but I don't believe it was clarified that old saves which had Puffin's mods installed previously, but were deactivated for Psychology's update would still cause issues. I do have a few more thoughts on potential workarounds which I will test now, but I feel it's an issue that should be clarified and rectified, as Psychology's and Puffin's mods were used in combination by many people before, if I am not mistaken.

Edit: The map I had actually been playing on will now only load if Romance Diversified is loaded alongside Psychology's new update. If I attempt to deactivate it, the game simply will not load. Either way, no pawn existing before the update gains a psyche tab at all. Perhaps if I had the previous version of psychology, I could deactivate Puffin's mods in a save-friendly manner, and then proceed to update Psychology to the latest version, potentially giving the Psyche tab and allowing normal play once again.
Title: Re: [A16] Psychology (2017-1-28)
Post by: Codexehow on January 28, 2017, 03:38:57 PM
Good info.

I'm also testing the More Mental Breaks mod and will report back.
Title: Re: [A16] Psychology (2017-1-28)
Post by: Madman666 on January 28, 2017, 04:05:58 PM
One little thing I noticed - I can't seem to order colonists to arrest broken guy on a sadism mental break. Colonists aren't attacking him automatically, since he is not berserk, but you can't give the order either to arrest or to melee attack him. You can only click on a weapon icon and then on him, to make your guys try to bring him down. So if your guys are unarmed, you can't do jack to a sadist while he is pounding on one of your dogs. When he just wanders in search of an animal to beat - you can, but when he finds it and goes to it - you can't (actually you can't at any time beside some strange very brief moments when the option appears). Is that intended? That mechanic much to my annoyance reminds me of a social fight, where you can't do anything about two fools beating each other up. Theres just no option of arrest or anything else...

And one more thing - a guy on a histrionic break kept sticking on one girl like half a day and did succeed actually to the point she even accepted his proposal, but kept "making advances on her" even after that. And she actually kept refusing stacking huge two day long debuff! What the? Is it supposed to roll out this way? I mean she's his fiancee, shouldn't she accept his persistant advances then?
Title: Re: [A16] Psychology (2017-1-28)
Post by: erdelf on January 28, 2017, 04:30:48 PM
was there any real reason to do your own subclass of pawn just for three comps ?
Makes a few mods completely incompatible.
Title: Re: [A16] Psychology (2017-1-28)
Post by: Icefrenzy on January 28, 2017, 04:33:01 PM
Anyone have the older version? I want to finish my game there before I go try this alone since it kinda broke my save :C
Title: Re: [A16] Psychology (2017-1-28)
Post by: System.Linq on January 28, 2017, 04:56:58 PM
Quote from: Codexehow on January 28, 2017, 01:48:30 PM
Anyone else getting the bug where pawns start with blank traits in the Psyche tab? I'm sure it's a mod conflict, but I have no idea where to start.
Quote from: Scottnov on January 28, 2017, 02:43:07 PM
I was going to ask about this myself; I'm having the same problem. The one colonist I had on my test map before the update is actually lacking the psyche tab completely. I'm thinking potential conflicts from Puffin's mods (though I tried turning both off, perhaps it still affects maps made before the update) or Combat Realism, but as no errors seem to be presenting themselves I cannot make a fully reasonable guess.
Quote from: Codexehow on January 28, 2017, 03:13:10 PM
Can confirm. Sadly Puffin's mods are not compatible. Not really surprising though. I'm currently testing Rim Disorders.

Anyone know if this conflicts with the new Leadership mod? (Sorry, don't know the author offhand.)

Good to see we can turn elections off, though.


Quote from: Codexehow on January 28, 2017, 03:38:57 PM
Good info.

I'm also testing the More Mental Breaks mod and will report back.
You guys would really benefit from reading the Compatibility section. Especially on More Mental Breaks, as this mod contains every mental break in that mod so you gain absolutely nothing. I added them on request when the mod took a while to be updated to A16.

Also, as stated in the settings, turning off elections does not increase compatibility whatsoever. You gain nothing by doing so. The option is only there for people who, for whatever reason, don't want them, which is very sad because I spent a long, long time making them work and I think they're very cool.

Quote from: Scottnov on January 28, 2017, 02:43:07 PM
Also, somewhat unrelated, but I would also ask for Prepare Carefully support, as one has done before me. I use it to create personalized starts to stories, and being able to customize pawn personality from the base level would be great. Regardless, this update seems like it adds a lot of depth as-is - I do not mean to sound impatient or ungrateful.
As I said to them -- I don't use Prepare Carefully, nor do I understand how it works on a code level. It would take a lot of time and effort to create a patch for it. I do plan to do so eventually, but adding and fixing features is far more important to me since you can still edit these things in the save file.

Quote from: Napple on January 28, 2017, 01:58:36 PM
With the overhaul of the social system the beauty and ugly traits don't have a discernible impact on relationships.
In fact they do. Beautiful pawns are much more Cool, and Ugly pawns much less Cool, and this affects how much relationship with other pawns they gain from conversations. Also, beauty is taken into account in romance factor, so beautiful pawns are considered significantly more attractive and more likely to romance and ugly pawns significantly less. I simply disabled the arbitrary opinion penalty because it wasn't necessary anymore.

Quote from: Madman666 on January 28, 2017, 04:05:58 PM
One little thing I noticed - I can't seem to order colonists to arrest broken guy on a sadism mental break. Colonists aren't attacking him automatically, since he is not berserk, but you can't give the order either to arrest or to melee attack him. You can only click on a weapon icon and then on him, to make your guys try to bring him down. So if your guys are unarmed, you can't do jack to a sadist while he is pounding on one of your dogs. When he just wanders in search of an animal to beat - you can, but when he finds it and goes to it - you can't (actually you can't at any time beside some strange very brief moments when the option appears). Is that intended? That mechanic much to my annoyance reminds me of a social fight, where you can't do anything about two fools beating each other up. Theres just no option of arrest or anything else...

And one more thing - a guy on a histrionic break kept sticking on one girl like half a day and did succeed actually to the point she even accepted his proposal, but kept "making advances on her" even after that. And she actually kept refusing stacking huge two day long debuff! What the? Is it supposed to roll out this way? I mean she's his fiancee, shouldn't she accept his persistant advances then?
It's a mental break, he isn't supposed to be behaving rationally. And no, she doesn't have to accept his advances if she doesn't want to.

As for sadism, it's classified as an Aggro mental break so I'm unsure why you wouldn't be able to arrest them. I'll have to look into it further.

Quote from: Icefrenzy on January 28, 2017, 04:33:01 PM
Anyone have the older version? I want to finish my game there before I go try this alone since it kinda broke my save :C
Attached to this post.

[attachment deleted by admin due to age]
Title: Re: [A16] Psychology (2017-1-28)
Post by: Madman666 on January 28, 2017, 05:08:53 PM
Good, I checked in dev mode without any mods, beside Psychology, sadism is the only break that for whatever reason does not allow you to try and arrest the crazed person. Also would be nice to give us ability to order straigth up melee attack on extremely mentally broken guys (mainly sadists and people throwing a tantrum, they attack colony's property, so they are enemy and must be broken physically) the way you can berserked ones. It will come in handy if you know, that you don't have a socially effective pawn for peaceful arrest.

As for histrionic deal, well ok, she can say no 10 times to him after she's already accepted his proposal, I guess I'll just have to take the minigun and make her accept it. Or make him stop. Probably permanently, whatever)
Title: Re: [A16] Psychology (2017-1-28)
Post by: System.Linq on January 28, 2017, 05:13:42 PM
You can order an attack on mental break pawns. Recruit a colonist, press B, and select the mental breakee. Tantruming pawns are marked guilty.
Title: Re: [A16] Psychology (2017-1-28)
Post by: Scottnov on January 28, 2017, 05:17:09 PM
Quote from: Psychology on January 28, 2017, 04:56:58 PM
You guys would really benefit from reading the Compatibility section. Especially on More Mental Breaks, as this mod contains every mental break in that mod so you gain absolutely nothing. I added them on request when the mod took a while to be updated to A16.

Also, as stated in the settings, turning off elections does not increase compatibility whatsoever. You gain nothing by doing so. The option is only there for people who, for whatever reason, don't want them, which is very sad because I spent a long, long time making them work and I think they're very cool.
Well yes, of course I read the compatibility section. It's just that I haven't been saying "this mod is now incompatible with Puffin's mod, fix it for me" (or haven't intended to sound that way, at least) - Instead, I'm only reporting an issue which is affecting me and at least one other person right now in a major way; that being that old saves which used both your mod and Puffin's mods do not seem to function properly alongside the new update regardless of what's actually activated with Psychology's newest version loaded beforehand. Old pawns are not gaining a psyche tab in old saves on old pawns, though I have gotten all of my mods, including Psychology, to function in new saves on new pawns, but only on new saves.

You've provided the older version and I thank you for that, so I will probably just end up using that at least until I finish my current game. Yet I was looking forward to using the new features in Psychology's most recent update in my existing save; thus, I seek an answer here, if at all possible. I apologize if I seemed ungrateful or ignorant somehow, and thank you for your time.
Title: Re: [A16] Psychology (2017-1-28)
Post by: Madman666 on January 28, 2017, 05:21:26 PM
Quote from: Psychology on January 28, 2017, 05:13:42 PM
You can order an attack on mental break pawns. Recruit a colonist, press B, and select the mental breakee. Tantruming pawns are marked guilty.

If a colonist doesn't have a weapon, drafting him and pressing B doesn't do anything for me. Right click gives me ability to try an arrest, but I think option to melee attack should be there too. Unless something is wrong with my game. The only way I can attack and not arrest the guy - is having a weapon. And if its ranged - I can't order him to attack without using it. Which potentially leads to a lot of untidy holes in breakee's body, infections and gruesome death.
Title: Re: [A16] Psychology (2017-1-28)
Post by: System.Linq on January 28, 2017, 05:22:45 PM
Quote from: Scottnov on January 28, 2017, 05:17:09 PM
Well yes, of course I read the compatibility section. It's just that I haven't been saying "this mod is now incompatible with Puffin's mod, fix it for me" (or haven't intended to sound that way, at least) - Instead, I'm only reporting an issue which is affecting me and at least one other person right now in a major way; that being that old saves which used both your mod and Puffin's mods do not seem to function properly alongside the new update regardless of what's actually activated with Psychology's newest version loaded beforehand. Old pawns are not gaining a psyche tab in old saves on old pawns, though I have gotten all of my mods, including Psychology, to function in new saves on new pawns, but only on new saves.

You've provided the older version and I thank you for that, so I will probably just end up using that at least until I finish my current game. Yet I was looking forward to using the new features in Psychology's most recent update in my existing save; thus, I seek an answer here, if at all possible. I apologize if I seemed ungrateful or ignorant somehow, and thank you for your time.

I'm not implying you are, I'm just pointing out it explicitly says that you aren't supposed to use other social interaction mods with this one and any problems are your own responsibility.

If you've been using Puffins's mods, your pawns probably aren't Psychology pawns. This has always been the case, you were always sacrificing Psychology features to use those mods. I'm simply making a stronger statement on it now because I see this practice as inadvisable and while people can do what they want with their games, I don't want it to come back on me. I've already had people bundle this mod into mod packs with those mods, for goodness' sake, whose express purpose is not to have to fiddle with every mod in it for compatibility.

If you want to add Psyches to your old pawns, disable Puffins's mods and go into your save file and change all "Pawn" types to "Psychology.PsychologyPawn" types. Puffins's mods prevented this from happening since previously PsychologyPawn was only used for sexuality and his sexuality system was overriding mine. You will also want to delete all the Asexual/Bisexual/Straight traits as well, you can manually set their Kinsey rating/sex drive after you load and save.

Also, the compatibility section explicitly says to load Psychology last in all cases except Expanded Incidents, so you plainly didn't read that either.

Quote from: Madman666 on January 28, 2017, 05:21:26 PM
Quote from: Psychology on January 28, 2017, 05:13:42 PM
You can order an attack on mental break pawns. Recruit a colonist, press B, and select the mental breakee. Tantruming pawns are marked guilty.

If a colonist doesn't have a weapon, drafting him and pressing B doesn't do anything for me. Right click gives me ability to try an arrest, but I think option to melee attack should be there too. Unless something is wrong with my game.

That's a vanilla issue.
Title: Re: [A16] Psychology (2017-1-28)
Post by: Madman666 on January 28, 2017, 05:27:16 PM
Ah, crap( I was hoping, that something can be done about that... Oh, well. At least tantrum throwers can be arrested. I hope you'll figure out why sadists can't. Dogs are usually most hardworking creatures in my towns... Seeing them harmed makes me sad and trigger happy.
Title: Re: [A16] Psychology (2017-1-28)
Post by: Scottnov on January 28, 2017, 05:40:32 PM
Quote from: Psychology on January 28, 2017, 05:22:45 PM
I'm not implying you are, I'm just pointing out it explicitly says that you aren't supposed to use other social interaction mods with this one and any problems are your own responsibility.

If you've been using Puffins's mods, your pawns probably aren't Psychology pawns. This has always been the case, you were always sacrificing Psychology features to use those mods. I'm simply making a stronger statement on it now because I see this practice as inadvisable and while people can do what they want with their games, I don't want it to come back on me. I've already had people bundle this mod into mod packs with those mods, for goodness' sake, whose express purpose is not to have to fiddle with every mod in it for compatibility.

If you want to add Psyches to your old pawns, disable Puffins's mods and go into your save file and change all "Pawn" types to "Psychology.PsychologyPawn" types. Puffins's mods prevented this from happening since previously PsychologyPawn was only used for sexuality and his sexuality system was overriding mine. You will also want to delete all the Asexual/Bisexual/Straight traits as well, you can manually set their Kinsey rating/sex drive after you load and save.

Also, the compatibility section explicitly says to load Psychology last in all cases except Expanded Incidents, so you plainly didn't read that either.
I understand. I had only installed them both before as I thought they worked well together, but I suppose I should have thought farther ahead. I feel my initial wording of "do not seem to function properly alongside the new update regardless of what's actually activated with Psychology's newest version loaded beforehand" was rather poorly constructed; it actually had nothing to do with the actual load order, but instead different versions of the mod across different saves. I'll see what I can do about changing the save data, thanks for the advice.
Title: Re: [A16] Psychology (2017-1-28)
Post by: System.Linq on January 28, 2017, 05:42:31 PM
You're welcome. Thanks for using the mod. I hope you can resolve things to your satisfaction, let me know if there's anything else I can help you with.
Title: Re: [A16] Psychology (2017-1-28)
Post by: WinterFlare on January 28, 2017, 06:00:52 PM
Just asking out of curiosity because I just got the new update, non-psychology spawns will still interact with psychology pawns right? I know any mod that uses the alien framework won't be 100% compatible for a very long time, if at all, but I'm most just wondering if using these pawns in conjunction with the mod is going to break anything. IE: Are alien framework colonists flat out excluded from voting, can they still enter relationships with pawns that have kinsey ratings while they themselves do not, and how much the new Psyche system might affect their interactions.

It honestly isn't too big a deal for me, I honestly just like having animal people in my game because I think it diversifies it a bit.
Title: Re: [A16] Psychology (2017-1-28)
Post by: System.Linq on January 28, 2017, 06:03:11 PM
Alien framework colonists are excluded from voting because voting is based on personality. Same with personality-based conversations, so all they can do is chitchat and insult/slight. They should still be able to enter relationships with pawns normally. I'll probably re-enable deep talks so that non-Psychology pawns can at least have them with each other.
Title: Re: [A16] Psychology (2017-1-28)
Post by: Madman666 on January 28, 2017, 06:22:55 PM
So how does this methadone work exactly? I tried it out on several addicts and it says Methadone in their health status under addiction, but other than that all negative maluses, moodlets and penatlies for withdrawals are in place still. Does it just stop the chemical need from decreasing, preventing pawn from having withdrawal maluses, while letting addiction slowly drop or am I wrong? Well, I seem to be, because chemical need still dropping and causing penalties to stats and mood once it reaches 0%...
Title: Re: [A16] Psychology (2017-1-28)
Post by: System.Linq on January 28, 2017, 06:46:25 PM
It's supposed to prevent the negative moodlets, but actually changing the ThoughtWorker for those moodlets seems to have slipped through the cracks this update. Thanks for the report.
Title: Re: [A16] Psychology (2017-1-28)
Post by: Madman666 on January 28, 2017, 06:52:12 PM
Quote from: Psychology on January 28, 2017, 06:46:25 PM
It's supposed to prevent the negative moodlets, but actually changing the ThoughtWorker for those moodlets seems to have slipped through the cracks this update. Thanks for the report.

You're welcome. I very much like the mod, so I am glad to play a part in making it better.

Upon closer inspection methadone does seem to alter moodlets for like a barely visible split second, then it goes back to how it were. Hope that helps. And if it does nullify all negative stuff from addiction withdrawals, you probably should consider making it twice or thrice as costly in neutroamine to produce, since it will basically let you spam drug abuse for mood control. Thats just my thoughts though.
Title: Re: [A16] Psychology (2017-1-28)
Post by: System.Linq on January 28, 2017, 07:44:35 PM
Methadone is itself addictive and can cause chemical damage. That's the tradeoff. It's used for weaning people off drugs, not to allow them to take any drug they want without suffering withdrawal. They will get addicted to methadone and the only thing that can help that is more methadone.
Title: Re: [A16] Psychology (2017-1-28)
Post by: Madman666 on January 28, 2017, 07:49:51 PM
Quote from: Psychology on January 28, 2017, 07:44:35 PM
Methadone is itself addictive and can cause chemical damage. That's the tradeoff. It's used for weaning people off drugs, not to allow them to take any drug they want without suffering withdrawal. They will get addicted to methadone and the only thing that can help that is more methadone.


Well, okay then. Completely erasing absolutely atrocious debuffs from psychite still feels a bit too powerful for just 5% dice roll for addiction to methadone per day, but its your decision. I like powerful items anyway. One more question for you - I suppose methadone won't help against withdrawal from mod-added drugs right? Or is it coded to nullify any type of withdrawal?
Title: Re: [A16] Psychology (2017-1-28)
Post by: System.Linq on January 28, 2017, 07:53:49 PM
It will nullify any type of withdrawal. And it only erases the moodlets, not any other debuffs. It just prevents colonists from going on mental breaks while they're in withdrawal.
Title: Re: [A16] Psychology (2017-1-28)
Post by: Madman666 on January 28, 2017, 07:58:37 PM
Ah, fine, it won't make them useful in terms of stats, but just prevents them from breaking because of withdrawal mood penatly and potentially dying to other colonists trying to restrain them. I see, then its balanced for 1 neutroamine I guess. And it even works with any withdrawal. Cool. I won't be needing my completely walled off withdrawal cells filled with food for long-term addict isolation. It was dangerous with tantrum and self-harm addition anyway) Thanks for the information.
Title: Re: [A16] Psychology (2017-1-28 v2)
Post by: System.Linq on January 28, 2017, 08:02:23 PM
Updated to 2017-1-28 v2. Hotfix for methadone.

Quote from: Madman666 on January 28, 2017, 07:58:37 PM
I won't be needing my completely walled off withdrawal cells filled with food for long-term addict isolation. It was dangerous with tantrum and self-harm addition anyway)

That's the idea!
Title: Re: [A16] Psychology (2017-1-28 v2)
Post by: Madman666 on January 28, 2017, 08:15:14 PM
And its actually real damn good one too. It was quite strange for berserked colonists never trying to trash the furniture in a locked room and try to beat their way out of confined space. And when I saw that they actually hurt their FISTS in the process, I was like " What?? Wow this guy's very thorough or what?" It feels like a very careful work) No idea why would anyone want to turn off the elections. Maybe just to play with Leadership mod, but I personally will just have separate runs for that :)
Title: Re: [A16] Psychology (2017-1-28 v2)
Post by: System.Linq on January 28, 2017, 08:20:43 PM
I don't ask why people choose not to use certain features of my mod (even if I did spend dozens of hours on them!). I just included the option in case, I dunno, someone wanted to run a dictatorship and democracy wasn't really in the cards. It's good to have options as long as people are properly educated on what they entail.
Title: Re: [A16] Psychology (2017-1-28 v2)
Post by: Icefrenzy on January 28, 2017, 08:21:04 PM
Thanks for the old version!
Title: Re: [A16] Psychology (2017-1-28 v3)
Post by: System.Linq on January 28, 2017, 08:51:22 PM
Updated to 2017-1-28 v3. Minor hotfix for a bug that causes some new thoughts, which are saved properly, not to be loaded fully.

Sorry for all the hotfixes. I did as much bugtesting as I could before I released it. This is why I recommend you download through the Steam Workshop!
Title: Re: [A16] Psychology (2017-1-28 v4)
Post by: System.Linq on January 29, 2017, 02:17:34 AM
Updated to 2017-1-28 v4. Fixed a bug that would cause pawns to discard a lot of thoughts unnecessarily, particularly negative ones.
Title: Re: [A16] Psychology (2017-1-29)
Post by: System.Linq on January 29, 2017, 06:39:19 AM
Updated to 2017-1-29. Some more fixes to memories, and some balance tweaks.

Again, I apologize for the frequent updates. There's a lot of variables in motion here. I caught many of them during testing, but the more nuanced ones eluded me.
Title: Re: [A16] Psychology (2017-1-29)
Post by: deathstar on January 29, 2017, 08:12:14 AM
Very cool to have the mayoral system in place, can't wait to try it later today.
I'm thinking of trying it in conjunction with Nandonalt's leadership mod, thinking of his "leaders" as the foremen and head crafters of the colony. Will see if that works for me.
Incidentally, are you thinking of adding maybe more spiritual elements to your mod? Such as having people drift toward others of similar religious persuasion - or if you're trying to keep it neutral their spiritual-ness (simple scale low-high). They would choose joy-activities based on this scale, with highly spiritual people meditating and visiting graves and the likes, maybe they could even hold sermons of sorts.
Title: Re: [A16] Psychology (2017-1-29)
Post by: System.Linq on January 29, 2017, 08:27:37 AM
I've considered altering which joy activities pawns choose based on their personality, yes, but the mod doesn't and has no current plans to model specific faiths or distinctions between them. Pure pawns are already more religious/spiritual than their less Pure counterparts, and will gravitate towards other Pure colonists they talk to about religion and spirituality, if that helps.
Title: Re: [A16] Psychology (2017-1-29)
Post by: hwfanatic on January 29, 2017, 11:04:39 AM
Probably not a big issue. Hopefully this helps. Or if not, tell me what would.

https://drive.google.com/file/d/0B0ypbq1IHgPQdnpPdWROLW85ZEE/view?usp=sharing

EDIT: Wrong link.

EDIT 2: The new attending meeting job task seems to be disrupting pawns way too much. They prefer it over other tasks as well, which is not something I would expect.

EDIT 3: If a meeting gets interrupted (raid for example) the pawns will insist on finishing the meeting immediately afterwards, and will avoid doctoring and being a patient themselves until they do that.
Title: Re: [A16] Psychology (2017-1-29)
Post by: Danetta on January 29, 2017, 02:01:51 PM
I have a lot of mods installed, not sure what causing this.
Console spammed with this error just after starting new game.

Exception ticking Sanford: System.NullReferenceException: Object reference not set to an instance of an object
  at Psychology.Pawn_PsycheTracker.GetPersonalityRating (Psychology.PersonalityNodeDef def) [0x00000] in <filename unknown>:0
  at Psychology.Detour._NegativeInteractionUtility.NegativeInteractionChanceFactor (Verse.Pawn initiator, Verse.Pawn recipient) [0x00000] in <filename unknown>:0
  at RimWorld.InteractionWorker_Slight.RandomSelectionWeight (Verse.Pawn initiator, Verse.Pawn recipient) [0x00000] in <filename unknown>:0
  at RimWorld.Pawn_InteractionsTracker+<TryInteractRandomly>c__AnonStorey2F4.<>m__2BC (RimWorld.InteractionDef x) [0x00000] in <filename unknown>:0
  at Verse.GenCollection.TryRandomElementByWeight[InteractionDef] (IEnumerable`1 source, System.Func`2 weightSelector, RimWorld.InteractionDef& result) [0x00000] in <filename unknown>:0
  at RimWorld.Pawn_InteractionsTracker.TryInteractRandomly () [0x00000] in <filename unknown>:0
  at RimWorld.Pawn_InteractionsTracker.InteractionsTrackerTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()

Title: Re: [A16] Psychology (2017-1-29)
Post by: mesrune on January 29, 2017, 06:30:17 PM
Hello guy,

I have a little problem with the new feature (personnality), only three of my pawn are the new UI, the other pawn have the new tab, but he's dont have the information like (sensitive, etc...).
I think is prepare carefully the responsible of the bug, i create much than three pawn with him.

thanks!

PS : i'm french and i don't speak english perfectly.
Title: Re: [A16] Psychology (2017-1-29)
Post by: System.Linq on January 29, 2017, 07:32:38 PM
Quote from: Danetta on January 29, 2017, 02:01:51 PM
I have a lot of mods installed, not sure what causing this.
Console spammed with this error just after starting new game.

Exception ticking Sanford: System.NullReferenceException: Object reference not set to an instance of an object
  at Psychology.Pawn_PsycheTracker.GetPersonalityRating (Psychology.PersonalityNodeDef def) [0x00000] in <filename unknown>:0
  at Psychology.Detour._NegativeInteractionUtility.NegativeInteractionChanceFactor (Verse.Pawn initiator, Verse.Pawn recipient) [0x00000] in <filename unknown>:0
  at RimWorld.InteractionWorker_Slight.RandomSelectionWeight (Verse.Pawn initiator, Verse.Pawn recipient) [0x00000] in <filename unknown>:0
  at RimWorld.Pawn_InteractionsTracker+<TryInteractRandomly>c__AnonStorey2F4.<>m__2BC (RimWorld.InteractionDef x) [0x00000] in <filename unknown>:0
  at Verse.GenCollection.TryRandomElementByWeight[InteractionDef] (IEnumerable`1 source, System.Func`2 weightSelector, RimWorld.InteractionDef& result) [0x00000] in <filename unknown>:0
  at RimWorld.Pawn_InteractionsTracker.TryInteractRandomly () [0x00000] in <filename unknown>:0
  at RimWorld.Pawn_InteractionsTracker.InteractionsTrackerTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()

Hmm, not sure. Trying going into your save file and deleting <psyche>...</psyche> and everything inbetween from Sanford.

Quote from: mesrune on January 29, 2017, 06:30:17 PM
Hello guy,

I have a little problem with the new feature (personnality), only three of my pawn are the new UI, the other pawn have the new tab, but he's dont have the information like (sensitive, etc...).
I think is prepare carefully the responsible of the bug, i create much than three pawn with him.

thanks!

PS : i'm french and i don't speak english perfectly.

Ouvrez votre fichier de sauvegarde et trouvez la ligne "<psyche>" sur votre colonisateur. Retirez-le et tout le reste jusqu'à ce que "</psyche>."
Title: Re: [A16] Psychology (2017-1-29)
Post by: hwfanatic on January 30, 2017, 05:12:20 PM
This attending meeting thing is getting a bit out of hand. My best doctor is venting with the mayor, while his buddies are getting infections in the sick bay.
Title: Re: [A16] Psychology (2017-1-29)
Post by: Madman666 on January 30, 2017, 05:27:27 PM
Yeah, priority of the meeting should be a bit adjusted. Kinda strange seeing a pawn rushing the mayor's room without an arm, bleeding all over the floor. Could be valid if the mayor was a medic, I guess, but alas mine is absolutely worthless with medicine.
Title: Re: [A16] Psychology (2017-1-29)
Post by: System.Linq on January 30, 2017, 05:33:17 PM
I've already pushed a fix for that to the Workshop, but I'm wary of releasing such frequent updates for this version, where people have to come and download it manually. I'd rather release bundles of fixes here.

Is it possible for you to click on your doctor and prioritize treating your wounded with him?
Title: Re: [A16] Psychology (2017-1-29)
Post by: Madman666 on January 30, 2017, 05:50:45 PM
Manual micromanagement works, but otherwise, they seem to neglect pretty much everything to go and have a few words with a mayor. Not critical, but somewhat incovenient if you tend to forget about it after a particularly nasty raid.

I don't think frequent bug squashes is bad... Redowloading can be annoying for some people, but the fixes are worth it in my opinion.
Title: Re: [A16] Psychology (2017-1-29)
Post by: hwfanatic on January 30, 2017, 06:14:59 PM
I can prioritise my doctor to treat wounds. I shouldn't have to, though.  :)
Title: Re: [A16] Psychology (2017-1-29)
Post by: Madman666 on January 30, 2017, 06:30:54 PM
Yeah - same - if you prioritize treating manually - he'll go and do it, but after all wounds are treated he'll immediately return to meeting, while usually he proceeds to feed the wounded person after treating him. Doctoring was on priority 1. They also can undraft themselves pretty quickly to attend a meeting and that can be actually quite nasty in certain circumstances, but maybe that was just my own inattentiveness and I left him without orders for too long, can't be sure.
Title: Re: [A16] Psychology (2017-1-29)
Post by: System.Linq on January 30, 2017, 06:36:19 PM
Quote from: Madman666 on January 30, 2017, 05:50:45 PM
Manual micromanagement works, but otherwise, they seem to neglect pretty much everything to go and have a few words with a mayor. Not critical, but somewhat incovenient if you tend to forget about it after a particularly nasty raid.

I don't think frequent bug squashes is bad... Redowloading can be annoying for some people, but the fixes are worth it in my opinion.

If you think the fixes are worth it, subscribe to the mod on the Workshop! That's why I recommend people do it. I don't want to have to deal with a bunch of outdated versions when bug reports come in.

Quote from: Madman666 on January 30, 2017, 06:30:54 PM
Yeah - same - if you prioritize treating manually - he'll go and do it, but after all wounds are treated he'll immediately return to meeting, while usually he proceeds to feed the wounded person after treating him. Doctoring was on priority 1. They also can undraft themselves pretty quickly to attend a meeting and that can be actually quite nasty in certain circumstances.

Yes, the undrafting has been fixed. Meetings will be cancelled when you draft one of the pawns. That fix has just not been distributed to the forums here.

Quote from: hwfanatic on January 30, 2017, 06:14:59 PM
I can prioritise my doctor to treat wounds. I shouldn't have to, though.  :)

Visiting a meeting is a duty, and as with all duties, pawns prioritize them above normal work. If you want them to do something they don't prioritize, you have to tell them to prioritize it. Give your doctor more Work time if you want him to focus on his work. So yes, you should have to.
Title: Re: [A16] Psychology (2017-1-29)
Post by: Techgenius on January 30, 2017, 06:38:11 PM
Whats the difference to using Romance diversified and the latest update? yeah, I see the big red letters in the Psych tab, but whose to use better now?
Title: Re: [A16] Psychology (2017-1-29)
Post by: Madman666 on January 30, 2017, 06:40:09 PM
Thanks, I'll do just that. I used it from here because steam downloads and subscription\unsubscription mechanics can be a bit crazy at times.

I disagree about having to micromanage it though. Behavior, causing wounded fool spraying blood everywhere to go see a mayor first instead of telling a doctor to stitch his arm back is not that logical. As is with a doctor, who goes and does same thing, while his patients bleed out in hospital. And restricting more of their time to work is inconvenient, because raids, fires and other incidents often change their schedule and they skip their joy and sleep time. So I leave their time free save for sleep hours, so that they can have joy if they getting unhappy and sleep if they are tired.
Title: Re: [A16] Psychology (2017-1-29)
Post by: System.Linq on January 30, 2017, 06:41:42 PM
Quote from: Techgenius on January 30, 2017, 06:38:11 PM
Whats the difference to using Romance diversified and the latest update? yeah, I see the big red letters in the Psych tab, but whose to use better now?

Please read the OP on Romance & Sexuality, you can use that information to decide for yourself which you want to use.
Title: Re: [A16] Psychology (2017-1-29)
Post by: Techgenius on January 30, 2017, 07:09:01 PM
Quote from: Linq on January 30, 2017, 06:41:42 PM
Quote from: Techgenius on January 30, 2017, 06:38:11 PM
Whats the difference to using Romance diversified and the latest update? yeah, I see the big red letters in the Psych tab, but whose to use better now?

Please read the OP on Romance & Sexuality, you can use that information to decide for yourself which you want to use.

Honestly, I don't know Linq, Romance Diversified adds features such as debuffing disfigured negative moods and adds cultural attraction scales, casual hookups, and a 4th trait, while Psychology kinsey scale has this huge pool of variables to draw attraction from. Why the two can't coexist and supplement each other?
Title: Re: [A16] Psychology (2017-1-29)
Post by: System.Linq on January 30, 2017, 07:16:49 PM
Because they perform the same role. Psychology's Kinsey scale supplants the 4th trait entirely, and might use it for something like Desensitized that would break with Romance Diversified. Psychology also models casual hookups with the personality system and the existing Lover relationship rather than a special job. Fluffy also has plans to allow cultural tweaking of personality variables, so cultural attraction scales would be modeled as well. One or the other, not both. You wouldn't put two sets of tires on your car's wheels.
Title: Re: [A16] Psychology (2017-1-29)
Post by: Techgenius on January 30, 2017, 07:50:26 PM
Suppose Romance Diversified will not be getting as many updates too. That said it would also require update to its own "Prepare Carefully" to keep up with RW updates, might be better off using Psychology only. Got plans for compatibility with MAI and Robot mods? I have yet to see what my "pawns in disguise bots" react with a "psych" tab.
Title: Re: [A16] Psychology (2017-1-30)
Post by: System.Linq on January 30, 2017, 08:18:42 PM
Updated to 2017-1-30.

Patch notes:
- Fixed error thrown when all pawns are asleep and the colony has a mayor.
- Polyamorous pawns are now satisfied if they and their lovers all sleep in the same room together.
- Mayor visit thoughts of the same mood value should group together.
- Fixed a bug where happy mayors were actually LESS likely to run for re-election.
- Meetings will now be canceled when either pawn is drafted.
- Fixed a misconfiguration that caused elections not to properly reschedule themselves to start voting during the day.
- Improperly-configured pawns in existing savefiles will now be fixed automatically without issue. Before, this could cause errors and even CTDs, especially if you used mods like Humanoid Alien Framework or Romance Diversified.

I don't use MAI/Robot mods, and I plan on interweaving Psychology with Prepare Carefully in the future.
Title: Re: [A16] Psychology (2017-1-30)
Post by: Napple on January 30, 2017, 10:32:19 PM
How does this mod interact with traits added from other mods.
Title: Re: [A16] Psychology (2017-1-30)
Post by: System.Linq on January 30, 2017, 10:38:33 PM
Most trait mods should be completely compatible with it. Problems can only arise if they contain an Assemblies folder.
Title: Re: [A16] Psychology (2017-1-30)
Post by: picatso on January 31, 2017, 12:23:19 AM
Thank you for the update!
I cannot wait for interaction of your mod with prepare carefully, as it would give us power to tweak personalities to create different scenarios.
Like I could drop 2 socially awkward geeky scientists and a meat-head and see them struggle to survive in wilderness :D
Title: Re: [A16] Psychology (2017-1-30)
Post by: StormProxy on January 31, 2017, 03:51:45 AM
Pluviophile: This pawn simply likes the sound and feel of rain, and will receive a mood bonus from it.

FINALLY I CAN MAKE QUIET.

if anyone knows who she is.
Title: Re: [A16] Psychology (2017-1-30)
Post by: Regar on January 31, 2017, 05:33:16 AM
Maybe some one already pointed this out but here is my imput to Psychology:

It seems to override Hospitality
On my first run with both mods i load Hospitality rather early and Psychology rather late.

and here the debug info at starting up rimworld:

[Psychology] Disabling detouring of medical methods due to detection of an assembly medical/surgery mod. This will remove some functionality from Bleeding Heart pawns.
Verse.Log:Warning(String)
HugsLib.Utils.ModLogger:Warning(String, Object[])
Psychology.PsychologyBase:DefsLoaded()
HugsLib.HugsLibController:OnDefsLoaded()
HugsLib.HugsLibController:LoadReloadInitialize()
HugsLib.HugsLibController:Initalize()
HugsLib.Core.UnityProxyComponent:Start()

Hope this helps.

UPDATE : it works now ... thats strange
the first group of visitors in this colony did not have the "hospitality-Tab"
but the second group right now ( this time its just 1 visitor ) does have the tab.
Title: Re: [A16] Psychology (2017-1-30)
Post by: WinterFlare on January 31, 2017, 10:00:22 AM
It's not a big deal to me, but I just kinda find it funny. My mayor is a night owl, and his wife is not. I have them on different schedules, so the mayor is having meetings in their bedroom while she's trying to sleep. Any plans to make it so you can designate a meeting room beyond their personal bedroom? (I did improve his bedroom specifically for the meetings, so she's glad for a very impressive bedroom, but it would be nice if it the meeting room defaulted to the mayoral bedroom, but could be changed to somewhere else, like an office.)
Title: Re: [A16] Psychology (2017-1-30)
Post by: hwfanatic on January 31, 2017, 10:23:57 AM
Brilliant! Mine, too.  :)
Title: Re: [A16] Psychology (2017-1-30)
Post by: Madman666 on January 31, 2017, 10:45:47 AM
Didn't encounter that problem since mine is not a night owl, but idea of an office is quite fitting I think, could solve a couple of problems. Among tweaking meeting priority lower, so that they auto prioritize survival over counseling without allmighty player's input :)
Title: Re: [A16] Psychology (2017-1-30)
Post by: System.Linq on January 31, 2017, 12:33:48 PM
Quote from: Regar on January 31, 2017, 05:33:16 AM
Maybe some one already pointed this out but here is my imput to Psychology:

It seems to override Hospitality
On my first run with both mods i load Hospitality rather early and Psychology rather late.

and here the debug info at starting up rimworld:

[Psychology] Disabling detouring of medical methods due to detection of an assembly medical/surgery mod. This will remove some functionality from Bleeding Heart pawns.
Verse.Log:Warning(String)
HugsLib.Utils.ModLogger:Warning(String, Object[])
Psychology.PsychologyBase:DefsLoaded()
HugsLib.HugsLibController:OnDefsLoaded()
HugsLib.HugsLibController:LoadReloadInitialize()
HugsLib.HugsLibController:Initalize()
HugsLib.Core.UnityProxyComponent:Start()

Hope this helps.

UPDATE : it works now ... thats strange
the first group of visitors in this colony did not have the "hospitality-Tab"
but the second group right now ( this time its just 1 visitor ) does have the tab.

Nope, I use both Hospitality and Psychology, they work fine together.

Quote from: WinterFlare on January 31, 2017, 10:00:22 AM
It's not a big deal to me, but I just kinda find it funny. My mayor is a night owl, and his wife is not. I have them on different schedules, so the mayor is having meetings in their bedroom while she's trying to sleep. Any plans to make it so you can designate a meeting room beyond their personal bedroom? (I did improve his bedroom specifically for the meetings, so she's glad for a very impressive bedroom, but it would be nice if it the meeting room defaulted to the mayoral bedroom, but could be changed to somewhere else, like an office.)

For the initial implementation, I wanted to get the feature out there, so separate offices was simply not a concern. But yes, I'd like it to be possible; however, there's not a whole lot I can really do to designate a room as an "office" without adding in a new piece of furniture just to do that, which seems like overkill. I recommend you set the mayor's schedule to Work while his wife is asleep so he won't hold meetings during that time.
Title: Re: [A16] Psychology (2017-1-30)
Post by: Diana Winters on January 31, 2017, 02:42:39 PM
Upon creating a new game (2 Orassans (Alien Framework) 1 Human) I got this error:
Exception ticking Kirk: System.NullReferenceException: Object reference not set to an instance of an object
  at Psychology._InteractionWorker_DeepTalk._RandomSelectionWeight (Verse.Pawn initiator, Verse.Pawn recipient) [0x00000] in <filename unknown>:0
  at Hospitality.Detouring.Pawn_InteractionsTracker+<>c__DisplayClass4.<TryInteractRandomly>b__0 (RimWorld.InteractionDef x) [0x00000] in <filename unknown>:0
  at Verse.GenCollection.TryRandomElementByWeight[InteractionDef] (IEnumerable`1 source, System.Func`2 weightSelector, RimWorld.InteractionDef& result) [0x00000] in <filename unknown>:0
  at Hospitality.Detouring.Pawn_InteractionsTracker.TryInteractRandomly (RimWorld.Pawn_InteractionsTracker _this) [0x00000] in <filename unknown>:0
  at RimWorld.Pawn_InteractionsTracker.InteractionsTrackerTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


The human has a Psyche Tab, but the Orassans do not

In older saves, none of my humans have Psyche tabs
Title: Re: [A16] Psychology (2017-1-30)
Post by: System.Linq on January 31, 2017, 03:28:14 PM
Thanks for the report. Orassans will not have Psyche tabs, and the older saves probably don't because you were using Romance Diversified, if I had to guess.
Title: Re: [A16] Psychology (2017-1-30)
Post by: Diana Winters on January 31, 2017, 04:09:13 PM
Quote from: Linq on January 31, 2017, 03:28:14 PM
Thanks for the report. Orassans will not have Psyche tabs, and the older saves probably don't because you were using Romance Diversified, if I had to guess.

If I recall correctly, you said that Psychology worked with Alien Framework, but whatever.

As for using romance diversified; removing it did not add the Psyche tab in old saves.
Title: Re: [A16] Psychology (2017-1-30)
Post by: System.Linq on January 31, 2017, 05:35:11 PM
Quote from: Diana Winters on January 31, 2017, 04:09:13 PM
Quote from: Linq on January 31, 2017, 03:28:14 PM
Thanks for the report. Orassans will not have Psyche tabs, and the older saves probably don't because you were using Romance Diversified, if I had to guess.

If I recall correctly, you said that Psychology worked with Alien Framework, but whatever.

As for using romance diversified; removing it did not add the Psyche tab in old saves.

It does work. Aliens just don't get Psychology systems. They still work fine on the vanilla ones.

And yes, having Romance Diversified on prevented those pawns from using Psychology systems, so they aren't retroactively granted them now. This was always the case and I warned people about it repeatedly.
Title: Re: [A16] Psychology (2017-1-30)
Post by: Cynsity702 on February 01, 2017, 03:00:09 AM
Similar issue as Diana::

Exception ticking Laila: System.NullReferenceException: Object reference not set to an instance of an object
  at Psychology._InteractionWorker_DeepTalk._RandomSelectionWeight (Verse.Pawn initiator, Verse.Pawn recipient) [0x00000] in <filename unknown>:0
  at Hospitality.Detouring.Pawn_InteractionsTracker+<>c__DisplayClass4.<TryInteractRandomly>b__0 (RimWorld.InteractionDef x) [0x00000] in <filename unknown>:0
  at Verse.GenCollection.TryRandomElementByWeight[InteractionDef] (IEnumerable`1 source, System.Func`2 weightSelector, RimWorld.InteractionDef& result) [0x00000] in <filename unknown>:0
  at Hospitality.Detouring.Pawn_InteractionsTracker.TryInteractRandomly (RimWorld.Pawn_InteractionsTracker _this) [0x00000] in <filename unknown>:0
  at RimWorld.Pawn_InteractionsTracker.InteractionsTrackerTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0

This red error ticks constantly with HAR enabled. So if it works, is this error supposed to pop up or not? Is there and specific load order? I know you said Psychology last and it pretty much is but what to do about the errors for our other type of pawns?
Title: Re: [A16] Psychology (2017-1-30)
Post by: System.Linq on February 01, 2017, 03:21:12 AM
I'm working with Diana to debug that error. I don't use any HAR mods so I can't debug it on my own, and I see nothing in the code that should be throwing an NRE, so I can't figure out the error without the help of a modder who does use it.
Title: Re: [A16] Psychology (2017-1-30)
Post by: ajaviide on February 01, 2017, 04:31:04 AM
hey awesome mod!
esp since last update. Love the personalities etc. Im running childrens mod alongside this, only got small babys yet , do you know when and/or if will they get they personalities (i mean are they compatible?)?
Title: Re: [A16] Psychology (2017-1-30)
Post by: FadingFog on February 01, 2017, 09:35:53 AM
Hello, I Russified your mod. You can add my translation to your mod. Link -> https://www.mediafire.com/?vmq4pcm0cuwvb8v
Title: Re: [A16] Psychology (2017-1-30)
Post by: hwfanatic on February 01, 2017, 09:50:11 AM
Quote from: Linq on January 31, 2017, 12:33:48 PMI recommend you set the mayor's schedule to Work while his wife is asleep so he won't hold meetings during that time.
Good idea. Seems to be working.
Title: Re: [A16] Psychology (2017-1-30)
Post by: yanezz on February 01, 2017, 11:08:43 AM
Very deep mod. Great

Is this possible to realize such moment:
if pawn has bad mood => more conflicts and bad conversations?
Title: Re: [A16] Psychology (2017-1-30)
Post by: System.Linq on February 01, 2017, 05:22:02 PM
Quote from: ajaviide on February 01, 2017, 04:31:04 AM
hey awesome mod!
esp since last update. Love the personalities etc. Im running childrens mod alongside this, only got small babys yet , do you know when and/or if will they get they personalities (i mean are they compatible?)?

No idea, I don't know how the children mod works. I assume when they become pawns, probably, depending on how it's coded.

Quote from: AlexDeluxe on February 01, 2017, 09:35:53 AM
Hello, I Russified your mod. You can add my translation to your mod. Link -> https://www.mediafire.com/?vmq4pcm0cuwvb8v

Спасибо, I will do so.

Quote from: yanezz on February 01, 2017, 11:08:43 AM
Very deep mod. Great

Is this possible to realize such moment:
if pawn has bad mood => more conflicts and bad conversations?

Possible, yes, but seems like kind of a tantrum spiral thing.
Title: Re: [A16] Psychology (2017-1-30)
Post by: Goldenpotatoes on February 01, 2017, 08:08:51 PM
Do you have any plans for things like tutors/teachers? It seems somewhat out of the scope of what this mod aims at doing but as much as I want to see how this mod's mayor/election system works out, there's that niche that the Leadership mod scratches with the teaching system, even if its election/mayor process isn't as detailed.

Even then, it would be interesting to see interactions that involve passing on tips/general knowledge on a skill if said person is competent in that area, allowing for something like a temporary xp boost for the day or something similar for whoever they talked to.
Title: Re: [A16] Psychology (2017-1-30)
Post by: System.Linq on February 01, 2017, 09:09:32 PM
No, there are no plans. I recommend asking Nandonalt to split his teaching system into a separate mod.
Title: Re: [A16] Psychology (2017-1-30)
Post by: azulusthra on February 01, 2017, 09:28:33 PM
Quote from: Linq on February 01, 2017, 09:09:32 PM
No, there are no plans. I recommend asking Nandonalt to split his teaching system into a separate mod.

So does this mean it's incompatible ?

Anyway is there a way to force an election without waiting a year ?
Title: Re: [A16] Psychology (2017-1-30)
Post by: System.Linq on February 01, 2017, 09:39:41 PM
No, it's not incompatible. You can force an election in dev mode by executing the Election incident.
Title: Re: [A16] Psychology (2017-1-30)
Post by: Telarin on February 02, 2017, 08:46:17 AM
Suggestion for a new trait:
Vegetarian: These poor misguided pawns shun meat and anything made with it. They will actively avoid eating any meal made with meat. However, they do not get a negative through from eating raw vegetables (or at least a much smaller negative thought). This would work best if you could add a viable meat substitute (I'm thinking soy beans, which can be made into tofu, which can them be used to cook meals as if it was meat), but that might be outside the scope of this mod.
Title: Re: [A16] Psychology (2017-1-30)
Post by: cerion on February 02, 2017, 11:13:03 AM
I get almost constant red error ticks when I enable psychology, even when it's the only mod running besides hugslib. I'm not sure how to see what its saying since it stops flashing when the game is paused. I really want to use your mod.
Title: Re: [A16] Psychology (2017-1-30)
Post by: System.Linq on February 02, 2017, 02:58:54 PM
Quote from: cerion on February 02, 2017, 11:13:03 AM
I get almost constant red error ticks when I enable psychology, even when it's the only mod running besides hugslib. I'm not sure how to see what its saying since it stops flashing when the game is paused. I really want to use your mod.
Press ~ to open the console and report the error it gives you here.
Title: Re: [A16] Psychology (2017-1-30)
Post by: FreyaMaluk on February 02, 2017, 03:11:20 PM
@Linq... can you please add a "compatibility issues" section in the mod description, please?
and I have to ask... any well known compatibility conflicts with other mods?
Title: Re: [A16] Psychology (2017-1-30)
Post by: System.Linq on February 02, 2017, 04:33:56 PM
There is already a compatibility section in the mod description. I don't keep track of specific incompatible mods because the mod is too large and there are too many mods out there. The ones that frequently come up are Romance Diversified, which you shouldn't use with Psychology, and Humanoid Alien Framework, which you can use with Psychology but aliens are not part of Psychology systems.
Title: Re: [A16] Psychology (2017-2-2)
Post by: System.Linq on February 02, 2017, 05:58:06 PM
Updated to 2017-2-2. This should fix the Deep Talk error.
Title: Re: [A16] Psychology (2017-2-2)
Post by: knainoa on February 02, 2017, 06:04:27 PM
Hello! Error to report: currently with Hospitality enabled pawns that visit will lose the ability to trade and (weirdly enough) lose their headgear once they reach the colony. Strangely, this error does not have a corresponding notification on the log.
Title: Re: [A16] Psychology (2017-2-2)
Post by: System.Linq on February 02, 2017, 06:07:01 PM
That... doesn't sound like a bug with my mod.
Title: Re: [A16] Psychology (2017-2-2)
Post by: SupaKoopa on February 02, 2017, 06:59:45 PM
Hai!
The ticking red error is the following:

Exception in Verse.AI.ThinkNode_PrioritySorter GetPriority: System.NullReferenceException: Object reference not set to an instance of an object
  at Psychology.Detour._JobGiver_GetRest.MinCategory (RimWorld.JobGiver_GetRest _this) [0x00000] in <filename unknown>:0
  at Psychology.Detour._JobGiver_GetRest._GetPriority (RimWorld.JobGiver_GetRest j, Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_PrioritySorter.TryIssueJobPackage (Verse.Pawn pawn) [0x0006c] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:146
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:150)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:20)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:397)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:339)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:89)
Verse.Pawn:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Pawn.cs:403)
Verse.TickList:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:130)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:273)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:243)
Verse.Game:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:465)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:73)
Title: Re: [A16] Psychology (2017-2-2)
Post by: System.Linq on February 02, 2017, 07:10:53 PM
I'm guessing that's due to some kind of mod conflict. Does it still happen if HugsLib and Psychology are your only enabled mods?
Title: Re: [A16] Psychology (2017-2-2)
Post by: SupaKoopa on February 02, 2017, 08:52:15 PM
Nope, Just Psychology and HugsLib loaded, along Core, in this mod order:
Core
HugsLib
Psychology
Title: Re: [A16] Psychology (2017-2-2)
Post by: System.Linq on February 02, 2017, 10:39:29 PM
Hmm, I'm guessing that it's unable to reflect JobGiver_GetRest.minCategory but why exactly that might be is beyond me, since this error doesn't appear during normal testing. Any other extenuating circumstances I should know about?
Title: Re: [A16] Psychology (2017-2-2)
Post by: Treason5240 on February 02, 2017, 11:20:06 PM
Quote from: knainoa on February 02, 2017, 06:04:27 PM
Hello! Error to report: currently with Hospitality enabled pawns that visit will lose the ability to trade and (weirdly enough) lose their headgear once they reach the colony. Strangely, this error does not have a corresponding notification on the log.

It's not just a thing with Psychology.

I have Hospitality running without Psychology, and visitors seem to remove their hats all the time (how polite of them to take off their caps indoors!).

I thought it was standard behavior.
Title: Re: [A16] Psychology (2017-1-30)
Post by: FreyaMaluk on February 03, 2017, 03:07:40 AM
Quote from: Linq on February 02, 2017, 04:33:56 PM
There is already a compatibility section in the mod description. I don't keep track of specific incompatible mods because the mod is too large and there are too many mods out there. The ones that frequently come up are Romance Diversified, which you shouldn't use with Psychology, and Humanoid Alien Framework, which you can use with Psychology but aliens are not part of Psychology systems.
Ty for the answer... and sorry for my incompetence at finding the big "compatibility" section in the description... 
Just another question... is Rumors and Deception compatible with this mod? It seems like many people play having both installed.
Title: Re: [A16] Psychology (2017-2-2)
Post by: System.Linq on February 03, 2017, 03:59:54 AM
It doesn't conflict, but it's not compatible. As the compatibility section mentions, you are taking the risk upon yourself by playing with another social interaction mod installed. Also, Rumours and Deception completely ignores everything about the Psychology systems (and vice versa for the traits in R&D) so your colonists may behave like they have split personalities. I will never recommend it but you can if you want.
Title: Re: [A16] Psychology (2017-2-2)
Post by: FreyaMaluk on February 03, 2017, 05:38:06 AM
Quote from: Linq on February 03, 2017, 03:59:54 AM
It doesn't conflict, but it's not compatible. As the compatibility section mentions, you are taking the risk upon yourself by playing with another social interaction mod installed. Also, Rumours and Deception completely ignores everything about the Psychology systems (and vice versa for the traits in R&D) so your colonists may behave like they have split personalities. I will never recommend it but you can if you want.

Thanks for the extra quick answer...
I'm very new to the modding experience in Rimworld and I'm testing a lot of mods right now that seem interesting to me (many animals mods included).
I'm trying to read carefully the descriptions to avoid compatibility issues caused by plain ignorance.
anyway.. thanks for the answer and I did read that you plan on a medium future to look for compatibility with R&D... I'll watch out for any news on that :)
Title: Re: [A16] Psychology (2017-2-2)
Post by: System.Linq on February 03, 2017, 06:01:08 AM
No, I don't plan on any compatibility with R&D. It's a social interaction mod. There is no compatibility. These mods do the same thing.

What I do plan on doing is looking at making it so that colonists do the same kinds of things they do in R&D in Psychology, but with Psychology's more in-depth systems.
Title: Re: [A16] Psychology (2017-2-2)
Post by: FreyaMaluk on February 03, 2017, 06:18:43 AM
Quote from: Linq on February 03, 2017, 06:01:08 AM
No, I don't plan on any compatibility with R&D. It's a social interaction mod. There is no compatibility. These mods do the same thing.

What I do plan on doing is looking at making it so that colonists do the same kinds of things they do in R&D in Psychology, but with Psychology's more in-depth systems.

sounds pretty cool and interesting... looking forward to seeing that :) ... thanks for answering :)
Title: Re: [A16] Psychology (2017-2-2)
Post by: Madman666 on February 03, 2017, 06:44:59 AM
Oh, incorporating same elements as R&D is nice) Two mods for the price of one and with even deeper interatcion system. Cool)
Title: Re: [A16] Psychology (2017-2-2)
Post by: SupaKoopa on February 03, 2017, 05:57:03 PM
Quote from: Linq on February 02, 2017, 10:39:29 PM
Hmm, I'm guessing that it's unable to reflect JobGiver_GetRest.minCategory but why exactly that might be is beyond me, since this error doesn't appear during normal testing. Any other extenuating circumstances I should know about?
I figured out that my game was outdated hahaha.
Updated it and it is running great!
Title: Re: [A16] Psychology (2017-2-2)
Post by: Naxdar on February 03, 2017, 09:29:34 PM
I noticed it is possible to wake up a heavy sleeper colonist by assigning it to work on its schedule, is that intended?
Title: Re: [A16] Psychology (2017-2-2)
Post by: System.Linq on February 03, 2017, 10:00:28 PM
Quote from: Naxdar on February 03, 2017, 09:29:34 PM
I noticed it is possible to wake up a heavy sleeper colonist by assigning it to work on its schedule, is that intended?

Nope, I patch exploits like this when I hear about them. Thanks for the report!
Title: Re: [A16] Psychology (2017-2-2)
Post by: zestrum1 on February 04, 2017, 01:39:02 PM
My colonist received a nervous breakdown and began to beat the wall and broke his hands. It's funny, but probably not realistic.
Title: Re: [A16] Psychology (2017-2-2)
Post by: Der Failer on February 04, 2017, 04:52:23 PM
Just got this during a shooting. A Pawn died next to Hsia, not sure if that is relevant.
Exception ticking Hsia: System.NullReferenceException: Object reference not set to an instance of an object
  at Psychology.Hediff_Conversation.PostRemoved () [0x00000] in <filename unknown>:0
  at Verse.Pawn_HealthTracker.RemoveHediff (Verse.Hediff hediff) [0x00000] in <filename unknown>:0
  at Psychology.Hediff_Conversation.PostRemoved () [0x00000] in <filename unknown>:0
  at Verse.Pawn_HealthTracker.RemoveHediff (Verse.Hediff hediff) [0x00000] in <filename unknown>:0
  at Psychology.Hediff_Conversation.Tick () [0x00000] in <filename unknown>:0
  at Verse.Pawn_HealthTracker.HealthTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0


I also have a few warnings, but i haven't test if those are related to your mod, but i decided to post them anyway, since it could be relevant.
Object with load ID AssignedDrugsSet_0 is referenced (xml node name: curAssignedDrugs) but is not deep-saved. This will cause errors during loading.

Object with load ID Thing_Human157382 is referenced (xml node name: pawn) but is not deep-saved. This will cause errors during loading.

I can also provide the save file if that helps.

P.S. I know, i  know a lot of mods, i just can't help it ...

[attachment deleted by admin due to age]
Title: Re: [A16] Psychology (2017-2-2)
Post by: mimib14 on February 04, 2017, 08:07:33 PM
One of my colonists wooed somebody successfully, but in doing that she broke up with her lover at the same time. The original lover is polyamorous, and her poly trait description says she "doesn't mind if her partner romances other people". Why did my colonist dump her original girlfriend for her new boyfriend, if her girlfriend is okay with it? Is that supposed to happen? 

Not sure if it's relevant, but incidentally:
1) the first colonist and her new lover are both 3's, while the old lover is a 0 on the kinsey scale, and therefore completely straight (I do have sexuality changes enabled though)
2) my colonist and her new lover have a better relationship with each other, even excluding the Lover relationship bonuses, than she did with her first girlfriend - she had a 52 and he had a 44, while her base relationship with her original lover was only 6 for both of them. Could that be why they broke up?   ???
Title: Re: [A16] Psychology (2017-2-2)
Post by: System.Linq on February 04, 2017, 08:12:36 PM
Quote from: Der Failer on February 04, 2017, 04:52:23 PM
Just got this during a shooting. A Pawn died next to Hsia, not sure if that is relevant.
Exception ticking Hsia: System.NullReferenceException: Object reference not set to an instance of an object
  at Psychology.Hediff_Conversation.PostRemoved () [0x00000] in <filename unknown>:0
  at Verse.Pawn_HealthTracker.RemoveHediff (Verse.Hediff hediff) [0x00000] in <filename unknown>:0
  at Psychology.Hediff_Conversation.PostRemoved () [0x00000] in <filename unknown>:0
  at Verse.Pawn_HealthTracker.RemoveHediff (Verse.Hediff hediff) [0x00000] in <filename unknown>:0
  at Psychology.Hediff_Conversation.Tick () [0x00000] in <filename unknown>:0
  at Verse.Pawn_HealthTracker.HealthTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0


Thanks, I'll look into it.

Quote from: mimib14 on February 04, 2017, 08:07:33 PM
One of my colonists wooed somebody successfully, but in doing that she broke up with her lover at the same time. The original lover is polyamorous, and her poly trait description says she "doesn't mind if her partner romances other people". Why did my colonist dump her original girlfriend for her new boyfriend, if her girlfriend is okay with it? Is that supposed to happen? 

Not sure if it's relevant, but incidentally:
1) the first colonist and her new lover are both 3's, while the old lover is a 0 on the kinsey scale, and therefore completely straight (I do have sexuality changes enabled though)
2) my colonist and her new lover have a better relationship with each other, even excluding the Lover relationship bonuses, than she did with her first girlfriend - she had a 52 and he had a 44, while her base relationship with her original lover was only 6 for both of them. Could that be why they broke up?   ???

No, this is not a bug. Her girlfriend was polyamorous, but she was not. She only wants one lover. The polyamorous girlfriend simply does not consider it cheating if her partner gets it on with someone else.
Title: Re: [A16] Psychology (2017-2-2)
Post by: mimib14 on February 05, 2017, 02:57:31 PM
Quote from: Linq on February 04, 2017, 08:12:36 PM
No, this is not a bug. Her girlfriend was polyamorous, but she was not. She only wants one lover. The polyamorous girlfriend simply does not consider it cheating if her partner gets it on with someone else.

Ah, that makes sense. Thank you!

I was also wondering - can methadone be crafted, or is it only buyable?
Title: Re: [A16] Psychology (2017-2-2)
Post by: ChairmanPoo on February 05, 2017, 03:37:06 PM
I've played with R&D enabled and have gotten no incompatibilities.


TBH I thought that they were parts of the same modset, no offense intended.

I do think that couples get divorced more easily than usual.
Title: Re: [A16] Psychology (2017-2-2)
Post by: Der Failer on February 05, 2017, 06:33:07 PM
And another one :/ (https://gist.github.com/26f4592fa96999888e31492a638b1e27)
Could not load reference to RimWorld.PawnRelationDef named ExLoverOrelius1406114
Verse.Log:Error(String)
Verse.ScribeExtractor:DefFromNode(XmlNode)
Verse.Scribe_Defs:LookDef(PawnRelationDef&, String)
RimWorld.DirectPawnRelation:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:LookList(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:LookList(List`1&, String, LookMode, Object[])
RimWorld.Pawn_RelationsTracker:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Deep:LookDeep(Pawn_RelationsTracker&, Boolean, String, Object[])
Verse.Scribe_Deep:LookDeep(Pawn_RelationsTracker&, String, Object[])
Verse.Pawn:ExposeData()
Psychology.PsychologyPawn:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:LookList(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:LookList(List`1&, String, LookMode, Object[])
Verse.Map:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:LookList(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:LookList(List`1&, String, LookMode, Object[])
Verse.Game:LoadGame()
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__736()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()

Could not load reference to RimWorld.PawnRelationDef named ExLoverBeniko1406114
...

Before i saved Beniko rejected Orelius proposal and them broke up with Orelius.
They both have no thought about them breaking up, but i can't say for sure if they had before i saved (although i expected they did).

Update:
After a few minutes later i got this:
Exception ticking Beniko: System.NullReferenceException: Object reference not set to an instance of an object
  at Psychology.Detour._InteractionWorker_RomanceAttempt+<>c.<_Interacted>b__2_0 (RimWorld.DirectPawnRelation rel) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[RimWorld.DirectPawnRelation].MoveNext () [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateSelectIterator>c__Iterator10`2[RimWorld.DirectPawnRelation,RimWorld.PawnRelationDef].MoveNext () [0x00000] in <filename unknown>:0
  at Psychology.Detour._InteractionWorker_RomanceAttempt._Interacted (RimWorld.InteractionWorker_RomanceAttempt _this, Verse.Pawn initiator, Verse.Pawn recipient, System.Collections.Generic.List`1 extraSentencePacks) [0x00000] in <filename unknown>:0
  at RimWorld.Pawn_InteractionsTracker.TryInteractWith (Verse.Pawn recipient, RimWorld.InteractionDef intDef) [0x00000] in <filename unknown>:0
  at Hospitality.Detouring.Pawn_InteractionsTracker.TryInteractRandomly (RimWorld.Pawn_InteractionsTracker _this) [0x00000] in <filename unknown>:0
  at RimWorld.Pawn_InteractionsTracker.InteractionsTrackerTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()

Log (https://gist.github.com/f385701e36c955634463c9a6f63ed2a0)

[attachment deleted by admin due to age]
Title: Re: [A16] Psychology (2017-2-2)
Post by: System.Linq on February 05, 2017, 07:17:05 PM
Thanks, I'll fix that.

Quote from: ChairmanPoo on February 05, 2017, 03:37:06 PM
I've played with R&D enabled and have gotten no incompatibilities.


TBH I thought that they were parts of the same modset, no offense intended.

I do think that couples get divorced more easily than usual.

You play with it enabled at your own risk.
Title: Re: [A16] Psychology (2017-2-2)
Post by: poolday on February 09, 2017, 12:30:29 AM
Hi!  Great job on the mod it's the first time I installed it and I'm having a lot of fun. Rimworld can get even darker with this. Anyway I think I've found 2 bugs:
-I have a heavy sleeper so when I need him drafted for battle he keeps sleeping, and I can get rid of this by changing the bed to prisoner mode and then he wakes up immediately.
-I can't arrest or melee attack someone that is on a sadistic berserk mode. But perhaps this was something I did wrong? (I'm sure he arrested someone before anyway).
Title: Re: [A16] Psychology (2017-2-2)
Post by: System.Linq on February 09, 2017, 01:31:18 AM
I'm looking into arresting them, but you can melee them by drafting a pawn and pressing B.
Title: Re: [A16] Psychology (2017-2-2)
Post by: Der Failer on February 09, 2017, 07:16:51 PM
About heavy sleepers, i think it would be nice to have a proper way to wake them up. Some sort to "medical" bill, which would wake them up, but give a bad thought or increased tiredness for a day... something along those lines.

I currently have one heavy sleeper, but she is also anxiety, so because she sleeps so much she missed most of the parties and i didn't want to have someone punch her in the face, just so she could go to the party. Although, IMHO it would be somewhat in the spirit of Rimworld. ;)

By the way the treatment failed description seems to miss a blank.

[attachment deleted by admin due to age]
Title: Re: [A16] Psychology (2017-2-2)
Post by: Simulacrum0 on February 10, 2017, 10:58:45 PM
A Sadism pawn attacking a prisoner that's faction is no longer hostile will make it so. SelfHarm for Masochist is 0.5 and normal is 1.0 and it should be colonists only.
Title: Re: [A16] Psychology (2017-2-2)
Post by: Pichu0102 on February 11, 2017, 04:58:54 PM
What is the minimum population required for elections?
Title: Re: [A16] Psychology (2017-2-2)
Post by: System.Linq on February 13, 2017, 02:09:23 AM
Quote from: Pichu0102 on February 11, 2017, 04:58:54 PM
What is the minimum population required for elections?

7 colonists.
Title: Re: [A16] Psychology (2017-2-2)
Post by: danielee on February 13, 2017, 02:37:28 PM
Hi, where can I find these strings? I was trying to do a translation, but I couldn't find them in defs, are they hardcoded in dll?

[attachment deleted by admin due to age]
Title: Re: [A16] Psychology (2017-2-2)
Post by: Erazil on February 13, 2017, 11:36:53 PM
Quote from: danielee on February 13, 2017, 02:37:28 PM
Hi, where can I find these strings? I was trying to do a translation, but I couldn't find them in defs, are they hardcoded in dll?

yes it's hardcoded , i have a french translation in progress and i have already ask ;)

edit : some text are not dynamic, you need wait for see the translation, some text already written before his translation is not translated after update the translation.
Title: Re: [A16] Psychology (2017-2-2)
Post by: danielee on February 14, 2017, 01:38:32 PM
Quote from: Erazil on February 13, 2017, 11:36:53 PM
Quote from: danielee on February 13, 2017, 02:37:28 PM
Hi, where can I find these strings? I was trying to do a translation, but I couldn't find them in defs, are they hardcoded in dll?

yes it's hardcoded , i have a french translation in progress and i have already ask ;)

edit : some text are not dynamic, you need wait for see the translation, some text already written before his translation is not translated after update the translation.
Thanks, I found them:D
Title: Re: [A16] Psychology (2017-2-2)
Post by: hwfanatic on February 15, 2017, 08:21:39 AM
Chance to develop anxiety seems way too high. It usually happens after the very first major break. Is this working as intended?
Title: Re: [A16] Psychology (2017-2-2)
Post by: Erazil on February 17, 2017, 02:22:30 AM
French Translation (A 0.1) (http://www.mediafire.com/file/0jhg75ppnk6im6v/Psychology_French_A01.zip)

For non French-speaking translators: you could use my work to do your translation in your own language. Normally the structure works (but there may be errors)

Some texts can not be translated at the present time being hard coded (like murmurs among others)
I have not translated the Tales_Psychology.xml file but I still do a \Languages\French\DefInjected\TaleDef\TaleDef_Psychology.xml-Not_Done file with a structure start for people who would like to translate it.

For bi-lingual english / french
Attention cette traduction est loin d'être parfaite !
je suis nul en anglais et en français il ya surement ( non en faite c'est sur ) plein de fautes d'ortomachin , des traduction très approximative et surement aussi des traductions complétement fausse.
n'hésiter pas a faire remonter a Linq les corrections a faire.

alors pourquoi me direz vous avoir faire ce travaille ?
1) je trouve ce mod génial et je pense qu il mérite vraiment d'être localiser dans différente langues et vue que personne l'avais fait avant...
2) comme je l est dit dans le point 1 il n'existai pas de traduction déjà faite, donc pas d'exemple pour les traducteurs en ce qui concerne la structure du répertoire \DefInjected\ et des tags a utilisé, j'espére qu'avec ce travaille il y aura bien plus de localisations de faites sur ce mod

for curious people non French-speaking translation of my french text :D
Warning this translation is far from perfect!
I am null in English and French there is surely (not in fact it is on) full of spelling mistakes, translation very approximate and surely also translations completely false.
Do not hesitate to make the corrections and send to Linq.

Then why tell me you have to do this work?
1) I find this mod great and I think it really deserves to be localized in different languages and view that nobody had done it before ...
2) as I said in point 1 there was no translation already done, so no example for translators with regard to the structure of the \DefInjected\ directory and the tags used, With this work there will be many more locations made on this mod

Title: Re: [A16] Psychology (2017-2-2)
Post by: LORDOFBUTT on February 17, 2017, 09:19:28 PM
So uh, I think the self-harm goes maybe a little over-the-top. I've had prisoners hack their own hands off during a self-harm break.  :o
Title: Re: [A16] Psychology (2017-2-2)
Post by: Hydromancerx on February 17, 2017, 10:49:00 PM
Is there a way to treat Anxiety for tribals? Seems like all my new babies from the Children mod (https://ludeon.com/forums/index.php?topic=28747.0) have Anxiety. Is there any herbal drug i should be giving them to help them cope or reverse it? Healroot only seems to go so far.
Title: Re: [A16] Psychology (2017-2-2)
Post by: System.Linq on February 18, 2017, 10:38:06 AM
Quote from: LORDOFBUTT on February 17, 2017, 09:19:28 PM
So uh, I think the self-harm goes maybe a little over-the-top. I've had prisoners hack their own hands off during a self-harm break.  :o

Rare but possible. I've implemented whatever checks I can be bothered to prevent it. It's an extreme mental break, so they're probably psychotic enough to do so.

Quote from: Hydromancerx on February 17, 2017, 10:49:00 PM
Is there a way to treat Anxiety for tribals? Seems like all my new babies from the Children mod (https://ludeon.com/forums/index.php?topic=28747.0) have Anxiety. Is there any herbal drug i should be giving them to help them cope or reverse it? Healroot only seems to go so far.

You treat it like you treat any other illness with tribals. Herbal medicine works fine but without a skilled doctor it probably won't help reverse it much.
Title: Re: [A16] Psychology (2017-2-2)
Post by: danielee on February 21, 2017, 01:23:04 AM
Hi Linq, could you tell me where I can find these words in the source files? They are part of the conversations, some kind of topics I think.

[attachment deleted by admin due to age]
Title: Re: [A16] Psychology (2017-2-2)
Post by: System.Linq on February 21, 2017, 11:30:06 AM
You should go through Erazil's translation. They are part of the PersonalityNodeDefs.
Title: Re: [A16] Psychology (2017-2-2)
Post by: Madman666 on February 21, 2017, 02:02:37 PM
By the way, @Linq did you catch the problem with arresting sadistic pawns? Also if you could do something with social fighting would be real nice. That state has same problem - you can't do anything about it including attacking - you just sit there and watch your godlike artist being killed by your stupid steel-for-brains janitor\soldier. RW really should have a police job, that handles everything related to breaks and fights - a pawn armed with a concussion bat, that kicks the crap out of guilty and drags them into free prison cell...
Title: Re: [A16] Psychology (2017-2-2)
Post by: System.Linq on February 22, 2017, 10:38:37 AM
You can always do something about it by attacking. Draft a pawn and press B to manually order them to attack anything and everything.

I recommend Ugh You Got Me if social fights are a problem for you.
Title: Re: [A16] Psychology (2017-2-2)
Post by: Madman666 on February 22, 2017, 11:09:28 AM
Thanks, I'll try it out. Its not that social fights are happening all that often or its a really huge problem, its just really annoying, that you don't have a way of stopping it. Other than punching one of the fools full of holes of course. Its really easy to lose very good trained colonist this way.

At least in combat you know that its your fault for not reacting in time and planning the fight through if you lose someone. When someone just dies in a frigging fight it feels really lame, like the game trolling you - "Oh, nice lvl 19 builder you got there, pal, you know what? I think your neurotic janitor wants to kill him!" Screw that noise. So all what you can do is just try to chop janitor to pieces with a sword before builder dies. And don't forget also to kill his wife and daughter because they'll berserk all the time anyway.
Title: Re: [A16] Psychology (2017-2-2)
Post by: danielee on February 23, 2017, 10:01:43 PM
Hi. Any update for fixation of the errors found by Der Failer on previous page?
Title: Re: [A16] Psychology (2017-2-2)
Post by: Ruisuki on March 05, 2017, 07:22:34 AM
This sounds awesome, but Im kind of intimidated to try it. You note its fine to use on an existing save, but if I find its not for me is it also safe to uninstall without save corruption?

Got a 'galaxy wide transmission' note when booted. Is this part of the mod giving me a heads up that I installed on existing save or something that always happens?

Anybody know how to alter the mod settings?
Title: Re: [A16] Psychology (2017-2-2)
Post by: Der Failer on March 07, 2017, 08:37:13 PM
I hate to say it, but a have found another bug.
System.NullReferenceException: Object reference not set to an instance of an object
  at Psychology.Detour._Pawn_RelationsTracker._SecondaryRomanceChanceFactor (RimWorld.Pawn_RelationsTracker t, Verse.Pawn otherPawn) [0x00000] in <filename unknown>:0
  at RimWorld.SocialCardUtility.GetPawnRowTooltip (RimWorld.CachedSocialTabEntry entry, Verse.Pawn selPawnForSocialInfo) [0x00000] in <filename unknown>:0
  at RimWorld.SocialCardUtility+<DrawPawnRow>c__AnonStorey38E.<>m__4E6 () [0x00000] in <filename unknown>:0
  at Verse.ActiveTip.get_FinalText () [0x00000] in <filename unknown>:0

Full log (https://gist.github.com/HugsLibRecordKeeper/6ae44d7f51bf24f2d11f626ccb08991d)
Steps to reproduce:
1. Get in development mode (this is acturally importend)
2. Get a animal and force a birth
3. Open the social tab and look at the tip text (and get +100 error/s).
Optional:
4. Deactivate dev mode
5. Look again and find all seems to be ok.
Title: Re: [A16] Psychology (2017-2-2)
Post by: ParadoxalObserver on March 09, 2017, 01:00:21 AM
Any possibility that in a future update we might get an option to set colonist psych before launching? A sort of 'Prepare Carefully' but for Psychology?
Title: Re: [A16] Psychology (2017-2-2)
Post by: System.Linq on March 09, 2017, 01:51:40 AM
Quote from: danielee on February 23, 2017, 10:01:43 PM
Hi. Any update for fixation of the errors found by Der Failer on previous page?

I believe I fixed them in the unreleased build.

Quote from: Ruisuki on March 05, 2017, 07:22:34 AM
This sounds awesome, but Im kind of intimidated to try it. You note its fine to use on an existing save, but if I find its not for me is it also safe to uninstall without save corruption?

Got a 'galaxy wide transmission' note when booted. Is this part of the mod giving me a heads up that I installed on existing save or something that always happens?

Anybody know how to alter the mod settings?

No, it's an overhaul mod. It can't be removed without extensively editing your save to remove its components.

GWT are update notes.

You can alter the mod settings from the options menu.

Quote from: Der Failer on March 07, 2017, 08:37:13 PM
I hate to say it, but a have found another bug.
System.NullReferenceException: Object reference not set to an instance of an object
  at Psychology.Detour._Pawn_RelationsTracker._SecondaryRomanceChanceFactor (RimWorld.Pawn_RelationsTracker t, Verse.Pawn otherPawn) [0x00000] in <filename unknown>:0
  at RimWorld.SocialCardUtility.GetPawnRowTooltip (RimWorld.CachedSocialTabEntry entry, Verse.Pawn selPawnForSocialInfo) [0x00000] in <filename unknown>:0
  at RimWorld.SocialCardUtility+<DrawPawnRow>c__AnonStorey38E.<>m__4E6 () [0x00000] in <filename unknown>:0
  at Verse.ActiveTip.get_FinalText () [0x00000] in <filename unknown>:0

Full log (https://gist.github.com/HugsLibRecordKeeper/6ae44d7f51bf24f2d11f626ccb08991d)
Steps to reproduce:
1. Get in development mode (this is acturally importend)
2. Get a animal and force a birth
3. Open the social tab and look at the tip text (and get +100 error/s).
Optional:
4. Deactivate dev mode
5. Look again and find all seems to be ok.

Thanks, I think I know what's causing this.

Quote from: ParadoxalObserver on March 09, 2017, 01:00:21 AM
Any possibility that in a future update we might get an option to set colonist psych before launching? A sort of 'Prepare Carefully' but for Psychology?

Yes.
Title: Re: [A16] Psychology (2017-2-2)
Post by: Ruisuki on March 17, 2017, 03:52:58 AM
Very good mod.
Title: Re: [A16] Psychology (2017-2-2)
Post by: Ruisuki on March 21, 2017, 08:03:26 PM
Ddo the treatments require social skill and doctoring? because my level 19 doc cant perform operations to treat pyro or depression. Neither can my lvl 15 social. Maybe I need both?
Title: Re: [A16] Psychology (2017-2-2)
Post by: oreganor on March 23, 2017, 06:29:48 AM
If I try to arrest the current Mayor while he/she is trying to reach a meeting I'm greeted by this error when Dev Mode is on:


System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.GenGrid.InBounds (IntVec3 c, Verse.Map map) [0x00000] in <filename unknown>:0
  at Verse.RoomQuery.RoomAt (IntVec3 c, Verse.Map map) [0x00000] in <filename unknown>:0
  at Verse.GridsUtility.GetRoom (IntVec3 loc, Verse.Map map) [0x00000] in <filename unknown>:0
  at RimWorld.PartyUtility.UseWholeRoomAsPartyArea (IntVec3 partySpot, Verse.Map map) [0x00000] in <filename unknown>:0
  at RimWorld.PartyUtility.InPartyArea (IntVec3 cell, IntVec3 partySpot, Verse.Map map) [0x00000] in <filename unknown>:0
  at Psychology.LordToil_Meeting.LordToilTick () [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Lord.LordTick () [0x00000] in <filename unknown>:0
  at Verse.AI.Group.LordManager.LordManagerTick () [0x00000] in <filename unknown>:0
  at Verse.Map.MapPostTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


Gameplay-wise (Without Dev mode on), nothing strange happens and if I drop the Mayor he/she sooner or later try to reach the meeting room again.
Title: Re: [A16] Psychology (2017-2-2)
Post by: Robbie on March 23, 2017, 02:41:57 PM
I don't have steam.. I only have HugsLib, but there is no download.. or I don't see it.. and I'm stupid and I don't know how or from where to download exactly..
Title: Re: [A16] Psychology (2017-2-2)
Post by: Lobstercraft on March 23, 2017, 04:01:48 PM
Robbie the link is at the bottom of the first post. It is named Psychology 2017-2-2.rar
Title: Re: [A16] Psychology (2017-2-2)
Post by: Robbie on March 23, 2017, 08:14:54 PM
Lol, um, thanks alot! :))
Title: Re: [A16] Psychology (2017-2-2)
Post by: fetusthebard on March 26, 2017, 11:07:52 PM
I've had Psychology installed for a good 5 or 6 colonies now, works perfectly with all of the mods I've tried. I'm very impressed.

Besides sucking up to you though, I noticed that Smokeleaf was having no affect on the anxiety of my pawns. Considering Smokeleaf is a thinly veiled reference to weed, and weed helps improve symptoms of people suffering from anxiety, would you ever adjust the way anxiety works to benefit from Smokeleaf use? If you don't want to get caught up in that I don't actually mind, just wanted to know if it was a suggestion you had thought about before.
Title: Re: [A16] Psychology (2017-2-2)
Post by: bladerunner170 on March 27, 2017, 09:32:22 PM
Quote from: Linq on August 19, 2016, 07:16:38 AM
Long-term treatment can reduce anxiety to a level where it does not interfere with a pawn's daily routine.

It's been two years of treatment and my pawns still have severe anxiety. What am I doing wrong?

EDIT: Whelp, nevermind. It very suddenly went down to 'managed'. That was wierd.
Title: Re: [A16] Psychology (2017-2-2)
Post by: Ruisuki on March 28, 2017, 02:15:24 AM
i have a few pawns with it. If i keep going it should stop giving me a malus then? Is it the sme for trait treatment or is that always just temporary?
Title: Re: [A16] Psychology (2017-2-2)
Post by: hwfanatic on March 28, 2017, 03:27:06 AM
Let me use this opportunity to, once again, insist on how prevalent anxiety is in the rim.
Title: Re: [A16] Psychology (2017-2-2)
Post by: bladerunner170 on March 28, 2017, 02:30:22 PM
Quote from: Ruisuki on March 28, 2017, 02:15:24 AM
i have a few pawns with it. If i keep going it should stop giving me a malus then? Is it the sme for trait treatment or is that always just temporary?

Just keep treating them and eventually it'll be fine.
I don't have any traits requiring treatment, so I don't really know about that.
Title: Re: [A16] Psychology (2017-2-2)
Post by: Ruisuki on March 28, 2017, 03:18:55 PM
Quote from: bladerunner170 on March 28, 2017, 02:30:22 PM
Quote from: Ruisuki on March 28, 2017, 02:15:24 AM
i have a few pawns with it. If i keep going it should stop giving me a malus then? Is it the sme for trait treatment or is that always just temporary?

Just keep treating them and eventually it'll be fine.
I don't have any traits requiring treatment, so I don't really know about that.
cool ill do so. even if trait treatment differs from regular illnesses its still very useful. Pyros be dangerous
Title: Re: [A16] Psychology (2017-2-2)
Post by: Der Failer on March 28, 2017, 05:38:38 PM
I tried to arrest a pawn in a abusive mental state, while she was about to attack chris.

JobDriver threw exception in initAction. Pawn=Chris, Job=Arrest A=Thing_Human682633 B=Thing_Bed816181, Exception: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: condition
  at Hospitality.LordJob_VisitColony.Notify_PawnLost (Verse.Pawn p, PawnLostCondition condition) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Lord.Notify_PawnLost (Verse.Pawn pawn, PawnLostCondition cond) [0x00000] in <filename unknown>:0
  at RimWorld.Pawn_GuestTracker.SetGuestStatus (RimWorld.Faction newHost, Boolean prisoner) [0x00000] in <filename unknown>:0
  at RimWorld.Faction.SetHostileTo (RimWorld.Faction other, Boolean hostile) [0x00000] in <filename unknown>:0
  at RimWorld.Faction.Notify_MemberCaptured (Verse.Pawn member, RimWorld.Faction violator) [0x00000] in <filename unknown>:0
  at Psychology.Detour._Pawn._CheckAcceptArrest (Verse.Pawn _this, Verse.Pawn arrester) [0x00000] in <filename unknown>:0
  at RimWorld.JobDriver_TakeToBed+<MakeNewToils>c__Iterator3D.<>m__B0 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:TryEnterNextPathCell()
Verse.AI.Pawn_PathFollower:PatherTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Title: Re: [A16] Psychology (2017-3-29)
Post by: System.Linq on March 30, 2017, 02:50:18 AM
Updated to 2017-3-29. Complete list of changes:

- The impact length-of-conversation has on its opinion change is now a smooth curve.
- Less Aggressive pawns will now avoid controversial topics with strangers.
- More Polite pawns will avoid topics they know are contentious with people they know.
- Personality rating adjustment is now less strongly influenced by a trait's parents, so the raw rating is more influential.
- Added translation support for many parts of the mod that were previously hard-coded English.
- Fixed erroneous warning messages for Humanoid Alien Framework users.
- Aliens should now be able to have relationships/do lovin' with humans.
- Russian & French translation added.
- Abrasive is now a Major break.
- Fixed bug with Deep Talks.
- Anxiety is much less common on mental breaks, depending on how Laid-back the pawn is.
- Fixed Ex-Lover relationship def & NPE when a romance attempt causes a breakup.
- Fixed NPE when pawns sleep in caravans.
- Fixed trait-dependent failure thought for treating traits.
- Other NPE and bug fixes.
Title: Re: [A16] Psychology (2017-3-29)
Post by: danielee on March 30, 2017, 03:01:04 AM
Great, nice work!
Title: Re: [A16] Psychology (2017-3-29)
Post by: System.Linq on March 31, 2017, 04:07:45 AM
Next Psychology update: Your colonists hang out with each other and go on dates.

(http://puu.sh/v4hkp/d2b5f04a49.jpg)

This will hopefully allow them to get to know people they wouldn't otherwise normally be friends with (e.g. someone they pass by in the hallway but don't work side-by-side with and thus rarely speak to), and maintain friendships/relationships (or wreck them if they aren't actually that compatible)
Title: Re: [A16] Psychology (2017-3-29)
Post by: Madman666 on March 31, 2017, 06:32:30 AM
Cool update)) I hope they hang out with each other in proper joy time though. Also did you figure out, why sadistic pawns can't be arrested?
Title: Re: [A16] Psychology (2017-3-29)
Post by: Ruisuki on March 31, 2017, 08:57:01 AM
Do we update by deleting the previous folder of psychology and pasting the new one?
Title: Re: [A16] Psychology (2017-3-29)
Post by: AngleWyrm on April 02, 2017, 10:06:23 AM

(https://s6.postimg.org/i3rtkf74h/curious.png)
Quote from: Linq on August 19, 2016, 07:16:38 AM
COMPATIBILITY
- By using this mod with other mods that perform the same functions, you are taking FULL responsibility for any problems that may arise. You are also accepting that even if Psychology is able to work with that mod, you may be limiting your enjoyment of this mod because the other mod will ignore or maybe even disable Psychology's systems. It is not recommended to use this mod with any other social interaction mods.

I don't know which mods do and don't perform the mentioned programming maneuvers.

I do have several mods installed that add depth to story telling and pawn handling.
  • Rumors & Deception
  • Romance Diversified
  • Additional Traits
  • Colony Leadership
  • Relations Tab
  • Hospitality
  • MarvsUghYouGotMe
  • WorldPawnGC
  • Rainbeau's Editable Backstories
Has anyone tried mix-and-match with Psychology and any of the listed mods?
Title: Re: [A16] Psychology (2017-3-29)
Post by: tbridges42 on April 02, 2017, 10:47:37 AM
I'm not positive this is an issue with Psychology, but maybe you can at least help me fix the last bit of it (I fixed 90% already).

I was playing all day yesterday, and throughout the morning I was able to save and load games, but this morning I can't load any of the games I saved last night.

I checked out my save files, and in the thing node for the first pawn that was saved, the Psychology.DirectPawnRelationDynamic node did not terminate properly. The result was that every other object in my game was considered to be a relationship of my pawn, instead of an object which was throwing pages of object not found errors when I loaded. Even my camera map was in that pawn's directRelations node.

I fixed that, and now her directRelations node looks like:
<social>
<directRelations>
<li>
<def>Bond</def>
<otherPawn>Thing_Husky38457</otherPawn>
</li>
<li>
<def>PawnRelationDynamic</def>
<otherPawn>Thing_Human4801</otherPawn>
<startTicks>1810358</startTicks>
</li>
<li Class="Psychology.DirectPawnRelationDynamic">
<def>PawnRelationDynamic</def>
<otherPawn>Thing_Human4801</otherPawn>
<startTicks>1810358</startTicks>
</li>
</directRelations>
</social>


Now I get an error message "Could not load reference to Rimworld.PawnRelationDef named PawnRelationDynamic". If I remove both of those PawnRelationDynamic nodes, the game loads but the two are no longer considered lovers. Her lover has no reference to her in his social node.

So I guess this post has two points: One to let you know there may be a save issue with your recent changes, and one to ask how I can modify my save file to put my power couple back together.
Title: Re: [A16] Psychology (2017-3-29)
Post by: Crossbowman on April 02, 2017, 03:46:05 PM
I've been getting the exact same bug as tbridges42 lately, and as a result I play in debug mode all the time because I need to be able to see the debug log.

As for putting your two pawns together, you don't need to modify the save file as far as I know; just use the debug tool to "add relation" between your two pawns and you're golden.
Title: Re: [A16] Psychology (2017-3-29)
Post by: System.Linq on April 02, 2017, 06:18:14 PM
Quote from: AngleWyrm on April 02, 2017, 10:06:23 AM

(https://s6.postimg.org/i3rtkf74h/curious.png)
Quote from: Linq on August 19, 2016, 07:16:38 AM
COMPATIBILITY
- By using this mod with other mods that perform the same functions, you are taking FULL responsibility for any problems that may arise. You are also accepting that even if Psychology is able to work with that mod, you may be limiting your enjoyment of this mod because the other mod will ignore or maybe even disable Psychology's systems. It is not recommended to use this mod with any other social interaction mods.

I don't know which mods do and don't perform the mentioned programming maneuvers.

I do have several mods installed that add depth to story telling and pawn handling.
  • Rumors & Deception
  • Romance Diversified
  • Additional Traits
  • Colony Leadership
  • Relations Tab
  • Hospitality
  • MarvsUghYouGotMe
  • WorldPawnGC
  • Rainbeau's Editable Backstories
Has anyone tried mix-and-match with Psychology and any of the listed mods?

Do not use Romance Diversified or Rumors & Deception with Psychology. Relations Tab had a problem with Psychology, not sure if it was fixed yet. The other mods are fine.
Title: Re: [A16] Psychology (2017-3-29)
Post by: Ruisuki on April 02, 2017, 07:15:35 PM
i run hospitality and relations tab, no problem so far. Not sure what I should be looking for though
Title: Re: [A16] Psychology (2017-3-29)
Post by: Xeldrakka on April 02, 2017, 08:09:15 PM
Damn. This looks awesome, but unfortunately I run the mega sized modpack that is the Hardcore SK Global project. I hope that they end up integrating this.
Title: Re: [A16] Psychology (2017-3-29)
Post by: AngleWyrm on April 03, 2017, 04:36:01 AM

(https://s-media-cache-ak0.pinimg.com/564x/38/b7/e1/38b7e1d29af3331025abdd7c80cbf72a.jpg)
QuoteDon't use Rumors & Deception or Romance Diversified
...
Relations Tab is working fine for me

Thanks guys

As this Psychology mod appears to provide a competing set of features for both of the incompatible mods I can give her a whirl.

New game :)
(https://s-media-cache-ak0.pinimg.com/564x/2b/87/50/2b87504afc5385125659845dc86e3b92.jpg)EDIT: It woiked!

I uninstalled Rumors & Deception, Romance Diversified and Hardcore SK global project's (https://ludeon.com/forums/index.php?topic=12996.0) version of EdB's Prepare Carefully, replacing it with the official version (https://ludeon.com/forums/index.php?topic=6261.0) of Prepare Carefully.
Title: Re: [A16] Psychology (2017-3-29)
Post by: AngleWyrm on April 05, 2017, 10:13:50 AM

(https://s6.postimg.org/mtrejvtu9/mermaid.png)


I have a pair of colonists that hate each other; they're at -80 or worse after a brawl over discussing their feelings.

There's a lot of dimensions to the psych profiles, which I'm guessing are similar to genetic traits in that they are unlikely to change for any given colonist. (might make an interesting avenue for medical research...)

With so much rich detail I'd like to know if there is anything I can do to influence the relationship, beyond the rather low-detail binary keep/chuck.

How do I determine what the primary 1~3 contributing factors are to their animosity? And more generally is there some sort of wheel of opposites taking place in the list of psychic traits?
Title: Re: [A16] Psychology (2017-3-29)
Post by: Wishmaster on April 05, 2017, 11:33:11 AM
Hello.

I am making a mod that detours "RimWorld.TendUtility.DoTend()" and just realize your mod does too.

I can't figure out what exactly your detour does. Can you explain please ?

Also I just released a new version of my mod "Smarter Food Selection" that detours "DoTabs()" then figured out that psychology does too. (forgive me if I don't use your mod often  ;D ).

I knew this was risky in terms of compatibility but it ended up well after all, except that users are getting an error message yet harmless.

I think we should both do conditional detouring. I will do it in my next release w/e you decide.

Title: Re: [A16] Psychology (2017-3-29)
Post by: Dr_Zhivago on April 05, 2017, 11:55:22 AM
Getting an error log with Hospitality I believe.

[HugsLib] Exception during DetourMethodByAttribute: System.Exception: Failed to detour method Pawn_RelationsTracker.Notify_RescuedBy to Pawn_RelationsTracker.Notify_RescuedBy (assembly: Hospitality) ---> System.Exception: method was already detoured to Psychology.Detour._Pawn_RelationsTracker._Notify_RescuedBy.
  at HugsLib.Source.Detour.DetourProvider.CompatibleDetourWithExceptions (System.Reflection.MethodInfo source, System.Reflection.MethodInfo destination) [0x00000] in <filename unknown>:0
  at HugsLib.Source.Detour.Helpers.DetourMethodByAttribute (System.Reflection.MemberInfo info, System.Attribute attrib) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at HugsLib.Source.Detour.DetourProvider.ThrowClearerDetourException (System.Exception e, System.Reflection.MemberInfo sourceInfo, System.Reflection.MemberInfo targetInfo, System.String detourMode) [0x00000] in <filename unknown>:0
  at HugsLib.Source.Detour.Helpers.DetourMethodByAttribute (System.Reflection.MemberInfo info, System.Attribute attrib) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
HugsLib.Utils.ModLogger:ReportException(Exception, String, Boolean, String)
HugsLib.Source.Detour.Helpers:DetourMethodByAttribute(MemberInfo, Attribute)
HugsLib.Source.Attrib.AttributeDetector:CallHandlersForAttributes(List`1, Dictionary`2)
HugsLib.Source.Attrib.AttributeDetector:ProcessNewTypes()
HugsLib.HugsLibController:ProcessAttibutes()
HugsLib.HugsLibController:LoadReloadInitialize()
HugsLib.HugsLibController:Initalize()
HugsLib.Core.UnityProxyComponent:Start()
Title: Re: [A16] Psychology (2017-3-29)
Post by: System.Linq on April 06, 2017, 01:17:35 AM
Quote from: AngleWyrm on April 05, 2017, 10:13:50 AM

(https://s6.postimg.org/mtrejvtu9/mermaid.png)


I have a pair of colonists that hate each other; they're at -80 or worse after a brawl over discussing their feelings.

There's a lot of dimensions to the psych profiles, which I'm guessing are similar to genetic traits in that they are unlikely to change for any given colonist. (might make an interesting avenue for medical research...)

With so much rich detail I'd like to know if there is anything I can do to influence the relationship, beyond the rather low-detail binary keep/chuck.

How do I determine what the primary 1~3 contributing factors are to their animosity? And more generally is there some sort of wheel of opposites taking place in the list of psychic traits?
At the moment, you do not have fine control over the interpersonal interactions of your colonists. If they don't get along, they simply will not get along; they're not fond of each other. All you can do is endeavor to give them jobs and living spaces separate enough from each other that they do not interact as often. It's worth noting that the smaller the colony, the more its inhabitants will moderate their distaste for each other.

Colonists determine whether they like each other or not based on a variety of factors. The first is the very basic "how close to my opinion on this topic is theirs when we have a conversation about it?" Each personality trait has a topic of conversation associated with it (except for "core" traits which are the same for everyone with an identical upbringing and exist solely to influence the traits beneath with them). If they are very close, they will have a very positive reaction to each other on it. If they are very far apart, it will be very negative. Secondly, the magnitude of the personality offset is influenced heavily by the controversiality of a conversation topic. People will be much more attracted to each other or put off by another person if they disagree on politics than what's on their bucket list.

If someone displeases another person, they can mitigate (or worsen) it by how Polite they are, and Judgmental colonists will have bigger opinion offsets from conversations, leading them to form an opinion of someone more quickly (and possibly also change it on a whim). Colonists that are Cool get a flat bonus to all conversations with anyone, and vice versa for colonists who are very not Cool. Population size can also mitigate bad opinions if it's low (as previously mentioned), and finally small conversational thoughts will likely not affect them if they have already formed a strong opinion of that colonist (250+). Conversational thoughts last about a year before they are forgotten.

So there are many factors in play. It is essentially a complete rework of everything to do with how colonists interact, which is why the mod is advertised as an overhaul. It's probably far too complicated to keep track of or try to influence. Plus, a colonist which previously liked someone may find themselves talking about a topic on which they strongly disagree, and subsequently hate their guts. You can't tell your colonists who to enjoy the company of, they simply do or do not. The next version, as previously mentioned, will see your colonists taking time off to hang out with each other and get to know better people they might not otherwise talk to much (and reinforce previously-established relationships).

And finally, personality is based largely on traits, allowed labor, and upbringing, so there is not much you can do to change it (unless you have a mod which allows you to do so). Some parts of it (primarily the intellectual personality traits) can be influenced by their skill levels and will change over time. Perhaps in the future I may add some sort of age factor as well, so their personality changes as they grow older, but that's a long way off.

Quote from: Wishmaster on April 05, 2017, 11:33:11 AM
Hello.

I am making a mod that detours "RimWorld.TendUtility.DoTend()" and just realize your mod does too.

I can't figure out what exactly your detour does. Can you explain please ?

Also I just released a new version of my mod "Smarter Food Selection" that detours "DoTabs()" then figured out that psychology does too. (forgive me if I don't use your mod often  ;D ).

I knew this was risky in terms of compatibility but it ended up well after all, except that users are getting an error message yet harmless.

I think we should both do conditional detouring. I will do it in my next release w/e you decide.
In A17 Psychology will begin using Harmony when HugsLib supports it, so I recommend you use that to avoid compatibility issues entirely.

Psychology simply adds this to DoTend():

            if (doctor != null)
            {
                doctor.records.Increment(RecordDefOf.TimesTendedOther);
                doctor.needs.mood.thoughts.memories.TryGainMemoryThought(ThoughtDefOfPsychology.DoctorBleedingHeart, patient);
            }


There are instructions in the OP for overriding this while maintaining the functionality of both mods.

Quote from: Dr_Zhivago on April 05, 2017, 11:55:22 AM
Getting an error log with Hospitality I believe.

[HugsLib] Exception during DetourMethodByAttribute: System.Exception: Failed to detour method Pawn_RelationsTracker.Notify_RescuedBy to Pawn_RelationsTracker.Notify_RescuedBy (assembly: Hospitality) ---> System.Exception: method was already detoured to Psychology.Detour._Pawn_RelationsTracker._Notify_RescuedBy.
  at HugsLib.Source.Detour.DetourProvider.CompatibleDetourWithExceptions (System.Reflection.MethodInfo source, System.Reflection.MethodInfo destination) [0x00000] in <filename unknown>:0
  at HugsLib.Source.Detour.Helpers.DetourMethodByAttribute (System.Reflection.MemberInfo info, System.Attribute attrib) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at HugsLib.Source.Detour.DetourProvider.ThrowClearerDetourException (System.Exception e, System.Reflection.MemberInfo sourceInfo, System.Reflection.MemberInfo targetInfo, System.String detourMode) [0x00000] in <filename unknown>:0
  at HugsLib.Source.Detour.Helpers.DetourMethodByAttribute (System.Reflection.MemberInfo info, System.Attribute attrib) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
HugsLib.Utils.ModLogger:ReportException(Exception, String, Boolean, String)
HugsLib.Source.Detour.Helpers:DetourMethodByAttribute(MemberInfo, Attribute)
HugsLib.Source.Attrib.AttributeDetector:CallHandlersForAttributes(List`1, Dictionary`2)
HugsLib.Source.Attrib.AttributeDetector:ProcessNewTypes()
HugsLib.HugsLibController:ProcessAttibutes()
HugsLib.HugsLibController:LoadReloadInitialize()
HugsLib.HugsLibController:Initalize()
HugsLib.Core.UnityProxyComponent:Start()

The same goes for Hospitality.


        internal static void _Notify_RescuedBy(this Pawn_RelationsTracker t, Pawn rescuer)
        {

            if (rescuer.RaceProps.Humanlike && t.canGetRescuedThought)
            {
                t.GetPawn().needs.mood.thoughts.memories.TryGainMemoryThought(ThoughtDefOf.RescuedMe, rescuer);
                t.canGetRescuedThought = false;
                rescuer.needs.mood.thoughts.memories.TryGainMemoryThought(ThoughtDefOfPsychology.RescuedBleedingHeart, t.GetPawn());
            }
        }
Title: Re: [A16] Psychology (2017-3-29)
Post by: Ruisuki on April 06, 2017, 01:30:55 AM
That sounds excellent. I enjoyed the idea of dating from the romance diversified(?) mod, glad to see more tuning in interactions on this mod, its becoming one of my favorites. Can we expect the mayoral spot and/or prepare carefully integration by the next update or do you also foresee them being a long way off?
Title: Re: [A16] Psychology (2017-3-29)
Post by: System.Linq on April 06, 2017, 01:49:44 AM
Prepare Carefully integration will come with Harmony integration into HugsLib.

Mayoral spot may come next update if I get around to it. It will simply involve putting a new property on tables that you can use to designate them as an "office" for mayors.
Title: Re: [A16] Psychology (2017-3-29)
Post by: trick on April 06, 2017, 02:06:02 AM
Quote from: tbridges42 on April 02, 2017, 10:47:37 AM
...

I checked out my save files, and in the thing node for the first pawn that was saved, the Psychology.DirectPawnRelationDynamic node did not terminate properly. The result was that every other object in my game was considered to be a relationship of my pawn, instead of an object which was throwing pages of object not found errors when I loaded. Even my camera map was in that pawn's directRelations node.

...

I think I might have run into the same problem. In my save file I have two Psychology.DirectPawnRelationDynamic nodes (i.e. <li Class="Psychology.DirectPawnRelationDynamic">). The first is inside of the definition for Thing_Human2819, and describes her relation to Thing_Human2815 (and also contains everything about Thing_Human2815). The second is a decendant of the first node, and presumably defines Thing_Human2815's relationship with Thing_Human2819, but it also contains references to a whole pile of other things (plants and animals on the map, a stove, etc).

None of the other pawns have these, but these two pawns are the only ones with romantic entanglements.

Trying to load the game gives me a lot of warnings of the form:

QuoteCould not resolve reference to object with loadID Thing_Human2815 of type Verse.Pawn. Was it compressed away, destroyed, had no ID number, or not saved/loaded right?

and ultimately fails with this traceback:

QuoteException from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.Pawn_RelationsTracker.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.PostLoadInitter.DoAllPostLoadInits () [0x00000] in <filename unknown>:0
  at Verse.Game.LoadGame () [0x00000] in <filename unknown>:0
  at Verse.SavedGameLoader.LoadGameFromSaveFile (System.String fileName) [0x00000] in <filename unknown>:0
  at Verse.Root_Play.<Start>m__736 () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in <filename unknown>:0
Title: Re: [A16] Psychology (2017-3-29)
Post by: System.Linq on April 06, 2017, 02:21:22 AM
Yes, I fully expect the dynamic relation def thing to have problems. It was difficult to fully test. Mind hosting the save file somewhere?

Also, the compatibility error with Hospitality likely always existed, and is only noticeable now that Hospitality has switched to HugsLib.
Title: Re: [A16] Psychology (2017-3-29)
Post by: trick on April 06, 2017, 02:34:04 AM
Sure, any suggestions as to where? It's about 15 Mb. I can tarball it, but it will still be big.

By the way, I moved the nested thing nodes from out of the Psychology.DirectPawnRelationDynamic nodes, and removed the Psychology.DirectPawnRelationDynamic nodes and now it loads and saves fine, but the one couple is no longer together (as tbridges42 found).
Title: Re: [A16] Psychology (2017-3-29)
Post by: trick on April 06, 2017, 02:38:02 AM
Never-mind, I vastly underestimated the comprehensibility of these xml files.

[attachment deleted by admin due to age]
Title: Re: [A16] Psychology (2017-3-29)
Post by: System.Linq on April 06, 2017, 03:12:45 AM
Yeah, that PawnRelation is applied when a couple breaks up. It should be an ex-lover relation.
Title: Re: [A16] Psychology (2017-3-29)
Post by: AngleWyrm on April 06, 2017, 08:02:09 AM

(https://s-media-cache-ak0.pinimg.com/736x/22/d9/98/22d99850cfffdd432b2fd0797041b615.jpg)
Quote from: Linq on April 06, 2017, 01:17:35 AM
  • "how close to my opinion on this topic is theirs when we have a conversation about it?" Each personality trait has a topic of conversation associated with it (except for "core" traits which are the same for everyone with an identical upbringing and exist solely to influence the traits beneath with them). If they are very close, they will have a very positive reaction to each other on it. If they are very far apart, it will be very negative.
  • The magnitude of the personality offset is influenced heavily by the controversiality of a conversation topic. People will be much more attracted to each other or put off by another person if they disagree on politics than what's on their bucket list.
  • If someone displeases another person, they can mitigate (or worsen) it by how Polite they are
  • Judgmental colonists will have bigger opinion offsets from conversations, leading them to form an opinion of someone more quickly (and possibly also change it on a whim).
  • Colonists that are Cool get a flat bonus to all conversations with anyone, and vice versa for colonists who are very not Cool.
  • Population size can also mitigate bad opinions if it's low
  • small conversational thoughts will likely not affect them if they have already formed a strong opinion of that colonist (250+)
  • Conversational thoughts last about a year before they are forgotten.
  • Personality is based largely on traits, allowed labor, and upbringing
  • Some parts of it (primarily the intellectual personality traits) can be influenced by their skill levels and will change over time.

Thanks for a detailed understanding of what's going on in the colony. That's the kind of thing I enjoy seeing when they interact, the echoes and trajectories of the motives behind the shooting stars that finally appear on-screen.

QuoteAll you can do is endeavor to give them jobs and living spaces separate enough from each other that they do not interact as often...It's probably far too complicated to keep track of or try to influence...You can't tell your colonists who to enjoy the company of, they simply do or do not.

I don't want direct control, that would break immersion and feel like cheese. Physical proximity is a great plan, separating differences and congregating similarities. A role for the player to govern and refine their colony.

The other place I see for player involvement is skill levels. If changing the skills between two colonists would improve their relationship (or worsen it, if you're into that) then there's an opportunity to provide indirect influence. It creates motive to train up specific skills, build schools and training areas, and could also present desire to reduce/forget some skills.
Title: Re: [A16] Psychology (2017-3-29)
Post by: trick on April 06, 2017, 09:31:57 AM
Quote from: Linq on April 06, 2017, 03:12:45 AM
Yeah, that PawnRelation is applied when a couple breaks up. It should be an ex-lover relation.

They were regularly breaking up and getting back together. As far as I remember though, at the point of this save game they had been together for a while and were engaged.
Title: Re: [A16] Psychology (2017-3-29)
Post by: Wishmaster on April 06, 2017, 12:38:35 PM
QuoteIn A17 Psychology will begin using Harmony when HugsLib supports it, so I recommend you use that to avoid compatibility issues entirely.

I don't see how harmony will solve that issue. My mods detours DoTabs() for the same purpose as Psychology (to increase the maximum number of ITabs).

QuoteThere are instructions in the OP for overriding this while maintaining the functionality of both mods.

OP.... ? I can't find what you are talking about..
edit: I've found what you are talking about but I don't detour DoTend() for the same purpose as you, I don't edit the same part of the code. I guess I am on my own to create a patch.
Title: Re: [A16] Psychology (2017-3-29)
Post by: System.Linq on April 06, 2017, 03:54:45 PM
Quote from: Wishmaster on April 06, 2017, 12:38:35 PM
QuoteIn A17 Psychology will begin using Harmony when HugsLib supports it, so I recommend you use that to avoid compatibility issues entirely.

I don't see how harmony will solve that issue. My mods detours DoTabs() for the same purpose as Psychology (to increase the maximum number of ITabs).

The whole point of Harmony is to resolve incompatibilities in detouring.

Quote from: Wishmaster on April 06, 2017, 12:38:35 PM
QuoteThere are instructions in the OP for overriding this while maintaining the functionality of both mods.

OP.... ? I can't find what you are talking about..
edit: I've found what you are talking about but I don't detour DoTend() for the same purpose as you, I don't edit the same part of the code. I guess I am on my own to create a patch.

Original post. It doesn't matter why you detour DoTend(). Simply include the functionality that is in Psychology:


                ThoughtDef kp = DefDatabase<ThoughtDef>.GetNamedSilentFail("DoctorBleedingHeart");
                if(kp != null)
                {
                        doctor.needs.mood.thoughts.memories.TryGainMemoryThought(kp, patient);
                }


Then tell your users to load your mod before Psychology.
Title: Re: [A16] Psychology (2017-3-29)
Post by: tbridges42 on April 08, 2017, 11:51:04 AM
I had already overwritten my save files before it occurred to me to upload them.

But (fortunately?) it happened again this weekend. So here's a link to my save file: https://1drv.ms/u/s!AjYPGQw3c96wg79BhyTc_qWt7rIgnQ (https://1drv.ms/u/s!AjYPGQw3c96wg79BhyTc_qWt7rIgnQ)

I also see you saying that your mod is not compatible with Rumours and Deception. I thought I had removed that, but I haven't. So maybe that's related somehow. Since I'm modifying my save anyway, maybe I can remove that mod. I'll definitely be glad to not deal with splintering anymore.
Title: Re: [A16] Psychology (2017-3-29)
Post by: tbridges42 on April 08, 2017, 12:05:34 PM
QuoteYeah, that PawnRelation is applied when a couple breaks up. It should be an ex-lover relation.

That's interesting. The first time this happened, the couple was still together but was having issues. After I fixed the save and debugged them back together, they got over it, got married, and have been quite happy for over a year now.

This time around, the issue happened to a different toon. This toon was just finally getting over his dead lover, but I don't think he was dating anyone else.
Title: Re: [A16] Psychology (2017-3-29)
Post by: System.Linq on April 08, 2017, 10:20:26 PM
I've looked into a fix. I'll try and release a version this week that hopefully fixes it.
Title: Re: [A16] Psychology (2017-3-29)
Post by: cladicus on April 09, 2017, 07:34:12 PM
Hello Linq, your mod states that a new save file isn't needed, however the "psyche" tab doesn't appear on my existing colonists. Any new ones that appear on the map recieve this psyche tab, and if I start a new colony, my own pawns also have them, however the pawns that was there before your mod, won't get the psyche tab no matter what.

Is there a fix, or am I simply going to have to drop my colony for a new one?

Thank you for the great mod either way :)
Title: Re: [A16] Psychology (2017-3-29)
Post by: Ruisuki on April 09, 2017, 09:42:20 PM
Doesnt apply to existing colonists. So you wont get the sweet new dates or the improved social interaction with new colonists. A shame, 2 of my psycolonists gained 71+ relation very easily but the vanilla rivals have no chance of dropping their -100 relationship after many seasons.
Title: Re: [A16] Psychology (2017-3-29)
Post by: System.Linq on April 10, 2017, 12:44:24 AM
You can edit your colony save file and change existing pawns' Class from Pawn to Psychology.PsychologyPawn to add the Psychology features to them.
Title: Re: [A16] Psychology (2017-3-29)
Post by: Ruisuki on April 10, 2017, 01:35:27 AM
Can you edit their psych profile, is it randomized each time? dont wanna have a hetero married character end up with a 5 on the kinsey scale and divorce her
Title: Re: [A16] Psychology (2017-3-29)
Post by: System.Linq on April 10, 2017, 01:42:59 AM
You can also edit their psyche from the save file, but beware that their personality may be altered if you add Psychology features to them. It's more than just sexuality (though I find the "my straight character might suddenly be gay!" panic to be a curiously common concern), they may simply not get along anymore and end up divorcing anyway. Also, sexuality only matters for romance, so pre-existing couples will not split just because they are no longer attracted to each other's sex.
Title: Re: [A16] Psychology (2017-3-29)
Post by: Ruisuki on April 10, 2017, 03:05:40 AM
Yeah people get attached to their characters. I think Im not gonna risk it and just let the original founders retain their personality, sexuality and relationships. Dont wanna risk losing them. Maybe i'll let them be the ones to take the ship out of the rim. Specially the couples.
Title: Re: [A16] Psychology (2017-3-29)
Post by: Dr_Zhivago on April 10, 2017, 07:13:55 AM
Quote from: Linq on April 10, 2017, 01:42:59 AM
You can also edit their psyche from the save file, but beware that their personality may be altered if you add Psychology features to them. It's more than just sexuality (though I find the "my straight character might suddenly be gay!" panic to be a curiously common concern)

Is there an easy way of editing their psyche profile? Namely the sexuality thing is what bothers me. When you have the starting colonists in a relationship yet one of them is homosexual or something. I tried going through the save file and searching for "kinsey" but there's a lot of code before and after the lines...

So basically I'm asking how to find the sexuality rating, and how to know whose sexuality you're changing, within the save file.
Title: Re: [A16] Psychology (2017-3-29)
Post by: pintpo on April 12, 2017, 10:41:28 AM
Hello! I'm loving the additions to the game this mod brings. Unfortunately it's brought an issue with a colony. I'll post the correspondence so far between myself and the others that have directed me to you.

Quote from: pintpo on April 10, 2017, 08:21:14 AM
Hello. I was directed here by Unlimited Hugs for an issue I am having with my colony.


Here is the dialogue. Hope you can help fix my game.  :)

***************************************
KaT  18 hours ago   

Hello!
Thank you so much for these awesome mods! I've been playing with no issue until yesterday when I started becoming unable to capture downed prisoners and rescue downed colonists. I have included this:

https://gist.github.com/78ff06229cee165125223b2142d0821c

Which is the error that comes up in the log when I start the game.



this is the error that comes up when I try to capture a prisoner:

https://gist.github.com/47f632e1cf3920629688b3711e39344d

For what its worth, I cannot spawn a raid. So I don't have a log for when I try to rescue a downed colonist


I hope this information helps, if I need to add more please let me know. I am pretty unfamiliar with this stuff.


@pintpo: I have fixed this issue from my side in the latest version. But the conflicting mod Psychology still has to do their side. You can best post your issue there.


____________end transmission______________

Please let me know if I can supply any further information. Thanks in advance for your help!!
Title: Re: [A16] Psychology (2017-3-29)
Post by: picatso on April 13, 2017, 10:00:14 PM
Quote from: Dr_Zhivago on April 10, 2017, 07:13:55 AM
Quote from: Linq on April 10, 2017, 01:42:59 AM
You can also edit their psyche from the save file, but beware that their personality may be altered if you add Psychology features to them. It's more than just sexuality (though I find the "my straight character might suddenly be gay!" panic to be a curiously common concern)

Is there an easy way of editing their psyche profile? Namely the sexuality thing is what bothers me. When you have the starting colonists in a relationship yet one of them is homosexual or something. I tried going through the save file and searching for "kinsey" but there's a lot of code before and after the lines...

So basically I'm asking how to find the sexuality rating, and how to know whose sexuality you're changing, within the save file.

First you find the pawn you want to change, then you scroll down (its a really long scroll) until you find a line '<sexuality>'
under this line you might find '<kinseyRating>X</kinseyRating>' (some pawns are missing this line for some reason so you can add it yourself with the desired value instead of X.
Title: Re: [A16] Psychology (2017-3-29)
Post by: Fightera100 on April 15, 2017, 12:18:20 PM
Seems like it doesn't work with Hospitality :/

I loaded these mods in order:
Core
HugsLib
Hospitality
Psychology

and here is the red marked error:
[HugsLib] Exception during DetourMethodByAttribute: System.Exception: Failed to detour method Pawn_RelationsTracker.Notify_RescuedBy to _Pawn_RelationsTracker._Notify_RescuedBy (assembly: Psychology) ---> System.Exception: method was already detoured to Hospitality.Detouring.Pawn_RelationsTracker.Notify_RescuedBy.
  at HugsLib.Source.Detour.DetourProvider.CompatibleDetourWithExceptions (System.Reflection.MethodInfo source, System.Reflection.MethodInfo destination) [0x00000] in <filename unknown>:0
  at HugsLib.Source.Detour.Helpers.DetourMethodByAttribute (System.Reflection.MemberInfo info, System.Attribute attrib) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at HugsLib.Source.Detour.DetourProvider.ThrowClearerDetourException (System.Exception e, System.Reflection.MemberInfo sourceInfo, System.Reflection.MemberInfo targetInfo, System.String detourMode) [0x00000] in <filename unknown>:0
  at HugsLib.Source.Detour.Helpers.DetourMethodByAttribute (System.Reflection.MemberInfo info, System.Attribute attrib) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
HugsLib.Utils.ModLogger:ReportException(Exception, String, Boolean, String)
HugsLib.Source.Detour.Helpers:DetourMethodByAttribute(MemberInfo, Attribute)
HugsLib.Source.Attrib.AttributeDetector:CallHandlersForAttributes(List`1, Dictionary`2)
HugsLib.Source.Attrib.AttributeDetector:ProcessNewTypes()
HugsLib.HugsLibController:ProcessAttibutes()
HugsLib.HugsLibController:LoadReloadInitialize()
HugsLib.HugsLibController:Initalize()
HugsLib.Core.UnityProxyComponent:Start()
Title: Re: [A16] Psychology (2017-3-29)
Post by: AngleWyrm on April 15, 2017, 12:27:33 PM
I also get a red-text error message when in developer mode indicating Psychology and Hospitality both perform a detour of the same process. Something to the effect of 'method already detoured.'

When not in developer mode the error box doesn't pop up, and I am able to play. But I wouldn't know what to look for as far as compatibility and over-writes of behavior go.
Title: Re: [A16] Psychology (2017-3-29)
Post by: Fightera100 on April 15, 2017, 12:49:04 PM
Quote from: AngleWyrm on April 15, 2017, 12:27:33 PM
I also get a red-text error message when in developer mode indicating Psychology and Hospitality both perform a detour of the same process. Something to the effect of 'method already detoured.'

When not in developer mode the error box doesn't pop up, and I am able to play. But I wouldn't know what to look for as far as compatibility and over-writes of behavior go.

If it works fine I just turn off dev mode then, thanks
Title: Re: [A16] Psychology (2017-3-29)
Post by: biship on April 15, 2017, 05:37:44 PM
Quote from: Fightera100 on April 15, 2017, 12:18:20 PM
Seems like it doesn't work with Hospitality :/

[HugsLib] Exception during DetourMethodByAttribute: System.Exception: Failed to detour method Pawn_RelationsTracker.Notify_RescuedBy to _Pawn_RelationsTracker._Notify_RescuedBy (assembly: Psychology) ---> System.Exception: method was already detoured to Hospitality.Detouring.Pawn_RelationsTracker.Notify_RescuedBy.
  at HugsLib.Source.Detour.DetourProvider.CompatibleDetourWithExceptions (System.Reflection.MethodInfo source, System.Reflection.MethodInfo destination) [0x00000] in <filename unknown>:0
  at HugsLib.Source.Detour.Helpers.DetourMethodByAttribute (System.Reflection.MemberInfo info, System.Attribute attrib) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at HugsLib.Source.Detour.DetourProvider.ThrowClearerDetourException (System.Exception e, System.Reflection.MemberInfo sourceInfo, System.Reflection.MemberInfo targetInfo, System.String detourMode) [0x00000] in <filename unknown>:0
  at HugsLib.Source.Detour.Helpers.DetourMethodByAttribute (System.Reflection.MemberInfo info, System.Attribute attrib) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
HugsLib.Utils.ModLogger:ReportException(Exception, String, Boolean, String)
HugsLib.Source.Detour.Helpers:DetourMethodByAttribute(MemberInfo, Attribute)
HugsLib.Source.Attrib.AttributeDetector:CallHandlersForAttributes(List`1, Dictionary`2)
HugsLib.Source.Attrib.AttributeDetector:ProcessNewTypes()
HugsLib.HugsLibController:ProcessAttibutes()
HugsLib.HugsLibController:LoadReloadInitialize()
HugsLib.HugsLibController:Initalize()
HugsLib.Core.UnityProxyComponent:Start()


I get the same error. Perhaps is a load order issue. My order is:

Core
HugsLib
Hospitality
Psychology
Title: Re: [A16] Psychology (2017-3-29)
Post by: Holothurin on April 16, 2017, 10:38:23 AM
I don't want to sound overly pissed but the following just happened again due to an Ex-Lover Couple:

<social>
<directRelations>
<li>
<def>PawnRelationDynamic</def>
<otherPawn>Thing_Human5522</otherPawn>
<startTicks>1455660</startTicks>
</li>
<li Class="Psychology.DirectPawnRelationDynamic">
<def>PawnRelationDynamic</def>
<otherPawn>Thing_Human5522</otherPawn>
<startTicks>1455660</startTicks>
<thing Class="Psychology.PsychologyPawn">
<def>Human</def>
<id>Human5509</id>


The <social> and <directrelations> tags finish after including all plants/shrubs at the end of the file rendering pretty much every savegame useless. That's the fifth colony I have to give up due to that  :-\
I would have tried to simply replace 'PawnRelationDynamic' but even then everything referring to the pawn after that like skills, etc. has not been written into the save anymore.
Title: Re: [A16] Psychology (2017-3-29)
Post by: Swolebob on April 19, 2017, 06:32:54 PM
Quote from: Holothurin on April 16, 2017, 10:38:23 AM
I don't want to sound overly pissed but the following just happened again due to an Ex-Lover Couple:

<social>
<directRelations>
<li>
<def>PawnRelationDynamic</def>
<otherPawn>Thing_Human5522</otherPawn>
<startTicks>1455660</startTicks>
</li>
<li Class="Psychology.DirectPawnRelationDynamic">
<def>PawnRelationDynamic</def>
<otherPawn>Thing_Human5522</otherPawn>
<startTicks>1455660</startTicks>
<thing Class="Psychology.PsychologyPawn">
<def>Human</def>
<id>Human5509</id>


The <social> and <directrelations> tags finish after including all plants/shrubs at the end of the file rendering pretty much every savegame useless. That's the fifth colony I have to give up due to that  :-\
I would have tried to simply replace 'PawnRelationDynamic' but even then everything referring to the pawn after that like skills, etc. has not been written into the save anymore.

I just lost my second colony today for the same reason :/
Title: Re: [A16] Psychology (2017-3-29)
Post by: biship on April 19, 2017, 06:54:41 PM
Good effort on this mod, however it's too buggy for me to use. Thanks for the effort.
Title: Re: [A16] Psychology (2017-3-29)
Post by: sidfu on April 20, 2017, 11:08:04 AM
Quote from: Holothurin on April 16, 2017, 10:38:23 AM
I don't want to sound overly pissed but the following just happened again due to an Ex-Lover Couple:

<social>
<directRelations>
<li>
<def>PawnRelationDynamic</def>
<otherPawn>Thing_Human5522</otherPawn>
<startTicks>1455660</startTicks>
</li>
<li Class="Psychology.DirectPawnRelationDynamic">
<def>PawnRelationDynamic</def>
<otherPawn>Thing_Human5522</otherPawn>
<startTicks>1455660</startTicks>
<thing Class="Psychology.PsychologyPawn">
<def>Human</def>
<id>Human5509</id>


The <social> and <directrelations> tags finish after including all plants/shrubs at the end of the file rendering pretty much every savegame useless. That's the fifth colony I have to give up due to that  :-\
I would have tried to simply replace 'PawnRelationDynamic' but even then everything referring to the pawn after that like skills, etc. has not been written into the save anymore.


that error is probaly being caused by this error hugslib is throwing on psycology

[HugsLib] Exception during DetourMethodByAttribute: System.Exception: Failed to detour method Pawn_RelationsTracker.Notify_RescuedBy to _Pawn_RelationsTracker._Notify_RescuedBy (assembly: Psychology) ---> System.Exception: method was already detoured to Hospitality.Detouring.Pawn_RelationsTracker.Notify_RescuedBy.
  at HugsLib.Source.Detour.DetourProvider.CompatibleDetourWithExceptions (System.Reflection.MethodInfo source, System.Reflection.MethodInfo destination) [0x00000] in <filename unknown>:0
  at HugsLib.Source.Detour.Helpers.DetourMethodByAttribute (System.Reflection.MemberInfo info, System.Attribute attrib) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at HugsLib.Source.Detour.DetourProvider.ThrowClearerDetourException (System.Exception e, System.Reflection.MemberInfo sourceInfo, System.Reflection.MemberInfo targetInfo, System.String detourMode) [0x00000] in <filename unknown>:0
  at HugsLib.Source.Detour.Helpers.DetourMethodByAttribute (System.Reflection.MemberInfo info, System.Attribute attrib) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
HugsLib.Utils.ModLogger:ReportException(Exception, String, Boolean, String)
HugsLib.Source.Detour.Helpers:DetourMethodByAttribute(MemberInfo, Attribute)
HugsLib.Source.Attrib.AttributeDetector:CallHandlersForAttributes(List`1, Dictionary`2)
HugsLib.Source.Attrib.AttributeDetector:ProcessNewTypes()
HugsLib.HugsLibController:ProcessAttibutes()
HugsLib.HugsLibController:LoadReloadInitialize()
HugsLib.HugsLibController:Initalize()
HugsLib.Core.UnityProxyComponent:Start()

Title: Re: [A16] Psychology (2017-3-29)
Post by: Holothurin on April 22, 2017, 04:08:02 AM
I had to remove psychology although I do miss the interactions and now everything runs fine. No more corrupted saves.
Maybe the pawnrelation dynamics were a bit too dynamic anyway. I had a divorce rate of 100% and almost no marriage lasting longer than one season resulting in multiple debuffs. Sometimes these things happened so fast, the pawns had more than one divorce-debuff at the time. This was actually worse than an everlasting psychic wave :)
Title: Re: [A16] Psychology (2017-3-29)
Post by: System.Linq on April 24, 2017, 08:02:07 PM
Hello,

The error you receive from Hospitality is superficial and can be safely ignored. The ex-lover save corrupting issue has no clear cause and it's been incredibly difficult to find anyone who can help me test it (contrary to Holothurin's experience,  the pawns in my colony absolutely refuse to break up). I have an update in the works but would prefer to ensure that the dynamic relations bug is fixed before releasing it.

Thanks.
Title: Re: [A16] Psychology (2017-3-29)
Post by: Holothurin on April 25, 2017, 07:41:23 AM
Well, the last time I did something with C++ was back in 2001 so i'm not of much help here. What exactly would you like to test out though since my colonists seem rather fond of breaking up?
Title: Re: [A16] Psychology (2017-3-29)
Post by: KarpatMan on April 26, 2017, 11:08:49 AM
    Hi, I have a problem. I can`t see any new interactions between colonists like "Talked about Morale +2", etc. Back when I got old Hospitality everything ran fine(but Hospitality was bugged that days :D). Any help?
P.S. also gettin ex-lover Error messages in console
Title: Re: [A16] Psychology (2017-3-29)
Post by: Crossbowman on April 29, 2017, 07:47:08 PM
Quote from: Linq on April 24, 2017, 08:02:07 PM
Hello,

The error you receive from Hospitality is superficial and can be safely ignored. The ex-lover save corrupting issue has no clear cause and it's been incredibly difficult to find anyone who can help me test it (contrary to Holothurin's experience,  the pawns in my colony absolutely refuse to break up). I have an update in the works but would prefer to ensure that the dynamic relations bug is fixed before releasing it.

Thanks.
I think one way to test it would be to set up a bunch of pawns in a room (with food and heating etc), and then make a ton of them lover-pairs (or husband-wife + cheaters). Assuming none are polyamorous, they will inevitably break up due to bad relations.
Title: Re: [A16] Psychology (2017-3-29)
Post by: JustAHuman1989 on April 30, 2017, 12:42:58 PM
Anybody is here? I`ve got an error while playing. I don`t know what is wrong because my poor english and lack of understanding how mods are working. maybe it is some sort of unstackable mod i got? the game is pausing all the time, but it was not some time ago. everything is running good, exept this problem.

System.NullReferenceException: Object reference not set to an instance of an object
at Psychology._LovePartnerRelationUtility._LovePartnerRelationGenerationChance (Verse.Pawn,Verse.Pawn,Verse.PawnGenerationRequest,bool) <0x00304>
at (wrapper dynamic-method) RimWorld.PawnRelationWorker_Spouse.GenerationChance_Patch1 (object,Verse.Pawn,Verse.Pawn,Verse.PawnGenerationRequest) <0x00036>
at Verse.PawnGenerator/<GeneratePawnRelations>c__AnonStorey4B2.<>m__7C5 (System.Collections.Generic.KeyValuePair`2<Verse.Pawn, RimWorld.PawnRelationDef>) <0x00086>
at Verse.GenCollection.RandomElementByWeightWithDefault<System.Collections.Generic.KeyValuePair`2<Verse.Pawn, RimWorld.PawnRelationDef>> (System.Collections.Generic.IEnumerable`1<System.Collections.Generic.KeyValuePair`2<Verse.Pawn, RimWorld.PawnRelationDef>>,System.Func`2<System.Collections.Generic.KeyValuePair`2<Verse.Pawn, RimWorld.PawnRelationDef>, single>,single) <0x000cc>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawnRelations_Patch1 (Verse.Pawn,Verse.PawnGenerationRequest&) <0x0040d>
at Verse.PawnGenerator.DoGenerateNewNakedPawn (Verse.PawnGenerationRequest&,string&,bool) <0x0026d>
at Verse.PawnGenerator.GenerateNewNakedPawn (Verse.PawnGenerationRequest&) <0x00174>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawn_Patch1 (Verse.PawnGenerationRequest) <0x0025e>
at RimWorld.PawnGroupKindWorker_Trader.GenerateTrader (RimWorld.PawnGroupMakerParms,RimWorld.PawnGroupMaker,RimWorld.TraderKindDef) <0x001d6>
at RimWorld.PawnGroupKindWorker_Trader/<GeneratePawns>c__IteratorC0.MoveNext () <0x0018f>
at RimWorld.PawnGroupMakerUtility/<GeneratePawns>c__IteratorC4.MoveNext () <0x003cb>
at System.Collections.Generic.List`1<Verse.Pawn>.AddEnumerable (System.Collections.Generic.IEnumerable`1<Verse.Pawn>) <0x00095>
at System.Collections.Generic.List`1<Verse.Pawn>..ctor (System.Collections.Generic.IEnumerable`1<Verse.Pawn>) <0x00089>
at System.Linq.Enumerable.ToList<Verse.Pawn> (System.Collections.Generic.IEnumerable`1<Verse.Pawn>) <0x00040>
at RimWorld.IncidentWorker_NeutralGroup.SpawnPawns (RimWorld.IncidentParms) <0x00098>
at RimWorld.IncidentWorker_TraderCaravanArrival.TryExecute (RimWorld.IncidentParms) <0x000ae>
at RimWorld.Storyteller.TryFire (RimWorld.FiringIncident) <0x00063>
at RimWorld.IncidentQueue.IncidentQueueTick () <0x00066>
at RimWorld.Storyteller.StorytellerTick () <0x0001f>
at Verse.TickManager.DoSingleTick () <0x0033b>

Verse.Log:Error(String)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Title: Re: [A16] Psychology (2017-3-29)
Post by: Spiders Everywhere on May 01, 2017, 04:56:42 AM
Quote from: Linq on April 24, 2017, 08:02:07 PM
Hello,

The error you receive from Hospitality is superficial and can be safely ignored. The ex-lover save corrupting issue has no clear cause and it's been incredibly difficult to find anyone who can help me test it (contrary to Holothurin's experience,  the pawns in my colony absolutely refuse to break up). I have an update in the works but would prefer to ensure that the dynamic relations bug is fixed before releasing it.

Thanks.

What kind of help do you need? I have a save just before one on my colonists forgets her dead fiance, and if I save after it's corrupted. Debug throws this when it happens:

Exception ticking Lewis: System.ArgumentException: Field pawnsWithDirectRelationsWithMe defined on type RimWorld.Pawn_RelationsTracker is not a field on the target object which is of type Psychology.PsychologyPawn.
Parameter name: obj
  at System.Reflection.MonoField.GetValue (System.Object obj) [0x00000] in <filename unknown>:0
  at Psychology.Detour._InteractionWorker_Breakup.AddExLover (Psychology.PsychologyPawn lover, Psychology.PsychologyPawn ex) [0x00000] in <filename unknown>:0
  at Psychology.Detour._InteractionWorker_RomanceAttempt._BreakLoverAndFianceRelations (RimWorld.InteractionWorker_RomanceAttempt _this, Verse.Pawn pawn, System.Collections.Generic.List`1& oldLoversAndFiances) [0x00000] in <filename unknown>:0
  at Psychology.Detour._InteractionWorker_RomanceAttempt._Interacted (RimWorld.InteractionWorker_RomanceAttempt _this, Verse.Pawn initiator, Verse.Pawn recipient, System.Collections.Generic.List`1 extraSentencePacks) [0x00000] in <filename unknown>:0
  at RimWorld.Pawn_InteractionsTracker.TryInteractWith (Verse.Pawn recipient, RimWorld.InteractionDef intDef) [0x00000] in <filename unknown>:0
  at Hospitality.Detouring.Pawn_InteractionsTracker.TryInteractRandomly (RimWorld.Pawn_InteractionsTracker _this) [0x00000] in <filename unknown>:0
  at RimWorld.Pawn_InteractionsTracker.InteractionsTrackerTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Title: Re: [A16] Psychology (2017-3-29)
Post by: Kassidoo on May 05, 2017, 07:26:27 AM
I've had 2 colonies Brick the last 24 hours with the breakup bug. I'd love to test the "fix" you have
Title: Re: [A16] Psychology (2017-3-29)
Post by: Praetorian on May 05, 2017, 12:08:04 PM
Same here, I had this mod working fine with hospitality and about a dozen other mods, even with a breakup. Now I'm getting this when I boot up Rimworld:

[HugsLib] Exception during DetourMethodByAttribute: System.Exception: Failed to detour method Pawn_RelationsTracker.Notify_RescuedBy to _Pawn_RelationsTracker._Notify_RescuedBy (assembly: Psychology) ---> System.Exception: method was already detoured to Hospitality.Detouring.Pawn_RelationsTracker.Notify_RescuedBy.
  at HugsLib.Source.Detour.DetourProvider.CompatibleDetourWithExceptions (System.Reflection.MethodInfo source, System.Reflection.MethodInfo destination) [0x00000] in <filename unknown>:0
  at HugsLib.Source.Detour.Helpers.DetourMethodByAttribute (System.Reflection.MemberInfo info, System.Attribute attrib) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at HugsLib.Source.Detour.DetourProvider.ThrowClearerDetourException (System.Exception e, System.Reflection.MemberInfo sourceInfo, System.Reflection.MemberInfo targetInfo, System.String detourMode) [0x00000] in <filename unknown>:0
  at HugsLib.Source.Detour.Helpers.DetourMethodByAttribute (System.Reflection.MemberInfo info, System.Attribute attrib) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
HugsLib.Utils.ModLogger:ReportException(Exception, String, Boolean, String)
HugsLib.Source.Detour.Helpers:DetourMethodByAttribute(MemberInfo, Attribute)
HugsLib.Source.Attrib.AttributeDetector:CallHandlersForAttributes(List`1, Dictionary`2)
HugsLib.Source.Attrib.AttributeDetector:ProcessNewTypes()
HugsLib.HugsLibController:ProcessAttibutes()
HugsLib.HugsLibController:LoadReloadInitialize()
HugsLib.HugsLibController:Initalize()
HugsLib.Core.UnityProxyComponent:Start()


and this when loading the save:

Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.Pawn_RelationsTracker.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.PostLoadInitter.DoAllPostLoadInits () [0x00000] in <filename unknown>:0
  at Verse.Game.LoadGame () [0x00000] in <filename unknown>:0
  at Verse.SavedGameLoader.LoadGameFromSaveFile (System.String fileName) [0x00000] in <filename unknown>:0
  at Verse.Root_Play.<Start>m__736 () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
Title: Re: [A16] Psychology (2017-3-29)
Post by: System.Linq on May 05, 2017, 07:19:00 PM
I think what I'm going to do is roll back the dynamic relationship def thing to vanilla. I simply don't understand enough about the bug or what causes it, and I don't have the time to figure it out. I'll try and release a new version this weekend.
Title: Re: [A16] Psychology (2017-3-29)
Post by: Spiders Everywhere on May 05, 2017, 08:33:01 PM
Unrelated: wow, are tantrums brutal. I had to give up on a fairly promising prisoner because he beat on the walls until both hands were nothing but bloody stumps.
Title: Re: [A16] Psychology (2017-3-29)
Post by: JamieLord on May 06, 2017, 04:03:27 AM
Some of my colonists are in a polyamorous relationships and are getting negative moods because they can't sleep in the same bed as all of their lovers is there anyway to fix this?
Title: Re: [A16] Psychology (2017-3-29)
Post by: System.Linq on May 13, 2017, 02:06:57 AM
Quote from: JamieLord on May 06, 2017, 04:03:27 AM
Some of my colonists are in a polyamorous relationships and are getting negative moods because they can't sleep in the same bed as all of their lovers is there anyway to fix this?

Giving them all beds in the same room should solve that.
Title: Re: [A16] Psychology (2017-3-29)
Post by: JustAHuman1989 on May 14, 2017, 05:14:16 AM
Hello everyone. i`ve got some trouble and i can`t slove it. help me please. everything was good, but suddenly game paused with this error:
System.NullReferenceException: Object reference not set to an instance of an object
at Psychology._LovePartnerRelationUtility._LovePartnerRelationGenerationChance (Verse.Pawn,Verse.Pawn,Verse.PawnGenerationRequest,bool) <0x00304>
at (wrapper dynamic-method) RimWorld.PawnRelationWorker_Spouse.GenerationChance_Patch1 (object,Verse.Pawn,Verse.Pawn,Verse.PawnGenerationRequest) <0x00036>
at Verse.PawnGenerator/<GeneratePawnRelations>c__AnonStorey4B2.<>m__7C5 (System.Collections.Generic.KeyValuePair`2<Verse.Pawn, RimWorld.PawnRelationDef>) <0x00086>
at Verse.GenCollection.RandomElementByWeightWithDefault<System.Collections.Generic.KeyValuePair`2<Verse.Pawn, RimWorld.PawnRelationDef>> (System.Collections.Generic.IEnumerable`1<System.Collections.Generic.KeyValuePair`2<Verse.Pawn, RimWorld.PawnRelationDef>>,System.Func`2<System.Collections.Generic.KeyValuePair`2<Verse.Pawn, RimWorld.PawnRelationDef>, single>,single) <0x000cc>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawnRelations_Patch1 (Verse.Pawn,Verse.PawnGenerationRequest&) <0x0040d>
at Verse.PawnGenerator.DoGenerateNewNakedPawn (Verse.PawnGenerationRequest&,string&,bool) <0x0026d>
at Verse.PawnGenerator.GenerateNewNakedPawn (Verse.PawnGenerationRequest&) <0x00174>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawn_Patch1 (Verse.PawnGenerationRequest) <0x0025e>
at RimWorld.PawnGroupKindWorker_Trader.GenerateTrader (RimWorld.PawnGroupMakerParms,RimWorld.PawnGroupMaker,RimWorld.TraderKindDef) <0x001d6>
at RimWorld.PawnGroupKindWorker_Trader/<GeneratePawns>c__IteratorC0.MoveNext () <0x0018f>
at RimWorld.PawnGroupMakerUtility/<GeneratePawns>c__IteratorC4.MoveNext () <0x003cb>
at System.Collections.Generic.List`1<Verse.Pawn>.AddEnumerable (System.Collections.Generic.IEnumerable`1<Verse.Pawn>) <0x00095>
at System.Collections.Generic.List`1<Verse.Pawn>..ctor (System.Collections.Generic.IEnumerable`1<Verse.Pawn>) <0x00089>
at System.Linq.Enumerable.ToList<Verse.Pawn> (System.Collections.Generic.IEnumerable`1<Verse.Pawn>) <0x00040>
at RimWorld.IncidentWorker_NeutralGroup.SpawnPawns (RimWorld.IncidentParms) <0x00098>
at RimWorld.IncidentWorker_TraderCaravanArrival.TryExecute (RimWorld.IncidentParms) <0x000ae>
at RimWorld.Storyteller.TryFire (RimWorld.FiringIncident) <0x00063>
at RimWorld.IncidentQueue.IncidentQueueTick () <0x00066>
at RimWorld.Storyteller.StorytellerTick () <0x0001f>
at Verse.TickManager.DoSingleTick () <0x0033b>

Verse.Log:Error(String)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


[attachment deleted by admin due to age]
Title: Re: [A16] Psychology (2017-3-29)
Post by: psninja on May 14, 2017, 09:31:55 AM
hello i need a clarification i discover the kinsey rating with your mod and i don't understand how (in the mod option) the different "formula", like you said, work what is the difference between default center and inverse
Title: Re: [A16] Psychology (2017-5-14)
Post by: System.Linq on May 15, 2017, 02:16:26 AM
Updated to 2017-5-14.
-Rolled back the ex-lover code so that saves will no longer be corrupted. The feature should still be partially functional.
-Added hanging out:
Interactions
- Colonists may invite each other to hang out when their schedule isn't set to Work, though it's more likely during explicit free time, and especially when they're not doing anything else.
- They may hang out with people they're already friendly with, or choose acquaintances they haven't formed a strong opinion on to get to know them better. Empathetic colonists may also choose to hang out with people they don't care for, to give them a second chance.
- Colonists who are hanging out will explore the colony's joy activities together and have long discussions, ensuring a lasting social rapport, even between people who otherwise would not spend enough time in each others' company to have an opinion on them.
- Colonists in relationships may also plan dates for times when they don't have to work, and drop whatever they're doing to spend time with each other and maintain a good relationship. Of course, if they're not meant for each other, they may find out this way as well.

Quote from: psninja on May 14, 2017, 09:31:55 AM
hello i need a clarification i discover the kinsey rating with your mod and i don't understand how (in the mod option) the different "formula", like you said, work what is the difference between default center and inverse

"Center" makes pawns most likely to be bisexual. "Inverse" makes pawns most likely to be gay. "Default" is a more realistic distribution of sexuality.
Title: Re: [A16] Psychology (2017-5-14)
Post by: harpo99999 on May 15, 2017, 04:12:34 AM
the nexus link only has the 29th or march version, not the 14th of may version, will you be updating the nexus link?
Title: Re: [A16] Psychology (2017-5-14)
Post by: System.Linq on May 15, 2017, 04:17:58 AM
As the first post says, the Nexus link is not guaranteed to be up to date, but I'll update it.
Title: Re: [A16] Psychology (2017-5-14)
Post by: Holothurin on May 15, 2017, 07:02:45 AM
YES!!!!! It's back again! :D
Title: Re: [A16] Psychology (2017-5-14)
Post by: psninja on May 26, 2017, 12:40:15 PM
hello it's me again just wondering, is there a way to change the kinsey rating for a specific colonist once it's set up or is it permanent (i'm willing to go change some number in the save file or other if i must)
i'm just trying to do a colonie based on me and my friend (and be as close as i can to reallity ^^" )
thanks in advance and for the last reply.
Title: Re: [A16] Psychology (2017-5-14)
Post by: deathstar on May 30, 2017, 02:34:00 PM
Looking forward to an A17 release. Just wanted to say that :)
Title: Re: [A16] Psychology (2017-5-14)
Post by: Crossbowman on June 04, 2017, 06:06:13 PM
It makes me sad that this mod has fallen to page 9 on the mod releases list. This mod was a must-have! Hope to see it brought back soon!
Title: Re: [A16] Psychology (2017-5-14)
Post by: pauloandrade2 on June 08, 2017, 02:46:36 AM
Are you updating the mod to A17 or not?
Title: Re: [A16] Psychology (2017-5-14)
Post by: rambo on June 11, 2017, 05:56:52 AM
are you gonna update it to a17 or not
Title: Re: [A16] Psychology (2017-5-14)
Post by: Fregrant on June 11, 2017, 06:23:16 AM
http://steamcommunity.com/sharedfiles/filedetails/?id=747313773
read the author comments.
In short: yes, someday.
Title: Re: [A16] Psychology (2017-5-14)
Post by: tgbps4 on June 11, 2017, 08:02:55 PM
reserved
Title: Re: [A16] Psychology (2017-5-14)
Post by: rambo on June 12, 2017, 01:24:28 PM
Quote from: tgbps4 on June 11, 2017, 08:02:55 PM
reserved
What does that mean
Title: Re: [A16] Psychology (2017-5-14)
Post by: tgbps4 on June 12, 2017, 10:04:38 PM
Quote
What dose that mean

Because of how the forum works, when you comment on a thread it bumps it up to the start of your threadlist (is that the right word?). It just lets me keep tabs on mods that I like
Title: Re: [A16] Psychology (2017-5-14)
Post by: BlackSmokeDMax on June 15, 2017, 11:52:08 AM
Quote from: tgbps4 on June 12, 2017, 10:04:38 PM
Quote
What dose that mean

Because of how the forum works, when you comment on a thread it bumps it up to the start of your threadlist (is that the right word?). It just lets me keep tabs on mods that I like

That.

Also, a lot of mod authors when initially posting their mods, immediately comment a couple times with the word reserve to have the first couple comments set aside in case they want to add more info that won't fit in the initial post.
Title: Re: [A16] Psychology (2017-5-14)
Post by: rambo on June 15, 2017, 01:00:07 PM
M'kay
Title: Re: [A16] Psychology (2017-5-14)
Post by: tgbps4 on June 15, 2017, 06:18:24 PM
Quote from: BlackSmokeDMax on June 15, 2017, 11:52:08 AM
Quote from: tgbps4 on June 12, 2017, 10:04:38 PM
Quote
What dose that mean

Because of how the forum works, when you comment on a thread it bumps it up to the start of your threadlist (is that the right word?). It just lets me keep tabs on mods that I like

That.

Also, a lot of mod authors when initially posting their mods, immediately comment a couple times with the word reserve to have the first couple comments set aside in case they want to add more info that won't fit in the initial post.

I didnt actually know about that last one. That´s pretty smart!
Title: Re: [A16] Psychology (2017-5-14)
Post by: Chrome on June 16, 2017, 09:54:31 PM
Hey. Keep up the great work! I hope you get A17 working. I really do enjoy this mod and look forward to the tales it will bring!
Title: Re: [A16] Psychology (2017-5-14)
Post by: rambo on June 22, 2017, 04:38:55 PM
hmm... someday...
Title: Re: [A16] Psychology (2017-5-14)
Post by: Ruptga on June 22, 2017, 05:29:42 PM
Quote from: rambo on June 22, 2017, 04:38:55 PM
hmm... someday...

Linq hasn't even logged on to the forums in a month.  No idea what they have going on IRL, but it's a safe bet that it's going to be a while longer.
Title: Re: [A16] Psychology (2017-5-14)
Post by: Wilponderroci on June 23, 2017, 12:55:37 AM
WOULD LOVE TO SEE THIS UPDATED! :)
Title: Re: [A16] Psychology (2017-5-14)
Post by: shark510 on June 23, 2017, 05:22:03 AM
Dude, this mod is so amazing. With this mod you can recreate your own personality on colonists and see that amazing stories that happens. Modder you are doing great job! It will be amazing gift for comunity for A17. Voting for you!  ;D
Title: Re: [A16] Psychology (2017-5-14)
Post by: MCreeper on July 04, 2017, 12:21:09 PM
Why this mod doesn't updated here? A17 version is available on Steam
Title: Re: [A16] Psychology (2017-5-14)
Post by: Rimrue on July 04, 2017, 12:36:05 PM
It has been: https://ludeon.com/forums/index.php?topic=34112.0
Title: Re: [A16] Psychology (2017-5-14)
Post by: calwallace on October 24, 2017, 11:07:56 AM
Hey,

Love the mod, it adds plenty of depth and individuality to the pawns. One problem; matching outfits.
This makes sense in principle; no one wants to be wearing exactly the same top as someone else. But it could be problematic when the clothing in question is, say, a uniform. Troopers in power armour aren't going to really give a shit if they're wearing the same kit as the trooper next to them.

I'm using the excellent TiberiumRim, and like keeping my soldiers in their respective GDI or NOD uniforms.

Since I love the rest of the additions to the game that the mod brings, could you suggest a way to switch this off?
Title: Re: [A16] Psychology (2017-5-14)
Post by: MCreeper on October 24, 2017, 11:27:26 AM
There is already a switch in mod options. And it's a necro, actual thread is one message up.  :P
Title: Re: [A16] Psychology (2017-5-14)
Post by: calwallace on October 24, 2017, 04:05:01 PM
Ha, thanks. My bad