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RimWorld => Releases => Mods => Outdated => Topic started by: Several Puffins on January 03, 2017, 10:20:16 AM

Title: [A16] Several Puffins' RimDisorders.
Post by: Several Puffins on January 03, 2017, 10:20:16 AM
Rim Disorders
Mental illness for all!

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

Description

What RimWorld needs, I'm sure we all agree, is more misery, trauma, and poor mental health to add to our already vibrant, lively colonies! Colonists will develop, either randomly or due to some trigger or trauma, various mental health disorders. Poor mental health comes and goes in episodes for the afflicted, with episodes ranging in severity. These disorders can only be cured slowly, and with counselling.

New Illnesses!

- Depression: Triggered by random chance, extreme low mood, downer addiction or witnessing death. Depressed colonists are slower, unhappier, and have impaired cognitive function. Moderately depressed colonists are more likely to go on food binges. Extremely depressed colonists are a suicide risk if they pass the mental break threshold- this risk vanishes if they're arrested and confined for the duration of the episode. Suicidal mental breaks happen quickly, so it's best to stop them before it gets that far.

- Generalised Anxiety Disorder: Triggered by extreme low mood, any single large mood stressor, stimulant addiction or random chance. Anxious colonists will be worse at talking, more unhappy, and will have a higher mental break threshold and moderately impaired global work speed. Extremely anxious colonists may have panic attacks as mental breaks (and thanks to Psychology for first introducing the idea of panic attacks to RimWorld!).

- Cleanliness-OCD: Triggered by random chance, extreme sickness and exposure to rotting human corpses. Affected colonists will have a lowered global work speed through worries and rituals and will be unhappy in rooms that are not perfectly clean. Extreme cases may result in mental breaks to obsessively (but not efficiently) clean the home area.

- PTSD: Triggered occasionally when downed. Affected colonists have a higher mental break threshold and are somewhat more likely to get into social fights (though this does not mean they will- the maximum level is the same as for an Abrasive person). Moderate and Extreme cases will suffer from panic attacks when an enemy is near, and Extreme cases will suffer from panic attacks even outside of this situation.

New Work!

Counselling: Counselling appears as a bill on the individual with the illness, like surgery. A counsellor must be trained to a certain degree in medicine in order to perform the bill, but the magnitude of their success will be based on their social skill. Counselling can only be done on any one colonist once per day, and reduces both the present and the maximum severity of an illness. If it is counselled to the point where it is permanently controlled, it will be removed (but may recur if triggered)!   

Notes

 I hope you all enjoy this, but note that this mod will only make things harder! Use for stories of disaster- your best scientist, locked in a dark room, gets depression and can't think through the problems any more. Your best soldier can't go back to the front line without having panic attacks! If you feel that you want disaster, but that the balance is wrong, the rates at which all diseases manifest, and the strength of counselling, can all be changed in the Options>Mod Options menu. If you like this, please check out my other less nasty mods (https://ludeon.com/forums/index.php?topic=27288.0)!

Requires
- HugsLib (https://ludeon.com/forums/index.php?topic=28066.0).

Detours & Clashes
- There are no detoured functions in Rim Disorders, so compatibility should be very broad. I'm not currently aware of any issues with other mods.

Download
via Dropbox (https://www.dropbox.com/sh/j52ozuf0ee3mavk/AACGkEbAEKxSlhXEPncjtnr_a?dl=0).

Installation
- Install HugsLib (https://ludeon.com/forums/index.php?topic=28066.0). .
- Unzip into your RimWorld/Mods folder.
- Activate in the in-game mods menu and restart the game.

Bugs
- Counselled patients currently go to sleep whilst someone makes metalwork noises at them. My headcanon: 3X1st century counselling is mostly about hypnosis, strobe lights and chimes. I'm pretty sure I'm getting that image from Hannibal. I haven't found a way of doing this better without detours (which I don't want to use if I can avoid it, for compatibility reasons).

Future Plans

- Bipolar Disorder, Borderline Personality Disorder, Delusional Parasitosis, pure-OCD and more! Some will be counsellable, some will need to be medicated.
- Counselling to remove certain traits: chemical interest, psychopath, cannibal etc.
- Counselling to assist the mood of addicts in withdrawal.
- (Possibly) a separate bed type for counselling (though this might have compatibility issues with other mods- I'm looking into it!).

Thanks
Thanks to UnlimitedHugs (https://ludeon.com/forums/index.php?action=profile;u=51533) and Fluffy (https://ludeon.com/forums/index.php?action=profile;u=12611) for the wonders of HugsLib, and thanks to  Gracierocket (https://ludeon.com/forums/index.php?action=profile;u=62618) for heaps of input.

Feedback

The way these issues are represented is a mixture of academic research, personal experience and conversations with people who have experience of the above conditions. To anyone with experience of any of these, or any other mental health conditions, I am happy to take feedback on how they (or should be)) are represented.

I am also very happy to take feedback on any bugs or balance issues in the mod.

Title: Re: Several Puffins' RimDisorders.
Post by: Several Puffins on January 03, 2017, 10:20:35 AM
Reserved
Title: Re: Several Puffins' RimDisorders.
Post by: Several Puffins on January 03, 2017, 10:20:55 AM
Reserved
Title: Re: Several Puffins' RimDisorders.
Post by: skullywag on January 03, 2017, 10:22:51 AM
Can you shove a version tag in the title as per the other threads please. It helps with keeping things tidy.

*mumbles* comes in here messing up my nice clean forum.....*mumbles*
Title: Re: [A16] Several Puffins' RimDisorders.
Post by: Several Puffins on January 03, 2017, 10:40:58 AM
Ha! Apologies, god of the boards! Done.
Title: Re: [A16] Several Puffins' RimDisorders.
Post by: alsoandanswer on January 03, 2017, 11:55:57 AM
Colonists will develop, either randomly or due to some tigger or trauma, various mental health disorders.

(http://vignette1.wikia.nocookie.net/disney/images/8/84/Tigger_pose_.jpg/revision/latest?cb=20151116002450)

yeah, these tiggers are vicious
Title: Re: [A16] Several Puffins' RimDisorders.
Post by: Several Puffins on January 03, 2017, 12:59:00 PM
You don't know, man. You didn't see what that Tigger did to my pa.
Title: Re: [A16] Several Puffins' RimDisorders.
Post by: Tammabanana on January 03, 2017, 01:47:48 PM
This is awesome. I'll definitely be downloading it for my next playthrough, and will feedback out the wazoo.

(Although... it is tempting... for reference... does it require a new save?)
Title: Re: [A16] Several Puffins' RimDisorders.
Post by: Lubricus on January 03, 2017, 02:06:22 PM
The idea for Counselling to remove cannibal trait makes no sense, why not add counselling (Brainwashing) to create cannibals so I can make my dream colony come true.
Title: Re: [A16] Several Puffins' RimDisorders.
Post by: ArthoriusBalen on January 03, 2017, 02:20:05 PM
Great mod!! One question, the anxiety of this mod is compatible with the on from Psychology mod??
Title: Re: [A16] Several Puffins' RimDisorders.
Post by: Adalah217 on January 03, 2017, 02:52:28 PM
Only a few days after I already added the Psychology mod to my treasured save-game. You couldn't have come out with this sooner? :)

Can't wait to try this!

I noticed that a few of the folders are empty in the Defs, like WorkTypeDefs. Is that normal?
Title: Re: [A16] Several Puffins' RimDisorders.
Post by: DariusWolfe on January 03, 2017, 05:11:46 PM
Can you please, please make this affect Pyromania and similar traits?

I like to play a relatively good-aligned game, but when I see a Pyro show up, my inner asshole raises a finger in the air and says "Uh, excuse me? Yeah, uh.. Fuck. No."
Title: Re: [A16] Several Puffins' RimDisorders.
Post by: Several Puffins on January 03, 2017, 06:25:45 PM
This is awesome. I'll definitely be downloading it for my next playthrough, and will feedback out the wazoo.

(Although... it is tempting... for reference... does it require a new save?)

I don't believe you need a new save, no!

The idea for Counselling to remove cannibal trait makes no sense, why not add counselling (Brainwashing) to create cannibals so I can make my dream colony come true.

What we need is an evil counsellor's mod. A Hannibal mod!

Great mod!! One question, the anxiety of this mod is compatible with the on from Psychology mod??

I'm afraid I don't know. It probably isn't, but I think your best bet is putting this second in the mod list.
Title: Re: [A16] Several Puffins' RimDisorders.
Post by: Several Puffins on January 03, 2017, 06:30:05 PM
Only a few days after I already added the Psychology mod to my treasured save-game. You couldn't have come out with this sooner? :)

Can't wait to try this!

I noticed that a few of the folders are empty in the Defs, like WorkTypeDefs. Is that normal?

Haha! I'll try to improve my psychic timing for next time! As regards the WorkTypeDefs- that's a hangover from adding a work type, ruining everything, and quickly deleting it. The folder isn't needed, though. I might try again later in order to make counselling its own work type.

Can you please, please make this affect Pyromania and similar traits?

I like to play a relatively good-aligned game, but when I see a Pyro show up, my inner asshole raises a finger in the air and says "Uh, excuse me? Yeah, uh.. Fuck. No."

I have felt the same way ever since my first colony took in a pyro refugee. She nearly burned the place down twice. The soldiers chasing her? Two of them joined the colony and were great to have around the garden!

If and when I make traits counsellable I will certainly add Pyro to the list!
Title: Re: [A16] Several Puffins' RimDisorders.
Post by: Linq on January 03, 2017, 07:12:28 PM
Great mod!! One question, the anxiety of this mod is compatible with the on from Psychology mod??

I'm afraid I don't know. It probably isn't, but I think your best bet is putting this second in the mod list.
Anxiety from Psychology is not "incompatible" with this mod, but it will add both types of anxiety.
Title: Re: [A16] Several Puffins' RimDisorders.
Post by: Several Puffins on January 04, 2017, 06:28:00 PM
Anxiety from Psychology is not "incompatible" with this mod, but it will add both types of anxiety.

Yes indeed! Thanks for weighing in! I had thought that if we'd used the same def name it might overwrite, but I'm clean forgot I called mine GeneralisedAnxiety, which *no-one* was going to use!
Title: Re: [A16] Several Puffins' RimDisorders.
Post by: mimib14 on January 07, 2017, 03:39:13 PM
I have a couple of questions:
1) How long are panic attacks supposed to last? I had to arrest my colony's doctor because she was starving and exhausted, and even though I got a message saying that she collapsed from exhaustion, she kept having a panic attack.
2) What are the skill requirements for counseling? I tried to counsel the doctor a while before her panic attack, but the other colonists had medicine skills of 4 at most, and none of them could counsel her. After I arrested her she went into another panic attack after sleeping for a while, since her anxiety was severe. I'm not sure if she's gonna end up in an infinite panic attack loop since I don't have anyone who can counsel her.   Whoops, nevermind, now that I tried to counsel her after arresting her I got a message about the skill requirement. For some reason, I didn't get one any of the times I tried to counsel her before imprisoning her, though.

3)When I was arresting my colony's doctor, I got 4k+ instances of this error message, I'm not sure what it means:
Quote
Exception ticking Wolf: System.NullReferenceException: Object reference not set to an instance of an object
  at RimDisorders.MentalState_PanicAttack.MentalStateTick () [0x00000] in <filename unknown>:0
  at Verse.AI.MentalStateHandler.MentalStateHandlerTick () [0x00000] in <filename unknown>:0
  at Verse.AI.Pawn_MindState.MindStateTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at Verse.ThingContainer.ThingContainerTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn_CarryTracker.CarryHandsTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Title: Re: [A16] Several Puffins' RimDisorders.
Post by: Lethe on February 27, 2017, 01:04:44 PM
Hey, you watch Hannibal! <3 Cool! I'm a fan of that show.

>"Counselling to remove certain traits"

Um, I don't think all the counseling in the world is going to make someone not a cannibal anymore. It's kinda just a thing you're forever labeled with if you ever eat people. Not sure psychopaths can be counseled out of it either. Thought they completely lacked the ability to empathize with others. Like, they're missing 'pieces' of human-ing. Shrugs. How can you make someone care when they cannot connect with others? I don't believe one can. Whatever makes humans ok with eating animals but horrified if you're mean to humans [cognitive dissonance] doesn't seem present in these folks. Then there's the does the person even want to change sort of deal...

Unless we're talking about some sort of glitterworld tech. That'd be interesting. Imagine what would happen if you took a 'monster' then made them realize what sort of horrible things they've been doing? They'd probably just go completely nuts or kill themselves.

Outside of glitterworld tech, it'd make more sense though to make counseling create a buff to offset the trait. Although, I'm not sure why it's even important to remove Cannibal trait from a pawn. They don't seem to get debuffs if they don't eat human, they just get happy when/if they do. Similar deal with psychopaths, they don't get buffs from socializing, but they can butcher bodies and not get freaked out if they see a dead body etc. Not sure why anyone would want to remove that. It's useful. Now, if only they could keep a fucking secret and not go blabbing to everyone about butchering humanlike. *grumbles* 
Request for evil doctor mod, they can give trait: "Can keep a fucking secret". They don't cause colonywide debuffs for their actions [such as butchering humanlike, executing prisoner etc]. They still get the debuff for "I butchered" but doesn't trigger things like "We butchered".

Does vanilla (or your romance mod) handle psychopaths getting rebuffed any different? Maybe they'd attack the person, or at least spread nasty rumors trying to get the person back for the offense of refusing them (thinking of it in conjugation with your rumors and gossip mod).

Pyromania can absolutely be curbed by counseling. Buff: "In therapy." -X% to likelyhood of setting fires. "Cured/Recovered." No longer starts fires. Or perhaps, "Gained more appropriate life coping skills." 

In any case, I sooo +1 to evil doctor/counselor mod. I'm playing a scenario I made called "A psychopath, bloodluster and cannibal walk into a bar..." It's going great, but I can't really expand the colony much. :\ I mean, sure, I could accept some normals, work them until they break then eat them, but that seems kind of rude. I'd much prefer brainwashing them over to my side.

Off topic, but are you from the UK? [You did the whole 's' instead of 'z' in GAD.] Oh, yeah, if you ever want to fan girl over Hannibal, or some other topic, I'm always game. ;D I love people who think too much, or like to world build and you seem to do both.

Oh, yeah, whenever you do update this mod (or your other mods next) you should put the last update date in the thread. Such as "[A16] Awesome/Useful Mod Title [mod version number] (last update date)"

It's much easier to keep up with mods that way. When anyone comments on your thread it goes to the top of the forum list, even though you haven't updated the mod for like a month or more. Then people have to check to see if they author updated anything....but no, they didn't. Someone just said shit in comments.

I'm just going to continue to ask for the world since I'm at it. Maybe, maybe, sneak a bit of your changelog mentions from steam here? I'm not trying to be a stalker, but you're making me into one. It's not my fault you make me go to your steam, creep through all your comments there because I /have/ to RTFM and changelogs. I don't want to do this, you made me do it. No, no! I don't -need- to see a therapist... You can't make me. QwQ
Title: Re: [A16] Several Puffins' RimDisorders.
Post by: PetWolverine on March 16, 2017, 09:11:26 PM
I have a pawn who's 37 hours into an "Obsessively Cleaning" mental break, starving, exhausted, collapsing but not actually collapsing from exhaustion like mimib14 described... and there's no cleaning to be done. She's standing perfectly still outside, getting sick from the toxic fallout and shivering because she's wearing a t-shirt in 37 degree weather.

I don't have OCD, so I wouldn't know first-hand, but I suspect this is unrealistic behavior. I like the concept of this mod, but I think I'm going to have to dev-mode out the OCD and disable it.

EDIT: She collapsed when the toxic buildup reached extreme levels after 41 hours. She then immediately developed generalized anxiety disorder . About a day later, after getting some rest and recovering from her malnutrition, she had another obsessive cleaning break, this time indoors. During this break (23 hours in), her lover proposed to her and she accepted.

A raid came and she went out to clean up the blood, sustaining permanent injuries to both eyes and then getting downed 49 hours into this second break. So I've had two of these breaks and both of them have ended with the pawn being downed. I don't think I want to find out how long they can actually last.
Title: Re: [A16] Several Puffins' RimDisorders.
Post by: Lupin III on March 22, 2017, 09:52:33 PM
I also just had a pawn standing around for a day or two "cleaning", but not doing anything. I got the message of a collapse multiple times (3 times within a few seconds once), but the pawn was still standing. In the end I tried to arrest him, which lead to a fight. I don't know if this behaviour is intended. Nevertheless it feels like it's buggy. I can understand someone going OCD for a few hours (I'm no psychologist though) and do weird stuff, but not for days.
Is there a way to disable the mod in a running game? I'd like to do that for now, but when I try that the game crashes on load.
Title: Re: [A16] Several Puffins' RimDisorders.
Post by: PetWolverine on March 23, 2017, 01:49:04 AM
I wasn't able to fix my save with dev tools after disabling this mod, but by editing the XML directly in a text editor and removing all the hediffs mentioning RimDisorders I was able to load it successfully with the mod disabled. I had to wait for a time when nobody was on a mental break, though - I tried to do this to a save where someone was obsessively cleaning and it left that colonist permanently frozen, taskless and factionless.
Title: Re: [A16] Several Puffins' RimDisorders.
Post by: Kassidoo on April 17, 2017, 04:46:27 PM
I had to uninstall this, I couldnt rescue my pawns anymore as evertime I picked them up, the console got spammed with error and the got to a halt.
Title: Re: [A16] Several Puffins' RimDisorders.
Post by: sidfu on May 13, 2017, 03:28:10 AM
so the question is when the mod will be fixed? currrently it scans every tic causeing a nice fps of 2 and it constaly adds disorders for no apparet reason.
Title: Re: [A16] Several Puffins' RimDisorders.
Post by: Holothurin on May 14, 2017, 11:22:30 AM
so the question is when the mod will be fixed?

Just like the other social mods like Rumours & Deception and Romance Diversified probably never since the author hasnt been seen here since January. You might wanna have a look at Psychology once the save-breaking bug is fixed.
Title: Re: [A16] Several Puffins' RimDisorders.
Post by: sidfu on May 14, 2017, 03:13:42 PM
so the question is when the mod will be fixed?

Just like the other social mods like Rumours & Deception and Romance Diversified probably never since the author hasnt been seen here since January. You might wanna have a look at Psychology once the save-breaking bug is fixed.

u looking at wrong date thread creation isnt what u look at but last time files where updated which is feb 23.
Title: Re: [A16] Several Puffins' RimDisorders.
Post by: AngleWyrm on June 09, 2017, 05:11:25 PM
I like the increased challenge to colony management, the necessity of having a doctor with good social skills to provide counseling, and the flavor that it brings.

There's a part that seems a bit tough: Disorders happening on the road. I had a caravan of only three people headed out for about a five day round trip. So far they've been halted twice for disorderly conduct, and haven't yet reached their destination. Once a member had a cleaning frenzy, and the second time it was someone else with a disorder I don't presently recall.

Fortunately I have the set up camp mod, so maybe I'll take a counselor on road trips and set up camp when they lose it.
Title: Re: [A16] Several Puffins' RimDisorders.
Post by: PixelBitZombie on June 12, 2017, 02:48:55 PM
I won't say this is a bad mod, however the disorders you get are frequent and completely ruin the colonists. With the child mod, the baby got ptsd, pretty much my entire colony got ocd/anxiety within 3 minutes of installing. I think the mod has potential but the disorders need to take awhile to develop.

Also you can't get rid of the mod once you use it. It ruined my save which sucks, it might be because people are counseling the afflicted right now, which I haven't tried yet. I guess I have no choice to keep using it for now but I'd suggest disorders take awhile to develop instead of minutes into the game.