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RimWorld => Mods => Releases => Topic started by: GiantSpaceHamster on December 26, 2016, 10:52:52 PM

Title: [1.0] Moody (v2.4.2) A colonist mood dashboard
Post by: GiantSpaceHamster on December 26, 2016, 10:52:52 PM
(https://image.ibb.co/byn8ik/Preview.png)


Jump straight to the download link (#post_download)

Latest Update
v2.4.2 Released January 9, 2019

Latest Changes



Moody Description
Moody is a floating dashboard that provides information about your colonists' moods at a glance at all times. There are six views available that you can switch between using the icons along the top. You can also switch between colonists, prisoners, and pets.

Moody does not store any information with save games and can be enabled and disabled without affecting existing saves.

The colonist list in each view behaves very much like the colonist bar with respect to selecting colonists. For example:

Mood View
The first view shows each colonist's current job, mood, and temperature band. All three columns provide tooltips with more information. All columns are sortable by left-clicking. The mood column can be right-clicked to switch to viewing one of the basic needs (joy, space, beauty, rest, food). Note that when sorting on mood the colonists are sorted by how close they each are to their break thresholds, not by absolute mood value. This does not apply when viewing the other needs.

Unfortunately a lot of different kinds of jobs share the same job definition and I have not yet figured out a good way of differentiating these. This includes a wide range of "making" jobs such as cooking, tailoring, smithing, construction, and I think one or two others. I separated out the cooking tasks I could identify but the rest all share the same icon for now.

Screenshot 1 (https://image.ibb.co/gM5Y5a/Summary.png)
Screenshot 2 (https://image.ibb.co/fDBUdv/Summary_2.png)

Thought View
The thought view shows the total mood adjustment by thought group across all colonists with the ability to expand a thought group (row) to see which colonists have a thought from that group. As an example of a thought group, "Cold" and "Freezing" are two thoughts in the same thought group. You can also switch to a list of all individual thoughts using the context menu by right clicking on the thought group column header.

Temperature View
The temperature view displays more detailed information about the current outside temperature and each colonists' individual temperature bands and current temperature. The current temperature is based on the current map.

Screenshot (https://image.ibb.co/j8kY5a/temps.png)

Skill View
The skill view isn't really mood related, but once I had the other views in place I felt this information could also be useful. It provides a customizable view of colonist skill values. Passion skills are highlighted orange (interested) and red (passionate). Skills can be added with the "+" in the column header and removed by right clicking on the column. Reordering is only possible currently by removing columns and re-adding them in the order you want.

Screenshot (https://image.ibb.co/dF89dv/Skills.png)

Job View
The job view simply shows the short description for each colonists' current task. It's mostly there right now because I do not have icons for all task types in the first summary view so if you encounter a "?" icon there you can see more details here. The tooltip in the first view shows this same information however.

Screenshot (https://image.ibb.co/k9ixWF/Jobs.png)

Health View
The health view shows health status effects such as injuries and illness. By default, only conditions requiring immediate attention are displayed. This can be changed with the new modes along the top (below the different view tab icons).

Author/Mod Team
GiantSpaceHamster

Download
Current Version: v2.4.2 (January 9, 2019)
Download (https://www.dropbox.com/s/potvdscnf7tqj8i/Moody-2.4.2.zip)
Also available on Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=826998327)
Steam version is compatible with the latest stable build only.

How to install
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Change Log
v2.4.2 (https://www.dropbox.com/s/potvdscnf7tqj8i/Moody-2.4.2.zip) [1.0.2096]
January 9, 2019
- Fixed issue where <Enter> would close Moody window until game reload

v2.4.1 (https://www.dropbox.com/s/w6u9q5da0cldefw/Moody-2.4.1.zip) [1.0.2059]
October 25, 2018
- Fixed pawns not being added to colonist list if colonist bar is off (again)

v2.4.0 (https://www.dropbox.com/s/317p87lk9w7ybx1/Moody-2.4.0.zip) [1.0.2059]
October 17, 2018
- RimWorld 1.0 release compatibility update

v2.3.1u (https://www.dropbox.com/s/md24od6b4pl1xnj/Moody-2.3.1u.zip) [0.19.1987u] (RimWorld versions reverted from 1.0 to 0.19 during beta)
August 12, 2018
- RimWorld 1.0 beta compatibility update

v2.3.0u (https://www.dropbox.com/s/kou7rxets7m3733/Moody-2.3.0u.zip) [1.0.1951u]
July 1, 2018
- RimWorld Beta 19 compatibility
- RimWorld assembly version compiled for added to Version.txt file

v2.2.2 (https://www.dropbox.com/s/u9jk86gg0yk7l8s/Moody-2.2.2.zip) [B18]
January 2, 2018
- Fixed pawns not being added to colonist list if colonist bar is off

v2.2.1 (https://www.dropbox.com/s/742d3fbkv1r8n39/Moody-2.2.1.zip) [B18]
December 25, 2017
- Fixed issue when starting a new game with new lesson saved settings

v2.2.0 (https://www.dropbox.com/s/rr0ea42pm26bbwk/Moody-2.2.0.zip) [B18]
December 25, 2017
- Fixed severity display value so it truncates instead of rounding
- Lesson popups now remember that you've seen them across disabling/enabling Moody
- Reset lesson seen states in mod options
- Removed default hotkey for hiding Moody due to conflict with base game
- Pawns now group by map and caravan. Can be turned off from the pawn column header context menu or Moody options screen.
- Removed lesson for latest update changelog due to game throwing an unnecessary error

v2.1.0 (https://www.dropbox.com/s/e1kfkh3im8cqyie/Moody-2.1.0.zip) [B18]
November 18, 2017
- B18 Compatibility

v2.0.1 (https://www.dropbox.com/s/ulw5izzmrizjoq9/Moody-2.0.1.zip) [A17]
September 17, 2017
- New pawn type mode allows switching between colonists, prisoners, and tamed animals
   - Options available in pawn column header context menu
   - Toggle button available in upper right next to view tabs
   - Hotkey available to toggle pawn type mode
- New Tiny Mode shrinks the view sizes to show more at the cost of readability (see mod options screen)
- New options screen under RimWorld Options -> Mod Settings -> Moody
   - Remember size and position
   - Tiny Mode
   - Tiny Mode Scale
   - Pawn label and picture display
- Hotkey support
   - Minimize
   - Hide
   - Tiny Mode
   - Next Pawn Mode
   - Next View
- Fixed a bug with the outside temperature label on the temperature view
- Fixed a bug where colonists would not be listed at all if the colonist bar is not enabled (again)
- Pawn label and picture display settings moved to options screen
- Reduced screen paddings when clamping to 3px on all sides (was 100px top, 20px other sides)
- Updated lesson text

v1.1.0 (https://www.dropbox.com/s/mdjau1hu6rk2hrm/Moody-1.1.0.zip) [A17]
May 24, 2017
- A17 compatibility
- New health status column in summary view
- New health view
- Hide Moody when screenshot mode is active
- Temperature View: Fixed a bug with the position of the outside temperature indicator line
- Minor update to lesson text for job view
- Fixed benign bug that was displaying an error sometimes when a new colonist joins
- Added caravan label prefix to job view job descriptions for pawns in a caravan
- Fixed a minor bug that could cause multiple tooltips for job view job descriptions in some cases
- Added job icon to summary view for pawns in a caravan
- Temperature data should now be available for pawns in caravans on the world map
- Increased minimum width so all view tabs are always visible
- Added option to display pawn icons in the colonist list (colonist column context menu option)
- Added option to hide pawn label in the colonist list (colonist column context menu)
- Added option to hide pawn profession in the pawn labels (colonist column context menu)

v1.0.2 (https://www.dropbox.com/s/ampgri00xndz9cx/Moody-1.0.2.zip) [A16]
Feb 14, 2017
- Fixed a bug where colonists would not be listed at all if the colonist bar is not enabled

v1.0.1 (https://www.dropbox.com/s/byou78fbapa1ijf/Moody-1.0.1.zip?dl=0)
Feb 11, 2017
- Fixed a rare new bug that can occur when there are no free colonists on a given map (e.g. if all colonists on a map are prisoners)

v1.0.0 (https://www.dropbox.com/s/hehlhbb50n2xbd3/Moody-1.0.0.zip?dl=0)
Feb 10, 2017
- Added new Thought view. Provides information on thoughts and thought groups and their impact across colonists.
- Added lesson entries for Moody
- Fixed a bug on the skill view where horizontal scrolling could result in misaligned column headers
- Skill view "add skill" column header icon size reduced a bit (plus sign icon)
- Fix for issue where Moody could end up partially or fully off the edge of the screen when using UI scaling or reducing the resolution of the game. Moody will now be clamped to the screen when applying UI scaling or changing resolution.
- Kidnapped colonists no longer remain in the list for a while after being kidnapped
- Fixed default colonist order to remain the same as the colonist bar. Colonists is groups such as caravans and secondary maps will be listed in the same relative location as the colonist bar but the groups are not deliniated or marked in Moody at the moment.
- Fixed an extremely minor memory leak with cached pawns (should have no noticeable effect)
- Refactored integration with RimWorld lifecycle to decouple expensive data calculations from rendering
- Updated a lot of job icons for the summary view. A full list can be found in the changelog.txt file within Moody.

v0.1.4 (https://www.dropbox.com/s/ufdkasg63g4agkd/Moody-0.1.4.zip?dl=0)
Jan 12, 2017
- Job descriptions are now capitalized in the Job View
- Added icon for firefighting
- Added icon for lovin and marriage
- Added icon for arrest and capture
- Spectating a marriage now uses the social joy job icon
- Mood/Need column in summary view now supports drugs and custom needs added by mods
- Fixed temperature view rendering artifact in world view
- Temperature view current outside temperature line no longer extends below the bottom colonist row
- Temperature view scale now buffers 10C on either side of the min/max colonist safe temperature values. This ensures the min/max tick marks are never at the very edge of the scale and the "Freezing" zone for each colonist is always visible.

v0.1.3 (https://www.dropbox.com/s/qgndr0za28lugyv/Moody-0.1.3.zip?dl=0)
Jan 10, 2017
- All jobs that use the cooking skill now show the cooking icon in the Summary View. Previously only some cooking jobs were working.
- Jobs that use the Artistic skill now use the Artistic skill icon in the Summary View
- Added currently equipped weapon to Skill View
- Added melee skill to the default columns in the Skill View
- Added the JobDef name to the tooltip for jobs without icons
- Removed temperature icon flicker in Summary View for colonists in caravans on the world map (this is NOT the bug with the Temperature View on the world map)

v0.1.2 (https://www.dropbox.com/s/c14zt32qynolhsj/Moody-0.1.2.zip?dl=0)
Jan 1, 2017
Performance Improvements
- Major performance improvement to mood column and temperature summary column (both are on the summary view)
- Minor performance improvement to temperature view

v0.1.1 (https://www.dropbox.com/s/bp8ajcp7myhdy01/Moody-0.1.1.zip?dl=0)
Dec 28, 2016
- Job description column (Jobs view) and colonist name column (all views) now truncate the text instead of awkwardly wrapping it and messing up alignment. Added tooltips to these fields to show the full value.
- Rows and columns that are not in the visible scroll area are no longer rendered.

v0.1.0 (https://www.dropbox.com/s/tvd07l44xd7kuyx/Moody-0.1.0.zip?dl=0)
Dec 26, 2016
- Initial Release
Title: Re: [A16] Moody (v0.1.0) A colonist mood dashboard (First Release!)
Post by: Yautja on December 26, 2016, 11:33:55 PM
Hoooooly moly, I will still test it, but by what I've seen... it's simply amazing! Thanks for it!
Title: Re: [A16] Moody (v0.1.0) A colonist mood dashboard (First Release!)
Post by: BlackSmokeDMax on December 26, 2016, 11:55:54 PM
Looks cool, will probably take this for a spin very soon!
Title: Re: [A16] Moody (v0.1.0) A colonist mood dashboard (First Release!)
Post by: joaonunes on December 27, 2016, 02:31:14 AM
Humm... Reminds me of "Numbers" :P
Looks good, will definitely try it
Title: Re: [A16] Moody (v0.1.0) A colonist mood dashboard (First Release!)
Post by: poolday on December 27, 2016, 05:14:58 AM
Hi! great job on the mod! I'm trying it already and I love it
Can you make it part of the menus bar instead of a floating window?
Title: Re: [A16] Moody (v0.1.0) A colonist mood dashboard (First Release!)
Post by: asquirrel on December 27, 2016, 10:49:24 AM
Oh sweet goodness!! Thanks!! :)
Title: Re: [A16] Moody (v0.1.0) A colonist mood dashboard (First Release!)
Post by: MisterVertigo on December 27, 2016, 11:16:15 AM
This is very interesting! I'll keep my eye on this one. As said above it would be nice if there was a button on the bottom menu so the window could be closed if you wanted, but it still looks extremely useful!
Title: Re: [A16] Moody (v0.1.0) A colonist mood dashboard (First Release!)
Post by: GiantSpaceHamster on December 27, 2016, 02:00:00 PM
Hi! great job on the mod! I'm trying it already and I love it
Can you make it part of the menus bar instead of a floating window?

I considered that, but one of my intents was to allow the window to be visible at all times. The menu window along the bottom closes whenever you interact with things on the map. I may consider adding a "docking" mechanism later, but for the time being it will be floating only.

If the size or position are an issue you can move it by clicking and dragging pretty much anywhere in the content area or borders, you can resize using the handle in the lower right, and you can minimize it with the angled arrow in the upper right.

If you really want a docked version check out Numbers. It has some similar features and is docked in the menu area.
Title: Re: [A16] Moody (v0.1.0) A colonist mood dashboard (First Release!)
Post by: asquirrel on December 27, 2016, 05:34:36 PM
Great GiantSpaceHamster! Would it be possible to include an icon to see what type of weapon the pawn is holding?  I remember KFbar (something like that) and you could zoom in the hud at the top.  When you did that you see the pawn plus their weapon.  Either way, your mod is an AMAZING piece of work!
Title: Re: [A16] Moody (v0.1.0) A colonist mood dashboard (First Release!)
Post by: GiantSpaceHamster on December 27, 2016, 07:15:26 PM
Great GiantSpaceHamster! Would it be possible to include an icon to see what type of weapon the pawn is holding?  I remember KFbar (something like that) and you could zoom in the hud at the top.  When you did that you see the pawn plus their weapon.  Either way, your mod is an AMAZING piece of work!

Displaying the currently equipped weapon is on the short list for the next major version. I'm not sure which view to put it in at the moment. My current thoughts are to either add it to the skills view or make a new Equipment view.
Title: Re: [A16] Moody (v0.1.0) A colonist mood dashboard (First Release!)
Post by: etoire on December 27, 2016, 08:12:42 PM
I checked out the mod today, and I have to say it's a nice addition. I ran both this and numbers to do comparisons, they both have their merits. It definitely helped keep track of a few of my volatile colonists! Thanks for your hard work.

If I could suggest one thing it's to add a transparency option to the widget. No idea if that's possible, but it'd be cool.
Title: Re: [A16] Moody (v0.1.0) A colonist mood dashboard (First Release!)
Post by: thedudes on December 27, 2016, 08:35:52 PM
Transparency slider or control +1.
Title: Re: [A16] Moody (v0.1.0) A colonist mood dashboard (First Release!)
Post by: GiantSpaceHamster on December 27, 2016, 08:52:45 PM
Transparency is certainly possible, but might require a good amount of fiddling with the color profile to ensure that things are still clear noticeable when partially transparent. When partially transparent, there might also be an expectation that you can select things under the window, which is also possible, but would require me to rethink the UI a bit since there are a number of places that respond to clicking (sorting columns, selecting colonists, switching views, and of course dragging the window around and resizing it).

So not infeasible, just complicated to support well. There is a minimize button to get the window out of the way when needed that will have to suffice for the time being.

I will add it to my list of suggested features to consider though.
Title: Re: [A16] Moody (v0.1.1) A colonist mood dashboard
Post by: bawr on December 29, 2016, 04:49:22 AM
This is pretty cool. One very minor issue - could you make it auto-capitalize the first letter of the job names?

(I'd have fixed it for myself already, but alas, no Github link, heh.)
Title: Re: [A16] Moody (v0.1.1) A colonist mood dashboard
Post by: Ubiquitous on December 29, 2016, 05:34:25 AM
Looks like this'll help the micromanagement. Sounds useful I'll give it a spin and see where this mod progresses

Ahh I've hit a bug. Mod worked fine at first and I added some more mods and now:
[spoiler](http://i.imgur.com/OkiUk92.jpg)[/spoiler]

Caravan Spots+Quality Builder https://ludeon.com/forums/index.php?topic=28678.0 is causing the issue I just tested. Also the issue is not resolved when the mod is removed. all icons have disappeared but if you click at the correct location the buttons still work. Just the UI is messed up. Restarting the game will fix the broken UI upon removal of the other mid
Title: Re: [A16] Moody (v0.1.0) A colonist mood dashboard (First Release!)
Post by: asquirrel on December 29, 2016, 12:38:36 PM
Great GiantSpaceHamster! Would it be possible to include an icon to see what type of weapon the pawn is holding?  I remember KFbar (something like that) and you could zoom in the hud at the top.  When you did that you see the pawn plus their weapon.  Either way, your mod is an AMAZING piece of work!

Thanks man!  I'll keep my eyes out for the next update!! :)

Displaying the currently equipped weapon is on the short list for the next major version. I'm not sure which view to put it in at the moment. My current thoughts are to either add it to the skills view or make a new Equipment view.
Title: Re: [A16] Moody (v0.1.1) A colonist mood dashboard
Post by: GiantSpaceHamster on December 29, 2016, 01:44:53 PM
Looks like this'll help the micromanagement. Sounds useful I'll give it a spin and see where this mod progresses

Ahh I've hit a bug. Mod worked fine at first and I added some more mods and now:
<image removed due to size>

Caravan Spots+Quality Builder https://ludeon.com/forums/index.php?topic=28678.0 is causing the issue I just tested. Also the issue is not resolved when the mod is removed. all icons have disappeared but if you click at the correct location the buttons still work. Just the UI is messed up. Restarting the game will fix the broken UI upon removal of the other mid

Did you make sure you restart Rimworld after changing which mods were enabled? Failing to do so will cause the missing icons you reported. Always restart Rimworld when you change which mods you have enabled. If you have restarted and the issue still occurs, try disabling all other mods, restart Rimworld again, and then see if the issue persists.
Title: Re: [A16] Moody (v0.1.1) A colonist mood dashboard
Post by: Ubiquitous on December 30, 2016, 09:03:53 AM
I'll enable the other mods and restart rimworld. I'll report back if there is actually an incompatability. thanks.
Title: Re: [A16] Moody (v0.1.1) A colonist mood dashboard
Post by: etoire on December 30, 2016, 01:40:30 PM
I've unfortunately had to uninstall this mod. I think there's an incompatibility with one of the other mods i'm running, but it's been making it so my game black screens when i try to exit to menu or OS in a permadeath scenario.

Of course, I do run a lot of mods, so it could just be the inevitable conflict of mods, if it helps, this is what I'm running. I suspect it's one of the other UI mods that's clashing with it? No error logs, because black screen.

Code: [Select]
ACEnhancedCrafting
AllowTool
Autoclose Event Notifications
Autoflicker
Better Pathfinding
Bulk Meals A16
Campfire2
Cooks Can Refuel
Core
DeadMansClothing
DoIT
EdBPrepareCarefully
EPEO - HC 1.21
Floor Equality
Hand Me That Brick
High Caliber
HugsLib
ImTheWorkerNew
Infused
Kitchen-Counter-Master
kNumbers
Less-Rebuff
LT_DoorMat
MadSkillsA16
MapReroll
MineItAll
Miniaturisation
MiningShaft
MiningShaft-StoneAddon
Misc_Core
Misc_TrainingFacility
More Vanilla Turrets
Natural Surgery
OmniLocator
QualityBuilder
realisticbeds
RecolorStockpileA16
Recycle
Refactored Work Priorities
RW_MedicalInfo
sd_roundtable
Smokepit-master
StackXXL
TechAdvancing
TradingSpotA16
Where Is Rich Soil

Title: Re: [A16] Moody (v0.1.1) A colonist mood dashboard
Post by: BlackSmokeDMax on December 30, 2016, 02:05:18 PM
Just wanted to say thanks for this mod, finally got around to testing it today, and everything looks and works great! I'd even be tempted to turn off the in-game colonist bar if that wasn't easier to use for drafting people via box-dragging.

If anyone is interested, these are the mods I am using, and the order I have them installed:

core
hugslib
area unlocker
epoe
de surgeries
a dog said
feed the colonists
more trade ships
quality builder
where is rich soil
recycle
fluffy breakdowns
storage search a16
miniaturisation
enchanced crafting
Refactored Work Priorities
worktabs
Moody
rt fuse
research list
Title: Re: [A16] Moody (v0.1.1) A colonist mood dashboard
Post by: GiantSpaceHamster on December 30, 2016, 05:18:16 PM
I've unfortunately had to uninstall this mod. I think there's an incompatibility with one of the other mods i'm running, but it's been making it so my game black screens when i try to exit to menu or OS in a permadeath scenario.

Of course, I do run a lot of mods, so it could just be the inevitable conflict of mods, if it helps, this is what I'm running. I suspect it's one of the other UI mods that's clashing with it? No error logs, because black screen.
...

I recommend checking the log file on your file system to see if there are any errors there. I'm at not at home so I don't know the path offhand. If you find the log file, I can take a quick look to see if it provides any useful data.

Other than that, if you're willing to do some trial-and-error to determine which other mod is causing the compatibility issue, I'd be willing to load it up and take a look.
Title: Re: [A16] Moody (v0.1.1) A colonist mood dashboard
Post by: Adenia on January 01, 2017, 11:30:50 AM
I received the Journey Destination event, went to world view, and got to see the global world temperature! No, not really, but the temperature gauge bar projected itself globally, which I found as some interesting environmental political commentary, methinks it's a graphical glitch. https://s27.postimg.org/9ua1ske6r/Temperature_bar_on_the_global_level.jpg

Not a huge deal, clicking the minimize moody box on the world view makes it disappear. It's an overlay of all of my colonists temperatures.
Title: Re: [A16] Moody (v0.1.1) A colonist mood dashboard
Post by: GiantSpaceHamster on January 01, 2017, 07:54:10 PM
I received the Journey Destination event, went to world view, and got to see the global world temperature! No, not really, but the temperature gauge bar projected itself globally, which I found as some interesting environmental political commentary, methinks it's a graphical glitch. https://s27.postimg.org/9ua1ske6r/Temperature_bar_on_the_global_level.jpg

Not a huge deal, clicking the minimize moody box on the world view makes it disappear. It's an overlay of all of my colonists temperatures.

Hah, that's actually pretty funny. I'll mark it down to look into it at some point. Probably a low priority for now. If you can provide consistent steps to reproduce the issue in a new game I'll bump it up on the bug list.
Title: Re: [A16] Moody (v0.1.1) A colonist mood dashboard
Post by: GiantSpaceHamster on January 01, 2017, 07:55:03 PM
Moody Updated to v0.1.2. Steam update should be live as well. Performance improvements. See first post for details.
Title: Re: [A16] Moody (v0.1.2) A colonist mood dashboard
Post by: Adenia on January 02, 2017, 05:51:35 PM
Hey, thanks! I made sure to unload all my old mods and get your newest version on Steam with a new install of the game just to make sure it's the cleanest possible. Still does the same graphic issue. Just switching tabs in the moody box (to anything except temp) or minimizing the box removes the graphic on the worldview. So I agree, not imperative, but still a bit of a shock the first time you see it.

https://s29.postimg.org/9a8hal20n/Temperature_bar_on_the_global_level_New_Game_1.jpg
https://s27.postimg.org/du3kajssj/Temperature_bar_on_the_global_level_New_Game_2.jpg

Here's the game save file: https://www.dropbox.com/s/75mne60grjfds7t/Moody%20Climate%20Change.rws?dl=0

Steps to recreate: As soon as you load into the map or any time after -> adjust moody tab to temperature bar view -> Click on World
Title: Re: [A16] Moody (v0.1.1) A colonist mood dashboard
Post by: BlackSmokeDMax on January 03, 2017, 12:16:40 PM
Moody Updated to v0.1.2. Steam update should be live as well. Performance improvements. See first post for details.

My guess is you will let us know if an update requires a new game, so for the most part, just delete the old version folder and throw the new version in?

edit: Also, looks like you didn't modify the text near the download links, still says 0.1.1 from 2016/12/28 as current version even though the link leads to the newer version.
Title: Re: [A16] Moody (v0.1.1) A colonist mood dashboard
Post by: GiantSpaceHamster on January 03, 2017, 02:07:53 PM
Moody Updated to v0.1.2. Steam update should be live as well. Performance improvements. See first post for details.

My guess is you will let us know if an update requires a new game, so for the most part, just delete the old version folder and throw the new version in?

edit: Also, looks like you didn't modify the text near the download links, still says 0.1.1 from 2016/12/28 as current version even though the link leads to the newer version.

Yes, I forgot to update the text by the download link. Thanks for the heads-up.

You should not need a new game to update Moody (now or in the future). If that changes I will put a big notice up. You should also be able to enable/disable Moody without starting a new game, just remember to restart Rimworld after changing what mods you have enabled.
Title: Re: [A16] Moody (v0.1.2) A colonist mood dashboard
Post by: Helixien on January 03, 2017, 02:57:55 PM
Let me say that this may be one of the most useful mods I have downloaded so far! Its right there after colony manager. Damn nice work! Keep it up!
Title: Re: [A16] Moody (v0.1.2) A colonist mood dashboard
Post by: GiantSpaceHamster on January 03, 2017, 03:32:25 PM
Let me say that this may be one of the most useful mods I have downloaded so far! Its right there after colony manager. Damn nice work! Keep it up!

After Colony Manager?! Colonist GiantSpaceHamster has gone into a berzerker rage!

Just kidding, glad you like it =) All of Fluffy's mods are great.
Title: Re: [A16] Moody (v0.1.2) A colonist mood dashboard
Post by: kotler on January 04, 2017, 12:25:57 AM
1. Also have temperature-bar glitch on world map.
2. and spamming exceptions when: (1) attack other colony and (2) switch Moody to Job tab.
Code: [Select]
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Exception filling window for Moody.Window_Moody: System.NullReferenceException: Object reference not set to an instance of an object
  at Moody.Views.JobView.createRow (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Moody.Views.JobView.drawDashboard (Rect contentRect) [0x00000] in <filename unknown>:0
  at Moody.Window_Moody.DoWindowContents (Rect canvas) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey292.<>m__1A0 (Int32 x) [0x00000] in <filename unknown>:0

It's on Vanila_a16, mods only are
Code: [Select]
Core
Moody (0.1.2)
Title: Re: [A16] Moody (v0.1.2) A colonist mood dashboard
Post by: redstylt on January 04, 2017, 04:14:39 AM
Hi,
i would like to report a bug ;)
I was playing my game and suddenly i new colon arrrive following by a raid :/
I couldn't catch him before the raiders and they take him (poor Ricky).
But now in my moody console, Ricky is still there but he is doing nothing, his moo is not changing, ...
Why he is still there ? Because he is not one of my colon (or he is but dead X(  )
Screenshot : http://image.noelshack.com/fichiers/2017/01/1483521226-moody-bug.png
Title: Re: [A16] Moody (v0.1.2) A colonist mood dashboard
Post by: GiantSpaceHamster on January 04, 2017, 04:05:55 PM
1. Also have temperature-bar glitch on world map.
2. and spamming exceptions when: (1) attack other colony and (2) switch Moody to Job tab.
Code: [Select]
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Exception filling window for Moody.Window_Moody: System.NullReferenceException: Object reference not set to an instance of an object
  at Moody.Views.JobView.createRow (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Moody.Views.JobView.drawDashboard (Rect contentRect) [0x00000] in <filename unknown>:0
  at Moody.Window_Moody.DoWindowContents (Rect canvas) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey292.<>m__1A0 (Int32 x) [0x00000] in <filename unknown>:0

It's on Vanila_a16, mods only are
Code: [Select]
Core
Moody (0.1.2)

Thank you for bringing this to my attention.
Title: Re: [A16] Moody (v0.1.2) A colonist mood dashboard
Post by: GiantSpaceHamster on January 04, 2017, 04:09:13 PM
Hi,
i would like to report a bug ;)
I was playing my game and suddenly i new colon arrrive following by a raid :/
I couldn't catch him before the raiders and they take him (poor Ricky).
But now in my moody console, Ricky is still there but he is doing nothing, his moo is not changing, ...
Why he is still there ? Because he is not one of my colon (or he is but dead X(  )
Screenshot : http://image.noelshack.com/fichiers/2017/01/1483521226-moody-bug.png

I noticed this problem during my testing as well. It happens whenever a colonist is kidnapped. The pawn lingers in the game's list of your colony's pawns for a while, but he should disappear after a little while. I have a note to look into what Rimworld is doing to filter those out of the colonist bar.
Title: Re: [A16] Moody (v0.1.2) A colonist mood dashboard
Post by: WoodyDaOcas on January 05, 2017, 09:38:41 AM
Hello, I'd like to ask if it's possible to somehow store the setup of the window position and size, maybe selected columns in the stats tab ? I guess maybe later, since this would be just "nice extra", while there are some bugs in the meantime :) Thank you anyway
Title: Re: [A16] Moody (v0.1.2) A colonist mood dashboard
Post by: WoodyDaOcas on January 07, 2017, 06:58:02 PM
Sorry to spam like that :D but I had another idea: to show just a list of pawns on the current map. I'd like to use it for like.. sort pawns to select best >insert skill here< on the map. So either remove those, that are not "here" or grey them out, like it is on the top bar, more or less. Ideally optional, as prolly not everyone would want to use it like that?
Thanks for considering these
Title: Re: [A16] Moody (v0.1.3) A colonist mood dashboard
Post by: GiantSpaceHamster on January 11, 2017, 12:40:14 AM
Version 0.1.3 released. Minor enhancements to the job column in the summary view and to the skills view. See first post for details.
Title: Re: [A16] Moody (v0.1.4) A colonist mood dashboard
Post by: GiantSpaceHamster on January 12, 2017, 03:54:00 AM
Version 0.1.4 released. Support for drug needs and custom needs added by mods plus a few other minor things. Details in first post.
Title: Re: [A16] Moody (v0.1.4) A colonist mood dashboard
Post by: notfood on January 12, 2017, 03:57:58 AM
I've come to rely on this mod a lot.
Title: Re: [A16] Moody (v0.1.4) A colonist mood dashboard
Post by: BlackSmokeDMax on January 12, 2017, 06:31:27 AM
I've come to rely on this mod a lot.

Agreed! Really well done GiantSpaceHamster.
Title: Re: [A16] Moody (v0.1.4) A colonist mood dashboard
Post by: GiantSpaceHamster on January 12, 2017, 01:13:19 PM
Thanks for the feedback, glad you find it useful!
Title: Re: [A16] Moody (v0.1.4) A colonist mood dashboard
Post by: Danetta on January 29, 2017, 04:12:02 PM
Seems like this job is not recognized by label.
Image (http://puu.sh/tFOid/9e35d80963.jpg)
Title: Re: [A16] Moody (v0.1.4) A colonist mood dashboard
Post by: GiantSpaceHamster on February 02, 2017, 04:48:31 PM
Hey everyone! I added a poll to the the top of this thread related to persistent features in Moody. Currently Moody does not save any data with the game, allowing it to be enabled and disabled without starting a new game. Some people have expressed interest in features that would require persisting data, removing this feature. Some examples are hotkey support, saving the size/position of the window, and saving skill view configurations. Let me know your thoughts.
Title: Re: [A16] Moody (v0.1.4) A colonist mood dashboard
Post by: asquirrel on February 02, 2017, 06:17:49 PM
I'd like being able to undock the bar and move it around, if possible.  Resizing the window would be great too.  I'd like to be able to see what weapons my pawns are carrying.  There was another mood mod (I think it was called colonist KF bar) where you could zoom into the pawn icons and see what they were using for weapons.  Hotkey support would be good (a way to toggle the bar on and off with a key). Thanks for your consideration. :)
Title: Re: [A16] Moody (v0.1.4) A colonist mood dashboard
Post by: GiantSpaceHamster on February 02, 2017, 06:26:57 PM
I'd like being able to undock the bar and move it around, if possible.  Resizing the window would be great too.  I'd like to be able to see what weapons my pawns are carrying.  There was another mood mod (I think it was called colonist KF bar) where you could zoom into the pawn icons and see what they were using for weapons.  Hotkey support would be good (a way to toggle the bar on and off with a key). Thanks for your consideration. :)

You can already move it around, just click (almost) anywhere and drag. You can also resize using the handle in the lower right. The skills view (third tab) shows the currently equipped weapon and has a tooltip with the weapon name and quality. Other inventory/gear is not displayed though.

I've thought about a zoom feature actually, but it would require a large rework of how I am rendering the tables currently.
Title: Re: [A16] Moody (v0.1.4) A colonist mood dashboard
Post by: BlackGyver on February 02, 2017, 09:13:03 PM
Hello! Great mod, love it!

I do however have a small QoL feature request; could it be possible to make it so it only displays colonists present on the current map in Moody? Or maybe have a toggle between the normal full-colonist display and localmap-colonist display?
Title: Re: [A16] Moody (v0.1.4) A colonist mood dashboard
Post by: GiantSpaceHamster on February 03, 2017, 12:47:03 PM
Hello! Great mod, love it!

I do however have a small QoL feature request; could it be possible to make it so it only displays colonists present on the current map in Moody? Or maybe have a toggle between the normal full-colonist display and localmap-colonist display?

A filter mechanism for large games, such as by map, is not a bad idea. I'll give it some thought.
Title: Re: [A16] Moody (v1.0.0) A colonist mood dashboard
Post by: GiantSpaceHamster on February 11, 2017, 01:43:07 AM
Major update just released. New view for thoughts (let me know how it can be improved!), lessons for the Learning Helper (take a look, you might find a feature you missed), and a whole bunch of fixes and minor enhancements. Check out the first post for more details.

- GSH
Title: Re: [A16] Moody (v1.0.0) A colonist mood dashboard
Post by: GiantSpaceHamster on February 11, 2017, 06:29:00 PM
I just released a quick update to fix a bug a couple people found in the new update. Download links and Steam have been updated to 1.0.1.

- GSH
Title: Re: [A16] Moody (v1.0.1) A colonist mood dashboard
Post by: AngleWyrm on February 11, 2017, 06:35:56 PM
Lovin the new thoughts tab -- it's useful for planning the next thing
Title: Re: [A16] Moody (v1.0.2) A colonist mood dashboard
Post by: GiantSpaceHamster on February 14, 2017, 10:48:57 PM
Minor update released to fix an issue where no colonists would be listed when the colonist bar is hidden.
Title: Re: [A16] Moody (v1.0.2) A colonist mood dashboard
Post by: Lethe on March 05, 2017, 06:34:44 PM
Please keep job view in. Some of us have an easier time processing text than visuals/icons.

Thanks
Title: Re: [A16] Moody (v1.0.2) A colonist mood dashboard
Post by: SORAZAL on March 16, 2017, 06:05:31 AM
Hey! Great mod! Tried to download latest version but get a dropbox 404, file not found :/
Title: Re: [A16] Moody (v1.0.2) A colonist mood dashboard
Post by: GiantSpaceHamster on March 16, 2017, 02:20:26 PM
Hey! Great mod! Tried to download latest version but get a dropbox 404, file not found :/

Thank you for bringing this to my attention. Apparently dropbox changed the way they form their public links for sharing documents and it removed all my public links. I've fixed the one for the latest release and will fix the previous release links shortly.
Title: Re: [A16] Moody (v1.0.2) A colonist mood dashboard
Post by: Ruisuki on March 16, 2017, 10:40:34 PM
compatible with killfaces colonist bar?

Any way we can add color to the background of certain names in the summary view? I want to sort colonists by color so I can quickly tell whether they are from my first colony, second, or third. That way I can overlay moody over the colonist bar of the colony im not currently playing and just dbl click the name on the moody bar to travel to that colony, all while viewing needs on the side
Title: Re: [A16] Moody (v1.0.2) A colonist mood dashboard
Post by: GiantSpaceHamster on March 17, 2017, 02:04:39 PM
compatible with killfaces colonist bar?

Any way we can add color to the background of certain names in the summary view? I want to sort colonists by color so I can quickly tell whether they are from my first colony, second, or third. That way I can overlay moody over the colonist bar of the colony im not currently playing and just dbl click the name on the moody bar to travel to that colony, all while viewing needs on the side

I have not tested with Killface's Colonist Bar mod but unless it's modifying pawns in some unexpected way it should be compatible. The one caveat is that Moody uses the original colonist bar's sort order as its default sort order, so if Killface's mod allows that order to change, it will not match Moody's default order any more.
Title: Re: [A16] Moody (v1.0.2) A colonist mood dashboard
Post by: Ruisuki on March 17, 2017, 02:53:04 PM
Killface allows you to resize, and resort the colonist bars.
https://steamcommunity.com/sharedfiles/filedetails/?id=729908976&searchtext=Colonist+bar
Title: Re: [A16] Moody (v1.0.2) A colonist mood dashboard
Post by: GiantSpaceHamster on March 17, 2017, 03:52:10 PM
Killface allows you to resize, and resort the colonist bars.
https://steamcommunity.com/sharedfiles/filedetails/?id=729908976&searchtext=Colonist+bar

(Emphasis mine)

So when using both, the default sort order for Moody will remain the vanilla sort order for the colonist bar and will not change to match the modified colonist bar sort order if you resort it using that mod.
Title: Re: [A16] Moody (v1.0.2) A colonist mood dashboard
Post by: Lethe on April 04, 2017, 05:15:11 PM
"Current Version: v1.0.2 (Feb 14, 2018)"

@Ruisuki They seem to work fine together. I use both, haven't noticed any problems because of it. GaintSpaceHamster's right on how it works for the order of pawns on the bar.

Title: Re: [A16] Moody (v1.0.2) A colonist mood dashboard
Post by: GiantSpaceHamster on April 04, 2017, 05:28:39 PM
"Current Version: v1.0.2 (Feb 14, 2018)"

Nice catch, date fixed (2018 => 2017). Also fixed the broken URL tag next to it.
Title: Re: [A17] Moody (v1.1.0) A colonist mood dashboard (and more!)
Post by: GiantSpaceHamster on May 24, 2017, 10:50:15 PM
A17 compatible version released. Please let me know if there are any issues. See top post for info and download link. Steam version has been updated as well.

There's a new health view along with a health status column on the summary view.

Enjoy!
Title: Re: [A17] Moody (v1.1.0) A colonist mood dashboard (and more!)
Post by: Cabdono on May 24, 2017, 10:51:59 PM
Ahh all the essentials are getting updated fast, thank you  ;D
Title: Re: [A17] Moody (v1.1.0) A colonist mood dashboard (and more!)
Post by: kaptain_kavern on May 24, 2017, 11:48:17 PM
I wasn't knowing this one and it look fantastic.

Thank you for your work GiantSpaceHamster
Title: Re: [A17] Moody (v1.1.0) A colonist mood dashboard (and more!)
Post by: GiantSpaceHamster on May 25, 2017, 04:45:59 AM

I put a new poll up. Take a look if you have a second.


I wasn't knowing this one and it look fantastic.

Thank you for your work GiantSpaceHamster

Thanks!
Title: Re: [A17] Moody (v1.1.0) A colonist mood dashboard
Post by: chmilz on May 25, 2017, 10:40:50 AM
Hey can you link to A16 download? I have a game in progress that I'd love to finish with the A16 mods :)

Thanks!
Title: Re: [A17] Moody (v1.1.0) A colonist mood dashboard
Post by: BlackSmokeDMax on May 25, 2017, 12:00:38 PM
Hey can you link to A16 download? I have a game in progress that I'd love to finish with the A16 mods :)

Thanks!

Looks like there is a link on first post. (Look in the changelogs)
Title: Re: [A17] Moody (v1.1.0) A colonist mood dashboard
Post by: GiantSpaceHamster on May 25, 2017, 01:15:30 PM
Hey can you link to A16 download? I have a game in progress that I'd love to finish with the A16 mods :)

Thanks!

Links to all previous versions are in the first post for situations like this (or if I accidentally break a new build). Let me know if the link you need is not working. Dropbox changed all my shared file links a while back without notice so who knows if they will do it again.
Title: Re: [A17] Moody (v1.1.0) A colonist mood dashboard
Post by: chmilz on May 25, 2017, 02:43:57 PM
Hey can you link to A16 download? I have a game in progress that I'd love to finish with the A16 mods :)

Thanks!

Links to all previous versions are in the first post for situations like this (or if I accidentally break a new build). Let me know if the link you need is not working. Dropbox changed all my shared file links a while back without notice so who knows if they will do it again.

The Dropbox link takes me to a download for v1.1.0 .zip file only :(
Title: Re: [A17] Moody (v1.1.0) A colonist mood dashboard
Post by: GiantSpaceHamster on May 25, 2017, 05:08:24 PM
Hey can you link to A16 download? I have a game in progress that I'd love to finish with the A16 mods :)

Thanks!

Links to all previous versions are in the first post for situations like this (or if I accidentally break a new build). Let me know if the link you need is not working. Dropbox changed all my shared file links a while back without notice so who knows if they will do it again.

The Dropbox link takes me to a download for v1.1.0 .zip file only :(

Below the current version download link is the changelog. The version numbers in the changelog are links to the download for that version.

EDIT: For A16 you want v1.0.2 of Moody
Title: Re: [A17] Moody (v1.1.0) A colonist mood dashboard
Post by: chmilz on May 25, 2017, 05:46:42 PM
Hey can you link to A16 download? I have a game in progress that I'd love to finish with the A16 mods :)

Thanks!

Links to all previous versions are in the first post for situations like this (or if I accidentally break a new build). Let me know if the link you need is not working. Dropbox changed all my shared file links a while back without notice so who knows if they will do it again.

The Dropbox link takes me to a download for v1.1.0 .zip file only :(

Below the current version download link is the changelog. The version numbers in the changelog are links to the download for that version.

EDIT: For A16 you want v1.0.2 of Moody

Well then... my apologies. It wasn't clear those were links. I may just be a bit slow today :D

Many thanks, and keep up the good work!
Title: Re: [A17] Moody (v1.1.0) A colonist mood dashboard
Post by: inner_query on June 06, 2017, 12:49:46 AM
Hi,
I've been using Moody on Rimworld 17b (Steam) and I'm seeing an exception thrown when loading any of the save games from 17b "Could not load reference to Verse.RecipeDef named Make_Herbmedicinekit". The exception does not allow the save game to load completely.

On disabling Moody, the save game was loaded without exceptions. I'm not sure what's going on and I'd like to help fix this as Moody's incredibly useful. Happy to help debug.

The complete trace is at https://pastebin.com/pPS8Vpbk (https://pastebin.com/pPS8Vpbk). I've also attached my complete Mods used list.

[attachment deleted by admin due to age]
Title: Re: [A17] Moody (v1.1.0) A colonist mood dashboard
Post by: GiantSpaceHamster on June 06, 2017, 01:20:49 PM
Hi,
I've been using Moody on Rimworld 17b (Steam) and I'm seeing an exception thrown when loading any of the save games from 17b "Could not load reference to Verse.RecipeDef named Make_Herbmedicinekit". The exception does not allow the save game to load completely.

On disabling Moody, the save game was loaded without exceptions. I'm not sure what's going on and I'd like to help fix this as Moody's incredibly useful. Happy to help debug.

The complete trace is at https://pastebin.com/pPS8Vpbk (https://pastebin.com/pPS8Vpbk). I've also attached my complete Mods used list.

Your trace file is no longer available. Can you repost it please?

I suspect it's another one of your mods causing your error since Moody does not touch any recipe defs or provide any new or modified content, but I'm happy to look at your log if you provide it again.
Title: Re: [A17] Moody (v1.1.0) A colonist mood dashboard
Post by: inner_query on June 06, 2017, 10:39:46 PM
Thank you! I've attached the trace file.txt. I hope that helps.

[attachment deleted by admin due to age]
Title: Re: [A17] Moody (v1.1.0) A colonist mood dashboard
Post by: GiantSpaceHamster on June 07, 2017, 11:21:36 PM
Thank you! I've attached the trace file.txt. I hope that helps.

I don't see anything wrong with Moody in that log. Moody initialization appears to complete successfully.

Have you tried loading the game without Moody since you said that worked, then re-saving and re-enabling Moody? See if that loads.
Title: Re: [A17] Moody (v1.1.0) A colonist mood dashboard
Post by: hoaxdream on June 15, 2017, 01:19:17 AM
nice mod, btw is there an option to resize the font when its minimize? as shown on the screenshot or make the background of moody minimize transparent

(http://i68.tinypic.com/ixbew4.png)
Title: Re: [A17] Moody (v1.1.0) A colonist mood dashboard
Post by: MrWeeGee on June 30, 2017, 09:02:31 AM
Love the mod, thought you might like a little suggestion, if possible: it'd add a lot of control over the mod if you could set a hotkey to collapse/expand the window.

This is just me -- but I tend to keep the mod closest to the top-right corner, using a lot of vertical space to show all colonists side-by-side. Eventually it collides with the side popups, and you can spend a lot of time repeatedly min/maxing and dragging around. You could prevent a lot of the "screen fighting" if there were a way to min/max as easily as you pause and resume.

Thanks for the work you've already done, it's definitely a must-have mod.
Title: Re: [A17] Moody (v1.1.0) A colonist mood dashboard
Post by: GiantSpaceHamster on June 30, 2017, 01:20:40 PM
nice mod, btw is there an option to resize the font when its minimize? as shown on the screenshot or make the background of moody minimize transparent

Resizing the font would not get you much. Most of the space is taken up by the border which is part of the base RimWorld window class I am using. I would have to override more base code than I want to reduce that.

Hopefully it's small enough that you can place it out of the way somewhere when you don't need it.

(Sorry for the delay I thought I replied to you a while back)
Title: Re: [A17] Moody (v1.1.0) A colonist mood dashboard
Post by: GiantSpaceHamster on June 30, 2017, 01:26:29 PM
Love the mod, thought you might like a little suggestion, if possible: it'd add a lot of control over the mod if you could set a hotkey to collapse/expand the window.

This is just me -- but I tend to keep the mod closest to the top-right corner, using a lot of vertical space to show all colonists side-by-side. Eventually it collides with the side popups, and you can spend a lot of time repeatedly min/maxing and dragging around. You could prevent a lot of the "screen fighting" if there were a way to min/max as easily as you pause and resume.

Thanks for the work you've already done, it's definitely a must-have mod.

I have not really looked into integrating hotkeys. I'm not sure offhand if there's a way to register hotkeys with the base game so they show up in the game options. You're not the first to ask though so I'll add it to my backlog, but no guarantees on if/when.
Title: Re: [A17] Moody (v1.1.0) A colonist mood dashboard
Post by: wwWraith on June 30, 2017, 02:53:57 PM
I have not really looked into integrating hotkeys. I'm not sure offhand if there's a way to register hotkeys with the base game so they show up in the game options.

There are some way to register hotkeys as e.g. Quicksaver (https://ludeon.com/forums/index.php?topic=24532) does it.

And a couple of more suggestions :)
1. Saving the size and position of the window.
2. Ability to change the size of GUI elements like font, bars and maybe icons to make more information fit into smaller window.

And thanks for your work!
Title: Re: [A17] Moody (v1.1.0) A colonist mood dashboard
Post by: GiantSpaceHamster on June 30, 2017, 05:01:04 PM
I have not really looked into integrating hotkeys. I'm not sure offhand if there's a way to register hotkeys with the base game so they show up in the game options.

There are some way to register hotkeys as e.g. Quicksaver (https://ludeon.com/forums/index.php?topic=24532) does it.

And a couple of more suggestions :)
1. Saving the size and position of the window.
2. Ability to change the size of GUI elements like font, bars and maybe icons to make more information fit into smaller window.

And thanks for your work!

Thanks, I will take a look.

I am looking into something to save the size and position without impacting the ability to enable/disable Moody in existing saves. Basically just a custom config file stored in the mod folder.

Font/GUI element sizes are a bit trickier. I would need to ensure the UI looks good at all available sizes. I do understand not everyone plays at the same high resolution I do but it's also not a high priority at the moment.
Title: Re: [A17] Moody (v1.1.0) A colonist mood dashboard (v2.0.0.1beta out)
Post by: GiantSpaceHamster on July 05, 2017, 02:43:08 AM
I've been working on some updates and need to do some more testing but I have a beta version available below if anyone wants to give it a try. Summary of new stuff:
- Integrated with mod options screen
- Save Moody size and position
- Tiny Mode for smaller displays (and good eyes)
- Mode toggle between colonists, prisoners, and animals. Much of the information is not applicable to animals, but some could be useful like temperatures or hunger in extreme biomes.
- Hotkey support for a few things. Listed under new Moody section at the bottom of the key config screen.

None of the new stuff should cause any problems when enabling/disabling Moody in an existing game, nor should upgrading cause any issues. Of course if you have any issues, please let me know and provide lots of details!

https://www.dropbox.com/s/1289dru3mviesak/Moody-2.0.0.1b.zip
Title: Re: [A17] Moody (v1.1.0) A colonist mood dashboard
Post by: wwWraith on July 05, 2017, 07:28:12 AM
I'm afraid there are issues...

1. Tried to use it in a current savegame. After loading the whole map became gray like it was completely fogged. The names of the pawns were visible. Same thing with the world map. But even after unpausing there were no changes (nothing moves) like it was still paused. When I swithched the Moody's mode to show prisoners, these things became normal, but bugged again when switched to the colonists or animals. Probably it's because I have animals but no prisoners atm. Also there are slightly varied white messages spamming in the console:

Code: [Select]
Moody settings saved
Verse.Log:Message(String)
Moody.Settings:ExposeData()
Verse.Scribe_Deep:Look(ModSettings&, Boolean, String, Object[])
Verse.Scribe_Deep:Look(ModSettings&, String, Object[])
Verse.LoadedModManager:WriteModSettings(String, String, ModSettings)
Verse.ModSettings:Write()
Verse.Mod:WriteSettings()
Moody.Settings:SaveSettings()
Moody.Settings:set_SizeAndPosition(Rect)
Moody.MoodyWindow:WindowOnGUI()
Verse.WindowStack:WindowStackOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI_Patch1(Object)
Verse.Root:OnGUI()

Moody settings saved
Verse.Log:Message(String)
Moody.Settings:ExposeData()
Verse.Scribe_Deep:Look(ModSettings&, Boolean, String, Object[])
Verse.Scribe_Deep:Look(ModSettings&, String, Object[])
Verse.LoadedModManager:WriteModSettings(String, String, ModSettings)
Verse.ModSettings:Write()
Verse.Mod:WriteSettings()
Moody.Settings:SaveSettings()
Moody.Settings:DoSettingsWindowContents(Rect)
Moody.Moody:DoSettingsWindowContents(Rect)
RimWorld.Dialog_VanillaModSettings:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey2C4:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)

Moody settings saved
Verse.Log:Message(String)
Moody.Settings:ExposeData()
Verse.Scribe_Deep:Look(ModSettings&, Boolean, String, Object[])
Verse.Scribe_Deep:Look(ModSettings&, String, Object[])
Verse.LoadedModManager:WriteModSettings(String, String, ModSettings)
Verse.ModSettings:Write()
Verse.Mod:WriteSettings()
Moody.Settings:SaveSettings()
Moody.Settings:set_TinyMode(Boolean)
Moody.MoodyController:checkHotkeys()
Moody.MoodyController:MapComponentOnGUI()
Verse.MapComponentUtility:MapComponentOnGUI(Map)
RimWorld.MapInterface:MapInterfaceOnGUI_BeforeMainTabs()
RimWorld.UIRoot_Play:UIRootOnGUI_Patch1(Object)
Verse.Root:OnGUI()

Cache Updated. Total pawns: 11, Skipped: 0
Verse.Log:Message(String)
Moody.DataCache:updateCache(Boolean)
Moody.MoodyTab:drawTab(Rect, Boolean)
Moody.PawnModeTab:drawTab(Rect, Boolean)
Moody.MoodyWindow:drawExpandedHeader(Rect)
Moody.MoodyWindow:DoWindowContents(Rect)
Moody.<>c__DisplayClass69_0:<WindowOnGUIBase>b__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)

Cache Updated. Total pawns: 0, Skipped: 0
Verse.Log:Message(String)
Moody.DataCache:updateCache(Boolean)
Moody.MoodyWindow:WindowUpdate()
Verse.WindowStack:WindowsUpdate()
Verse.UIRoot:UIRootUpdate()
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()

The last message kept spamming with Moody in prisoners mode even when the game was paused.

2. It didn't show colonists/animals names/professions/portraits until the game was restarted (then it became as intended).

3. Seems like it doesn't allow to save its window position if it's higher or righter than default (I'd like to make it strictly close to the upper right corner).

4. Tried a new game without other mods. Right after loading in the console was a message about cache updated but then red error spamming:

Code: [Select]
Division by zero
  at Moody.DataCache.updateCache (Boolean viewChanged) [0x00000] in <filename unknown>:0
  at Moody.MoodyWindow.WindowUpdate () [0x00000] in <filename unknown>:0
  at Verse.WindowStack.WindowsUpdate () [0x00000] in <filename unknown>:0
  at Verse.UIRoot.UIRootUpdate () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootUpdate () [0x00000] in <filename unknown>:0
  at Verse.Root.Update () [0x00000] in <filename unknown>:0

The game was still paused, but there were no way to stop it or change anything.
Title: Re: [A17] Moody (v1.1.0) A colonist mood dashboard
Post by: GiantSpaceHamster on July 05, 2017, 01:20:27 PM
I'm afraid there are issues...

[truncated]


Thanks for the feedback, I'll take a look.

The "Cache Updated" spam is debug output I just haven't removed yet, nothing to worry about there.

#2) Do you mean you just had to reload the same save game again or you had to start a new game?

#3) There is a minimum buffer between the edge of the screen that I use to prevent it from going offscreen. That's likely what you've encountered.

#4) If you can attach the save game that you started and encountered errors with right away (where you only had Moody enabled) that might help me track down this particular issue.

#1 is odd and I have not encountered this problem in my testing. If you can reproduce it with a game that doesn't have other mods enabled attaching that save game would help. Otherwise I will see what I can find.
Title: Re: [A17] Moody (v1.1.0) A colonist mood dashboard
Post by: wwWraith on July 05, 2017, 02:09:33 PM
#2) Do you mean you just had to reload the same save game again or you had to start a new game?

#3) There is a minimum buffer between the edge of the screen that I use to prevent it from going offscreen. That's likely what you've encountered.

#4) If you can attach the save game that you started and encountered errors with right away (where you only had Moody enabled) that might help me track down this particular issue.

#1 is odd and I have not encountered this problem in my testing. If you can reproduce it with a game that doesn't have other mods enabled attaching that save game would help. Otherwise I will see what I can find.

#2: I closed the game, started in again and then reloaded the same file. Probably it was just because it was lacking saved config at first run.
#3: I thought so, but is it really needed? Even if the user will move it offscreen, (s)he can just uncheck "Remember size and position" in options and then after reloading the window will come back, won't it?
#4: I can't attach the file because I couldn't do literally anything, the console were active all the time and other GUI elements weren't responding.
#1: I put the file in the attachment. In order to avoid issue #4 I started the new game with only Core, saved it, then added Moody, restarted and loaded that savefile, then saved it again :)

Looking at the amount of this strangeness, I have a suspicion that something could go wrong while you compiled or packed it, so the downloaded mod may have differences from the version you used for testing.

[attachment deleted by admin due to age]
Title: Re: [A17] Moody (v1.1.0) A colonist mood dashboard
Post by: GiantSpaceHamster on July 05, 2017, 03:00:03 PM

#2: I closed the game, started in again and then reloaded the same file. Probably it was just because it was lacking saved config at first run.
#3: I thought so, but is it really needed? Even if the user will move it offscreen, (s)he can just uncheck "Remember size and position" in options and then after reloading the window will come back, won't it?
#4: I can't attach the file because I couldn't do literally anything, the console were active all the time and other GUI elements weren't responding.
#1: I put the file in the attachment. In order to avoid issue #4 I started the new game with only Core, saved it, then added Moody, restarted and loaded that savefile, then saved it again :)

Looking at the amount of this strangeness, I have a suspicion that something could go wrong while you compiled or packed it, so the downloaded mod may have differences from the version you used for testing.

Thanks for the additional info.

#3 I added it more to move Moody on-screen if the resolution is reduced, but I may change that to only happen when the resolution changes instead of all resize/movements. We'll see.
Title: Re: [A17] Moody (v1.1.0) A colonist mood dashboard
Post by: khearn on July 05, 2017, 04:35:00 PM
I'm having an issue that may be related to #3 above. I have the UI scaling set to 1.25x, and every time the game saves, the moody window moves downward. Actually, I'm not sure if it happens every time, or just once, I just move it back up after it happens every time.

If you're not used to using the UI scaling, when you have it set to something bigger than 1x, when the game saves the UI switches to 1x scaling for a moment (moving everything towards the lower left), then switches back to what it was before. This is vanilla behavior, and is a minor annoyance by itself. But the moody window moves to the lower left, then moves back to the right, but not back up. At least, that's what it looks like its doing. Maybe it's just moving out of the buffer area mentioned above. If so, I think the buffer is a bit large. On my screen, it moves the top of the moody window from the top edge to below the bottom of the character icons in the row at the top of the screen, which puts it into fairly prime central real estate.

The minimap mod used to also move every time the game rescaled during a save, but its author managed to fix it, so you might check with him to see what the fix was.
Title: Re: [A17] Moody (v1.1.0) A colonist mood dashboard
Post by: GiantSpaceHamster on July 05, 2017, 04:47:32 PM
I'm having an issue that may be related to #3 above. I have the UI scaling set to 1.25x, and every time the game saves, the moody window moves downward. Actually, I'm not sure if it happens every time, or just once, I just move it back up after it happens every time.

If you're not used to using the UI scaling, when you have it set to something bigger than 1x, when the game saves the UI switches to 1x scaling for a moment (moving everything towards the lower left), then switches back to what it was before. This is vanilla behavior, and is a minor annoyance by itself. But the moody window moves to the lower left, then moves back to the right, but not back up. At least, that's what it looks like its doing. Maybe it's just moving out of the buffer area mentioned above. If so, I think the buffer is a bit large. On my screen, it moves the top of the moody window from the top edge to below the bottom of the character icons in the row at the top of the screen, which puts it into fairly prime central real estate.

The minimap mod used to also move every time the game rescaled during a save, but its author managed to fix it, so you might check with him to see what the fix was.

Thanks for the details, will look into it. Should be fixable.
Title: Re: [A17] Moody (v1.1.0) A colonist mood dashboard
Post by: GiantSpaceHamster on July 06, 2017, 12:02:18 AM
See next reply for new beta build

wwWraith I believe most of your issues were caused by a bug with the new mod settings integration. I think I have resolved the issue there so let me know if you still encounter any problems. I also verified Moody is being clamped to the screen when the resolution changes or a game loads, so that explains why the save position cannot be any closer to the edge of the screen or off-screen. The current edge margin enforced is 20px on the right and 100px on the top (to avoid overlapping long colonist bars). I will give some thought to changing this, or maybe at least providing a way to change those margins in the settings.

khearn The window clamping behavior I mentioned above is also why Moody may not always revert to the same position after a toggling UI scaling back and forth.

I will give some thought to the clamping behavior and see if I can come up with any good ways to improve the experience.
Title: Re: [A17] Moody (v1.1.0) A colonist mood dashboard
Post by: GiantSpaceHamster on July 06, 2017, 01:41:02 AM
New beta build: https://www.dropbox.com/s/6vtx7awd89fre8a/Moody-2.0.0.3b.zip

- Fix for mod settings integration.
- Separated the initial screen position from the edge margins and reduced the clamping margins to 3px all sides.
Title: Re: [A17] Moody (v1.1.0) A colonist mood dashboard
Post by: wwWraith on July 06, 2017, 05:04:03 AM
Thanks for your work! Those issues are gone now :)

But there are a new minor one: hotkeys don't work if set to anything other than defaults.
Title: Re: [A17] Moody (v1.1.0) A colonist mood dashboard
Post by: GiantSpaceHamster on July 06, 2017, 07:57:33 PM
Thanks for your work! Those issues are gone now :)

But there are a new minor one: hotkeys don't work if set to anything other than defaults.

Thanks for bringing this to my attention. It looks like it's not actually that only the defaults work, it's that only the F# keys work. You can change the hotkeys to other F# keys but changing them to other keys doesn't work for some reason. Looking into it.
Title: Re: [A17] Moody (v1.1.0) A colonist mood dashboard
Post by: GiantSpaceHamster on July 06, 2017, 10:22:56 PM
New beta build:  https://www.dropbox.com/s/cll4to6tueqhvof/Moody-2.0.0.4b.zip

Fixed hotkey support
Title: Re: [A17] Moody (v1.1.0) A colonist mood dashboard
Post by: wwWraith on July 07, 2017, 11:15:33 AM
The only little issue I can find this time is
Code: [Select]
TipSignal with null text.
Verse.Log:Error(String)
Verse.TipSignal:.ctor(String)
Verse.TipSignal:op_Implicit(String)
Moody.Table.Columns.TemperatureSummaryColumn:cellRenderer(Rect, Pawn)
Moody.Table.Cell`1:draw(Rect, Row)
Moody.Table.Table:drawCell(Cell, Rect, Row)
Moody.Table.Table:drawRow(Row, Rect)
Moody.Table.Table:draw(Rect)
Moody.Views.SummaryView:draw(Rect)
Moody.Views.MoodyView:drawDashboard(Rect)
Moody.MoodyWindow:DoWindowContents(Rect)
Moody.<>c__DisplayClass69_0:<WindowOnGUIBase>b__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)
sometimes when I tried to switch "Next pawn mode" and/or "Next view" quickly and repeatedly (spamming their hotkeys). Probably harmless.

A little suggestion if you'd like it: resizing the window accordingly when switching tiny/normal modes.
Title: Re: [A17] Moody (v1.1.0) A colonist mood dashboard
Post by: GiantSpaceHamster on July 07, 2017, 01:11:42 PM
The only little issue I can find this time is
Code: [Select]
TipSignal with null text.
...
sometimes when I tried to switch "Next pawn mode" and/or "Next view" quickly and repeatedly (spamming their hotkeys). Probably harmless.

A little suggestion if you'd like it: resizing the window accordingly when switching tiny/normal modes.

Tip signal error is benign. Looks like I'm missing a null check but the base game is catching it (and tossing that warning). Should be an easy fix.

I do plan to resize the window when toggling tiny mode, I just haven't gotten around to it yet.

Thanks!
Title: Re: [A17] Moody (v1.1.0) A colonist mood dashboard
Post by: Ninnetyer on July 27, 2017, 07:07:06 PM
Cool mod, love it, although I would like to suggest (if possible), to make the background sligthly transparent?.

And also do you have a multilingual project for this mod?, I would like to translate it to spanish.
Title: Re: [A17] Moody (v1.1.0) A colonist mood dashboard
Post by: GiantSpaceHamster on July 27, 2017, 07:12:14 PM
Cool mod, love it, although I would like to suggest (if possible), to make the background sligthly transparent?.

And also do you have a multilingual project for this mod?, I would like to translate it to spanish.

Supporting language localization is on my to-do list, but probably not until the release after the current one I am working on since I have a few things in progress at the moment.

Transparency is not planned. I may experiment with it at some point in the future but I have a feeling that making it readable with a transparency level that is useful for seeing things behind the window will either be quite difficult or impossible. For now use the minimize button. Next release will include hotkey support making it easier to minimize as well.
Title: Re: [A17] Moody (v2.0.1) A colonist mood dashboard
Post by: GiantSpaceHamster on September 17, 2017, 03:39:50 AM
Version 2.0.1 released. This release focuses mostly on addressing a few requests that have come up multiple times, along with some bug fixes. Check out the first post for more details.
Title: Re: [A17] Moody (v2.0.1) A colonist mood dashboard
Post by: LiteEmUp on September 17, 2017, 07:24:47 AM
Version 2.0.1 released. This release focuses mostly on addressing a few requests that have come up multiple times, along with some bug fixes. Check out the first post for more details.

thank you for the new changes... especially the ability to change font size.. now i can check all pawn in my colony without scrolling down.. the ability to remember size and location is also a bonus
Title: Re: [A17] Moody (v2.0.1) A colonist mood dashboard
Post by: laokangz2 on September 19, 2017, 02:59:41 AM
I like this mod, but can you upload this mod as attachment of this page? I can not download on steam or dropbox
Title: Re: [A17] Moody (v2.0.1) A colonist mood dashboard
Post by: BioFringe on September 19, 2017, 12:24:18 PM
Love this mod and can't see myself playing without it. I was one of the many that asked for custom position / size to be remembered so a big THANK YOU for that. Along those lines if you ever plan to update again in the future please consider the following request if it's not too much...

Could the remembered settings be altered to include (1) The Sort Order for each page (2) Which page was last visible and (2) Which Stats you've chosen to display?

These additions would make the new feature Perfect as far as I'm concerned but of course even without them this is a Must Have Mod!

Thank you again.
Title: Re: [A17] Moody (v2.0.1) A colonist mood dashboard
Post by: GiantSpaceHamster on September 19, 2017, 04:28:24 PM
I like this mod, but can you upload this mod as attachment of this page? I can not download on steam or dropbox

What is the error or problem you are getting when you try to download via steam or the dropbox link?
Title: Re: [A17] Moody (v2.0.1) A colonist mood dashboard
Post by: maculator on September 24, 2017, 12:24:52 PM
Great mod. Just a bit CPU-hungry :/
Would you concider adding options to turn off different features? Would that enhance performance?
Also presistent settings for the skills tab would be neat.
But in total its a verry usefull tool that displays alot of informations, thanks!
Title: Re: [A17] Moody (v2.0.1) A colonist mood dashboard
Post by: GiantSpaceHamster on September 24, 2017, 04:26:47 PM
Great mod. Just a bit CPU-hungry :/
Would you concider adding options to turn off different features? Would that enhance performance?
Also presistent settings for the skills tab would be neat.
But in total its a verry usefull tool that displays alot of informations, thanks!

Only the the currently open view should be calculating data (and only for the pawn mode selected: colonists, prisoners, pets). This means different views may perform differently. I am aware that performance isn't great for some users and continue to look at when I can. More information from users as to which view/mode is worst for them (and how many colonists they have at the time performance gets bad) would help me focus my attention though.

More persistent settings may come in the future. I didn't want to spend a ton of time saving everything since there was already a lot in the latest release, so I just touched on the biggest items so far.

Thank you for the feedback! Sorry my reply mostly boils down to "maybe".
Title: Re: [A17] Moody (v2.0.1) A colonist mood dashboard
Post by: maculator on September 24, 2017, 04:38:01 PM
A reply is a reply^^ I'm always happy if someone answers my posts.
As soon as my colony got bigger I should be able to report whats causing my problems.
And if you maybe sometimes start focusing on persistent settings the skill tab would be the one that needs such a feature the most.
Title: Re: [A17] Moody (v2.0.1) A colonist mood dashboard
Post by: sirgzu on September 25, 2017, 04:10:26 AM
Hey first let me start by saying I really like your mod.

I use the mood and skill views the most, especially the skill view is easy to inform decision on selecting which pawn to do a task, or send on a caravan, etc.. I used Number's mod on previous betas (https://ludeon.com/forums/index.php?topic=28679.0) and I really miss the stats view, it's very useful when you get equipment or health condition that affects job performance, something you can't always infer from the skill view in Moody's.

For example when a trader caravan arrives and you need to send a pawn to negotiate, it's not always the pawn with highest social skill that has the highest trade price improvement. There is also no way to have an overall / comparison of all your pawns move speed or average armor value, and the list goes on.

I'm not sure in what form that could fit into your mod without additional controls, but I'm sure it would add a lot of value to have that kind of information handy.
Title: Re: [A17] Moody (v2.0.1) A colonist mood dashboard
Post by: GiantSpaceHamster on September 25, 2017, 07:20:54 PM
Hey first let me start by saying I really like your mod.

I use the mood and skill views the most, especially the skill view is easy to inform decision on selecting which pawn to do a task, or send on a caravan, etc.. I used Number's mod on previous betas (https://ludeon.com/forums/index.php?topic=28679.0) and I really miss the stats view, it's very useful when you get equipment or health condition that affects job performance, something you can't always infer from the skill view in Moody's.

For example when a trader caravan arrives and you need to send a pawn to negotiate, it's not always the pawn with highest social skill that has the highest trade price improvement. There is also no way to have an overall / comparison of all your pawns move speed or average armor value, and the list goes on.

I'm not sure in what form that could fit into your mod without additional controls, but I'm sure it would add a lot of value to have that kind of information handy.

Honestly I used to use Numbers as well. It was great for some of the more detailed, larger tables that I don't need to monitor constantly. It's a bit much to try and merge all that info into Moody. Moody is really intended more for information you want to have visible and updating constantly (hence why I made it a floating window and not a docked tab). There is an A17 build posted to the Numbers steam workshop page conversation thread, but I have not tried it. Maybe take a look at that build for now.
Title: Re: [A17] Moody (v2.0.1) A colonist mood dashboard
Post by: sirgzu on September 26, 2017, 05:41:32 AM
There is an A17 build posted to the Numbers steam workshop page conversation thread, but I have not tried it. Maybe take a look at that build for now.
Thanks I didn't know that, I'll take a look... It's hard enough keeping up with the forums, trying to keep up with the workshop is mission impossible for me :S
Title: Re: [B18] Moody (v2.1.0) A colonist mood dashboard
Post by: GiantSpaceHamster on November 18, 2017, 10:54:24 PM
v2.1.0 released for B18 compatibility. No other changes. See v2.0.1 changelog for previous major release notes.
Title: Re: [B18] Moody (v2.1.0) A colonist mood dashboard
Post by: BlackSmokeDMax on November 18, 2017, 10:57:13 PM
Thanks! One of my favorite mods!!
Title: Re: [B18] Moody (v2.1.0) A colonist mood dashboard
Post by: Olegon on November 19, 2017, 01:36:32 AM
Hi!

I get the error on game start. Mod works in game.
Code: [Select]
RimWorld 0.18.1722 rev1198
Verse.Log:Message(String)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

Moody settings loaded
Verse.Log:Message(String)
Moody.Settings:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Deep:Look(Settings&, Boolean, String, Object[])
Verse.Scribe_Deep:Look(Settings&, String, Object[])
Verse.LoadedModManager:ReadModSettings(String, String)
Verse.Mod:GetSettings()
Moody.Moody:.ctor(ModContentPack)
System.Reflection.MonoCMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoCMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MonoCMethod:Invoke(BindingFlags, Binder, Object[], CultureInfo)
System.Activator:CreateInstance(Type, BindingFlags, Binder, Object[], CultureInfo, Object[])
System.Activator:CreateInstance(Type, Object[], Object[])
System.Activator:CreateInstance(Type, Object[])
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Duplicate def-linked translation key: Slave.label
Verse.Log:Warning(String)
Verse.DefInjectionPackage:HasError(FileInfo, String)
Verse.DefInjectionPackage:TryAddInjection(FileInfo, String, String)
Verse.DefInjectionPackage:AddDataFromFile(FileInfo)
Verse.LoadedLanguage:LoadFromFile_DefInject(FileInfo, Type)
Verse.LoadedLanguage:LoadData()
Verse.LoadedLanguage:TryGetTextFromKey(String, String&)
Verse.Translator:Translate(String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Key binding conflict: MainTab_Factions and Hide are both bound to F8.
Verse.Log:Error(String)
Verse.KeyPrefsData:ErrorCheckOn(KeyBindingDef, BindingSlot)
Verse.KeyPrefsData:ErrorCheck()
Verse.KeyPrefs:Init()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Def-linked translation error: Found no Verse.RulePackDef named NamerFactionPlayerRandomized to match NamerFactionPlayerRandomized.rulepack.rulesstrings.0
Verse.Log:Warning(String)
Verse.DefInjectionPackage:InjectIntoDefs()
Verse.LoadedLanguage:InjectIntoData()
Verse.PlayDataLoader:<DoPlayLoad>m__1()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()
Title: Re: [B18] Moody (v2.1.0) A colonist mood dashboard
Post by: GiantSpaceHamster on November 19, 2017, 02:10:56 AM
Hi!

I get the error on game start. Mod works in game.
...

The only thing that looks Moody related is the key binding conflict warning. You can adjust Moody's hotkeys in the options window with the other key bindings.

I'm not sure what the Def-linked translation error is but the classes referenced are not ones used directly by Moody. Do you have any other mods enabled?
Title: Re: [B18] Moody (v2.1.0) A colonist mood dashboard
Post by: Olegon on November 19, 2017, 04:07:13 AM
Do you have any other mods enabled?

No (actualy installed Fluffy's Animal tab (http://steamcommunity.com/sharedfiles/filedetails/?id=712141500), and HelpTab (http://steamcommunity.com/sharedfiles/filedetails/?id=946365802), but they were disabled). I have russian language installed (https://github.com/Ludeon/RimWorld-ru (https://github.com/Ludeon/RimWorld-ru))
Title: Re: [B18] Moody (v2.1.0) A colonist mood dashboard
Post by: GiantSpaceHamster on November 19, 2017, 01:59:09 PM
Do you have any other mods enabled?

No (actualy installed Fluffy's Animal tab (http://steamcommunity.com/sharedfiles/filedetails/?id=712141500), and HelpTab (http://steamcommunity.com/sharedfiles/filedetails/?id=946365802), but they were disabled). I have russian language installed (https://github.com/Ludeon/RimWorld-ru (https://github.com/Ludeon/RimWorld-ru))

Do you get the error with just either Moody or just the russian language pack enabled?
Title: Re: [B18] Moody (v2.1.0) A colonist mood dashboard
Post by: Olegon on November 25, 2017, 03:05:16 AM
Do you have any other mods enabled?

No (actualy installed Fluffy's Animal tab (http://steamcommunity.com/sharedfiles/filedetails/?id=712141500), and HelpTab (http://steamcommunity.com/sharedfiles/filedetails/?id=946365802), but they were disabled). I have russian language installed (https://github.com/Ludeon/RimWorld-ru (https://github.com/Ludeon/RimWorld-ru))

Do you get the error with just either Moody or just the russian language pack enabled?

I removed language pack, switched to English language. After restart Rimworld I get the error:
Code: [Select]
RimWorld 0.18.1722 rev1198
Verse.Log:Message(String)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

Key binding conflict: MainTab_Factions and Hide are both bound to F8.
Verse.Log:Error(String)
Verse.KeyPrefsData:ErrorCheckOn(KeyBindingDef, BindingSlot)
Verse.KeyPrefsData:ErrorCheck()
Verse.KeyPrefs:Init()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

When Moody is disabled - no error.

With Russian language pack installed and enabled:
Code: [Select]
RimWorld 0.18.1722 rev1198
Verse.Log:Message(String)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

Duplicate def-linked translation key: Slave.label
Verse.Log:Warning(String)
Verse.DefInjectionPackage:HasError(FileInfo, String)
Verse.DefInjectionPackage:TryAddInjection(FileInfo, String, String)
Verse.DefInjectionPackage:AddDataFromFile(FileInfo)
Verse.LoadedLanguage:LoadFromFile_DefInject(FileInfo, Type)
Verse.LoadedLanguage:LoadData()
Verse.LoadedLanguage:TryGetTextFromKey(String, String&)
Verse.Translator:Translate(String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Key binding conflict: MainTab_Factions and Hide are both bound to F8.
Verse.Log:Error(String)
Verse.KeyPrefsData:ErrorCheckOn(KeyBindingDef, BindingSlot)
Verse.KeyPrefsData:ErrorCheck()
Verse.KeyPrefs:Init()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Russian language pack installed and enabled, Moody is disabled - no error.
Title: Re: [B18] Moody (v2.1.0) A colonist mood dashboard
Post by: asquirrel on November 25, 2017, 11:58:22 AM
I get that same F8 error with moody.
Title: Re: [B18] Moody (v2.1.0) A colonist mood dashboard
Post by: BlackSmokeDMax on November 25, 2017, 12:55:18 PM
Do you have any other mods enabled?

No (actualy installed Fluffy's Animal tab (http://steamcommunity.com/sharedfiles/filedetails/?id=712141500), and HelpTab (http://steamcommunity.com/sharedfiles/filedetails/?id=946365802), but they were disabled). I have russian language installed (https://github.com/Ludeon/RimWorld-ru (https://github.com/Ludeon/RimWorld-ru))

Do you get the error with just either Moody or just the russian language pack enabled?

I removed language pack, switched to English language. After restart Rimworld I get the error:
Code: [Select]
RimWorld 0.18.1722 rev1198
Verse.Log:Message(String)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

Key binding conflict: MainTab_Factions and Hide are both bound to F8.
Verse.Log:Error(String)
Verse.KeyPrefsData:ErrorCheckOn(KeyBindingDef, BindingSlot)
Verse.KeyPrefsData:ErrorCheck()
Verse.KeyPrefs:Init()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

When Moody is disabled - no error.

With Russian language pack installed and enabled:
Code: [Select]
RimWorld 0.18.1722 rev1198
Verse.Log:Message(String)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

Duplicate def-linked translation key: Slave.label
Verse.Log:Warning(String)
Verse.DefInjectionPackage:HasError(FileInfo, String)
Verse.DefInjectionPackage:TryAddInjection(FileInfo, String, String)
Verse.DefInjectionPackage:AddDataFromFile(FileInfo)
Verse.LoadedLanguage:LoadFromFile_DefInject(FileInfo, Type)
Verse.LoadedLanguage:LoadData()
Verse.LoadedLanguage:TryGetTextFromKey(String, String&)
Verse.Translator:Translate(String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Key binding conflict: MainTab_Factions and Hide are both bound to F8.
Verse.Log:Error(String)
Verse.KeyPrefsData:ErrorCheckOn(KeyBindingDef, BindingSlot)
Verse.KeyPrefsData:ErrorCheck()
Verse.KeyPrefs:Init()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Russian language pack installed and enabled, Moody is disabled - no error.

Go into Keybindings in the main menu and switch one of the two away from using F8 as the hot key. (one is a moddy hot key, the other is a vanilla hot key, forget which, but I usually just set to no keybind at all.)
Title: Re: [B18] Moody (v2.1.0) A colonist mood dashboard
Post by: GiantSpaceHamster on November 25, 2017, 04:02:03 PM
As the previous post mentioned (thank you) you can adjust the hotkeys in the game options. F8 was not set in RimWorld prior to B18 so Moody was using it.

As for the language error, I'm not sure why Moody would be causing that. There is no localization data in Moody so the only thing I can think of is that that problem already exists but Moody just triggers it in a way that the base game does not. It looks more related to the language pack than to Moody. Is it causing any noticeable problems in-game?
Title: Re: [B18] Moody (v2.1.0) A colonist mood dashboard
Post by: asquirrel on November 25, 2017, 10:32:16 PM
Thanks guys for explaining how to clear up the F8 error!
Title: Re: [B18] Moody (v2.1.0) A colonist mood dashboard
Post by: Olegon on November 27, 2017, 04:36:50 AM
As the previous post mentioned (thank you) you can adjust the hotkeys in the game options. F8 was not set in RimWorld prior to B18 so Moody was using it.

As for the language error, I'm not sure why Moody would be causing that. There is no localization data in Moody so the only thing I can think of is that that problem already exists but Moody just triggers it in a way that the base game does not. It looks more related to the language pack than to Moody. Is it causing any noticeable problems in-game?

OK, Thanks!
No problem in game.
Title: Re: [B18] Moody (v2.1.0) A colonist mood dashboard
Post by: Sarge on December 14, 2017, 02:30:28 PM
Hello! 1st post and bound to be a shocker, apologies in advance.

I used to have little icons for various needs displayed on the left hand side of each little guy on the screen so that I could minimise my Moody window. I don't have it anymore in B18 and can't find where to activate it... or dl it.

Halp plz?
Title: Re: [B18] Moody (v2.1.0) A colonist mood dashboard
Post by: GiantSpaceHamster on December 14, 2017, 05:07:09 PM
Hello! 1st post and bound to be a shocker, apologies in advance.

I used to have little icons for various needs displayed on the left hand side of each little guy on the screen so that I could minimise my Moody window. I don't have it anymore in B18 and can't find where to activate it... or dl it.

Halp plz?

Welcome! I'm happy to try and help but I'm a little unclear on the issue. I'm not sure what you mean by the little icons on the left side of each little guy.  Could you clarify please? Maybe a screenshot indicating where in the UI you're referring to?
Title: Re: [B18] Moody (v2.1.0) A colonist mood dashboard
Post by: wwWraith on December 14, 2017, 05:12:41 PM
Hello! 1st post and bound to be a shocker, apologies in advance.

I used to have little icons for various needs displayed on the left hand side of each little guy on the screen so that I could minimise my Moody window. I don't have it anymore in B18 and can't find where to activate it... or dl it.

Halp plz?

Probably you mean Colonist Bar mod: https://steamcommunity.com/sharedfiles/filedetails/?id=729908976 or https://github.com/Killface1980/RW_ColonistBarKF/releases or https://rim-world.com/colonist-bar-mod/
Title: Re: [B18] Moody (v2.1.0) A colonist mood dashboard
Post by: Sarge on December 14, 2017, 05:55:03 PM
YES! TY!

So sorry to have posted in the wrong thread, even wrong modder's thread.  :-[
Title: Re: [B18] Moody (v2.1.0) A colonist mood dashboard
Post by: GiantSpaceHamster on December 14, 2017, 06:21:15 PM
YES! TY!

So sorry to have posted in the wrong thread, even wrong modder's thread.  :-[

Haha no worries! But...ya know...check out Moody while you're here ;)
Title: Re: [B18] Moody (v2.1.0) A colonist mood dashboard
Post by: Sarge on December 15, 2017, 06:27:38 AM
YES! TY!

So sorry to have posted in the wrong thread, even wrong modder's thread.  :-[

Haha no worries! But...ya know...check out Moody while you're here ;)
Yeah, it's awesome thanks. I've been using it from the moment I found it when I started playing this game early 2017. It's one of the top ones on my 'must haves' list.
Title: Re: [B18] Moody (v2.2.0) A colonist mood dashboard
Post by: GiantSpaceHamster on December 25, 2017, 04:35:23 PM
Moody 2.2.0 released. Happy Holidays!

Major changes this release are the grouping of pawns by map/caravan and lesson text remembering that you have read it across disable/enable of Moody.

Ignore the lesson related error when updating. It is benign but I cannot do anything about it.
Title: Re: [B18] Moody (v2.2.0) A colonist mood dashboard
Post by: Mst on December 25, 2017, 06:12:58 PM
On game startup i get the following error twice
Code: [Select]
Could not resolve cross-reference to RimWorld.ConceptDef named Moody_Updates_2_1_0
Verse.Log:Error(String)
Verse.DirectXmlCrossRefLoader:TryResolveDef(String, FailMode)
Verse.WantedRefForDictionary`2:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
RimWorld.PlayerKnowledgeDatabase:ReloadAndRebind()
RimWorld.PlayerKnowledgeDatabase:.cctor()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

And on game load this one

Code: [Select]
Could not find class Moody.MoodyController while resolving node li. Trying to use Verse.MapComponent instead. Full node: <li Class="Moody.MoodyController" />
Verse.Log:Error(String)
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:Look(List`1&, String, LookMode, Object[])
Verse.Map:ExposeComponents()
Verse.Map:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:Look(List`1&, String, LookMode, Object[])
Verse.Game:LoadGame()
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Title: Re: [B18] Moody (v2.2.0) A colonist mood dashboard
Post by: netherous on December 25, 2017, 06:16:31 PM
Thanks for the update. I did have a problem after steam automatically updated to the version released on December 25th. I could not start a new game or load any saved games. The new game dialog would simply not progress to the storyteller page, and trying to load a saved game produced the error

Code: [Select]
An error occurred while generating a new map. See error log for more information.

In both cases, an error was produced in the debug log:

full gist (https://gist.github.com/anonymous/01f9938e088b1c5486d874be659f7bbe)

Code: [Select]
Exception filling window for RimWorld.Page_SelectScenario: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.LessonAutoActivator.TryInitiateLesson (RimWorld.ConceptDef conc) [0x00000] in <filename unknown>:0
  at RimWorld.LessonAutoActivator.TeachOpportunity (RimWorld.ConceptDef conc, Verse.Thing subject, OpportunityType opp) [0x00000] in <filename unknown>:0
  at RimWorld.LessonAutoActivator.TeachOpportunity (RimWorld.ConceptDef conc, OpportunityType opp) [0x00000] in <filename unknown>:0
  at Moody.Settings.TeachLesson (System.String lessonName, Boolean lessonSeen) [0x00000] in <filename unknown>:0
  at Moody.Settings.LoadSeenLessons () [0x00000] in <filename unknown>:0
  at Moody.MoodyGameComponent..ctor (Verse.Game game) [0x00000] in <filename unknown>:0
  at (wrapper managed-to-native) System.Reflection.MonoCMethod:InternalInvoke (object,object[],System.Exception&)
  at System.Reflection.MonoCMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
at System.Reflection.MonoCMethod.Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo) <0x001d1>
at System.Reflection.MonoCMethod.Invoke (System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo) <0x00027>
at System.Activator.CreateInstance (System.Type,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo,object[]) <0x0033d>
at System.Activator.CreateInstance (System.Type,object[],object[]) <0x00021>
at System.Activator.CreateInstance (System.Type,object[]) <0x00028>
at (wrapper dynamic-method) Verse.Game.FillComponents_Patch1 (object) <0x00102>
at Verse.Game..ctor () <0x002d3>
at RimWorld.Page_SelectScenario.BeginScenarioConfiguration (RimWorld.Scenario,RimWorld.Page) <0x00025>
at RimWorld.Page_SelectScenario.CanDoNext () <0x00035>
at RimWorld.Page.DoBottomButtons (UnityEngine.Rect,string,string,System.Action,bool) <0x0039a>
at RimWorld.Page_SelectScenario.DoWindowContents (UnityEngine.Rect) <0x003fc>
at Verse.Window/<WindowOnGUI>c__AnonStorey0.<>m__0 (int) <0x00735>

The update says this error is benign but something is still going wrong with Moody for me. I disabled Moody and then was able to create/load games again. I thought I could remove Moody from an in-progress game, but after loading my game the debug log is spammed with this error every tick

Code: [Select]
Exception filling window for Verse.ImmediateWindow: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.LearningReadout+<LearningReadoutOnGUI>c__AnonStorey0.<>m__0 () [0x00000] in <filename unknown>:0
  at Verse.ImmediateWindow.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey0.<>m__0 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)

I'm going to see if uninstalling from steam workshop and manually installing v2.1.0 will work.

Title: Re: [B18] Moody (v2.2.1) A colonist mood dashboard
Post by: GiantSpaceHamster on December 26, 2017, 12:21:38 AM
Thanks for the update. I did have a problem after steam automatically updated to the version released on December 25th. I could not start a new game or load any saved games. The new game dialog would simply not progress to the storyteller page, and trying to load a saved game produced the error
...

Please try the latest 2.2.1 and let me know if that addresses the issue.
Title: Re: [B18] Moody (v2.2.1) A colonist mood dashboard
Post by: netherous on December 26, 2017, 02:39:25 AM
That seems to have done the trick. I was able to start a new game with Moody 2.2.1 and also load the saved game that had been saved with Moody 2.1.0. There were a few errors in the log when starting a new game or loading from the existing game.

Code: [Select]
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Could not find class Moody.MoodyController while resolving node li. Trying to use Verse.MapComponent instead. Full node: <li Class="Moody.MoodyController" />
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

SaveableFromNode exception: System.ArgumentException: Can't load abstract class Verse.MapComponent
  at Verse.ScribeExtractor.SaveableFromNode[MapComponent] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
Subnode:
<li Class="Moody.MoodyController" />
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Could not find class Moody.MoodyController while resolving node li. Trying to use Verse.MapComponent instead. Full node: <li Class="Moody.MoodyController" />
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

SaveableFromNode exception: System.ArgumentException: Can't load abstract class Verse.MapComponent
  at Verse.ScribeExtractor.SaveableFromNode[MapComponent] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
Subnode:
<li Class="Moody.MoodyController" />

Moody seems to be functioning fine though. Thanks for the quick update.
Title: Re: [B18] Moody (v2.2.1) A colonist mood dashboard
Post by: GiantSpaceHamster on December 26, 2017, 03:02:35 AM
That seems to have done the trick. I was able to start a new game with Moody 2.2.1 and also load the saved game that had been saved with Moody 2.1.0. There were a few errors in the log when starting a new game or loading from the existing game.
...
Moody seems to be functioning fine though. Thanks for the quick update.

That error related to MapComponent is benign and should not cause any issues (glad to hear it doesn't seem to be). That is the result of changing Moody from MapComponent to GameComponent, which was introduced in A17 but I was holding off because I knew this error would occur. I eventually just decided to pull the trigger since it needed to be done. It should only pop up for games saved in an older mod version and only before saving the game with the new mod version enabled.

Let me know if you encounter any other problems and have a great holiday!
Title: Re: [B18] Moody (v2.2.1) A colonist mood dashboard
Post by: Harry_Dicks on December 26, 2017, 08:53:53 AM
Thanks for the update, your mod is definitely an essential one for me! Hope you had a merry Christmas, and thanks for all of your hard work!

Quick question - I see you keep mentioning "lessons" in your update notes. Errr, what are these "lessons" you speak of? :D
Title: Re: [B18] Moody (v2.2.1) A colonist mood dashboard
Post by: GiantSpaceHamster on December 26, 2017, 03:16:48 PM
Thanks for the update, your mod is definitely an essential one for me! Hope you had a merry Christmas, and thanks for all of your hard work!

Quick question - I see you keep mentioning "lessons" in your update notes. Errr, what are these "lessons" you speak of? :D

The tooltips that pop up in the upper right corner with help info about various topics in the game. You may have turned them off, but if not, there is one for each Moody view that provides a bit of an overview for new users.
Title: Re: [B18] Moody (v2.2.2) A colonist mood dashboard
Post by: GiantSpaceHamster on January 03, 2018, 01:52:50 AM
Minor patch release v2.2.2 to fix an issue with new pawns not being added to the list if the colonist bar is turned off
Title: Re: [B18] Moody (v2.2.2) A colonist mood dashboard
Post by: Harry_Dicks on January 03, 2018, 07:53:24 PM
Hi GiantSpaceHamster, thanks for making such an incredible mod.

How resource intensive is Moody? Does it depend which view is currently being displayed; e.g. mood view vs temperature view? Also, does Moody use resources when it is minimized, or less than normal? I ask because my mountain base of about 25 pawns, 60 animals and maybe 40 bots on a default map size with too many mods is running rather poorly and I'm trying to see what I else I can do to trim down on resource intensive systems.

Now that I think about it, could there be any application for a sort of RimWorld "task manager" so that you could see where any bottlenecks were? It could help make it a bit easier for dummies like myself trim down some of the fat wherever would be most efficient, instead of just kicking the bucket around until I've broken too much! :P
Title: Re: [B18] Moody (v2.2.2) A colonist mood dashboard
Post by: GiantSpaceHamster on January 03, 2018, 08:06:24 PM
Hi GiantSpaceHamster, thanks for making such an incredible mod.

How resource intensive is Moody? Does it depend which view is currently being displayed; e.g. mood view vs temperature view? Also, does Moody use resources when it is minimized, or less than normal? I ask because my mountain base of about 25 pawns, 60 animals and maybe 40 bots on a default map size with too many mods is running rather poorly and I'm trying to see what I else I can do to trim down on resource intensive systems.

Now that I think about it, could there be any application for a sort of RimWorld "task manager" so that you could see where any bottlenecks were? It could help make it a bit easier for dummies like myself trim down some of the fat wherever would be most efficient, instead of just kicking the bucket around until I've broken too much! :P

Hey...I'm just gonna call you "Harry"...thanks for the feedback!

Moody only performs calculations for the view that is currently displayed. If Moody is minimized or hidden then no data is tracked and there shouldn't be any performance impact at all. If you want to check if Moody is impacting your performance just compare performance between minimized and restored states. Some views require a bit more processing to gather the data so some views may also affect performance differently. Similarly, if you are viewing colonists, then animals and prisoners are not recalculated. Having tons of animals should not impact performance if you're not in animal mode (same for colonists and prisoners).

Since we're on the topic, Moody also only recalculates 10% of the colonists per tick. Since at normal speed there are 60 ticks/second all colonists will still get updated at least 6 times per second (more at faster speeds). Also note that playing at a faster game speed will exaggerate any performance impact since the calculations are done on a per-tick basis, so faster ticks means more processing per unit of time needed.

Monitoring performance for all mods would likely have to be implemented in the base game, but tbh I haven't given it much thought.

EDIT: Now that I think about it, maybe I should consider throttling recalculations more when the game speed is higher. That might help performance for larger heavily modded games at faster speeds at least.
Title: Re: [B18] Moody (v2.2.2) A colonist mood dashboard
Post by: Harry_Dicks on January 03, 2018, 08:19:53 PM
Quote
Hey...I'm just gonna call you "Harry"...thanks for the feedback!

Moody only performs calculations for the view that is currently displayed. If Moody is minimized or hidden then no data is tracked and there shouldn't be any performance impact at all. If you want to check if Moody is impacting your performance just compare performance between minimized and restored states. Some views require a bit more processing to gather the data so some views may also affect performance differently. Similarly, if you are viewing colonists, then animals and prisoners are not recalculated. Having tons of animals should not impact performance if you're not in animal mode (same for colonists and prisoners).

Since we're on the topic, Moody also only recalculates 10% of the colonists per tick. Since at normal speed there are 60 ticks/second all colonists will still get updated at least 6 times per second (more at faster speeds). Also note that playing at a faster game speed will exaggerate any performance impact since the calculations are done on a per-tick basis, so faster ticks means more processing per unit of time needed.

Monitoring performance for all mods would likely have to be implemented in the base game, but tbh I haven't given it much thought.

EDIT: Now that I think about it, maybe I should consider throttling recalculations more when the game speed is higher. That might help performance for larger heavily modded games at faster speeds at least.

Thanks for the quick reply. That is great to know that Moody isn't recalculating that often. I also think that would be a great idea, throttling calculations at a higher speed. If only you could get everyone to do it!

Oh, and I'm so glad you've reminded me of what I was thinking about the other night. Do you think it would be possible for someone to make a mod that had a global tick rate increase/decrease slider? For example, make everything tick half as often? I understand things could seem laggy or a bit off, but could you not essentially double your performance with everything taking twice as long between calculations/updates? Am I a complete retard? It would be great though if you could, so that people like me with limited specs could actually play the game at a speed other than 0 and 1. Even if it made the game not as responsive, I could at least sit back and watch things go by at 2x properly.
Title: Re: [B18] Moody (v2.2.2) A colonist mood dashboard
Post by: GiantSpaceHamster on January 03, 2018, 09:39:29 PM
Thanks for the quick reply. That is great to know that Moody isn't recalculating that often. I also think that would be a great idea, throttling calculations at a higher speed. If only you could get everyone to do it!

Oh, and I'm so glad you've reminded me of what I was thinking about the other night. Do you think it would be possible for someone to make a mod that had a global tick rate increase/decrease slider? For example, make everything tick half as often? I understand things could seem laggy or a bit off, but could you not essentially double your performance with everything taking twice as long between calculations/updates? Am I a complete retard? It would be great though if you could, so that people like me with limited specs could actually play the game at a speed other than 0 and 1. Even if it made the game not as responsive, I could at least sit back and watch things go by at 2x properly.

So basically you want things to progress at the same pace, but calculate twice as much half as often (or at some other scaled rate)? That's an interesting idea. I'm not sure it would be wise (or stable) though. It would require major replacement of a huge swath of base game code via method redirection and might mean missed events and state transitions. I definitely wouldn't recommend it. I would recommend instead reporting performance details to Tynan if the base game itself is not as performant as you would like, and to mod creators if you can identify individual mods with major performance problems.
Title: Re: [B18] Moody (v2.2.2) A colonist mood dashboard
Post by: Harry_Dicks on January 03, 2018, 11:33:08 PM
I'm not even sure if I am explaining it right. But I was thinking about the mod Rot Tick Fix. "Lowers the temperature check interval for rotting items." is the description for it. Could we not do that for many of the other resource intensive things? Say like pathfinding, could there not be a mod that changes it so when an object is going from A to B, it only recalculates it's pathfinding while on it's way half as often, or make the rot tick interval even longer, or do temperature checks half as often, update moods half as often, check for whatever half as often, etc. Maybe I can better illuminate my idea with that. I'm not a programmer or anything at all though, but it was just something I was pondering the other day. Thinking on it more and I'm starting to doubt myself, though. Like pathfinding, maybe it is only calculated once, and only recalculated again if there is an interference.

But hypothetically, if something like that was possible, I was thinking on a more global/macro level. Just a universal slider or something like that. Make everything possible tick half as often, or however often you want based on whatever arbitrary limit there is.
Title: Re: [B18] Moody (v2.2.2) A colonist mood dashboard
Post by: GiantSpaceHamster on January 04, 2018, 12:45:55 AM
I believe that mod is overriding base game code and that approach would have to be done individually for everything in the game that can "tick". It would be a lot of work and a maintenance nightmare every time a new version comes out.

But to be fair I haven't looked at the code for that mod and there might be something I am unaware of to make it easier. You might want to ask in the mod forum.
Title: Re: [B18] Moody (v2.2.2) A colonist mood dashboard
Post by: Harry_Dicks on January 14, 2018, 10:54:07 AM
GiantSpaceHamster, I was curious, if you could add another "tab" onto Moody (like you have Summary, Thoughts, Temp, etc.) that could be called just a "Custom" tab. That you could have whatever condition you wanted in there, just like Numbers. Numbers is a mod almost just like yours, but is and entire page you open up, and I don't want to do that every time, and this is why Moody could be even more perfect (and I always recommend Moody over Colonist Bar too! :P )

Ok in Number, you can add any stat, skill, need, capacity, or other. The most beautiful thing about this is, you can for example see all of everyone's Bladder needs from Dubs Bad Hygiene, or you can see animals Blood for feeding your vampires from Rim of Madness. You can also toggle the views between not only Colonists, Prisoners, and Animals, but also Guests, Enemies, Wild Animals, Corpses, and Animal Corpses.

I think this would be great if you had a "Custom" tab in Moody to add whatever you wanted though. Whether it be a Needs bar, or to see Health % or anything that the player wants to see. I hate to keep mentioning Numbers, but really just like how they have it, you can pick from any of the stats categories you want, that way you get anything new that might be added by mods and you wouldn't have to go back in yourself and add it. I've attached some screenshots to show you what I mean. I understand if this is outside the scope of your project, but I thought it would be a good suggestion, if you plan on expanding it further. :D Thanks!

(https://i.imgur.com/CimzdDa.png)(https://i.imgur.com/0QPil3D.png)

Title: Re: [B18] Moody (v2.2.2) A colonist mood dashboard
Post by: GiantSpaceHamster on January 15, 2018, 01:26:09 PM
A customizable view has been in the back of my mind for a while now but it's a huge overhaul to refactor to support that, so I'm just not sure it will happen. Maybe some day.
Title: Re: [B18] Moody (v2.2.2) A colonist mood dashboard
Post by: Harry_Dicks on January 15, 2018, 01:57:25 PM
A customizable view has been in the back of my mind for a while now but it's a huge overhaul to refactor to support that, so I'm just not sure it will happen. Maybe some day.

Alrighty, that's both acceptable and disappointing at the same time, though!  :'( ;D I primarily want it for Rim of Madness vampire's blood and TMagic for Stamina/Mana, and maybe Hygiene/Bladder for Dubs Bad Hygiene. Because those are all added from mods, no one would ever probably have a display for it, unless they let you choose your own things like Numbers :-\ Why can't we just copy Numbers from a big window, into a moveable, scalable window widget thing? That's not what Moody essentially is, with some modifications, no? I'm not a programmer, but it's just how it comes across to me. And of course I'm not advocating stealing someone's code. ::)
Title: Re: [B18] Moody (v2.2.2) A colonist mood dashboard
Post by: GiantSpaceHamster on January 15, 2018, 02:09:12 PM
Just in case you weren't aware, you can change which need is displayed on the first view in Moody by right clicking the column header and selecting from the dropdown. That doesn't address your request to be able to see more than one at once, but maybe it will help a bit.
Title: Re: [B18] Moody (v2.2.2) A colonist mood dashboard
Post by: Harry_Dicks on January 15, 2018, 02:14:44 PM
Just in case you weren't aware, you can change which need is displayed on the first view in Moody by right clicking the column header and selecting from the dropdown. That doesn't address your request to be able to see more than one at once, but maybe it will help a bit.

Oh really? I didn't remember that. So I could display Mana, or Blood? Just one at a time? If that's the case, just give use a couple more slots like that! ;D
Title: Re: [B18] Moody (v2.2.2) A colonist mood dashboard
Post by: mmance on March 04, 2018, 02:27:35 PM
I have two issues:

1) The link you provided to 2.2.2 links to a zip for 2.2.2 but the version and changelog indicate it may be 2.2.1.  I just want to make sure I am on the lastest.

2) When using RimMagic, you can raise undead to be colonist.  The undead give me visual errors when I am on the summary or thought tab with this error in the log:

Quote
NullReferenceException: Object reference not set to an instance of an object
at WAMH_Code.ThoughtWorker_WAMH.CurrentStateInternal (Verse.Pawn) <0x0014e>
at RimWorld.ThoughtWorker.CurrentState (Verse.Pawn) <0x0002b>
at (wrapper dynamic-method) RimWorld.SituationalThoughtHandler.TryCreateThought_Patch1 (object,RimWorld.ThoughtDef) <0x000a8>
at RimWorld.SituationalThoughtHandler.CheckRecalculateMoodThoughts () <0x00185>
at RimWorld.SituationalThoughtHandler.AppendMoodThoughts (System.Collections.Generic.List`1<RimWorld.Thought>) <0x0004d>
at RimWorld.ThoughtHandler.GetAllMoodThoughts (System.Collections.Generic.List`1<RimWorld.Thought>) <0x000ce>
at RimWorld.ThoughtHandler.GetDistinctMoodThoughtGroups (System.Collections.Generic.List`1<RimWorld.Thought>) <0x0002c>
at RimWorld.ThoughtHandler.TotalMoodOffset () <0x0002c>
at RimWorld.Need_Mood.get_CurInstantLevel () <0x00021>
at RimWorld.Need.get_CurInstantLevelPercentage () <0x00016>
at Moody.DataCache.UpdateMood (Verse.Pawn) <0x00184>
at Moody.DataCache.Recalculate (Verse.Pawn) <0x0013a>
at Moody.DataCache.UpdateCache (bool) <0x00348>
at Moody.MoodyWindow.WindowUpdate () <0x00012>
at Verse.WindowStack.WindowsUpdate () <0x00050>
at Verse.UIRoot.UIRootUpdate () <0x0003c>
at RimWorld.UIRoot_Play.UIRootUpdate () <0x00024>
at (wrapper dynamic-method) Verse.Root.Update_Patch1 (object) <0x0008d>
at Verse.Root_Play.Update () <0x00024>


(Filename:  Line: -1)

Thank you, your mod is awesome btw.
Title: Re: [B18] Moody (v2.2.2) A colonist mood dashboard
Post by: Harry_Dicks on March 04, 2018, 03:25:49 PM
I really hope that in some future update for Moody that it is made to be similar to Numbers, in that the player can just choose among the list of everything possible to view. That way any new things added in by mods, for example Dubs Bad Hygiene adds in the hygiene and bladder bars, then it could offer these as options to view to the player. With Numbers, you can still add these in to see them, or blood from vampires, whatever.

It would be really awesome if Moody would just pull from all of the lists that the game has, and let the player decide, based upon what they have loaded and need to see because of whatever mod configuration they have. Honestly, I don't think the author would ever be able to make just one configuration, or even enough different presets to choose from, that would satisfy everyone. He would never be able to keep up with all of the new things added in from mods either, or at least I wouldn't envy the position of one doing such things.

Although, I am not sure if that is even the direction that the author wants to take Moody. So of course I know this is only my rambling opinion, but I can't help but imagine how much more perfect this mod could be.

Anyway, I have been wondering this for some time, and now I have seen others post about it today, so I wanted to get one final confirmation. I would like to know if Moody is actually causing any CPU load while it is minimized? I understand there will always be a small amount to have the program running, but I am curious, if Moody is "minimized", does that mean it is no longer performing any calculations? As in, it isn't thinking about all of the temperatures of pawns, or categorizing the thought groups, or any of the other things that Moody does?

I've heard responses from both ends. Some saying that the mod does absolutely nothing while it is minimized. And I've had others say that even if the had Moody minimized, it brought their FPS from 144+ to 90ish. When the only action they performed was turning Moody off, then their FPS resumed being over 144.

Would it be possible, please, if the author, or anyone more knowledgeable on the subject could please chime in and elaborate on this matter? Another question that sort of stems from that: do other mods behave in the same way, in that if they are minimized they will not be performing calculations? Or is this more of a question that depends entirely on how the mod was written? I guess I am more wondering about how some mods idle, and if they do, how much CPU load they are adding in. Reason being that I am using an older PC, so every little bit of processor juice that I can save counts ::)
Title: Re: [B18] Moody (v2.2.2) A colonist mood dashboard
Post by: GiantSpaceHamster on March 04, 2018, 04:01:25 PM
Moody performs no calculations while minimized or hidden. Only data for the active view is calculated so each view may have different performance implications.
Title: Re: [B18] Moody (v2.2.2) A colonist mood dashboard
Post by: mmance on March 04, 2018, 05:44:09 PM
Can I turn off moody for specific colonist?
Title: Re: [B18] Moody (v2.2.2) A colonist mood dashboard
Post by: GiantSpaceHamster on March 04, 2018, 10:42:39 PM
I have two issues:

1) The link you provided to 2.2.2 links to a zip for 2.2.2 but the version and changelog indicate it may be 2.2.1.  I just want to make sure I am on the lastest.

2) When using RimMagic, you can raise undead to be colonist.  The undead give me visual errors when I am on the summary or thought tab with this error in the log:

Quote
NullReferenceException: Object reference not set to an instance of an object
...

Thank you, your mod is awesome btw.

1) Thank you for the heads-up, I'll look into it.

2) Looks like RimWorld is throwing an error when I try to grab one of the need values, likely because the undead doesn't have that need. I'll look into checking for its existence before grabbing the value to avoid this error.

Quote
Can I turn off moody for specific colonist?
No, sorry
Title: Re: [B18] Moody (v2.2.2) A colonist mood dashboard
Post by: GiantSpaceHamster on March 04, 2018, 10:46:17 PM
Quote
I really hope that in some future update for Moody that it is made to be similar to Numbers, in that the player can just choose among the list of everything possible to view. That way any new things added in by mods, for example Dubs Bad Hygiene adds in the hygiene and bladder bars, then it could offer these as options to view to the player. With Numbers, you can still add these in to see them, or blood from vampires, whatever.

If you right click on the need column in the summary view you can switch needs. Custom needs added by mods should be listed here. If the stuff you're talking about aren't needs or thoughts or covered under an existing mechanism then I'm not sure what you want exactly.
Title: Re: [B18] Moody (v2.2.2) A colonist mood dashboard
Post by: atlantis145 on May 04, 2018, 01:00:51 PM
Hi GiantSpaceHamster,

Moody is on my top 5 "instant install" mods for Rimworld; I have a difficult time playing without it. Today for the first time, I encountered a serious glitch - something seemed to "break" the main overview tab of the Moody UI. When it's toggled, it disables every ingame menu (only the shadow pops up). When I either minimize Moody or change to another tab (such as colonist's equipment), the UI works again.

I did my best to document the problem in this album:
https://imgur.com/a/P6fRMfC

I tried uninstalling/reinstalling the mod, and messing about with the settings. Nothing seems to work. Any suggestions?
Title: Re: [B18] Moody (v2.2.2) A colonist mood dashboard
Post by: GiantSpaceHamster on May 04, 2018, 01:09:58 PM
Hi GiantSpaceHamster,

Moody is on my top 5 "instant install" mods for Rimworld; I have a difficult time playing without it. Today for the first time, I encountered a serious glitch - something seemed to "break" the main overview tab of the Moody UI. When it's toggled, it disables every ingame menu (only the shadow pops up). When I either minimize Moody or change to another tab (such as colonist's equipment), the UI works again.

I did my best to document the problem in this album:
https://imgur.com/a/P6fRMfC

I tried uninstalling/reinstalling the mod, and messing about with the settings. Nothing seems to work. Any suggestions?

Hey atlantis145, thanks for bringing it to my attention. It's likely caused by an incompatibility with another mod you have running. When does the problem occur? Is there a specific situation that causes the problem, or does it happen as soon as you get into a game?

There are two things you can do to help track down the cause.

1) Provide me the logs when the problem occurs. If you go into the game options there's an option to enable dev mode. Then when you close out of the options page you should see a row of tiny buttons along the top of the screen. The leftmost one brings up the debug console which should show any errors that occurred. That's the information I need.

2) Verify that the problem does not occur in a game with no other mods enabled. Then try different combinations of the mods enabled with Moody to see which mod the conflict is occurring with. It's entirely possible that the fix may be something I can do in Moody, but it may be something that has to be done in whatever other mod is conflicting with Moody.
Title: Re: [B18] Moody (v2.2.2) A colonist mood dashboard
Post by: atlantis145 on May 04, 2018, 01:20:29 PM
Started taking my mods off one by one, luckily a mod I added fairly recently seemed to have caused the issue:

https://steamcommunity.com/sharedfiles/filedetails/?id=1357933654&searchtext=

After uninstalling that mod, the game seems to be working just fine!
Title: Re: [B18] Moody (v2.2.2) A colonist mood dashboard
Post by: GiantSpaceHamster on May 04, 2018, 01:24:51 PM
Started taking my mods off one by one, luckily a mod I added fairly recently seemed to have caused the issue:

https://steamcommunity.com/sharedfiles/filedetails/?id=1357933654&searchtext=

After uninstalling that mod, the game seems to be working just fine!

Thanks, this helps, but the logs are still necessary to track down the exact problem.
Title: Re: [B18] Moody (v2.2.2) A colonist mood dashboard
Post by: Bradley_ on May 05, 2018, 02:19:14 PM
Reminds me of an old mod Numbers, wich was also about diffrent usefull information easily displayed. But it wasn't just about mood or colonist, you could see your prisoners' skills and click "gets food" and "recruit/execue" from there. You sould realy check it out and borrow some featues, i have it on my a11 install, i guess.
Title: Re: [B18] Moody (v2.2.2) A colonist mood dashboard
Post by: BlackSmokeDMax on May 05, 2018, 03:31:49 PM
Reminds me of an old mod Numbers, wich was also about diffrent usefull information easily displayed. But it wasn't just about mood or colonist, you could see your prisoners' skills and click "gets food" and "recruit/execue" from there. You sould realy check it out and borrow some featues, i have it on my a11 install, i guess.

Isn't that still updated within HardcoreSK? I think in the A17 version of HcSK you could take that mod and use elsewhere. Perhaps that is still possible. Not really sure as I haven't played HcSK at all in B18.
Title: Re: [B18] Moody (v2.2.2) A colonist mood dashboard
Post by: GiantSpaceHamster on May 05, 2018, 05:37:51 PM
Reminds me of an old mod Numbers, wich was also about diffrent usefull information easily displayed. But it wasn't just about mood or colonist, you could see your prisoners' skills and click "gets food" and "recruit/execue" from there. You sould realy check it out and borrow some featues, i have it on my a11 install, i guess.

I don't have the link offhand but there is a working version of numbers somewhere still. I do not intend to replicate that functionality since it is already there.
Title: Re: [B18] Moody (v2.2.2) A colonist mood dashboard
Post by: BlackSmokeDMax on May 06, 2018, 09:41:45 AM
Isn't that still updated within HardcoreSK? I think in the A17 version of HcSK you could take that mod and use elsewhere. Perhaps that is still possible. Not really sure as I haven't played HcSK at all in B18.

Reminds me of an old mod Numbers, wich was also about diffrent usefull information easily displayed. But it wasn't just about mood or colonist, you could see your prisoners' skills and click "gets food" and "recruit/execue" from there. You sould realy check it out and borrow some featues, i have it on my a11 install, i guess.

I don't have the link offhand but there is a working version of numbers somewhere still. I do not intend to replicate that functionality since it is already there.

I just downloaded the most recent master of HcSK and copied the Numbers mod (seems to be updated version Koisama's) to a fresh game and confirmed that it works without the rest of HcSK.

I also did a bit of searching and clicking and found a github version (also updated version of Koisama's) here: https://github.com/mastertea/kNumbers

Didn't do a comparison to see if they are exactly the same or not, nor did I check to see if the version from the github page is working. I assume it is as that is also on Steam here: https://steamcommunity.com/sharedfiles/filedetails/?id=1194336198

Glad this discussion brought up the topic and sent me searching for this. It really is a great mod, and I'll be glad to be using it again. It is a great companion to Moody!
Title: Re: [B18] Moody (v2.2.2 & 2.3.0u) A colonist mood dashboard
Post by: GiantSpaceHamster on July 01, 2018, 09:07:10 PM
2.3.0u has been released for those on the 1.0 unstable branch. Forum-only download. Steam will remain compatible with the latest stable release.

Please let me know if you encounter any bugs, but keep in mind they may not be caused by Moody.

Also linked in first post: https://www.dropbox.com/s/kou7rxets7m3733/Moody-2.3.0u.zip
Title: Re: [B18] Moody (v2.2.2 & 2.3.0u) A colonist mood dashboard
Post by: InstantAli3n on July 08, 2018, 06:36:55 AM
2.3.0u has been released for those on the 1.0 unstable branch. Forum-only download. Steam will remain compatible with the latest stable release.

Please let me know if you encounter any bugs, but keep in mind they may not be caused by Moody.

Also linked in first post: https://www.dropbox.com/s/kou7rxets7m3733/Moody-2.3.0u.zip

When the game launches moody keeps saying something about knowledge data.  I think something changed several builds ago when this started. Here's my log. Sorry for the low technical effort. Just figured I should let you know.
Code: [Select]
RimWorld 1.0.1958 rev794
Verse.Log:Message(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:49)
RimWorld.VersionControl:LogVersionNumber() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Utility\Version\VersionControl.cs:83)
Verse.Root:CheckGlobalInit() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:82)
Verse.Root:Start() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:38)
Verse.Root_Entry:Start() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Entry.cs:16)

Moody settings loaded
Verse.Log:Message(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:49)
Moody.Settings:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[]) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Loader\ScribeExtractor.cs:122)
Verse.Scribe_Deep:Look(Settings&, Boolean, String, Object[]) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Scribe_Deep.cs:87)
Verse.Scribe_Deep:Look(Settings&, String, Object[]) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Scribe_Deep.cs:14)
Verse.LoadedModManager:ReadModSettings(String, String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:253)
Verse.Mod:GetSettings() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\Mod.cs:44)
Moody.Moody:.ctor(ModContentPack)
System.Reflection.MonoCMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoCMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:513)
System.Reflection.MonoCMethod:Invoke(BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:528)
System.Activator:CreateInstance(Type, BindingFlags, Binder, Object[], CultureInfo, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Activator.cs:338)
System.Activator:CreateInstance(Type, Object[], Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Activator.cs:268)
System.Activator:CreateInstance(Type, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Activator.cs:263)
Verse.LoadedModManager:CreateModClasses() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:108)
Verse.LoadedModManager:LoadAllActiveMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:39)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:92)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Knowledge data was missing key Moody. Adding it...
Verse.Log:Warning(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:59)
RimWorld.PlayerKnowledgeDatabase:ReloadAndRebind() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Tutor\PlayerKnowledgeDatabase.cs:53)
RimWorld.PlayerKnowledgeDatabase:.cctor() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Tutor\PlayerKnowledgeDatabase.cs:41)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:283)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:156)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Knowledge data was missing key Moody_SummaryView. Adding it...
Verse.Log:Warning(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:59)
RimWorld.PlayerKnowledgeDatabase:ReloadAndRebind() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Tutor\PlayerKnowledgeDatabase.cs:53)
RimWorld.PlayerKnowledgeDatabase:.cctor() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Tutor\PlayerKnowledgeDatabase.cs:41)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:283)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:156)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Knowledge data was missing key Moody_ThoughtView. Adding it...
Verse.Log:Warning(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:59)
RimWorld.PlayerKnowledgeDatabase:ReloadAndRebind() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Tutor\PlayerKnowledgeDatabase.cs:53)
RimWorld.PlayerKnowledgeDatabase:.cctor() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Tutor\PlayerKnowledgeDatabase.cs:41)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:283)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:156)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Knowledge data was missing key Moody_TemperatureView. Adding it...
Verse.Log:Warning(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:59)
RimWorld.PlayerKnowledgeDatabase:ReloadAndRebind() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Tutor\PlayerKnowledgeDatabase.cs:53)
RimWorld.PlayerKnowledgeDatabase:.cctor() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Tutor\PlayerKnowledgeDatabase.cs:41)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:283)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:156)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Knowledge data was missing key Moody_SkillView. Adding it...
Verse.Log:Warning(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:59)
RimWorld.PlayerKnowledgeDatabase:ReloadAndRebind() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Tutor\PlayerKnowledgeDatabase.cs:53)
RimWorld.PlayerKnowledgeDatabase:.cctor() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Tutor\PlayerKnowledgeDatabase.cs:41)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:283)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:156)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Knowledge data was missing key Moody_JobView. Adding it...
Verse.Log:Warning(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:59)
RimWorld.PlayerKnowledgeDatabase:ReloadAndRebind() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Tutor\PlayerKnowledgeDatabase.cs:53)
RimWorld.PlayerKnowledgeDatabase:.cctor() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Tutor\PlayerKnowledgeDatabase.cs:41)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:283)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:156)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Knowledge data was missing key Moody_HealthView. Adding it...
Verse.Log:Warning(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:59)
RimWorld.PlayerKnowledgeDatabase:ReloadAndRebind() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Tutor\PlayerKnowledgeDatabase.cs:53)
RimWorld.PlayerKnowledgeDatabase:.cctor() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Tutor\PlayerKnowledgeDatabase.cs:41)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:283)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:156)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Knowledge data was missing key Moody. Adding it...
Verse.Log:Warning(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:59)
RimWorld.PlayerKnowledgeDatabase:ReloadAndRebind() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Tutor\PlayerKnowledgeDatabase.cs:53)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:156)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Knowledge data was missing key Moody_SummaryView. Adding it...
Verse.Log:Warning(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:59)
RimWorld.PlayerKnowledgeDatabase:ReloadAndRebind() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Tutor\PlayerKnowledgeDatabase.cs:53)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:156)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Knowledge data was missing key Moody_ThoughtView. Adding it...
Verse.Log:Warning(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:59)
RimWorld.PlayerKnowledgeDatabase:ReloadAndRebind() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Tutor\PlayerKnowledgeDatabase.cs:53)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:156)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Knowledge data was missing key Moody_TemperatureView. Adding it...
Verse.Log:Warning(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:59)
RimWorld.PlayerKnowledgeDatabase:ReloadAndRebind() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Tutor\PlayerKnowledgeDatabase.cs:53)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:156)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Knowledge data was missing key Moody_SkillView. Adding it...
Verse.Log:Warning(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:59)
RimWorld.PlayerKnowledgeDatabase:ReloadAndRebind() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Tutor\PlayerKnowledgeDatabase.cs:53)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:156)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Knowledge data was missing key Moody_JobView. Adding it...
Verse.Log:Warning(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:59)
RimWorld.PlayerKnowledgeDatabase:ReloadAndRebind() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Tutor\PlayerKnowledgeDatabase.cs:53)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:156)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Knowledge data was missing key Moody_HealthView. Adding it...
Verse.Log:Warning(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:59)
RimWorld.PlayerKnowledgeDatabase:ReloadAndRebind() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Tutor\PlayerKnowledgeDatabase.cs:53)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:156)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Key binding conflict: MainTab_Factions and NextPawnMode are both bound to F9.
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.KeyPrefsData:ErrorCheckOn(KeyBindingDef, BindingSlot) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\KeyBindings\KeyPrefsData.cs:156)
Verse.KeyPrefsData:ErrorCheck() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\KeyBindings\KeyPrefsData.cs:142)
Verse.KeyPrefs:Init() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\KeyBindings\KeyPrefs.cs:61)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:241)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Title: Re: [B18 & 1.0u] Moody (v2.2.2 & 2.3.0u) A colonist mood dashboard
Post by: BlackSmokeDMax on July 08, 2018, 07:27:39 AM
I *think* you only get those warnings at new builds. Likely due to Rimworld resetting all the config files. Including the one with all the custom "learning helper" files.
Title: Re: [B18 & 1.0u] Moody (v2.2.2 & 2.3.0u) A colonist mood dashboard
Post by: InstantAli3n on July 09, 2018, 06:34:34 AM
I *think* you only get those warnings at new builds. Likely due to Rimworld resetting all the config files. Including the one with all the custom "learning helper" files.
Yes this happens for new builds only. When it starts up after everything is reset there's a lot of this in the logs:
Code: [Select]
Could not resolve cross-reference to RimWorld.ConceptDef named Moody (wanter=knowledge)
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.DirectXmlCrossRefLoader:TryResolveDef(String, FailMode, Object) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlCrossRefLoader.cs:255)
Verse.WantedRefForDictionary`2:TryResolve(FailMode) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlCrossRefLoader.cs:141)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlCrossRefLoader.cs:270)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlLoader.cs:88)
RimWorld.PlayerKnowledgeDatabase:ReloadAndRebind() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Tutor\PlayerKnowledgeDatabase.cs:46)
RimWorld.PlayerKnowledgeDatabase:.cctor() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Tutor\PlayerKnowledgeDatabase.cs:41)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:283)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:156)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

(That's just one section of it).

Then after reenabling mods there's this which is what I posted earlier. (Again this is just one section).
Code: [Select]
Knowledge data was missing key Moody. Adding it...
Verse.Log:Warning(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:59)
RimWorld.PlayerKnowledgeDatabase:ReloadAndRebind() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Tutor\PlayerKnowledgeDatabase.cs:53)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:156)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Here's a visual:
(https://media.discordapp.net/attachments/202242731479662592/465826857296592909/Untitled.png)
(https://cdn.discordapp.com/attachments/202242731479662592/465826870726754305/Untitled2.png)

I don't know if it's worth fixing or even possible without changing a bunch of stuff. Technically nothing is broken so...
Title: Re: [B18 & 1.0u] Moody (v2.2.2 & 2.3.0u) A colonist mood dashboard
Post by: GiantSpaceHamster on July 09, 2018, 04:33:36 PM
Those errors will appear whenever Moody is enabled (not just when a new build is loaded up). Unfortunately it's the base game tossing up those warnings whenever new lesson data is added, which I use to provide the in-game tips for the various Moody tabs. I cannot prevent those warnings without overloading base game code which is possible but hacky and puts the mod at risk of interfering with other mod behavior.
Title: Re: [B18 & 1.0u] Moody (v2.2.2 & 2.3.0u) A colonist mood dashboard
Post by: Lesgalapagos on July 18, 2018, 02:27:33 PM
Hi,

When I load your excellent Moody Mod on the tab "Summary", Y have this message in the debug log

Code: [Select]
Exception filling window for Moody.MoodyWindow: System.MissingFieldException: Field 'RimWorld.JobDefOf.PrisonerFriendlyChat' not found.
  at Moody.Table.Columns.JobSummaryColumn.CellRenderer (Rect contentRegion, Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Moody.Table.Cell`1[Verse.Pawn].Draw (Rect cellRegion, Moody.Table.Row row) [0x00000] in <filename unknown>:0
  at Moody.Table.Table.DrawCell (Moody.Table.Cell cell, Rect cellRegion, Moody.Table.Row row) [0x00000] in <filename unknown>:0
  at Moody.Table.Table.DrawRow (Moody.Table.Row row, Rect rowRegion) [0x00000] in <filename unknown>:0
  at Moody.Table.Table.Draw (Rect contentRegion) [0x00000] in <filename unknown>:0
  at Moody.Views.SummaryView.Draw (Rect contentRect) [0x00000] in <filename unknown>:0
  at Moody.Views.MoodyView.DrawDashboard (Rect region) [0x00000] in <filename unknown>:0
  at Moody.MoodyWindow.DoWindowContents (Rect canvas) [0x00000] in <filename unknown>:0
  at Moody.MoodyWindow+<>c__DisplayClass79_0.<WindowOnGuiBase>b__0 (Int32 x) [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:68)
Moody.<>c__DisplayClass79_0:<WindowOnGuiBase>b__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle) (at C:\buildslave\unity\build\Runtime\IMGUI\Managed\GUI.cs:1817)
 
(Filename: C:/Dev/RimWorld/Assets/Scripts/Verse/Utility/Debug/Log/Log.cs Line: 68)

GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced)
 
(Filename: C:/buildslave/unity/build/Runtime/IMGUI/GUIClip.cpp Line: 490)

On the game screen, in the popin Moody I have only the first name of the first colon.

Edit
It seem that the property PrisonerFriendlyChat disapaire in the lasted update. Same problem with the mod WorkTab from Fluffy.
Title: Re: [B18 & 1.0u] Moody (v2.2.2 & 2.3.0u) A colonist mood dashboard
Post by: Very_Svensk on July 19, 2018, 01:54:07 AM
https://imgur.com/a/UrJvwna (https://imgur.com/a/UrJvwna)

Dunno if this helps if i post this..
Title: Re: [B18 & 1.0u] Moody (v2.2.2 & 2.3.0u) A colonist mood dashboard
Post by: Mordenak on July 23, 2018, 09:49:36 PM
Hi,

When I load your excellent Moody Mod on the tab "Summary", Y have this message in the debug log

Code: [Select]
Exception filling window for Moody.MoodyWindow: System.MissingFieldException: Field 'RimWorld.JobDefOf.PrisonerFriendlyChat' not found.
  at Moody.Table.Columns.JobSummaryColumn.CellRenderer (Rect contentRegion, Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Moody.Table.Cell`1[Verse.Pawn].Draw (Rect cellRegion, Moody.Table.Row row) [0x00000] in <filename unknown>:0
  at Moody.Table.Table.DrawCell (Moody.Table.Cell cell, Rect cellRegion, Moody.Table.Row row) [0x00000] in <filename unknown>:0
  at Moody.Table.Table.DrawRow (Moody.Table.Row row, Rect rowRegion) [0x00000] in <filename unknown>:0
  at Moody.Table.Table.Draw (Rect contentRegion) [0x00000] in <filename unknown>:0
  at Moody.Views.SummaryView.Draw (Rect contentRect) [0x00000] in <filename unknown>:0
  at Moody.Views.MoodyView.DrawDashboard (Rect region) [0x00000] in <filename unknown>:0
  at Moody.MoodyWindow.DoWindowContents (Rect canvas) [0x00000] in <filename unknown>:0
  at Moody.MoodyWindow+<>c__DisplayClass79_0.<WindowOnGuiBase>b__0 (Int32 x) [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:68)
Moody.<>c__DisplayClass79_0:<WindowOnGuiBase>b__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle) (at C:\buildslave\unity\build\Runtime\IMGUI\Managed\GUI.cs:1817)
 
(Filename: C:/Dev/RimWorld/Assets/Scripts/Verse/Utility/Debug/Log/Log.cs Line: 68)

GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced)
 
(Filename: C:/buildslave/unity/build/Runtime/IMGUI/GUIClip.cpp Line: 490)

On the game screen, in the popin Moody I have only the first name of the first colon.

Edit
It seem that the property PrisonerFriendlyChat disapaire in the lasted update. Same problem with the mod WorkTab from Fluffy.

I'm getting the same thing as well - No other mods enabled.  Used the unstable link (2.3.0u) - for me however, it basically kills all the UIs, I have to alt+f4 the game to get out of it.  Love the mod, can't wait to use it in 1.0!  Thank you!
Title: Re: [B18 & 1.0u] Moody (v2.2.2 & 2.3.0u) A colonist mood dashboard
Post by: InstantAli3n on July 27, 2018, 05:27:30 PM
Bumping for update. Just needs a small tweak to work again.
Title: Re: [B18 & 1.0u] Moody (v2.2.2 & 2.3.0u) A colonist mood dashboard
Post by: Keugon on July 29, 2018, 02:57:09 AM
@InstantAli3n do you know you i can get that to work again i cant get it to run at all even alone
iam on version 1.0.1978
Title: Re: [B18 & 1.0u] Moody (v2.2.2 & 2.3.0u) A colonist mood dashboard
Post by: Mordenak on August 03, 2018, 02:54:46 AM
So, it looks like to get it working in 1.0, it's just a couple deletions (PrisonerFriendlyChat/Rearm) in a single file -- I'd consider that a very small fix.  Hopefully the mod author will get that out soon :)
Title: Re: [B18 & 1.0u] Moody (v2.2.2 & 2.3.0u) A colonist mood dashboard
Post by: Chisato on August 06, 2018, 07:52:22 AM
Decided to manually update Moody.dll and remove the outdated records.

Download from https://www.dropbox.com/s/oi3imfsyo011l3i/Moody.dll?dl=0 and overwrite the Moody.dll in \Mods\Moody\Assemblies.


Feel free to PM me/poke me/remove this if it's against some rules. Didn't see any license information in the OP post about it.

Title: Re: [B18 & 1.0u] Moody (v2.2.2 & 2.3.0u) A colonist mood dashboard
Post by: InstantAli3n on August 07, 2018, 12:57:15 AM
Decided to manually update Moody.dll and remove the outdated records.

Download from https://www.dropbox.com/s/oi3imfsyo011l3i/Moody.dll?dl=0 and overwrite the Moody.dll in \Mods\Moody\Assemblies.


Feel free to PM me/poke me/remove this if it's against some rules. Didn't see any license information in the OP post about it.
Thanks! Working great!
Title: Re: [B18 & 1.0u] Moody (v2.2.2 & 2.3.0u) A colonist mood dashboard
Post by: Chisato on August 07, 2018, 03:30:56 PM
Decided to manually update Moody.dll and remove the outdated records.

Download from https://www.dropbox.com/s/oi3imfsyo011l3i/Moody.dll?dl=0 and overwrite the Moody.dll in \Mods\Moody\Assemblies.


Feel free to PM me/poke me/remove this if it's against some rules. Didn't see any license information in the OP post about it.
Thanks! Working great!

Glad it works! Hopefully the author of this mod will come back and update it, seems like my small fix makes it work for 1.0unstable but you never know what will happen between now and stable 1.0 release.
Title: Re: [B18 & 1.0u] Moody (v2.2.2 & 2.3.0u) A colonist mood dashboard
Post by: TheXev on August 12, 2018, 03:10:02 PM
Yeah, the mod author was pretty busy when I brought it to their attention that 1.0-pre was out.  When Moody stopped working during 1.0, major changed had been made to the GUI (Joy was changed to Recreation, Character was changed to Bio... other things).

Now that 1.0 is being pushed back and Beta 19 is out, hopefully, we'll see a release soon.  I'm going to post on the Steam thread to bring this to their attention.  I was planning on bringing it up to them sooner, but I got sidetracked with work/IRL.
Title: Re: [B18 & 1.0u] Moody (v2.2.2 & 2.3.1u) A colonist mood dashboard
Post by: GiantSpaceHamster on August 12, 2018, 06:37:14 PM
Updated to latest unstable branch. Forum-only release. See first post for download link.
Title: Re: [B19] Moody (v2.3.1u) A colonist mood dashboard
Post by: GiantSpaceHamster on August 28, 2018, 10:57:28 PM
Steam version has been updated to the latest release from August 12, which is compatible with Beta 19. Enjoy!

As usual, let me know if you encounter any problems.

EDIT: Note that if you are playing with the NON-Steam version and already have the Moody release from August 12, you do NOT need to update. The only news is that it has been pushed to Steam Workshop now that B19 is on the main steam branch.
Title: Re: [1.0] Moody (v2.4.0) A colonist mood dashboard
Post by: GiantSpaceHamster on October 18, 2018, 03:07:49 AM
RimWorld 1.0 release compatible version is now available. Also available on steam. Downloads and links are on the first post.
Title: Re: [1.0] Moody (v2.4.1) A colonist mood dashboard
Post by: GiantSpaceHamster on October 25, 2018, 06:24:02 PM
Minor bug fix released. This cropped back up with the RimWorld 1.0 release due to some minor base game changes. New fix applied.
- Fixed pawns not being added to colonist list if colonist bar is off (again)
Title: Re: [1.0] Moody (v2.4.1) A colonist mood dashboard
Post by: laokangz2 on October 25, 2018, 10:31:01 PM
if can download from GITHUB in future? it is very convenient for most people .
Title: Re: [1.0] Moody (v2.4.1) A colonist mood dashboard
Post by: Canute on October 26, 2018, 04:04:50 AM
Only for chinese, because they can't use dropbox/google.
But for all other i don't see a difference at the download.
Title: Re: [1.0] Moody (v2.4.1) A colonist mood dashboard
Post by: Ashandy on November 01, 2018, 06:04:51 PM
Hi. Want to make translate into Russian.  Is your mod supporting it?
Title: Re: [1.0] Moody (v2.4.1) A colonist mood dashboard
Post by: Canute on November 02, 2018, 04:07:37 AM
Ashandy,
so far i know when a mod got a Languages folder it is ready for another language.
Title: Re: [1.0] Moody (v2.4.1) A colonist mood dashboard
Post by: Ashandy on November 02, 2018, 09:57:12 AM
Ashandy,
so far i know when a mod got a Languages folder it is ready for another language.
Yeah, i know about it. And i don`t see such folder :(
Title: Re: [1.0] Moody (v2.4.1) A colonist mood dashboard
Post by: Grabarz on November 03, 2018, 03:35:53 PM
I'm getting non stop spawning error
Exception while recalculating ColonistLeftUnburied thought state for pawn Anna: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.ThoughtWorker_ColonistLeftUnburied.CurrentStateInternal (Verse.Pawn p) [0x00000] in <filename unknown>:0
  at RimWorld.ThoughtWorker.CurrentState (Verse.Pawn p) [0x00000] in <filename unknown>:0
  at RimWorld.SituationalThoughtHandler.TryCreateThought (RimWorld.ThoughtDef def) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
RimWorld.SituationalThoughtHandler:TryCreateThought(ThoughtDef)
RimWorld.SituationalThoughtHandler:CheckRecalculateMoodThoughts()
RimWorld.SituationalThoughtHandler:AppendMoodThoughts(List`1)
RimWorld.ThoughtHandler:GetAllMoodThoughts(List`1)
RimWorld.ThoughtHandler:GetDistinctMoodThoughtGroups(List`1)
RimWorld.ThoughtHandler:TotalMoodOffset()
RimWorld.Need_Mood:get_CurInstantLevel()
RimWorld.Need:get_CurInstantLevelPercentage()
Moody.DataCache:UpdateMood(Pawn)
Moody.DataCache:Recalculate(Pawn)
Moody.DataCache:UpdateCache(Boolean)
Moody.MoodyWindow:WindowUpdate()
Verse.WindowStack:WindowsUpdate()
Verse.UIRoot:UIRootUpdate()
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()

any idea ?
Title: Re: [1.0] Moody (v2.4.1) A colonist mood dashboard
Post by: NoCanDo on November 08, 2018, 03:22:02 AM
Moody is really killing the fps the more pawns you have...
Title: Re: [1.0] Moody (v2.4.1) A colonist mood dashboard
Post by: GiantSpaceHamster on January 09, 2019, 10:24:52 PM
Ashandy,
so far i know when a mod got a Languages folder it is ready for another language.
Yeah, i know about it. And i don`t see such folder :(

There is no translation support in Moody at the moment, sorry. I'll add it to my backlog but I am not doing a lot of development on Moody these days except bug fixes so no promises. If I have time I will look into it though.
Title: Re: [1.0] Moody (v2.4.1) A colonist mood dashboard
Post by: GiantSpaceHamster on January 09, 2019, 10:28:48 PM
Moody is really killing the fps the more pawns you have...

Yeah, that is a side-effect of loading all the data for each view. I'm already doing some fancy stuff to cycle which pawns get updated each cycle to reduce the impact quite a bit.

Only data for the currently selected view should be loaded. If you would like to provide some information about which view(s) are causing the biggest performance degradation and how many pawns you have at that point in time I may be able to look into improving things.

If it's causing a big slowdown for you, you can reduce the height of Moody to show only some of the pawns. While not ideal, it should prevent the pawns that are out of view from loading their data, reducing the performance impact. Or stay on a lower-impact view and switch only when needed.
Title: Re: [1.0] Moody (v2.4.2) A colonist mood dashboard
Post by: GiantSpaceHamster on January 09, 2019, 10:29:29 PM
Moody update v2.4.2 released.
- Fixed issue where <Enter> would close Moody window until game reload

Available to download from the first post in this thread and via Steam (link in first post to that as well).