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RimWorld => Releases => Mods => Outdated => Topic started by: Several Puffins on May 29, 2017, 10:04:09 PM

Title: [A17] SeveralPuffins mods for A17
Post by: Several Puffins on May 29, 2017, 10:04:09 PM
Razzle Dazzle
Do you hear the thrumbo sing?
(http://i.imgur.com/V7IF94B.png)

Description

Frankly, rim colonists are too downhearted about things. Sure, you just saw your spouse eat your dead dog raw after the ostriches that killed him ate your winter supplies, but is that really an excuse to be glum?

Razzle Dazzle introduces performing arts to the rim, so that we can get over this dead dog drama with a little song and dance!

- Performance: The new skill for your colonists to work on! Good performers can lift the spirits of everyone in the audience, whereas bad performers can turn a masterpiece into a muffalo corpse.

- Theatre:

(http://i.imgur.com/4xfqY5P.png)

Get your artists to write great tragedies at the sculpting bench (it is just a table, after all), and then build a stage so that your performers to rehearse and deliver them! Mood boosts for anyone who attends, unless the quality is terrible!

- Music: Compose artful pieces at the piano and then hold concerts to wow your fellow colonists!

- Stand-Up:

(http://i.imgur.com/h6NaTUW.png)

Fancy a quick mood boost? Rehearse a stand-up routine at the microphone stand, and watch your colonists crease up with laughter, or sit in stony silence as a comedian dies on stage.

- Radio: Performances from all of the above will be automatically broadcast if you have a broadcast tower, with subscription payments sent in by nearby settlements based on the quality of your broadcast.

Requires
None.

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

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

Acknowledgements
Thanks to Gracierocket (https://ludeon.com/forums/index.php?action=profile;u=62618) for requesting these mods and throwing ideas at me.

Detours & Clashes
- GracieRocket informs me that Misc. Robots robots do tend to come along to performances, but frankly I think that it's sweet!
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Several Puffins on May 29, 2017, 10:04:52 PM
Recon & Discovery
To adventure, beyond, and home in time for tea!
(http://i.imgur.com/XbeIUgM.png)

Description
It's become a big ol' world out there since A16, when colonists first noticed that objects existed at more than 1km away, but it's still a little sparse on this RimWorld. Recon and Discovery introduces some big risk, big reward missions to tempt you shut-ins to go for a walk in the big wide open!

New Sites!

- Crashed ships: What will you find inside? A wealth of treasures? A crew in need of help?  A horde of flesh-eating chinchillas? All three!? It's probably all three.
Whatever it is, be quick, because you're not the only one who saw the ship come down.

-Lost labs: There's a rumour going around that luciferium addiction can be cured. Did the scientists here succeed, or will you get a dose of half-crazed nanites, sick of being poked and prodded?

- Ancient castles:    You finally pinpoint the source of one of these damned psychic drones! Is the technology to overcome death itself here on this planet?

- Abandoned colonies: Did any people survive what happened here? Are they human?
      
Big Rewards!

Hi-tech rewards from missions: Don't read on if you don't want to spoil the mysteries!

- Holo-emitters: Scan HoloDisks taken of people of extraordinary talent, or scan the brains of the recently dead to revive them holographically. Transfer a colonist instantly to a new emitter across the map! The convenience! the immortality! The unfortunate nudity as all their clothes fall off! Just remember, they can't step out of range of their emitter ever again.

-Teleporters: Slow to charge, but able to recover any living creature from anywhere on the planet. How will you use it? To rescue your people at the last minute? Or to slowly fill a deep, dark cave with your confused, hungry enemies?

-Deflectors: Sick of your food all rotting because Randy decided to heat wave your solar flare? Or loosing your best doctor to electrical disturbances because they happen to be a hologram? Protect a small area of your colony from such disruptions by installing a salvaged defector dish!

Gattling Lasers: Built for space combat, these weapons will roast your enemies, and indeed anything else in between or within several yards. Just don't expect to recover much from the bodies, and be ready to fight the huge fire this will start.

Devillo: Large, horned intelligent genetically engineered muffalo that secrete devilstrand into their wool. Their milk, devilcream, is also extraordinarily rich and nutritious (and, I will grant, stupidly named- look, these things only exist because GracieRocket like highland cows).

Osiris Caskets: An advanced Cryptosleep casket design, these caskets direct an army of luciferium nanites to restore health, reverse ageing and even to revive the recently dead, if at the cost of developing an addiction to the nanites. The power drain while active is extraordinary, and the EM field tends to cause hairs to stand on end, storms, to spontaneously begin, and power surges, so make sure you've got enough juice for your mad gothic experiments!  Also I can't, or more honestly don't want to, stop colonists from putting their dead cats in here. 

Seraphites: A self-replicating luciferium nanite. Could these little blue pills cure the worst cravings of your colonists?

Portable generators:   Need power on these trips away from home? Want some incongruous flood lights when you Step Up Camp (https://ludeon.com/forums/index.php?topic=29054.0)? Look no further! A low-output, long-lasting portable chemfuel generator, good for about 8 days usage. Credit to DeadlyReg (https://ludeon.com/forums/index.php?action=profile;u=71485) for first burning fossil fuels (https://ludeon.com/forums/index.php?topic=30898.msg315898#msg315898) out on the rim!

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

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

Bugs/Issues
- The entire hack to resurrect the dead makes me feel dirty, but it seems to work. There do seem to be error messages generated when reinstalling a HoloEmitter that has a colonist installed, but they don't seem to stop anything from working.

Acknowledgements
Thanks to Gracierocket (https://ludeon.com/forums/index.php?action=profile;u=62618) as always. Thanks also to UnlimitedHugs (https://ludeon.com/forums/index.php?action=profile;u=51533) for the beautiful HugsLib, and to pardeike (https://ludeon.com/forums/index.php?action=profile;u=50744) for the extraordinary Harmony library.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Several Puffins on May 29, 2017, 10:05:44 PM
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. In addition there are two disorders that are developed in early life and are not curable.

A quick note here thanking all players so far for their support on this one! I've managed to stop a mod-killing bug where OCD people would clean themselves to death!

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 Disorders!

Autism Spectrum Disorder: Colonists on this spectrum take a hit on social interactions. They also react negatively to prioritised work, preferring an order they settle on themselves. At Level 1, this is a minor irritation, at level 2 a major irritation, and at level 3 the prioritised work will be ignored. This includes being drafted!
ADHD: Colonists with ADHD will drop jobs entirely and wander off to do something else. The regularity with which they do this depends on the severity of the ADHD.

Both of these health effects are developed in early life, not in response to circumstances. They crop up rarely, naturally and as they are not illnesses they cannot be 'cured'.

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).

Thanks
Thanks to UnlimitedHugs (https://ludeon.com/forums/index.php?action=profile;u=51533) and to pardeike (https://ludeon.com/forums/index.php?action=profile;u=50744) for HugsLib, to Gracierocket (https://ludeon.com/forums/index.php?action=profile;u=62618) and the RimWorld community 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 are (or should be)) are represented.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Several Puffins on May 29, 2017, 10:06:19 PM
Rumours & Deception
A lie can travel halfway to the rim...
(http://i.imgur.com/SCrTCAD.png)

Description

Have you ever wondered why your colonists don't talk about each other? Did no-one wonder about sending that shifty cannibal Alex to bury the dead? How come Ray likes the abrasive psycho that beat up her friend, just because she's never been insulted directly? And why is no-one ever apologetic about anything they've done?

If you want more social complexity, or just plain gossip and intrigue in your stories, then look no further! Rumours and Deception adds several new colonist social interactions, traits and thoughts that largely focus on people talking about people.

New interactions:
- Chat about other colonists: Alice likes Bob. Bob hates Carol. Bob can now tell Alice this!
- Spread rumour: Colonists will tell nasty, unsubstantiated tales to each other, particularly about colonists that neither of them like.
- Share secret: A colonist can trust another enough to reveal something deep and personal, bringing them closer together.
- Reveal secret: There's no guarantee that all trust is well placed! Colonists that have been told a secret can go and gossip about it to their friends!
- Apologise: Colonists can try to make up with others that they've insulted or hurt.
- Make peace: Colonists may try and apologise on behalf of a third party.
- Culture clash: Not all insults are intended! One may insult another due to having a poor understanding of their background culture (for example, Tribal vs GlitterWorld culture clashes).

(http://i.imgur.com/KUpCh8t.png)

New traits:
- Compulsive liar: This colonist just can't help it- every conversation is an opportunity to make up some new, snide story about one of the others.
- Gushing: This colonist just cannot judge who to trust with their darkest secrets, exposing themselves to potential embarrassment.
- Gossip: This colonist talks about other people all the time. This extends to secrets, with which they can't be trusted.
- Manipulative: This colonist will use any social trick they know to make other people see things THEIR way. They are great negotiators, but can be divisive and isolating within a colony.
- Trustworthy: This colonist keeps secrets. They rarely spread rumours, and if they do they feel terrible about it.
- Peacemaker: This colonist can't stand to see their friends fighting. They will try to resolve other people's differences, and will get a mood boost if successful.


New events:
All these events may be switched off in Mod options, but not entirely without consequence - divided colonies are unhappy colonies.
- Defection: A socially isolated colonist may, over time, decide that they're better off elsewhere. If they remain friendless, they may walk off the map and join an ally.
- Splinter: In the unlikely event that a clique of friends forms within the colony that is largely hostile to the rest, they may choose to leave together and form a new map faction. They will take some of your colony's belongings with them as they go.
- Brawl: Even if they don't leave, hostile cliques will start fights- unless you patch up your fractured colony, mass brawls will break out.

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

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

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

Acknowledgements
Thanks to Gracierocket (https://ludeon.com/forums/index.php?action=profile;u=62618) as always. Thanks also to Orion (https://ludeon.com/forums/index.php?action=profile;u=33462), whose faction discovery mod I trawled through extensively trying to understand how RimWorld factions work, and to UnlimitedHugs (https://ludeon.com/forums/index.php?action=profile;u=51533) for HugsLib, and to  and to pardeike (https://ludeon.com/forums/index.php?action=profile;u=50744) for the Harmony Library.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Several Puffins on May 29, 2017, 10:06:45 PM
Romance Diversified
A spectrum of sexuality!

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

Description

This mod adds the following features to a Rim Romance:
- Adds the sexuality traits Straight, Bisexual and Asexual, and adds them at the end after non-sexuality traits have been rolled, often as a fourth trait.
- Adds the traits Faithful and Philanderer, with appropriate changes to the likelihood of cheating on a partner. Philanderers are more likely to cheat if their partner is off the map, and there's a good chance that their partner won't find out!
- Changes the curves for attraction and the rate at which people hit on each other so that there is a cultural component, with female pawns from Tribal and Imperial backgrounds more forward, male pawns form Medieval and Urbworld backgrounds more forward, and MidWorld and GlitterWorld backgrounds gender equal. Also, introduces an individual component so that not all relationships follow the same curve.
- Unfairly judged pawns, be they ugly, creepy, annoying or disfigured, get much lower opinion debuffs with each other. Let's see a little empathy! Credit to Killface for the wonderful Herzblatt mod that first did this.
- Adds two social joy activities: dates for couples, and hookups for single colonists. Both have the ability to improve colonists' relationships!

(http://i.imgur.com/k5uxI20.png)

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

Installation
- Make sure you first get HugsLib (https://ludeon.com/forums/index.php?topic=28066.0)!
- Unzip into your RimWorld/Mods folder.
- Activate in the in-game mods menu and restart the game.
- If you use Prepare Carefully, keep that extra trait slot open: download Prepare for Romance, a four trait version of Prepare Carefully also in the drop box! Install this the same way as Romance Diversified (note that it is a full replacement for Prepare Carefully, but will only work if Romance Diversified is loaded).

Detours
This mod uses harmony to add a postfix to PawnGenerator.GenerateTraits, and a def overwrite to replace the core game's InteractionWorker_RomanceAttempt class.

Acknowledgements
Thanks to Gracierocket (https://ludeon.com/forums/index.php?action=profile;u=62618) as always. Thanks also to UnlimitedHugs (https://ludeon.com/forums/index.php?action=profile;u=51533) for the beautiful HugsLib, to pardeike (https://ludeon.com/forums/index.php?action=profile;u=50744) for Harmony, and to Killface for the lovely ideas in Herzblatt.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Several Puffins on May 29, 2017, 10:11:13 PM
Reserved
Title: Re: [A17] SeveralPuffins mods for A17
Post by: animagus_kitty on May 29, 2017, 11:43:40 PM
Wow, you're one heck of a salesman! I'll definitely be downloading your mods for the next time my colony gets its collective teeth kicked in.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Sixdd on May 30, 2017, 03:39:14 AM
I just can't seem to help myself, when I see a mod that adds more social diversity I just have to have it. I can't wait for the first time one of my caravan hands gets cheated on while out and then their lovers lover blabs about it to them and then tries to apologize but it doesn't get accepted and they start a fight causing a schism to form in the colony and half my pawns abandon me for greener pastures. :D
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Several Puffins on May 30, 2017, 04:45:26 AM
@animagus_kitty: Thanks! Well, Rumours and Deception doesn't need a new game, so if you back up where you are that one might add a little social richness to your current colony!

Recon and Discovery is likely to be a little buggy- I started writing it in A16 before Tynan announced that he was doing the same sort of thing for the next update. As A17 matures we can work out any kinks though.

@Sixdd: Yeah, I'm entirely with you on that. That's basically hte sort of story that got me into RimWorld!
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Gracierocket on May 30, 2017, 04:08:13 PM
Yay, updates for A17! Really looking forward to starting my new colony now!
Title: Re: [A17] SeveralPuffins mods for A17
Post by: notfood on May 30, 2017, 04:54:34 PM
I installed them all. Sweet mods!
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Stormfox on May 31, 2017, 06:13:56 PM
I have to say, these are some of the most creative and well thought out mods out there. The way your psychology mod works is much more interesting and less arbitrary than the base mood system of the game.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: kenmtraveller on June 01, 2017, 01:41:16 PM
I got the crashed ship event and visited it yesterday.  It was a pretty tough encounter -- I still only had the two starting weapons --  and I lost a colonist.
I have a question -- mine had Devillos in it, and I was only able to tame one of them before time ran out and I had to leave.
Will traders carry them?  I would love to have a breeding pair.  Or can I only get these from special events?
And, there was cobalt ore on the map, which I mined.  Is this ore specific to that mod, or did it come from one of the other mods I just installed?
Title: Re: [A17] SeveralPuffins mods for A17
Post by: dareddevil7 on June 01, 2017, 05:28:11 PM
I can't seem to figure out how to load dead bodies into the osiris casket.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Stormfox on June 01, 2017, 05:33:40 PM
After playing with Disorders for a while I have some concrete feedback:

The general principle is good, although the frequency and severeness of the disorders as well as their breaks are a bit much. I tuned it down to 0.3 times likelyness and double counselling effectiveness and its still extremely annoying, especially on top of the already existing base game stuff. One of my gals is on a cleaning spree about half her life for months now. Also, the mood debuff for being drafted/prioritized is a bit too harsh. Its -15 and lasts for days, which is both very unreasonable.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Ser Kitteh on June 01, 2017, 06:22:04 PM
Hey! Just added Razzle Dazzle and Recon. Here's my impression so far.

So I added Razzle Dazzle and my 10 Colonists don't have the Performance skill. I added a wanderer via DevMode and he does. Perhaps Performance should just be merged with Artistic skill?
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Several Puffins on June 01, 2017, 09:08:38 PM
GracieRocket, notfood, Stormfox: Thanks!

Quote from: kenmtraveller on June 01, 2017, 01:41:16 PM
I got the crashed ship event and visited it yesterday.  It was a pretty tough encounter -- I still only had the two starting weapons --  and I lost a colonist.

Yeah, the stuff you can walk away with is pretty overpowered, so the trade-off is high-risk missions. Discretion can be the better part of valour, as there'll be other crashed ships.

Quote from: kenmtraveller on June 01, 2017, 01:41:16 PM
I have a question -- mine had Devillos in it, and I was only able to tame one of them before time ran out and I had to leave.
Will traders carry them?  I would love to have a breeding pair.  Or can I only get these from special events?

Traders won't carry them. In any crashed ship that they appear with, there will be a baby male and a baby female, but I wanted it to be a taming challenge, forcing you to camp out on the map for a couple of days. Of course, if you're lucky enough to find a teleporter in a ship, you could nab them and tame them at home!

Quote from: kenmtraveller on June 01, 2017, 01:41:16 PM
And, there was cobalt ore on the map, which I mined.  Is this ore specific to that mod, or did it come from one of the other mods I just installed?

That's from another mod. Maybe a CuproPanda mod? I highly recommend those!
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Several Puffins on June 01, 2017, 09:12:18 PM
Quote from: dareddevil7 on June 01, 2017, 05:28:11 PM
I can't seem to figure out how to load dead bodies into the osiris casket.

There's a drop-down menu option on dead bodies, "store corpse" I think. This will put them in a Cryptosleep casket, and your best casket is the Osiris. It works as a crypto casket unpowered, but if you want to resurrect someone you have to power it up- its drop down menu will then have the option "resurrect contained", which will work it's creepy magic!
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Several Puffins on June 01, 2017, 09:20:09 PM
Quote from: Stormfox on June 01, 2017, 05:33:40 PM
After playing with Disorders for a while I have some concrete feedback:

The general principle is good, although the frequency and severeness of the disorders as well as their breaks are a bit much. I tuned it down to 0.3 times likelyness and double counselling effectiveness and its still extremely annoying, especially on top of the already existing base game stuff.

First off, thanks for the feedback! I will certainly have a look at the balance- my tester's colony has two doctors with 14+ social skills, so she's probably had a relatively easy time of it.

Quote from: Stormfox on June 01, 2017, 05:33:40 PM
One of my gals is on a cleaning spree about half her life for months now.

Your OCD colonist does recover from time to time, yes? If so, I might up the guaranteed refractory period to a day (it's currently half a day). If not, it's an old bug that I thought I'd finally killed.

Quote from: Stormfox on June 01, 2017, 05:33:40 PM
Also, the mood debuff for being drafted/prioritized is a bit too harsh. Its -15 and lasts for days, which is both very unreasonable.

Hmm.... You shouldn't get more than -14, and that should only be for level 3 ASD. Is this what you had? The next release, though, does put that down to 1 day from 2, and to a mere -12!

Title: Re: [A17] SeveralPuffins mods for A17
Post by: Several Puffins on June 01, 2017, 09:24:02 PM
Quote from: Ser Kitteh on June 01, 2017, 06:22:04 PM
Hey! Just added Razzle Dazzle and Recon. Here's my impression so far.

So I added Razzle Dazzle and my 10 Colonists don't have the Performance skill. I added a wanderer via DevMode and he does. Perhaps Performance should just be merged with Artistic skill?

Thanks for taking a look! Yes, Razzle Dazzle needs a new colony so that this stat will appear on everyone. I was considering having performance judged on a hybrid artistic/social score when I first started out (and indeed social is an important part of how well a comedy gig goes in-game), but I settled on this instead, due in part to some grumbling from actors I know who say they're crap at other arts!
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Veredii on June 02, 2017, 07:43:51 AM
I'm not sure if I'm just bad at reading but I don't see a file for Prepare for Romance in the Dropbox. Has it not been updated for the A17 version of Prepare Carefully yet? There's no rush or anything (I'm still a novice Rimworld player) but I thought I'd let you know in case it's just a matter of forgetting to upload it. Thanks for the interesting mods~
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Shinzy on June 02, 2017, 07:58:55 AM
Ooooooh wow!
These are some really fine mods!
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Stormfox on June 02, 2017, 11:04:53 AM
Quote from: Several Puffins on June 01, 2017, 09:20:09 PM
Your OCD colonist does recover from time to time, yes? If so, I might up the guaranteed refractory period to a day (it's currently half a day). If not, it's an old bug that I thought I'd finally killed.

Sakura does not. She is currently at severe and it never gets better - the colony is about 18 months old and she was one of my starters. She is basically worthless and has been for quite some time now.

Quote
Hmm.... You shouldn't get more than -14, and that should only be for level 3 ASD. Is this what you had? The next release, though, does put that down to 1 day from 2, and to a mere -12!

That disorder got healed by now, but it was on medium strength and it gave a -15 whenever I drafted him for two or more days. I am very sure of that because it took me quite some time to figure out where that debuff even came from, so I checked almost everything.


Edit after playing a few more ingame days:

Sakura finally got her OCD controlled just now - after 18 months of counselling. Eridani, my guy with level 2 autism, just got -14 from being told to refuel a generator. And now he got it from equipping a different weapon. That one is really not well implemented, sorry.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: deathstar on June 04, 2017, 07:23:02 AM
One of my colonists is suffering from cleanliness OCD, when he goes on a compulsive cleaning spree, he just stands around (because my colony is rather clean anyway, at the moment). When his mental break ends, he continues standing around until he either collapses due to exhaustion or is on the brink of starving. Drafting and releasing him fixes this. Maybe something to look at?
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Goldenpotatoes on June 04, 2017, 10:22:50 AM
Razzle Dazzle is hitting me with a pretty hefty slowdown when right-clicking on objects. Running the bare requirements (workshop versions of HugsLib and RazzleDazzle) with no error logs. Probably something to look into.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: deathstar on June 04, 2017, 10:59:17 AM
Quote from: Goldenpotatoes on June 04, 2017, 10:22:50 AM
Razzle Dazzle is hitting me with a pretty hefty slowdown when right-clicking on objects. Running the bare requirements (workshop versions of HugsLib and RazzleDazzle) with no error logs. Probably something to look into.

I can confirm, especially noticable for the context-menu of corpses for me...
Title: Re: [A17] SeveralPuffins mods for A17
Post by: kenmtraveller on June 05, 2017, 01:22:22 PM
Not certain this is a bug, but one crashed ship map had me start totally enclosed in rock, and I had to mine toward the ship for about 1/3rd of the map.  All the crash victims were dead by the time I broke through.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Sixdd on June 07, 2017, 05:29:37 PM
Can verify that the mods are all causing serious slowdowns. Once I removed Romance Diversified, Rumours & Deception, Rim Disorders and Recon and Discovery all the lag cleared up.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Aerial on June 07, 2017, 05:36:33 PM
I'm getting these errors (below) when starting Rimworld.  Can anyone tell me why?  I'm going to go ahead and try playing to see if I see an impact.  I uninstalled/reinstalled Rimworld just a couple of days ago, but I keep seeing things that make me think I still have some dev tool-type stuff that the A17 release version shouldn't have.  However, I checked and I'm not opted into any unstable betas anymore so I don't know what's going on.  Any help would be appreciated.

RimWorld 0.17.1557 rev1153
Verse.Log:Message(String)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

Mod RazzleDazzleA17 has incorrectly formatted target version 'Unknown'. For the current version, write: <targetVersion>0.17.1557</targetVersion>
Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
Verse.ModLister:.cctor()
Verse.<>c__Iterator211:MoveNext()
Verse.<>c__Iterator211:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Mod RimDisordersA17 has incorrectly formatted target version 'Unknown'. For the current version, write: <targetVersion>0.17.1557</targetVersion>
Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
Verse.ModLister:.cctor()
Verse.<>c__Iterator211:MoveNext()
Verse.<>c__Iterator211:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Mod RomanceDiversifiedA17 has incorrectly formatted target version 'Unknown'. For the current version, write: <targetVersion>0.17.1557</targetVersion>
Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
Verse.ModLister:.cctor()
Verse.<>c__Iterator211:MoveNext()
Verse.<>c__Iterator211:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Mod RumoursAndDeceptionA17 has incorrectly formatted target version 'Unknown'. For the current version, write: <targetVersion>0.17.1557</targetVersion>
Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
Verse.ModLister:.cctor()
Verse.<>c__Iterator211:MoveNext()
Verse.<>c__Iterator211:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

[HugsLib] HugsLib.HugsLibController
Verse.Log:Message(String)
HugsLib.Utils.ModLogger:Message(String, Object[])
HugsLib.HugsLibController:CheckForIncludedHugsLibAssembly()
HugsLib.HugsLibController:LoadReloadInitialize()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Hospitality injected.
Verse.Log:Message(String)
Hospitality.DetourInjector:Inject()
Hospitality.DetourInjector:Initialize()
HugsLib.HugsLibController:LoadReloadInitialize()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

[HugsLib] v3.1.0 initialized Hospitality
Verse.Log:Message(String)
HugsLib.Utils.ModLogger:Message(String, Object[])
HugsLib.HugsLibController:LoadReloadInitialize()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Sixdd on June 07, 2017, 05:55:09 PM
The four big ones are just mod-game version mismatches. You can either redownload the mods and see if that fixes it or open each of the mods About.xml files and adjust the "target version" for each. The other stuff looks to me like misc debug junk, you can probably ignore them (though I've only been modding RimWorld for a few weeks so I may be wrong).
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Dimbledorf on June 08, 2017, 07:28:43 PM
Great mod! However I came here to report a bug. It appears that the razzle dazzle mod is incompatible with the mod vegetable garden for some reason. The error log says something about the game not being able to load/identify textures from vegetable garden.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: notfood on June 08, 2017, 08:59:40 PM
I run Razzle Dazzle mod and all the others with Vegetable Garden. No issues here.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Napple on June 08, 2017, 09:38:18 PM
Did you update your mods with the latest bugfixes and changes on the steam version?
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Pink Photon on June 09, 2017, 03:17:35 AM
Can I do anything with the computer terminal in an abandoned lab? I gave it power, but I can't figure out how to interact with it.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: faltonico on June 09, 2017, 09:16:02 PM
The Recon And Discovery video on steam is lovely, consider adding it to the OP.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Wooz on June 09, 2017, 09:29:30 PM
Nicé, just what I was looking for.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: AngleWyrm on June 10, 2017, 12:58:21 PM
Quote from: notfood on June 08, 2017, 08:59:40 PM
I run Razzle Dazzle mod and all the others with Vegetable Garden. No issues here.

I've tried to add Razzle Dazzle mod to my game, but it crashed, giving an error box that said something to the effect of "Incompatible or corrupt mods detected, disabling all your mods."

Could you attach your ModsConfig.xml as a sort of known-good state of the game?
Title: Re: [A17] SeveralPuffins mods for A17
Post by: gariba on June 11, 2017, 01:08:29 PM
Don't know if this is possible, but is there a way to make the Peace Talks event only appear on hexes that are less than 5 days travel away from your colony? So far I've had one that is 6 days away, and another that was 16 since it was in a mountainous area inside a wall of impassible terrain.
Sure, I could just drop pod there, but I'm playing a tribal colony, and depending on drop pods is a bit immersion breaking.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: notfood on June 11, 2017, 01:28:31 PM
Quote from: AngleWyrm on June 10, 2017, 12:58:21 PM
I've tried to add Razzle Dazzle mod to my game, but it crashed, giving an error box that said something to the effect of "Incompatible or corrupt mods detected, disabling all your mods."

Could you attach your ModsConfig.xml as a sort of known-good state of the game?

My modlist is steam made, it shows a bunch of numbers.

I put Vegetable Garden before all the mods here. Maybe that's relevant? I doubt VG would do anything to these though.

Title: Re: [A17] SeveralPuffins mods for A17
Post by: ironstag on June 12, 2017, 10:01:19 PM
Quote from: AngleWyrm on June 10, 2017, 12:58:21 PM
Quote from: notfood on June 08, 2017, 08:59:40 PM
I run Razzle Dazzle mod and all the others with Vegetable Garden. No issues here.

I've tried to add Razzle Dazzle mod to my game, but it crashed, giving an error box that said something to the effect of "Incompatible or corrupt mods detected, disabling all your mods."

Could you attach your ModsConfig.xml as a sort of known-good state of the game?

I've been toiling away at this for a little while, trying to isolate the problem, since it's DEFINITELY something with RazzleDazzle. I've kept everything else off my modlist except HugsLib, Extra Widgets, & Mod Menu Enhanced.

I got red error messages when "Medical Tab" was the only other activated mod, but no crashes.

The game crashed with the incompatibility report when "Miniaturisation" was the only other activated mod.

Having "Vegetable Garden" as the only other activated mod produced NO error messages.

In fact, having "A Dog Said...", "Architect Sense", "Brainwashing", "Bridgello", "Colony Leadership", "DDA Security and More", "EdB Prepare Carefully", "Facial Stuff", "Fish Industry", "Hospitality", "Miscellaneous CORE", "Numbers Tab", "Vegetable Garden", and "Wildlife Tab" all running after RazzleDazzle produced NO errors, so I'm pretty confident the issue is with Miniaturisation.

I'm going to try having ALL of my mods enabled sans Miniaturisation and see if that works. But I'm pretty sure that's the culprit.

https://steamcommunity.com/sharedfiles/filedetails/?id=726372052&searchtext=miniaturisation

Looks like it's been causing some other issues, too.

... WHY ARE THERE TWO MODS CALLED "Miniaturisation"?
Title: Re: [A17] SeveralPuffins mods for A17
Post by: onerous1 on June 14, 2017, 12:18:24 AM
So I played around with Rim Disorders for about two in-game seasons and it's really tough. I did a lone tribal start with two dogs and two weapons on a boreal mountainous map. After the first or second raid, my pawn developed OCD and would have mental breaks every day. I have one other colonist with poor doctoring skill and a prisoner who also developed OCD. My pawn can treat the prisoner for her OCD but cannot self-treat to manage her symptoms which is unfortunate. After two escape pods who wandered off after being rescue and an escapee pyromaniac (no thank you), I have to uninstall the mod. I may give it a shot once I have a decent colony started but currently, I can't have one colonist out of commission when the other colonist can do nothing but haul (yay!), cut plants, and train animals. I feel that the disorders manifest too quickly. After all, it was only after getting hurt in the first or second raid of the first year. Perhaps it's realistic but it's making my game unplayable.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: deathstar on June 14, 2017, 04:39:00 AM
Quote from: onerous1 on June 14, 2017, 12:18:24 AM
So I played around with Rim Disorders for about two in-game seasons and it's really tough. I did a lone tribal start with two dogs and two weapons on a boreal mountainous map. After the first or second raid, my pawn developed OCD and would have mental breaks every day. I have one other colonist with poor doctoring skill and a prisoner who also developed OCD. My pawn can treat the prisoner for her OCD but cannot self-treat to manage her symptoms which is unfortunate. After two escape pods who wandered off after being rescue and an escapee pyromaniac (no thank you), I have to uninstall the mod. I may give it a shot once I have a decent colony started but currently, I can't have one colonist out of commission when the other colonist can do nothing but haul (yay!), cut plants, and train animals. I feel that the disorders manifest too quickly. After all, it was only after getting hurt in the first or second raid of the first year. Perhaps it's realistic but it's making my game unplayable.

I found the standard rates to cause disorders to occur way too frequently, too. Luckily, a configuration menu is included in the mod options, allowing you to tweak the rates of each individual disorder. I have some set to rates as low as 0.2 and still find them occurring pretty often.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: kenmtraveller on June 14, 2017, 01:37:16 PM
Hey,
I'm playing with Recon and Discovery, and I consistently hit a bug when I visit a spaceship with a large number of downed colonists.
At some point after stabilizing them , the game starts automatically pausing after every single update increment.  I basically have to hold down the space bar to get the game to progress.  It takes forever.
Also , I get messages indicating that Spacers are attacking my colonists, when in fact no such attack takes place.  And, if a spacer who hasn't joined my colony yet goes berserk, all of the spacers who have recently joined my faction path to attack him.  Lastly, while I can manually give spacers who have joined commands, they default to 'wandering' instead of picking an assignment from the queue on their own, and they don't use joy items (horseshoe) and they don't sleep in a bed when tired (though they will sleep in a medical bed if injured).
When I finally leave the map, I sometimes don't get the opportunity to leave with colonists that have joined.  This behaviour is intermittent.
All of these problems end when I finally exit the map.  Any spacer colonists who I do get to leave with are completely normal at that point.

Are these known issues?  I am running with several other mods, wondering if there's a conflict.  I really love this mod so I'd love a workaround for the problems I'm seeing.

Ken
Title: Re: [A17] SeveralPuffins mods for A17
Post by: AngleWyrm on June 14, 2017, 02:07:39 PM
Quote from: deathstar on June 14, 2017, 04:39:00 AM
I found the standard rates to cause disorders to occur way too frequently, too. Luckily, a configuration menu is included in the mod options, allowing you to tweak the rates of each individual disorder. I have some set to rates as low as 0.2 and still find them occurring pretty often.
I did the same thing, adjusting it down to 0.1 for each of the disorders. It's a pound-and-observe, poking at it with a sharp stick type of solution that prompts a quest for better; how can we do better?

The counseling mechanic can eventually heal a disorder over a series of sessions. So it would seem that balance would be the point at which disorders are evenly met with healings from disorders, a stable situation. So a goal to meet that would be to estimate how long it takes to cure a disorder and then set up affliction rates so that it is the same average as that cure time.

The design/artistry aspect is deciding what portion of the colony is devoted to social+doctor skill set, and probably a good candidate for an xml adjustable variable.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: kenmtraveller on June 16, 2017, 02:16:48 AM
Hey,
to follow up on my earlier message, now I am getting the problem where my game constantly pauses even after I left a recon and discovery map where it started.

I enabled developer mode, each increment throws this error:
System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.CellFinder.TryFindRandomEdgeCellWith (System.Predicate`1 validator, Verse.Map map, Single roadChance, Verse.IntVec3& result) [0x00000] in <filename unknown>:0
  at RimWorld.RCellFinder.TryFindTravelDestFrom (IntVec3 root, Verse.Map map, Verse.IntVec3& travelDest) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_TravelerGroup.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.TryFire (RimWorld.FiringIncident fi) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentQueue.IncidentQueueTick () [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Any idea what is going on?  It's killed my game.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Slate on June 16, 2017, 07:14:49 PM
First off thank you for the mods, I enjoy them greatly.

I have however run into something with the Recon and Discovery mod.
I got the Faulty generator causing Tremors to basicly rip all my roofs apart, so far so good it was someting that finaly got me to leave my starter site for the first time ever to deal with the problem. I traveled to the faulty generator and found that i could uninstall it (probably because of the miniaturisation mod) so I though "Neat free thermal gen." I brought it back and installed it but the tremmors never stopped. I remembered that the message said something about having to dismantle it after a while and lets just say my face still has multiple hand shaped bruises. Now I have a colony that for at least a quarter of a year hasnt been able to keep a roof more then 1 inch of the ground for more then 1 hour.

I know I probably f-ed it up with the minifying of the gen. but now I am wondering, will the tremors ever stop? Is that colony just done?
Or will it end after a given time period?

Also I would like to make a suggestion:

Maybe look into what roof location it collapses, making the roof fall down on spans that normaly are safe is fine, it adds weight to the tremor condition but having roofs collaps that are no more than 3 tiles wide or even 1 tile wide is a bit much isn't it? The most grating thing I feel is the fact that the roof collapsing happens so often, the spam of the messages and beeps is strong with this one, maybe have the tremors collapse a bunch of roofs at the same time and then not have it do it for a while?

I do hope I'll get some feadback on this question soon as I am slowly having to turn all my pawns into mechanized versions of themselves due to all the crushed body parts. (not saying that's a bad thing, just a bit sooner than I was planing.)

Slate.

Edit:

Wouldn't you know it, I post the question and as soon as I boot the game up again the tremors subsided, little over one quarter of a year.
That answers that question, the sugestion still stands though.
Thank you for your time.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: 8hbc on June 17, 2017, 12:25:02 AM
I can't find any drop-down menu "store corpse" on dead bodies for using osiris caskets
Title: Re: [A17] SeveralPuffins mods for A17
Post by: wwWraith on June 18, 2017, 02:03:49 PM
With Razzle Dazzle there are several backstories in vanilla game that would be better using buffs to Performance skill instead of Art. Rainbeau Flambe's Editable Backstories mod may be useful for some workaround.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: LittleMikey on June 19, 2017, 06:33:35 AM
Omg high five for knowing Asexuals exist! We are forgotten about far too easily >_<;
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Warforyou on June 24, 2017, 05:59:31 PM
Now all my colony of about 20 pawns is doing nothing but obsessively cleaning that freaking forest. Every. Day. All day long. Doh...
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Trigon on June 24, 2017, 08:42:15 PM
Is prepare for romance still a thing? Rather, how do I make romance diversified work with prepare carefully?
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Mitz on June 24, 2017, 09:25:13 PM
Hello!
just noticed that rimdisorders now has disorders, one being autism.
i'd love to give input on the autism of rimdisorders. being autistic myself, it may not be curable but, in level 1 autism, they could be treated easily. TREATED AS IN NOT CURING BUT RESISTING AUTISM IMPULSES. minor difficulties socializing, skill learning multiplier (can't remember name) would be increased, and i would think they would kick in a bit of sense for mental breaks, like actually eating in minor and major ones. level 2 (i guess i would have) should have a decent difficulty treating (or learning to resist impulses, as i should say) but global work speed could be slightly increased for this stage, global learning factor highly increased (seriously, we learn fast) higher break risk, but they have a slight chance of refusing and wandering off for an hour (unlike total refusal) if they do not have a passion for the job and they're prioritized manually, and otherwise (in same situation) they will have, maybe, a -6 debuff for it. i will expand on this later.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Yukino on June 25, 2017, 04:15:19 AM
Hey, there's this love bomb mod in the Dropbox and I'm kinda curious what it is? some kind of love drug?
Title: Re: [A17] SeveralPuffins mods for A17
Post by: wwWraith on June 25, 2017, 05:11:14 AM
I played a colony with Recon and Discovery for a few years. I didn't want to make caravans yet, but as the time passed there became quite a few Crashed Ship sites around my base. I think they are supposed to disappear in some time.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Warforyou on June 26, 2017, 10:14:48 AM
Don't see if this was already mentioned but if obsessive cleaning happens with a pawn that is in a caravan, the caravan stops moving completely (they don't stop with vanilla mental breaks). And the worst thing is that state never goes away. The only way to handle this is to make camp (via the corresponding mod) and then insta-reform caravan so that mental state just disappears. But this mental break can happen up to ten times a day even being on middle stage!
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Contralto on June 26, 2017, 03:31:19 PM
You may be my favorite Modder, now.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: kenmtraveller on June 26, 2017, 06:40:31 PM
Anyone know if Recon and Discovery is compatible with HardCore SK?  Also, have there been any recent bugfixes for it?  The mod adds so much to the game -- but  the last time I tried to use it (2 weeks ago)  I encountered lots of bugs.

Ken
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Unonker on July 01, 2017, 06:46:47 PM
Quote from: Warforyou on June 26, 2017, 10:14:48 AM
Don't see if this was already mentioned but if obsessive cleaning happens with a pawn that is in a caravan, the caravan stops moving completely (they don't stop with vanilla mental breaks). And the worst thing is that state never goes away. The only way to handle this is to make camp (via the corresponding mod) and then insta-reform caravan so that mental state just disappears. But this mental break can happen up to ten times a day even being on middle stage!
Error: http://i.imgur.com/1eIufe2.png

System.NullReferenceException: Object reference not set to an instance of an object 
at RimDisorders.MentalState_COCDCleaning.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 RimWorld.Planet.WorldPawns.WorldPawnsTick () [0x00000]
Title: Re: [A17] SeveralPuffins mods for A17
Post by: BTAxis on July 02, 2017, 05:10:54 PM
There's a small spelling error in the tooltip for a bad concert: "death throws" should be spelled "death throes".
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Sebastian Cigar on July 02, 2017, 10:33:43 PM
Hey, I've just noticed a bug of some sort
If Peace Talks event occurs while the negotiating faction is raiding you, the attacking pawns will keep their assigned tasks such as "ignite wall" AND become friendly. Trying to stop them incurs a standings penalty and a kick back to hostile relationships. I have a crapload of mods though, could  mod interference be the cause for this?
https://puu.sh/wAaNk/b7cc616238.jpg (https://puu.sh/wAaNk/b7cc616238.jpg)
Title: Re: [A17] SeveralPuffins mods for A17
Post by: wwWraith on July 04, 2017, 08:36:54 AM
Just a minor detail in Recon and Discovery: "Starship down" triggers with the message "Our comms console detected a distress call from a ship shortly before it crashed!" even when we have not built the comms console yet.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: VentroHawk on July 05, 2017, 04:34:51 PM
Hey, can you tell me how I can change it so that the performances are based on art? I don't really like the idea of creating the new performance skill because it feels like it breaks vanilla too much while the rest of the mod is perfect. Thank you <3
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Tenshi~Akari on July 05, 2017, 05:26:43 PM
Thank you so much for these mods, especially Razzle Dazzle. I've been looking forward to that ever since the teaser in the A16 thread for it. I'm hoping somehow different instruments will be in the works in the future? Would love to have a small band going w/ my pawns someday.  ;D

Also, a small note/slight request on the Romance Diversified mod: Is it possible to have the asker for the dates/hookups not chase after the ask-ee if they're out of their designated zone? (Sort of like how when a pawn goes to train animals but once the animals leave the zone or go to sleep, they immediately move on to another job.) I ask this because I've literally had 3 pawns incapable of violence chase after their lovers in the thick of a potential raid... talk about dedication to the lovin'.  :P

EDIT: I've been having this error happen as well, not a game breaker, but I guess the "I lied" thought doesn't work like it's supposed to in Rumors & Deception?

Can't gain social thought ILied because its otherPawn is null and otherPawn passed to this method is also null. Social thoughts must have otherPawn.
Verse.Log:Error(String)
RimWorld.MemoryThoughtHandler:TryGainMemory(Thought_Memory, Pawn)
RimWorld.MemoryThoughtHandler:TryGainMemory(ThoughtDef, Pawn)
RumoursAndDeception.InteractionWorker_SpreadRumours:Interacted(Pawn, Pawn, List`1)
RimWorld.Pawn_InteractionsTracker:TryInteractWith(Pawn, InteractionDef)
Hospitality.Harmony.TryInteractRandomly:Replacement(Pawn_InteractionsTracker, Boolean&)
RimWorld.Pawn_InteractionsTracker:TryInteractRandomly_Patch1(Object)
RimWorld.Pawn_InteractionsTracker:InteractionsTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [A17] SeveralPuffins mods for A17
Post by: BaumMitBart on July 15, 2017, 10:33:44 AM
Quote from: kenmtraveller on June 16, 2017, 02:16:48 AM
Hey,
to follow up on my earlier message, now I am getting the problem where my game constantly pauses even after I left a recon and discovery map where it started.

I enabled developer mode, each increment throws this error:
System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.CellFinder.TryFindRandomEdgeCellWith (System.Predicate`1 validator, Verse.Map map, Single roadChance, Verse.IntVec3& result) [0x00000] in <filename unknown>:0
  at RimWorld.RCellFinder.TryFindTravelDestFrom (IntVec3 root, Verse.Map map, Verse.IntVec3& travelDest) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_TravelerGroup.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.TryFire (RimWorld.FiringIncident fi) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentQueue.IncidentQueueTick () [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Any idea what is going on?  It's killed my game.

My logs are reporting the same issue - has anybody a clue? It seems to be an endless loop as the error counter is constantly growing - results are huge lag spikes. Events that i cleared: Tremor Generator - but i cant say if this is the problem.

Anybody fixed that issue?
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Erratum on July 15, 2017, 12:03:13 PM
Okay, have a problem here with Recon and Discovery:

My colonists keep sticking livestock into the cryptocaskets. Dead livestock. And when I have them open up the casket, they pop the cadaver back in again immediately.

I suggest adding a 'storage restrictions' thing to the caskets if you're going to use a bodge for resurrection, because I'm getting tired of finding my caskets - not just the Osiris one, but even the ancient cryptocaskets - full of dead chickens.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: KevinHann on July 17, 2017, 12:31:11 PM
Is there anything particular about the mod load order to keep in mind? These look amazing but whichever I attempt to load in my game... well, it basically makes everything from doormats to fishing mods collide and resets the entire list :(

Any suggestions what could be causing this?
Title: Re: [A17] SeveralPuffins mods for A17
Post by: NalaAddict on July 21, 2017, 08:53:54 PM
Muahahaha!  Glad I read the last comments on the A16 of two of these mods.  I was like 'hell yes...must have this'..then saw A16...audibly swore.  Now I'll be getting Rumors & Deception and Romance Diversified.  I'm unsure about RecondAndDiscovery at this point.  Not sure if Romace can work on an existing game or not.

That all said...please keep these updated, they are too good to be lost to the ages.  Thanx
Title: Re: [A17] SeveralPuffins mods for A17
Post by: SpaceDorf on July 22, 2017, 03:31:31 AM
Quote from: NalaAddict on July 21, 2017, 08:53:54 PM
Muahahaha!  Glad I read the last comments on the A16 of two of these mods.  I was like 'hell yes...must have this'..then saw A16...audibly swore.  Now I'll be getting Rumors & Deception and Romance Diversified.  I'm unsure about RecondAndDiscovery at this point.  Not sure if Romace can work on an existing game or not.

That all said...please keep these updated, they are too good to be lost to the ages.  Thanx

I have the whole set, except "pawns play together" which does not play nice with animal hauling mods ...
I had this mega collide too, but I caused it with a half-baked modding try of my own .. so no idea where it comes from in this case.

oh and I don't use razzle-dazzle, not because it made any problems, I just never came around to use the features so I left it out of the modlist again.
Otherwise it playes nice with the rest of my 200 other mods :)
Title: Re: [A17] SeveralPuffins mods for A17
Post by: AngleWyrm on July 22, 2017, 06:35:05 PM
How do I use the Razzle-Dazzle mod? They just seem to "muck about" on the stage.
I've crafted a play, what do I do with it?
Title: Re: [A17] SeveralPuffins mods for A17
Post by: LiteEmUp on July 24, 2017, 03:25:52 AM
so i'm interested in razzle dazzle...

so any known mod conflicts right now?? aside from that cute dancing robot??

save game compatible or requires a new save?? therapy mod adds a therapist job, but doesnt require a new save.. so im hoping razz is also save compatible..
Title: Re: [A17] SeveralPuffins mods for A17
Post by: LiteEmUp on August 10, 2017, 05:33:29 PM
so someone mentioned on steam workshop about psychology mod having conflicts with razzle dazzle??


can anyone likely confirm thnx..


i do definitely would love to have this mod added to my list, but looking at comments here and on workshop has me worried.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Chaos17 on August 12, 2017, 06:28:37 AM
Quote from: LiteEmUp on August 10, 2017, 05:33:29 PM
so someone mentioned on steam workshop about psychology mod having conflicts with razzle dazzle??


can anyone likely confirm thnx..


i do definitely would love to have this mod added to my list, but looking at comments here and on workshop has me worried.
I've tried both mods together and the pawns would not use the stage you can build with Razzle Dazzle at all or any features that were listed I didn't saw them. I might try again in the futur.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: TastyCookies on August 14, 2017, 01:54:38 PM
I want to try Recon and Discovery but I'm afraid it might destroy my save, can anyone tell me if the mod is currently stable as I've seen the comments on Steam stating that there are some problems with it? Thank you for making the mod  ;D
Title: Re: [A17] SeveralPuffins mods for A17
Post by: LiteEmUp on August 14, 2017, 03:45:39 PM
Quote from: Chaos17 on August 12, 2017, 06:28:37 AM
Quote from: LiteEmUp on August 10, 2017, 05:33:29 PM
so someone mentioned on steam workshop about psychology mod having conflicts with razzle dazzle??


can anyone likely confirm thnx..


i do definitely would love to have this mod added to my list, but looking at comments here and on workshop has me worried.
I've tried both mods together and the pawns would not use the stage you can build with Razzle Dazzle at all or any features that were listed I didn't saw them. I might try again in the futur.

is putting both mods on diferent load order helps?? i'm just wondering what changes that razzle did that affects psychology or pawns not using the stage...

Quote from: TastyCookies on August 14, 2017, 01:54:38 PM
I want to try Recon and Discovery but I'm afraid it might destroy my save, can anyone tell me if the mod is currently stable as I've seen the comments on Steam stating that there are some problems with it? Thank you for making the mod  ;D
yeah i'm interested on recon too, but like razzle dazzle, the comments from steam workshop also has me worried about the stability of the mod... and the worst part is that the mod author seems to have moved on from rimworld, by just looking at his profile.. someone has to likely pickup the work on fixing both razzle and recon mod..

i'm mostly interested in the osiris casket, stargate, and stargate mods in it.. it wouldn't feel like stargate without stuff related to the stargate franchise...
Title: Re: [A17] SeveralPuffins mods for A17
Post by: TastyCookies on August 14, 2017, 04:56:38 PM
Quote from: LiteEmUp on August 14, 2017, 03:45:39 PM
yeah i'm interested on recon too, but like razzle dazzle, the comments from steam workshop also has me worried about the stability of the mod... and the worst part is that the mod author seems to have moved on from rimworld, by just looking at his profile.. someone has to likely pickup the work on fixing both razzle and recon mod..

i'm mostly interested in the osiris casket, stargate, and stargate mods in it.. it wouldn't feel like stargate without stuff related to the stargate franchise...
I think I'm going to try the mod itself out and report on what I experience with my 50+ mod load order. I read more information on the mod on Steam and some of the bugs aren't gamebreaking.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Onasaki on August 14, 2017, 09:22:24 PM
I'm interested in Recon and Discovery, but also Disorders. However, when I download them and go to unzip I get this weird error about how the encryption doesn't work. It gives me bad feels, but I'm paranoid.

Disorders has an issue with the version number(and no idea if it works with Psychology), and Recon/Discovery seems to generate issues when creating a new world. I think it's because of the amount of memory that's drawn from the game when the mod is installed, vs my shitty computer.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: LiteEmUp on August 15, 2017, 02:22:32 AM
Quote from: TastyCookies on August 14, 2017, 04:56:38 PM
Quote from: LiteEmUp on August 14, 2017, 03:45:39 PM
yeah i'm interested on recon too, but like razzle dazzle, the comments from steam workshop also has me worried about the stability of the mod... and the worst part is that the mod author seems to have moved on from rimworld, by just looking at his profile.. someone has to likely pickup the work on fixing both razzle and recon mod..

i'm mostly interested in the osiris casket, stargate, and stargate mods in it.. it wouldn't feel like stargate without stuff related to the stargate franchise...
I think I'm going to try the mod itself out and report on what I experience with my 50+ mod load order. I read more information on the mod on Steam and some of the bugs aren't gamebreaking.
although im subbed to both mods on steam, i haven't activated both as i'm still waiting for that day to come that both mods get "fixed"

i've read the comments on both mods and yes to some it may not be gamebreaking, but the bugs can be so annoying that you might want to bash your head into a wall lol... i believe that the worst part is that recon and discovery will corrupt your save if you uninstall it, so your SOL...
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Fuzzel on September 02, 2017, 03:09:51 PM
Is it save to remove Rim Disorders from a savegame? I noticed that it kind of overlaps with Psychology and now I got a few pawns that have multiple anxieties and PTSD from both mods that drive them crazy
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Bar0th on September 05, 2017, 12:26:35 AM
Quote from: LiteEmUp on August 15, 2017, 02:22:32 AM
Quote from: TastyCookies on August 14, 2017, 04:56:38 PM
Quote from: LiteEmUp on August 14, 2017, 03:45:39 PM
yeah i'm interested on recon too, but like razzle dazzle, the comments from steam workshop also has me worried about the stability of the mod... and the worst part is that the mod author seems to have moved on from rimworld, by just looking at his profile.. someone has to likely pickup the work on fixing both razzle and recon mod..

i'm mostly interested in the osiris casket, stargate, and stargate mods in it.. it wouldn't feel like stargate without stuff related to the stargate franchise...
I think I'm going to try the mod itself out and report on what I experience with my 50+ mod load order. I read more information on the mod on Steam and some of the bugs aren't gamebreaking.
although im subbed to both mods on steam, i haven't activated both as i'm still waiting for that day to come that both mods get "fixed"

i've read the comments on both mods and yes to some it may not be gamebreaking, but the bugs can be so annoying that you might want to bash your head into a wall lol... i believe that the worst part is that recon and discovery will corrupt your save if you uninstall it, so your SOL...

I have added him on steam, to try to get in touch (since he hasn't responded to any posts on here that people have made).  I have already decompiled and rebuilt Razzle Dazzle...  It now loads with Psychology, Miniaturisation, and others fine (no more crash / mod reset on load).  I've also changed the broadcast tower (which was one of the biggest non-crash related complaints I noticed), and added new burn recipes (to trash horrible compositions / plays).  The changes to the tower can be found on the workshop as Razzle Dazzle+ (requires the original mod loaded still).

I've never worked with C# before though (just C, C++, and modifying CIL code directly though ILSpy), so we'll see :)  My new build of his code compiles clean though, so I guess there's that :)

1>------ Rebuild All started: Project: RazzleDazzle, Configuration: Release x86 ------
1>  RazzleDazzle -> D:\steam\steamapps\common\RimWorld\Mods\RazzleDazzle2\Assemblies\RazzleDazzle.dll
========== Rebuild All: 1 succeeded, 0 failed, 0 skipped ==========
Title: Re: [A17] SeveralPuffins mods for A17
Post by: MsMeiriona on September 09, 2017, 02:55:17 PM
Quote from: Trigon on June 24, 2017, 08:42:15 PM
Is prepare for romance still a thing? Rather, how do I make romance diversified work with prepare carefully?
same issue, don't see it in the dropbox.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Sixdd on September 10, 2017, 02:36:24 PM
Prepare for Romance is only needed on Alpha 16 if I remember correctly. In Alpha 17 Romance Diversified is fully compatible with Prepare Carefully. At least that is what I have found on steam.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Tenshi~Akari on September 10, 2017, 10:30:02 PM
Since the most recent iteration of Prepare Carefully allows you to add way more traits than just the original base 3 max (now allows a maximum of 7 if I'm remembering correctly), it would kind of be redundant to update Prepare for Romance.

-----

I really am a little bit concerned about the previous issue I noted a while back... about lovers chasing their partners into the thick of the wilderness just to either hook up or go on a date. I have settings turned WAY down, but that doesn't resolve the fact that pawns still continue the action even beyond their allowed areas.

Also wondering if the Asexual trait is actually set to do anything at the moment... forgive me if it sounds kind of ill-informed, I was kind of under the impression that it meant that a specific pawn would have no romantic inclinations towards either gender, but several pawns I've had with this trait have always ended up either wooing other pawns or getting wooed into Lovers status. Not saying that it shouldn't happen at all period, folks do at times end up falling in love with whomever whenever regardless of orientation at some point... but it seems kind of strange that it happens way more often & frequently than one thinks it should in-game by description, at least in the playthroughs I've had with Romance Diversified installed.

Hopefully these can be looked at in any future updates?  :)
Title: Re: [A17] SeveralPuffins mods for A17
Post by: LiteEmUp on September 11, 2017, 01:07:28 AM
Quote from: Tenshi~Akari on September 10, 2017, 10:30:02 PM

Hopefully these can be looked at in any future updates?  :)

if you are expecting an update from the original mod author, good luck.. it seems he has moved on... i have interest in playing his mods, but reading the comments on workshop and here seems that it is in my best interest to stay away from his mods at the moment...

you just have to pray a kind soul pick up the work on continuing the mod author's work..
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Tenshi~Akari on September 11, 2017, 09:13:58 AM
Darn, that sucks. Honestly, if I had the knowledge myself, I'd have loved to pick up the Razzle Dazzle & fix some things about that if that's the case, or just be able to fix those issues mentioned on my end myself. But C# ain't my thing sadly.  :'( (At least not yet. Won't rule it out, but I don't see that happening anytime soon...)
Title: Re: [A17] SeveralPuffins mods for A17
Post by: faltonico on September 11, 2017, 05:51:19 PM
Quote from: LiteEmUp on September 11, 2017, 01:07:28 AM
Quote from: Tenshi~Akari on September 10, 2017, 10:30:02 PM

Hopefully these can be looked at in any future updates?  :)

if you are expecting an update from the original mod author, good luck.. it seems he has moved on... i have interest in playing his mods, but reading the comments on workshop and here seems that it is in my best interest to stay away from his mods at the moment...

you just have to pray a kind soul pick up the work on continuing the mod author's work..
S/he didn't left any of the source code around, so i doubt any one can continue with this.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: WalkingProblem on September 11, 2017, 06:59:00 PM
These mods need to be on Steam!
Title: Re: [A17] SeveralPuffins mods for A17
Post by: faltonico on September 11, 2017, 07:50:35 PM
Quote from: Walking Problem on September 11, 2017, 06:59:00 PM
These mods need to be on Steam!
They are,
Together with this  lovely video:
https://www.youtube.com/watch?v=snME2KuRW3w
Title: Re: [A17] SeveralPuffins mods for A17
Post by: TastyCookies on September 12, 2017, 06:32:08 AM
Just to update my experience with Recon and Discovery, I actually do not have any problems with this mod. The tremors issue that everyone was discussing on the forums not disappearing did not happen to me. I got the faulty generator event that caused the tremors and once I went there and destroyed it, the tremors went away. I really enjoyed Recon and Discovery and was able to save people from a crashed ship and join my colony to form a new form a new base. I also made friends with a tribe since they wanted peace from me. I used OHU Dropships and had no compatibility issues with it. No errors occurred in the log involving this mod.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: kenmtraveller on September 12, 2017, 01:16:30 PM
It's too bad, Recon and Discovery, while buggy, was really ambitious in a good way.  Has anyone in the modding community contacted the author and offered to assume ownership?

Ken
Title: Re: [A17] SeveralPuffins mods for A17
Post by: faltonico on September 13, 2017, 12:18:42 PM
Quote from: kenmtraveller on September 12, 2017, 01:16:30 PM
It's too bad, Recon and Discovery, while buggy, was really ambitious in a good way.  Has anyone in the modding community contacted the author and offered to assume ownership?

Ken
Actually, i had no bugs that i remember, at least no game breaking ones, what this mod needs is some fleshing out with some events. Easily fixable with editing the xml files.
For instance, make sure you comment out the radiation event if you use "seeds please", or start the game with 250 psychoid seeds. Reduce the duration and frequency of the "tremor" event, 4 days max is way too much.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: kenmtraveller on September 13, 2017, 04:16:38 PM
I recall 3 bugs:
1) on crash maps with pawns that could be rescued, often rescued pawns would get into a wierd state where it would say they joined you but they actually wouldnt
2) on some generated maps (I saw it on the crashed ship map and also the castle map) the game would enter into a state where it would autopause on every tick (without pause on exception being set).
3) on one map (I think it was a muffalo stampede encounter generated on an overland journey) I got a crash, and at reload time was unable to load my save game.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: TastyCookies on September 13, 2017, 06:35:26 PM
Quote from: kenmtraveller on September 13, 2017, 04:16:38 PM
I recall 3 bugs:
1) on crash maps with pawns that could be rescued, often rescued pawns would get into a wierd state where it would say they joined you but they actually wouldnt
2) on some generated maps (I saw it on the crashed ship map and also the castle map) the game would enter into a state where it would autopause on every tick (without pause on exception being set).
3) on one map (I think it was a muffalo stampede encounter generated on an overland journey) I got a crash, and at reload time was unable to load my save game.
You may have a mod incompatibility that is causing these bugs and crashes. How many mods do you have?
Title: Re: [A17] SeveralPuffins mods for A17
Post by: kenmtraveller on September 13, 2017, 09:20:41 PM
It was quite awhile ago, I'm not sure, but it was just recon and discover and a couple of other mods.  One featured enhanced mechanoids and some better turrets.
I was not the only person reporting issues 1) and 2).

Ken
Title: Re: [A17] SeveralPuffins mods for A17
Post by: faltonico on September 14, 2017, 05:32:42 AM
@kenmtraveller
I never bumped into that, because i never tried to recruit the rescued pawns, i just patched them up and left them be xD
It might be an incompatibility though, i wouldn't be surprised if weird interactions pop up from mods that changes guests for instance.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Luckspeare on October 08, 2017, 02:50:59 PM
I have been getting slews of weird errors under certain circumstances when loading Razzle Dazzle into my mod loadout.  In one situation, I would get them if Fluffy's Colony Manager is loaded before Razzle Dazzle, and in another I would get them if Medieval Times is loaded in the same loadout as Razzle Dazzle at all.

I know little about RW modding, but I believe I may have discovered the problem, and it's easy to fix.

In the mod's RazzleDazzleA17/defs/ThingDefs/RAZ_Buildings.xml file, he defines a base ThingDef for his other buildings called "PerformanceBuildingBase".

As far as I've seen poking around in the thingdefs for other mods, every Base must have the Abstract="True" tag in its ThingDef line.  PerformanceBuildingBase does not have this tag:

  <ThingDef Name="PerformanceBuildingBase" ParentName="BenchBase" Class="RazzleDazzle.PerformanceVenueDef">

However, when I add it so it looks like this:

  <ThingDef Name="PerformanceBuildingBase" ParentName="BenchBase" Class="RazzleDazzle.PerformanceVenueDef" Abstract="True">

...  the errors disappear and I have no problem running Razzle Dazzle alongside the other mods.

So, if you're getting these weird errors (most of them involving meat) when Razzle Dazzle is loaded, this is possibly the problem.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: DiamondBorne on October 10, 2017, 05:56:54 AM
Does Asexual trait from Romance Diversified mod locks all the romance activity or just makes romance rarer?
Title: Re: [A17] SeveralPuffins mods for A17
Post by: SpaceDorf on October 10, 2017, 07:25:49 AM
per definition it should shut down all romance activities.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: joaonunes on October 22, 2017, 09:47:04 AM
The mod "RazzleDazzle" is causing my game to HEAVILY drop the game's FPS when I right-click an item with a pawn selected and the contect menu shows up. As soon as I removed your mod from my load order this issue never occurred again. I did several tests with this mod and the results were consistent with this one being the one causing this issue.

Here's the mod list I was using at the time:

    <li>Core</li>
    <li>HugsLib</li>
    <li>ModSwitch</li>
    <li>CombatExtended</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>[A17] XeoNovaDan's Surgery Tweaks</li>
    <li>QualitySurgeon</li>
    <li>DESurgeries</li>
    <li>Harvest Everything!</li>
    <li>BionicButchery</li>
    <li>DeathRattle</li>
    <li>ExtendedImmunityDrugs</li>
    <li>A_Dog_Said-A17</li>
    <li>AllowTool</li>
    <li>Hospitality</li>
    <li>BalancingAct</li>
    <li>DeadMansClothing</li>
    <li>AllowDeadMansApparel</li>
    <li>Cooks Can Refuel</li>
    <li>AntiAutoUnload</li>
    <li>Bulk Medicine Production A17</li>
    <li>Efficient Light-A17</li>
    <li>Grenade Fix Rearmed</li>
    <li>Hand Me That Brick</li>
    <li>ICanFixIt</li>
    <li>just_say_no</li>
    <li>Less Rebuff</li>
    <li>MarvsCombatReadinessCheck</li>
    <li>MarvsLimitedBlight</li>
    <li>WM Too Many Leathers</li>
    <li>[A17] Plant Cutting is for Growers!</li>
    <li>PawnsAreCapable</li>
    <li>QOLTweaksPack-1.0.2</li>
    <li>CombatExtended Guns</li>
    <li>20th Century Weapons Mod</li>
    <li>20th CWM CE v8</li>
    <li>Vegetable Garden 5.4</li>
    <li>RT_Fuse-A17-1.0.7</li>
    <li>RT_SolarFlareShield-A17-1.2.1</li>
    <li>Additional-Joy-Objects-17.22</li>
    <li>ApparelloA17</li>
    <li>FashionRIMsta -A17</li>
    <li>HandNFootwear-1.3</li>
    <li>Fire Extinguisher</li>
    <li>Expanded-Power-17.19</li>
    <li>Dubs Rimkit(Medkit)</li>
    <li>Cupros-Drinks-17.31</li>
    <li>Clutter Furniture</li>
    <li>CaveworldFlora</li>
    <li>CaveBiome</li>
    <li>Fences And Floors</li>
    <li>LT-DoorMat_1.0.7</li>
    <li>MF A17</li>
    <li>No Drop In Raids</li>
    <li>Quarry-17.310</li>
    <li>RazzleDazzleA17</li>                     <<------------------
    <li>Realistic Night &amp; Weather Lighter V</li>
    <li>Notifications Archiver</li>
    <li>Nandonalt - Colony Leadership</li>
    <li>Nandonalt - Set-up Camp</li>
    <li>QualityBuilder</li>
    <li>RumoursAndDeceptionA17</li>
    <li>RF - Consolidated Traits</li>
    <li>Right-Tool-for-the-Job-Rebalanced</li>
    <li>FluffyBreakdowns</li>
    <li>Faction Discovery</li>
    <li>AnimalsLogic</li>
    <li>AreaUnlocker</li>
    <li>Autoclose Event Notifications</li>
    <li>DefensivePositions</li>
    <li>RelationsTab</li>
    <li>MedicalTab</li>
    <li>Moody</li>
    <li>FoodAlert-0.17.0.1</li>
    <li>ColonyManager</li>
    <li>RW_ColonistBarKF-0.17.3.1</li>
    <li>WorkTab</li>
    <li>AnimalTab</li>
    <li>Wild Haygrass A17</li>
    <li>way more factions</li>
    <li>WanderingCaravans</li>
    <li>TradingSpot</li>
    <li>TilledSoil-0.17.1546</li>
    <li>static_quality_plus_A17.1</li>
    <li>sd_adv_powergen</li>
    <li>RW_FacialStuff-0.17.3.4b</li>
    <li>RuntimeGC</li>
    <li>CrashLanding</li>
    <li>EdBPrepareCarefully</li>
    <li>AvoidFriendlyFire</li>
    <li>BetterPawnControl_v1.6.5</li>
    <li>Refactored Work Priorities</li>
    <li>ImprovedWorkbenches</li>
    <li>ExpandedContextMenu</li>
    <li>StackXXL</li>
    <li>StackMerger</li>
    <li>RF - More Trait Slots</li>
    <li>Mending</li>
    <li>ResearchPal</li>
Title: Re: [A17] SeveralPuffins mods for A17
Post by: KONO_DIO_DA on November 06, 2017, 06:34:41 PM
RazzleDazzle never worked for me, as far as allowing performances.
I presume this is due to my mod list, which is well over 200 mods.

And yet within the last week, it started working.

Weird.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: TastyCookies on November 06, 2017, 06:59:43 PM
Did you clear out an ancient crypt by any chance?
Title: Re: [A17] SeveralPuffins mods for A17
Post by: mvargus on November 06, 2017, 08:29:32 PM
I've really enjoyed using this mod in A17, I'm hoping it will be updated for A18.  Having the ability to perform plays really added something to the game.  Made the colony seem more alive.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: KONO_DIO_DA on November 07, 2017, 06:25:16 PM
Quote from: TastyCookies on November 06, 2017, 06:59:43 PM
Did you clear out an ancient crypt by any chance?

Come to think of it, I DID sweep out an Ancient Danger.
Weird.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: TastyCookies on November 08, 2017, 06:22:31 AM
Quote from: KONO_DIO_DA on November 07, 2017, 06:25:16 PM
Quote from: TastyCookies on November 06, 2017, 06:59:43 PM
Did you clear out an ancient crypt by any chance?

Come to think of it, I DID sweep out an Ancient Danger.
Weird.

Yep, that was the ancient danger bug affecting this mod that comes from A17 itself. The ancient danger bug is where you have an ancient crypt somewhere on your map that has not been cleared or discovered and is causing your colonists to not have any gathering type of events such as a party. This includes the performances from RazzleDazzle as this is considered a gathering event. This bug has been fixed in A18.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: kamuii on November 10, 2017, 07:22:47 AM
Would love to see an A18 version of recon and discovery. I really liked being able to visit npc faction bases without having to attack them and making them hostile. The extra missions were real fun too.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: JimJammer89 on November 27, 2017, 12:29:39 AM
Will there be B18 updates for your mods soon?
Title: Re: [A17] SeveralPuffins mods for A17
Post by: TastyCookies on November 30, 2017, 07:25:21 AM
I would love to see a B18 version of Recon and Discovery.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: kamuii on November 30, 2017, 03:28:13 PM
Guessing these mods are dead? The author hasn't been active since back in august. Disappointing as I was really hoping for a B18 version of Recon and Discovery.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: RyanRim on December 01, 2017, 12:27:46 PM
Ill miss Recon and Discovery. Very good addition mod.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Inacio on December 03, 2017, 07:28:59 AM
Someone please update these mods!
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Kirby23590 on December 05, 2017, 12:29:48 AM
I really hope that someone or the modder comes back and makes them into B18.

I really liked Rumours & Deception.

I keep some of the interesting parts in Rumours and Deception on. I mostly keep Brawling and Defections on since it adds a bit of realism or challenge of keeping the colony happy and knowing that i need people in the colony to apologize to each other since in vanilla game everyone in the colony were like jerks or just hated each other just because one of them got shot in the ear or in the nose.

I really hope he comes back making Rumours and Deception including Recon and Discovery in B18...
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Harry_Dicks on January 05, 2018, 04:19:17 PM
These mods look fantastic. Here's hoping for a B18 of Razzle Dazzle and Rumors & Deception!
Title: Re: [A17] SeveralPuffins mods for A17
Post by: SpaceDorf on January 08, 2018, 03:58:41 AM
I miss those mods as well especially the funny hanky-panky with romance diversified.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: shadowstitch on January 08, 2018, 05:18:27 AM
I'm just now crawling out of my cave to update to B18, and I'll second (or third) a wish for an updated Romance Diversified.
Is it possibly one of the rare instances of an A17 mod that works with B18, with nothing more than a version change?
Title: Re: [A17] SeveralPuffins mods for A17
Post by: XeoNovaDan on January 08, 2018, 07:00:09 AM
Also hate to be one of these guys, but it'd be great to see Romance Diversified be updated at least since it fixes the sexuality trait-hogging shebang while not being a complete social system overhaul like Psychology.

I guess you have your reasons though, so I guess that's that. It'd be great to see your comeback though at some point; I miss your mods much like pretty much everybody else here.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: TastyCookies on January 08, 2018, 11:56:43 AM
I would not like to see SeveralPuffins' work go to waste. He is still active on Steam, do you all think he would be willing to release his source code to the public if he was messaged?
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Canute on January 08, 2018, 01:41:48 PM
You should message him over steam, since he wasn't at the forum for a long time.
But since you said he is active at steam, i wouldn't count on that.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: TastyCookies on January 08, 2018, 05:31:07 PM
Quote from: Canute on January 08, 2018, 01:41:48 PM
You should message him over steam, since he wasn't at the forum for a long time.
But since you said he is active at steam, i wouldn't count on that.

He set his account to receive no messages from the public. He is active on Steam but no longer plays RimWorld.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: crusader2010 on January 20, 2018, 04:34:16 AM
What would be a proper load order of Romance Diversified + Rumors&Deception with Psychology + EDB Prepare Carefully + Hospitality so that we have all the options (and no conflicts)?
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Tenshi~Akari on January 20, 2018, 08:06:45 AM
Desperately missing Romance Diversified. I hate to also revive this thread, too, but if anyone is available and capable of even pulling small aspects from it, especially the dating interaction between pawn couples (and fixing it so that askers won't continue to chase askees when the askee is outside of the asker's set area), it would at least make having couples in game not feel so... well... "dry" and superficial. At least it gave us something to help keep those relationships in tact or give some mood/relationship boosts... or in other cases, gave enough reasons to stage a break-up if things were bad enough.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Harry_Dicks on January 26, 2018, 05:36:59 AM
So a certain cryllic site has updated Razzle Dazzle, if anyone wants to give it a shot and see how well it works.. http://lttlword.ru/rimworld-social-mods
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Contralto on January 27, 2018, 01:08:28 AM
Damn, I'm really missing Seraphites. :(
Title: Re: [A17] SeveralPuffins mods for A17
Post by: beeeboop on February 13, 2018, 10:02:17 PM
Wish I could play this on A18 :(
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Ruisuki on February 19, 2018, 05:45:49 PM
wow these mods are really unique
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Kori on February 19, 2018, 06:06:16 PM
Too bad they aren't updated anymore. :(
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Ruisuki on February 19, 2018, 06:08:22 PM
Quote from: Kori on February 19, 2018, 06:06:16 PM
Too bad they aren't updated anymore. :(
Found razzle dazzle to be updated to b18 at least. Its kept up to date by bar0th, but not sure how it runs or whether its incompatible with things like psychology, try it out
http://steamcommunity.com/sharedfiles/filedetails/?id=1222191290
Title: Re: [A17] SeveralPuffins mods for A17
Post by: beeeboop on February 21, 2018, 04:18:19 AM
thanks, brah
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Ruisuki on February 21, 2018, 06:36:25 AM
Np i havent tried it yet myself (still adding some QOL) be sure to tell me how it is if you get the chance.

Title: Re: [A17] SeveralPuffins mods for A17
Post by: Simstu on February 25, 2018, 05:04:06 PM
Hi, I found a problem. I'm still playing on A17 and when the mode is loaded, colonists from ,,work tab'' just disappear. I don't know anything about modding. It might be some mod collision I really don't know. Could you help me?
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Harry_Dicks on February 25, 2018, 05:55:34 PM
Quote from: Simstu on February 25, 2018, 05:04:06 PM
Hi, I found a problem. I'm still playing on A17 and when the mode is loaded, colonists from ,,work tab'' just disappear. I don't know anything about modding. It might be some mod collision I really don't know. Could you help me?

Just so you know the OP hasn't logged into Ludeon forums in over half a year. Maybe someone else that still plays on A17 can, but being honest I don't think your chances are too great. You could try to message/add the author on Steam, but I've been trying to do that for a bit now. Just being honest with your situation. :-\
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Simstu on February 25, 2018, 06:01:26 PM
Quote from: Harry_Dicks on February 25, 2018, 05:55:34 PM
Quote from: Simstu on February 25, 2018, 05:04:06 PM
Hi, I found a problem. I'm still playing on A17 and when the mode is loaded, colonists from ,,work tab'' just disappear. I don't know anything about modding. It might be some mod collision I really don't know. Could you help me?

Just so you know the OP hasn't logged into Ludeon forums in over half a year. Maybe someone else that still plays on A17 can, but being honest I don't think your chances are too great. You could try to message/add the author on Steam, but I've been trying to do that for a bit now. Just being honest with your situation. :-\

Thanks man, I wasn't really waiting an answer, since I know, that most of the people plays B18 now, but hey, I could be lucky sometime. :D Better to try, then do nothing.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: wwWraith on February 26, 2018, 01:51:45 AM
Simstu, the common way to find out which mod is causing conflicts is bisection: disable half of the mods and try, if there are still issue then disable half of the left again, if not - enable half of the disabled, continue until you'll narrow it down to only 1 mod.

But there is other possibility. Razzle Dazzle adds a new WorkType (Perform), such mods shouldn't be added to existing saves, you have to start a new game if you want to use it.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Ruisuki on February 26, 2018, 02:24:24 AM
Has anyone that has tried razzle dazzle b18 by bar0th confirmed that it shouldnt be added on an existing save?
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Harry_Dicks on February 26, 2018, 08:12:57 AM
When these new work types are added, aren't they picked up if you have Fluffy's WorkTab? Or is that only if they are a new work type under an already existing category, such as crafting, research, etc.?

Because I have seen mods that add a whole new category, and I'm wondering if it is only them that you can't pick up mid game.

Quote from: Ruisuki on February 26, 2018, 02:24:24 AM
Has anyone that has tried razzle dazzle b18 by bar0th confirmed that it shouldnt be added on an existing save?
Ruisuki, you can always try this, if you remember like I said before: just make a backup of your game, and you can always try to install a new mod mid game if you want. I think the only issue is that people's game might not be able to see the new work type added in for setting up a pawn's work priorities. But you can just add the mod, see if they are there and they work for you, and if they do then you have a new working mod to play with! If not, then you can disable it :)

Plus, I think these mods are awesome enough that it would warrant me starting a new game to try them out. Or at least try with a backup save game, because I think your current save might mean a lot to you, and you don't want to start a new game yet, so make sure you will always have backups! ;)
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Canute on February 26, 2018, 10:11:50 AM
It was an issue with old worktab releases (pre A18), that new worktypes could cause trouble after installing them.
But after you adjust them, it should worked, but nothing known about something with the current B18 version of WorkTab.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Harry_Dicks on February 26, 2018, 10:23:44 AM
I remember a few months back when I was adding in new mods in the middle of a save. If they added in a new work type, under say crafting, then when I would "expand" crafting to see all of it's sub-jobs (via WorkTab mod), then I would see I would have a new "blank" or "3" in the new sub-job slot that was just added.

I could always tell when a new one was added, because with WorkTab, if the sub-jobs in a category do not have a uniform priority for a pawn, you will get a little "clock" symbol (I think that's what it is) on that priority box, letting you know that there are mixed priorities of sub-jobs in a given category for a given pawn.

But like I said before, I'm not sure if you can add in whole new categories or not, maybe it's only sub-jobs. But it's always worth a shot, what do you have to lose, a few minutes of time, versus getting an awesome new mod? :)
Title: Re: [A17] SeveralPuffins mods for A17
Post by: wwWraith on February 27, 2018, 02:17:51 AM
Quote from: Harry_Dicks on February 26, 2018, 08:12:57 AM
When these new work types are added, aren't they picked up if you have Fluffy's WorkTab? Or is that only if they are a new work type under an already existing category, such as crafting, research, etc.?

Because I have seen mods that add a whole new category, and I'm wondering if it is only them that you can't pick up mid game.

I think you shouldn't add to existing saves mods adding a whole new category (WorkType) but can add those adding only jobs in some existing category (WorkGiver, JobDef).
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Canute on February 27, 2018, 03:07:46 AM
Yep, that was a trouble at previous version, with Hospitality at example as he start to add Neglotation worktype.
But this don't happen at the current version anymore.
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Simstu on March 03, 2018, 07:54:15 AM
Quote from: wwWraith on February 26, 2018, 01:51:45 AM
Simstu, the common way to find out which mod is causing conflicts is bisection: disable half of the mods and try, if there are still issue then disable half of the left again, if not - enable half of the disabled, continue until you'll narrow it down to only 1 mod.

But there is other possibility. Razzle Dazzle adds a new WorkType (Perform), such mods shouldn't be added to existing saves, you have to start a new game if you want to use it.

Thanks, unfortunately, I don't want do start a new save now, but thanks for advice. :)
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Harry_Dicks on March 03, 2018, 08:24:52 AM
Thanks Simstu, I couldn't remember the name of that word. It's funny, because I think I had posted something about this a few weeks ago. And of course, no, I did not think that I was unique in coming up with this method. However, finally seeing someone else post about it, and how it actually had a name and everything does make you feel nice, fulfilling your own "confirmation ego" is a way of putting it I suppose.

Bisection. Shit sucks, but sometimes it's what you've got to do. It makes me dislike when people who just get into mods start off with like 200 mods, and have all sorts of errors and issues and crap because of incompatibilities and/or poorly made mods or whatever. But they come to the forums and bitch about how their game doesn't work, but then they won't take the time to actually try to track down and fix the problems themselves.

I've had to "bisect" my mod list so many damn times and wasted so many hours tracking down stupid crap. Not naming names, but certain mods were redefining freaking BUILDINGBASE and screwing EVERYTHING up! After maybe 1~1.5 hours of bisecting and restarting my game so many times and finally finding the culprit, it is both relieving and infuriating. BUT, the main point is, I fixed that shit myself. And this is coming from an idiot who knows nothing about computers. I am definitely not saying I can fix everything, hell anything even in C# is beyond me, but as long as it isn't in C#, so far, I've been able to fix anything that I've ran into, however not all of this has been completely on my own.

A big part of that also comes from this community. And for that I say thank you, to everyone here. Everyone that posts information, whether relevant to the topic at hand or off on a tangent but it somehow relates back to RimWorld, modding, workarounds, etc. I want to believe that the majority of this information ends up being helpful to at least one person. That's good enough for me. Because I feel like I've gained so much from the generosity of this community, that I am obligated to give back in whatever ways that I can. Even if that means I can't make any fancy pants mods that do all sorts of cool stuff in C#, well I can give back by helping users maybe with the xml work, recommending mods, updating mods, or just doing whatever I can where I can. The more people we can get that can feed into the community, then the greater it will become, which will draw in even more, and possibly even greater people! It is a self-fulfilling cycle, we just need to keep it spiraling in the right direction! :)
Title: Re: [A17] SeveralPuffins mods for A17
Post by: dburgdorf on November 02, 2018, 09:46:16 AM
I don't normally necropost, but in this case, I figured it would make sense to do so.

To those who still mourn the loss of SeveralPuffins' mods....

I've just released for 1.0 Rumor Has It (https://ludeon.com/forums/index.php?topic=46165.msg443181#msg443181), which is pretty much a direct update of his a17 "Rumours and Deception." And last week, I released Rational Romance (https://ludeon.com/forums/index.php?topic=46165.msg440265#msg440265), which draws heavily from his a17 "Romance Diversified."

Feel free to give 'em a try. ;)
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Ruisuki on November 02, 2018, 04:25:45 PM
any chance for a return of razzle dazzle? it was back in b18 but nothing since
Title: Re: [A17] SeveralPuffins mods for A17
Post by: Kirby23590 on November 02, 2018, 07:52:52 PM
Hmmm. Worth checking dburgdorf, i'm gonna try Rumor Has it!!

I was a huge fan playing with Psychology and Rumours and Deception together since it creates an more interesting stories out of your colonists and even adding drama to the story if they started mass brawls or one guy just started leaving because he had no friends & they all hate him in the colony and he left to join a faction of outlanders' town nearby was very some heart breaking and tense moments with the original Rumours and Deception mod... ;)
Title: Re: [A17] SeveralPuffins mods for A17
Post by: dburgdorf on November 08, 2018, 10:41:31 PM
OK, sure, nobody asked for it, but I did it anyway. Rim Disorders (https://ludeon.com/forums/index.php?topic=46165.msg444355#msg444355) (with lowered illness manifestation rates and higher counseling effectiveness) is available for 1.0.

And yes, I'm working on "Razzle Dazzle," too, which folk *have* actually asked about.  :)