Rumours & Deception
(http://i.imgur.com/KUpCh8t.png)
Description
Have you ever wondered why your colonists don't talk about each other? Did no-one wonder about sending that shifty cannibal Alex to bury the dead? How come Ray likes the abrasive psycho that beat up her friend, just because she's never been insulted directly? And why is no-one ever apologetic about anything they've done?
If you want more social complexity, or just plain gossip and intrigue in your stories, then look no further! Rumours and Deception adds several new colonist social interactions, traits and thoughts that largely focus on people talking about people.
New interactions:
- Chat about other colonists: Alice likes Bob. Bob hates Carol. Bob can now tell Alice this!
- Spread rumour: Colonists will tell nasty, unsubstantiated tales to each other, particularly about colonists that neither of them like.
- Share secret: A colonist can trust another enough to reveal something deep and personal, bringing them closer together.
- Reveal secret: There's no guarantee that all trust is well placed! Colonists that have been told a secret can go and gossip about it to their friends!
- Apologise: Colonists can try to make up with others that they've insulted or hurt.
- Make peace: Colonists may try and apologise on behalf of a third party.
- Culture clash: Not all insults are intended! One may insult another due to having a poor understanding of their background culture (for example, Tribal vs GlitterWorld culture clashes).
New traits:
- Compulsive liar: This colonist just can't help it- every conversation is an opportunity to make up some new, snide story about one of the others.
- Gushing: This colonist just cannot judge who to trust with their darkest secrets, exposing themselves to potential embarrassment.
- Gossip: This colonist talks about other people all the time. This extends to secrets, with which they can't be trusted.
- Manipulative: This colonist will use any social trick they know to make other people see things THEIR way. They are great negotiators, but can be divisive and isolating within a colony.
- Trustworthy: This colonist keeps secrets. They rarely spread rumours, and if they do they feel terrible about it.
- Peacemaker: This colonist can't stand to see their friends fighting. They will try to resolve other people's differences, and will get a mood boost if successful.
New events:
- Defection: A socially isolated colonist may, over time, decide that they're better off elsewhere. If they remain friendless, they may walk off the map and join an ally.
- Splinter: In the unlikely event that a clique of friends forms within the colony that is largely hostile to the rest, they may choose to leave together and form a new map faction. They will take some of your colony's belongings with them as they go.
- Brawl: Even if they don't leave, hostile cliques will start fights- unless you patch up your fractured colony, mass brawls will break out.
Requires
- HugsLib (https://ludeon.com/forums/index.php?topic=28066.0).
Download
via Dropbox (https://www.dropbox.com/sh/j52ozuf0ee3mavk/AACGkEbAEKxSlhXEPncjtnr_a?dl=0).
Installation
- Install HugsLib (https://ludeon.com/forums/index.php?topic=28066.0).
- Unzip into your RimWorld/Mods folder.
- Activate in the in-game mods menu and restart the game.
Acknowledgements
Thanks to Gracierocket (https://ludeon.com/forums/index.php?action=profile;u=62618) for requesting these mods and throwing ideas at me. Thanks also to Orion (https://ludeon.com/forums/index.php?action=profile;u=33462), whose faction discovery mod I trawled through extensively trying to understand how RimWorld factions work, and to UnlimitedHugs (https://ludeon.com/forums/index.php?action=profile;u=51533) for the brilliant HugsLib!
Feedback
Please, please do give feedback on the balance of this mod, and the rates at which events happen. I am only one person and do not really have spare time to properly play-test things, but I am happy to respond to community feedback on how well this mod runs!
Detours & Clashes
- Rumours & Deception currently makes no detours, so compatibility should be very broad.
Update on 5th Dec. 2016:
- Added menu options, allowing players to disable splits and defections.
- Married/Engaged/Dating Colonists on either side of a defection will now split up.
- Split risk lowered.
- Introduced brawl events, so that even without splits there is a downside to a strongly divided colony.
Romance Diversified
(http://i.imgur.com/k5uxI20.png)
Description
This mod adds the following features to a Rim Romance:
- Adds the sexuality traits Straight, Bisexual and Asexual, and adds them at the end after non-sexuality traits have been rolled, often as a fourth trait.
- Adds the traits Faithful and Philanderer, with appropriate changes to the likelihood of cheating on a partner. A16 update- Philanderers are more likely to cheat if their partner is off the map, and there's a good chance that their partner won't find out!
- Changes the curves for attraction and the rate at which people hit on each other so that there is a cultural component, with female pawns from Tribal and Imperial backgrounds more forward, male pawns form Medieval and Urbworld backgrounds more forward, and MidWorld and GlitterWorld backgrounds gender equal.
- Unfairly judged pawns, be they ugly, creepy, annoying or disfigured, get much lower opinion debuffs with each other. Let's see a little empathy! Credit to Killface for the wonderful Herzblatt mod that first did this.
- Adds two social joy activities: dates for couples, and hookups for single colonists. Both have the ability to improve colonists' relationships!
Download
via Dropbox (https://www.dropbox.com/sh/j52ozuf0ee3mavk/AACGkEbAEKxSlhXEPncjtnr_a?dl=0).
Installation
- Make sure you first get HugsLib (https://ludeon.com/forums/index.php?topic=28066.0)!
- Unzip into your RimWorld/Mods folder.
- Activate in the in-game mods menu and restart the game.
- If you use Prepare Carefully, keep that extra trait slot open: download Prepare for Romance, a four trait version of Prepare Carefully also in the drop box! Install this the same way as Romance Diversified (note that it is a full replacement for Prepare Carefully, but will only work if Romance Diversified is loaded).
Detours
This mod detours _PawnGenerator, _PawnRelationsTracker and _InteractionWorker_RomanceAttempt.
At A16 this mod and Psychology appear not to co-operate very well.
Acknowledgements
Thanks to Gracierocket (https://ludeon.com/forums/index.php?action=profile;u=62618) for requesting these mods and throwing ideas at me. Thanks also to UnlimitedHugs (https://ludeon.com/forums/index.php?action=profile;u=51533) for the beautiful HugsLib and to Killface for the lovely ideas in Herzblatt.
Future Plans
1) I want to have dates take advantage of local sites of beauty, so that players can design places for couples to go.
2) I wish to extend Romance Diversified to include poly relationships.
Razzle Dazzle
A performance art mod, coming soon!
Reserved
Cool mod.
Haha! Well, that's an encouraging start! I've redone them and they appear to work for me now. Thanks for the heads up!
What cool ideas :)
Will you upload your mods to Steam as well? I just hate with the whole manually looking for updates thing.
I'll definitely try Romance Diversified in my next colony, luckily Rumours & Deception seems to work with the running one just fine :)
I'm just wondering if new pawns joining the colony will spawn with your traits, i would expect them to, but i'm not certain.
Does Rumours & Deception work well with mods like Psychology / Herzblatt? It sounds really good!
I'm not quite sure, but after starting a new game with these mods, I've found that my pawns seem to duplicate. As in, a wanderer will arrive, and it's an exact copy of one of my colonists.
'Kiryuin apologized to me. Jono did not accept the apology' Now Jono smash! But seriously though, anything can be done to fix that..? xD
Der Failer, I'll be happy to upload to Steam! I've yet to work out how, but I'm sure it's not beyond the capabilities of myself of people I can wail mournfully to. New pawns should spawn with these traits- they have similar weights for selection to a number of vanilla traits, at least.
Dingo- Rumours and Deception should play well with everything as it doesn't mess around with any vanilla mechanics. Psychology mostly works fine, but romantic traits (Lecher, Psychology's take on Bisexual) don't work. Thanks for introducing me to Herzblatt- it looks awesome! Sadly Romance Diversified may not play along well with it as I'd imagine it's replacing the same core mechanic.
Nanao-kun - How strange! Has it happened more than once? I'm happy to look into it, but I might need a bit more info- in particular which other mods you're using. In the mean time, I hope you can have fun with your long-lost twins game!
CJoker- Jono calmed down in the end. Anyhow, I think the apology came after the fight rather than before.
Quote from: Several Puffins on November 06, 2016, 07:36:42 PM
Nanao-kun - How strange! Has it happened more than once? I'm happy to look into it, but I might need a bit more info- in particular which other mods you're using. In the mean time, I hope you can have fun with your long-lost twins game!
It's happened twice so far, one was a wanderer, the other was running from pursuers; as for mods, I've got a lot of them. Need to find some easy way of getting a proper list... although I did update Hospitality at the same time.
seems VERY good! one thing that would be neat, if you have a splinter event, if the hostile forces win and kill or incapacitate all the colonists, then they all become colonists again, the hostile splinter force, because they are basically the new colony after they have revolted and murdered all else.
Quote from: Nanao-kun on November 06, 2016, 08:16:04 PM
...as for mods, I've got a lot of them. Need to find some easy way of getting a proper list...
go to:
%HOMEPATH%\AppData\LocalLow\Ludeon Studios\RimWorld\Config
The file is "ModsConfig.XML".
I found out about it recently, it has your mod list and mod order.
I hope it helps.
Quote from: faltonico on November 06, 2016, 09:35:45 PM
Quote from: Nanao-kun on November 06, 2016, 08:16:04 PM
...as for mods, I've got a lot of them. Need to find some easy way of getting a proper list...
go to:
%HOMEPATH%\AppData\LocalLow\Ludeon Studios\RimWorld\Config
The file is "ModsConfig.XML".
I found out about it recently, it has your mod list and mod order.
I hope it helps.
Oof, I'd totally forgotten about that.
<li>Core</li>
<li>A15 MBS Spotlights v2.0</li>
<li>Achtung</li>
<li>AllowTool</li>
<li>Animal Feed Trough V1.1 A15 [V.G.]</li>
<li>Ariadna</li>
<li>Barn Stall V1.0 A15</li>
<li>BetterInfestation</li>
<li>Cobblestone Floors A15</li>
<li>CrashLanding</li>
<li>DefensivePositions</li>
<li>ED-ShieldsBasic</li>
<li>Enlighten</li>
<li>Faction Discovery</li>
<li>FashionRIMsta</li>
<li>FluffierThanThou-RW_Blueprints-9cbe574</li>
<li>FluffierThanThou-RW_EnhancedTabs-f5e58d9</li>
<li>High Caliber</li>
<li>Hospitality</li>
<li>Infused</li>
<li>LEDTechnology_0_7</li>
<li>Less-Rebuff</li>
<li>MapReroll</li>
<li>Medieval Asian Weapons</li>
<li>Mending</li>
<li>MiningCo. LaserFence</li>
<li>Miscellaneous_Core</li>
<li>Miscellaneous_Incidents</li>
<li>Miscellaneous_MapGenerator</li>
<li>Miscellaneous_Objects</li>
<li>Miscellaneous_Robots</li>
<li>Robots_PlusPlus_Misc_Robots_Xtension</li>
<li>Modular Tables</li>
<li>More Vanilla Turrets</li>
<li>PackMuffalo</li>
<li>PetFollow</li>
<li>QualityBuilder</li>
<li>RedistHeat</li>
<li>RemoteExplosives</li>
<li>RimFridge</li>
<li>RIMkea 1.1</li>
<li>Rimsenal</li>
<li>Rimsenal_Federation</li>
<li>Rimsenal_Feral</li>
<li>Rimsenal_hair</li>
<li>Rimsenal_Security</li>
<li>Rimsenal_Storyteller</li>
<li>Rimushima</li>
<li>RTFTJ</li>
<li>RT_Fuse-A15-1.0.2</li>
<li>RT_SolarFlareShield-A15-1.0.5</li>
<li>RW_ColonistBarKF-0.15.3</li>
<li>static_quality_plus_A15.1.1</li>
<li>Refactored Work Priorities</li>
<li>Hand Me That Brick</li>
<li>Cooks Can Refuel</li>
<li>Better Pathfinding</li>
<li>Stonecutting Tweak</li>
<li>Vegetable Garden</li>
<li>WanderingCaravans</li>
<li>[A15] [Lighter] Realistic Darkness</li>
<li>JTBetterHauling</li>
<li>JTEfficientBatteries</li>
<li>JTOrbital</li>
<li>JTReplaceWalls</li>
<li>JTSavagePrisoners</li>
<li>JTWeRAnimals</li>
<li>JTCampfireCremate</li>
<li>Floored</li>
<li>Fences And Floors</li>
<li>FloorLights</li>
<li>Rimworld_IndustrialRoller</li>
<li>HP Lovecraft Storyteller [DoublePop] v1.1b A15</li>
<li>Call of Cthulhu - Cosmic Horrors V1.3f A15</li>
<li>Call of Cthulhu - Industrial Age V1.0d A15</li>
<li>Call of Cthulhu - Neutral Factions V1.5 A15</li>
<li>VeinMiner</li>
<li>RomanceDiversified</li>
<li>RumoursAndDeception</li>
<li>AMC(1) DE Surgeries</li>
<li>AMC(1) ExpandedProsthetics&OrganEngineering</li>
<li>AMC(2) ADogSaid</li>
<li>AMC(2) Chemicals & Neutroamine</li>
<li>AMC(2) EmergencyTreatment</li>
<li>AMC(2) Improved Surgery</li>
<li>AMC(2) Medical Training</li>
<li>AMC(2) Realistic Medical System EPOE Version</li>
<li>AMC(3) Compatibility patch_ADog & ISurgery</li>
<li>AMC(3) Compatibility patch_DESurgery & ISurgery</li>
<li>AMC(3) Compatibility patch_EPOE & ISurgery</li>
<li>AMC(4) Compatibility patch_EPOE Realiistic Medical & ISurgery</li>
<li>Miniaturisation</li>
<li>CraftingHysteresis</li>
There we go.
Extra complexity with social stuff. Neat!
This mod is right up my alley.
Quote from: Several Puffins on November 06, 2016, 07:36:42 PM
Der Failer, I'll be happy to upload to Steam! I've yet to work out how, but I'm sure it's not beyond the capabilities of myself of people I can wail mournfully to.
Quote from: SkullywagMake sure you are in dev mode (options) and then on the mods page your mod will have an "upload" button.
Source (https://steamcommunity.com/app/294100/discussions/0/359543951732910236/#c359543951733043863)
I happend to wonder the same the other day.
Impressive Mod
Adding some Social mod or stuff is a great idea that's bring life the colony and thanks for this mod i hope you will add new Things. :) :D :) :D :)
Quote from: CJoker3221 on November 06, 2016, 07:04:16 PM
'Kiryuin apologized to me. Jono did not accept the apology' Now Jono smash! But seriously though, anything can be done to fix that..? xD
I think he meant that it should be '...apologized to
me.
I did not accept...' or '...apologized to
Jono.
Jono did not accept...' anyway, this seems totally like something that Tynan was getting around to/would have done if he had thought of it. I think it'll give the
colonists more control over events, making RW more of a 'storytelling experience' and less of a 'keep the colonists alive, run the colony efficiently' experience. More like The Sims, less like Sim City. More like D&D, less like chess. More like sea monkeys, less like Hungry Hungry Hippos. and so on.
123nick- Yes, I'd be interested in having that happen, though probably only if they REALLY hate the rest of the colony. I took the path of least resistance for this first release, though, and just have them set up shop nearby.
Der Failer - That's really helpful. My real job will keep me pretty busy this week, but I'll try to get these two up on Steam in the next couple of days.
-Afriend, Blackwatch - Thanks! I am delighted by how supportive and positive the RimWorld community is!
Nanao-kun- Wow, thanks quite a mod list! I couldn't replicate is with either my mods along or my usual mods list (which is extensive, but not as extensive as yours). I'll see if there's an interaction with one of the others when I have some free time, but if anyone else experiences this Colonist Copying Incident, could they let me know and tell me their mod list? I might be able to narrow it down.
Quote from: mabor0shi on November 07, 2016, 07:35:02 PM
I think he meant that it should be '...apologized to me. I did not accept...' or '...apologized to Jono. Jono did not accept...'
Mabor0shi- Yes, I agree and I'd have been a lot happier with that set up. The incident seems to want to add the same extra sentence to both parties in the fight, which is probably why the insult interaction (which I reverse-engineered) is phrased the way it is. I'll try to make this a little more elegant in future releases.
Thanks for the complement! I am very much a fan of the storytelling aspect. It's what makes RimWorld stand out, and it's the bit I want to expand on with my mods.
A quick note to Der Failer, and anyone else who wanted these mods on Steam...
These mods are now on Steam!
Awesome work! About to give it a try.
PS. You spelled rumor wrong ;)
Nice! :D Does Romance Diversified work properly with Prepare Carefully? If you pick one of them as a trait it won't add it to the pawn again after the colony is generated, right?
Rhone: Thanks! Though I think we'll have to average our linguistic differences and compromise on Indian English as the official version. How about it?
mimib14: It kind of doesn't, in that the official version of Prepare Carefully only allows for three traits- sure, within those three you can use these ones. I do have a replacement assembly that extends this to four traits which you're welcome to, but I don't want to make it completely public access until the author OKs it.
On that point, is EdB still looking after Prepare Carefully? I PMed a little while ago but didn't get a response, maybe I should be trying someone else?
Also, to all, Rumours and Deception has just been updated- if you're using Steam it should update automatically, but if you're not you'll need to re-download the zip from Dropbox.
Quote from: Several Puffins on November 06, 2016, 07:36:42 PM
Der Failer, I'll be happy to upload to Steam! I've yet to work out how, but I'm sure it's not beyond the capabilities of myself of people I can wail mournfully to. New pawns should spawn with these traits- they have similar weights for selection to a number of vanilla traits, at least.
Dingo- Rumours and Deception should play well with everything as it doesn't mess around with any vanilla mechanics. Psychology mostly works fine, but romantic traits (Lecher, Psychology's take on Bisexual) don't work. Thanks for introducing me to Herzblatt- it looks awesome! Sadly Romance Diversified may not play along well with it as I'd imagine it's replacing the same core mechanic.
Nanao-kun - How strange! Has it happened more than once? I'm happy to look into it, but I might need a bit more info- in particular which other mods you're using. In the mean time, I hope you can have fun with your long-lost twins game!
CJoker- Jono calmed down in the end. Anyhow, I think the apology came after the fight rather than before.
No no, I meant like why is Jono referring himself in a third person? Like 'Kiryuin apologized to 'ME'. 'JONO' (Instead of I) didn't accept it.'
CJoker- Yep, this was the same grammar problem that Mabor0shi mentioned. It happens this way because, though the start of an interaction has different texts specified for both parties, the result of the interaction has the same text both parties (at least, as far as I can tell). This means that active voice can't work in the second half because they aren't both the same "me", and the switch is, I agree, jarring. That's why all of the vanilla interactions are in passive voice ("Was insulted by" etc). I've actually just put up an update that puts my sentences into passive voice to so that it doesn't change halfway through. It's both on Steam and in the dropbox.
Having Desertion is kinda breaking single-pawn start (he is -10 constantly because he has no friends and this is taking a looong time to fix, new people are -10 and wanna desert too). Can anything be done about this?
Hi Voker! Yep, as a mod that was made entirely with bigger colonies in mind I'd neglected this. I've just uploaded an update that should fix your problems. It does the following:
- The -10 mood debuff now kicks in only when there are 3 pawns, so it's not just isolation, it's the feeling of being ganged up on that leads to it.
- I've raised the general hatred threshold so that you need a -8 rather than a -5 from everyone before you'll get the debuff, so lazy people won't immediately feel isolated (I assume this was true of your new colonists?). I will not move this any lower as I do want it to happen to people occasionally without them having to have hated traits, particularly new people getting quickly frozen out by, say, an argument by a popular member of the old clique, as it makes for interesting stories. A lazy cannibal will still immediately get the debuff, but probably should be immediately ostracised by a sane colony!
- A colony requires 4 people before defection is even a slight risk (and the alert now reflects this), but I have removed the 4 person requirement on mental breaks for isolated pawns. They will not happen for the first two seasons, after which single colonist will be much harder as they'll be as mad as a bag of spiders. This should add some motivation to find companionship for your lone pioneer! For anyone playing single colonist longer term than that, I'd say there's no real point in having a gossip mod on that colony.
Thank you, will test!
Quote from: Several Puffins on November 16, 2016, 05:58:08 AM
- I've raised the general hatred threshold so that you need a -8 rather than a -5 from everyone before you'll get the debuff, so lazy people won't immediately feel isolated (I assume this was true of your new colonists?).
Not really, they just got same -10 from not having any friends.
Another small issue: In your zip files there is __MACOSX folder created automatically by your archiver which causes problem on mod loading.
Quote from: Voker57 on November 16, 2016, 08:58:16 AM
Not really, they just got same -10 from not having any friends.
I can't replicate this- I got a +8 for a lone colonist because they liked themselves and therefore had constructive relationships with everyone (fixed), but no debuff. In an established colony the joining wanderers are all fine, no mood debuffs. Could you replace the mod with the currently uploaded version (the filename of which should end in 161116) and, if the problem persists, send me a screenshot of the person in question's social screen, needs and character sheet?
Quote from: Voker57 on November 16, 2016, 08:58:16 AM
Another small issue: In your zip files there is __MACOSX folder created automatically by your archiver which causes problem on mod loading.
I've zipped form the command line, which should solve that problem. If not, delete the folder.
Quote from: Several Puffins on November 15, 2016, 12:16:55 PM
CJoker- Yep, this was the same grammar problem that Mabor0shi mentioned. It happens this way because, though the start of an interaction has different texts specified for both parties, the result of the interaction has the same text both parties (at least, as far as I can tell). This means that active voice can't work in the second half because they aren't both the same "me", and the switch is, I agree, jarring. That's why all of the vanilla interactions are in passive voice ("Was insulted by" etc). I've actually just put up an update that puts my sentences into passive voice to so that it doesn't change halfway through. It's both on Steam and in the dropbox.
Yay, thats nice c:
I just had 4 of my best colonists (including three crashlanding survivors) split from my colony to create another one. The three who stayed were recruited recently.
Things like that are kind of deal breaker for me. :'(
Nimander: Fair enough, these events are of course disruptive. If you like the general idea, but don't want the splits you could try the newly uploaded version- the events are now optional (toggled in the Options>Mod Settings menu, and thanks to UnlimitedHugs for the mod options system).
In order to ensure that antisocial, divided colonies still give penalties, the new version does start more fights between mutually antagonistic cliques, but with the flick of a switch your colonists will definitely stick around!
Don't know if this is a bug but on the tribal start the pawns get a debuff from cultural misunderstanding with each-other even though they are also tribal
Napple, this is a bug of sorts in that they're all form tribal backgrounds, but my current method of determining background invents subtypes based on description- if the background doesn't use the word Tribe or Tribal, it doesn't detect it as tribal. I'm not sure how this can be changed, but (to the community as a whole) I'm open to suggestions!
To all users who hunt out their mods here- both the old A15 and updated A16 versions of both listed mods are available via the dropbox link in the first post. Dating and casual hookups have been introduced for Romance Diversified. Rumours and Deception remains largely unchanged, though the split and defection events are currently disabled while I get to grips with the new HugsLib!
I keep getting errors like this and I have no idea what it is but it happens a ton.
"Checking Childhood Forced Traits
Verse.Log:Message(String)
RomanceDiversified.Detours._PawnGenerator:GenerateTraits(Pawn, Boolean)
Verse.PawnGenerator:DoGenerateNewNakedPawn(PawnGenerationRequest&, String&, Boolean)
Verse.PawnGenerator:GenerateNewNakedPawn(PawnGenerationRequest&)
Verse.PawnGenerator:GeneratePawn(PawnGenerationRequest)
RimWorld.<GenerateGuards>c__IteratorC3:MoveNext()
RimWorld.<GeneratePawns>c__IteratorC0:MoveNext()
RimWorld.<GeneratePawns>c__IteratorC4:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
RimWorld.IncidentWorker_CaravanMeeting:GenerateCaravanPawns(Faction)
RimWorld.IncidentWorker_CaravanMeeting:TryExecute(IncidentParms)
RimWorld.Storyteller:TryFire(FiringIncident)
RimWorld.Storyteller:StorytellerTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()"
"Checking Adulthood Forced Traits
Verse.Log:Message(String)
RomanceDiversified.Detours._PawnGenerator:GenerateTraits(Pawn, Boolean)
Verse.PawnGenerator:DoGenerateNewNakedPawn(PawnGenerationRequest&, String&, Boolean)
Verse.PawnGenerator:GenerateNewNakedPawn(PawnGenerationRequest&)
Verse.PawnGenerator:GeneratePawn(PawnGenerationRequest)
RimWorld.<GenerateGuards>c__IteratorC3:MoveNext()
RimWorld.<GeneratePawns>c__IteratorC0:MoveNext()
RimWorld.<GeneratePawns>c__IteratorC4:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
RimWorld.IncidentWorker_CaravanMeeting:GenerateCaravanPawns(Faction)
RimWorld.IncidentWorker_CaravanMeeting:TryExecute(IncidentParms)
RimWorld.Storyteller:TryFire(FiringIncident)
RimWorld.Storyteller:StorytellerTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()"
"Adding traits up to random number
Verse.Log:Message(String)
RomanceDiversified.Detours._PawnGenerator:GenerateTraits(Pawn, Boolean)
Verse.PawnGenerator:DoGenerateNewNakedPawn(PawnGenerationRequest&, String&, Boolean)
Verse.PawnGenerator:GenerateNewNakedPawn(PawnGenerationRequest&)
Verse.PawnGenerator:GeneratePawn(PawnGenerationRequest)
RimWorld.<GenerateGuards>c__IteratorC3:MoveNext()
RimWorld.<GeneratePawns>c__IteratorC0:MoveNext()
RimWorld.<GeneratePawns>c__IteratorC4:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
RimWorld.IncidentWorker_CaravanMeeting:GenerateCaravanPawns(Faction)
RimWorld.IncidentWorker_CaravanMeeting:TryExecute(IncidentParms)
RimWorld.Storyteller:TryFire(FiringIncident)
RimWorld.Storyteller:StorytellerTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()"
"Resolving Conflicts...
Verse.Log:Message(String)
RomanceDiversified.Detours._PawnGenerator:GenerateTraits(Pawn, Boolean)
Verse.PawnGenerator:DoGenerateNewNakedPawn(PawnGenerationRequest&, String&, Boolean)
Verse.PawnGenerator:GenerateNewNakedPawn(PawnGenerationRequest&)
Verse.PawnGenerator:GeneratePawn(PawnGenerationRequest)
RimWorld.<GenerateGuards>c__IteratorC3:MoveNext()
RimWorld.<GeneratePawns>c__IteratorC0:MoveNext()
RimWorld.<GeneratePawns>c__IteratorC4:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
RimWorld.IncidentWorker_CaravanMeeting:GenerateCaravanPawns(Faction)
RimWorld.IncidentWorker_CaravanMeeting:TryExecute(IncidentParms)
RimWorld.Storyteller:TryFire(FiringIncident)
RimWorld.Storyteller:StorytellerTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()"
"Checking love past!
Verse.Log:Message(String)
RomanceDiversified.Detours._PawnGenerator:GenerateTraits(Pawn, Boolean)
Verse.PawnGenerator:DoGenerateNewNakedPawn(PawnGenerationRequest&, String&, Boolean)
Verse.PawnGenerator:GenerateNewNakedPawn(PawnGenerationRequest&)
Verse.PawnGenerator:GeneratePawn(PawnGenerationRequest)
RimWorld.<GenerateGuards>c__IteratorC3:MoveNext()
RimWorld.<GeneratePawns>c__IteratorC0:MoveNext()
RimWorld.<GeneratePawns>c__IteratorC4:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
RimWorld.IncidentWorker_CaravanMeeting:GenerateCaravanPawns(Faction)
RimWorld.IncidentWorker_CaravanMeeting:TryExecute(IncidentParms)
RimWorld.Storyteller:TryFire(FiringIncident)
RimWorld.Storyteller:StorytellerTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()"
"No love past! Adding random sexuality trait...
Verse.Log:Message(String)
RomanceDiversified.Detours._PawnGenerator:GenerateTraits(Pawn, Boolean)
Verse.PawnGenerator:DoGenerateNewNakedPawn(PawnGenerationRequest&, String&, Boolean)
Verse.PawnGenerator:GenerateNewNakedPawn(PawnGenerationRequest&)
Verse.PawnGenerator:GeneratePawn(PawnGenerationRequest)
RimWorld.<GenerateGuards>c__IteratorC3:MoveNext()
RimWorld.<GeneratePawns>c__IteratorC0:MoveNext()
RimWorld.<GeneratePawns>c__IteratorC4:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
RimWorld.IncidentWorker_CaravanMeeting:GenerateCaravanPawns(Faction)
RimWorld.IncidentWorker_CaravanMeeting:TryExecute(IncidentParms)
RimWorld.Storyteller:TryFire(FiringIncident)
RimWorld.Storyteller:StorytellerTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()"
Exception ticking Big Red: System.NullReferenceException: Object reference not set to an instance of an object
at RomanceDiversified.SexualityUtilities.GetAdultSocialContext (Verse.Pawn p) [0x00000] in <filename unknown>:0
at RomanceDiversified.Detours._Pawn_RelationsTracker.SecondaryRomanceChanceFactor (RimWorld.Pawn_RelationsTracker _this, Verse.Pawn otherPawn) [0x00000] in <filename unknown>:0
at RomanceDiversified.Detours._InteractionWorker_RomanceAttempt.RandomSelectionWeight (RimWorld.InteractionWorker_RomanceAttempt _this, 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()
Also, nobody seems to be improving their relationships with each other what so ever. Although this may be because they're all psychopaths.
Yikes!
Well, the good news is that they're just debug log strings I'd left in when trying to speed-migrate to A16. I've just placed a new version of Romance Diversified into the Dropbox folder that takes them out. It needs HugsLib (https://ludeon.com/forums/index.php?topic=28066.msg287010#msg287010) now, so make sure to grab that too.
As I understand it, if all your colonists are psychopaths that'll definitely put the brakes on colonial integration!
Well I suppose that makes sense, thought it was a bug :D Thanks for the info
Could you incorporate behaviors from Herzblatt?
https://github.com/Killface1980/RW_Herzblatt/blob/master/About/About.xml
Is Herzblatt being dropped? I really like the ideas and would love to work them into Romance Diversified, but didn't want to tread on any toes!
Killface moved from the forums and took with him all of his posts, but he is still active on Steam. No clue if he will work on Herzblatt though, and even if he is, i think it doesn't prevent you from adding a similar functionality to your mod.
Yeah, poor phrasing - similar functionality is what I meant.
Sure, why not? I'm already detouring attraction- It should be pretty straightforward to add!
Any progress on that?
Does Romance Diversified work properly with Prepare Carefully? If I'm only missing out on an "extra" trait I guess I can live with it, I just want to make sure it doesn't mess up the mod in some other way. :)
I'm getting this error in the log:
(Filename: Line: 375)
[HugsLib] Dangerous detour detected! InteractionWorker_RomanceAttempt.SuccessChance to _InteractionWorker_RomanceAttempt.SuccessChance (assembly: SexualitySpectrum). Reason: Methods are not call compatible: Parameter count mismatch
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
[HugsLib] Dangerous detour detected! InteractionWorker_RomanceAttempt.Interacted to _InteractionWorker_RomanceAttempt.Interacted (assembly: SexualitySpectrum). Reason: Methods are not call compatible: Parameter count mismatch
and as far as I can tell, no romances are being generated. I could be wrong, but it's been an entire ingame season with three straight males and one straight female and nobody has made so much as a pass at each other *shrug*.
I have lots of other mods, but none I thought would conflict. The list is below:
<ModsConfigData>
<buildNumber>1393</buildNumber>
<activeMods>
<li>Core</li>
<li>HugsLib</li>
<li>CombatRealism-1.6.9.2</li>
<li>Additional Joy Objects</li>
<li>AllowTool</li>
<li>AWorldWithoutHat</li>
<li>BlackFuel</li>
<li>Blueprints</li>
<li>Caerbannog</li>
<li>CraftingHysteresis</li>
<li>DefensivePositions</li>
<li>Fluffy_Breakdowns</li>
<li>ICanFixIt</li>
<li>ImTheWorkerNow</li>
<li>MapReroll</li>
<li>OSHACompliance</li>
<li>RelationsTab</li>
<li>RemoteExplosives</li>
<li>Rimworld_IndustrialRoller</li>
<li>Romance Diversified A16</li>
<li>RT_Fuse-A16-1.0.4</li>
<li>RT_PowerSwitch-A16-1.0.4</li>
<li>RT_SolarFlareShield-A16-1.1.1</li>
<li>RumoursAndDeceptionA16</li>
<li>RW_EnhancedTabs</li>
<li>RW_Manager</li>
<li>SillyBuilder</li>
<li>StepAway</li>
<li>RW_MedicalInfo</li>
<li>T-ExpandedCloth</li>
<li>T-ExpandedCrops</li>
<li>T-MiscStuff</li>
<li>T-MoreBedsCloth</li>
<li>T-MoreFloors</li>
<li>T-RawCropThoughts</li>
<li>TechAdvancing</li>
<li>WorkTab</li>
<li>Autoclose Event Notifications</li>
<li>Clutter Structure</li>
<li>Cooks Can Refuel</li>
<li>Grenade Fix Rearmed</li>
<li>Hand Me That Brick</li>
<li>Taiga_Creatures</li>
<li>WM Smarter food selection</li>
</activeMods>
</ModsConfigData>
By the way, is the code for these mods on github anywhere?
Otherwise, I really like what you're attempting to do here. I considered using Psychology instead but I rather like the joy events and things you added, and your rumors mod (which seems to be working fine?) is good, it's adding a fair number of interesting micro-events as people talk over dinner :)
Love: Yep! I've just replaced Romance with a new version, including an amelioration of the hate and lack of attraction if a pawn is also Ugly/Disfigured etc. It's not quite what Herzblatt does, these traits are still negative, but if you're an unfairly judged colonist you're much less judgemental about it. Also, philanderer pawns are now more likely to cheat if their partner is off the map (and their partner may not find out)!
@Chiasm: I've held off from releasing the version of PC that I made which extends to four traits for quite a while, as I was hoping to hear from the author, but I've now uploaded it. Check the dropbox: Prepare for Romance A16!
@Darloth: I talked to UnlimitedHugs and I think that turned out to be a HugsLib issue. There's no risk, but I'd advise you update both mods now- you'll get rid of the error message and enjoy my new, aforementioned features!
Sadly I've not uploaded the code- bad form, I know, but my GitHub is currently reserved for work-related simulated cells rather than play-related simulated people and I've not found the time to set up another one. I'll get around to it before the next big update, I'm sure!
Thanks, I'll try that.
I didn't mean to suggest you should have uploaded it, just wondering if I missed it somewhere as many are, and hoping I could maybe give you a better bug report.
darloth: Ah, I see! Thank you!
To all: If you've grabbed Prepare for Romance from the dropbox and are having issues with jitter, I'm afraid I've not been able to replicate them. Try the version I just dropped in the dropbox, it's no different for me, but might solve your problems.
@Several Puffins: Thanks for the PC update. I've been watching couples on dates and they don't appear to be gaining joy. Not sure if that's intended, but it feels like they should.
In regards to Rumours & Deception, would it be possible to add a way to send spies to other camps
using the new A16 features like caravan, to spread chaos to enemies and etc? I'd love to have a ninja/espionage type
deal perhaps a way to disguise your colonist as a different faction member and spread rumors or assassinate and the like.
:D
@Chiasm: They're set to party mode socially, so they do, but only do through the increased social interaction with their partner. It'll therefore depend on their partner's social skills!
The main aim of date-as-joy is to strengthen relationships if they've time for joy, or have them deteriorate if they're overworked and in different locations!
@Karasu-Tengu: Neat idea! I'm currently working on fixes for things like splinters, so entire colonies, if they're unhappy as part of your faction, can in extreme conditions break off. I do like the idea of sending pawns with social skills to take down settlements in a non-military way- I can think of how to do it, but the main problem is that I'm trying to avoid detours in Rumours so that it remains broadly compatible with other mods, and I feel that this would be pretty invasive to complete. I'll have a think about it, though!
Can happily report that it all seems to be working now after the hugslib update. Thanks!
Does "Rumours & Deception" work without creating a new game?
What is hookup meaning? one-night stand?
Quote from: duduluu on December 30, 2016, 12:11:08 PM
What is hookup meaning? one-night stand?
I'm playing around with RoDi, Psychology, as well as some other mods and I just watched two girls (both gay) hookup and get some lovn'. Both are still single, but got a mood and relationship bonus. So yes basically a one-night stand.
E: Just saw and noticed two thing. First the icon for agreed hookup is a skull with an exclamation mark, that seems kind of wrong to me.
Also Uncles is laying in a kind of strange way. It could be them trying to positions, or not ... if it is, nice for them, otherwise well then it's a bug...
Coming to think about this, why not keep it this way (assuming it is a bug). I mean there is more then position for pawn to get some lovn' (right?).
If this is actually intended to be exactly that, well done. If not make it so ;)
I'll probably come back later to give some feedback on RoDi with Psychology, but i can already say, it looking not a bad as i expected.
[attachment deleted by admin due to age]
Hello, Several!
I'd like to translate your mod to Chinese, but I got a problem.
Some strings for mod setting in you .dll file do not support Keyed flies port.
Could you add Keyed supporting to these string?
"Hookup Rate", "Changes the rate at which colonists attempt casual romantic encounters"
"Date Rate", "Changes the rate at which colonists in relationships go on chatty, romantic walks"
"Polled Sexuality Rates", "Base rates of sexuality traits on polling data from YouGov, with the rates of Kinsey 0 and 1 assigned Straight, Kinsey 5 and 6 assigned Gay, and in between assigned Bisexual"
Just replace them like these:
"RomanceDiversified.HookupRateLabel".Translate(), RomanceDiversified.HookupRateDecs".Translate()
"RomanceDiversified.DateRateLabel".Translate(), RomanceDiversified.DateRateDesc".Translate()
"RomanceDiversified.PolledSexualityRatesLabel".Translate(), RomanceDiversified.PolledSexualityRatesDesc".Translate()
And then build a .xml file like this:
RimWorld\Mods\Romance Diversified A16\Languages\English\Keyed\RomanceDiversifiedKeys.xml
<?xml version="1.0" encoding="utf-8"?>
<LanguageData>
<RomanceDiversified.HookupRateLabel>Hookup Rate</RomanceDiversified.HookupRateLabel>
<RomanceDiversified.HookupRateDesc>Changes the rate at which colonists attempt casual romantic encounters</RomanceDiversified.HookupRateDesc>
<RomanceDiversified.DateRateLabel>Date Rate</RomanceDiversified.DateRateLabel>
<RomanceDiversified.DateRateDesc>Changes the rate at which colonists in relationships go on chatty, romantic walks</RomanceDiversified.DateRateDesc>
<RomanceDiversified.PolledSexualityRatesLabel>Polled Sexuality Rates</RomanceDiversified.PolledSexualityRatesLabel>
<RomanceDiversified.PolledSexualityRatesDesc>Base rates of sexuality traits on polling data from YouGov, with the rates of Kinsey 0 and 1 assigned Straight, Kinsey 5 and 6 assigned Gay, and in between assigned Bisexual</RomanceDiversified.PolledSexualityRatesDesc>
</LanguageData>
If you could kindly open source code on GitHub, it will be perfect.
Thanks!
get this at the start guess it dont hurt anything. its for all the incidents. they all missing their target type
Config error in Brawl: no target type
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
Quote from: kebab4you on December 30, 2016, 10:50:50 AM
Does "Rumours & Deception" work without creating a new game?
Yes! It'll work absolutely fine, just make sure you get HugsLib first!
Quote from: duduluu on December 30, 2016, 12:11:08 PM
What is hookup meaning? one-night stand?
Basically, yes. As it improves the mutual opinion of the two colonists it can often lead to something more long term, but it is just a one-off event. One of them needs a double bed, though!
Quote from: Der Failer on December 30, 2016, 12:53:19 PM
E: Just saw and noticed two thing. First the icon for agreed hookup is a skull with an exclamation mark, that seems kind of wrong to me.
Also Uncles is laying in a kind of strange way. It could be them trying to positions, or not ... if it is, nice for them, otherwise well then it's a bug...
Coming to think about this, why not keep it this way (assuming it is a bug). I mean there is more then position for pawn to get some lovn' (right?).
If this is actually intended to be exactly that, well done. If not make it so ;)
I'll probably come back later to give some feedback on RoDi with Psychology, but i can already say, it looking not a bad as i expected.
Re: Skull. Ha! Yes, that is DEFINITELY a bug. It doesn't affect anything material, so I'll fix it when I update, but in the mean time let's assume they say something so dirty it has to be represented that way!
Re: Positions: I saw this exactly the same way- it wasn't intended, but I thought- why fix it? It marks it out as visibly different from relationship lovin' and, hey, it's pretty grim on a RimWorld, why not let them get a little freaky?
Re: Psychology: I really appreciate this. I would be delighted to find that they still play well, I'm just not too sure given Psychology's latest changes!
Quote from: duduluu on December 31, 2016, 07:27:26 AM
Hello, Several!
I'd like to translate your mod to Chinese, but I got a problem.
Some strings for mod setting in you .dll file do not support Keyed flies port.
Could you add Keyed supporting to these string?
"Hookup Rate", "Changes the rate at which colonists attempt casual romantic encounters"
"Date Rate", "Changes the rate at which colonists in relationships go on chatty, romantic walks"
"Polled Sexuality Rates", "Base rates of sexuality traits on polling data from YouGov, with the rates of Kinsey 0 and 1 assigned Straight, Kinsey 5 and 6 assigned Gay, and in between assigned Bisexual"
Just replace them like these:
"RomanceDiversified.HookupRateLabel".Translate(), RomanceDiversified.HookupRateDecs".Translate()
"RomanceDiversified.DateRateLabel".Translate(), RomanceDiversified.DateRateDesc".Translate()
"RomanceDiversified.PolledSexualityRatesLabel".Translate(), RomanceDiversified.PolledSexualityRatesDesc".Translate()
And then build a .xml file like this:
RimWorld\Mods\Romance Diversified A16\Languages\English\Keyed\RomanceDiversifiedKeys.xml
<?xml version="1.0" encoding="utf-8"?>
<LanguageData>
<RomanceDiversified.HookupRateLabel>Hookup Rate</RomanceDiversified.HookupRateLabel>
<RomanceDiversified.HookupRateDesc>Changes the rate at which colonists attempt casual romantic encounters</RomanceDiversified.HookupRateDesc>
<RomanceDiversified.DateRateLabel>Date Rate</RomanceDiversified.DateRateLabel>
<RomanceDiversified.DateRateDesc>Changes the rate at which colonists in relationships go on chatty, romantic walks</RomanceDiversified.DateRateDesc>
<RomanceDiversified.PolledSexualityRatesLabel>Polled Sexuality Rates</RomanceDiversified.PolledSexualityRatesLabel>
<RomanceDiversified.PolledSexualityRatesDesc>Base rates of sexuality traits on polling data from YouGov, with the rates of Kinsey 0 and 1 assigned Straight, Kinsey 5 and 6 assigned Gay, and in between assigned Bisexual</RomanceDiversified.PolledSexualityRatesDesc>
</LanguageData>
If you could kindly open source code on GitHub, it will be perfect.
Thanks!
Hi duduluu! I know after writing these mods that it's terrible form to do it this way! I am happy to make the changes you suggest, but might not find the time to do so particularly soon. My best guess would be the beginning of February, when I'll be on holiday (in China, in fact!).
Quote from: sidfu on January 03, 2017, 04:15:22 AM
get this at the start guess it dont hurt anything. its for all the incidents. they all missing their target type
Thanks Sidfu. I thought I'd fixed this. Could you make sure you have the latest version from the Dropbox? If it's not fixed here, there's certainly be an update soon that will rid you of this pesky message!
There's an update in the dropbox today that:
- fixes a few minor bugs,
- replaces the old clique finding algorithm with the faster Tomita algorithm
- reintroduces (both loved and hated), defections and splinters, back for A16! Both are optional, with the toggle found in the HugsLib-provided Options>Mod Settings menu.
Thanks to all the users of this mod for their feedback and support!
Quote from: Several Puffins on January 03, 2017, 07:44:07 AM
-snip-
Re: Psychology: I really appreciate this. I would be delighted to find that they still play well, I'm just not too sure given Psychology's latest changes!
So i got good news and bad news.
Good news:
Psychology seems to work quite good with RoDi. The Author did a great job in terms of compatibility. If loaded after RoDi it will automatically deactivate it's sexuality changes. It also add a Mod setting ("Enable sexuality changes"), which i reckon does the same (not exactly sure, no promises). So from the hour or so i tested it, everything looks fine to my.
Bad news:
I broke your mod... kind of... well more like a mod conflict...
I add Orassans (https://ludeon.com/forums/index.php?topic=22336.0) to my modlist, in the hopes to get some cute cats to complement my boring humans. Sadly this messed up the sexuality traits by RoDi, they get add randomly like any normal traits instead of one guaranteed per pawn. I played a bit with the loading order, hoping i could fix it that way, but no luck. The output log (https://gist.github.com/HugsLibRecordKeeper/58894468287742db0ec952d71961c222) don't provide any clue, about what is wrong either*. One thing to note is that Orassans seems to uses Humanoid Alien Races (https://ludeon.com/forums/index.php?topic=24469.0), that's not clearly stated in the Orassans threat, but the HAR threat suggests it (not sure if that matters).
*Just a warning about the Hookup job, but that comes independent from Orassans.Edit: Nvm erdelf fix it with the last update.
Nothing game breaking but hugslib was complaining. Figured I'd shoot you the log. Have a good one, I enjoy the mods and thanks for making them.
[attachment deleted by admin due to age]
When I use the mod with Psychology it doesn't seem to generate a sexuality. Is it supposed to give the trait at character generation?
Psychology uses its own sexuality system. If you are loading Psychology first then it's probably conflicting with Romance Diversified. You should uninstall Romance Diversified or load it first to disable Psychology's sexuality system.
Quote from: Psychology on January 08, 2017, 09:23:14 AM
Psychology uses its own sexuality system. If you are loading Psychology first then it's probably conflicting with Romance Diversified. You should uninstall Romance Diversified or load it first to disable Psychology's sexuality system.
just realized that after posting, I must have overlooked the above comment.
Hi there!
Any chances that you expand your romance mod to include other features like this other mod did?
https://ludeon.com/forums/index.php?topic=7112.msg70393#msg70393
The mod is dead, and not even its dust remains.
So i've gotten RoDi to work with Psychology but now when using Prepare for Romance I get extremely slow UI reaction during pawn generation. It doesn't happen with the normal version of Prepare Carefully so I'm unsure what's causing it.
Welcome to China!
Hope to release the new version at Valentine's Day. :)
I have a weird error that I believe is related to your mods, but I also have a lot of other mods.
Anyway: I have a psychopathic pawn who often has no friends, and doesn't care. Probably normal? I also have a colony leader (amusingly called Nihilist) who has four friends, but still seems to get the "I have no friends" negative moodlet, and as far as I can tell it only happens whenever the psychopathic pawn has all low relations (which happens on a rolling basis because for some reason she and the gruff military inventor that she has a deeply tsundere relationship with never actually hook up. They fight, they make up, they really like each other, romance fails, they fight, repeat - but that's just an amusing side effect of the mod)
Mod list is attached, and I've got a save when it's happening if that would be useful?
[attachment deleted by admin due to age]
i have the same problem with my pawn say no-one like me mood but she has a friend ?
Quote from: Psithen on January 09, 2017, 01:59:54 AM
when using Prepare for Romance I get extremely slow UI reaction during pawn generation. It doesn't happen with the normal version of Prepare Carefully so I'm unsure what's causing it.
Same here. It's definitely this mod, but why does it overload the game so much?
Quote- Splinter: In the unlikely event that a clique of friends forms within the colony that is largely hostile to the rest, they may choose to leave together and form a new map faction. They will take some of your colony's belongings with them as they go.
Can you make a stand alone mod that allows you to pick pawns to start a new friendly faction? That way you can colonize the planet with split off factions but not have to actually control each location.
My current save game has 10,400 lines under <taleManager> and many of them are involving pawns long dead and gone. Is this from the rumours & deception mod? If so, does it ever get cleaned up?
Thanks so much for making this mod! I wanted the relationship/romance/sexuality system expanded upon and here this is!!!
I see you would one day like to add poly, great! You also put in asexuality, good! Other than just asexuality, it could still be pretty neat to have a low sex drive trait, as well as a high sex drive trait. Putting in swinger or 'in a open relationship' as a trait might also be easier to implement than a poly marriage/dating system. If they have that trait then there's no debuffs if they 'cheat' on their spouse. Perhaps with an increased chance of them to have an "affair".
Oh, if males are not bisexual in-game please add that in. I know women can be bisexual in-game, but I know it was only females who could be in earlier alphas.
If you really wanted to go in-depth with this you could try to implement a Kinsey scale system of some sort. You could have a male or female that's traditionally identifies as straight, but experimenting or is 'just curious' and has a one off affair with samesex colonist.
Oh, having casual sex vs romantic dating is a nice touch. It'd be fun to see the drama when two folks get together, one not ready to commit and wants to just sleep around. Imagine that debuff when a colonist gets broken up with/broke things off/let's just be friends.
Please add an incest trait that has the bearer ignore family flags and they try to romance their own family members. I'd also suggest adding incest gossip to your other mod.
Perhaps you could consider adding bestiality to the game. I just think it'd be funny as hell to see one of colonists be all hearts by a muffalo or something. The colonist gets lovin' buff still, but everyone's opinion of him decreases if anyone sees.
"Steve? Steve! What are doing to that Alpaca---oh gods. Why?! Why?!"
If implementing such a thing would be a pain, then perhaps at least consider putting it into your rumor mod? It would make perfect gossip material. "You know, Trake's always spending all his time taming muffalos or milking them. It's just not natural." Or "I heard funny noises last night coming from Trake's room."
One last thing, I know vanilla games have masochist and sadistic traits. If they're not configured to do anything further, could you put in the ability for a sadist colonist and a masochist colonist to do 'activities' together? Not sex, but you could just use the heart sex animation for the two and say X is flogging Y in the dialouge box. Or whipping, whatever. The kink/bdsm shout out is already pretty much there in the vanilla game. D: Other than sadistic, folks who are into bloodlust or violent, brawler etc should be approached by masochist colonists. Each with different levels of success rate [bloodlust = 100%, brawler = 40% or something].
(Real last thing) Consider putting into your mod settings the likelyhood of sexual deviancy, so to speak? In other words, the ability for someone to crank the lgbt (+kink/bdsm) chance of from 5% to 15% etc. Oh, and if you do my suggestions of incest or bestiality traits then I guess an option to turn those off as I'm sure someone would rather not have it in their game.
Sorry for all of this, I'm just really interested in these systems. Adding these sorts of things in makes for more interesting and crazier stories to be told. Which is fun.
Quote from: CrackThoseClaws on January 25, 2017, 07:14:36 AM
Quote from: Psithen on January 09, 2017, 01:59:54 AM
when using Prepare for Romance I get extremely slow UI reaction during pawn generation. It doesn't happen with the normal version of Prepare Carefully so I'm unsure what's causing it.
Same here. It's definitely this mod, but why does it overload the game so much?
Me three; the interface drags down to an unplayable level. I like the ideas but something is consuming major CPU time.
Quote from: AngleWyrm on February 15, 2017, 10:17:18 PM
Quote from: CrackThoseClaws on January 25, 2017, 07:14:36 AM
Quote from: Psithen on January 09, 2017, 01:59:54 AM
when using Prepare for Romance I get extremely slow UI reaction during pawn generation. It doesn't happen with the normal version of Prepare Carefully so I'm unsure what's causing it.
Same here. It's definitely this mod, but why does it overload the game so much?
Me three; the interface drags down to an unplayable level. I like the ideas but something is consuming major CPU time.
I'm also having this issue with only HugsLibrary, Romance Diversified, and the Prepare for Romance mod enabled (in that order). The normal EdB Prepare Carefully mod causes no UI lag at all.
Quote from: Several Puffins on November 06, 2016, 09:11:58 AM
Razzle Dazzle
A performance art mod, coming soon!
I'll keep an eye out for this.
Hello Sir,
Im getting this error while trying to open the "Prepare Carefully" window, any ideas ?
[attachment deleted by admin due to age]
Looks like a good mod. I hate when it comes to deciding between mods. In this case Psychology and Romance Diversified. maybe ill run this in a future playthrough, sounds awesome
The team that put together the SK Hardcore Project (https://ludeon.com/forums/index.php?topic=12996.0) did some heavy modding to the included mods, and as part of their set they included both EdB's
Prepare Carefully and Puffin's
Rumors and Deception.
So I extracted their versions of both from the zip, then added Romance Diversified:
- It has been running without lag
- Prepare Carefully displays the normal three trait selection
- One of my adoptees had a forth trait (Straight) so it's in there, just hidden
- A new colonist got a bad mood from one of the residents telling lies about them
- A pair of lovers proposed marriage while out on a date
Well.....
my colony counts now 252 days and just now i got the splinter event a second time. Again three colonists left to found a new colony and left two others behind. Is it just me or should this not happen so frequently?
May the psychology mod have an impact on this?
Greetins Cedric
Cliques
I see in the description it suggests that you can do something to ease the tensions and break up the clique. I read through this thread and the mod description but I am unclear on what we can do to promote happiness and togetherness in the colony. Advice?
Quote from: 死亡领主鸩毒 on March 06, 2017, 12:31:36 AM
Hello Sir,
Im getting this error while trying to open the "Prepare Carefully" window, any ideas ?
I'm having that same issue. Help?
Quote from: 死亡领主鸩毒 on March 06, 2017, 12:31:36 AM
Hello Sir,
Im getting this error while trying to open the "Prepare Carefully" window, any ideas ?
I'm getting the same issue as well. Not sure what's causing it. I know a friend of mine has it working perfectly fine.
The mod is kinda glitchy in means of calculating "Friends".
Game constantly says that one of my colonists is socially isolated and has no friends.
The pwan has 2 friends in colony meanwhile
Check if the colonists that are listed as their "friends" actually like them back. I had one colonist who was staggeringly ugly, but she had a good relationship with everyone yet she still claimed she had no friends. As it turns out, no one actually liked her.
dunno if that's the same error as those guys before had but here it is
https://gist.github.com/85b22bf5cb26334b33586c426740db46
it appears when i click on prepare carefully
You've done a lot of great behavioral mods. I've tried others, but I always return to your whole behavioral loadout or add to it. I hope Razzle Dazzle is going well. I'm looking forward to adding music and dancing to my trauma ridden nomadic tribe. Quick question, are you planning on making Razzle Dazzle interact with your other mods? It would be nice if music and dancing helped people get over trauma, and somehow affected their behavior according to the song (which could be randomly generated like the artwork). Well, good luck man.
Hey there,
I'm getting an occasional exception with Rumours & Deception:
RandomElementByWeight with totalWeight=0 - use TryRandomElementByWeight.
Verse.Log:Error(String)
Verse.GenCollection:RandomElementByWeight(IEnumerable`1, Func`2)
RumoursAndDeception.InteractionWorker_SpreadRumours:ChooseGossipTarget(Pawn, Pawn)
RumoursAndDeception.InteractionWorker_SpreadRumours:Interacted(Pawn, Pawn, List`1)
RimWorld.Pawn_InteractionsTracker:TryInteractWith(Pawn, InteractionDef)
RimWorld.Pawn_InteractionsTracker:TryInteractRandomly()
RimWorld.Pawn_InteractionsTracker:InteractionsTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Unfortunately I have no idea how to reproduce this one.
If you need more info, let me know.
Best Regards,
Stefan
Hello, thread!
Does anyone know if Several Puffins' will be back to update these great mods? I, myself, kinda lost half the fun by upgrading to A17 just to find that my guys 'n gals don't go on dates anymore and general depth of socialization is gone...very sad.
Quote from: zarathustra_bezbozhnik on June 16, 2017, 04:22:04 AM
Hello, thread!
Does anyone know if Several Puffins' will be back to update these great mods? I, myself, kinda lost half the fun by upgrading to A17 just to find that my guys 'n gals don't go on dates anymore and general depth of socialization is gone...very sad.
https://ludeon.com/forums/index.php?topic=33075.0 (https://ludeon.com/forums/index.php?topic=33075.0)
dreamtourist, that's great, lots of thanks!
-Please- update this to A17 ... I want this mod...
Nobody tell him.
Tell what ? Did I miss something ?
Quote from: NalaAddict on July 21, 2017, 08:34:52 PM
-Please- update this to A17 ... I want this mod...
https://ludeon.com/forums/index.php?topic=33075.0
You read a couple posts back?
Quote from: SpaceDorf on July 21, 2017, 10:26:35 PM
Tell what ? Did I miss something ?
Not to tell him that the mods have been updated for A17.