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RimWorld => Mods => Releases => Topic started by: System.Linq on June 30, 2017, 02:39:52 AM

Title: [1.0] Psychology (2018-11-18)
Post by: System.Linq on June 30, 2017, 02:39:52 AM
(http://i.imgur.com/2aUSNMj.png)
Doesn't break saves!
Mod options available!
   
"This is the absolute best mod for Rimworld. It adds innumerable layers of depth other mods could never hope to achieve. Well done."
"I can't play rimworld without this beautiful mod!"
"This is truly a masterpiece of a mod and I hope the developers see that and include it in the core game :)"
"This mod is so fundamental to the way I have come to play Rimworld that I will not start a single B19 game without it."
"This is the mod in my opinion that TRUELY makes Rimworld one of the best games on Steam."
"This mod really enriches the gameplay of Rimworld. I am much less likely to play without it."
"This is the first comment I've made in ages for any mod I absolutely love this mod and can't believe you did it solo."
"I can't really tell what it's doing, but it's so critically acclaimed that it's gotta do something right?"
   
This is a total overhaul of Rimworld's psychological and social systems. Your colonists, and the stories you can tell about them, are what make Rimworld such a fun game. Unfortunately, besides what they can contribute to the colony, colonists are pretty much interchangeable. Now, everyone you encounter will have a unique and recognizable character archetype, giving them massively increased depth and charm. Their personality traits will affect absolutely every facet of their interactions with other people, which have also been expanded to allow your colonists more ways to get to know each other and express their individuality.
   
Psyche
Every person on the rimworld now has their own attitude and personality as part of the new psyche system, entirely separate from traits. You can view a rundown of their personality traits in the Psyche tab. A colonist's psyche has a real and noticeable effect on their social interactions and self-expression. Colonists' relationships with each other are now far more realistic, varied, and driven by their persistent identity.
   
Social
Colonists (and non-colonists) hold conversations with each other about a multitude of topics in order to form opinions on them. Two colonists might briefly remark on something as they pass each other in the hallway, or have a long discussion while working on crafting tables in the same room. Instead of being arbitrarily assigned a compatibility with each other, they will naturally gravitate towards like-minded people and away from those they have strong disagreements with. Colonists will even set aside their differences when the colony is small enough that they have to tolerate each other.
   
Some colonists may not have an opportunity to get to know each other very well, because they simply don't spend enough time in the same vicinity and never get an opportunity to chat. Parties are a great place for your colonists to get together and make new friends (or enemies). However, they will also now invite each other to hang out when they have free time, and spend a few hours relaxing and talking. Good friends will also hang out to keep their relationship strong, and empathetic colonists might even try to hang out with people they don't like to see if they misjudged them.
   
If there are relationships in your colony, they will make plans to go on dates when they don't have to work. Unless their schedule changes, they will meet at the scheduled date and time and spend time together to keep their relationship alive. Of course, if they're not meant for each other, a date may also reveal an incompatibility between them.
   
Sexuality and Romance
Instead of being arbitrarily assigned a slot-hogging Gay trait, everyone's sexuality is now graded on the Kinsey scale, from zero to six. The overwhelming majority of colonists will be straight, but their sexual orientations can have much more variety and their romantic interest in each other will be adjusted accordingly. Everyone also has both a sexual and romantic drive, influencing their interest in that part of a relationship. Depending on their personality, colonists may be more likely to have multiple "flings" rather than a single lover, and how they treat breakups is affected accordingly.
   
Mayorship
After a settlement's first year, elections will be held at some point every fall. A slate of colonists will announce their candidacy for mayor, and will present a platform to run on that is chosen based on their personality. A few days later, a polling place will be chosen and colonists will go there to cast their votes. They will vote for the candidate whose positions best align with their personality, and their opinion of the candidates may also affect their vote.
   
The candidate with the plurality of votes becomes the mayor until the next election. They will receive visits from constituents in their office or bedroom unless their schedule is set to Work during that period, particularly by people who are very unhappy or very content. Complaining colonists can find relief in venting to the mayor, and the mayor of a happy, well-functioning colony will be pleased by the words of support they receive.
   
Mental Illness and Treatment
The number of mental breaks has been vastly improved, and colonists will break differently depending on their traits. Inhabitants of the rimworld can also develop anxiety (usually in their teenage years), or acquire it after suffering PTSD from a stressful mental break. They will require occasional treatment (and good medicine, if it can be spared) to keep their anxiety in check, but once managed, it won't affect their day-to-day life. Some traits that can make colonists undesirable, like chemical interest and pyromania, can also now be treated to mitigate their effects at the cost of medical upkeep.

Additionally, the drug methadone is now available to help treat addiction. Instead of removing legs or trapping colonists in walled-up rooms, you can put them on a methadone regimen to eliminate the severe mood penalty, though they will still suffer all the physical effects of addiction. Methadone itself is mildly addictive, so be careful!

Mental breaks have been rebalanced and tweaked, and new ones have been added. Some of the new vanilla mental breaks are replaced by better versions that were in Psychology already.
   
Support
I do not accept any form of financial support. If you want to support this mod, then please subscribe to it, rate it, and tell everyone about it. If you absolutely must spend money on something, then gift Rimworld to someone who hasn't yet experienced it to support Tynan and the incredible work that he does. This mod would not be possible without the great game he created, and the strenuous effort he has put into supporting mod creators.
   
Compatibility
Thanks to HugsLib and Harmony, this mod should be compatible with practically everything. You can disable many features from the mod's options if you don't want to play with them, and also adjust your play experience. Mods which make changes to the code but do not use Harmony are quite likely to be incompatible with Psychology.
   
Credits
({x}) Disarray: Idea for passionate work mood bonus.
twoski: Ideas for many of the new mental breaks.
Wellech: Name of the new Socialite trait.

Download
I recommend you download from the Steam Workshop to receive automatic updates. Visit the Steam Workshop page to subscribe here (https://steamcommunity.com/sharedfiles/filedetails/?id=1499800980).

Otherwise, the mod is uploaded on the Nexus (http://www.nexusmods.com/rimworld/mods/161/?). Note that the mod requires HugsLib (https://ludeon.com/forums/index.php?topic=28066) to function.

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

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

[attachment deleted due to age]
Title: Re: [A17] Psychology (2017-6-30 v2)
Post by: PixelBitZombie on June 30, 2017, 05:49:35 AM
Unable to try it, incompatible with EDB. Seems promising though, ill keep checking for an update that resolves the EDB incompatibility. v2, we downloaded the first version almost immediately it seems.
Title: Re: [A17] Psychology (2017-6-30 v2)
Post by: Mufflamingo on June 30, 2017, 06:06:07 AM
Quote from: PixelBitZombie on June 30, 2017, 05:49:35 AM
Unable to try it, incompatible with EDB. Seems promising though, ill keep checking for an update that resolves the EDB incompatibility.

Same here.
Title: Re: [A17] Psychology (2017-6-30 v2)
Post by: harpo99999 on June 30, 2017, 06:27:59 AM
is it compatable with pregnacy and children?
Title: Re: [A17] Psychology (2017-6-30 v2)
Post by: wwWraith on June 30, 2017, 10:06:25 AM
Thanks for the mod!

Didn't tried a new game, I've added it to the current save (with EdB Prepare Carefully and many other mods including Pawns Are Capable, RF Editable Backstories, Less Rebuffs, Rumours & Deception and Romance Diversified) without errors. Of course my existed pawns were lacking this new "psyche" tab, but I managed to add it by manually editing the save file. Looks like no problems yet, and I hope there wouldn't be :)
Title: Re: [A17] Psychology (2017-6-30 v2)
Post by: System.Linq on June 30, 2017, 11:08:56 AM
Quote from: PixelBitZombie on June 30, 2017, 05:49:35 AM
Unable to try it, incompatible with EDB. Seems promising though, ill keep checking for an update that resolves the EDB incompatibility.

It is not incompatible with EBD. Please don't give other people this mistaken impression. As the Compatibility section says, it's compatible with pretty much everything.

Quote from: wwWraith on June 30, 2017, 10:06:25 AM
Thanks for the mod!

Didn't tried a new game, I've added it to the current save (with EdB Prepare Carefully and many other mods including Pawns Are Capable, RF Editable Backstories, Less Rebuffs, Rumours & Deception and Romance Diversified) without errors. Of course my existed pawns were lacking this new "psyche" tab, but I managed to add it by manually editing the save file. Looks like no problems yet, and I hope there wouldn't be :)

You are correct!
Title: Re: [A17] Psychology (2017-6-30 v2)
Post by: Sirsim on June 30, 2017, 11:38:29 AM
Quote from: Linq on June 30, 2017, 11:08:56 AM
Quote from: PixelBitZombie on June 30, 2017, 05:49:35 AM
Unable to try it, incompatible with EDB. Seems promising though, ill keep checking for an update that resolves the EDB incompatibility.

It is not incompatible with EBD. Please don't give other people this mistaken impression. As the Compatibility section says, it's compatible with pretty much everything.

Quote from: wwWraith on June 30, 2017, 10:06:25 AM
Thanks for the mod!

Didn't tried a new game, I've added it to the current save (with EdB Prepare Carefully and many other mods including Pawns Are Capable, RF Editable Backstories, Less Rebuffs, Rumours & Deception and Romance Diversified) without errors. Of course my existed pawns were lacking this new "psyche" tab, but I managed to add it by manually editing the save file. Looks like no problems yet, and I hope there wouldn't be :)

You are correct!

I confirm that works fine with EdB .
Title: Re: [A17] Psychology (2017-6-30 v2)
Post by: Mufflamingo on June 30, 2017, 11:47:21 AM
Mr. PixelBitZombie, its only us who has problem with EdB. What do we do now?  :'(
Title: Re: [A17] Psychology (2017-6-30 v2)
Post by: System.Linq on June 30, 2017, 11:49:35 AM
If you are having a problem with EBD, please make sure you are using the latest version and post the details and error log.
Title: Re: [A17] Psychology (2017-6-30 v2)
Post by: PixelBitZombie on June 30, 2017, 12:11:23 PM
Quote from: Linq on June 30, 2017, 11:49:35 AM
If you are having a problem with EBD, please make sure you are using the latest version and post the details and error log.

Edit: so I don't sound like a massive dick. I didn't realize like Mufflam, a V2 was up. Sorry.
Title: Re: [A17] Psychology (2017-6-30 v2)
Post by: PixelBitZombie on June 30, 2017, 12:15:21 PM
Quote from: Mufflamingo on June 30, 2017, 11:47:21 AM
Mr. PixelBitZombie, its only us who has problem with EdB. What do we do now?  :'(

Well apparently it works but only after you've done edb, add in psychology. I'm an idiot for not checking to see if he had updated it.
Title: Re: [A17] Psychology (2017-6-30 v2)
Post by: Mufflamingo on June 30, 2017, 12:23:46 PM
Quote from: Linq on June 30, 2017, 11:49:35 AM
If you are having a problem with EBD, please make sure you are using the latest version and post the details and error log.

I feel dumb. Didn't realize there was a v2 release. I updated it and it worked. Sorry for the fuss.  ;D

Quote from: PixelBitZombie on June 30, 2017, 12:15:21 PM
Quote from: Mufflamingo on June 30, 2017, 11:47:21 AM
Mr. PixelBitZombie, its only us who has problem with EdB. What do we do now?  :'(

Well apparently it works but only after you've done edb, add in psychology.

I just updated it and it worked.
Title: Re: [A17] Psychology (2017-6-30 v2)
Post by: Warforyou on June 30, 2017, 01:41:39 PM
I am still unsure how but this mod broke world map for me when I added it midgame. Map icons are still shown but there are no world textures. The error being thrown is:
Called DrawWorldLayers() but already regenerating. This shouldn't ever happen because LongEventHandler should have stopped us.
Verse.Log:Error(String)
RimWorld.Planet.WorldRenderer:DrawWorldLayers()
RimWorld.Planet.World:WorldUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [A17] Psychology (2017-6-30 v2)
Post by: System.Linq on June 30, 2017, 01:46:23 PM
Psychology doesn't touch the world map, but I'll look into it.
Title: Re: [A17] Psychology (2017-6-30 v2)
Post by: Warforyou on June 30, 2017, 02:13:02 PM
Quote from: Linq on June 30, 2017, 01:46:23 PM
Psychology doesn't touch the world map, but I'll look into it.

I have plenty of other mods but everything worked seemingly fine until I added Psychology.
The previous message always pops with this:
Tried to draw quad with null material.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

NullReferenceException: Object reference not set to an instance of an object
at RimWorld.Planet.FactionBase.get_Material () <0x00026>
at RimWorld.Planet.WorldObject.get_ExpandingIconColor () <0x00019>
at RimWorld.Planet.ExpandableWorldObjectsUtility.ExpandableWorldObjectsOnGUI () <0x00144>
at RimWorld.WorldInterface.WorldInterfaceOnGUI () <0x0003b>
at (wrapper dynamic-method) RimWorld.UIRoot_Play.UIRootOnGUI_Patch1 (object) <0x0004a>
at Verse.Root.OnGUI () <0x000c6>



UPD

Wow. Tried it on other saves made without psychology and it seems to be the case. Adding in psychology breaks world map. The thing is the map stays broken for that save even after psychology is turned off!
Title: Re: [A17] Psychology (2017-6-30 v2)
Post by: wwWraith on June 30, 2017, 02:39:03 PM
Quote from: Warforyou on June 30, 2017, 01:41:39 PM
I am still unsure how but this mod broke world map for me when I added it midgame. Map icons are still shown but there are no world textures. The error being thrown is:
Called DrawWorldLayers() but already regenerating. This shouldn't ever happen because LongEventHandler should have stopped us.

I got the same error some days ago without Psychology while experimenting with some other mods. Couldn't (mostly didn't try) figure out the cause.
Title: Re: [A17] Psychology (2017-6-30 v2)
Post by: System.Linq on June 30, 2017, 02:45:28 PM
Quote from: Warforyou on June 30, 2017, 02:13:02 PM
Quote from: Linq on June 30, 2017, 01:46:23 PM
Psychology doesn't touch the world map, but I'll look into it.

I have plenty of other mods but everything worked seemingly fine until I added Psychology.
The previous message always pops with this:
Tried to draw quad with null material.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

NullReferenceException: Object reference not set to an instance of an object
at RimWorld.Planet.FactionBase.get_Material () <0x00026>
at RimWorld.Planet.WorldObject.get_ExpandingIconColor () <0x00019>
at RimWorld.Planet.ExpandableWorldObjectsUtility.ExpandableWorldObjectsOnGUI () <0x00144>
at RimWorld.WorldInterface.WorldInterfaceOnGUI () <0x0003b>
at (wrapper dynamic-method) RimWorld.UIRoot_Play.UIRootOnGUI_Patch1 (object) <0x0004a>
at Verse.Root.OnGUI () <0x000c6>



UPD

Wow. Tried it on other saves made without psychology and it seems to be the case. Adding in psychology breaks world map. The thing is the map stays broken for that save even after psychology is turned off!

You mean that loading that save is still broken after you disable Psychology? If that's the case, then Psychology is not the problem. Saves are read-only when loaded and if Psychology is not active then it obviously can't be breaking anything.
Title: Re: [A17] Psychology (2017-6-30 v2)
Post by: Kizitk on June 30, 2017, 02:47:06 PM
Hey, really loved your mod, but i think i've found a bug.

I created 3 colonists using EDB-Prepare Carefully and they all are Asexual and Aromantic on the Psyche tab, the other colonists (recruted/rescued) got the stats random
Title: Re: [A17] Psychology (2017-6-30 v2)
Post by: System.Linq on June 30, 2017, 02:52:22 PM
Can you reproduce it with every colonist you create? Maybe their sexualities aren't being generated.
Title: Re: [A17] Psychology (2017-6-30 v2)
Post by: NoImageAvailable on June 30, 2017, 03:10:59 PM
Quote from: Linq on June 30, 2017, 02:45:28 PM
You mean that loading that save is still broken after you disable Psychology? If that's the case, then Psychology is not the problem. Saves are read-only when loaded and if Psychology is not active then it obviously can't be breaking anything.

Its possible if Psychology somehow caused a game object to be created in a broken state, it would carry over in the save. From the error message it looks like some texture-related variable on a faction base didn't get instantiated properly and now it's throwing NRE's. Dunno if that's something Psychology touches on.
Title: Re: [A17] Psychology (2017-6-30 v2)
Post by: Kizitk on June 30, 2017, 03:16:34 PM
i've created a new tribal colony and edited all the five colonists to be sure, and when i use the EDB-Prepare Carefully all the starting colonists gets the same Asexual and Aromantic "traits"on the Psyche bar.
Title: Re: [A17] Psychology (2017-6-30 v2)
Post by: System.Linq on June 30, 2017, 03:19:05 PM
Quote from: NoImageAvailable on June 30, 2017, 03:10:59 PM
Quote from: Linq on June 30, 2017, 02:45:28 PM
You mean that loading that save is still broken after you disable Psychology? If that's the case, then Psychology is not the problem. Saves are read-only when loaded and if Psychology is not active then it obviously can't be breaking anything.

Its possible if Psychology somehow caused a game object to be created in a broken state, it would carry over in the save. From the error message it looks like some texture-related variable on a faction base didn't get instantiated properly and now it's throwing NRE's. Dunno if that's something Psychology touches on.

That's not possible unless you create a new save. Psychology can't alter existing saves by loading them. And it doesn't touch FactionBases or anything near them.
Title: Re: [A17] Psychology (2017-6-30 v2)
Post by: Warforyou on June 30, 2017, 03:22:12 PM
Quote from: Linq on June 30, 2017, 02:45:28 PM
You mean that loading that save is still broken after you disable Psychology? If that's the case, then Psychology is not the problem. Saves are read-only when loaded and if Psychology is not active then it obviously can't be breaking anything.
Quote from: Linq on June 30, 2017, 02:45:28 PM
Quote from: NoImageAvailable on June 30, 2017, 03:10:59 PM

Its possible if Psychology somehow caused a game object to be created in a broken state, it would carry over in the save. From the error message it looks like some texture-related variable on a faction base didn't get instantiated properly and now it's throwing NRE's. Dunno if that's something Psychology touches on.
You mean that loading that save is still broken after you disable Psychology? If that's the case, then Psychology is not the problem. Saves are read-only when loaded and if Psychology is not active then it obviously can't be breaking anything.

The first thing I made after posting the error here (wich happened with with Psychology on) was to disable Psychology and reload the bugged save. The map was still broken (Psychology off). Then I tried to load other save that has never been loaded with Psychology and the map was working fine (Psychology off). Then I proceeded to main menu, enabled Psychology again and loaded the save2, opened world map and saw that the bug happened again. No other mods were changed and I have never got this kind of error before.
Title: Re: [A17] Psychology (2017-6-30 v2)
Post by: System.Linq on June 30, 2017, 03:25:24 PM
Psychology cannot modify existing saves. Unless you loaded it and then saved it, then loaded the broken one, the problem is not with Psychology.
Title: Re: [A17] Psychology (2017-6-30 v2)
Post by: Warforyou on June 30, 2017, 03:28:03 PM
Quote from: Linq on June 30, 2017, 03:25:24 PM
Psychology cannot modify existing saves. Unless you loaded it and then saved it, then loaded the broken one, the problem is not with Psychology.

That is exactly what I did because I prefer playing on permadeath mode.
Title: Re: [A17] Psychology (2017-6-30 v2)
Post by: System.Linq on June 30, 2017, 03:43:04 PM
Okay, just wanted to clarify that. Post your mod list and I'll look into it.
Title: Re: [A17] Psychology (2017-6-30 v2)
Post by: Warforyou on June 30, 2017, 03:51:34 PM
Quote from: Linq on June 30, 2017, 03:43:04 PM
Okay, just wanted to clarify that. Post your mod list and I'll look into it.

<li>Core</li>
<li>HugsLib</li>
<li>JecsTools-1.0.4.9</li>
<li>ADogSaid-full A17</li>
<li>ABC_Suit</li>
<li>CrashLanding</li>
<li>Cooks Can Refuel</li>
<li>Clutter Structure</li>
<li>Clutter Furniture</li>
<li>CleaningArea</li>
<li>BigBatterys</li>
<li>AllowTool</li>
<li>LDAreaRugs A17</li>
<li>Inspiration</li>
<li>High Caliber</li>
<li>Hardcore Armors - Hellfire</li>
<li>Hardcore Armors - Goliath</li>
<li>Hand Me That Brick</li>
<li>Grenade Fix Rearmed</li>
<li>Fences And Floors</li>
<li>FashionRIMsta -A17</li>
<li>Enlighten</li>
<li>LT-DoorMat</li>
<li>Embrasures-1.0</li>
<li>ED-ShieldsBasic</li>
<li>ED-ReinforcedStuff</li>
<li>Dubs Bad Hygiene</li>
<li>DESurgeries</li>
<li>BetterInfestation</li>
<li>Mannable Turrents</li>
<li>MarvsSometimesRaidsGoWrong</li>
<li>MassGraves-0.17.1.0</li>
<li>MedicalTab</li>
<li>Meltdown</li>
<li>Mending</li>
<li>MF A17</li>
<li>Miscellaneous_Core</li>
<li>Miscellaneous_MapGenerator</li>
<li>Miscellaneous_MapGenerator_FactionBase</li>
<li>Miscellaneous_Robots</li>
<li>Moody</li>
<li>more factions</li>
<li>More Vanilla Turrets</li>
<li>Nandonalt - Set-up Camp</li>
<li>Nanotrasen Armory</li>
<li>NeurotrainerCrafting</li>
<li>NerveStapling</li>
<li>NeuterAnimalsv2.1</li>
<li>OmniLocator</li>
<li>PackedLunch</li>
<li>PowerLogic</li>
<li>QOLTweaksPack-1.0.1</li>
<li>QRY-17.06</li>
<li>QualityBuilder</li>
<li>QualitySurgeon</li>
<li>Raiderpedes</li>
<li>RazzleDazzleA17</li>
<li>RBSE - Hardcore Edition 1.7</li>
<li>ReconAndDiscovery</li>
<li>Recycle</li>
<li>RemoteExplosives</li>
<li>RF - Basic Bridges</li>
<li>RF - Fertile Fields</li>
<li>RF - Smooth Stone Walls</li>
<li>Right-Tool-for-the-Job-Rebalanced</li>
<li>Rim Disorders A17</li>
<li>Rim.AcEnhancedCrafting</li>
<li>RimFridge</li>
<li>RIMkea 1.1 -A17</li>
<li>Rimsenal</li>
<li>Rimsenal_Federation</li>
<li>Rimsenal_Feral</li>
<li>Rimsenal_Security</li>
<li>Rimsenal_Vanilla</li>
<li>StackMerger</li>
<li>SSLightningRod-master</li>
<li>SimpleSidearms-1.1.1</li>
<li>A17-PlantSaver</li>
<li>RF - Wild Cultivation</li>
<li>SeedsPlease</li>
<li>Vegetable Garden 5.4</li>
<li>SeedsPlease-VG</li>
<li>RW-ExtendedTraits-master</li>
<li>RumoursAndDeceptionA17</li>
<li>RT_SolarFlareShield-A17-1.2.0</li>
<li>RT_Fuse-A17-1.0.7</li>
<li>RoofSupport A17</li>
<li>Robots_PlusPlus_Misc_Robots_Xtension</li>
<li>[A17] Vanilla-Friendly Weapon Expansion</li>
<li>[A17] Improved Anaesthetic</li>
<li>Wolfpack-0.17.1.0</li>
<li>WM Too Many Leathers</li>
<li>WM Reuse Pods</li>
<li>V.Make it Harder, Better, Faster, Stronger</li>
<li>Turret Collection</li>
<li>TribalEssentialsModPack</li>
<li>Thingamajigs</li>
<li>Temperature Control</li>
<li>TechAdvancing</li>
<li>TangleweedMod-0.17.0</li>
<li>Dubs Rimkit(Medkit)</li>
<li>Dubs Skylight</li>
<li>FFSmilodonPopulator_A17</li>
<li>FF_Smilodon_wyred_A17</li>
<li>FishIndustry</li>
<li>KK_AsSimpleAsRack</li>
<li>Medieval Times (v. 1.69.A17b)</li>
<li>MiningCo. AlertSpeaker</li>
<li>MiningCo. LaserFence</li>
<li>MiningCo. MiningHelmet</li>
<li>MiningCo. MMS</li>
<li>MiningCo. PowerFist</li>
<li>Miscellaneous_MAI</li>
<li>Miscellaneous_Incidents</li>
<li>PathAvoid</li>
<li>ResearchableStatUpgrades-master</li>
<li>[A17] Smoke Grenade</li>
<li>Faction Discovery</li>
<li>Industrialisation</li>
<li>Hospitality</li>
<li>MoreConsumables</li>
<li>EdBPrepareCarefully</li>
<li>ApparelloA17</li>
<li>RT's Weapon Pack</li>
<li>ResearchPal</li>
<li>LED-Lights-Extended-1.1</li>
<li>FluffyBreakdowns</li>
<li>Rimfall_TheFrontier</li>
<li>HeatMap</li>
<li>RimWorld-Achtung-Mod-master</li>
<li>TradingSpot</li>
<li>WaterPower [Basic Bridges Compatible]</li>
<li>Star-Wars---The-Force</li>
<li>Star-Wars---Fully-Functional-Lightsabers</li>
<li>SWFactionsA17</li>
<li>Nandonalt - Colony Leadership</li>
<li>CaveworldFlora</li>
<li>CaveBiome</li>
<li>GaussWeapons-GaussWeapons1.7</li>
<li>ImprovedWorkbenches</li>
<li>LaserWeapons-LaserWeapons1.7</li>
<li>NotificationLog</li>
<li>PersonalShieldMKII-master</li>
<li>TropiCKAPP</li>
<li>ADogSaid-CK_APP-PATCH</li>
<li>Miscellaneous_WeaponRepair</li>
<li>Extended Turrets Mod</li>
<li>ModularPowerArmor-1.0.17b.0.0</li>
<li>Additional Traits v2.2 [A17]</li>
<li>M No Death Randomness A17</li>
<li>TiberiumA17</li>
<li>Miscellaneous_TrainingFacility</li>
<li>Panacea-0.17.1.0</li>
<li>RePower</li>
<li>GHX</li>
<li>SupportBeams</li>
<li>Rimfire 2.3</li>
<li>HP Lovecraft Storyteller</li>
<li>Call-of-Cthulhu---Cosmic Horrors</li>
<li>Call-of-Cthulhu---Cults</li>
<li>Call-of-Cthulhu---Industrial-Age</li>
<li>Call-of-Cthulhu---Straitjackets</li>
<li>Call-of-Cthulhu---Factions</li>
<li>Rim-of-Madness---Arachnophobia</li>
<li>RuntimeGC</li>
<li>Rimsenal_Storyteller</li>
<li>SimpleSlavery-master</li>
<li>Infused</li>
<li>Markers-1.0.3</li>
<li>Reinforced indiscernible power conduits</li>
<li>USCM - Core</li>
<li>USCM - Faction Colonial Marines</li>
<li>USCM - Turret</li>
<li>OHU-Dropships-1.32</li>
Title: Re: [A17] Psychology (2017-6-30 v2)
Post by: wwWraith on June 30, 2017, 05:41:02 PM
Warforyou, as I remember, when I did said experiments with mods, I also looked on Call of Cthulhu pack. After all I removed most of them (left only Lovecraft storyteller and Arachnophobia) and then that problem disappeared. So probably it is related to some of that CoC mods or JecsTools.
Title: Re: [A17] Psychology (2017-6-30 v2)
Post by: naschkokthe3rd on June 30, 2017, 06:08:44 PM
@Warforyou

I've just done some testing on my own (specifically: enabling batches of mods, starting new colonies, and checking whether my pawns had a Pysche tab) and I can confirm wwWraith's suspicion that one or more of the "Call of Cthulu" mods are causing a conflict.

Edit: I've also found that Zombie Apocalypse suppresses the Psyche Tab
Title: Re: [A17] Psychology (2017-6-30 v2)
Post by: Warforyou on June 30, 2017, 06:48:38 PM
Quote from: naschkokthe3rd on June 30, 2017, 06:08:44 PM
@Warforyou

I've just done some testing on my own (specifically: enabling batches of mods, starting new colonies, and checking whether my pawns had a Pysche tab) and my suspicion is that one or more of the "Call of Cthulu" mods are causing a conflict.

Edit: I've also found that Zombie Apocalypse suppresses the Psyche Tab

Well I've just tried messing around with this and I guess you're right and this is some sort of conflict between Psychology and one of Cthulhu mods... That didn't help to salvage my savegame but great thanks for the tip!
Title: Re: [A17] Psychology (2017-6-30 v2)
Post by: TA1980 on June 30, 2017, 10:01:21 PM
Dear Linq,

how can I modify the traits listed under psyche (I want to emulate certain characters/personalities; how do I get about doing this)?

Regards
Title: Re: [A17] Psychology (2017-6-30 v2)
Post by: System.Linq on June 30, 2017, 10:20:24 PM
From the Workshop bug reports discussion:

Quote
Open the text editor of your choice. Use it to open the file with the same name as your save. It will be in XML format, which you can Google a picture of if you are unfamiliar. Use Ctrl-F or Ctrl-H to open up the Replace All dialog. Replace all instances of Class = "Pawn" with Class = "Psychology.PsychologyPawn". You will only need to do this once per pre-Psychology save.

Follow the same steps but instead of replacing the class, search for the name of the pawn you want to edit, scroll down to psyche, and modify the values you want to change. Dev mode integration is coming.
Title: Re: [A17] Psychology (2017-6-30 v2)
Post by: TA1980 on July 01, 2017, 12:17:23 AM
Thank you!
Title: Re: [A17] Psychology (2017-6-30 v2)
Post by: System.Linq on July 01, 2017, 01:24:33 PM
You're welcome.
Title: Re: [A17] Psychology (2017-6-30 v2)
Post by: khearn on July 01, 2017, 03:49:11 PM
I just started up a game to try out Psychology, and I also got all my pawns being asexual, aromantic, and kinsey rating of 0. I'm not using any Call of Cthulu mods, but I am using JecsTools and PrepareCarefully.

I just tried a start without going into PrepareCarefully, and all 3 colonists has kinsey ratings of 0, but didn't have asexual or aromantic listed (or anything else in their places).

A start without PrepareCarefully in the modlist ended up with two colonists with kinsey of 0, and one with a 1. No aromantic or asexual (or anything else). Both this and the above did have JecsTools.

I put PrepareCarefully back in the list and tired another new colony. This time I went into PrepareCarefully and changed one trait on one colonist. This time all three are showing kinsey ratings of 0 and asexual and aromantic.

Next try, removed JescTools (and associated Star Wars mods). Went into PrepareCarefully but didn't make any changes. All three colonists had Kinesy of 0, asexual and aromantic. So it's not JecsTools, its PrepareCarefully.

One final try, no JecsTools, PrepareCarefully installed, but didn't go into it during the setup. All three colonists has kinsey ratings of 0, but no asexual or aromantic (or anything else).

So it looks like going into PrepareCarefully when creating a new colony is what triggers it. You can have it installed and not use it and things seem to be ok.

I'll go post something in the PrepareCarefully thread, since that seems to be where the fix needs to be.
Title: Re: [A17] Psychology (2017-6-30 v2)
Post by: System.Linq on July 01, 2017, 04:51:07 PM
I suspect that Prepare Carefully does something with pawns that doesn't generate them normally. Psychology creates a pawn's sexuality when GenerateTraits() is called. If PC is creating new pawns without calling that method (perhaps to add traits in manually), they won't have their sexuality generated.

Quote from: naschkokthe3rd on June 30, 2017, 06:08:44 PM
@Warforyou

I've just done some testing on my own (specifically: enabling batches of mods, starting new colonies, and checking whether my pawns had a Pysche tab) and I can confirm wwWraith's suspicion that one or more of the "Call of Cthulu" mods are causing a conflict.

Edit: I've also found that Zombie Apocalypse suppresses the Psyche Tab
Turns out Zombie Apocalypse has been using its own pawn for some time now. It's not compatible with Psychology.
Title: Re: [A17] Psychology (2017-6-30 v2)
Post by: pauloandrade2 on July 01, 2017, 06:30:06 PM
Thank you for updating the mod to A17
By the way this mod wont apply to already generated pawns right? (as in before I figured out that psychology was updated generated pawns.)
Title: Re: [A17] Psychology (2017-6-30 v2)
Post by: System.Linq on July 01, 2017, 06:41:54 PM
It won't unless you follow the previously posted instructions.
Title: Re: [A17] Psychology (2017-7-1)
Post by: System.Linq on July 01, 2017, 08:37:19 PM
Updated to 2017-7-1:
-Added HugsLibChecker for people who miss the required dependency.
-Fixed a bug where modded kitchen robots threw errors when cooking.
-Histrionic pawns will no longer hit on people that would not normally have a chance with them.
-Plan Date now checks to make sure the pawns can actually be converted into PsychologyPawns.
-Prepare Carefully pawns should now have properly generated sexualities.
-Fixed a rare warning that could happen when a Compulsion mental break has nothing to clean/haul.
-Reduced the strength of effect that circumstances have on personality values.
Title: Re: [A17] Psychology (2017-7-1)
Post by: System.Linq on July 02, 2017, 03:40:39 AM
Soon.

(https://i.imgur.com/cNsdDGy.png)
Title: Re: [A17] Psychology (2017-7-1)
Post by: drakulux on July 02, 2017, 04:08:56 AM
Really linq.... I was planning a playthrough today since I finally got the last mod I was waiting on and then you tease me with a "soon"  update.... Why so cruel? Now I have to wait again....
Title: Re: [A17] Psychology (2017-6-30 v2)
Post by: Jecmenn on July 02, 2017, 06:21:50 AM
Quote from: naschkokthe3rd on June 30, 2017, 06:08:44 PM
@Warforyou

I've just done some testing on my own (specifically: enabling batches of mods, starting new colonies, and checking whether my pawns had a Pysche tab) and I can confirm wwWraith's suspicion that one or more of the "Call of Cthulu" mods are causing a conflict.

Edit: I've also found that Zombie Apocalypse suppresses the Psyche Tab

I'm using all Call of Cthulhu mods except storyteller and straitjackets (even installed the newly updated Elder Things for A17) and i have zero problems with Psychology or any of the CoC mods. I added Psychology to the already existing game. Also in the mod tab i have it very high, just under HugsLib and JecsTool, maybe that'll do.

To Linq: Very apreciate all your work you did with this mod! Thank you.
Title: Re: [A17] Psychology (2017-7-1)
Post by: GenericUsername on July 02, 2017, 06:22:55 AM
Getting this error repeatedly in the log:
Exception ticking Hornet: System.NullReferenceException: Object reference not set to an instance of an object
at Psychology.Harmony.InteractionWorker_RomanceAttempt_SelectionWeightPatch.PsychologyException (single&,Verse.Pawn,Verse.Pawn) <0x00326>
at (wrapper dynamic-method) RimWorld.InteractionWorker_RomanceAttempt.RandomSelectionWeight_Patch1 (object,Verse.Pawn,Verse.Pawn) <0x002f7>
at RimWorld.Pawn_InteractionsTracker/<TryInteractRandomly>c__AnonStorey354.<>m__358 (RimWorld.InteractionDef) <0x00032>
at Verse.GenCollection.TryRandomElementByWeight<RimWorld.InteractionDef> (System.Collections.Generic.IEnumerable`1<RimWorld.InteractionDef>,System.Func`2<RimWorld.InteractionDef, single>,RimWorld.InteractionDef&) <0x000b6>
at RimWorld.Pawn_InteractionsTracker.TryInteractRandomly () <0x001ac>
at RimWorld.Pawn_InteractionsTracker.InteractionsTrackerTick () <0x000f0>
at Verse.Pawn.Tick () <0x002c8>
at Verse.TickList.Tick () <0x002c0>

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


In this particular game I'm playing as a Tribe so "Hornet" is actually a human.
This shows up very frequently, even multiple times per second, seemingly for all humans.
Title: Re: [A17] Psychology (2017-7-1)
Post by: TA1980 on July 02, 2017, 07:54:29 AM
Quote from: drakulux on July 02, 2017, 04:08:56 AM
Really linq.... I was planning a playthrough today since I finally got the last mod I was waiting on and then you tease me with a "soon"  update.... Why so cruel? Now I have to wait again....

This  ;)
Title: Re: [A17] Psychology (2017-7-1)
Post by: A_Soft_Machine_Man on July 02, 2017, 10:21:01 AM
Hell yeah, been looking forward to this.

Also,

Quote from: Linq on July 02, 2017, 03:40:39 AMSoon.

Looking forward to this too.
Title: Re: [A17] Psychology (2017-6-30 v2)
Post by: Daros on July 02, 2017, 10:58:48 AM
Quote from: wwWraith on June 30, 2017, 10:06:25 AM
Thanks for the mod!

Didn't tried a new game, I've added it to the current save (with EdB Prepare Carefully and many other mods including Pawns Are Capable, RF Editable Backstories, Less Rebuffs, Rumours & Deception and Romance Diversified) without errors. Of course my existed pawns were lacking this new "psyche" tab, but I managed to add it by manually editing the save file. Looks like no problems yet, and I hope there wouldn't be :)

I also added this mod mid-game. How does one go about manually adding the missing "psyche" tab to exisiting pawns? (Also, is there any way to change the values by hand after the game has started?).

Thanks.
Title: Re: [A17] Psychology (2017-7-1)
Post by: wwWraith on July 02, 2017, 11:19:26 AM
Quote from: Daros on July 02, 2017, 10:58:48 AM
I also added this mod mid-game. How does one go about manually adding the missing "psyche" tab to exisiting pawns? (Also, is there any way to change the values by hand after the game has started?).
Quote from: Linq on June 30, 2017, 10:20:24 PM
From the Workshop bug reports discussion:

Quote
Open the text editor of your choice. Use it to open the file with the same name as your save. It will be in XML format, which you can Google a picture of if you are unfamiliar. Use Ctrl-F or Ctrl-H to open up the Replace All dialog. Replace all instances of Class = "Pawn" with Class = "Psychology.PsychologyPawn". You will only need to do this once per pre-Psychology save.

And if you want to manually change the values you can find <sexuality> and <psyche> sections in the pawn's definitions in your save file after they would be added by Psychology.
Title: Re: [A17] Psychology (2017-7-1)
Post by: kiesu on July 02, 2017, 11:45:56 AM
So, how do I stop a prisoner from throwing tauntarums? They're great at escaping prisons since I cant arrest them as they kick down that low hp vent and march on trough to kick some more stuff, even once outside the prison I cant arrest them... I cant even shoot them!
I am at a loss here.
Title: Re: [A17] Psychology (2017-7-1)
Post by: System.Linq on July 02, 2017, 12:22:44 PM
Quote from: kiesu on July 02, 2017, 11:45:56 AM
So, how do I stop a prisoner from throwing tauntarums? They're great at escaping prisons since I cant arrest them as they kick down that low hp vent and march on trough to kick some more stuff, even once outside the prison I cant arrest them... I cant even shoot them!
I am at a loss here.
Draft a pawn and manually order them to be arrested, or press B to shoot them.
Title: Re: [A17] Psychology (2017-7-1)
Post by: kiesu on July 02, 2017, 01:18:07 PM
Quote from: Linq on July 02, 2017, 12:22:44 PM
Quote from: kiesu on July 02, 2017, 11:45:56 AM
So, how do I stop a prisoner from throwing tauntarums? They're great at escaping prisons since I cant arrest them as they kick down that low hp vent and march on trough to kick some more stuff, even once outside the prison I cant arrest them... I cant even shoot them!
I am at a loss here.
Draft a pawn and manually order them to be arrested, or press B to shoot them.
No, the rampaging prisoners are literally unclickable/selectable by drafted pawns. I wonder if its a mod conflict if that's supposed to work on prisoners...

Edit/ yeah ok I can knife/shoot them, half of the time that ends up being lethal though...
Title: Re: [A17] Psychology (2017-7-1)
Post by: System.Linq on July 02, 2017, 01:34:38 PM
You can still press B and click on them to shoot them.
Title: Re: [A17] Psychology (2017-7-2)
Post by: System.Linq on July 02, 2017, 02:41:19 PM
Updated to 2017-7-2:
-Fixed a bug where more introverted pawns were actually more likely to have conversations, with less friendly pawns. Now the grumpy jerks will stop being the stars of your colony and extroverts will stop keeping to themselves.
-Added the psyche display to starting pawn generation.
-You can now edit pawns' psyches in dev mode from the Psyche tab.
-Removed error message when adding Gay trait since it seems like it isn't caused by a mod.
-If you are using Prepare Carefully, load Psychology after it and it will add a button to edit the psyche of the pawns you customize.
-Fixed the French translation a bit.
-You should now be able to arrest people in all the custom mental states, but beware: arresting mental breakers now carries a much greater risk of going berserk.
Title: Re: [A17] Psychology (2017-7-2)
Post by: GenericUsername on July 02, 2017, 03:05:51 PM
Any idea why it's throwing a million errors for me?
Title: Re: [A17] Psychology (2017-7-2)
Post by: System.Linq on July 02, 2017, 03:21:33 PM
Are you serious?
Title: Re: [A17] Psychology (2017-7-2)
Post by: GenericUsername on July 02, 2017, 03:33:00 PM
What? What's with that tone, that's completely uncalled for.
I'm not acquainted with Rimworld's errors, that might as well be Portuguese to me.

It's saying something about not liking the system for romance "attempts" and there's a null reference, but that's about as far as I go.

I don't use either of the "incompatible" mods referenced in the first post, I don't even use "EdB Prepare Carefully".
Title: Re: [A17] Psychology (2017-7-2)
Post by: System.Linq on July 02, 2017, 03:54:57 PM
No, I have no idea why it's throwing a million errors for you, since you provided no information about the problem or what it's telling you. Post screenshots if you want any mod author to help you.
Title: Re: [A17] Psychology (2017-7-2)
Post by: GenericUsername on July 02, 2017, 04:02:54 PM
What screenshots do you want? I posted the error message from the ingame log.
Title: Re: [A17] Psychology (2017-7-2)
Post by: System.Linq on July 02, 2017, 04:04:38 PM
No, you didn't. You posted a paraphrased version of it. This is what posting the error looks like:

Quote from: Warforyou on June 30, 2017, 01:41:39 PM
I am still unsure how but this mod broke world map for me when I added it midgame. Map icons are still shown but there are no world textures. The error being thrown is:
Called DrawWorldLayers() but already regenerating. This shouldn't ever happen because LongEventHandler should have stopped us.
Verse.Log:Error(String)
RimWorld.Planet.WorldRenderer:DrawWorldLayers()
RimWorld.Planet.World:WorldUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Title: Re: [A17] Psychology (2017-7-2)
Post by: GenericUsername on July 02, 2017, 04:06:32 PM
Now you're just mocking me.
That's what I bloody posted!

Quote from: GenericUsername on July 02, 2017, 06:22:55 AM
Getting this error repeatedly in the log:
Exception ticking Hornet: System.NullReferenceException: Object reference not set to an instance of an object
at Psychology.Harmony.InteractionWorker_RomanceAttempt_SelectionWeightPatch.PsychologyException (single&,Verse.Pawn,Verse.Pawn) <0x00326>
at (wrapper dynamic-method) RimWorld.InteractionWorker_RomanceAttempt.RandomSelectionWeight_Patch1 (object,Verse.Pawn,Verse.Pawn) <0x002f7>
at RimWorld.Pawn_InteractionsTracker/<TryInteractRandomly>c__AnonStorey354.<>m__358 (RimWorld.InteractionDef) <0x00032>
at Verse.GenCollection.TryRandomElementByWeight<RimWorld.InteractionDef> (System.Collections.Generic.IEnumerable`1<RimWorld.InteractionDef>,System.Func`2<RimWorld.InteractionDef, single>,RimWorld.InteractionDef&) <0x000b6>
at RimWorld.Pawn_InteractionsTracker.TryInteractRandomly () <0x001ac>
at RimWorld.Pawn_InteractionsTracker.InteractionsTrackerTick () <0x000f0>
at Verse.Pawn.Tick () <0x002c8>
at Verse.TickList.Tick () <0x002c0>

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


In this particular game I'm playing as a Tribe so "Hornet" is actually a human.
This shows up very frequently, even multiple times per second, seemingly for all humans.
Title: Re: [A17] Psychology (2017-7-2)
Post by: System.Linq on July 02, 2017, 04:12:12 PM
OK, I apologize. I don't keep track of who reports bugs. To me, you were just a random person coming in the thread and asking why your game wasn't working. I had no idea you'd posted in the thread before. In the future, please quote the initial bug report.

To answer your question, I didn't see anything that stuck out as likely to throw an NPE when I checked. Since your save probably has a dozen mods I don't use, I need to playtest it on my own and see if I can reproduce the error.
Title: Re: [A17] Psychology (2017-7-2)
Post by: GenericUsername on July 02, 2017, 04:21:03 PM
This is my modlist:
<ModsConfigData>
  <buildNumber>1557</buildNumber>
  <activeMods>
    <li>Core</li>
    <li>HugsLib</li>
    <li>ArchitectSense</li>
    <li>AllowTool</li>
    <li>AllowDeadMansApparel</li>
    <li>Efficient Light-A17</li>
    <li>Hand Me That Brick</li>
    <li>Vegetable Garden 5.4</li>
    <li>GlitterTech</li>
    <li>Miscellaneous_Core</li>
    <li>Miscellaneous_MapGenerator</li>
    <li>Miscellaneous_MapGenerator_FactionBase</li>
    <li>Miscellaneous_Incidents</li>
    <li>Miscellaneous_MAI</li>
    <li>Miscellaneous_Robots</li>
    <li>Robots_PlusPlus_Misc_Robots_Xtension</li>
    <li>Miscellaneous_BeeAndHoney</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>Psychology</li>
    <li>CheaperComponents</li>
    <li>Cooks Can Refuel</li>
    <li>ED-LaserDrill</li>
    <li>ED-Embrasures</li>
    <li>ED-OmniGel</li>
    <li>ExtendedStorage-ExtendedStorage2.1</li>
    <li>FluffyBreakdowns</li>
    <li>ED-ShieldsBasic</li>
    <li>MedicalTab</li>
    <li>Miniaturisation</li>
    <li>Mending</li>
    <li>MapReroll</li>
    <li>MadSkills-A17-2.0.1</li>
    <li>Industrialisation</li>
    <li>RT_Fuse-A17-1.0.7</li>
    <li>RT_PowerSwitch-A17-1.0.7</li>
    <li>RT_SolarFlareShield-A17-1.2.1</li>
    <li>[SS]BiggerFuses A17</li>
    <li>[SS]BiggerBatteries A17</li>
    <li>TradingSpot</li>
    <li>TilledSoil</li>
    <li>TechAdvancing</li>
    <li>StuffedFloors</li>
    <li>StackMerger</li>
    <li>sd_adv_powergen</li>
    <li>Rimsenal</li>
    <li>Rimsenal_Vanilla</li>
    <li>Rimsenal_Storyteller</li>
    <li>Rimsenal_Security</li>
    <li>Rimsenal_Hair</li>
    <li>Rimsenal_Feral</li>
    <li>Rimsenal_Federation</li>
    <li>Refactored Work Priorities</li>
    <li>ColonyManager</li>
    <li>QualitySurgeon</li>
    <li>QualityBuilder</li>
    <li>OmniLocator</li>
    <li>OHU-Dropships-1.32</li>
    <li>More Vanilla Turrets</li>
    <li>RimWorld-Achtung-Mod-master</li>
    <li>RW_RefugeeStats</li>
  </activeMods>
</ModsConfigData>


I don't think there's anything in there that could mess with romancing but mods sometimes affect things you wouldn't expect.
The errors happen about 1/2 seconds into any game, be it a brand spanking new colony or loading an existing one so I don't think a save file is necessary.

So what do I have to do? Upload my "Mods" folder? It's over a hundred Megabytes so it's gonna take me a while.
Title: Re: [A17] Psychology (2017-7-2)
Post by: System.Linq on July 02, 2017, 04:23:21 PM
Actually, if you have them all stored locally, that would be very helpful. I could use Mod Backup to just turn on all the mods and then use debug code to figure out what's wrong.
Title: Re: [A17] Psychology (2017-7-2)
Post by: GenericUsername on July 02, 2017, 04:31:04 PM
Well, by taking out the "core" folder and the source code files for the Achtung mod, I got it down to a 60.5 MB zipped file.

Do you have a preferred site for hosting it? I usually use tinyupload for this kind of thing but that has a 50MB limit. I'm uploading it to files.fm right now and it's going to take another 10 minutes or so.
Title: Re: [A17] Psychology (2017-7-2)
Post by: System.Linq on July 02, 2017, 04:40:05 PM
mixtape.moe is my go-to file host.
Title: Re: [A17] Psychology (2017-7-2)
Post by: GenericUsername on July 02, 2017, 04:42:50 PM
Well, the upload to files.fm is done so see if it works for you: https://files.fm/u/ejahykkp
Tell me how it goes so I can switch to your site if it doesn't.
Title: Re: [A17] Psychology (2017-7-2)
Post by: System.Linq on July 02, 2017, 04:53:24 PM
That works fine. Thanks for the help.
Title: Re: [A17] Psychology (2017-7-2)
Post by: Hungry Colonist on July 02, 2017, 05:13:21 PM
Are "Rumours and Deception" and "Rimdisorders" mods irrelevant if I use Psychology?
Title: Re: [A17] Psychology (2017-7-2)
Post by: System.Linq on July 02, 2017, 05:26:29 PM
Yes, as is Romance Diversified.
Title: Re: [A17] Psychology (2017-7-2)
Post by: onerous1 on July 02, 2017, 05:31:54 PM
I just want to say that I enjoy your Mod Feature Updates. They are very clever as if my colonists are listening to the radio.
Title: Re: [A17] Psychology (2017-7-2)
Post by: wwWraith on July 02, 2017, 05:35:02 PM
Quote from: Hungry Colonist on July 02, 2017, 05:13:21 PM
Are "Rumours and Deception" and "Rimdisorders" mods irrelevant if I use Psychology?

Personally I'm using Rumours and Deception with Psychology. Their functions are not "competitors" as they add different details.
Title: Re: [A17] Psychology (2017-7-2)
Post by: System.Linq on July 02, 2017, 06:08:54 PM
Quote from: wwWraith on July 02, 2017, 05:35:02 PM
Quote from: Hungry Colonist on July 02, 2017, 05:13:21 PM
Are "Rumours and Deception" and "Rimdisorders" mods irrelevant if I use Psychology?

Personally I'm using Rumours and Deception with Psychology. Their functions are not "competitors" as they add different details.
You can use them together if you like, but I consider them redundant. Particularly with Expanded Incidents.
Title: Re: [A17] Psychology (2017-7-2)
Post by: Hungry Colonist on July 02, 2017, 06:32:24 PM
Quote from: Linq on July 02, 2017, 06:08:54 PM
Quote from: wwWraith on July 02, 2017, 05:35:02 PM
Quote from: Hungry Colonist on July 02, 2017, 05:13:21 PM
Are "Rumours and Deception" and "Rimdisorders" mods irrelevant if I use Psychology?

Personally I'm using Rumours and Deception with Psychology. Their functions are not "competitors" as they add different details.
You can use them together if you like, but I consider them redundant. Particularly with Expanded Incidents.
Thanks! What about the already established relationships? Will they keep them? I'm trying to add Psychology mid-save. Trying to remove Romance Diversified, but when I do the game generates a random trait to replace the gender trait.
One of my colonists had a gunshot scar, she got the wimp trait in place of the gender one then she fell to the ground because of the pain (that was funny).Guess I'll have to remove the random traits via save editing?!
Title: Re: [A17] Psychology (2017-7-2)
Post by: System.Linq on July 02, 2017, 07:04:49 PM
That's strange. You can edit the random trait out via save editing, yes. That's the problem with a trait-based solution to things.
Title: Re: [A17] Psychology (2017-7-2 v2)
Post by: System.Linq on July 02, 2017, 10:09:45 PM
Had some time to clean things up, so here's a quick improvements build.

Updated to 2017-7-2 v2:
-Redid the method by which category labels are assigned to a pawn's personality traits in the Psyche tab so that the extreme categories are actually used.
-ThoughtWorker replacements are now handled through Harmony patches.
-Turned all of the nonconditional XML patches into xpath patches.
-Cleaned up ModBase code.
Title: Re: [A17] Psychology (2017-7-2 v2)
Post by: Mufflamingo on July 03, 2017, 01:47:01 AM
Where can I edit the Psyche in EdB's? I can't seem to find it. I loaded Psychology BELOW EdB's.
Title: Re: [A17] Psychology (2017-7-2 v2)
Post by: System.Linq on July 03, 2017, 01:51:19 AM
Load order doesn't matter, it turns out. There is a button on the Backstory tab that looks like a cog in someone's head. Click on it.
Title: Re: [A17] Psychology (2017-7-2 v2)
Post by: Mufflamingo on July 03, 2017, 02:32:14 AM
The head with the cog is not showing up for me. :(

I installed it and I have a lots of mods, it didn't show up, but I can dev edit psyche in game.

I tried it once more (this time only Hugslib, Edb and Psychology) and I still cant edit psyche in Edb.

I have no errors in the log.

What is wrong with me?  :'(


I updated Edb PC and its working now. Sorry for the fuss.
Title: Re: [A17] Psychology (2017-7-2 v2)
Post by: Ruisuki on July 03, 2017, 05:09:34 AM
1. Any news on the addition of a 'mayoral spot' to designate where the 'talk to mayor' option happens?

2. Does it have the prepare carefully esque preparation where you can assign personalities to intial colonists before launch?
Title: Re: [A17] Psychology (2017-7-2 v2)
Post by: Mufflamingo on July 03, 2017, 05:18:26 AM
Quote from: Ruisuki on July 03, 2017, 05:09:34 AM
1. Any news on the addition of a 'mayoral spot' to designate where the 'talk to mayor' option happens?

2. Does it have the prepare carefully esque preparation where you can assign personalities to intial colonists before launch?

1. Make a mayor's desk! And name the room office of the mayor!
Title: Re: [A17] Psychology (2017-7-2 v2)
Post by: alsoandanswer on July 03, 2017, 05:28:20 AM
Alright, have a problem.

Before todays update, my colonists had psychology traits

but now, whenever i click psyche, it's empty. I tried to edit it in Dev mode and the data is still there, though.

Title: Re: [A17] Psychology (2017-7-2 v2)
Post by: Ruisuki on July 03, 2017, 06:26:36 AM
Quote from: Mufflamingo on July 03, 2017, 05:18:26 AM
Quote from: Ruisuki on July 03, 2017, 05:09:34 AM
1. Any news on the addition of a 'mayoral spot' to designate where the 'talk to mayor' option happens?

2. Does it have the prepare carefully esque preparation where you can assign personalities to intial colonists before launch?

1. Make a mayor's desk! And name the room office of the mayor!
Ah so the author ended up adding an object to the mod? i remember them mentioning not liking that. good to know that makes the mod pretty much perfect in my eyes. Happen to know if it has pregame customization settings yet?

thanks for the first answer havent played since april
Title: Re: [A17] Psychology (2017-7-2 v2)
Post by: Eluxor on July 03, 2017, 07:07:08 AM
Remember if you guys dont have THE LASTESTS version of Hugs Lib and Prepare carefully, the psyche tab on pawn creation isnt going to appear.
Title: Re: [A17] Psychology (2017-7-2 v2)
Post by: wwWraith on July 03, 2017, 07:11:11 AM
Quote from: Mufflamingo on July 03, 2017, 05:18:26 AM
1. Make a mayor's desk! And name the room office of the mayor!

But there are no such desk or any tables in Psychology's defs... There are only thought "I had to schedule a meeting with a constituent at a gathering spot. I need a bedroom so I can conduct these meetings in private." And... you know, it's not a good sign if mayor tends to conduct meetings in a bedroom...
Title: Re: [A17] Psychology (2017-7-2 v2)
Post by: Mufflamingo on July 03, 2017, 07:12:30 AM
Quote from: wwWraith on July 03, 2017, 07:11:11 AM
Quote from: Mufflamingo on July 03, 2017, 05:18:26 AM
1. Make a mayor's desk! And name the room office of the mayor!

But there are no such desk or any tables in Psychology's defs... There are only thought "I had to schedule a meeting with a constituent at a gathering spot. I need a bedroom so I can conduct these meetings in private."

I was actually suggesting a mayor's desk. ;D
Title: Re: [A17] Psychology (2017-7-2 v2)
Post by: wwWraith on July 03, 2017, 07:17:06 AM
Quote from: Mufflamingo on July 03, 2017, 07:12:30 AM
I was actually suggesting a mayor's desk. ;D

Oh, then excuse my misunderstanding :) And I'll vote up for this suggestion, too :)
Title: Re: [A17] Psychology (2017-7-2 v2)
Post by: Mufflamingo on July 03, 2017, 07:22:21 AM
Quote from: wwWraith on July 03, 2017, 07:17:06 AM
Quote from: Mufflamingo on July 03, 2017, 07:12:30 AM
I was actually suggesting a mayor's desk. ;D

Oh, then excuse my misunderstanding :) And I'll vote up for this suggestion, too :)

If this happens I can finally make a town hall. ;D

Quote from: Eluxor on July 03, 2017, 07:07:08 AM
Remember if you guys dont have THE LASTESTS version of Hugs Lib and Prepare carefully, the psyche tab on pawn creation isnt going to appear.

Thank you! I jist checked, my Edb PC wasn't update. I updated it and its working now.
Title: Re: [A17] Psychology (2017-7-2 v2)
Post by: System.Linq on July 03, 2017, 10:27:48 AM
Quote from: alsoandanswer on July 03, 2017, 05:28:20 AM
Alright, have a problem.

Before todays update, my colonists had psychology traits

but now, whenever i click psyche, it's empty. I tried to edit it in Dev mode and the data is still there, though.
Are there any errors in the log?
Title: Re: [A17] Psychology (2017-7-2 v2)
Post by: lorebot on July 03, 2017, 12:01:02 PM
Is there a way to uninstall this mod from an existing game? I'm pretty sure it's the reason I've been having problems lately and I can't uninstall it to check without it breaking my save by deleting all my pawns because they have stats dependent on the mod.
Title: Re: [A17] Psychology (2017-7-2 v2)
Post by: System.Linq on July 03, 2017, 12:38:19 PM
I'm afraid not. It's an overhaul mod, you can't simply revert the game back to how it used to be. If you describe your problems, maybe I can help you with them.
Title: Re: [A17] Psychology (2017-7-2 v2)
Post by: GenericUsername on July 03, 2017, 12:41:26 PM
Did you manage to reproduce the error I'm getting by using the mod pack I uploaded?
Title: Re: [A17] Psychology (2017-7-2 v2)
Post by: System.Linq on July 03, 2017, 12:48:34 PM
I'll work on that today. I have a few bug fixes to release.
Title: Re: [A17] Psychology (2017-7-2 v2)
Post by: Hungry Colonist on July 03, 2017, 01:11:57 PM
Quote from: lorebot on July 03, 2017, 12:01:02 PM
Is there a way to uninstall this mod from an existing game? I'm pretty sure it's the reason I've been having problems lately and I can't uninstall it to check without it breaking my save by deleting all my pawns because they have stats dependent on the mod.
I think you can use Notepad++ to remove the Psychology definitions from all pawns on the map (including the non colonists) by editing the save file, and then load the game without Psychology installed. Without psychology defs in the save file you shouldn't get problems (or at least get less problems).
That's what I did to remove Rimdisorders from my save.
Title: Re: [A17] Psychology (2017-7-2 v2)
Post by: lorebot on July 03, 2017, 01:23:45 PM
Quote from: Linq on July 03, 2017, 12:38:19 PM
I'm afraid not. It's an overhaul mod, you can't simply revert the game back to how it used to be. If you describe your problems, maybe I can help you with them.

I think Psychology is having some sort of strange interaction with the other mods I'm using that's preventing pawns from doing work and certain events from happening. I have a herd of tame pygmy muffalo that all need to be milked and sheared...I can't even tell my colonists to do the work, there's no option appearing the in the right click menu. It's really weird because if I load the save all my pawns will rush to do the Handling jobs for about a minute, then they all no longer have access to them. And I'm completely baffled by this because even tho I haven't changed the mod load order or installed or removed any mods my colonists were happily doing Handling jobs for the first couple years but now have suddenly stopped.

I believe it's stopping certain events from happening too, the colony has 10  colonists and has been there for a few years, but it's never been named and no elections have ever taken place, nor have there ever been any parties. I tried to use Dev Mode to force a party and got an error that there were no locations or pawns capable of starting the party.

It's really strange because even tho the colony never had the Naming event happen the save is labeled as having a town name that's the same as one of my other saves for a different town.

I've started a new game without Psychology but all the rest of my mods and I'm going to see if things start acting strangely again after a while.

EDIT:
The list of the other mods I'm using: Miscellaneous 'CORE', HugsLib, ED-Embrasures, FishIndustry, Misc. Bees'n'Honey, Vegetable Garden , [RF] Smooth Stone Walls [a17], Bridgello, Efficient Light, Stack Merger, Hospitality, More Vanilla Turrets, The Birds and the Bees, Fluffy Breakdowns, Area Unlocker, Follow Me, Allow Tool, Healing Gun, Wildlife Tab, [sd] advanced powergeneration, QualityBuilder, Misc. Robots, Misc. Objects, Misc. Incidents, PowerSwitch, LT-DoorMat, Outfitter 0.17.1.4, Medical Tab, Colony Manager, Mending, RT Fuse, Expanded Prosthetics and Organ Engineering 2.0, MiningCo. ForceField, MiningCo. MiningHelmet, CaveworldFlora, ExtendedStorageFluffyHarmonised, ThrumboWool, Misc. Training, A Dog Said..., Path Avoid - A17, Quarry, Blueprints, [A17] Refueling Job Mod, [A17] Divided Growing Tasks, Right Tool: Rebalanced, Trap Defence V1.1, Harvest Everything!, Simple sidearms, QOLTweaksPack, MiningCo. PowerFist, CaveBiome, MiningCo. LaserFence, MiningCo. MMS, MiningCo. Alert speaker, Industrial Rollers, SS Lightning Rod, Quality Cooldown, Pawns Are Capable!, Barn Stall V1.0, Fireplace Mod V1.9B A17, Wall Torch Mod V1.1, Grenade Fix: Rearmed, I Can Fix It!, Notifications Archiver, Weapon Tech A17, Melee Hunting A17, Sometimes Raids Go Wrong, MiningCo. SpotlightTurret, RimFridge - A17, QualitySurgeon, Make Early Components - Vanilla Edition, Pawns Play Together, Pygmy muffalo, Mamuffalo V1.04, Organized Research Tab, Please Haul Perishables, Hunting Restriction, and Colony Leadership

I'm not certain, but my current theory is that Psychology and Pawns Are Capable! are the culprits for whatever is going on here. Pawns are Capable! overhauls all the Traits in the game to allow all pawns to do all jobs, just with mood penalties if they would have previously been incapable of doing them.
Title: Re: [A17] Psychology (2017-7-2 v2)
Post by: System.Linq on July 03, 2017, 01:46:09 PM
The naming thing is a vanilla bug. You have an ancient danger on your map. You won't be able to name your colony or hold an election until you clear it out. Elections follow the same rules. You probably also got a bunch of random "friendlies assisting" events.

Psychology doesn't affect the pawn AI for doing work.
Title: Re: [A17] Psychology (2017-7-2 v2)
Post by: lorebot on July 03, 2017, 02:15:26 PM
Quote from: Linq on July 03, 2017, 01:46:09 PM
The naming thing is a vanilla bug. You have an ancient danger on your map. You won't be able to name your colony or hold an election until you clear it out. Elections follow the same rules. You probably also got a bunch of random "friendlies assisting" events.

Psychology doesn't affect the pawn AI for doing work.

ugh...I haven't had a lot of Friendlies assisting events, maybe 1 or 2. I suppose that could be the root of all the weird shit going on in my games lately. I usually play on Mountainous maps and I may have ancient dangers that are buried in the mountain somewhere that I can't even find...
Title: Re: [A17] Psychology (2017-7-2 v2)
Post by: Rimrue on July 03, 2017, 03:06:00 PM
Unlikely to be Pawns Are Capable either. It also doesn't affect the AI for doing work.

There have been several threads in the Bugs forum about the vanilla big. Maybe check there to see if there's a way to fix it? At worst you could switch on the Dev tools and defog the entire map to find the ancient danger rooms and then kill all the bugs and mechs inside them.

Hope that helps! :)
Title: Re: [A17] Psychology (2017-7-2 v2)
Post by: GenericUsername on July 03, 2017, 03:10:31 PM
Concerning the Ancient Danger bug, in the dev tools you can force name your colony/faction.
That might fix it, because I started getting elections after doing so.
Title: Re: [A17] Psychology (2017-7-2 v2)
Post by: lorebot on July 03, 2017, 03:36:04 PM
Quote from: Rimrue on July 03, 2017, 03:06:00 PM
Unlikely to be Pawns Are Capable either. It also doesn't affect the AI for doing work.

There have been several threads in the Bugs forum about the vanilla big. Maybe check there to see if there's a way to fix it? At worst you could switch on the Dev tools and defog the entire map to find the ancient danger rooms and then kill all the bugs and mechs inside them.

Hope that helps! :)

How do you defog the map? I see 2 options for putting fog back, but none for removing it...
Title: Re: [A17] Psychology (2017-7-2 v2)
Post by: Rimrue on July 03, 2017, 05:09:08 PM
I may be using the wrong term. Without the game in front of me, I can't recall what the correct tool is called. I think there was a thread with instructions in the Bugs forum, though.
Title: Re: [A17] Psychology (2017-7-1)
Post by: Thugnificant on July 03, 2017, 05:31:20 PM
Quote from: GenericUsername on July 02, 2017, 06:22:55 AM
Getting this error repeatedly in the log:
Exception ticking Hornet: System.NullReferenceException: Object reference not set to an instance of an object
at Psychology.Harmony.InteractionWorker_RomanceAttempt_SelectionWeightPatch.PsychologyException (single&,Verse.Pawn,Verse.Pawn) <0x00326>
at (wrapper dynamic-method) RimWorld.InteractionWorker_RomanceAttempt.RandomSelectionWeight_Patch1 (object,Verse.Pawn,Verse.Pawn) <0x002f7>
at RimWorld.Pawn_InteractionsTracker/<TryInteractRandomly>c__AnonStorey354.<>m__358 (RimWorld.InteractionDef) <0x00032>
at Verse.GenCollection.TryRandomElementByWeight<RimWorld.InteractionDef> (System.Collections.Generic.IEnumerable`1<RimWorld.InteractionDef>,System.Func`2<RimWorld.InteractionDef, single>,RimWorld.InteractionDef&) <0x000b6>
at RimWorld.Pawn_InteractionsTracker.TryInteractRandomly () <0x001ac>
at RimWorld.Pawn_InteractionsTracker.InteractionsTrackerTick () <0x000f0>
at Verse.Pawn.Tick () <0x002c8>
at Verse.TickList.Tick () <0x002c0>

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


In this particular game I'm playing as a Tribe so "Hornet" is actually a human.
This shows up very frequently, even multiple times per second, seemingly for all humans.
Exception ticking Kelvin: System.NullReferenceException: Object reference not set to an instance of an object
at Psychology.Harmony.InteractionWorker_RomanceAttempt_SelectionWeightPatch.PsychologyException (single&,Verse.Pawn,Verse.Pawn) <0x002c5>
at (wrapper dynamic-method) RimWorld.InteractionWorker_RomanceAttempt.RandomSelectionWeight_Patch1 (object,Verse.Pawn,Verse.Pawn) <0x002f7>
at Hospitality.Harmony.Pawn_InteractionsTracker_Patch/TryInteractRandomly/<>c__DisplayClass4.<Replacement>b__0 (RimWorld.InteractionDef) <0x00037>
at Verse.GenCollection.TryRandomElementByWeight<RimWorld.InteractionDef> (System.Collections.Generic.IEnumerable`1<RimWorld.InteractionDef>,System.Func`2<RimWorld.InteractionDef, single>,RimWorld.InteractionDef&) <0x000b6>
at Hospitality.Harmony.Pawn_InteractionsTracker_Patch/TryInteractRandomly.Replacement (RimWorld.Pawn_InteractionsTracker,bool&) <0x002b5>
at (wrapper dynamic-method) RimWorld.Pawn_InteractionsTracker.TryInteractRandomly_Patch1 (object) <0x00025>
at (wrapper dynamic-method) RimWorld.Pawn_InteractionsTracker.InteractionsTrackerTick_Patch0 (object) <0x0014f>
at Verse.Pawn.Tick () <0x002c8>
at Verse.TickList.Tick () <0x002c0>

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


I'm also getting the same problem/error every time I'm in my game. I even tried to start a new game and the same problem even occurred in a tribe and not.
Title: Re: [A17] Psychology (2017-7-2 v2)
Post by: lorebot on July 03, 2017, 05:36:07 PM
Quote from: Rimrue on July 03, 2017, 05:09:08 PM
I may be using the wrong term. Without the game in front of me, I can't recall what the correct tool is called. I think there was a thread with instructions in the Bugs forum, though.
Figured it out. In the view settings you can disable Draw Fog and it lets you see everything that's on the map. Both my previous Permadeath game and my current game have Ancient Dangers buried in the mountains that I wouldn't have found for a very long time by playing normally. I'm gonna use the dev tools to destroy them and see what happens.

I've noticed another symptom of whatever is going wrong tho, I've got notices for no colonists being assigned to jobs that there are definitely colonists assigned to. I'm not sure what's going on, I'm wondering if maybe some of the mods I'm using for added jobs (like Haul+, Refuel, and separate Harvest and Sow) are causing problems somehow. I don't really want to clutter up this thread with my issues if Psychology really isn't to blame tho...
Title: Re: [A17] Psychology (2017-7-2 v2)
Post by: Constance68W on July 03, 2017, 07:54:40 PM
So, I've just added this mod at the request of a friend to "diversify" my socially inept colony..
I like it so far and what it adds..

How do I get the Psyche tab to appear to a colony in progress?
Title: Re: [A17] Psychology (2017-7-2 v2)
Post by: System.Linq on July 03, 2017, 08:19:01 PM
Quote from: Constance68W on July 03, 2017, 07:54:40 PM
So, I've just added this mod at the request of a friend to "diversify" my socially inept colony..
I like it so far and what it adds..

How do I get the Psyche tab to appear to a colony in progress?
Open your save file and replace all instances of Class="Pawn" with Class="Psychology.PsychologyPawn".
Title: Re: [A17] Psychology (2017-7-2 v2)
Post by: Ruisuki on July 03, 2017, 08:54:17 PM
Quote from: Mufflamingo on July 03, 2017, 07:12:30 AM
Quote from: wwWraith on July 03, 2017, 07:11:11 AM
Quote from: Mufflamingo on July 03, 2017, 05:18:26 AM
1. Make a mayor's desk! And name the room office of the mayor!

But there are no such desk or any tables in Psychology's defs... There are only thought "I had to schedule a meeting with a constituent at a gathering spot. I need a bedroom so I can conduct these meetings in private."

I was actually suggesting a mayor's desk. ;D
wait what? So there isnt a mayors desk in the game or a 'mayoral spot' like a 'caravan spot' yet?
Title: Re: [A17] Psychology (2017-7-2 v2)
Post by: Constance68W on July 03, 2017, 09:33:08 PM
Quote from: Linq on July 03, 2017, 08:19:01 PM
Quote from: Constance68W on July 03, 2017, 07:54:40 PM
So, I've just added this mod at the request of a friend to "diversify" my socially inept colony..
I like it so far and what it adds..

How do I get the Psyche tab to appear to a colony in progress?
Open your save file and replace all instances of Class="Pawn" with Class="Psychology.PsychologyPawn".

I'm new to that in particular.. any recommended program to use for it?
I edit a lot .sqf for ARMA III, will Sublime Text 2 work?


***Edit - It worked!  8)***
Title: Re: [A17] Psychology (2017-7-2 v2)
Post by: Mufflamingo on July 03, 2017, 09:51:59 PM
Quote from: Ruisuki on July 03, 2017, 08:54:17 PM
Quote from: Mufflamingo on July 03, 2017, 07:12:30 AM
Quote from: wwWraith on July 03, 2017, 07:11:11 AM
Quote from: Mufflamingo on July 03, 2017, 05:18:26 AM
1. Make a mayor's desk! And name the room office of the mayor!

But there are no such desk or any tables in Psychology's defs... There are only thought "I had to schedule a meeting with a constituent at a gathering spot. I need a bedroom so I can conduct these meetings in private."

I was actually suggesting a mayor's desk. ;D
wait what? So there isnt a mayors desk in the game or a 'mayoral spot' like a 'caravan spot' yet?

Imagine that the Mayor's desk is the law making body of your colony. Omg.


LetA be colonist name
LetX be type of punishment

Its like make a law that states: "If colonist A started a fight he will be punished with punishment X"

Of course punishment can be:
Jail Time.
No Food.
Cleaning duty.
Banishment.
Execution.
Etc.

Of course this will have a social and psychological impact to the pawn and hisher comrades.

He will be shunned and be isolated for being a criminal.
Or maybe he will learn his lesson and never do that again.
Or have a good buff for pawns who knew that justice was served.
Title: Re: [A17] Psychology (2017-7-2 v2)
Post by: Ruisuki on July 03, 2017, 11:18:09 PM
Oh ok so it wasnt added. I was just wondering because I remember the author mentioning it along with Prepare carefully-esque customization a couple months back
Title: Re: [A17] Psychology (2017-7-2 v2)
Post by: System.Linq on July 04, 2017, 01:10:44 AM
Quote from: GenericUsername on July 03, 2017, 12:41:26 PM
Did you manage to reproduce the error I'm getting by using the mod pack I uploaded?
Is there by any chance a Lecher pawn on your map? I think I've figured out and solved the error.
Title: Re: [A17] Psychology (2017-7-2 v2)
Post by: Tgr on July 04, 2017, 01:36:11 AM
Been 62 days and no colonists have formed intimate relationships .. bug or?
Title: Re: [A17] Psychology (2017-7-2 v2)
Post by: System.Linq on July 04, 2017, 01:47:38 AM
Quote from: TREH on July 04, 2017, 01:36:11 AM
Been 62 days and no colonists have formed intimate relationships .. bug or?

No. Your colonists probably just don't like each other enough to date.
Title: Re: [A17] Psychology (2017-7-3)
Post by: System.Linq on July 04, 2017, 02:33:43 AM
Updated to 2017-7-3:
-Fixed the error when natural mood breaks were triggered.
-Everyone should be less of a jerk now, especially Kind pawns. Tweaked the chances of negative interactions.
-Romance attempts should no longer throw NPEs when Lechers are around.
-Insomniacs will actually go to sleep when they get tired again.
-Fixed an error that was thrown when you tried to edit psyche, but had the Kinsey scale turned off (even though you deserved it, jerks).
-Probably fixed rare-ish NPE in child generation.
Title: Re: [A17] Psychology (2017-7-2 v2)
Post by: GenericUsername on July 04, 2017, 03:53:37 AM
Quote from: Linq on July 04, 2017, 01:10:44 AM
Quote from: GenericUsername on July 03, 2017, 12:41:26 PM
Did you manage to reproduce the error I'm getting by using the mod pack I uploaded?
Is there by any chance a Lecher pawn on your map? I think I've figured out and solved the error.

On my current colony I didn't actually, just checked and none of them have the trait. Unless there's some hidden pawn inside a cryptosleep casket hidden in a mountain or something like that.

However, I installed the 2017-7-3 version and I only got the error a dozen times after I loaded the game and then it stopped happening.
I'm going to keep playing and see if it shows up again.

EDIT: It still seems to happen, but much more rarely.
It showed up a dozen times pretty fast right after I loaded the game, then it shows up once every now and then. Waiting to see if it shows up once more.
Title: Re: [A17] Psychology (2017-7-3)
Post by: System.Linq on July 04, 2017, 03:57:43 AM
If it does, post the error log again. I'm pretty sure I squashed that one.
Title: Re: [A17] Psychology (2017-7-3)
Post by: GenericUsername on July 04, 2017, 04:01:49 AM
It seems it does in fact still pop up every now and then.
In this case Viper was sitting at a table in the dining room "Relaxing socially" alone with a cup of tea.
She's an optimist prude.

Exception ticking Viper: System.NullReferenceException: Object reference not set to an instance of an object
at Psychology.Harmony.InteractionWorker_RomanceAttempt_SelectionWeightPatch.PsychologyException (single&,Verse.Pawn,Verse.Pawn) <0x00344>
at (wrapper dynamic-method) RimWorld.InteractionWorker_RomanceAttempt.RandomSelectionWeight_Patch1 (object,Verse.Pawn,Verse.Pawn) <0x002f7>
at RimWorld.Pawn_InteractionsTracker/<TryInteractRandomly>c__AnonStorey354.<>m__358 (RimWorld.InteractionDef) <0x00032>
at Verse.GenCollection.TryRandomElementByWeight<RimWorld.InteractionDef> (System.Collections.Generic.IEnumerable`1<RimWorld.InteractionDef>,System.Func`2<RimWorld.InteractionDef, single>,RimWorld.InteractionDef&) <0x000b6>
at RimWorld.Pawn_InteractionsTracker.TryInteractRandomly () <0x001ac>
at RimWorld.Pawn_InteractionsTracker.InteractionsTrackerTick () <0x000f0>
at Verse.Pawn.Tick () <0x002c8>
at Verse.TickList.Tick () <0x002c0>

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


Edit: Then happened to a colonist called Trobo who is a Hard Worker with Creepy Breathing, who was just walking in a corridor.
Edit 2: Yeah it happens to pretty much everyone, just much, MUCH less often.
Title: Re: [A17] Psychology (2017-7-3)
Post by: Vyrena on July 04, 2017, 04:06:28 AM
Hi Psychology,

Your 4 July 2017 version of Psychology on Nexus unzips into expanded incidents only. Is that intended?
Title: Re: [A17] Psychology (2017-7-3)
Post by: System.Linq on July 04, 2017, 04:10:42 AM
Quote from: Vyrena on July 04, 2017, 04:06:28 AM
Hi Psychology,

Your 4 July 2017 version of Psychology on Nexus unzips into expanded incidents only. Is that intended?

Fixed.

Quote from: GenericUsername on July 04, 2017, 04:01:49 AM
It seems it does in fact still pop up every now and then.
In this case Viper was sitting at a table in the dining room "Relaxing socially" alone with a cup of tea.
She's an optimist prude.

Exception ticking Viper: System.NullReferenceException: Object reference not set to an instance of an object
at Psychology.Harmony.InteractionWorker_RomanceAttempt_SelectionWeightPatch.PsychologyException (single&,Verse.Pawn,Verse.Pawn) <0x00344>
at (wrapper dynamic-method) RimWorld.InteractionWorker_RomanceAttempt.RandomSelectionWeight_Patch1 (object,Verse.Pawn,Verse.Pawn) <0x002f7>
at RimWorld.Pawn_InteractionsTracker/<TryInteractRandomly>c__AnonStorey354.<>m__358 (RimWorld.InteractionDef) <0x00032>
at Verse.GenCollection.TryRandomElementByWeight<RimWorld.InteractionDef> (System.Collections.Generic.IEnumerable`1<RimWorld.InteractionDef>,System.Func`2<RimWorld.InteractionDef, single>,RimWorld.InteractionDef&) <0x000b6>
at RimWorld.Pawn_InteractionsTracker.TryInteractRandomly () <0x001ac>
at RimWorld.Pawn_InteractionsTracker.InteractionsTrackerTick () <0x000f0>
at Verse.Pawn.Tick () <0x002c8>
at Verse.TickList.Tick () <0x002c0>

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


Edit: Then happened to a colonist called Trobo who is a Hard Worker with Creepy Breating, who was just walking in a corridor.

Can I PM you a special DLL to put in Psychology/Assembles and send me the log of everything it outputs?
Title: Re: [A17] Psychology (2017-7-3)
Post by: GenericUsername on July 04, 2017, 04:12:21 AM
Quote from: Linq on July 04, 2017, 04:10:42 AM
Can I PM you a special DLL to put in Psychology/Assembles and send me the log of everything it outputs?

Yeah sure, is it going to make an actual file for the log somewhere? Or is it still in game and I just copy that?
Title: Re: [A17] Psychology (2017-7-3)
Post by: System.Linq on July 04, 2017, 04:12:54 AM
Still in the game. It's going to output a bunch of junk text so that, when the error happens, I can see where it stopped outputting and know where the problem is.
Title: Re: [A17] Psychology (2017-7-3)
Post by: GenericUsername on July 04, 2017, 04:38:54 AM
It gave me a bunch of messages when I launched the game like this:
Pure already has short hash.
Verse.Log:Error(String)
Verse.ShortHashGiver:GiveShortHash(Def, Type)
Verse.ShortHashGiver:GiveAllShortHashes()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()


For several traits like Pure, Cultured, Creative, Moralistic, etc.
---
Colony loaded, I got a bunch of "Start" and "Check1" messages, they're in white so I don't think they're errors, but here's what they say anyways:
check1
Verse.Log:Message(String)
Psychology.Harmony.InteractionWorker_RomanceAttempt_SelectionWeightPatch:PsychologyException(Single&, Pawn, Pawn)
RimWorld.InteractionWorker_RomanceAttempt:RandomSelectionWeight_Patch1(Object, Pawn, Pawn)
RimWorld.<TryInteractRandomly>c__AnonStorey354:<>m__358(InteractionDef)
Verse.GenCollection:TryRandomElementByWeight(IEnumerable`1, Func`2, InteractionDef&)
RimWorld.Pawn_InteractionsTracker:TryInteractRandomly()
RimWorld.Pawn_InteractionsTracker:InteractionsTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


----
Okay, about 20 seconds into loading the colony, the error happened. Here's the log at that point:
https://pastebin.com/Fdt57t4v

It's too big to directly copy on this forum, I paused right after an error though so that's at the end.
Title: Re: [A17] Psychology (2017-7-3)
Post by: Vyrena on July 04, 2017, 05:03:36 AM
Quote from: Linq on July 04, 2017, 04:10:42 AM
Quote from: Vyrena on July 04, 2017, 04:06:28 AM
Hi Psychology,

Your 4 July 2017 version of Psychology on Nexus unzips into expanded incidents only. Is that intended?

Fixed.

Hi, I just re-downloaded it and the rar file still only contained expanded incidents.
Title: Re: [A17] Psychology (2017-7-3)
Post by: System.Linq on July 04, 2017, 02:40:08 PM
Quote from: Vyrena on July 04, 2017, 05:03:36 AM
Quote from: Linq on July 04, 2017, 04:10:42 AM
Quote from: Vyrena on July 04, 2017, 04:06:28 AM
Hi Psychology,

Your 4 July 2017 version of Psychology on Nexus unzips into expanded incidents only. Is that intended?

Fixed.

Hi, I just re-downloaded it and the rar file still only contained expanded incidents.
Weird. Try now.

Quote from: GenericUsername on July 04, 2017, 04:38:54 AM
It gave me a bunch of messages when I launched the game like this:
Pure already has short hash.
Verse.Log:Error(String)
Verse.ShortHashGiver:GiveShortHash(Def, Type)
Verse.ShortHashGiver:GiveAllShortHashes()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()


For several traits like Pure, Cultured, Creative, Moralistic, etc.
---
Colony loaded, I got a bunch of "Start" and "Check1" messages, they're in white so I don't think they're errors, but here's what they say anyways:
check1
Verse.Log:Message(String)
Psychology.Harmony.InteractionWorker_RomanceAttempt_SelectionWeightPatch:PsychologyException(Single&, Pawn, Pawn)
RimWorld.InteractionWorker_RomanceAttempt:RandomSelectionWeight_Patch1(Object, Pawn, Pawn)
RimWorld.<TryInteractRandomly>c__AnonStorey354:<>m__358(InteractionDef)
Verse.GenCollection:TryRandomElementByWeight(IEnumerable`1, Func`2, InteractionDef&)
RimWorld.Pawn_InteractionsTracker:TryInteractRandomly()
RimWorld.Pawn_InteractionsTracker:InteractionsTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


----
Okay, about 20 seconds into loading the colony, the error happened. Here's the log at that point:
https://pastebin.com/Fdt57t4v

It's too big to directly copy on this forum, I paused right after an error though so that's at the end.
Awesome, thanks. I'll send you another one and you can see if it fixes it for you.
Title: Re: [A17] Psychology (2017-7-3)
Post by: GenericUsername on July 04, 2017, 02:55:09 PM
QuoteAwesome, thanks. I'll send you another one and you can see if it fixes it for you.

I don't think it changed much?
I removed the earlier .dll you sent me and put the new one (vgvwkg.dll) in the Assemblies folder of the mod.
A few seconds after loading the colony I started getting errors, about once every 3/4 seconds on the third speed setting.

Here's the log:
https://pastebin.com/xY9By935
Title: Re: [A17] Psychology (2017-7-3)
Post by: System.Linq on July 04, 2017, 02:58:42 PM
How come it doesn't have any of the white messages in it?
Title: Re: [A17] Psychology (2017-7-3)
Post by: GenericUsername on July 04, 2017, 03:06:18 PM
The "Start" and "Check1" messages? I don't know.
This is what my Assemblies folder looks like right now:
(http://i.imgur.com/NQXPAUE.jpg)
Title: Re: [A17] Psychology (2017-7-3)
Post by: System.Linq on July 04, 2017, 03:08:37 PM
Yeah you need to remove Psychology.dll.
Title: Re: [A17] Psychology (2017-7-3)
Post by: GenericUsername on July 04, 2017, 03:15:35 PM
I let it run for a bit, didn't bring up any of the earlier errors:
https://pastebin.com/tJ2PuCzP

It cut off the beginning though, I think the ingame log has a fixed length and it starts deleting the start once it gets to maximum length.
---
On a sidenote, colonists don't seem to party or flirt at all.
They have conversations and have opinions on each other but I haven't seen a single party or relationship. The only time they congregate is for elections.

Even had two colonists become enemies after a conversation about manners which got them a -190 malus. Sheesh.
Title: Re: [A17] Psychology (2017-7-3)
Post by: System.Linq on July 04, 2017, 03:25:06 PM
It's worth noting the malus isn't permanent. They'll forget that conversation in about a year.

So you're not getting the error anymore?
Title: Re: [A17] Psychology (2017-7-3)
Post by: GenericUsername on July 04, 2017, 03:26:19 PM
Nope, I've been letting the colony run with the error log on "auto open" and it hasn't come up on its own once. Nothing red in it.
Title: Re: [A17] Psychology (2017-7-3)
Post by: System.Linq on July 04, 2017, 03:30:30 PM
Cool, bug fixed then.
Title: Re: [A17] Psychology (2017-7-3)
Post by: GenericUsername on July 04, 2017, 03:32:09 PM
So do I keep this .dll with the debug info permanently or do I phase it out with the next mod update?

Also anything I can do about the missing parties and flirting?
Title: Re: [A17] Psychology (2017-7-3)
Post by: System.Linq on July 04, 2017, 04:14:59 PM
Quote from: GenericUsername on July 04, 2017, 03:32:09 PM
So do I keep this .dll with the debug info permanently or do I phase it out with the next mod update?

Also anything I can do about the missing parties and flirting?
You can keep it until the next update when the bug is fixed for everyone.

I'll look into the parties, but your pawns probably aren't flirting because they aren't interested in each other. You can view interaction chance statistics in the debug info of the Social tab.

edit: Looks like women's attractiveness formula had a mistake that was returning 15% for a lot of pawns. And pawns have to be at least 25% attractive to get hit on, so women were not hitting on people very much.
Title: Re: [A17] Psychology (2017-7-3)
Post by: gearsofcandy on July 04, 2017, 07:32:00 PM
Speaking of Female attraction, I noticed how some of my female pawns - even those who had a Kinsey rating of 0 had a low RomanceAttraction to some of my male pawns, even those who had the Beautiful trait.
So it seems to be a little too low.
Title: Re: [A17] Psychology (2017-7-3)
Post by: System.Linq on July 04, 2017, 08:59:08 PM
Yes, I've already fixed the bug. It happens only to women, because of a premature return statement.
Title: Re: [A17] Psychology (2017-7-4)
Post by: System.Linq on July 05, 2017, 01:07:00 AM
Updated to 2017-7-4:
-Fixed a bug where only one pawn would be considered to be wearing matching apparel, because they were wearing less than the other pawn, and what they WERE wearing was also being worn by the other pawn.
-The Individuality thought is now activated when your colonists no longer have low expectations, rather than by time passed.
-Fixed another NPE in romance attempts that was caused by the Kinsey system being turned off.
-Psyche presets will now be saved in Prepare Carefully. Please clap.
Title: Re: [A17] Psychology (2017-7-4)
Post by: Elimenator8970 on July 05, 2017, 05:02:33 AM
I'm trying to use Psychology with Hardcore Global SK, but the button to change personality traits isn't there while Preparing Carefully. Am I doing something wrong or is it just not compatible with the modpack?
Title: Re: [A17] Psychology (2017-7-4)
Post by: rambo on July 05, 2017, 08:26:58 AM
linq can you explain to me why in the prepare carefully mod you dont have the tab that changes the personality of a colonist?
Title: Re: [A17] Psychology (2017-7-4)
Post by: Vyrena on July 05, 2017, 08:40:25 AM
Hi Ling, I got an error which starts beeping non stop the moment guests are leaving. This is the output. https://gist.github.com/HugsLibRecordKeeper/2bee87696b46fccdf6b5a563371df582

It was a fresh tribal start and they were my first visitors. I am not sure how many came but I assumed there were 3. All along I thought there were only two because only two wandered around my base. Krand and Jackson were at my base. I entertained and recruited Jackson. I built a bed in the room where Krand is and put it as guest bed but for some reason Krand decided to sleep on the floor instead. Weird. As I was looking around the map, I saw Kaleun also sleeping on the ground far away from my base. I checked the option to entertain and set the area to Home. As he woke up, the visitors wanted to leave and I get spammed continuously with the message "Visitors from Iseria are leaving"

Actually now I think about it, it is probably not your mod. I got it mixed up. Sorry.
Title: Re: [A17] Psychology (2017-7-4)
Post by: Sirsim on July 05, 2017, 09:21:55 AM
Quote from: rambo on July 05, 2017, 08:26:58 AM
linq can you explain to me why in the prepare carefully mod you dont have the tab that changes the personality of a colonist?

You probably need to load the mod after EdB. For me works fine like this.
Title: Re: [A17] Psychology (2017-7-4)
Post by: System.Linq on July 05, 2017, 09:50:47 AM
Quote from: Elimenator8970 on July 05, 2017, 05:02:33 AM
I'm trying to use Psychology with Hardcore Global SK, but the button to change personality traits isn't there while Preparing Carefully. Am I doing something wrong or is it just not compatible with the modpack?
I have no idea. It should be fine.
Title: Re: [A17] Psychology (2017-7-4)
Post by: rambo on July 05, 2017, 10:23:32 AM
Quote from: Sirsim on July 05, 2017, 09:21:55 AM
Quote from: rambo on July 05, 2017, 08:26:58 AM
linq can you explain to me why in the prepare carefully mod you dont have the tab that changes the personality of a colonist?

You probably need to load the mod after EdB. For me works fine like this.
tried that
Title: Re: [A17] Psychology (2017-7-4)
Post by: Eluxor on July 05, 2017, 11:53:40 AM
Quote from: rambo on July 05, 2017, 10:23:32 AM
Quote from: Sirsim on July 05, 2017, 09:21:55 AM
Quote from: rambo on July 05, 2017, 08:26:58 AM
linq can you explain to me why in the prepare carefully mod you dont have the tab that changes the personality of a colonist?

You probably need to load the mod after EdB. For me works fine like this.
tried that


Do you have the lastest Version of Prepare carefully and Hugslib? Are you sure? Double check.
Title: Re: [A17] Psychology (2017-7-4)
Post by: rambo on July 05, 2017, 01:37:27 PM
Ill do that but does it just work straight from the box or do you need a patch or something
Title: Re: [A17] Psychology (2017-7-4)
Post by: System.Linq on July 05, 2017, 01:40:36 PM
Straight from the box.
Title: Re: [A17] Psychology (2017-7-4)
Post by: rambo on July 05, 2017, 02:38:48 PM
updated everything an now it works sorry for making you worried :)
Title: Re: [A17] Psychology (2017-7-4)
Post by: mrsebseb on July 05, 2017, 03:57:31 PM
After the steam version updated for me I started getting this when I load into the game.
Tried the Nexus version (Just in case) to the same result. Error goes away as I disable Psychology.


Could not execute post-long-event action. Exception: System.TypeInitializationException: An exception was thrown by the type initializer for Psychology.Harmony.Optional.EdBPrepareCarefully ---> System.IO.IOException: Sharing violation on path C:\Users\<username>\Desktop\harmony.log.txt
  at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options) [0x00000] in <filename unknown>:0
  at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share) [0x00000] in <filename unknown>:0
  at (wrapper remoting-invoke-with-check) System.IO.FileStream:.ctor (string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare)
  at System.IO.StreamWriter..ctor (System.String path, Boolean append, System.Text.Encoding encoding, Int32 bufferSize) [0x00000] in <filename unknown>:0
  at System.IO.StreamWriter..ctor (System.String path, Boolean append) [0x00000] in <filename unknown>:0
  at (wrapper remoting-invoke-with-check) System.IO.StreamWriter:.ctor (string,bool)
  at System.IO.File.AppendText (System.String path) [0x00000] in <filename unknown>:0
  at Harmony.FileLog.Log (System.String str) [0x00000] in <filename unknown>:0
  at Harmony.ILCopying.Emitter.LogLastLocalVariable (System.Reflection.Emit.ILGenerator il) [0x00000] in <filename unknown>:0
  at Harmony.DynamicTools+<>c__DisplayClass1_0.<DeclareLocalVariables>b__0 (System.Reflection.LocalVariableInfo lvi) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateSelectIterator>c__Iterator10`2[System.Reflection.LocalVariableInfo,System.Reflection.Emit.LocalBuilder].MoveNext () [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[System.Reflection.Emit.LocalBuilder].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[System.Reflection.Emit.LocalBuilder]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.ToArray[LocalBuilder] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at Harmony.DynamicTools.DeclareLocalVariables (System.Reflection.MethodBase original, System.Reflection.Emit.ILGenerator il) [0x00000] in <filename unknown>:0
  at Harmony.MethodPatcher.CreatePatchedMethod (System.Reflection.MethodBase original, System.Collections.Generic.List`1 prefixes, System.Collections.Generic.List`1 postfixes, System.Collections.Generic.List`1 transpilers) [0x00000] in <filename unknown>:0
  at Harmony.PatchFunctions.UpdateWrapper (System.Reflection.MethodBase original, Harmony.PatchInfo patchInfo) [0x00000] in <filename unknown>:0
  at Harmony.PatchProcessor.Patch () [0x00000] in <filename unknown>:0
  at Harmony.HarmonyInstance.Patch (System.Reflection.MethodBase original, Harmony.HarmonyMethod prefix, Harmony.HarmonyMethod postfix, Harmony.HarmonyMethod transpiler) [0x00000] in <filename unknown>:0
  at Psychology.Harmony.Optional.EdBPrepareCarefully+<>c__DisplayClass0_0.<.cctor>b__0 () [0x00000] in <filename unknown>:0
  at Psychology.Harmony.Optional.EdBPrepareCarefully..cctor () [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at (wrapper managed-to-native) System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (intptr)
  at System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor (RuntimeTypeHandle type) [0x00000] in <filename unknown>:0
  at Verse.StaticConstructorOnStartupUtility.CallAll () [0x00000] in <filename unknown>:0
  at Verse.PlayDataLoader.<DoPlayLoad>m__80F () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()
Title: Re: [A17] Psychology (2017-7-4)
Post by: DougJ on July 05, 2017, 04:32:01 PM
Linq, the latest version in the nexus doesnt seem to work with Hardcore SK (well, at least the psych tab), so I tried the versions from June 30 to July 2 and they worked, but when I tried the July 3 update, it didn't seem to work.
Title: Re: [A17] Psychology (2017-7-5)
Post by: System.Linq on July 05, 2017, 09:53:40 PM
Updated to 2017-7-5:
-Removed extraneous debug setting for Harmony that was leading to long load times.
-Fixed bug where saving a pawn with Prepare Carefully wouldn't let you load it without restarting the game.
-Corrected the trait description for Bleeding heart.
-Non-colonists can no longer plan dates, which was leading to errors.
-Colony prisoners can also no longer hang out, which was likely occasionally causing errors from a lot of jobs being created in one tick, since they couldn't reach anything to hang out at. You guys have plenty of time to chill in your cells anyway!
Title: Re: [A17] Psychology (2017-7-5)
Post by: rambo on July 07, 2017, 01:33:04 PM
someone not empathetic will not get a debuff for stuff that is not about him/herself https://www.dropbox.com/s/itg5bw2ilh4e2wn/Screenshot%202017-07-07%2019.27.23.png?dl=0 (https://www.dropbox.com/s/itg5bw2ilh4e2wn/Screenshot%202017-07-07%2019.27.23.png?dl=0)
https://www.dropbox.com/s/m3kes7fdxyiw8s1/Screenshot%202017-07-07%2019.27.15.png?dl=0 (https://www.dropbox.com/s/m3kes7fdxyiw8s1/Screenshot%202017-07-07%2019.27.15.png?dl=0)
Title: Re: [A17] Psychology (2017-7-5)
Post by: System.Linq on July 07, 2017, 08:08:59 PM
Is this a bug report or a suggestion?
Title: Re: [A17] Psychology (2017-7-7)
Post by: System.Linq on July 08, 2017, 03:13:39 AM
Updated to 2017-7-7:
-Doing ThingDef patches in a more compatible way.
-Pawns will no longer make romance attempts on people who are in a mental break.
-Improved how pawns decide to hit on each other. They should do it more on average now.
-Added Korean translation.
-Fixed a minor bug in the patch for pawns breaking up. It might have been able to cause pawns to become ex-spouses with everyone they have any relation to upon getting divorced.
-A bunch of performance improvements.
Title: Re: [A17] Psychology (2017-7-7)
Post by: lorebot on July 08, 2017, 03:29:25 AM
Quote from: Linq on July 08, 2017, 03:13:39 AM
-Fixed a minor bug in the patch for pawns breaking up. It might have been able to cause pawns to become ex-spouses with everyone they have any relation to upon getting divorced.

That's not a bug...that's real life. I've seen people essentially excommunicated from their families over a divorce, especially if the family really liked the spouse and the family member was the cause of the divorce. I have an uncle that got divorced after he got caught cheating, he's never invited to family events...his now ex-wife shows up for everyone.
Title: Re: [A17] Psychology (2017-7-7)
Post by: System.Linq on July 08, 2017, 03:31:51 AM
No, it's a bug. When you divorce your wife, everyone you know does not become your ex-wife.
Title: Re: [A17] Psychology (2017-7-7)
Post by: lorebot on July 08, 2017, 03:35:30 AM
Quote from: Linq on July 08, 2017, 03:31:51 AM
No, it's a bug. When you divorce your wife, everyone you know does not become your ex-wife.

They do if they like her better :)
Title: Re: [A17] Psychology (2017-7-5)
Post by: rambo on July 08, 2017, 06:10:13 AM
Quote from: Linq on July 07, 2017, 08:08:59 PM
Is this a bug report or a suggestion?
Its a suggestion because if some one who has no empathy on psyche they wont have the -debuff for anything that didn't happen to them for e.g.  they wont get the 'organ harvested from prisoner' debuff
Title: Re: [A17] Psychology (2017-7-7)
Post by: mrsebseb on July 08, 2017, 09:31:25 AM
With the latest update I get an error on starting up the game:

[HugsLib][ERR] Psychology caused an exception during OnDefsLoaded: System.NullReferenceException: Object reference not set to an instance of an object
  at Psychology.PsychologyBase.DefsLoaded () [0x00000] in <filename unknown>:0
  at HugsLib.HugsLibController.OnDefsLoaded () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
HugsLib.Utils.ModLogger:ReportException(Exception, String, Boolean, String)
HugsLib.HugsLibController:OnDefsLoaded()
HugsLib.HugsLibController:LoadReloadInitialize()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
Title: Re: [A17] Psychology (2017-7-8)
Post by: System.Linq on July 08, 2017, 07:54:23 PM
Updated to 2017-7-8:
-Fixed some NPEs for robots, you dirty cheaters.
-Revamped the effect personality has on romance so it's much more consistent and noticeable.
-Modified how experimental pawns are attracted to people who aren't able-bodied/their own age so that it doesn't nerf attractiveness so dramatically, causing much fewer romance attempts.
-Fixed a long-standing bug with how personality nodes are influenced by their parents.

Quote from: rambo on July 08, 2017, 06:10:13 AM
Quote from: Linq on July 07, 2017, 08:08:59 PM
Is this a bug report or a suggestion?
Its a suggestion because if some one who has no empathy on psyche they wont have the -debuff for anything that didn't happen to them for e.g.  they wont get the 'organ harvested from prisoner' debuff
No. People who aren't empathetic are not Psychopaths.
Title: Re: [A17] Psychology (2017-7-8)
Post by: Psy51CK on July 08, 2017, 09:23:09 PM
Greetings and Help please!
Im not able to recruit prisoners or wild animals with this mod on. My Paws are just waiting in front of them and leaving a few time later.
The debug tool say this:
JobDriver threw exception in initAction. Pawn=Cap, Job=PrisonerAttemptRecruit A=Thing_Human189570, Exception: System.TypeLoadException: Could not load type 'Psychology.PsychologyPawn' from assembly 'Psychology, Version=17.7.2.0, Culture=neutral, PublicKeyToken=null'.
at (wrapper dynamic-method) RimWorld.InteractionWorker.Interacted_Patch1 (object,Verse.Pawn,Verse.Pawn,System.Collections.Generic.List`1<Verse.RulePackDef>) <0x00017>
at RimWorld.Pawn_InteractionsTracker.TryInteractWith (Verse.Pawn,RimWorld.InteractionDef) <0x00368>
at RimWorld.Toils_Interpersonal/<ConvinceRecruitee>c__AnonStorey26C.<>m__DE () <0x00028>
at Verse.AI.JobDriver.TryActuallyStartNextToil () <0x002d9>
lastJobGiver=RimWorld.JobGiver_Work, curJob.def=PrisonerAttemptRecruit, curDriver=RimWorld.JobDriver_ChatWithPrisoner
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
RimWorld.<WaitToBeAbleToInteract>c__AnonStorey26B:<>m__DC()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:TryEnterNextPathCell()
Verse.AI.Pawn_PathFollower:PatherTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

But besides that its an awesome mod!
Title: Re: [A17] Psychology (2017-7-8)
Post by: System.Linq on July 08, 2017, 09:48:47 PM
You are not using the latest version of Expanded Incidents.
Title: Re: [A17] Psychology (2017-7-8)
Post by: Psy51CK on July 08, 2017, 10:11:26 PM
Yes was clearly my mistake! I somehow didnt copied it properly!
Seems to working now, Thanks!
Title: Re: [A17] Psychology (2017-7-8 v2)
Post by: System.Linq on July 08, 2017, 11:28:33 PM
Fixed the NPE on worldgen.
Title: Re: [A17] Psychology (2017-7-8 v2)
Post by: Soupy Delicious on July 09, 2017, 02:43:51 AM
Hello Linq. Was wondering if there was a way I could make the time-to-tend indicator on the anxiety condition a hidden from the player.  It seems like something that would be slightly unpredictable, and it feels mechanical to know it. If not, then take it as a half thought out idea :D

P.s. Just looking at the small changes you made in your latest comments.  I couldn't know if it's what you're doing or not, but don't backpedal too hastily on systems you've set out, lest you make their effect too lukewarm!  Alright, alright; I'm leaving :P
Title: Re: [A17] Psychology (2017-7-8 v2)
Post by: middlestick on July 09, 2017, 03:47:39 AM
Hello,i have some questions,first the Psyche tab will show up even you use it with a loaded save right?

2nd is i think the "Star-Wars The-Force" mod took the spot for the Psyche tab, or maybe i'm just dumb.

Etherway,thanks for the hard work and thanks for the mod.
Title: Re: [A17] Psychology (2017-7-8 v2)
Post by: System.Linq on July 09, 2017, 04:15:13 AM
Quote from: middlestick on July 09, 2017, 03:47:39 AM
Hello,i have some questions,first the Psyche tab will show up even you use it with a loaded save right?

2nd is i think the "Star-Wars The-Force" mod took the spot for the Psyche tab, or maybe i'm just dumb.

Etherway,thanks for the hard work and thanks for the mod.
Your old pawns are grandfathered in under the old systems unless you edit the save file. New pawns will have psyches.
Title: Re: [A17] Psychology (2017-7-8)
Post by: rambo on July 09, 2017, 06:31:04 AM
Quote from: Linq on July 08, 2017, 07:54:23 PM
Updated to 2017-7-8:
No. People who aren't empathetic are not Psychopaths.
[/quote]
im sorry but people who are not empathetic will not have empathy for other people which in other words they are psychopaths or sociopath (someone who lost their empathy).
Title: Re: [A17] Psychology (2017-7-8 v2)
Post by: mrsebseb on July 09, 2017, 07:46:59 AM
Quote from: rambo on July 09, 2017, 06:31:04 AM
im sorry but people who are not empathetic will not have empathy for other people which in other words they are psychopaths or sociopath (someone who lost their empathy).

No! Psychopaths and sociopaths lack empathy. Not all who lack empathy are psychopaths or sociopaths.
Title: Re: [A17] Psychology (2017-7-8 v2)
Post by: jpnm92 on July 09, 2017, 10:15:39 AM
Quote from: mrsebseb on July 09, 2017, 07:46:59 AM

No! Psychopaths and sociopaths lack empathy. Not all who lack empathy are psychopaths or sociopaths.

I agree with this. I'm not an empathetic person but i do have feelings so I'm not a psychopath.
Title: Re: [A17] Psychology (2017-7-8 v2)
Post by: rambo on July 09, 2017, 01:23:34 PM
well (I think) if you lack empathy you will not feel sorrow for some one or maybe i have a different understanding of empathy
Title: Re: [A17] Psychology (2017-7-8 v2)
Post by: Der Failer on July 09, 2017, 03:41:31 PM
I'm have the same error as this guy (https://ludeon.com/forums/index.php?topic=34112.msg350515#msg350515), When loading the lastest version with Zombieland.
Log (https://gist.github.com/HugsLibRecordKeeper/5487edbfaa893c7e0a362bfecae3d94e)
Title: Re: [A17] Psychology (2017-7-8 v2)
Post by: System.Linq on July 09, 2017, 05:11:47 PM
Quote from: rambo on July 09, 2017, 01:23:34 PM
well (I think) if you lack empathy you will not feel sorrow for some one or maybe i have a different understanding of empathy
Not being an empathetic person doesn't mean that you are completely bankrupt of empathy. You're just more self-centered; that doesn't mean you have no morals, like a psychopath.
Title: Re: [A17] Psychology (2017-7-8 v2)
Post by: rambo on July 09, 2017, 08:27:04 PM
well ok your right I dont know sh*t
Title: Re: [A17] Psychology (2017-7-8 v2)
Post by: robbie77 on July 10, 2017, 05:03:18 AM
Any chance that this works with the Hardcore SK modpack?
Title: Re: [A17] Psychology (2017-7-8 v2)
Post by: System.Linq on July 10, 2017, 05:47:11 AM
Yes, many Hardcore SK users play with it.
Title: Re: [A17] Psychology (2017-7-8 v2)
Post by: robbie77 on July 10, 2017, 06:01:43 AM
Quote from: Linq on July 10, 2017, 05:47:11 AM
Yes, many Hardcore SK users play with it.

And everything works well? Awesome! Any specific load order? Thanks for the quick reply.
Title: Re: [A17] Psychology (2017-7-8 v2)
Post by: alsoandanswer on July 10, 2017, 12:57:09 PM
When the election was over and the guys went to the polling place and stuff, it refused to save.

Here's the error log.

EDIT : So after a while the election finally finished and voting was over, and I could save again. phew. i need to go to bed. maybe put a disclaimer or something?


An exception was thrown during saving to "C:\Users\Username\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Saves\Autosave-5.rws.new": System.InvalidCastException: Cannot cast from source type to destination type.
  at Verse.Scribe_Collections.Look[Int32] (System.Collections.Generic.List`1& list, Boolean saveDestroyedThings, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Collections.Look[Int32] (System.Collections.Generic.List`1& list, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Psychology.LordJob_Joinable_Election.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[LordJob] (Verse.AI.Group.LordJob& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[LordJob] (Verse.AI.Group.LordJob& target, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Lord.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[Lord] (Verse.AI.Group.Lord& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Collections.Look[Lord] (System.Collections.Generic.List`1& list, Boolean saveDestroyedThings, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Collections.Look[Lord] (System.Collections.Generic.List`1& list, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.LordManager.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[LordManager] (Verse.AI.Group.LordManager& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[LordManager] (Verse.AI.Group.LordManager& target, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Map.ExposeComponents () [0x00000] in <filename unknown>:0
  at Verse.Map.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[Map] (Verse.Map& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Collections.Look[Map] (System.Collections.Generic.List`1& list, Boolean saveDestroyedThings, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Collections.Look[Map] (System.Collections.Generic.List`1& list, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Game.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[Game] (Verse.Game& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[Game] (Verse.Game& target, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.GameDataSaveLoader.<SaveGame>m__90E () [0x00000] in <filename unknown>:0
  at Verse.SafeSaver.DoSave (System.String fullPath, System.String documentElementName, System.Action saveAction) [0x00000] in <filename unknown>:0
Verse.Log:Warning(String)
Verse.SafeSaver:DoSave(String, String, Action)
Verse.SafeSaver:Save(String, String, Action)
Verse.GameDataSaveLoader:SaveGame(String)
RimWorld.Autosaver:DoAutosave()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()

Exception while saving game: System.InvalidCastException: Cannot cast from source type to destination type.
  at Verse.Scribe_Collections.Look[Int32] (System.Collections.Generic.List`1& list, Boolean saveDestroyedThings, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Collections.Look[Int32] (System.Collections.Generic.List`1& list, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Psychology.LordJob_Joinable_Election.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[LordJob] (Verse.AI.Group.LordJob& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[LordJob] (Verse.AI.Group.LordJob& target, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Lord.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[Lord] (Verse.AI.Group.Lord& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Collections.Look[Lord] (System.Collections.Generic.List`1& list, Boolean saveDestroyedThings, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Collections.Look[Lord] (System.Collections.Generic.List`1& list, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.LordManager.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[LordManager] (Verse.AI.Group.LordManager& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[LordManager] (Verse.AI.Group.LordManager& target, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Map.ExposeComponents () [0x00000] in <filename unknown>:0
  at Verse.Map.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[Map] (Verse.Map& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Collections.Look[Map] (System.Collections.Generic.List`1& list, Boolean saveDestroyedThings, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Collections.Look[Map] (System.Collections.Generic.List`1& list, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Game.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[Game] (Verse.Game& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[Game] (Verse.Game& target, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.GameDataSaveLoader.<SaveGame>m__90E () [0x00000] in <filename unknown>:0
  at Verse.SafeSaver.DoSave (System.String fullPath, System.String documentElementName, System.Action saveAction) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.GameDataSaveLoader:SaveGame(String)
RimWorld.Autosaver:DoAutosave()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()



Title: Re: [A17] Psychology (2017-7-8 v2)
Post by: System.Linq on July 10, 2017, 10:11:45 PM
Quote from: alsoandanswer on July 10, 2017, 12:57:09 PM
When the election was over and the guys went to the polling place and stuff, it refused to save.

Here's the error log.

EDIT : So after a while the election finally finished and voting was over, and I could save again. phew. i need to go to bed. maybe put a disclaimer or something?

Thanks, fixed now.
Title: Re: [A17] Psychology (2017-7-10)
Post by: System.Linq on July 10, 2017, 10:25:51 PM
Updated to 2017-7-10:
-Colonists will no longer plan dates if the game conditions aren't suitable for them; this will prevent them from planning dates during the "ancient danger" bugged state and then having to cancel them.
-Mayors now gain a little bit of social XP in meetings.
-Fixed an NPE when treating a trait.
-Some thoughts weren't being properly disabled by Psychology, which is now fixed.
-Removed the thought penalties for hard worker vs lazy, teetotaller vs chemical interest, etc; Psychology's conversation system should model these personality differences naturally.
-Slightly nerfed the impact talk length has on how much a pawn cares about a conversation.
-Fixed an error when saving during an election.
-Fixed an error in the social tabs of bonded animals.
-Fixed a bug if you disband a colony that has a mayor.
Title: Re: [A17] Psychology (2017-7-10)
Post by: Trotom on July 11, 2017, 11:35:29 AM
I'm curious: is there a way to influence who my colonists will pick as mayor? I'm playing a scenario with backstory that clearly indicates one person as a leader and I think it would be illogical to not have him as a mayor. If there's no implemented way to do so, can I at least know when and how should I edit my save to make it happen?
Title: Re: [A17] Psychology (2017-7-10)
Post by: System.Linq on July 11, 2017, 11:54:06 AM
Just turn it off in the mod options.
Title: Re: [A17] Psychology (2017-7-10)
Post by: Soupy Delicious on July 11, 2017, 12:05:42 PM
Linq, what's the reason for reducing the mood debuff brought upon by colonist deaths and friends dying?  Have you balanced it off with something else, or is it your personal preference? 
Title: Re: [A17] Psychology (2017-7-10)
Post by: System.Linq on July 11, 2017, 12:14:14 PM
The Bleeding heart trait.
Title: Re: [A17] Psychology (2017-7-10)
Post by: Der Failer on July 11, 2017, 12:50:18 PM
@Linq any news on my little problem here (https://ludeon.com/forums/index.php?topic=34112.msg350857#msg350857)?
I'm using the leastest version on steam, together with Zombieland (https://ludeon.com/forums/index.php?topic=32601.0).
Code (From the Log) Select
[HugsLib][ERR] Psychology caused an exception during OnDefsLoaded: System.NullReferenceException: Object reference not set to an instance of an object
  at Psychology.PsychologyBase.DefsLoaded () [0x00000] in <filename unknown>:0
  at HugsLib.HugsLibController.OnDefsLoaded () [0x00000] in <filename unknown>:0

Log (https://gist.github.com/HugsLibRecordKeeper/c11649ada7950406c030940a81e45438)
Title: Re: [A17] Psychology (2017-7-10)
Post by: Soupy Delicious on July 11, 2017, 01:39:56 PM
Quote from: Linq on July 11, 2017, 12:14:14 PM
The Bleeding heart trait.

Eheh... Im not sure a trait really balances out such serious nerfs.  I understand that -10 sookiness for 1 quadrum is pretty serious, but losing a friend is pretty serious!  I'm sorry to ask, guv, but could you please direct me to the xml file (or what ever it is) where I can find the values for what I'm looking for?
Title: Re: [A17] Psychology (2017-7-10)
Post by: bladerunner170 on July 11, 2017, 11:51:00 PM
I know anxiety is already in the mod, but have you ever considered adding other mental illnesses to Psychology? Depression, PTSD, etc?
Title: Re: [A17] Psychology (2017-7-10)
Post by: Soupy Delicious on July 12, 2017, 12:09:05 AM
Anxiety and panic attacks is the result of ptsd..
Title: Re: [A17] Psychology (2017-7-10)
Post by: bladerunner170 on July 12, 2017, 01:55:46 AM
Quote from: Soupy Delicious on July 12, 2017, 12:09:05 AM
Anxiety and panic attacks is the result of ptsd..
Touche'.
Title: Re: [A17] Psychology (2017-7-10)
Post by: Soupy Delicious on July 12, 2017, 02:13:53 AM
Quote from: Linq on July 11, 2017, 12:14:14 PM
The Bleeding heart trait.

I'm sorry, man... I just cleared up my presumptions on discord.  The only other time a friend had died in my game, they had been tight, and the debuff was high.  Then I started using your mod... I think you can see where I made my assumptions from.  Mistakes.  Thanks, man.  Your mod is truly brilliant and I'm having so much fun enjoying the infinitely more believable colonists I'm playing with.
Title: Re: [A17] Psychology (2017-7-10)
Post by: NoImageAvailable on July 12, 2017, 04:43:18 AM
Speaking of anxiety, is there any way to get rid of it, other then sending the colonist on a one-man caravan with no food?
Title: Re: [A17] Psychology (2017-7-10)
Post by: System.Linq on July 12, 2017, 09:48:05 AM
Quote from: NoImageAvailable on July 12, 2017, 04:43:18 AM
Speaking of anxiety, is there any way to get rid of it, other then sending the colonist on a one-man caravan with no food?
No. In the "managed" state it has a negligible effect on the pawn, but it can always make a comeback if you stop treating it. Anxiety has no cure.

e: Oh, you can replace their brain, though!
Title: Re: [A17] Psychology (2017-7-10)
Post by: Hungry Colonist on July 12, 2017, 12:29:45 PM
Quote from: Linq on July 12, 2017, 09:48:05 AM
e: Oh, you can replace their brain, though!

That's what I call a practical solution.  ;D
Title: Re: [A17] Psychology (2017-7-10)
Post by: Brrainz on July 12, 2017, 08:41:09 PM
Hi,
I get lots of reports that the latest version prevents Zombieland zombies from spawning. Any ideas?
Title: Re: [A17] Psychology (2017-7-10)
Post by: System.Linq on July 12, 2017, 09:23:12 PM
Nope. I'll take a look at it, I guess.
Title: Re: [A17] Psychology (2017-7-10)
Post by: bladerunner170 on July 13, 2017, 01:08:05 AM
Quote from: Linq on July 12, 2017, 09:23:12 PM
Nope. I'll take a look at it, I guess.

I'm also getting zombieland issues after updating both mods
Title: Re: [A17] Psychology (2017-7-10)
Post by: jpnm92 on July 13, 2017, 04:31:06 PM
Can someone tell me the difference between empathetic and compassionate?

For me they're the same thing.

Edit: Ok so i used my gold 1 brain cells for something and went to google. So empathy is what you feel and compassion is when you actually do something about it?

Daddy explain it to me
Title: Re: [A17] Psychology (2017-7-10)
Post by: Soupy Delicious on July 14, 2017, 12:14:47 AM
Empathy sounds like something base, like the material you would craft something out of.  And compassion sounds like what is crafted.   But I dont know nuffin.
Title: Re: [A17] Psychology (2017-7-10)
Post by: lorebot on July 14, 2017, 04:58:18 AM
Empathy is understanding the pain of losing a loved one.
Compassion is comforting the bereaved.

Essentially you can have Empathy from a world away, but to be Compassionate you need to be involved with the situation.
Title: Re: [A17] Psychology (2017-7-10)
Post by: TA1980 on July 14, 2017, 06:11:54 AM
https://www.merriam-webster.com/dictionary/empathy

https://www.merriam-webster.com/dictionary/compassion
Title: Re: [A17] Psychology (2017-7-16)
Post by: System.Linq on July 16, 2017, 03:10:10 AM
Updated to 2017-7-16:
-Elections will now notify you if there is a tie, to make it clear that it's not a bug.
-Pawns hanging out together will no longer try and reserve the same item to do the same joy activity together.
-Fixed a bug that was causing elections to be won by the most competitive candidate, rather than the one with the most votes.
-Colonists will now hit on psychopaths (who never had 5+ opinion of anyone, mostly) if they find them attractive enough.
-Hopefully fixed the incompatibility between Psychology and Zombieland. I will need more input from the mod's creator to ensure this is resolved.
Title: Re: [A17] Psychology (2017-7-16)
Post by: Brrainz on July 16, 2017, 07:05:54 AM
Congrats on tackling the issue with Zombieland. If I can be of any help, ping me at discord. I am big fan of your Psychology mod!
Title: Re: [A17] Psychology (2017-7-16)
Post by: Mufflamingo on July 16, 2017, 07:47:02 AM
Updated to latest version but no Psyche on pawn generation and in EdB's Prepare carefully.

[attachment deleted by admin due to age]
Title: Trouble modifying harvest toughts..
Post by: wolfsilver00 on July 16, 2017, 08:21:25 AM
Hey guys, I'm trying to make the usual harvest organs without colonist killing themselves over it mod..  But I ran into a little problem, it doesnt matter what I do, I can't seem to change the value.. Used this code:

<ThoughtDef>
      <defName>KnowGuestOrganHarvested</defName>
      <durationDays>0.1</durationDays>
      <stackLimit>1</stackLimit>
      <stackedEffectMultiplier>0.75</stackedEffectMultiplier>
      <nullifyingTraits>
         <li>Psychopath</li>
      </nullifyingTraits>
      <stages>
         <li>
            <label>someone's organ harvested</label>
            <description>Harvested some kind of meat out of a meat bag, it was human but still, meh... </description>
            <baseMoodEffect>-1</baseMoodEffect>
         </li>
      </stages>
   </ThoughtDef>

The problem is.. It takes into account the new duration, stack limit and description, but the base mood effect part is not calculated...  Checked the core game and saw it has a -5.. But in game I get a -4.. So I though that maybe, it wasnt taking psychology's new base mood value, so.. Disabled EVERY other mod except for huglib.. And.. Didn't work? Then I went on and disabled huglib.. And finally, i get my mood value correctly translated into the game, so there is something in hublib (or harmony) that is not allowing me to modify the base values in the game (or is actually modifying the base values of the game, judging by the -4 instead of the core -5)..

Does op know of a solution to this? Been trying to solve this for 3 days already and it's making me crazy.

Thanks in advance for your help

Edit: Also tried modifying the PsychologyBase.cs values, that had a -4, but still it doesnt work u.u

Edit2: After trying to figure out how the fuck does c work, ended up realizing that PsychologyBase changes were using the empathy system (or defining it?) so I disabled the empathy mode in the mods options, and now my values from the DEF are working, so I guess I kinda made it work.. But I would still like to know why changing PsychologyBase values didn't work, that way I could enable the empathy system again and still harvest organs from the dudes..
Title: Re: [A17] Psychology (2017-7-16)
Post by: Der Failer on July 16, 2017, 03:02:13 PM
Quote from: Linq on July 16, 2017, 03:10:10 AM
Updated to 2017-7-16:
[snip]
-Hopefully fixed the incompatibility between Psychology and Zombieland. I will need more input from the mod's creator to ensure this is resolved.
From what i can tell it works fine now. The error is gone and zombies spawn like they should.
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: System.Linq on July 16, 2017, 03:43:18 PM
Updated to 2017-7-16 v2:
-Updated German translation
-Fixed Pawn class patcher

Quote from: wolfsilver00 on July 16, 2017, 08:21:25 AM
Hey guys, I'm trying to make the usual harvest organs without colonist killing themselves over it mod..  But I ran into a little problem, it doesnt matter what I do, I can't seem to change the value.. Used this code:
There is no "empathy system" in Psychology. The "disable empathy changes" option simply turns off the changes to thoughts like organ harvesting, which are lowered slightly so that the Bleeding heart trait's unique thoughts for those situations will be higher by comparison. I also enjoy when it messes with people who use unrealistic "no one cares about organ harvesting" mods with my realism-focused pawn psychology mod, so that's a bonus.
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: wolfsilver00 on July 16, 2017, 04:03:46 PM
Quote from: Linq on July 16, 2017, 03:43:18 PM
Updated to 2017-7-16 v2:
-Updated German translation
-Fixed Pawn class patcher

Quote from: wolfsilver00 on July 16, 2017, 08:21:25 AM
Hey guys, I'm trying to make the usual harvest organs without colonist killing themselves over it mod..  But I ran into a little problem, it doesnt matter what I do, I can't seem to change the value.. Used this code:
There is no "empathy system" in Psychology. The "disable empathy changes" option simply turns off the changes to thoughts like organ harvesting, which are lowered slightly so that the Bleeding heart trait's unique thoughts for those situations will be higher by comparison. I also enjoy when it messes with people who use unrealistic "no one cares about organ harvesting" mods with my realism-focused pawn psychology mod, so that's a bonus.

Umm... Well, thanks for basically dismissing everything I said and not giving a single bit of help. I'm sorry I messed with your mod.
Also just so you know, it's unrealistic that someone would care about an organ being harvested from someone who recently tried to kill them, as it has a positive bias because of the potential use in own survival or those who are loved. But what the fuck do I know about realism in a game, I'm just a psychology student trying to have fun.
And please put your fucking ego in check, I was asking nicely, providing as much information as I could to help you give me a solution.. If you consider it a bonus making people who don't think like you about realism have a hard time, and enjoy it, then you are just an asshole with some power because of a well known mod.

Good fucking work on it by the way, it's pretty cool, but next time try to not be an ass to someone who is doing his fucking best to make the game more fun at least for him.

Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: System.Linq on July 16, 2017, 04:19:00 PM
I recommend you pay a little more attention in your classes, if you really think that's the case.
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: Bonkus72 on July 16, 2017, 07:47:11 PM
Quote from: Linq on July 16, 2017, 04:19:00 PM
I recommend you pay a little more attention in your classes, if you really think that's the case.

I personally would have no qualms about cutting up someone for profit if they had recently tried to end my life or the life of those I love.  Not everyone thinks like you, or what you believe to be "normal."  Maybe I'm an outlier, but if someone tries to kill me or my loved ones I'd put them in the cemetary without batting an eye.  What happens to their corpse after that is irrelevant to me; its just meat at that point.
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: System.Linq on July 16, 2017, 08:35:35 PM
Quote from: Bonkus72 on July 16, 2017, 07:47:11 PM
Quote from: Linq on July 16, 2017, 04:19:00 PM
I recommend you pay a little more attention in your classes, if you really think that's the case.

I personally would have no qualms about cutting up someone for profit if they had recently tried to end my life or the life of those I love.  Not everyone thinks like you, or what you believe to be "normal."  Maybe I'm an outlier, but if someone tries to kill me or my loved ones I'd put them in the cemetary without batting an eye.  What happens to their corpse after that is irrelevant to me; its just meat at that point.

Tough words. Let's see you actually do it.

A psychology student ought to know about self-reporting biases.
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: Soupy Delicious on July 16, 2017, 10:16:05 PM
Jayeeeezus Christ.  I remember having childish thoughts like 'pshht, I would be fine in a war situation. I'd be making jokes', 'if someone pointed a gun at me, I'd defuse the situation with with my imperturbable wit!'.

Always despised psychology students. They're like laymen (fine by themselves), but who have this snobby, unbearable confidence in their newfound understanding on life as a whole.

Bonkus, have you ever had to cut someone up because they threatened to hurt, or hurt, a loved one?  The toughest military guys who are defending their (and attacking others') loved ones all the time end up slightly fucked up about the whole business. And that's before they decide to souvenir their organs to go back home and save old uncle Jimmy.

Legit I was last thinking like that when I was 15 years old, but I do remember thinking it and feeling it, and I forgive you if you are also 15.
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: Szara on July 17, 2017, 02:14:50 AM
Latest version of psychology, I always get this error on startup, no matter how much I strip down my mod load order, or where in the order I place Psychology.

[HugsLib][ERR] Psychology caused an exception during OnDefsLoaded: System.NullReferenceException: Object reference not set to an instance of an object
  at Psychology.PsychologyBase.DefsLoaded () [0x00000] in <filename unknown>:0
  at HugsLib.HugsLibController.OnDefsLoaded () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
HugsLib.Utils.ModLogger:ReportException(Exception, String, Boolean, String)
HugsLib.HugsLibController:OnDefsLoaded()
HugsLib.HugsLibController:LoadReloadInitialize()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()


I even went and cleared all of HugsLib's config data in case it needed a fresh start or something. I do not have Zombie Apocalypse or Children and Pregnancy, or anything else in the same vein as Psychology.

Psychology shows up in mod options, but nowhere else.
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: System.Linq on July 17, 2017, 02:20:48 AM
Are you using Zombieland?
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: Mufflamingo on July 17, 2017, 03:51:57 AM
I always say its going to be fine if a robbery starts, I can kill the robber before he makes a move.

It happened to me and I was forced to give my money to him and let me go. Nearly pissed my pants.

Sometimes not all you have in mind is the thing you will do when that situation occurs.
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: lorebot on July 17, 2017, 04:14:34 AM
I knew a convenience store owner in NJ a long time ago who told me what it was like to be robbed at gun point. He bought the store knowing it was a possibility that it would happen. He got a good security system and quality locks for the doors, all the things his insurance required and then some. He posted stuff in the windows about the place being under surveillance and figured no one would be dumb enough to try to rob his store knowing they'd be on camera. Said he was robbed twice in the first year.

The first time he was caught totally off guard while he was stocking shelves, it was late at night and the store was empty. He said he was terrified and gave the guy exactly what he wanted. The second time it was the middle of the day, there were people in the store and the gunman threatened them all to get what he wanted and he got it. Neither robbery was for more than a thousand dollars, but the idea of continually being at the mercy of thieves spurred the guy to take greater steps. He found a Night Watch group in a nearby neighborhood and joined it, had his store added to their rounds. He bought a shotgun, learned to use it, and got a locking mechanism for it similar to what's in a police car and mounted it below the cash register. He was going to be ready the next time some wackjob with a gun came into his store...

Late in his 2nd year of owning the place he got his 3rd robbery, two guys in ski masks with pistols broke the door while he was closing up for the night. With the audible alarm going off they demanded all the cash in the store and the owner was so shaken by the violence of it all he forgot about the shotgun and gave them the cash.

He told me that in 20 years of owning that store he'd been robbed 14 times and all but once he was so surprised by it that he would just give them the money. The 1 time he tried to fight back the thief spotted him reaching for the shotgun and warned him not to...he didn't try again.

Sometimes you can do everything right, prepare perfectly, practice what to do...but when it's go time you still choke.
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: Szara on July 17, 2017, 01:49:21 PM
Quote from: Linq on July 17, 2017, 02:20:48 AM
Are you using Zombieland?

No Zombieland either.
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: System.Linq on July 17, 2017, 01:54:08 PM
Can you post your mod list?
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: Sharajat on July 17, 2017, 02:05:55 PM
This seems to be a minor thing, but I was trying to track down sources of lag in devmode and I noticed that whenever one of the robots from MAI+ does something in the ER it tries to check if they have a bleeding heart attribute, but it just bounces and generates an error. 

Looks like it's not a big deal, but it can definitely spit a lot of errors into the log very quickly. 

P.S.  Best mod ever.
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: Szara on July 17, 2017, 02:28:15 PM
Quote from: Linq on July 17, 2017, 01:54:08 PM
Can you post your mod list?

This is not all of the mods since I've been trying to use a process of elimination to see if I can find the problem, but it is a load order that doesn't work. Just core, hugslib and psychology works though, but I haven't yet been able to track down anything more specific.

Hospitality I noticed was another mod that was being loaded by hugslib, but even removing it didn't prevent the error.

     Core
     HugsLib
     AlienRaces
     CombatExtended
     Core_SK
     AllowDeadMansApparel
     AreaUnlocker
     AntiAutoUnload
     Camp
     Colony Leadership
     ColonyManager
     DarkestNight_SK
     Dubs Bad Hygiene
     EdBPrepareCarefully
     FluffyBreakdowns
     Hospitality
     Infused_CR
     MedicalTab
     Miscellaneous_Core
     Miscellaneous_BeeAndHoney
     Miscellaneous_Robots
     Miscellaneous_TrainingFacility
     Skynet_SK
     SeedsPlease
     RuntimeGC
     RT_SolarFlareShield
     RT_Fuse
     ResearchPal
     HelpTab
     RelationsTab
     Numbers
     SaveGameFix
     Psychology


Edit: I've made sure that HugsLib, AllowTool, Hospitality, Alien Races, EdB Prepare Carefully are all updated, as those seemed like they might be culprits, but nothing changed.

Edit: At some point something I changed made it so that the psychology psyche/sexuality info shows up when generating pawns, but only when not preparing carefully. But the red error on loading up Rimworld is still exactly the same. Which is odd.

BUT on the up side it seems to be working ingame, at a glance, aside from the red error at launch. Whether there'll be something horribly broken that I haven't seen yet is an unknown.
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: Spiders Everywhere on July 18, 2017, 03:47:31 AM
Is it still possible to treat Chemical Interest/Fascination? I'm not seeing the option.

Edit: Looks like a mod conflict. I'll see if I can narrow it down.
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: Undeadbanana on July 18, 2017, 05:35:20 AM
Quote from: wolfsilver00 on July 16, 2017, 08:21:25 AM
it's unrealistic that someone would care about an organ being harvested from someone who recently tried to kill them, as it has a positive bias because of the potential use in own survival or those who are loved. But what the fuck do I know about realism in a game, I'm just a psychology student trying to have fun.

Quote from: Billiam,GlitterworldDoctorMajor malfunction on trade ship.
Hurry to escape pod and eject towards planet surface along with a few others.
Escape pod crashes into surface, breaking my back.
My shipmate, Red, sprains his ankle when his pod crashes nearby.
Fortunately, we landed near a colony.
Colonists completely disassemble our escape pods to remove us.
They walk back to their colony because they weren't assigned to be doctors.
Hours go by, eventually doctor arrives and carries Red off.
More hours go by, vision going dark when I see the doctor arrive to carry me also.

Days later, I regain consciousness, Red is sleeping nearby. We're both on the ground, with blue chalk markings around us and a label that says "Medical Sleeping Spot". The room is littered with blood, human excrement and boulders and the only light is coming from a campfire.
A colonist walks into the room carrying an elephant carcass. Tells me their cook is wandering and can't cook or butcher anything right now. Coming from a Glitter world and rich family, I have very specific tastes, let him know I'll go ahead and wait for cook to come back.
He doesn't care and forces me to eat from the elephant carcass.
As he's feeding me, Red wakes up and starts to get up off the ground.

Red tells me his brother lives in a nearby colony which has been around for a while, the environment over there is much more relax, using high technology, multiple chefs always on duty and people aren't going out of their minds.
The doctor comes into the room, Red starts walking out of the room without saying anything. The colonist feeding me drops the carcass next to me, he pulls out his sniper rifle and starts shooting at Red. The doctor starts shooting with his shotgun. They don't stop shooting until Red falls on the ground, they then arrest him and drag him away.

I find out a few days later, Red was executed because someone deemed that there was a 99% chance he wouldn't join the colony. On the brightside, they harvested every piece of him they could before his execution. So they were going to replace my spine, my bent pinky, also my brain since I get anxiety sometimes.

After the colony doctor removes my feets, then legs, hands, kidney, lung, he finally succeeds at replacing my spine. I let him know to not worry about the anxiety, I'll medicate myself.
I accept their invitation to join the colony.

Although, I now have peglegs and wooden hands, I'm still deemed the best doctor in the colony and put in charge of future surgeries/rescues.
A tribe from nearby is finally fed up of the colony recruiting their people and killing their tribal caravans that have visited. They arrive with 20 of their strongest tribal warriors armed with spears, axes and bows. They attack immediately.
All of our colony is drafted into the milita, we all get on line behind sand boxes. Fortunately for us, the angry tribal members wander right into our killbox and are mowed down by the auto turrets. We never even got to fire our weapons.
The survivors are treated and thrown into prison.

Those deemed useless or unwilling to join us have all their organs and body parts harvested while they're living. We never harvest from dead bodies because dead bodies are gross.

In the beginning, I thought all of this would bother me but a psychology student explained to me that it was unrealistic for a picky eat such as myself to get upset when I don't eat things I like. He also explained to me that I shouldn't feel bad about harvesting from our prisoners. Even though they're primitive people, he wanted me to imagine what would've happened to me if they actually got through our kill box full of auto turrets and broke into our base that's 4 meters deep inside the mountain. It was either my life or his.

I spend the rest of my days, replacing limbs on colonists who got frostbite and lost limbs when they tried hiking for miles in blizzards wearing tattered clothing.

Nothing bothers me. We're completely normal.

Joking aside, Wolfsilver00, negating or editing static values to make them different static values because of how you believe people would really act in this environment isn't more realistic. Maybe my story is a little ridiculous, but I think it's ridiculous how some people assume everyone would be okay with <whatever action> except this guy with <trait> because we're on a Rimworld.

Linq has created an excellent mod, and I think utilizing his Psyche system to change the thought modifiers would provide a much greater way of adding realism than an XML patch changing base values.

For example, you can use your XML patch to change all the base values of thoughts to what you think an average person who has just arrived from a Glitterworld (Or whatever value you think is reasonable for game balance) would think if they just got off the ship, walked into the kitchen and saw someone harvesting as many parts of a person before they bled out. Lets say -25 would be the base value.

Then using Linq's Psych system, let's say 3 other colonists walk in.



   
   
   
   
   
PsycheGlitter GuyColonist 1 Colonist 2Colonist 3
Compassion9975500
Aggressive07550100
Thoughtfullness30206020
TimeAsColonist02 days2months5yrs

We could create a function which pulls the thoughtdef value and any other personality traits or stats we think matter and calculate a new value to give to the thoughthandler.

So say colonist 3 has been around for a long time, many battles, killed many people, has no compassion probably some other mental issues. He has absolutely no problem taking organs and limbs just in case he gets some scars. 0 debuff.

Gitterdude just arrived, loves life thinks the thought is absolutely disgusting but he is slightly thoughtful. -23

Colonist 1 just arrived, he's very compassionate about human life but maybe his aggression is conflicting with that compassion. He also just arrived. -14.

Of course these numbers are all preposterous, but it's just a suggestion.


fyi; I know this is a long post. Got distracted, watched movie and just wasn't keeping track of how much I was writing.

edit: I think I talked myself into making an interesting mechanic for this mod. Been wanting to get back into coding but only experience I have is C++ (from a semester around 6 years ago) and Matlab.
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: Brrainz on July 18, 2017, 06:27:35 AM
That post made my day. Mad props to you!
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: rambo on July 18, 2017, 08:09:05 AM
Quote from: lorebot on July 17, 2017, 04:14:34 AM
I knew a convenience store owner in NJ a long time ago who told me what it was like to be robbed at gun point. He bought the store knowing it was a possibility that it would happen. He got a good security system and quality locks for the doors, all the things his insurance required and then some. He posted stuff in the windows about the place being under surveillance and figured no one would be dumb enough to try to rob his store knowing they'd be on camera. Said he was robbed twice in the first year.

The first time he was caught totally off guard while he was stocking shelves, it was late at night and the store was empty. He said he was terrified and gave the guy exactly what he wanted. The second time it was the middle of the day, there were people in the store and the gunman threatened them all to get what he wanted and he got it. Neither robbery was for more than a thousand dollars, but the idea of continually being at the mercy of thieves spurred the guy to take greater steps. He found a Night Watch group in a nearby neighborhood and joined it, had his store added to their rounds. He bought a shotgun, learned to use it, and got a locking mechanism for it similar to what's in a police car and mounted it below the cash register. He was going to be ready the next time some wackjob with a gun came into his store...

Late in his 2nd year of owning the place he got his 3rd robbery, two guys in ski masks with pistols broke the door while he was closing up for the night. With the audible alarm going off they demanded all the cash in the store and the owner was so shaken by the violence of it all he forgot about the shotgun and gave them the cash.

He told me that in 20 years of owning that store he'd been robbed 14 times and all but once he was so surprised by it that he would just give them the money. The 1 time he tried to fight back the thief spotted him reaching for the shotgun and warned him not to...he didn't try again.

Sometimes you can do everything right, prepare perfectly, practice what to do...but when it's go time you still choke.
ok
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: TomorrowWeLive on July 18, 2017, 09:22:32 AM
Hi, first of all, love the mod!  However I've noticed something and I'm not sure whether it is an error or not. Essentially same-sex attracted characters (i.e. Kinsey 5,6) don't seem to be making romance attempts.  I haven't been playing this particular game for that long, so I would just chalk it up to needing more time, only a straight pawn has made several romance attempts over the course of a few days, while the gay pawn has made none (despite having characters of the same sex who they have a very positive opinion of).  Is this a bug or is there some other explanation for this discrepancy?
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: System.Linq on July 18, 2017, 09:42:56 AM
Their Kinsey rating is not the only factor that goes into whether they want to romance each other.
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: Der Failer on July 18, 2017, 11:41:49 AM
Quote from: Spiders Everywhere on July 18, 2017, 03:47:31 AM
Is it still possible to treat Chemical Interest/Fascination? I'm not seeing the option.

Edit: Looks like a mod conflict. I'll see if I can narrow it down.
I've the same problem it took a bit, but i found the mod causing the conflict. It's HelpTab (https://ludeon.com/forums/index.php?topic=33593.msg342712#msg342712), no idea how or why, but removing it form my mod list brings back option to treat Chemical Interest/etc, also with just Psychology and the HelpTab loaded I'm unable to treat again.
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: Spiders Everywhere on July 18, 2017, 09:01:18 PM
Quote from: Der Failer on July 18, 2017, 11:41:49 AM
Quote from: Spiders Everywhere on July 18, 2017, 03:47:31 AM
Is it still possible to treat Chemical Interest/Fascination? I'm not seeing the option.

Edit: Looks like a mod conflict. I'll see if I can narrow it down.
I've the same problem it took a bit, but i found the mod causing the conflict. It's HelpTab (https://ludeon.com/forums/index.php?topic=33593.msg342712#msg342712), no idea how or why, but removing it form my mod list brings back option to treat Chemical Interest/etc, also with just Psychology and the HelpTab loaded I'm unable to treat again.

Oh, weird! Yeah, looks like that's it. I wonder why it does that, it's not the kind of conflict I'd expect.
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: MeMyselfAnDie on July 26, 2017, 04:56:01 AM
When colonists "hang out with someone" (which I am pretty sure is from this mod) they ignore restricted zones. This is an issue because killboxes in vanilla, but when someone (me) is playing with the Call of Cthulhu mods, colonists might just "hang out" into the mist, go insane, and kill each other. This is irritating. That is all.
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: rambo on July 26, 2017, 06:31:04 AM
the party event doesnt appear anymore i think its from your mod
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: HammerheadCow on July 26, 2017, 08:08:50 AM
It seems like psychology and children and pregnancies are compatable if you load psychology after children. But I don't know what it changes and how it isn't compatable. So...
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: Soupy Delicious on July 26, 2017, 09:33:47 PM
Quote from: HammerheadCow on July 26, 2017, 08:08:50 AM
It seems like psychology and children and pregnancies are compatable if you load psychology after children. But I don't know what it changes and how it isn't compatable. So...

That's what I want to find out. Maybe the problems are simple ones. Like, maybe you'll witness two babies going off somewhere and having serious conversations about manners and the like.  I could find that plausible. 
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: Zuthal on July 27, 2017, 09:46:38 AM
One thing I am wondering about, and which I couldn't find by some casual code-diving - which actual distributions (i.e. chance of each rating) does this mod use for the Kinsey scale on the different settings, and would it be possible to expose those to be set by players who want to define their own distribution?
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: System.Linq on July 27, 2017, 11:55:37 AM
No. It uses a Gaussian formula which couldn't easily be set by players. It's in the sexuality tracker.
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: Der Failer on July 27, 2017, 12:49:35 PM
Two of my guys are hanging out (playing billiard), and every time one of them changes position this pops up (names and pos change ofc).
Tried to release (169, 0, 132) that wasn't reserved by Roberts.
Verse.Log:Error(String)
Verse.AI.ReservationManager:Release(LocalTargetInfo, Pawn)
Verse.AI.<Release>c__AnonStorey4F9:<>m__7E1()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Full log (https://gist.github.com/HugsLibRecordKeeper/f18d7f0dce294360d2b0857a55241c2e)


Edit:
I'm not sure if this is a problem in vanilla or Psychology, but one of my colonist husband died, and she has a debuff for friend died (-3) and husband died (-20), if seems kind of odd to me having two debuff for the death of one person. IDK if is has something to do with it but her husband was in a caravan from another faction.

Edit2:
Ups switched auto-open off and therefore didn't notice this:
Exception ticking Taiki: System.NullReferenceException: Object reference not set to an instance of an object
  at Psychology.Pawn_PsycheTracker.TotalThoughtOpinion (Psychology.PsychologyPawn other) [0x00000] in <filename unknown>:0
  at Psychology.Hediff_Conversation.PostRemoved () [0x00000] in <filename unknown>:0
  at Verse.Pawn_HealthTracker.RemoveHediff (Verse.Hediff hediff) [0x00000] in <filename unknown>:0
  at Psychology.Hediff_Conversation.PostRemoved () [0x00000] in <filename unknown>:0
  at Verse.Pawn_HealthTracker.RemoveHediff (Verse.Hediff hediff) [0x00000] in <filename unknown>:0
  at Psychology.Hediff_Conversation.Tick () [0x00000] in <filename unknown>:0
  at Verse.Pawn_HealthTracker.HealthTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Full log (https://gist.github.com/40aa260d9c4f61fc723b05e63179d66c)

Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: drakulux on July 27, 2017, 05:22:56 PM
Heyo Linq, as someone that cant play without psychology and prepare carefully, is there a possibility you could make a compatibility patch for it so the psyche shows up instead of incapable (I use pawns are capable so that tab is not used right now)? Or if it is not too difficult and requires swapping the incapable of code with the psyche code (ignorant speech)?
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: Saint Lucifer on July 27, 2017, 09:27:22 PM
Small question, since i installed CE i keep seeing my colonists randomly having panic attacks and cowering against a wall, even when they are no danger at all. Like for example when they are crafting clothing on the workshop. Is there a way to stop then from doing that? According to CE author that is not his mod doing it by the way.
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: khearn on July 27, 2017, 09:41:26 PM
Cowering up against the wall when crafting clothing? Spounds like PTSD (Post-Traumatic Sock Disorder). The colonist is probably encountering memories from a past life when they died by running out into the middle of combat to collect socks from corpses.
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: Soupy Delicious on July 28, 2017, 01:40:32 AM
Quote from: Saint Lucifer on July 27, 2017, 09:27:22 PM
Small question, since i installed CE i keep seeing my colonists randomly having panic attacks and cowering against a wall, even when they are no danger at all. Like for example when they are crafting clothing on the workshop. Is there a way to stop then from doing that? According to CE author that is not his mod doing it by the way.

Dude.  Do you, like, know emotions?  What do you think the pawns are doing when they're sitting there crafting.  You forget that this entire game is based around the psyche of the colonists, and with pretend brains comes pretend thinking.  Go figure.

They're sitting there thinking about shit - you know, memories.  It's a pretty damn good addition, actually.


Quote from: Der Failer on July 27, 2017, 12:49:35 PM
Edit:
I'm not sure if this is a problem in vanilla or Psychology, but one of my colonist husband died, and she has a debuff for friend died (-3) and husband died (-20), if seems kind of odd to me having two debuff for the death of one person. IDK if is has something to do with it but her husband was in a caravan from another faction.


Hey Der Failer.  It's not a problem at all; it's vanilla intentions.  This is what happens when you go straight to modded gameplay.
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: Saeko on July 29, 2017, 08:09:40 PM
Hi!

First thank you a lot for this mod linq!

Second, i have a little problem, the button for the psych in edb is here but when i clic it nothing happen, only a sound.


Any idea ?

( the mod order : hugslib => edb => psycho and all of them are uptaded)

Sorry for my english.

Thank
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: Saeko on July 30, 2017, 06:36:51 PM
Fresh reinstall with only hugslib, edb and psycho change nothing, the button is here but only make a sound when i click it :/
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: Saeko on July 31, 2017, 02:49:08 PM
The error code in dev mod when i clic the head icon for the psych in edb

QuoteException filling window for EdB.PrepareCarefully.Page_PrepareCarefully: System.ArgumentException: An element with the same key already exists in the dictionary.
at System.Collections.Generic.Dictionary`2<string, string>.Add (string,string) <0x0024b>
at Psychology.Dialog_EditPsyche..ctor (Psychology.PsychologyPawn) <0x0017e>
at Psychology.Harmony.Optional.PanelBackstoryPatch.AddPsycheEditButton (EdB.PrepareCarefully.PanelBackstory,EdB.PrepareCarefully.State) <0x0055f>
at (wrapper dynamic-method) EdB.PrepareCarefully.PanelBackstory.DrawPanelContent_Patch1 (object,EdB.PrepareCarefully.State) <0x00975>
at EdB.PrepareCarefully.PanelBase.Draw (EdB.PrepareCarefully.State) <0x00076>
at EdB.PrepareCarefully.TabViewPawns.Draw (EdB.PrepareCarefully.State,UnityEngine.Rect) <0x000c4>
at EdB.PrepareCarefully.Page_PrepareCarefully.DoWindowContents (UnityEngine.Rect) <0x00358>
at Verse.Window/<WindowOnGUI>c__AnonStorey2C4.<>m__1B1 (int) <0x00735>
Verse.Log:Error(String)
Verse.<WindowOnGUI>c__AnonStorey2C4:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)

3 days i try to launch a game with this mod, someone plz! halp :'(
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: Madman666 on August 01, 2017, 05:07:39 PM
That anxiety thing really needs to have a permanent countermeasure. It keeps spreading and turning my guys into medicine consumers. Is there absolutely no way to get rid of it? Or at least let it be an option in mod settings or something...
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: Soupy Delicious on August 02, 2017, 12:57:22 AM
You don't need to use medicine to keep it in check.  It's like real life: a good doctor won't give someone with problems a prescription and tell them 'good luck'.  He'll sit down and chat.  Incase you didn't get it, it's pretty realistic as its implemented by linq, and not a big problem if you keep it in check (which you DONT need medicine for all the time).
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: Madman666 on August 02, 2017, 01:56:31 AM
Quote from: Soupy Delicious on August 02, 2017, 12:57:22 AM
You don't need to use medicine to keep it in check.  It's like real life: a good doctor won't give someone with problems a prescription and tell them 'good luck'.  He'll sit down and chat.  Incase you didn't get it, it's pretty realistic as its implemented by linq, and not a big problem if you keep it in check (which you DONT need medicine for all the time).

Yeah, except I didn't have meds for period, during which I got 5 people out of 16 with this thing. Without meds all treatments were crap and it got to severe. Now I have 2 negotiators with social skills 15+ and a friggin -70% to talking, how about that? And after I did get meds and treatments bacame good it still stays severe without showing any sign of dropping. I hate something you absolutely can't reverse in RW besides death (like scars, for which we have EPOE). I hoped I just didn't know how to deal with it, but if you can't at all thats... annoying. I'll just have to delete the hediff from brains with dev tools. Thanks for the answer.
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: Chaos17 on August 02, 2017, 08:59:01 AM
Quote from: Soupy Delicious on August 02, 2017, 12:57:22 AM
You don't need to use medicine to keep it in check.  It's like real life: a good doctor won't give someone with problems a prescription and tell them 'good luck'.  He'll sit down and chat.  Incase you didn't get it, it's pretty realistic as its implemented by linq, and not a big problem if you keep it in check (which you DONT need medicine for all the time).
You never gone to a doctor to threat you about anxiety did you ?
Go around internet and in fact after just listening you for 30 mins they always give you strong med to counter depression and anxiety and those med are pratically just kind of "drug" since long term patient can take these med for 30 years in their life because when they try to stop they will have wtihdrawal effect.
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: Saeko on August 02, 2017, 09:08:04 AM
No one to help with my problem ?
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: Soupy Delicious on August 02, 2017, 10:43:04 AM
Quote from: Chaos17 on August 02, 2017, 08:59:01 AM
Quote from: Soupy Delicious on August 02, 2017, 12:57:22 AM
You don't need to use medicine to keep it in check.  It's like real life: a good doctor won't give someone with problems a prescription and tell them 'good luck'.  He'll sit down and chat.  Incase you didn't get it, it's pretty realistic as its implemented by linq, and not a big problem if you keep it in check (which you DONT need medicine for all the time).
You never gone to a doctor to threat you about anxiety did you ?
Go around internet and in fact after just listening you for 30 mins they always give you strong med to counter depression and anxiety and those med are pratically just kind of "drug" since long term patient can take these med for 30 years in their life because when they try to stop they will have wtihdrawal effect.

I did say 'GOOD' doctor.  Have you never gone to a GOOD doctor?  I haven't.
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: alsoandanswer on August 02, 2017, 11:31:37 AM
For some reason my colonists aren't hosting parties.

This mod changes pawn behaviour a lot so this is probably the best place to start...
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: Madman666 on August 02, 2017, 12:21:29 PM
By the way, my guys aren't partying either despite having a couple of guys with a trait that makes them party more often or something. Two years of in-game time - not a single party. And also no elections... buut my RW is heavily modded, so something was bound to get screwed. I am not using any other "social" type mods though.

Now that I think about it, my colonists also didn't offer a name for colony still too... Something's definitely screwed up. I wish I knew what exactly :(
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: Boundir on August 02, 2017, 04:11:29 PM
Quote from: Madman666 on August 02, 2017, 12:21:29 PM
By the way, my guys aren't partying either despite having a couple of guys with a trait that makes them party more often or something. Two years of in-game time - not a single party. And also no elections... buut my RW is heavily modded, so something was bound to get screwed. I am not using any other "social" type mods though.

Now that I think about it, my colonists also didn't offer a name for colony still too... Something's definitely screwed up. I wish I knew what exactly :(

You must have Ancient Danger in your map. Known bug from RW. Clear the Ancient Danger and you will be able to have your parties, naming etc...
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: Madman666 on August 02, 2017, 04:19:51 PM
Quote from: Boundir on August 02, 2017, 04:11:29 PM
You must have Ancient Danger in your map. Known bug from RW. Clear the Ancient Danger and you will be able to have your parties, naming etc...

Thanks for the info! I just found the bug reports about it myself as well here and on reddit and was about to apologise for pointing on this mod. I used dev tools to kill all mechs on my map and everything flooded in - parties, marriages - all the crap... I hope it'll be fixed in A18. I wonder why social things added by psychology are also affected? Seems strange, those events probably use some fragment of vanilla code, that get interrupted by that bug... Interesting.
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: duham2 on August 03, 2017, 08:42:31 PM
Hey!

I've been having a bit of an issue with treating pyromania and chemical interest. Whenever I check the operations menu of a pawn with one of those traits, I never see any option to give them treatment or any sort of aid.

I've tried toying around with some of the mods that I believed might have been conflicting, but without success. And I've been trying to look over the log, but my eyes just glaze over. But I'm guessing that the problem might simply due to some mod I missed (since I'm running quite a few mods).

Also, trying to add the recovery status through Dev Mode doesn't seem to work either. Clicking it just leads me to a blank box.

Here's the log:
https://gist.github.com/ed1c67bd17c4e29a126d62c9d2cbf2f9 (https://gist.github.com/ed1c67bd17c4e29a126d62c9d2cbf2f9)

It's not that pressing of an issue, though, since it's not that difficult edit the traits out (or in my case, follow them around putting out fires).

Anyway, thanks for the top notch mod!
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: Schwartz on August 04, 2017, 08:35:18 PM
Hey, you mentioned that colonists from pre-existing saves are grandfathered in without psyches. Is there an easy way to make them auto-generate psyches through save editing, or would I have to enter values by hand?
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: Chaos17 on August 05, 2017, 04:30:00 AM
Hi,

Thank for your cool mod.
I've a suggestion: is it possible to make the other pawn react to a social event ?
Because yesterday, the parents of pawn gone into a fist fight and she didn't recorded it in her memory or being able to try to calm them or was sad.
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: Isdariel on August 07, 2017, 05:17:43 PM
The concept looks pretty rad, but I'm not quite sure what the psyches are actually doing. Okay, they have persistant (in)compatibilities which each other, that's pretty cool already. But what else? Does it actually affect the pawn's actions? Does someone with psyche "intellectual: none" has a disadvantage using the intellectual skill? (Btw, I got one with "Intellectual - none" at intellectual level 15 as a starting pawn. Curious.) Do people with low empathy care less about organ harvesting? Is a love for drugs in the psyche tab similiar in effects to chemical fascination? So many questions. :-)
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: Fuzzel on August 11, 2017, 05:57:43 PM
You write that this mod overlaps a lot with the romance diversified mod, but what about the rumors and deception one of the same author? Can I safely use both and will they collide in functionality in any way?
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: Constance68W on August 11, 2017, 07:34:14 PM
Quote from: Schwartz on August 04, 2017, 08:35:18 PM
Hey, you mentioned that colonists from pre-existing saves are grandfathered in without psyches. Is there an easy way to make them auto-generate psyches through save editing, or would I have to enter values by hand?

You'll need to edit your save..
Open your save file and replace all instances of Class="Pawn" with Class="Psychology.PsychologyPawn".
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: Chaos17 on August 12, 2017, 06:17:16 AM
Hi,

Just wanting to say this mod is compatible with Children and Pregnancy, just put Physiology after it.
Thanks for the cool mod.
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: Schwartz on August 14, 2017, 11:03:49 AM
Quote from: Constance68W on August 11, 2017, 07:34:14 PM
Quote from: Schwartz on August 04, 2017, 08:35:18 PM
Hey, you mentioned that colonists from pre-existing saves are grandfathered in without psyches. Is there an easy way to make them auto-generate psyches through save editing, or would I have to enter values by hand?

You'll need to edit your save..
Open your save file and replace all instances of Class="Pawn" with Class="Psychology.PsychologyPawn".

Thanks, this worked very well.

I realize this is vague, but after running Psychology for a while I began to experience game hangs. I assume that little bit of savegame editing was benign, as it generated psyche and sexuality for all pawns properly and did little else. They all seemed to work with the new system, seen in the log output for social encounters. If my 'fixing' the save is to blame, please disregard.

Anyway.. the only reason I'm sure it's this mod is that I removed it and pulled all the little bits out of the savefile (do not recommend, it took a while) and now it's not hanging the game anymore. The hangs were intermittent, rare, and several times I'd saved just before, loaded it up again and did not reproduce another one until later.

It could've been triggered by raids, come to think of it.
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: LiteEmUp on August 14, 2017, 03:48:16 PM
Quote from: Chaos17 on August 12, 2017, 06:17:16 AM
Hi,

Just wanting to say this mod is compatible with Children and Pregnancy, just put Physiology after it.
Thanks for the cool mod.
have to agree with him, both mod seems to be working fine with each other... although i have psychology on top of the load order, so not sure if its going to be a problem...

what was the original problem anyway on why children and pregnancy mod and this mod wasn't compatible anyways??? same is with zombieland..
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: Onasaki on August 14, 2017, 09:18:01 PM
It could be because the psychology mod is created with the idea that there's only teenage, adult, and elderly pawns. Psychology with kids under 15 can be tricky, especially given the very deep way this mod goes into the psychology of our pawns.

It works, but sometimes can create hilarious results when you have a 10 year old with the 'lecher' trait. That's what I'd figure, anyway, there could be something more code-like that I'm not aware of. But yeah, I can confirm it works with psychology if it's loaded after.
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: Dargaron on August 21, 2017, 06:11:00 PM
Hello. Fantastic mod: I'm really enjoying it.

Is it WAD that my resident Psychopath doesn't seem to get increased relations with my other colonists from conversation? The trait only mentions that there's no mood boost from socializing: does it also disable relation increases?

I'm using the mod through Steam Workshop, so I assume that's the latest version. The only other mods are EPOE and Hugslib.
Title: Re: [A17] Psychology (2017-6-30 v2)
Post by: kuroiyuki on August 25, 2017, 01:58:35 PM
Quote from: Linq on June 30, 2017, 11:08:56 AM
Quote from: PixelBitZombie on June 30, 2017, 05:49:35 AM
Unable to try it, incompatible with EDB. Seems promising though, ill keep checking for an update that resolves the EDB incompatibility.

It is not incompatible with EBD. Please don't give other people this mistaken impression. As the Compatibility section says, it's compatible with pretty much everything.

Quote from: wwWraith on June 30, 2017, 10:06:25 AM
Thanks for the mod!

Didn't tried a new game, I've added it to the current save (with EdB Prepare Carefully and many other mods including Pawns Are Capable, RF Editable Backstories, Less Rebuffs, Rumours & Deception and Romance Diversified) without errors. Of course my existed pawns were lacking this new "psyche" tab, but I managed to add it by manually editing the save file. Looks like no problems yet, and I hope there wouldn't be :)

how do u get it working with the current save data and how u change it?
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: code99xx on August 26, 2017, 11:36:32 AM
Hi,

I hope you guys can help me, i want to start a new game with mods, i have downloaded a lot of mods and im having all sort of issues (to be expected) and ive been trying to narrow down the mods that are causing problems and one of the mods seems to be this one.

Im getting the following error :

Exception in Verse.AI.ThinkNode_Priority TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.LocalTargetInfo.get_Cell () [0x00000] in <filename unknown>:0
  at Psychology.JobGiver_SpendTimeTogether.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_Duty:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_JoinVoluntarilyJoinableLord:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


I think its related to psychology but cant be sure ... any idea what this means? Ive resolved most of the incompatibilities so far but i cant figure this one out ...

This is my current enabled mods in order:

<activeMods>
    <li>Core</li>
    <li>HugsLib</li>
    <li>EdBPrepareCarefully</li>
    <li>AllowTool</li>
    <li>AreaUnlocker</li>
    <li>BetterVents-BetterVents1.4</li>
    <li>Cooks Can Refuel</li>
    <li>ED-Embrasures</li>
    <li>ED-ShieldsBasic</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>EPOERebalanced-1.2</li>
    <li>CentralizedClimateControl</li>
    <li>FoodAlert-0.17.0.1</li>
    <li>FuckFriendlyFire</li>
    <li>GaussWeapons-GaussWeapons1.7</li>
    <li>Grenade Fix Rearmed</li>
    <li>Hand Me That Brick</li>
    <li>High Caliber</li>
    <li>Hospitality</li>
    <li>ImprovedWorkbenches</li>
    <li>Industrial-Drill-Rig-Vanilla-Edition</li>
    <li>LaserWeapons-LaserWeapons1.7</li>
    <li>MapReroll</li>
    <li>MedicalTab</li>
    <li>Miscellaneous_Core</li>
    <li>Miscellaneous_MAI</li>
    <li>Miscellaneous_Objects</li>
    <li>Miscellaneous_Robots</li>
    <li>Miscellaneous_TrainingFacility</li>
    <li>NackbladIncRimhair</li>
    <li>Nandonalt - Set-up Camp</li>
    <li>PowerSwitch</li>
    <li>PrepareLanding</li>
    <li>Psychology</li>
    <li>RealisticStarvationMod</li>
    <li>RT's Weapon Pack</li>
    <li>RF - Fertile Fields</li>
    <li>RF - Concrete</li>
    <li>RF - Consolidated Traits</li>
    <li>RF - More Trait Slots</li>
    <li>RF - Smooth Stone Walls</li>
    <li>Rimsenal</li>
    <li>Rimsenal_Hair</li>
    <li>Rimsenal_Security</li>
    <li>Rimsenal_Storyteller</li>
    <li>Rimsenal_Vanilla</li>
    <li>Spoons Hair Mod -A17</li>
    <li>T-ExpandedCrops</li>
    <li>T-RawCropThoughts</li>
    <li>USCM - Core</li>
    <li>USCM - Turret</li>
    <li>VeinMiner</li>
    <li>[A17]Organized Research Tab v1.0.3</li>
  </activeMods>


Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: Hungry Colonist on August 26, 2017, 12:48:38 PM
Quote from: code99xx on August 26, 2017, 11:36:32 AM
Hi,

I hope you guys can help me, i want to start a new game with mods, i have downloaded a lot of mods and im having all sort of issues (to be expected) and ive been trying to narrow down the mods that are causing problems and one of the mods seems to be this one.


I'd take a look at those trait mods you have. I'm not sure, but I use psychology with a ton of mods, however none of them affecting pawns personalities except psychology.

I always load psychology last, don't know if it makes a difference, but I never got any errors related to psychology.

That's just my 2 cents, the mod author can help you better.
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: code99xx on August 28, 2017, 12:57:06 AM
Quote from: Hungry Colonist on August 26, 2017, 12:48:38 PM
Quote from: code99xx on August 26, 2017, 11:36:32 AM
Hi,

I hope you guys can help me, i want to start a new game with mods, i have downloaded a lot of mods and im having all sort of issues (to be expected) and ive been trying to narrow down the mods that are causing problems and one of the mods seems to be this one.


I'd take a look at those trait mods you have. I'm not sure, but I use psychology with a ton of mods, however none of them affecting pawns personalities except psychology.

I always load psychology last, don't know if it makes a difference, but I never got any errors related to psychology.

That's just my 2 cents, the mod author can help you better.

You mean the mod that adds more trait slots or the mods that add new traits?
I've been trying to figure this one out since i made that post, i still cant tell where is the conflict ...


EDIT: I've spent the past hour trying to figure out which mods conflict and unrelated to my issue in the previous post, i found this:

Called InitSaving() but current mode is Saving
Verse.Log:Error(String)
Verse.ScribeSaver:InitSaving(String, String)
EdB.PrepareCarefully.ColonistSaver:SaveToFile_Patch0(CustomPawn, String)
EdB.PrepareCarefully.ControllerPawns:SaveCharacter(CustomPawn, String)
EdB.PrepareCarefully.<>c__DisplayClass12_0:<DrawPanelContent>b__1(String)
EdB.PrepareCarefully.Dialog_SaveColonist:DoSpecialSaveLoadGUI(Rect)
EdB.PrepareCarefully.Dialog_Colonist:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey2C4:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)


This is a conflict between Psychology and EDB Prepare Carefully. (im pretty sure about this, i only have edb prepare carefully and psychology enabled atm, mod order doesnt matter) I get the error when trying to save a character i created in prepare carefully. Works with the first character (it saves properly) but start giving this error when trying to save subsequent pawns.
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: Hungry Colonist on August 28, 2017, 10:58:32 AM
Quote
Works with the first character (it saves properly) but start giving this error when trying to save subsequent pawns.

Yep. I got that error too, but it was an older version of Psych and Edb.
I just closed the error messages, I created 7  characters and they all saved properly even tho I had the error.
It was just an annoying thing.
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: Sh1ne on August 28, 2017, 11:07:47 AM
I don't know if it would be possible or not, but could there be a system for colonists getting used to something? A lot of people seem to be using mods to disable debuffs after harvesting organs from prisoners or killing them. I personally kind of understand it, but it also seems gamebreaking, which is why I don't use it. So as it kind of fits into the psychology setting of this mod I was wondering if one could make some debuffs and maybe some buffs as well be less potent after it occurred a number of times.
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: afrosammy00 on August 28, 2017, 03:27:17 PM
I don't think my colony has conducted a vote for Mayor. Does it go by a 365 day year, or an ingame year of 90 days? How can I find who my mayor is, in case I missed the vote somehow?
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: Hungry Colonist on August 28, 2017, 04:06:17 PM
Quote from: afrosammy00 on August 28, 2017, 03:27:17 PM
I don't think my colony has conducted a vote for Mayor. Does it go by a 365 day year, or an ingame year of 90 days? How can I find who my mayor is, in case I missed the vote somehow?

They get elections every fall and it's in game time.
A message pops up saying your colony is about to have an election days before they go to a room to vote, so there's no way you could miss that.

Try using dev mode and looking for unknown ancient dangers in your map. If there's one, destroy the enemies in it. For some reason elections don't start if you have an ancient danger still on the map.

The mayor will have "mayor" in their name once they are elected.

Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: Eetere on August 30, 2017, 11:29:33 AM
It seems that when elections finish, and one of the people who could be elected (or the one who wins, don't really know which) is in a caravan, it will cause massive FPS drops and a spam of errors. It can be fixed by teleporting them back using dev mode, but it would be nice to have it fixed.
If this has been fixed, or if it just my game, then disregard this message.
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: Luckspeare on August 30, 2017, 07:53:14 PM
Not sure if this has been covered -- please forgive me if it has -- but I thought I'd post what looks like a Psychology mod error in case it helps:

System.NullReferenceException: Object reference not set to an instance of an object
at Psychology.MentalStateWorker_Abuse.StateCanOccur (Verse.Pawn) <0x0002b>
at Verse.MentalBreaker.BreakCanHappenNow (Verse.MentalBreakDef,Verse.MentalBreakIntensity) <0x00111>
at Verse.MentalBreaker/<>c__Iterator1BE.<>m__7EB (Verse.MentalBreakDef) <0x0001c>
at System.Linq.Enumerable/<CreateWhereIterator>c__Iterator1D`1<Verse.MentalBreakDef>.MoveNext () <0x00100>
at Verse.MentalBreaker/<>c__Iterator1BE.MoveNext () <0x00177>
at Verse.GenCollection.TryRandomElementByWeight<Verse.MentalBreakDef> (System.Collections.Generic.IEnumerable`1<Verse.MentalBreakDef>,System.Func`2<Verse.MentalBreakDef, single>,Verse.MentalBreakDef&) <0x003d5>
at (wrapper dynamic-method) Verse.MentalBreaker.TryDoRandomMoodCausedMentalBreak_Patch1 (object) <0x000f7>
at Verse.MentalBreaker.MentalStateStarterTick () <0x0012f>
at Verse.AI.Pawn_MindState.MindStateTick () <0x0005d>
at Verse.Pawn.Tick () <0x001e1>
at RimWorld.Planet.WorldPawns.WorldPawnsTick () <0x00080>
at RimWorld.Planet.World.WorldTick () <0x00017>
at Verse.TickManager.DoSingleTick () <0x00246>

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


Let me know if there is anything else I can provide that would help.

Love the mod -- thank you!


EDIT: Also got this -- apologies if this is unhelpful.  It keeps repeating every tick -- I've got a party out with 0.4 days of food left, I have set up camp mod.

System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.PartyUtility.AcceptableGameConditionsToContinueParty (Verse.Map map) [0x00000] in <filename unknown>:0
  at RimWorld.PartyUtility.AcceptableGameConditionsToStartParty (Verse.Map map) [0x00000] in <filename unknown>:0
  at Psychology.Hediff_PlannedDate.Tick () [0x00000] in <filename unknown>:0
  at Verse.Pawn_HealthTracker.HealthTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldPawns.WorldPawnsTick () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.World.WorldTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: MsMeiriona on September 09, 2017, 02:46:54 PM
There seems to be no accounting for kinsey X, asexuality, except to drop the drives down to zero, is there any other way to accomplish this and I'm just missing something, or are aces just left out?
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: Luckspeare on September 10, 2017, 06:44:35 AM
Also, I'm seeing discussion on the thread for Miscellaneous - M.A.I. about whether Psychology is compatible.  One person says it works, a couple others say it produces an error and doesn't work, and the mod author says there's a definite incompatible that would have to be fixed on the part of the Psychology mod.

Could you clarify whether the two mods can or can't work together?
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: CookieWizard on September 10, 2017, 10:11:37 AM
Quote from: Onasaki on August 14, 2017, 09:18:01 PM
It could be because the psychology mod is created with the idea that there's only teenage, adult, and elderly pawns. Psychology with kids under 15 can be tricky, especially given the very deep way this mod goes into the psychology of our pawns.

It works, but sometimes can create hilarious results when you have a 10 year old with the 'lecher' trait. That's what I'd figure, anyway, there could be something more code-like that I'm not aware of. But yeah, I can confirm it works with psychology if it's loaded after.

If Rimchildren ever gets developed enough it'd be neat to eventually get a patch in which kids' psychology is far more volatile and prone to change and begins at being exactly in the middle of all traits.
Title: Re: [A17] Psychology (2017-7-16 v2)
Post by: RyanRim on September 10, 2017, 11:48:10 AM
Will it work on a save I used Zombieland on, and if I disable the zombie mod, will it cause any issues?
Title: Re: [A17] Psychology (2017-9-11)
Post by: System.Linq on September 11, 2017, 11:01:01 PM
Updated to 2017-9-11:
-Colonists will now organize and attend funerals depending on how well they knew the deceased and how Nostalgic they are.
-Did a thorough sweep of all the personality traits to better balance their controversiality values, which affect how strongly they alter colonists' opinions of each other after a conversation (and how likely they are to run on them as a mayoral platform). They should be more even and realistic now.
-Also, colonists in relationships will be more sensitive to differences in opinion than non-romantically involved colonists now.
-You can now treat Insomnia.
-Colonists will no longer ignore their meetings with the mayor to continue tasks like crafting.
-Fixed an NRE when pawns die while having a conversation.
-Fixed the dreaded incompatibility with MAI, probably.
-Fixed a bug when meetings were scheduled.
-Mental breaks cause anxiety less often.

Nexus is having problems so it's only available on the Workshop for now.

Quote from: Madman666 on August 02, 2017, 01:56:31 AM
Yeah, except I didn't have meds for period, during which I got 5 people out of 16 with this thing. Without meds all treatments were crap and it got to severe. Now I have 2 negotiators with social skills 15+ and a friggin -70% to talking, how about that? And after I did get meds and treatments bacame good it still stays severe without showing any sign of dropping. I hate something you absolutely can't reverse in RW besides death (like scars, for which we have EPOE). I hoped I just didn't know how to deal with it, but if you can't at all thats... annoying. I'll just have to delete the hediff from brains with dev tools. Thanks for the answer.

Anxiety can be reduced, but it takes a lot of time and good medicine, and it strongly depends on how severe that person's anxiety in particular is. For some people it's easier to manage than others.

Repairing scars in EPOE is incredibly costly and requires endgame research. The anxiety hediff is on a colonist's brain, so you could achieve the desired effect by replacing it, if you wanted to go that route.

The real problem is not how hard it is to manage but how easy it is to get, and I've addressed that with this patch.

Quote from: MsMeiriona on September 09, 2017, 02:46:54 PM
There seems to be no accounting for kinsey X, asexuality, except to drop the drives down to zero, is there any other way to accomplish this and I'm just missing something, or are aces just left out?

Lower the sex drive to at or near zero for the pawn. They will be listed as 'asexual.' I felt this was the most realistic implementation, more realistic than 'Kinsey X' (and easier to implement).

Quote from: CookieWizard on September 10, 2017, 10:11:37 AM
Quote from: Onasaki on August 14, 2017, 09:18:01 PM
It could be because the psychology mod is created with the idea that there's only teenage, adult, and elderly pawns. Psychology with kids under 15 can be tricky, especially given the very deep way this mod goes into the psychology of our pawns.

It works, but sometimes can create hilarious results when you have a 10 year old with the 'lecher' trait. That's what I'd figure, anyway, there could be something more code-like that I'm not aware of. But yeah, I can confirm it works with psychology if it's loaded after.

If Rimchildren ever gets developed enough it'd be neat to eventually get a patch in which kids' psychology is far more volatile and prone to change and begins at being exactly in the middle of all traits.

If I did this, I would probably make it so that when children talked to others, their personality is adjusted towards that person's personality value depending on how high their opinion of the person is.
Title: Re: [A17] Psychology (2017-9-11)
Post by: Madman666 on September 12, 2017, 01:58:18 AM
Awesome news) I wanted to play around with MAI, but didn't want to sacrifice Psychology for it, as without it colonists seem just too simple.

Still I would really like a method of completely solving the anxiety problem. As you said EPOE lets you fix scars, but it takes quite a bit of resources. It would be really nice if Psychology done the same - with enough time, good doctors and quality meds - you should be able to fix one fragile-minded person. Or at least consider adding a mod option, that makes it go away with consistent high-quality treatment. Thanks!)
Title: Re: [A17] Psychology (2017-9-11)
Post by: laokangz2 on September 12, 2017, 04:35:24 AM
I love this mod, can it now work normal with Zombie Apocalypse, hope can make a patch with it.hohohohho
Title: Re: [A17] Psychology (2017-9-11)
Post by: System.Linq on September 12, 2017, 01:20:54 PM
Quote from: Madman666 on September 12, 2017, 01:58:18 AM
Awesome news) I wanted to play around with MAI, but didn't want to sacrifice Psychology for it, as without it colonists seem just too simple.

Still I would really like a method of completely solving the anxiety problem. As you said EPOE lets you fix scars, but it takes quite a bit of resources. It would be really nice if Psychology done the same - with enough time, good doctors and quality meds - you should be able to fix one fragile-minded person. Or at least consider adding a mod option, that makes it go away with consistent high-quality treatment. Thanks!)

Quote from: Linq on September 11, 2017, 11:01:01 PM
The anxiety hediff is on a colonist's brain, so you could achieve the desired effect by replacing it, if you wanted to go that route.

Quote from: laokangz2 on September 12, 2017, 04:35:24 AM
I love this mod, can it now work normal with Zombie Apocalypse, hope can make a patch with it.hohohohho

No. Use Zombieland.
Title: Re: [A17] Psychology (2017-9-11)
Post by: Madman666 on September 12, 2017, 02:41:51 PM
Replacing the brain with AI chip from EPOE, just because the guy is anxious to the point of not being able to talk? That not only feels wrong, it IS wrong. I can understand brain damage for which you would need a brain repacement-stimulator as you probably screwed up, letting your guy get shot\hit. But mental breaks are bound to happen no matter how skilled you are at playing RW and each time it has a chance to make the guy partially and incurably useless? I'd much rather just delete that state with dev tools. It should really be curable with just some skilled therapy and a bit of meds, but oh well, if you really don't want it to be so, dev mode it is for me then. Nothing critical, I guess :)
Title: Re: [A17] Psychology (2017-9-12)
Post by: System.Linq on September 12, 2017, 03:50:24 PM
Updated to 2017-9-12. Just a patch for funerals. It's available on the Nexus now.

Quote from: Madman666 on September 12, 2017, 02:41:51 PM
Replacing the brain with AI chip from EPOE, just because the guy is anxious to the point of not being able to talk? That not only feels wrong, it IS wrong. I can understand brain damage for which you would need a brain repacement-stimulator as you probably screwed up, letting your guy get shot\hit. But mental breaks are bound to happen no matter how skilled you are at playing RW and each time it has a chance to make the guy partially and incurably useless? I'd much rather just delete that state with dev tools. It should really be curable with just some skilled therapy and a bit of meds, but oh well, if you really don't want it to be so, dev mode it is for me then. Nothing critical, I guess :)

It's entirely comparable to EPOE's skin grafts in terms of cost and necessary research. If you want to alleviate his anxiety without replacing his brain, then give him good medicine and time. You can't cure it without giving him a new brain that doesn't have anxiety. You can manage it so that it doesn't have a real effect on him, but you can't cure it.
Title: Re: [A17] Psychology (2017-9-12)
Post by: Madman666 on September 12, 2017, 04:36:20 PM
Yeah, it does cost a lot to craft those AI chips, but it just feels too wrong for me to stick electronics into pawn's head to get him rid of simple anxiety. Well, thanks for answers anyway) I'll do it my way)
Title: Re: [A17] Psychology (2017-9-12)
Post by: Kori on September 12, 2017, 07:48:15 PM
Hello Linq,

I've read that Psychology is incompatible with HelpTab because the treat trait surgery won't be available anymore.
Is there a way to fix this or could you include compatibility, please? :)
Title: Re: [A17] Psychology (2017-9-12)
Post by: Killaim on September 12, 2017, 09:33:55 PM
super mod still.

to make it perfect it needs that ability for someone to be able to talk a "broken" pawn who is wandering around in despair into walk into his room and stay there. or to goto the hospital and rest.

i always hate how someone gets a mental break and just stops everything and wanders around

(my examble i really hated)

one of my guys who was out in the middle of the map returning from long distance mining. suddenly broke.
he began wandering way outside the base for a long time and even collapsed from exaustion and starving.

a colonist should be able to walk out there. talk to him and try to convince him to go home (his room or hospital)
people who break will not just wander around they will retreat to where they feel comfortable (save maybe super severe breaks where all hope is lost)

is it not possible to use the "arrest" function but not make the colonist hostile
Title: Re: [A17] Psychology (2017-9-12)
Post by: Jobby on September 13, 2017, 08:13:12 PM
Hi, I am really enjoying your mod however i have noticed a potential bug, the "Beautiful" trait doesn't seem to give any relations boosts, is this intended?
Title: Re: [A17] Psychology (2017-9-12)
Post by: System.Linq on September 13, 2017, 10:17:43 PM
Quote from: Jobby on September 13, 2017, 08:13:12 PM
Hi, I am really enjoying your mod however i have noticed a potential bug, the "Beautiful" trait doesn't seem to give any relations boosts, is this intended?

The relations boost happens in conversations. They have to talk to people.

Others' attraction towards them is still higher.
Title: Re: [A17] Psychology (2017-9-12)
Post by: maculator on September 15, 2017, 07:01:33 AM
How does this play CPU-wise? I'm always concerned about performance and this mod looks A: verry interresting, but B: verry CPU melting^^
Title: Re: [A17] Psychology (2017-9-12)
Post by: MCreeper on September 15, 2017, 10:47:55 AM
It plays just as usual for me. Whyit should be CPU-melting?
Title: Re: [A17] Psychology (2017-9-12)
Post by: Madman666 on September 15, 2017, 03:20:57 PM
Quote from: MCreeper on September 15, 2017, 10:47:55 AM
It plays just as usual for me. Whyit should be CPU-melting?
Because of many more different factors that are taken into account during social interactions for example? Especially when colony grows significantly.
Title: Re: [A17] Psychology (2017-9-12)
Post by: Ressing on September 15, 2017, 10:11:43 PM
Hi, love the mod.

But I wanted to ask a question. I have a few race mods (argonians, asari, orassans and the like) installed and without psychology the different race pawns would start romances with each other but with it turned on they will only attempt to romance those in their race. Is there any way to change this?
Title: Re: [A17] Psychology (2017-9-12)
Post by: Constance68W on September 16, 2017, 12:46:49 PM
Quote from: Madman666 on September 15, 2017, 03:20:57 PM
Quote from: MCreeper on September 15, 2017, 10:47:55 AM
It plays just as usual for me. Whyit should be CPU-melting?
Because of many more different factors that are taken into account during social interactions for example? Especially when colony grows significantly.

Mods or no mods, late game play is dreadful if your CPU isn't good enough.
I only have issues at 3x speed in late game, thankfully..

Single-threading at it's finest!
Title: Re: [A17] Psychology (2017-9-12)
Post by: Madman666 on September 16, 2017, 12:50:32 PM
From what I've heard with enough mods it doens't matter if your CPU is good or not - it plays like crap on 3x speed regardless, as soon as you get over 12-14 guys working. On a big map of course.
Title: Re: [A17] Psychology (2017-9-12)
Post by: maculator on September 16, 2017, 06:00:47 PM
Quote from: Madman666 on September 16, 2017, 12:50:32 PM
From what I've heard with enough mods it doens't matter if your CPU is good or not - it plays like crap on 3x speed regardless, as soon as you get over 12-14 guys working. On a big map of course.
It's single threaded... thats the problem. The thing I wanted to know is how cpu heavy this mod is compared to vanilla.
Title: Re: [A17] Psychology (2017-9-12)
Post by: Madman666 on September 16, 2017, 06:10:05 PM
Quote from: maculator on September 16, 2017, 06:00:47 PM
It's single threaded... thats the problem. The thing I wanted to know is how cpu heavy this mod is compared to vanilla.

Yeah, I know that much. I can't say exact percentage on how harder Psychology is on CPU than vanilla, but early game stages go fine for me even with my crappy CPU. Late game stages turn into nightmare even without it, but my guess is it will most certainly affect late game performance due to it making social part a lot more complex. At least for me it doesn't seem to make it a lot worse than without it, as I have plenty other mods that turn any long run into a laggy mess.
Title: Re: [A17] Psychology (2017-9-12)
Post by: maculator on September 16, 2017, 09:10:54 PM
It runs good on a low pop colony so far and I really love it. Only my worst case scenario, 2 caravans meeting in my colony, lags the crap out of my game as usual^^ IF I manage to survive a few years I'll see for my self what it does to me performance wise.
Since you made this mod I guess you know how stuff works under the hood; Did you ever concider making a "performance version"? What I keep thinking about is having relations between my colonists and relations between my colonists and others but not between non-colonists and non-colonists. I hope I wrote that in a way others might understand... (English isn't my foreign language)
According to my understanding of the game this would ease cpu-load and savegame size.
Title: Re: [A17] Psychology (2017-9-12)
Post by: Madman666 on September 16, 2017, 09:23:48 PM
Quote from: maculator on September 16, 2017, 09:10:54 PM
It runs good on a low pop colony so far and I really love it. Only my worst case scenario, 2 caravans meeting in my colony, lags the crap out of my game as usual^^ IF I manage to survive a few years I'll see for my self what it does to me performance wise.
Since you made this mod I guess you know how stuff works under the hood; Did you ever concider making a "performance version"? What I keep thinking about is having relations between my colonists and relations between my colonists and others but not between non-colonists and non-colonists. I hope I wrote that in a way others might understand... (English isn't my foreign language)
According to my understanding of the game this would ease cpu-load and savegame size.

Just to make things clear... I assume your last post was adressed to @Ling? Because he is the author of Psychology mod, obviously :)
Title: Re: [A17] Psychology (2017-9-12)
Post by: maculator on September 16, 2017, 09:30:13 PM
Ah I see. It's late. Thanks for pointing that out, I guess he eventually reads it anyways.
Title: Re: [A17] Psychology (2017-9-12)
Post by: BioFringe on September 19, 2017, 12:43:52 PM
Hello, I'm in the process of reading everything that I can about this mod so please excuse me if this has already been asked.

I'm setting up a new playthrough with Psychology at the heart of the theme. It will last for about 10 in-game years and will include somewhere between 50-75 mods. I don't like to add or remove mods mid-game so I'm hoping that others might be able to steer me in the right direction so that I can have the best start possible. Essentially I'm hoping for reports of incompatibilities, redundancies and general personal opinions on a given set of mods. Here are the main Theme type mods that I'm considering...

Psychology
Therapy
Colony Leadership A17
Hospitality
Bonsaiplus
Zen Garden

H.P. Lovecraft Storyteller - Remastered
Call of Cthulhu - Factions
Call of Cthulhu - Cosmic Horrors
Rim of Madness - Arachnophobia
Call of Cthulhu - Industrial Age
Call of Cthulhu - Straitjackets
Realistic Darkness V4.3 A17 / Lighter Version V4.2 A17


Picture this...Jack Kerouak, Franz Kafka and Friedrich Nietzsche decide to create a private,  secluded sanitarium in the middle of a distant RimWorld. How messed up can their "patients" get?

I've read that these should be ok to run together but I'm also concerned with load order and overlaps (such as music from CoC Industrial Age as I believe Psy has its own form of music). Which leads me to a major concern of mine when considering other mods to include such as those that add Traits, Additional Trait Slots or Joy Activities / Objects. Are these type of mods safe to use in conjunction or should they be avoided at all costs?

Lastly, is the HelpTab mod still a no-go?

Any insight would be highly appreciated and thanks in advance to anyone that responds.
Title: Re: [A17] Psychology (2017-9-12)
Post by: Jason_Dayspring on September 25, 2017, 10:59:04 AM
Thought I would throw out a warning to anyone using EdB Prepare Carefully with this.  If you alter their psyche you CANNOT save the character, or the preset, and trying will cause a glitch that will require a restart before loading anything at all.  It seems to work fine otherwise, so if you want to save, just edit and save everything else, then just retweak the Psyche every time you load that preset/character.
Title: Re: [A17] Psychology (2017-9-12)
Post by: MCreeper on September 25, 2017, 12:55:32 PM
All works fine for me
Title: Re: [A17] Psychology (2017-9-12)
Post by: Kori on September 25, 2017, 01:19:54 PM
Quote from: BioFringe on September 19, 2017, 12:43:52 PM

Lastly, is the HelpTab mod still a no-go?


Unfortunately yes, no news about this so far. :(
Title: Re: [A17] Psychology (2017-9-12)
Post by: Hadley on September 27, 2017, 04:16:45 PM
Can somebody tell me what the Kinsey Settings mean? I have it on Default but I feel I get too many Gays.
Title: Re: [A17] Psychology (2017-9-12)
Post by: AngleWyrm on September 27, 2017, 06:53:38 PM
Quote from: Hadley on September 27, 2017, 04:16:45 PM
Can somebody tell me what the Kinsey Settings mean? I have it on Default but I feel I get too many Gays.

Quote from: wikipediaThe Kinsey scale, also called the Heterosexual–Homosexual Rating Scale, is used in research to describe a person's sexual orientation based on their experience or response at a given time. The scale typically ranges from 0, meaning exclusively heterosexual, to 6, meaning exclusively homosexual.

Rating    Description
0    Exclusively heterosexual
1    Predominantly heterosexual, only incidentally homosexual
2    Predominantly heterosexual, but more than incidentally homosexual
3    Equally heterosexual and homosexual
4    Predominantly homosexual, but more than incidentally heterosexual
5    Predominantly homosexual, only incidentally heterosexual
6    Exclusively homosexual
X    No socio-sexual contacts or reactions
Title: Re: [A17] Psychology (2017-9-12)
Post by: Hadley on September 29, 2017, 11:42:21 AM
Quote from: AngleWyrm on September 27, 2017, 06:53:38 PM
Quote from: Hadley on September 27, 2017, 04:16:45 PM
Can somebody tell me what the Kinsey Settings mean? I have it on Default but I feel I get too many Gays.

Quote from: wikipediaThe Kinsey scale, also called the Heterosexual–Homosexual Rating Scale, is used in research to describe a person's sexual orientation based on their experience or response at a given time. The scale typically ranges from 0, meaning exclusively heterosexual, to 6, meaning exclusively homosexual.

Rating    Description
0    Exclusively heterosexual
1    Predominantly heterosexual, only incidentally homosexual
2    Predominantly heterosexual, but more than incidentally homosexual
3    Equally heterosexual and homosexual
4    Predominantly homosexual, but more than incidentally heterosexual
5    Predominantly homosexual, only incidentally heterosexual
6    Exclusively homosexual
X    No socio-sexual contacts or reactions

Yeah I googled that myself, but the question was how is that used. Is the RNG just rolling randomly and the chance to roll 6 is the same as rolling a 0? I just want a realistic Game so no more than 5% Gays.

And is there a way to disable some of the MentalBreaks like Self-Harm and that Break where they just destroy fucking everything (RIP Legendary Bed...). They feel pretty bad and super unrealistic how often they happen.

Title: Re: [A17] Psychology (2017-9-12)
Post by: Sylph on September 29, 2017, 11:57:27 AM
Quote from: Hadley on September 29, 2017, 11:42:21 AM
Yeah I googled that myself, but the question was how is that used. Is the RNG just rolling randomly and the chance to roll 6 is the same as rolling a 0? I just want a realistic Game so no more than 5% Gays.

Jesus christ... Realism is not "no more than 5% 'Gays'". Cringe. The mod by default (thank you Linq for the inverse option, saved me having to add it myself ;D) uses a Gaussian function to model the probability of a colonist having a particular Kinsey rating, in line with numbers that seemed to me when I looked through the code to accurately represent real world statistics. Roughly speaking, within the constraints imposed by a fixed whole number scale, a colonist in the game has the same probability of being created with a particular sexuality as a real living human does.
Title: Re: [A17] Psychology (2017-9-12)
Post by: AngleWyrm on September 29, 2017, 01:45:00 PM

(http://2.bp.blogspot.com/-xhkjrcVudAc/TY_SkevbGyI/AAAAAAAABRQ/BWj-V-oAuO8/s1600/orientationbyage.jpg)The website GiantsInThePlayground (http://www.giantitp.com/forums/showthread.php?476608-Males-amp-Females-with-different-stats/page6) (host to Order of the Stick (http://www.giantitp.com/comics/oots0001.html) comic) did a reader survey and this distribution curve was the result.
Title: Re: [A17] Psychology (2017-9-12)
Post by: Sylph on September 29, 2017, 01:56:25 PM
Quote from: AngleWyrm on September 29, 2017, 01:45:00 PM
...did a reader survey...

And thus produced no useful data...? Sorry, but if it's reliable statistics you want, you aren't going to get them from anything other than peer-reviewed scientific journal published studies. And there are so, so many to choose from, from all around the world, with hundreds of thousands of participants. With so much good data out there (and hell, good data not even on just humans, but many, many other animals) I don't think we really need to resort to self-report, non-representative, uncontrolled, self-selecting-sample reader surveys.

Also, I mean it's titled "sexual orientation by age"... C'mon... that's gotta be a joke about the fallibility of surveys, right?
Title: Re: [A17] Psychology (2017-9-12)
Post by: AngleWyrm on September 29, 2017, 02:01:28 PM
Conspicuously absent is a presentation of more accurate statistics.
Title: Re: [A17] Psychology (2017-9-12)
Post by: Kiame on October 08, 2017, 05:10:23 PM
Got a bug today. I just reformed a caravan after raiding an outpost. Picture of the error attached.

The window refuses to close. I can pause the game to close the window but once I start the game again the error pops back up - ie this bug is happening every update.

Resolved by setting up a camp then reforming the caravan

[attachment deleted by admin: too old]
Title: Re: [A17] Psychology (2017-9-12)
Post by: RequiemFang on October 21, 2017, 04:25:14 PM
Gonna take a wild guess here and ask, any closer to getting the this mod compatible with the Children and Pregnancy mod? Or is it the fact that the C&P mod doesn't use Harmony which makes this mod have issues with it?
Title: Re: [A17] Psychology (2017-9-12)
Post by: sophiasong on October 24, 2017, 12:06:23 AM
Quote from: AngleWyrm on September 29, 2017, 02:01:28 PM
Conspicuously absent is a presentation of more accurate statistics.

https://www.kinseyinstitute.org/collections/index.php

fyi, though it's become a fad over the last decade, burying your head in the sand, not making the effort to do basic research, and the associated mewling about the burden of proof isn't good argumentation.

e: Also, for anyone willing to use a search engine, you'll notice there are research trends in response to work like that of the Kinsey Institute, which attempt to use other methods to define the human response to attraction. For example: http://journals.plos.org/plosone/article?id=10.1371/journal.pone.0040256
Title: Re: [A17] Psychology (2017-9-12)
Post by: Levianeer on October 26, 2017, 03:36:47 AM
Sorry, but I've been having a bit of trouble with a bug, pawns will just stand near prisoners instead of recruiting them. Wasn't sure how to fix this myself.

JobDriver threw exception in initAction. Pawn=Charlie, Job=PrisonerFriendlyChat A=Thing_Human457705, Exception: System.TypeLoadException: Could not load type 'Psychology.PsychologyPawn' from assembly 'Psychology, Version=17.7.2.0, Culture=neutral, PublicKeyToken=null'.
at (wrapper dynamic-method) RimWorld.InteractionWorker.Interacted_Patch1 (object,Verse.Pawn,Verse.Pawn,System.Collections.Generic.List`1<Verse.RulePackDef>) <0x00017>
at RimWorld.Pawn_InteractionsTracker.TryInteractWith (Verse.Pawn,RimWorld.InteractionDef) <0x00368>
at RimWorld.Toils_Interpersonal/<ConvinceRecruitee>c__AnonStorey26C.<>m__DE () <0x00028>
at Verse.AI.JobDriver.TryActuallyStartNextToil () <0x002d9>
lastJobGiver=RimWorld.JobGiver_Work, curJob.def=PrisonerFriendlyChat, curDriver=RimWorld.JobDriver_ChatWithPrisoner
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
RimWorld.<WaitToBeAbleToInteract>c__AnonStorey26B:<>m__DC()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
RimWorld.<GotoPrisoner>c__AnonStorey26A:<>m__DA()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick_Patch1(Object)
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


edit: Never mind, found a fix. Apparently disabling Defensive positions works. I guess it's not compatible or I'm missing something.
Title: Re: [A17] Psychology (2017-9-12)
Post by: Ruisuki on November 06, 2017, 01:08:30 AM
1. any progress on implementing polling station+mayoral office spot?

2. is it compatible with prepare carefully?
Title: Re: [A17] Psychology (2017-9-12)
Post by: MCreeper on November 06, 2017, 11:03:48 AM
It was made with prepare carefully long time ago.
Title: Re: [A17] Psychology (2017-9-12)
Post by: Rasperry_Hero on November 07, 2017, 06:04:31 PM
Ok, so the "Default" option uses a gaussian distribution trying to emulate how common homosexuality is in the real world, but what exactly does the "Inverse" and "Center" do then? I play on default, and seemingly only ever get people with 0 or 1 on the Kinsey scale!
Title: Re: [A17] Psychology (2017-9-12)
Post by: A_Soft_Machine_Man on November 10, 2017, 01:05:22 PM
Quote from: Rasperry_Hero on November 07, 2017, 06:04:31 PM
Ok, so the "Default" option uses a gaussian distribution trying to emulate how common homosexuality is in the real world, but what exactly does the "Inverse" and "Center" do then? I play on default, and seemingly only ever get people with 0 or 1 on the Kinsey scale!

Inverse makes 6-5 on the Kinsey Scale the most common rather than the standard 0-2 range. Center means that most pawns will generate on the 3-4 scale.
Title: Re: [A17] Psychology (2017-9-12)
Post by: Heni on November 10, 2017, 10:24:58 PM
This mod dont work with Prepare Carefully, i can create a char easy, but when i load the game, all the game screen become black... i hhave removed prepare carefuly mod, sad ;-;
Title: Re: [A17] Psychology (2017-9-12)
Post by: bigheadzach on November 13, 2017, 09:34:32 AM
Quote from: A_Soft_Machine_Man on November 10, 2017, 01:05:22 PM
Quote from: Rasperry_Hero on November 07, 2017, 06:04:31 PM
Ok, so the "Default" option uses a gaussian distribution trying to emulate how common homosexuality is in the real world, but what exactly does the "Inverse" and "Center" do then? I play on default, and seemingly only ever get people with 0 or 1 on the Kinsey scale!

Inverse makes 6-5 on the Kinsey Scale the most common rather than the standard 0-2 range. Center means that most pawns will generate on the 3-4 scale.

So if you're one of those types who enjoy maximum sexual/romantic drama, Center guarantees a majority bi/pansexual population, with only a few individuals being heterosexual/homosexual.
Title: Re: [A17] Psychology (2017-9-12)
Post by: bigheadzach on November 13, 2017, 09:39:51 AM
For those who use this mod with EDB Prepare Carefully, is it possible to tweak Psyche ratings / sexuality ratings? I notice when I go to add Traits, Gay is still present so wondering if people have had success with this.
Title: Re: [A17] Psychology (2017-9-12)
Post by: System.Linq on November 22, 2017, 07:32:24 AM
The mod doesn't remove the Gay trait because it's compatible with previous savegames. However, all Psychology-enabled pawns will have the Gay trait removed and replaced with an appropriate Kinsey value; so it's useful for people who are too lazy to edit their sexuality through the psyche window.
Title: Re: [A17] Psychology (2017-9-12)
Post by: Ian_Suffix on November 24, 2017, 05:34:15 AM
Pardon me, this may be more of a general modding question, but is there a way to generate art descriptions using Psychology tales without having to set up the actual incidents that the art may or may not depict?

I'm working on a Japanese translation that I hope to submit some time in the near future.
Title: Re: [A17] Psychology (2017-9-12)
Post by: RyanRim on December 01, 2017, 11:09:17 AM
B18 please please please
Title: Re: [A17] Psychology (2017-9-12)
Post by: killermen962 on December 03, 2017, 02:00:13 AM
Quote from: RyanRim on December 01, 2017, 11:09:17 AM
B18 please please please

Pweeezzeee
Title: Re: [A17] Psychology (2017-9-12)
Post by: RyanRim on December 03, 2017, 03:58:17 AM
Very funny, but I got Additional Joy objects to work, along with some other xml a17 mods. Now my mods can read books, BUT THEY NEED THEM PSYCHOLOGY.
Title: Re: [A17] Psychology (2017-9-12)
Post by: System.Linq on December 03, 2017, 02:04:05 PM
Quote from: Ian_Suffix on November 24, 2017, 05:34:15 AM
Pardon me, this may be more of a general modding question, but is there a way to generate art descriptions using Psychology tales without having to set up the actual incidents that the art may or may not depict?

I'm working on a Japanese translation that I hope to submit some time in the near future.
Don't think so, sorry.
Title: Re: [B18] Psychology (2017-12-3)
Post by: System.Linq on December 03, 2017, 06:00:42 PM
Updated to B18.
-Fixes for funeral planning.
-Changes to how colonists vote in elections so that they are less one-sided.
-Colonists are more likely to run on platform issues they feel strongly about.
-Moved the psyche display in starting pawn configuration into a button next to the name fields.
-Added a recipe to allow anxiety to be permanently cured.
-Modified and disabled some of the vanilla mental breaks for realism/redundancy respectively.
-Removed tantrums and sadism breaks since the vanilla game has them now.
Title: Re: [B18] Psychology (2017-12-3)
Post by: Barraneq on December 03, 2017, 11:57:04 PM
Yeah, anxiety is the most annoying thing in this mod.
Title: Re: [B18] Psychology (2017-12-3)
Post by: Kirby23590 on December 04, 2017, 12:02:36 AM
Thank you for updating this to B18!  ;D

Can't play a modded game without this mod since i played it in A15! Thank you!  :)
Title: Re: [B18] Psychology (2017-12-3)
Post by: RyanRim on December 04, 2017, 07:34:25 AM
Epic, thanks for the update. Really dragged down that I have to start a new save game now, cause im already 15 days in my first B18 save :/
Title: Re: [B18] Psychology (2017-12-3)
Post by: Necromenta on December 04, 2017, 07:47:48 AM
is there any spanish traslation?
Title: Re: [B18] Psychology (2017-12-3)
Post by: Kiame on December 04, 2017, 11:57:18 AM
Linq
Could I suggest adding support for ModSync.ninja?
It will allow non-steam users to know when this great mod gets updated.

https://ludeon.com/forums/index.php?topic=34447.0

Let me know if you have any questions regarding this  :)
Title: Re: [B18] Psychology (2017-12-3)
Post by: sauran77 on December 06, 2017, 08:00:03 AM
Why does the zip file on nexus appear to be corrupt or damaged, and the contents of b18 are empty..
Title: Re: [B18] Psychology (2017-12-3)
Post by: bigheadzach on December 06, 2017, 09:14:04 AM
Quote from: sauran77 on December 06, 2017, 08:00:03 AM
Why does the zip file on nexus appear to be corrupt or damaged, and the contents of b18 are empty..

Not sure if you've downloaded fron Nexus before but they usually require a couple of pages to be clicked through before an actual download happens. If you used "Save As" on a link you may have just pulled a page response instead.
Title: Re: [B18] Psychology (2017-12-3)
Post by: Tirrikindir on December 06, 2017, 03:07:25 PM
Hey, I've got a bug in the B18 version. I had a world event to rescue a prisoner, and when I managed to release the prisoner, she automatically (per the event) joined my faction. However, now she has the "Faction imprisoned me" penalty in her relationship with all of my colonists.

On a sort-of related note, the "Faction imprisoned me" penalty seems to kick in when a prisoner is released, rather than when they're imprisoned, which strikes me as wrong.
Title: Re: [B18] Psychology (2017-12-3)
Post by: System.Linq on December 06, 2017, 04:05:22 PM
It's not wrong. Mood is used as a factor in recruiting a prisoner, so the penalty is only applied when you successfully do so, to avoid making it even more difficult.
Title: Re: [B18] Psychology (2017-12-3)
Post by: frenchiveruti on December 06, 2017, 04:24:32 PM
Quote from: Linq on December 06, 2017, 04:05:22 PM
It's not wrong. Mood is used as a factor in recruiting a prisoner, so the penalty is only applied when you successfully do so, to avoid making it even more difficult.
I think you understood the wrong thing, he rescued an imprisoned person by another faction in the "event" that Rimworld triggers where you have to go and rescue some noob that got trapped by a hostile faction. 
So, when this good Samaritan rescued this ungrateful prisoner, the prisoner considered his rescuers his torturers, and the "debuff" kicked in.
He was never "trying to recruit" the prisoner, as the prisoner was not his prisoner, but instead a Pirate Faction prisoner.
Title: Re: [B18] Psychology (2017-12-3)
Post by: System.Linq on December 06, 2017, 05:28:54 PM
Quote from: Tirrikindir on December 06, 2017, 03:07:25 PM
On a sort-of related note, the "Faction imprisoned me" penalty seems to kick in when a prisoner is released, rather than when they're imprisoned, which strikes me as wrong.
Title: Re: [B18] Psychology (2017-12-3)
Post by: GrimTrigger on December 06, 2017, 09:35:39 PM
Added Psychology to an existing game, my current colonists do not have the psyche tab... any way to remedy that?

Edit:  Disregard... did some searching and saw where you had told others in a few different locations how to fix this.  For those wondering edit your save and search for Class="Pawn" and replace with Class="Psychology.PsychologyPawn"  this appears to have added it into my game completely.
Title: Re: [B18] Psychology (2017-12-3)
Post by: Ian_Suffix on December 07, 2017, 04:26:15 AM
@Linq

I'm still translating away, bit by bit. I noticed that the paranoid ramblings are in a string array in mentalstate_paranoia.cs. It's got some impressive variety to it... but there's no way of translating local variables like this, right?

EDIT: Also, fell plotting.
Title: Re: [B18] Psychology (2017-12-3)
Post by: System.Linq on December 07, 2017, 06:24:42 AM
Yeah, I can move them into the keyed variables.
Title: Re: [B18] Psychology (2017-12-3)
Post by: Ser Kitteh on December 07, 2017, 07:33:30 AM
So can pyromania be actually treated away? Permanently? Or does it just keep them at bay?
Title: Re: [B18] Psychology (2017-12-3)
Post by: zartonia on December 08, 2017, 02:00:46 AM
I am also having a problem with the nexus download. When I try to open with winrar it says "The archive is either in an unknown format or damaged" I download mods from nexus regularly but for some reason this one wont work for me. I cannot view the files with the magnifying glass, it's just blank.
Title: Re: [B18] Psychology (2017-12-3)
Post by: System.Linq on December 08, 2017, 02:28:00 AM
Update your 7zip.
Title: Re: [B18] Psychology (2017-12-3)
Post by: Ian_Suffix on December 08, 2017, 08:07:49 AM
Quote from: Linq on December 07, 2017, 06:24:42 AM
Yeah, I can move them into the keyed variables.

That would be fantastic! I don't use Combat Extended, but if I'm not mistaken, it has the same problem. I think it'd be a lot more entertaining as a non-English speaker for the little pawn blurbs to be localized.
Title: Re: [B18] Psychology (2017-12-3)
Post by: MasterBabble on December 08, 2017, 03:21:03 PM
Hi love this mod, I'm also having a problem with the nexus download.
7-zip
"Can not open file 'C:\Users\Erik\Downloads\Psychology2017-12-3.rar-161-17-12-3.rar' as archive"

Thanks
Title: Re: [B18] Psychology (2017-12-3)
Post by: System.Linq on December 08, 2017, 04:27:16 PM
Update your 7zip.
Title: Re: [B18] Psychology (2017-12-3)
Post by: Mst on December 08, 2017, 07:50:42 PM
Is it ok to use with Dub's Hygiene? If so which is the correct load order?
Title: Re: [B18] Psychology (2017-12-3)
Post by: System.Linq on December 08, 2017, 08:07:13 PM
Whatever order you want.
Title: Re: [B18] Psychology (2017-12-3)
Post by: Mst on December 08, 2017, 08:23:40 PM
Great, thanks! Both are new for me so have no idea what to expect.
Decided to also add Therapy to them. Guess it's ok as I already saw here somebody mentioning it.
Title: Re: [B18] Psychology (2017-12-3)
Post by: nyhm7 on December 10, 2017, 08:02:02 PM
[HugsLib][ERR] Psychology caused an exception during OnDefsLoaded: System.NullReferenceException: Object reference not set to an instance of an object
  at Psychology.PsychologyBase.DefsLoaded () [0x00000] in <filename unknown>:0
  at HugsLib.HugsLibController.OnDefsLoaded () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
HugsLib.Utils.ModLogger:ReportException(Exception, String, Boolean, String)
HugsLib.HugsLibController:OnDefsLoaded()
HugsLib.HugsLibController:LoadReloadInitialize()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Anyone know whats causing this? Ive tried disabling some mods i suspect of interfering with it, but it just refuses to work.
Title: Re: [B18] Psychology (2017-12-3)
Post by: wwWraith on December 11, 2017, 12:51:20 AM
I think that "Faction imprisoned me" debuff needs to be reworked somehow, or even completely removed. Think about its logic:
1. We capture some prisoner. And he doesn't worry much about it.
2. Finally we recruit him. I believe it means that we managed to convince him that we are friends, really nice, trustworthy and such. But contrary to that, now he suddenly starts to hate us.
Title: Re: [B18] Psychology (2017-12-3)
Post by: MasterBabble on December 11, 2017, 06:25:44 PM
Quote from: Linq on December 08, 2017, 04:27:16 PM
Update your 7zip.

Yup fixed it, thank you!
Title: Re: [B18] Psychology (2017-12-3)
Post by: System.Linq on December 11, 2017, 08:42:53 PM
Quote from: wwWraith on December 11, 2017, 12:51:20 AM
I think that "Faction imprisoned me" debuff needs to be reworked somehow, or even completely removed. Think about its logic:
1. We capture some prisoner. And he doesn't worry much about it.
2. Finally we recruit him. I believe it means that we managed to convince him that we are friends, really nice, trustworthy and such. But contrary to that, now he suddenly starts to hate us.
Think about its logic:
1. A soldier is part of a raid on your compound. He is downed in battle and made your Prisoner of War.
2. You tell him he cannot return home, and he will not be allowed to leave his cell unless he joins you.
3. He spends a long time rotting in your prisons refusing to accept, perhaps waiting for his faction to rescue him. However, eventually he sees he has no other choice and accepts.
4. Despite the fact that he is willing to turn over a new leaf, it is still awkward for him to interact with the people who held him there against his will and who he was formerly enemies with, until he grows accustomed to his new life.
Title: Re: [B18] Psychology (2017-12-3)
Post by: wwWraith on December 12, 2017, 02:46:55 AM
1. We saved his life and treated his wounds instead of letting him to die on the field or just executing or harvesting his organs or something even worse.
2. We tell him that our home is better that his former home. And we can prove it. Probably some more people already realized it.
3. He spends a long time relaxing in our "special guests apartments", surrounded by finest pieces of art and enjoying the best availabletm meals instead of struggling to survive with his former "allies" who lost the fight, left him on the battlefield and actually don't mind a bit managing to rescue him.
4. He shouldn't have problems interacting with people who were not directly involved in his imprisonment (i.e. those who were not wardens; and wardens very probably befriended him already). He realizes that our people are not that bad as he was told (probably it's only his former faction was thinking that we are enemies while we were just forced to defend ourselves). Why he have to hate them after being released? And how can he hate a whole faction when he is a part of it himself?

I think that a more logical and realistic way would be to make this debuf with several stages and start when he was captured. Yes, it will decrease a chance to recruit him right now, but each recruitment (and/or friendly chatting) attempt should have a chance to decrease the severity of that debuf. So after some time, if he was treated well, he will forgot his hate. And there still will be probability of recruiting him before that debuf was completely eliminated, so it will behave like those "interaction problems".
Title: Re: [B18] Psychology (2017-12-3)
Post by: System.Linq on December 12, 2017, 02:57:20 AM
British/American prisoners in WW1/2 were also captured and their wounds treated by the Germans. That didn't mean they were going to abandon their country and join the Germans because they weren't executed or harvested (or because they preached about German superiority). If anything, the fact that your colony does/might do that should be more incentive not to join, because it's clearly a colony full of monsters.

The debuff goes away after two seasons. There's your decreasing severity. It's not illogical or unrealistic; there is going to be tension between someone who was captured from an enemy faction and then recruited, until they get acclimated and become "one of the guys."
Title: Re: [B18] Psychology (2017-12-3)
Post by: wwWraith on December 12, 2017, 07:04:26 AM
Quote from: Linq on December 12, 2017, 02:57:20 AM
British/American prisoners in WW1/2 were also captured and their wounds treated by the Germans. That didn't mean they were going to abandon their country and join the Germans because they weren't executed or harvested (or because they preached about German superiority).
Japan prisoners in WW2 were also captured and their wounds treated by the Americans. After that Japans did abandon their country and actually associated themselves with Americans because they were really ashamed of losing the fight and being captured. In fact the Americans used the threat of letting their relatives know about their capturing to effectively recruit them.

Quote from: Linq on December 12, 2017, 02:57:20 AM
If anything, the fact that your colony does/might do that should be more incentive not to join, because it's clearly a colony full of monsters.
No, it's any other colony might be the colony of monsters, but our people never even thought about such terrible things ;D (at least that's what we are trying to assure our prisoners).

Quote from: Linq on December 12, 2017, 02:57:20 AM
The debuff goes away after two seasons. There's your decreasing severity. It's not illogical or unrealistic; there is going to be tension between someone who was captured from an enemy faction and then recruited, until they get acclimated and become "one of the guys."
The difference is that I suggested it to start immediately after capturing rather than after releasing, and then decrease it gradually like -40 -> -20 -> -10 -> -5 -> -2 -> 0 rather than just -40 -> 0.

Also consider that recruiters are very probably have decently high Social skill, which I believe means that they know something in psychology to estimate and use the most effective approaches to different prisoners, not only childish "join us or rot here".

What I am trying to show is that there are enough reasons for different behaviors. Your variant may be suitable for some cases but not for everyone and every time. Even not for majority of them. So it should be more detailed, probably involving psyches to determine reactions. Or just forget about it if it becomes too complicated.
Title: Re: [B18] Psychology (2017-12-3)
Post by: System.Linq on December 12, 2017, 04:49:53 PM
Quote from: wwWraith on December 12, 2017, 07:04:26 AM
Japan prisoners in WW2 were also captured and their wounds treated by the Americans. After that Japans did abandon their country and actually associated themselves with Americans because they were really ashamed of losing the fight and being captured. In fact the Americans used the threat of letting their relatives know about their capturing to effectively recruit them.
[citation needed] but Rimworld raiders don't have a Japanese honor-based culture.

Quote from: wwWraith on December 12, 2017, 07:04:26 AM
No, it's any other colony might be the colony of monsters, but our people never even thought about such terrible things ;D (at least that's what we are trying to assure our prisoners).
Says who? The game does not allow you to specify what you say to prisoners.

Quote from: wwWraith on December 12, 2017, 07:04:26 AM
The difference is that I suggested it to start immediately after capturing rather than after releasing, and then decrease it gradually like -40 -> -20 -> -10 -> -5 -> -2 -> 0 rather than just -40 -> 0.
It is already gradual.

Quote from: wwWraith on December 12, 2017, 07:04:26 AM
What I am trying to show is that there are enough reasons for different behaviors. Your variant may be suitable for some cases but not for everyone and every time. Even not for majority of them. So it should be more detailed, probably involving psyches to determine reactions. Or just forget about it if it becomes too complicated.
I'm forgetting about it. Mod it yourself if you want to see how insane your suggestion is.
Title: Re: [B18] Psychology (2017-12-3)
Post by: sevrun on December 18, 2017, 04:14:29 PM
Threw this into my last playthrough and I gotta say, at first I didn't much care for it.  I'm impressed by the amount of work put into it and the depth it offers aspects of Rimworld OTHER than shooting people in the face, but it just didn't seem like it was for me.

Had almost specifically designed a couple to be together through Prep Carefully, and spent the first season watching them ignore each other, second season finally hook up...  And then they had one VERY bad conversation, swung from +40 opinions to -100.  Break-up naturally followed.  This kinda annoyed me but the rest of the colony was doing SO well, beautiful defensive position, plenty of crop/pasture land, etc.  So instead of scrapping it and starting over, I let it ride.  Another two seasons of ignoring or snarking at each other, and I'm barely paying attention to them at this point until I get the alert that they've hooked back up.

  It really does grow on you, especially if you run a colony for a couple years.  I'd never really thought about just how simple the vanilla social system really is until I watched the byplay as my colony grew.  It's not flashy, bombs and lasers and fancy armors...  But it really does seem to be a DEEP piece of work.

Thank you.
Title: Re: [B18] Psychology (2017-12-3)
Post by: crusader2010 on December 18, 2017, 04:30:44 PM
Hi,
It seems that Psychology doesn't work well with PrepareCarefully, Hospitality, Rainbeau's More Trait Slots, Rainbeau's Consolidated Traits (https://ludeon.com/forums/index.php?topic=36687.0).

What should be the mod order for these AND Psychology?

Thanks!

Title: Re: [B18] Psychology (2017-12-3)
Post by: bigheadzach on December 18, 2017, 05:13:45 PM
Quote from: crusader2010 on December 18, 2017, 04:30:44 PM
Hi,
It seems that Psychology doesn't work well with PrepareCarefully, Hospitality, Rainbeau's More Trait Slots, Rainbeau's Consolidated Traits (https://ludeon.com/forums/index.php?topic=36687.0).

What should be the mod order for these AND Psychology?

Thanks!



Since I have all those, what kind of problems do you have? I'll share my order when I get home.
Title: Re: [B18] Psychology (2017-12-3)
Post by: wwWraith on December 18, 2017, 05:15:05 PM
crusader2010, I'm using all these mods, in alphabetical order :) And didn't saw any incompatibilities. Can you clarify what is your problem?
Title: Re: [B18] Psychology (2017-12-3)
Post by: Hadley on December 19, 2017, 09:53:16 AM
Quote from: wwWraith on December 18, 2017, 05:15:05 PM
crusader2010, I'm using all these mods, in alphabetical order :) And didn't saw any incompatibilities. Can you clarify what is your problem?

Can't get it to work either. PrepareCarefully doesn't even let me click the Button in the Character-Creation.
Title: Re: [B18] Psychology (2017-12-3)
Post by: crusader2010 on December 19, 2017, 02:28:20 PM
One of the issues that I saw was that the button for "Prepare carefully" doesn't do anything when clicked. Because of this I'm not using Psychology at all. I'm also curios if it conflicts with any of the Rainbeau's mods related to traits and such. If you have a working mod order I'll happily try it :)
Title: Re: [B18] Psychology (2017-12-3)
Post by: Ruisuki on December 19, 2017, 04:12:39 PM
Any progress on mayoral office spot?

Quote from: crusader2010 on December 19, 2017, 02:28:20 PM
One of the issues that I saw was that the button for "Prepare carefully" doesn't do anything when clicked. Because of this I'm not using Psychology at all. I'm also curios if it conflicts with any of the Rainbeau's mods related to traits and such. If you have a working mod order I'll happily try it :)
wait i thought psychology added prepare carefully compatibility long ago? You mean you cant have your starting characters use the features of this mod
Title: Re: [B18] Psychology (2017-12-3)
Post by: crusader2010 on December 19, 2017, 04:44:08 PM
The moment I add Psychology, the button for Prepare Carefully doesn't work anymore. I've tried several mod orders for the 5 I want and didn't find a successful one.
Title: Re: [B18] Psychology (2017-12-3)
Post by: coldcell on December 20, 2017, 03:51:50 AM
I can't open the archive for some reason. I downloaded it through Nexus.
Title: Re: [B18] Psychology (2017-12-3)
Post by: megidoladyne on December 20, 2017, 02:27:47 PM
There's got to be something else causing issues. I have both Psychology and Prepare Carefully and they're working fine together. Something missing/corrupted maybe?
Title: Re: [B18] Psychology (2017-12-3)
Post by: crusader2010 on December 20, 2017, 05:08:14 PM
Quote from: megidoladyne on December 20, 2017, 02:27:47 PM
There's got to be something else causing issues. I have both Psychology and Prepare Carefully and they're working fine together. Something missing/corrupted maybe?

Do you also have Hospitality and the two mods from Rainbeau (that add/modify traits) ?
Title: Re: [B18] Psychology (2017-12-3)
Post by: The_Crimson on December 20, 2017, 09:45:29 PM
any help for solving this issue? ive had my colony for a decent while but there doesnt seem to be any elections? any ideas?
Title: Re: [B18] Psychology (2017-12-3)
Post by: coldcell on December 20, 2017, 10:38:43 PM
Can someone upload a mirror of the file? The one from Nexus is corrupted.
Title: Re: [B18] Psychology (2017-12-3)
Post by: Alexander Wilson on December 21, 2017, 02:44:19 AM
I'm having issues with the Nexus download as well.
However, you can download it from github: https://github.com/rwpsychology/Psychology
Title: Re: [B18] Psychology (2017-12-3)
Post by: sidfu on December 21, 2017, 08:46:15 PM
seems the old issue of it cant read pawns xml if not same as base game is back. for example hcsk it  wont apply.
Title: Re: [B18] Psychology (2017-12-3)
Post by: notfood on December 21, 2017, 10:17:24 PM
It's because it's now using HugsLib.DefLoaded, requires the use of DefDatabase at that stage.
Title: Re: [B18] Psychology (2017-12-3)
Post by: notfood on December 23, 2017, 08:02:19 AM
I'll repost the stuff from Discord in case it goes missing.

Since you are using HugsLib's DefsLoaded() you should use instead DefDatabase<ThingDef>.AllDefs to avoid duplicates

You have to test if t.inspectorTabsResolved is not null and t.recipes is not null for those cases where mods replace each other defs, only the last one will be populated, the others will be missing those fields and your code will error. This is optional if you use DefDatabase as it'll never have those fields null.

I reworked your foreach loop to use full LinQ as well:
https://gist.github.com/notfood/1dd9f9e0ef3cabc630eb152167212c3d

The above allows HardcoreSK to load. It seems that t.inspectorTabsResolved is null if you use the def in the mods database instead of the already resolved DefDatabase.

Either will work but DefDatabase has no duplicates.

By the way, I noticed the code block above this part contains an unusued and duplicated ThoughtDef.
Title: Re: [B18] Psychology (2017-12-3)
Post by: TheMathKing on December 24, 2017, 12:00:30 AM
Hi, I have also confirmed that "Prepare Carefully" simply will not work with Psychology installed (Beta 18 release). Is there a reason why?
Title: Re: [B18] Psychology (2017-12-25)
Post by: System.Linq on December 25, 2017, 11:21:45 AM
Merry Christmas, here's an update
-Added Chinese translation
-You can no longer trigger multiple funerals by burying a colonist multiple times
-Both partners' sex drive now taken into account for doing lovin'
-Same-sex couples no longer have astronomically high lovin' MTB (also, lovin' MTB now takes into account all Psychology features)
-Fixed bug that created an error when a translation had the same name for two personality nodes, and added error checking for the future
-Added a "Uniform" distribution for the Kinsey scale so all values are equally likely
-Fixed the bug where elections can't be held on maps with permanent seasons, since there's no fall. They now take place in Septober.

FYI, Prepare Carefully does not work when Psychology's sexuality changes are disabled and the error is on PC's end, not this mod's.
Title: Re: [B18] Psychology (2017-12-25)
Post by: Mst on December 25, 2017, 10:04:22 PM
Quote from: Linq on December 25, 2017, 11:21:45 AM
FYI, Prepare Carefully does not work when Psychology's sexuality changes are disabled and the error is on PC's end, not this mod's.

At last I know what was the problem when Prepare Carefully did not work.

What's the deal with the elections? Do I have to have some more colonists for it to start? Right now I've got four pawns and almost five years into the colony but nothing happens. Could it also be due to disabled Psychology's sexuality?
Title: Re: [B18] Psychology (2017-12-25)
Post by: Harry_Dicks on December 26, 2017, 08:33:17 AM
Thanks for the update, hope everyone had a merry Christmas!

Weird note - whenever I download a mod from Nexus, winrar never can extract the file. Have to use WinZip or 7-Zip.
Title: Re: [B18] Psychology (2017-12-25)
Post by: System.Linq on December 26, 2017, 07:17:50 PM
Quote from: Mst on December 25, 2017, 10:04:22 PM
Quote from: Linq on December 25, 2017, 11:21:45 AM
FYI, Prepare Carefully does not work when Psychology's sexuality changes are disabled and the error is on PC's end, not this mod's.

At last I know what was the problem when Prepare Carefully did not work.

What's the deal with the elections? Do I have to have some more colonists for it to start? Right now I've got four pawns and almost five years into the colony but nothing happens. Could it also be due to disabled Psychology's sexuality?

No. You must meet the following conditions for an election to be held:
- Elections enabled in the settings.
- Colony is more than a year old.
- At least 7 colonists on the map.
- Quadrum is Septober.
Title: Re: [B18] Psychology (2017-12-25)
Post by: wwWraith on December 27, 2017, 09:35:53 AM
Recently my 2 pawns had a single "conversation about a disagreement between them" that gave them additional -149/-110 opinions. I'm not complaining, just asking to be sure: is such big numbers intended?

But I'll complain a bit about "hangouts" ;) The situations when only 1 pawn "hanging out" goes to the gathering spot while second just stays where (s)he was, probably in a middle of nowhere on the other side of the map, are still a common thing.
Title: Re: [B18] Psychology (2017-12-25)
Post by: Madman666 on December 27, 2017, 11:06:02 AM
Quote from: wwWraith on December 27, 2017, 09:35:53 AM
But I'll complain a bit about "hangouts" ;) The situations when only 1 pawn "hanging out" goes to the gathering spot while second just stays where (s)he was, probably in a middle of nowhere on the other side of the map, are still a common thing.

Yep, I am constantly getting that as well. Although in my case, two pawns are just stuck, wherever they were before starting their "hang out with someone" thingy. It doesn't break anything, but is sure looks hella weird.
Title: Re: [B18] Psychology (2017-12-25)
Post by: crusader2010 on December 27, 2017, 11:16:51 AM
So, is anyone using Psychology, Hospitality, Prepare Carefully, Rainbeau's Consolidated Traits and Rainbeau's More Trait Slots successfully (i.e. in a way that the mods complement each other and that all traits are available from Prepare carefully)?

If yes, could you please post your load order? :)

Thanks!
Title: Re: [B18] Psychology (2017-12-25)
Post by: wwWraith on December 27, 2017, 11:43:26 AM
crusader2010:
Quote from: Linq on December 25, 2017, 11:21:45 AM
FYI, Prepare Carefully does not work when Psychology's sexuality changes are disabled and the error is on PC's end, not this mod's.

Also just noticed a strange thing. I've got a pawn with the "Pretty" trait but looks like there is no effect from it (other pawns have no bonus opinion for her, they are not "Openminded" or whatever). Is it caused by Psychology or I should look something other? At least other mods that I'm using don't mention Pretty in their XMLs.
Title: Re: [B18] Psychology (2017-12-25)
Post by: System.Linq on December 27, 2017, 12:35:58 PM
It is factored into romance chance and the effects of conversations. It is not a flat bonus/penalty anymore.
Title: Re: [B18] Psychology (2017-12-25)
Post by: JinxVanAshke on December 27, 2017, 02:52:42 PM
Quote from: crusader2010 on December 27, 2017, 11:16:51 AM
So, is anyone using Psychology, Hospitality, Prepare Carefully, Rainbeau's Consolidated Traits and Rainbeau's More Trait Slots successfully (i.e. in a way that the mods complement each other and that all traits are available from Prepare carefully)?

If yes, could you please post your load order? :)

Thanks!

The entire list is long but out of the ones you asked I have it
Hospitality
PC
CT
MT
Psychology

and I am pretty sure I get all the options.
Title: Re: [B18] Psychology (2017-12-25)
Post by: Spaykers on December 27, 2017, 08:25:33 PM
Hello  My colonist start to electing a mayor after 5 years without one.....i was so impatient and now...nothing , no election and still no mayor . How can i toggle an other election ???or just set a mayor by using the dev tool . ? if yes, what's the name of the tool ?
Title: Re: [B18] Psychology (2017-12-25)
Post by: crusader2010 on December 28, 2017, 05:02:33 PM
Quote from: JinxVanAshke on December 27, 2017, 02:52:42 PM
Quote from: crusader2010 on December 27, 2017, 11:16:51 AM
So, is anyone using Psychology, Hospitality, Prepare Carefully, Rainbeau's Consolidated Traits and Rainbeau's More Trait Slots successfully (i.e. in a way that the mods complement each other and that all traits are available from Prepare carefully)?

If yes, could you please post your load order? :)

Thanks!

The entire list is long but out of the ones you asked I have it
Hospitality
PC
CT
MT
Psychology

and I am pretty sure I get all the options.

It works perfectly :) thank you!
Title: Re: [B18] Psychology (2017-12-25)
Post by: crusader2010 on January 03, 2018, 03:13:03 PM
Hello,

I'm getting the following console exception:

Exception in Verse.AI.ThinkNode_Priority TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at Psychology.JobGiver_SpendTimeTogether.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_Duty:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_JoinVoluntarilyJoinableLord:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch1(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Thanks :)

[attachment deleted by admin: too old]
Title: Re: [B18] Psychology (2017-12-25)
Post by: MRBOSSJEFF on January 04, 2018, 09:37:14 AM
Quote from: Spaykers on December 27, 2017, 08:25:33 PM
Hello  My colonist start to electing a mayor after 5 years without one.....i was so impatient and now...nothing , no election and still no mayor . How can i toggle an other election ???or just set a mayor by using the dev tool . ? if yes, what's the name of the tool ?

Do you have a colony with a permanant season like summer, winter, etc. That is currently what is happening with me right now and I waited over a year (5502-5504) for an election but nothing. it might go by seasons idk :/
Title: Re: [B18] Psychology (2017-12-25)
Post by: Harry_Dicks on January 04, 2018, 10:05:13 AM
Quote from: MRBOSSJEFF on January 04, 2018, 09:37:14 AM
Quote from: Spaykers on December 27, 2017, 08:25:33 PM
Hello  My colonist start to electing a mayor after 5 years without one.....i was so impatient and now...nothing , no election and still no mayor . How can i toggle an other election ???or just set a mayor by using the dev tool . ? if yes, what's the name of the tool ?

Do you have a colony with a permanant season like summer, winter, etc. That is currently what is happening with me right now and I waited over a year (5502-5504) for an election but nothing. it might go by seasons idk :/

I'm fairly certain that I recently read that this was addressed. I think the author changed it so that elections are in Septober, so that games without season changes will still have elections.
Title: Re: [B18] Psychology (2017-12-25)
Post by: MRBOSSJEFF on January 05, 2018, 11:46:18 AM
Oh, Have you had any elections for mayorship in your colony? I also installed the mod around 5501-5502 in my game and disabled elections for a moment. That may be the reason why me and spaykers have not had any elections.
Title: Re: [B18] Psychology (2017-12-25)
Post by: Harry_Dicks on January 05, 2018, 12:52:08 PM
Quote from: MRBOSSJEFF on January 05, 2018, 11:46:18 AM
Oh, Have you had any elections for mayorship in your colony? I also installed the mod around 5501-5502 in my game and disabled elections for a moment. That may be the reason why me and spaykers have not had any elections.

I've only had one game with Psychology that I played for I think 6 ingame years, but yes I had elections no problem. The only thing I wasn't sure about though, was that my first mayor, Priscilla, never got replaced as mayor after new elections started. I could see that the election and "getting to know the candidates" phase was going, but I never got a prompt or message or anything saying that Priscilla had won re-election or anything. I'm not sure if you are supposed to get a notification though if you keep going with the same mayor. I can't say if it was bugged or not, because Priscilla had the highest social skill, and a bunch of other really high skills if I am remembering correctly, which made it seem like it was more than likely, to me, that she should win re-election anyway. But I will say I was a bit curious if that was a bug or not, that she never got replaced after so many years.

Do you think you could maybe have term limits? Or a mod option for them? Also, extending this further, I really, really think it would be incredibly awesome if you had "cliques" among the colonists. Like maybe all the night crew start bonding together, but they don't like the day crew, who the mayor is a part of (on my games I just make the mayor's schedule be anything for the whole day, so they can do the meetings and such.) So after awhile of building animosity, they can start a coup. That could be like a colony wide social fight or something. Everyone that's part of either of the two cliques would start fighting anyone in their vicinity from the opposing clique. Neutral pawns could try to break things up, or maybe arrest the leaders of the cliques. Oh, leaders for each clique! Internal clique coups! Ahhh, that could spiral out of control I imagine. Either way, it's fun to dream it! ;)
Title: Re: [B18] Psychology (2017-12-25)
Post by: PapaRockett on January 06, 2018, 04:45:52 AM
Mayors are not being elected in my games. Is this a known issue?

Also, dates seem to be getting cancelled automatically
Title: Re: [B18] Psychology (2017-12-25)
Post by: Mst on January 07, 2018, 10:51:38 AM
Quote from: Madman666 on December 27, 2017, 11:06:02 AM
Quote from: wwWraith on December 27, 2017, 09:35:53 AM
But I'll complain a bit about "hangouts" ;) The situations when only 1 pawn "hanging out" goes to the gathering spot while second just stays where (s)he was, probably in a middle of nowhere on the other side of the map, are still a common thing.

Yep, I am constantly getting that as well. Although in my case, two pawns are just stuck, wherever they were before starting their "hang out with someone" thingy. It doesn't break anything, but is sure looks hella weird.

Same thing but in my case they do not get any joy out of this just standing in a random spot all by themselves.
Title: Re: [B18] Psychology (2017-12-25)
Post by: System.Linq on January 09, 2018, 09:17:49 PM
Quote from: PapaRockett on January 06, 2018, 04:45:52 AM
Mayors are not being elected in my games. Is this a known issue?

Also, dates seem to be getting cancelled automatically

Colonists will cancel dates if they're drafted/have Work time during them. Though they shouldn't be scheduling dates during Work time, unless you change their schedules after.

I am aware of an issue with elections not completing if a candidate is out on a caravan. I'm looking into it.

Quote from: Mst on January 07, 2018, 10:51:38 AM
Quote from: Madman666 on December 27, 2017, 11:06:02 AM
Quote from: wwWraith on December 27, 2017, 09:35:53 AM
But I'll complain a bit about "hangouts" ;) The situations when only 1 pawn "hanging out" goes to the gathering spot while second just stays where (s)he was, probably in a middle of nowhere on the other side of the map, are still a common thing.

Yep, I am constantly getting that as well. Although in my case, two pawns are just stuck, wherever they were before starting their "hang out with someone" thingy. It doesn't break anything, but is sure looks hella weird.

Same thing but in my case they do not get any joy out of this just standing in a random spot all by themselves.

Colonists need to be physically close enough to talk in order to start hanging out. The code does the best it can to keep them near each other, but, pawns are fickle. Getting stuck is a known bug relating to them trying to share a task that only one person can do at a time (thus infinitely attempting to reserve an already-reserved object), I've tried to fix it in the past and will continue to look into it.
Title: Re: [B18] Psychology (2017-12-25)
Post by: Madman666 on January 10, 2018, 03:31:43 AM
Quote from: Linq on January 09, 2018, 09:17:49 PM
Colonists need to be physically close enough to talk in order to start hanging out. The code does the best it can to keep them near each other, but, pawns are fickle. Getting stuck is a known bug relating to them trying to share a task that only one person can do at a time (thus infinitely attempting to reserve an already-reserved object), I've tried to fix it in the past and will continue to look into it.

Thanks for the info. It seems it got a bit better since the last time I played. It does still happen sometimes, but now I can see people hanging out in rec rooms together a lot more often than stuck on different ends of the map staring into space. I wish you luck getting rid of it completely, keep up the good work.
Title: Re: [B18] Psychology (2017-12-25)
Post by: wwWraith on January 10, 2018, 04:23:11 AM
Quote from: Madman666 on January 10, 2018, 03:31:43 AM
Quote from: Linq on January 09, 2018, 09:17:49 PM
Colonists need to be physically close enough to talk in order to start hanging out. The code does the best it can to keep them near each other, but, pawns are fickle. Getting stuck is a known bug relating to them trying to share a task that only one person can do at a time (thus infinitely attempting to reserve an already-reserved object), I've tried to fix it in the past and will continue to look into it.

Thanks for the info. It seems it got a bit better since the last time I played. It does still happen sometimes, but now I can see people hanging out in rec rooms together a lot more often than stuck on different ends of the map staring into space. I wish you luck getting rid of it completely, keep up the good work.
Same here, in my new colony it goes pretty well so far (though it's the same version of Psychology). Now I have a suspicion that the problem might be caused by some modded furniture used for gatherings that I haven't build yet, I'll look on it later.

Btw are there any changes in conditions to start a party? I even had some Socialite pawns but there were no parties for more than 7 years. Just a bad luck?
Title: Re: [B18] Psychology (2017-12-25)
Post by: System.Linq on January 10, 2018, 06:10:00 AM
Not sure. The code I applied to parties was kind of hacky and it's been consistently reported for like a year. I need to look into it thoroughly and test out a better solution, but, well, it's not a priority.
Title: Re: [B18] Psychology (2017-12-25)
Post by: Exende on January 10, 2018, 06:43:30 AM
Exception in Verse.AI.ThinkNode_Priority TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.RegionAndRoomQuery.GetRoom (Verse.Thing thing, RegionType allowedRegionTypes) [0x00000] in <filename unknown>:0
  at Psychology.JobGiver_SpendTimeTogether.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_Duty:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_JoinVoluntarilyJoinableLord:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch1(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


received this error while playing today, is this something to be worried about?
Title: Re: [B18] Psychology (2017-12-25)
Post by: Harry_Dicks on January 10, 2018, 10:06:51 PM
In what ways is this mod not compatible with Zombie Apocalypse, as in RimWorld will crash with both of them going, it messes with zombie behavior, or is it something little that you could ignore? Also, do you mean Zombieland Mod? I searched Google and there used to be a mod called Zombie Apocalypse, so I wasn't completely sure. Last question, does the same thing go for HelpTab? As in, maybe they can still work together, just no help entries for anything from Psychology? Sorry for all of the questions, but sitting here I have my mod list essentially 99% complete, and I was thinking the only 2 major mods I might want to put in are Psychology and Zombieland Mod, and of course it would have to be one of the ones that it isn't compatible with (if it's the right zombie mod we're talking about.)

Thanks for all of the hard work, Linq. It is very much appreciated!
Title: Re: [B18] Psychology (2017-12-25)
Post by: System.Linq on January 16, 2018, 06:00:32 PM
Quote from: Exende on January 10, 2018, 06:43:30 AM
Exception in Verse.AI.ThinkNode_Priority TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.RegionAndRoomQuery.GetRoom (Verse.Thing thing, RegionType allowedRegionTypes) [0x00000] in <filename unknown>:0
  at Psychology.JobGiver_SpendTimeTogether.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_Duty:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_JoinVoluntarilyJoinableLord:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch1(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


received this error while playing today, is this something to be worried about?

Yes, your computer will explode within 6 days -- oh no! I'm too late!

It's been reported before and will be fixed. Thanks for the extra logs.

Quote from: Harry_Dicks on January 10, 2018, 10:06:51 PM
In what ways is this mod not compatible with Zombie Apocalypse, as in RimWorld will crash with both of them going, it messes with zombie behavior, or is it something little that you could ignore? Also, do you mean Zombieland Mod? I searched Google and there used to be a mod called Zombie Apocalypse, so I wasn't completely sure. Last question, does the same thing go for HelpTab? As in, maybe they can still work together, just no help entries for anything from Psychology? Sorry for all of the questions, but sitting here I have my mod list essentially 99% complete, and I was thinking the only 2 major mods I might want to put in are Psychology and Zombieland Mod, and of course it would have to be one of the ones that it isn't compatible with (if it's the right zombie mod we're talking about.)

Thanks for all of the hard work, Linq. It is very much appreciated!

Zombie Apocalypse is old and busted and gets along with this mod like gasoline and matches. Use Zombieland.
Title: Re: [B18] Psychology (2017-12-25)
Post by: Harry_Dicks on January 16, 2018, 07:01:48 PM
Quote from: Linq on January 16, 2018, 06:00:32 PM
Zombie Apocalypse is old and busted and gets along with this mod like gasoline and matches. Use Zombieland.

I'm sorry Linq, but I feel like I still do not know the answer to my original questions, as per your OP:

Quote
Not currently compatible with Zombie Apocalypse, HelpTab, or Children and Pregnancy.

So it is alright to use with Zombieland? And could you tell me what issues come with HelpTab? Are there just no help entries for anything Psychology related? Or will something happen that it causes RimWorld to crash, or what? I'm sorry if I'm asking too much, but I did not understand what I originally planned to find out :) I'm also kinda dumb ::)
Title: Re: [B18] Psychology (2017-12-25)
Post by: madexd on January 17, 2018, 12:24:21 PM
 i cant open the archive ive downloaded from the nexus. it says the archive is corrupted.
Title: Re: [B18] Psychology (2017-12-25)
Post by: Harry_Dicks on January 17, 2018, 12:27:45 PM
Quote from: madexd on January 17, 2018, 12:24:21 PM
i cant open the archive ive downloaded from the nexus. it says the archive is corrupted.

That happened to me with winrar. Try 7zip instead. Also, no more of that annoying "Your trial period has expired" pop up from winrar! ;)
Title: Re: [B18] Psychology (2017-12-25)
Post by: madexd on January 17, 2018, 12:33:17 PM
i tried it both with 7zip and winrar. i then downloaded the older version to see if  the problem is on my side, but that one works. ive also redownloaded it several times.
Title: Re: [B18] Psychology (2017-12-25)
Post by: Harry_Dicks on January 17, 2018, 12:51:57 PM
Quote from: madexd on January 17, 2018, 12:33:17 PM
i tried it both with 7zip and winrar. i then downloaded the older version to see if  the problem is on my side, but that one works. ive also redownloaded it several times.

I just redownloaded Psychology from Nexus, and extracted it fine with 7-Zip. Maybe try to reinstall a fresh download of the latest version of 7-Zip, because I don't think problem isn't on the file's side, it's on yours. You might not have the right version of 7-Zip for your PC as well, are there not 32 and 64 bit versions? Although I am not sure of if it would matter significantly if you have the wrong version, or if you could even install the wrong version, but I think this would be an appropriate next step for you.
Title: Re: [B18] Psychology (2017-12-25)
Post by: System.Linq on January 17, 2018, 03:00:19 PM
Quote from: Linq on January 16, 2018, 06:00:32 PM
Use Zombieland.
Title: Re: [B18] Psychology (2017-12-25)
Post by: Sinclair200 on January 17, 2018, 03:21:34 PM
Hey, great mod! couldn't play without it, thanks for the work!
However i came facing an minor issue: My election started and been there (event, bottom right screen) for 2 days, when at some point when i continued playing, realized that it wasn't there anymore and no one became mayor and this was taking place in spring :p let me know if its normal, cheers!
Title: Re: [B18] Psychology (2017-12-25)
Post by: System.Linq on January 17, 2018, 03:23:17 PM
It's possible it was cancelled.
Title: Re: [B18] Psychology (2017-12-25)
Post by: mrclopes on January 17, 2018, 04:30:35 PM
I'm getting this error, the major problem it sometimes freezes the game and I have to restart, I disabled the mayor option, it reduced a bit how often I was getting this error, but still happening.

Exception in Verse.AI.ThinkNode_Priority TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at Psychology.JobGiver_SpendTimeTogether.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_Duty:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_JoinVoluntarilyJoinableLord:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Is it safe to disable the mod then reinstall later when it is fixed? Or do I have to create a new save (again)...

[edit] or even better, a way to disable this job giver in .xml. I feel this "Hangout with someone" doesn't work too well in my playstyle, due various restrictions in pawn zones, and jobs given to each of them.
Title: Re: [B18] Psychology (2017-12-25)
Post by: Harry_Dicks on January 17, 2018, 04:38:04 PM
I believe that is 2 pawns trying to "spend time together." Sort of like a social date, or something, and maybe they are having issues getting to one another. I remember when I would get that, I think you can just pause the game and find the 2 pawns having issues, draft them, and move them together, or just send them to opposite corners of the map until you forget about them and they auto undraft ::)
Title: Re: [B18] Psychology (2017-12-25)
Post by: mrclopes on January 17, 2018, 04:49:12 PM
Quote from: Harry_Dicks on January 17, 2018, 04:38:04 PM
I believe that is 2 pawns trying to "spend time together." Sort of like a social date, or something, and maybe they are having issues getting to one another. I remember when I would get that, I think you can just pause the game and find the 2 pawns having issues, draft them, and move them together, or just send them to opposite corners of the map until you forget about them and they auto undraft ::)

That's what is happening to me, but when it freezes and game become uresponsive I can't do anything else than restart
Title: Re: [B18] Psychology (2017-12-25)
Post by: notfood on January 17, 2018, 05:34:28 PM
I did some changes to HelpTab, it shouldn't cause issues anymore. If anyone has them please share the logs in the HelpTab thread.
Title: Re: [B18] Psychology (2017-12-25)
Post by: System.Linq on January 17, 2018, 06:54:26 PM
Quote from: mrclopes on January 17, 2018, 04:30:35 PM
I'm getting this error, the major problem it sometimes freezes the game and I have to restart, I disabled the mayor option, it reduced a bit how often I was getting this error, but still happening.

Exception in Verse.AI.ThinkNode_Priority TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at Psychology.JobGiver_SpendTimeTogether.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_Duty:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_JoinVoluntarilyJoinableLord:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Is it safe to disable the mod then reinstall later when it is fixed? Or do I have to create a new save (again)...

[edit] or even better, a way to disable this job giver in .xml. I feel this "Hangout with someone" doesn't work too well in my playstyle, due various restrictions in pawn zones, and jobs given to each of them.

It is a known issue that will be fixed.
Title: Re: [B18] Psychology (2017-12-25)
Post by: dkurage on January 19, 2018, 02:11:22 AM
Apparently beards still exist in Rimworld. A gay guy in my colony (ks 6) just hooked up with and got engaged to a gay girl (ks 5) that was brought in as a rescue like two days before.  XD
Title: Re: [B18] Psychology (2018-1-19)
Post by: System.Linq on January 19, 2018, 04:36:56 PM
Here's an update to ring in the new year-- oh. What do you mean it's already been rung in?

-For those of you using alien race mods, they can now romance outside their species.
-The code for hanging out/dating has been rewritten from scratch and should be much more reliable, albeit not perfect. Pawns don't like doing things together and it is difficult to corral them into doing so. Also, pawns who are hanging out will show up on the caravan forming screen now.
-Rare bug where an election would fail to finish because the mayor was out on a caravan should no longer occur; now the map the election is taking place on is stored instead of being determined from the winner's map (which is null if they are on the world map).
-Mood penalties for failed trait treatments should be formatted properly now.
-Histrionic pawns will now forget failed romance mood penalties after the mental break ends.
-Pawns in the self-harm mental break will no longer cut themselves so aggressively. It's not intended to be a suicide break.
-The injection code for ThingDef properties should be a little more robust. Thanks NotFood.
-Added Japanese translation.
Title: Re: [B18] Psychology (2018-1-19)
Post by: Madman666 on January 19, 2018, 05:10:46 PM
Noice. Thanks for your hard work, @Linq. By the way, I am still gettin oneshot-anxiety from first mental break I get mostly. How high is the probability? I kind of wanna know how unlucky I am exactly. At least we can fix it now))
Title: Re: [B18] Psychology (2018-1-19)
Post by: System.Linq on January 19, 2018, 05:14:05 PM

                float PTSDChance = (0.25f - (0.075f * intensity));
                if (pawn is PsychologyPawn)
                {
                    //Laid-back pawns are less likely to get anxiety from mental breaks.
                    PTSDChance -= (pawn as PsychologyPawn).psyche.GetPersonalityRating(PersonalityNodeDefOf.LaidBack) / 10f;
                }
Title: Re: [B18] Psychology (2018-1-19)
Post by: Madman666 on January 19, 2018, 05:20:30 PM
So its dependant on mental break intensity... Since last ones I got were after soft breaks (i think one was major though), that means holy shit I am unlucky. Talk about Murphy's law at work.
Title: Re: [B18] Psychology (2018-1-19)
Post by: System.Linq on January 19, 2018, 05:21:57 PM
Minor breaks have a 7.5% base chance, minus how Laid-back the pawn is.
Title: Re: [B18] Psychology (2018-1-19)
Post by: Madman666 on January 19, 2018, 05:25:27 PM
Quote from: Linq on January 19, 2018, 05:21:57 PM
Minor breaks have a 7.5% base chance, minus how Laid-back the pawn is.

3 hits with 7.5%? I definitely should go play roulette. It was a rather crappy climate cycle run, so I guess it was inevitable at some point. Still 7.5% for a minor break to get a semi-permanent (thank god) condition you can't get rid of without lategame items is a bit harsh. Thats not counting laid-back value though. So taking that into account probably fine? I think with my rotten luck I'll get it even with 0.1% so I might as well get used to it =))
Title: Re: [B18] Psychology (2018-1-19)
Post by: coldcell on January 20, 2018, 01:42:20 AM
The .rar file from Nexus is corrupted again.

Edit: It's openable using 7zip. I was trying to unarchive it using winrar due to the file format and couldn't do it.

Edit2: With this mod enabled, EdB Prepare Carefully isn't working.
Title: Re: [B18] Psychology (2018-1-19)
Post by: System.Linq on January 20, 2018, 05:04:23 PM
Yes it does.
Title: Re: [B18] Psychology (2018-1-19)
Post by: Madman666 on January 20, 2018, 05:32:48 PM
God, people still complain about prepare carefully not working. How the hell it worked fine all this time for me? Not a single error, besides usual prepare carefully bugs.
Title: Re: [B18] Psychology (2018-1-19)
Post by: Mst on January 20, 2018, 05:59:05 PM
Quote from: Madman666 on January 20, 2018, 05:32:48 PM
God, people still complain about prepare carefully not working. How the hell it worked fine all this time for me? Not a single error, besides usual prepare carefully bugs.

Perhaps it works fine for you because you haven't disabled modded sexuality. For the rest of us who did it makes them incompatible as far as I know (at least it did for me). Not a huge loss but this info is nowhere to be found and people have no idea what went wrong. The author casually mentioned it in one of his posts so it's pretty hard to find for not regular readers.

In my opinion if this conflict is really the case this should be highlighted in the first post. The problem is quite common and people have no idea where to look for it's cause. I wasted a day trying to figure it out. Maybe I am not smart enough but I consider it not so friendly approach especially if so many people have been affected by this for quite a long time. I mean no disrespect to the author, I really appreciate the great work he has done but this issue could be solved with just a few words in the compatibility chapter.
Title: Re: [B18] Psychology (2018-1-19)
Post by: System.Linq on January 20, 2018, 06:00:46 PM
It is a problem on Prepare Carefully's end. It is in PC's code. It is that modder's problem. Psychology does not break PC. That falls under the "usual prepare carefully bugs." It is a Prepare Carefully bug. It is not a Psychology bug. I have no power to fix it.

It is already in the first post of the bug thread on the Workshop, which is the thread I actually read.
Title: Re: [B18] Psychology (2018-1-19)
Post by: Mst on January 20, 2018, 07:02:00 PM
I'm not saying it's your fault or that you should somehow fix it. Just share your knowledge and problem is solved. No more complains piling up in this thread and people now know what to do with the issue they having. Just few words would suffice. People here would much appreciate it.

Haven't visited the steam forum. That's a miss on my part but I guess so is on everyone else's posting this issue here. So why not just paste the part about the conflict from workshop here? Or state that the workshop thread is the one to look into if you don't want to update this one? Either way it would take even less characters you just used to reply me.
Title: Re: [B18] Psychology (2018-1-19)
Post by: System.Linq on January 20, 2018, 07:11:03 PM
Providing information about something does not stop people from posting questions about it anyway.

From the OP: "I recommend you download from the Steam Workshop"
Title: Re: [B18] Psychology (2018-1-19)
Post by: Mst on January 20, 2018, 07:22:55 PM
True that.
Well I guess you know better what to do, I just voiced my concerns. Did not want some miserly conflict to discourage people from enjoying such a great mod. Some folks were so desperate they PMed me when they saw I had the same issue.

Ed.
I saw that line but it did not gave me the idea that I should rely on workshop threads rather than on this one. Maybe it's just me.
Title: Re: [B18] Psychology (2018-1-19)
Post by: System.Linq on January 20, 2018, 08:16:35 PM
I don't necessarily take the option that is "better." Just more convenient for me. I do this for fun.

Glad you enjoy the mod, though, and that you were able to figure out your problem. That was quite clever of you to do.
Title: Re: [B18] Psychology (2018-1-19)
Post by: ridjack on January 20, 2018, 10:08:29 PM
Quote from: Madman666 on January 19, 2018, 05:25:27 PM
Quote from: Linq on January 19, 2018, 05:21:57 PM
Minor breaks have a 7.5% base chance, minus how Laid-back the pawn is.

3 hits with 7.5%? I definitely should go play roulette. It was a rather crappy climate cycle run, so I guess it was inevitable at some point. Still 7.5% for a minor break to get a semi-permanent (thank god) condition you can't get rid of without lategame items is a bit harsh. Thats not counting laid-back value though. So taking that into account probably fine? I think with my rotten luck I'll get it even with 0.1% so I might as well get used to it =))

I really don't think it's just you. I'm also getting anxiety more times than not.
Title: Re: [B18] Psychology (2018-1-19)
Post by: Madman666 on January 21, 2018, 04:29:01 PM
So after latest update which supposed to fix pawns hanging out together bugs I get errors each time they do it, which look like this:

Tried to use the same driver for 2 pawns: RimWorld.JobDriver_SocialRelax, first pawn= Celani, second pawn=Fellers
Verse.Log:Error(String)
Verse.AI.Job:GetCachedDriver(Pawn)
Verse.AI.Job:TryMakePreToilReservations(Pawn)
Psychology.JobGiver_SpendTimeTogether:TryGiveJob(Pawn)
Verse.AI.ThinkNode_JobGiver:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_Duty:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_JoinVoluntarilyJoinableLord:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch1(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Pawns themselves are just standing on a single same tile and do nothing. I wasn't encountering this error earlier.
Title: Re: [B18] Psychology (2018-1-19)
Post by: System.Linq on January 21, 2018, 05:09:00 PM
Hmm, thanks for the report. I've never seen such an error before and didn't encounter it in my testing. I will look into it.
Title: Re: [B18] Psychology (2018-1-19)
Post by: ridjack on January 21, 2018, 06:33:05 PM
Quote from: Madman666 on January 21, 2018, 04:29:01 PM
So after latest update which supposed to fix pawns hanging out together bugs I get errors each time they do it, which look like this:

Tried to use the same driver for 2 pawns: RimWorld.JobDriver_SocialRelax, first pawn= Celani, second pawn=Fellers
Verse.Log:Error(String)
Verse.AI.Job:GetCachedDriver(Pawn)
Verse.AI.Job:TryMakePreToilReservations(Pawn)
Psychology.JobGiver_SpendTimeTogether:TryGiveJob(Pawn)
Verse.AI.ThinkNode_JobGiver:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_Duty:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_JoinVoluntarilyJoinableLord:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch1(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Pawns themselves are just standing on a single same tile and do nothing. I wasn't encountering this error earlier.

Someone was having a similar-sounding issue in the Psychology thread: https://ludeon.com/forums/index.php?topic=16120.msg392784#msg392784

Obviously don't know if it's related at all, but thought I'd offer the info regardless.
Title: Re: [B18] Psychology (2018-1-19)
Post by: Harry_Dicks on February 10, 2018, 04:42:20 PM
Linq could you please tell us in what ways is this mod incompatible with Children and Pregnancy, and HelpTab? Or could you give any examples of specific conflicts between either of these mods? Also I am curious about how this mod affects performance. Could you tell us anything about how much you think your mod affects performance, and/or have you done any tests related to performance, or would you have any sort of generalized comments you could say about it? I ask because I was looking at the mod MakeWarNotLove, which strips out the social system entirely. This leads me to think that the social system could be a fair chunk of the CPU load in vanilla, and if so, could you give me a sort of "rough estimate" of how much more your mod adds in, in comparison to just the vanilla social system?

I understand these might sound like silly questions, but I am very curious. Thanks for all of your hard work, and also for your time :)
Title: Re: [B18] Psychology (2018-1-19)
Post by: Kori on February 10, 2018, 05:46:02 PM
I'm not Linq, but HelpTab disables various surgery options such as treating anxiety or depression.

About CaP I'd like to know, too. I use both mods together for some time now and haven't encountered any issues, so I assumed the incompatibility warning is outdated. That's what I hope at least.  ;)
Title: Re: [B18] Psychology (2018-1-19)
Post by: Harry_Dicks on February 10, 2018, 06:28:57 PM
That's too bad, because HelpTab has become one of my absolute must haves. Especially for looking up the information for new objects added from mods, this tool is indispensable. Well, if it doesn't affect performance too bad, I might re enable this mod, even with the few surgeries disabled. I remember before I was having performance issues. It wasn't just this mod in particular, but it was one among a list of what I kind of guessed was contributing a significant portion to my slowdown.

Anyway, is there anything us users can do on our end to remedy the missing surgeries? Also, are those the only known things to be affected in Psychology while using HelpTab?
Title: Re: [B18] Psychology (2018-1-19)
Post by: Ruisuki on February 11, 2018, 03:36:35 PM
is there a marker able to be set similar to the caravan mod? So I can make an office for the mayor instead of having everyone in the persons bedroom.

What about an election spot for when the votes take place?
Title: Re: [B18] Psychology (2018-1-19)
Post by: Harry_Dicks on February 11, 2018, 04:04:05 PM
Quote from: Ruisuki on February 11, 2018, 03:36:35 PM
is there a marker able to be set similar to the caravan mod? So I can make an office for the mayor instead of having everyone in the persons bedroom.

What about an election spot for when the votes take place?

I think that's a great idea. I remember I just had my mayor's "office" as two bedrooms combined. Normally I have 5x5 interior dimensions for my bedrooms, so I just knocked out one wall cell between two bedrooms. So that way, in my head, their bedroom was still kinda segregated from their office. Office had a nice table, desk, plants, and a couch, so that other pawns could relax while they bitched at the mayor ::) Plus, it seems like all other sort of "day time jobs" that pawns go off to do, they usually all get their own work area. I think it would be absolutely freaking AWESOME if we could have a little "office ward" area of our colonies. A mayor's office, head warden's office, head engineer's office, head doctor's office, captain of the guard's office, hospitality manager's office, etc.! How freaking cool would that be. Also, I think that would tie in perfectly with my "Colony Council & Military Ranks" mod idea that I've posted about before. You could have whoever is in these positions go "work" in their office for the day.

You could have a sort of "colony needs" bar, that could be slowly filled up or drained, depending on the department heads skill and amount of recent work they have put in, in their office. The higher or lower this bar is, the more colony wide affects and their severity. For example, if you have a really shitty head doctor, and he has been super slacking on his work recently, then your "hospital system" should start getting out of whack. Everyone's medical tend quality, tend speed, surgery success chance, surgery speed, etc. all of those things will start to suffer, if your "Hospital Needs" bar is staying low, because you need to replace your head doctor.

If you have a really awesome head engineer, and he's been putting in some overtime in the office during his "anything" parts of his daily schedule, then it will show all over the colony. Everyone's construction success chance will go up, or if they fail a construction, they waste less materials. You could have interesting mechanics like this for all of the different council positions or different "departments", like medical, engineering, psychology (similar to the mod Therapy but on a colony wide social scale).

I also think that you should be able to set up the mayor as it's own work type. It was weird to me when I first started using Psychology, that I had to remember to change my current mayor's work schedule to just anything all throughout the day. This was because I kept having issues of people who were wanting to have a meeting with the mayor and they could never accomplish this, or at least that's what it seemed like when I actually observed them. That's because I had a rather extensively built map at the time. And if the mayor's office is along one edge of the map, and the pawn that needs to have a meeting is on the other edge of the map, it would take way too long for them to try and truck it over to the mayor's office in time.

Anyway, sorry this turned out to be a much bigger ramble than I had intended. I think it's painfully obvious I have been thinking about RimWorld mods too much lately :-\

Title: Re: [B18] Psychology (2018-1-19)
Post by: Ruisuki on February 12, 2018, 05:49:54 AM
Completely agree with that harry, it would just help so much more with immersion as well. Though the colony needs idea seems like itd be a whole lot more work
----

A third question I want to ask while waiting for a response to my last ones: When editing the psych values under prepare carefully will moving the bar to the right mean more of: empathetic/nice/compassionate or less? Traditionally itd be more but given how the categories are on the left side Im just wondering
Title: Re: [B18] Psychology (2018-1-19)
Post by: Harry_Dicks on February 12, 2018, 07:10:34 AM
Quote from: Ruisuki on February 12, 2018, 05:49:54 AM
Though the colony needs idea seems like itd be a whole lot more work

Yeah, that was a bit of a ramble for what I like to imagine we could have from mods. Anyway, I think at least having a separate office for the mayor should be something within the realm of reasonable possibilities ;D Maybe even having a "mayor" work job would be nice, too. I would like to be able to have my mayor just sit in their office all day. That way if someone wants to do a meeting, they can just stop by, and I won't have to try and worry about coordinating two conflicting schedules.
Title: Re: [B18] Psychology (2018-1-19)
Post by: Kori on February 12, 2018, 08:22:50 AM
Quote from: Ruisuki on February 11, 2018, 03:36:35 PM
is there a marker able to be set similar to the caravan mod? So I can make an office for the mayor instead of having everyone in the persons bedroom.

I like this idea!

Quote from: Ruisuki on February 12, 2018, 05:49:54 AM
A third question I want to ask while waiting for a response to my last ones: When editing the psych values under prepare carefully will moving the bar to the right mean more of: empathetic/nice/compassionate or less? Traditionally itd be more but given how the categories are on the left side Im just wondering

Yes, moving the bar to the right with prepare carefully means more of this.
Title: Re: [B18] Psychology (2018-1-19)
Post by: minakurafto on February 13, 2018, 07:21:23 PM
anxiety above managed is annoying as it sometimes can make colonist stuck cowering forever when enemy/raid come, even after all enemy is killed it still cowering till drop exhausted. test with debug remove hediff anxiety all become normal or maybe its a bug

how to edit thought memory death in psychology? without psychology it's as easy as just edit xml. but with psychology, it doesn't read the edited xml, as if psychology has it own def ,but there is no xml that define KnowPrisonerDiedInnocent, only bleeding heart variant
--------------------
it seems some mood penalty related to bleeding heart is hard coded in dll so no xml cant modify the number except the bleeding heart variant
but duration and stack limit still can be edited via xml so thats the only way to remove mood debuff

missing recipe because helptab can be fixed with <recipeuser> in treatment recipe, copied from EPOE recipe XML

Title: Re: [B18] Psychology (2018-1-19)
Post by: Ruisuki on February 20, 2018, 05:31:01 AM
do i need to do something for the election results to drop? Its been 7 days and still nothing. Both candidates are acquainted with everyone already, except they each have one rival. Im about to send both candidates on a mission now since it hasnt triggered. Does it usually take this long and is there anything I can do to influence the results?
Title: Re: [B18] Psychology (2018-1-19)
Post by: Prince Kasta on February 20, 2018, 05:41:25 AM
Quote from: minakurafto on February 13, 2018, 07:21:23 PM
anxiety above managed is annoying as it sometimes can make colonist stuck cowering forever when enemy/raid come, even after all enemy is killed it still cowering till drop exhausted. test with debug remove hediff anxiety all become normal or maybe its a bug

how to edit thought memory death in psychology? without psychology it's as easy as just edit xml. but with psychology, it doesn't read the edited xml, as if psychology has it own def ,but there is no xml that define KnowPrisonerDiedInnocent, only bleeding heart variant
--------------------
it seems some mood penalty related to bleeding heart is hard coded in dll so no xml cant modify the number except the bleeding heart variant
but duration and stack limit still can be edited via xml so thats the only way to remove mood debuff

missing recipe because helptab can be fixed with <recipeuser> in treatment recipe, copied from EPOE recipe XML

The anxiety thing is intentional, while they do that check their mood thought and you will see -12 panic attack.
Title: Re: [B18] Psychology (2018-1-19)
Post by: Ruisuki on February 22, 2018, 05:28:36 PM
Quote from: Ruisuki on February 20, 2018, 05:31:01 AM
do i need to do something for the election results to drop? Its been 7 days and still nothing. Both candidates are acquainted with everyone already, except they each have one rival. Im about to send both candidates on a mission now since it hasnt triggered. Does it usually take this long and is there anything I can do to influence the results?
Nothing happened....and now the 'election' message on the bottom right above the day is gone. What?
Title: Re: [B18] Psychology (2018-1-19)
Post by: RyanRim on February 23, 2018, 07:37:30 AM
I agree that there should be additions to the elections like the Colony Leadership mod, rip that one. I really miss the ballot boxes and leadership levels included in that mod. Even if it would now be released as a standalone, Im really waiting for it.
Title: Re: [B18] Psychology (2018-1-19)
Post by: Harry_Dicks on February 23, 2018, 11:43:56 AM
Quote from: RyanRim on February 23, 2018, 07:37:30 AM
I agree that there should be additions to the elections like the Colony Leadership mod, rip that one. I really miss the ballot boxes and leadership levels included in that mod. Even if it would now be released as a standalone, Im really waiting for it.

It works just fine in B18 for me. If you get the version from HardcoreSK you need to remove plastic as one of the building materials for the ballot box or you'll get errors. Also, if you need help with any of it you can message me on Discord and we'll get ya going :)
Title: Re: [B18] Psychology (2018-1-19)
Post by: Cenotaph on February 24, 2018, 12:33:28 PM
Tried to use the same driver for 2 pawns: RimWorld.JobDriver_SocialRelax, first pawn= Celani, second pawn=Fellers
I had the same issue, fixed with rearranging the mod order list, put psychology higher in the load list. Atleast people are now going on dates and hanging out like there is no tomorrow.
Title: Re: [B18] Psychology (2018-1-19)
Post by: sai05 on February 28, 2018, 10:41:30 AM
helo i have problem / conflic your mod with robot mod . i already try contact robot mod creator but he cant do any thing
mybe from this side can fix it ?
http://steamcommunity.com/workshop/filedetails/discussion/724602224/1693788384137762969/
Title: Re: [B18] Psychology (2018-1-19)
Post by: donot85 on February 28, 2018, 11:46:34 AM
Hello everyone, Hello Linq and thank you for the awesome mod.
Is Psichology supposed to work with colonists that are travelling in caravan mode? I've sent 3 colonists wich are not in good personal relationships between each other, in the hope that they turn into friends while travelling. But the all the social things seems to be freezed in caravan mode..
Title: Re: [B18] Psychology (2018-1-19)
Post by: Kori on February 28, 2018, 03:01:21 PM
Quote from: donot85 on February 28, 2018, 11:46:34 AM
Is Psichology supposed to work with colonists that are travelling in caravan mode? I've sent 3 colonists wich are not in good personal relationships between each other, in the hope that they turn into friends while travelling. But the all the social things seems to be freezed in caravan mode..

Social interactions are disabled for caravans, but it would be great if this mod could enable them!
Title: Re: [B18] Psychology (2018-1-19)
Post by: donot85 on February 28, 2018, 04:27:13 PM
Quote from: Kori on February 28, 2018, 03:01:21 PM
Social interactions are disabled for caravans, but it would be great if this mod could enable them!

I never noticed they were disabled in the Core as well, never formed a caravan before having Psichology! Let's hope 1.0 will allow it!
Title: Re: [B18] Psychology (2018-1-19)
Post by: Kori on March 04, 2018, 09:43:12 PM
Hello Linq,

this is from the CaP thread about the incompatibility with your mod:

Quote from: Tenshi~Akari on March 04, 2018, 09:26:37 PM
More like your newborns could potentially become mayors from what I've read in the past. That may still be an issue

Would it be possible to add a minimum age requirement for pawns to be elected as mayors to fix the incompatibility, please?
Title: Re: [B18] Psychology (2018-1-19)
Post by: System.Linq on March 08, 2018, 02:03:01 PM
Yeah I've spoken to the author about it before. Just haven't gotten around to it yet.

Could someone please tell me what happened on February 28th that caused a surge of interest in this mod?
Title: Re: [B18] Psychology (2018-1-19)
Post by: Kori on March 10, 2018, 07:20:29 AM
Okay, great! :)

I think this is a must have mod for many people.
Title: Re: [B18] Psychology (2018-1-19)
Post by: Buli on March 11, 2018, 09:19:04 AM
Hello,

I really love this mod, but i have always disagreed with changes to "appearance" traits.
They seem quite pointless to me (especially that I have consolidated traits, which some do also modify social impact stat), so I would prefer vanilla functionality.
Can somebody point me were should i look to edit the files?

Thanks for help.
Title: Re: [B18] Psychology (2018-3-13)
Post by: System.Linq on March 13, 2018, 08:22:50 AM
Updated to 2018-3-13:
-Colonists should now be able to hold parties again.
-Romantic partners will no longer cancel their dates when they schedule them for times when they would normally be able to go on a date, but wouldn't be able to hold a party.
-Exposed the text of the Paranoid and Fell Plotting mental breaks to translation.
-You can now designate a room as an office by placing a table in it, and then selecting the table and activating the room as a mayoral office through it. No extra furniture necessary. Mayors will prefer to hold meetings in offices, but they'll still hold them in their bedroom if no office is available.
-Fixed a mistake in the xpath patches that prevented conflicting traits from being added to certain vanilla traits.
-You can now change the duration of the opinion modifier from conversations in the mod settings.
Title: Re: [B18] Psychology (2018-3-13-2)
Post by: Ruisuki on March 13, 2018, 04:58:28 PM
Thank you Linq! Finally a mayors office spot! Now my overseer can control the vault
Title: Re: [B18] Psychology (2018-3-14)
Post by: System.Linq on March 14, 2018, 11:33:23 PM
Updated to 2018-3-14:
-Fixed tables being defaulted to mayoral office tables (even though there should only be one office table per map).
-Fixed the NPE when deconstructing or uninstalling tables.
Title: Re: [B18] Psychology (2018-3-15)
Post by: System.Linq on March 15, 2018, 05:15:43 AM
Updated to 2018-3-15:
-Tweaks to the hanging out code so that it should generate fewer errors and pawns should respect each other's space more.
-Fixed the bug that caused all tables that can be used as gather spots to default to also being office tables.
-Possibly fixed the mayor not being able to find his/her office?
Title: Re: [B18] Psychology (2018-3-15)
Post by: VincentJ on March 15, 2018, 09:15:04 AM
Hello

I just installed your mod two days ago, and it seems very interesting.
But I had to stop a game because of an insomniac pawn : he was spending his nights and his days sleeping, and his sleep level (or rest level, I don't know how it is in the original version) was recovering very very slowly, like 0,1% every second.
Of course, it was tribal, at the beginning of the game, no bed.

I searched on the net if it had already happen to other people. On reddit, there is cases like this one.
But here on this topic, there is none : the only references about insomnia were yours, Linq.

Page 8 of the thread :
Quote from: Linq-Insomniacs will actually go to sleep when they get tired again.
It means... at the beginning of the mod, insomniacs had just a mid sleep level when they woke up ? They were always tired, so, whith a big mood penalty ? But how do you avoid the crisis ?

Page 19 of the thread :
Quote from: Linq-You can now treat Insomnia.
How does it run ? You take a pill and you're cured ? The "insomniac" trait disappears from the character's skills and abilities ?

When I chose this insomniac character (because I reroll each character till I find an interesting one), I was wondering how do you simulate insomnia.
According to me, an insomniac pawn should go to sleep after the other ones, because (s)he gets issues to fall asleep.
The recovery rate should be normal, I don't know how much it is, in % by second.
Maybe a little bit smaller if you want, but if it's so, it's not insomnia, it's just a non-recovering sleep. People can sleep 12 hours and feel tired, the issue comes from their sleep, not their insomnia.
Insomnia means that you can't sleep.

So after a little cycle, 2 or 3 hours sleeping, normal recovering, the insomniac pawn should have a high waking up risk, or nightmare risk, and stay awaked. That would explain (s)he is tired during the day. And at the end of the day, he could go to sleep before the others, but wake up during the night, even if the sleep level is not full.


I've seen other things like "anxiety", which is an illness, and can be treated by medicine. I don't know which type of medicine could be used in Rimworld to treat anxiety, but I think with a high medicine and sociabiliy skill, speaking to an anxious pawn could "cure" him.
Be anxious or insomniac is not a disease, it's just how your nervous system works. The only thing you can do is try to understand how it works.
Title: Re: [B18] Psychology (2018-3-15)
Post by: Lethe on March 15, 2018, 12:27:22 PM
Replying to VincentJ here.

I assumed insomniac gaining about 1% an hour of sleep was intended and that it was meant to be a trait with a high impact -- like staggeringly ugly. (I'm pretty sure I had a bed on them, if not it was a bedroll. I had end tables and dressers in their room.)

Yeah, I think I made the same mistake as you did with an insomniac and tribal start lol.

It's current treatment seems to be a medical surgery. The only drug that seems to be added by this mod is methadone looking at its defs. I was hoping their treatment is something like sleeping pills o.o but maybe the medical treatment is like hypnosis lol? I suppose the 'operation' could be a very long discussion of sleep hygiene...

>an insomniac pawn should go to sleep after the other ones, because (s)he's afraid to sleep.

Insomniacs are not afraid to go to sleep. They just cannot get to sleep as easily as normal people. While some people may have a hard time getting to sleep because they are scared of something, insomniacs may have difficulty falling asleep, or staying asleep as long as desired. Their sleep quality is impacted and typical symptoms of insomnia is feeling unrefreshed upon waking and daytime sleepiness. Linq having/had(?) insomniacs waking mid-sleep and being unable to return to sleep is typical of the disorder.

>I've seen other things like "anxiety", which is an illness, and can be treated by medicine. I don't know which type of medicine could be used in Rimworld to treat anxiety, but I think with a high medicine and sociabiliy skill, speaking to an anxious pawn could "cure" him.

I looked at the files and it takes a level 15 doctor and 3 glitterworld meds for anxiety treatment and 7,000 work amount. No social requirement (tbf I think the level 15 doctor is high enough). Treating other conditions like chemical interest or fascination, pyromania, or insomniac requires a level 3 doctor and 6 social and 4,500 work amount. 
Title: Re: [B18] Psychology (2018-3-15)
Post by: Lethe on March 15, 2018, 12:47:31 PM
Linq: It seems your mayoral table designation is causing a lot of problems, have you considered leaving vanilla tables alone and just adding your own custom table whose sole function is to be a mayoral table? It'd look prettier. Vanilla tables are pretty barren.
Title: Re: [B18] Psychology (2018-3-15)
Post by: System.Linq on March 15, 2018, 12:49:15 PM
Quote from: Lethe on March 15, 2018, 12:47:31 PM
Linq: It seems your mayoral table designation is causing a lot of problems, have you considered leaving vanilla tables alone and just adding your own custom table whose sole function is to be a mayoral table? It'd look prettier. Vanilla tables are pretty barren.

Yes.

The answer is No.
Title: Re: [B18] Psychology (2018-3-15)
Post by: VincentJ on March 15, 2018, 08:43:55 PM
Sorry, I wasn't expecting such an answer. If I summarize your remarks, I don't know what I'm talking about and the mod is well done, the developers don't even take the time to reply.
Ok.
It doesn't really matter, actually. If I can't stand "insomniac" trait, I reroll every beginning character till I get one without the trait, and if there's other things I can't bear in this mod... I uninstall it.
I understand you have other issues more important now I've read feedback posts on your steam page, good luck
Title: Re: [B18] Psychology (2018-3-15)
Post by: UristMcColonist on March 16, 2018, 10:24:20 AM
Hello, folks. Really cool mod. I was wondering where can I view the personality type and Kinsey scale of my pawns?
Title: Re: [B18] Psychology (2018-1-19)
Post by: UristMcColonist on March 16, 2018, 10:27:37 AM
Quote from: Kori on March 04, 2018, 09:43:12 PM
Hello Linq,

this is from the CaP thread about the incompatibility with your mod:

Quote from: Tenshi~Akari on March 04, 2018, 09:26:37 PM
More like your newborns could potentially become mayors from what I've read in the past. That may still be an issue

Would it be possible to add a minimum age requirement for pawns to be elected as mayors to fix the incompatibility, please?



Newborn Mayors? Feature, not a bug lol
Title: Re: [B18] Psychology (2018-3-15)
Post by: Ikazuchi00 on March 16, 2018, 03:56:17 PM
Somehow this mod makes the game lag a bit during battles when theres so many pawns in on map (like very big raids), it doesnt lag when the raid arrive and just hang out for a bit. It started lagging heavily when the attack starts
Title: Re: [B18] Psychology (2018-3-16)
Post by: System.Linq on March 16, 2018, 07:48:08 PM
Updated to 2018-3-16:
-No more NPE on maps with no colonists in them.
-Fixed an NPE upon treating a pawn's traits.
-Fixed the bug that was preventing mayors from holding meetings in their offices.
-Removed the hotkey for designating a room as an office because it's something you're gonna do so rarely anyway.
Title: Re: [B18] Psychology (2018-3-18)
Post by: System.Linq on March 18, 2018, 03:12:35 AM
Updated to 2018-3-18:
-Colonists will now get small bonuses to opinion of each other for hanging out or going on a date, regardless of conversations that happen during it (this was intended behavior for dates, but it fell through the cracks).
-Pawns that cannot speak will no longer have conversations.
-Colonists that are hanging out or going on a date are now much more likely to have conversations with each other.
-Colonists with relationships that are lackluster are now more likely to plan dates.
-Some improvements to the hanging out code.
-Fixed a bug when saving the game during voting for an election.
-When a meeting starts, the mayor and constituent will now interrupt their previous jobs immediately so they are more likely to attend in time.
-Codependent pawns now gain larger positive opinions from conversations with their lovers.
Title: Re: [B18] Psychology (2018-3-18)
Post by: Ruisuki on March 18, 2018, 03:22:51 AM
ty, it seemed impossible to get more than 2-4 opinion when spending time working alongside each other
Title: Re: [B18] Psychology (2018-3-18)
Post by: Harry_Dicks on March 18, 2018, 10:04:16 AM
These are great improvements to the meeting and hanging out events, which I personally thought needed some polish.

Anyway, I wanted to ask if you would ever consider something like this for the future: a Psychology Lite version? The reason I ask, is because of the complexity (for me, at least) of all of the different personality traits, and how they all interact and affect each other, is totally invisible to me. Pretty much, all of these awesome sounding interactions and thoughts that pawns have about one another I can never decipher past a very basic level. It makes it so that all of the awesome work you've done just sort of happens "under the hood" with not much, if any, interaction from the player.

Thinking about this further, I suppose these are the couple of different things I could be after: a more detailed description of the personality traits and which ones affect which others, how, the intensity, etc. Or, a stripped down list of the personality traits, but again with more detailed information about all of the traits and how they work together.

Maybe I just want more information, like some tooltip popups when you are hovering over personality traits. Because right now, from my perspective, with Psychology running I get all of these supposedly interesting relationship dynamics among all of the pawns but I have no clue how I can use any of this information or manipulate any stats in a way that would further increase my level of enjoyment gained from having this mod running.

I can fully understand if you are against removing any of the features that I'm sure you've spent an untold number of hours developing. But having never taken any classes on Psychology and not being as intimately familiar with all of the traits used in this mod makes the satisfaction gained from these experiences highly mitigated. Either way, even if you are against it, thank you for all of your hard work. :)
Title: Re: [B18] Psychology (2018-3-18)
Post by: Ruisuki on March 18, 2018, 05:14:56 PM
are pawns that are incapable of social considered to not be able to speak?
Title: Re: [B18] Psychology (2018-3-18)
Post by: System.Linq on March 18, 2018, 06:09:29 PM
Quote from: Harry_Dicks on March 18, 2018, 10:04:16 AM
like some tooltip popups when you are hovering over personality traits.

This is already implemented.
Title: Re: [B18] Psychology (2018-3-18)
Post by: Snowie on March 19, 2018, 04:15:28 PM
Hi! I'm enjoying this mod, and was wondering if you were going to add the Prepare Carefully button that was teased several months ago. If there's already a separate addon and I'm just blind, someone pointing me in the right direction would be greatly appreciated.

Thanks for all your hard work on this mod!
Title: Re: [B18] Psychology (2018-3-18)
Post by: System.Linq on March 19, 2018, 07:26:53 PM
I already added it, several months ago.
Title: Re: [B18] Psychology (2018-3-18)
Post by: GoldenChimango on March 22, 2018, 08:06:57 PM
I have somewhat of a complicated question:
I like to use Prepare carefully to design my pawns precisely, and i would like to make them romance naturally by modifing thier psychology traits
My question would be: how do i make the two most romantically compatible pawns?
i know i could just force the romance using dev mode and the like, but i often find that they soon break up because they are not very compatible with eachother, or they end up in a bad relationship
I love the mod and the posibility for experimentation that it gives :D
Title: Re: [B18] Psychology (2018-3-18)
Post by: System.Linq on March 23, 2018, 09:51:01 AM
The closer their personality values are to each other, the more they will like each other when they talk, the better they will get along. You should also design your colony so they have maximum downtime and/or spend time with each other while working.
Title: Re: [B18] Psychology (2018-3-18)
Post by: Ruisuki on March 27, 2018, 02:11:35 AM
is a pawn cowering outside of hunting(and your response to hostiles set to battle or ignore) a side effect of Psychologys anxiety?
Title: Re: [B18] Psychology (2018-3-18)
Post by: Ruisuki on March 29, 2018, 08:02:16 AM
Wondering if the incompatibility with children and pregnancy is anything major or game breaking? I read only problems were infants having 'deep conversations' with parents. Immersion breaking sure but the poster also mentioned thats the only trouble he noticed with both mods installed. And that it didnt affect characters from prepare carefully, not sure about newborns.
Title: Re: [A17] Psychology (2017-6-30 v2)
Post by: iFlyAllTheTime on March 29, 2018, 06:33:55 PM
Quote from: wwWraith on June 30, 2017, 10:06:25 AM
Of course my existed pawns were lacking this new "psyche" tab, but I managed to add it by manually editing the save file. Looks like no problems yet, and I hope there wouldn't be :)
Could you please tell me how you edited the save file to get the "Psyche" tab to show up?

@Linq: Thank you for the mod!

EDIT: Please disregard. I found out someone else posting this and finding out the resolution.
i.e. changing all instances of Class="Pawn" in the save file with Class="Psychology.PsychologyPawn"
Title: Re: [B18] Psychology (2018-3-18)
Post by: coldcell on March 31, 2018, 12:23:06 AM
Is the mayoral election automatic? I'm in my 2nd year and Fall has already passed, no election at all though.
Title: Re: [B18] Psychology (2018-3-18)
Post by: Ruisuki on March 31, 2018, 12:38:28 AM
noticed a problem with that. Even when candidate messages trigger no message is given to show the result of the mayoral election.
Title: Re: [B18] Psychology (2018-3-18)
Post by: Sliderpro on April 02, 2018, 04:33:46 AM
Sometimes people get stuck with their activities, like "hanging out with someone" untill they collapse lol
Mayor gets stuck in his office in attending meeting activity and doesnt even eat food placed in the same room..
Title: Re: [B18] Psychology (2018-3-18)
Post by: System.Linq on April 02, 2018, 12:52:52 PM
Please post error logs if you can. That is not default behavior.
Title: Re: [B18] Psychology (2018-3-18)
Post by: cricketsins on April 04, 2018, 07:40:54 AM
For those with the problem of their colony not finishing elections:

In my colony, elections would trigger and I would get messages about potential candidates. But eventually, nothing would happen and the election text in the sidebar would disappear.

I searched for answers and found someone on reddit who had the same problem, and was able to fix it but wasn't sure how. He listed off several things he had done, including disabling his Colony Manager mod.

I had that mod, so I decided to try that (despite my love for it) and it didn't fix the election that was already underway (as expected) so I forced another one and, finally, I have a mayor. The only other change I made was unrestricting everyone's schedule.

So, I would suggest doing one of those two things if you're having that problem. I highly suspect it was a compatibility issue with Colony manager, for some reason. Luckily, I was able to disable it without any problems.
Title: Re: [B18] Psychology (2018-3-18)
Post by: Ruisuki on April 04, 2018, 05:55:52 PM
im not running colony manager. So just change the schedule of all colonists to 'anything?' For how long?
Title: Re: [B18] Psychology (2018-3-18)
Post by: System.Linq on April 04, 2018, 09:17:30 PM
I use Colony Manager. I've been able to complete elections while the mod was enabled. I'll continue to look into it, though.
Title: Re: [B18] Psychology (2018-3-18)
Post by: sajberhippien on April 06, 2018, 03:17:27 PM
So... how do I successfully add this to an existing save? I tried just adding it as I'd add any mod, but no difference is notable in terms of UI etc. The first page post implied I might have to edit the save file, but what should I edit?

Thanks for any help.
Title: Re: [B18] Psychology (2018-3-18)
Post by: HolyHannah on April 06, 2018, 06:25:27 PM
So i am loving this mod so far, But I have a long time (300 in game days) married couple that, as far as opinion on each other they have been floating at around 20 opinion of each other  since they had a baby, which is fine, but they just hung out with each other, and after ONE conversation about "their life" suddenly they are at -100. This seems totally absurd. even though it was "a very lengthy back-and forth" i dont thing any single conversation should give -188 opinion points!?

This doesnt seem Realistic in the slightest. Disagreeing on many things over a large period of time i could see how they could perhaps drift apart.  Or maybe 2 or three big arguments like this could lead to -100, But this is crazy to me. maybe if they werent married for so long i could see how one long bakc and forth could make you hate someone, but this one conversation after many years of a decent marriage has just taken it too far. I could understand one huge long disagreement being like -50 or -75, but -188 is just so crazy, and probably impossible to come back from. 
Title: Re: [B18] Psychology (2018-3-18)
Post by: HolyHannah on April 06, 2018, 06:28:40 PM
Quote from: sajberhippien on April 06, 2018, 03:17:27 PM
So... how do I successfully add this to an existing save? I tried just adding it as I'd add any mod, but no difference is notable in terms of UI etc. The first page post implied I might have to edit the save file, but what should I edit?

Thanks for any help.

This is the solution i got from Reddit:
"If the tab hasn't been there before today, then you probably need to replace all instances of: Class="Pawn" with Class="Psychology.PsychologyPawn" in your save file."

Just open the save file document in like, wordpad or something and use the Find and replace tool to do it all at once.
Title: Re: [B18] Psychology (2018-3-18)
Post by: sajberhippien on April 07, 2018, 01:12:07 AM
Thanks a lot! :D
Title: Re: [B18] Psychology (2018-3-18)
Post by: matheryn on May 05, 2018, 09:07:51 AM
hi linq,

just wondering if its a bug on your side or EDBs Prepare carefully's side when it comes to disabling the Kinsey Scale option not allowing the map to generate?
Title: Re: [B18] Psychology (2018-3-18)
Post by: Tomasdav on May 05, 2018, 10:06:52 AM
Quote from: HolyHannah on April 06, 2018, 06:25:27 PM
So i am loving this mod so far, But I have a long time (300 in game days) married couple that, as far as opinion on each other they have been floating at around 20 opinion of each other  since they had a baby, which is fine, but they just hung out with each other, and after ONE conversation about "their life" suddenly they are at -100. This seems totally absurd. even though it was "a very lengthy back-and forth" i dont thing any single conversation should give -188 opinion points!?

This doesnt seem Realistic in the slightest. Disagreeing on many things over a large period of time i could see how they could perhaps drift apart.  Or maybe 2 or three big arguments like this could lead to -100, But this is crazy to me. maybe if they werent married for so long i could see how one long bakc and forth could make you hate someone, but this one conversation after many years of a decent marriage has just taken it too far. I could understand one huge long disagreement being like -50 or -75, but -188 is just so crazy, and probably impossible to come back from.
Hey what do you know maybe he said something like he is gay or that her mother/sister/colleague is better at ehm hauling? Or maybe she is lesbian or said something about his shaft theese things happen in the real world
Title: Re: [B18] Psychology (2018-3-18)
Post by: zizard on May 13, 2018, 10:29:35 PM
Nice mod that makes bad trait pawns useable, and makes conversations more interesting.

Is there a way to get a notification when a mental treatment expires? Or a way to track the status (severity) of a treatment? Seems to be doable since infected wound gets different labels depending on severity.

The experience gain for starting a treatment seems too high. Usually reads something like 10000/4000 (soft cap).

Is there a treatment for slothful? Could be revealed as attention defecit, and prescribed stimulants.
Title: Re: [B18] Psychology (2018-3-18)
Post by: WonTon on May 15, 2018, 09:50:33 PM
Hi, I'm getting a massive slowdown bug that I've traced back to Psychology. My log spams "Socialite found on map" unendingly. It does this 5000 times, then gives me 1 "checking for party", and then repeats the 5000 again, forever. The game becomes unplayably slow because of this. Sorry if this isn't where to ask about the mod, but here's the log output for that instance.

Verse.Log:Message(String)
Psychology.Harmony.VoluntarilyJoinableLordsStarter_StartPartyPatch:ExtraSocialiteParties(VoluntarilyJoinableLordsStarter)
RimWorld.VoluntarilyJoinableLordsStarter:Tick_TryStartParty_Patch1(Object)
RimWorld.VoluntarilyJoinableLordsStarter:VoluntarilyJoinableLordsStarterTick()
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [B18] Psychology (2018-3-18)
Post by: Vivalas on May 15, 2018, 10:13:35 PM
I love this mod. Most of the other social mods have fallen out of style but there are a few things from them that would be neat in psychology, mostly from Romance Diversified and Lies and Deception.

How much exactly does psychology integrate from those mods? It says Romance Diversified is redundant-- are hookups ported over? I don't use double beds much but would be interested if that was indeed a feature in Psychology. Had the first instance of colonists cheating on one another today, don't know if it is a vanilla feature but it was pretty cool and fit into the story well.

Some of the secrets stuff and other things from L&D seems cool- but I really like the ideas of deserters and splinter factions. Having an extreme consequence to colonists who hate each other would add a lot of mechanical depth. Colony Leadership also has that rebellion feature, although it might be a bit redundant since someone that unpopular is unlikely to be elected in the first place.

Overall amazing mod. Lots of opportunities to expand it and add even more depth and plot to the game.
Title: Re: [B18] Psychology (2018-3-18)
Post by: zizard on May 17, 2018, 12:28:06 AM
What do people do with photosensitives? Seems like they either take -20% work speed or -5 mood, if they are doing anything useful. So it's like a situational lazy / pessimist. Giving them a dark workshop kind of hurts because they won't have the +12% from toolboxes. Does removing their eyes fix it?
Title: Re: [B18] Psychology (2018-3-18)
Post by: System.Linq on May 20, 2018, 07:56:07 AM
Quote from: WonTon on May 15, 2018, 09:50:33 PM
Hi, I'm getting a massive slowdown bug that I've traced back to Psychology. My log spams "Socialite found on map" unendingly. It does this 5000 times, then gives me 1 "checking for party", and then repeats the 5000 again, forever. The game becomes unplayably slow because of this. Sorry if this isn't where to ask about the mod, but here's the log output for that instance.

Verse.Log:Message(String)
Psychology.Harmony.VoluntarilyJoinableLordsStarter_StartPartyPatch:ExtraSocialiteParties(VoluntarilyJoinableLordsStarter)
RimWorld.VoluntarilyJoinableLordsStarter:Tick_TryStartParty_Patch1(Object)
RimWorld.VoluntarilyJoinableLordsStarter:VoluntarilyJoinableLordsStarterTick()
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Kindly update before submitting bug reports.
Title: Re: [B18] Psychology (2018-3-18)
Post by: The Real Soviet on May 22, 2018, 12:33:48 PM
Can someone explain to me, how works Kisney rating and romance drive? I want to make perfect (for me of course :P) colonists and play with them.
Title: Re: [B18] Psychology (2018-3-18)
Post by: Kori on May 22, 2018, 02:50:33 PM
Quote from: The Real Soviet on May 22, 2018, 12:33:48 PM
Can someone explain to me, how works Kisney rating and romance drive? I want to make perfect (for me of course :P) colonists and play with them.

0 heterosexual
1 heterosexual with slight interest in the same gender
2 heterosexual with strong interest in the same gender
3 bisexual
4 gay with strong interest in the other gender
5 gay with slight interest in the other gender
6 gay
Title: Re: [B18] Psychology (2018-3-18)
Post by: The Real Soviet on May 22, 2018, 03:57:01 PM
Quote0 heterosexual
1 heterosexual with slight interest in the same gender
2 heterosexual with strong interest in the same gender
3 bisexual
4 gay with strong interest in the other gender
5 gay with slight interest in the other gender
6 gay
Thanks. Now: romance drive?
Title: Re: [B18] Psychology (2018-3-18)
Post by: WonTon on May 23, 2018, 12:19:25 AM
Quote from: Linq on May 20, 2018, 07:56:07 AM
Kindly update before submitting bug reports.

I did? It's the newest of both the game and the mod.
Title: Re: [B18] Psychology (2018-3-18)
Post by: SirDarin on May 23, 2018, 10:09:16 AM
does the election work for anyone else? I noticed that after the first election, the new candidates will be shown each year but none of them will be elected as mayor. Does anyone else get this problem and is there a way to force the election to occur?
Title: Re: [B18] Psychology (2018-3-18)
Post by: zizard on May 26, 2018, 10:31:39 PM
Quote from: HolyHannah on April 06, 2018, 06:25:27 PM
So i am loving this mod so far, But I have a long time (300 in game days) married couple that, as far as opinion on each other they have been floating at around 20 opinion of each other  since they had a baby, which is fine, but they just hung out with each other, and after ONE conversation about "their life" suddenly they are at -100. This seems totally absurd. even though it was "a very lengthy back-and forth" i dont thing any single conversation should give -188 opinion points!?

This doesnt seem Realistic in the slightest. Disagreeing on many things over a large period of time i could see how they could perhaps drift apart.  Or maybe 2 or three big arguments like this could lead to -100, But this is crazy to me. maybe if they werent married for so long i could see how one long bakc and forth could make you hate someone, but this one conversation after many years of a decent marriage has just taken it too far. I could understand one huge long disagreement being like -50 or -75, but -188 is just so crazy, and probably impossible to come back from.

The large opinion modifiers may be due to the multiplier proportional to the length of the conversation.

//The length of the talk has a large impact on how much the pawn cares.
opinionMod *= 5f * (this.ageTicks / (GenDate.TicksPerHour * 2.25f));


This gives a multiplier of 2.22x(conversation length in hours)

Perhaps it is possible to have very long conversations, for example, between colonists working at adjacent research stations, or pawns in prison. This needs to be modified by a clamping function such as square root or logarithm, and also a hard cap on the conversation length, say 1 hour. I suggest that the maximum modifier for a single talk should be around 20, with average values around 5.
Title: Re: [B18] Psychology (2018-3-18)
Post by: System.Linq on May 29, 2018, 05:22:19 PM
Quote from: WonTon on May 23, 2018, 12:19:25 AM
Quote from: Linq on May 20, 2018, 07:56:07 AM
Kindly update before submitting bug reports.

I did? It's the newest of both the game and the mod.
I think you're mistaken, unless I forgot to update the Nexus version of the mod. What you provided is a debug message which is straight up removed from the code in the latest version, so if you're getting it, you are not running the latest version.
Title: Re: [B18] Psychology (2018-3-18)
Post by: Andre27 on June 03, 2018, 08:16:37 AM
In what ways is this incompatible with HelpTab, aswell as Children and Pregnancy? I find HelpTab quite useful and while I haven't played much with Children and Pregnancy it seems intresting, but so does this.
Title: Re: [B18] Psychology (2018-3-18)
Post by: Madman666 on June 03, 2018, 01:30:21 PM
HelpTab somehow disables some medical bills from Psychology you really wanna use - like curing anxiety, treating pyromania and etc. At least thats what i found.
Title: Re: [B18] Psychology (2018-3-18)
Post by: The Real Soviet on June 04, 2018, 03:54:14 AM
I'm playing with both Children an Pregnancy and Psychology and I don't see any bugs.
Title: Re: [B18] Psychology (2018-3-18)
Post by: SirDarin on June 04, 2018, 09:42:03 AM
The only bug I've noticed with children and pregnancy is that psychology doesn't like the infant backstories and from c&p and will randomly assign a different one.
Title: Re: [B18] Psychology (2018-3-18)
Post by: Kait on June 05, 2018, 01:56:17 PM
Is it normal that "Pretty" trait doesn't give a social buff ? Is it like more implicit with the mod, like people liking the pawn more easily, without a fixed buff ?
Title: Re: [B18] Psychology (2018-3-18)
Post by: SirDarin on June 05, 2018, 02:03:48 PM
I believe pretty improves the opinion other pawns have towards the pretty pawn
Title: Re: [B18] Psychology (2018-3-18)
Post by: Kait on June 05, 2018, 04:46:08 PM
In vanilla indeed, but I have a "Pretty" pawn and nobody seems to have the +20 opinion bonus toward him, so I'm wondering if it's a bug or one of Psychology features.  ???
Title: Re: [B18] Psychology (2018-3-18)
Post by: Ixenzo on June 06, 2018, 05:37:35 PM
HelpTab does indeed prevent the "cure anxiety" operation from appearing. Disabled it and the operation can be performed again. Would be nice to have a response.
Title: Re: [B18] Psychology (2018-3-18)
Post by: Sardaine on June 07, 2018, 05:02:55 AM
does the minimum level 6 social skill apply to operating on other mental illnesses like chemical addiction or pyromaniac?

is there a list of all treatable mental illnesses (I didn't know Insomnia was one for example) and what are required minimum skill levels from the doctor?

never mind i found it:
Quote from: Lethe on March 15, 2018, 12:27:22 PM
...
I looked at the files and it takes a level 15 doctor and 3 glitterworld meds for anxiety treatment and 7,000 work amount. No social requirement (tbf I think the level 15 doctor is high enough). Treating other conditions like chemical interest or fascination, pyromania, or insomniac requires a level 3 doctor and 6 social and 4,500 work amount.
Title: Re: [B18] Psychology (2018-3-18)
Post by: catburger on June 13, 2018, 12:02:57 PM
nsomniac trait is too crippling. I have an insomniac that sleeps most of their life, or sometimes doesn't sleep at all. Results in exhaustion and starvation. Basically just another mouth to feed and another thing to micromanage. I feel like it should be nerfed so that they do need to sleep more, but don't subject themselves to starving or exhaustion.

Title: Re: [B18] Psychology (2018-3-18)
Post by: Sebastian Cigar on June 15, 2018, 02:05:24 AM
(https://puu.sh/AFCUP/3eb8cdbf9d.jpg)
is this normal?
2nd year elections came right after, she refused to run for office   :D
Title: Re: [B18] Psychology (2018-3-18)
Post by: The Real Soviet on June 15, 2018, 07:51:37 AM
In Vanilla colonists have a better opinion towards pretty and beauty colonists, but with psychology they don't. How does thoes traits work with Psychology?
Title: Re: [B18] Psychology (2018-3-18)
Post by: malistaticy on June 16, 2018, 12:36:11 PM
I think a neat feature would, instead of a prude trait, there was an amount of prudency each pawn had. like, while some people genuinly wish there weren't nudists running around, some would just be put off by it, some would be completely neutral, and some might even like it?
Title: Re: [B18] Psychology (2018-3-18)
Post by: System.Linq on June 22, 2018, 06:39:31 AM
Quote from: Kait on June 05, 2018, 01:56:17 PM
Is it normal that "Pretty" trait doesn't give a social buff ? Is it like more implicit with the mod, like people liking the pawn more easily, without a fixed buff ?

Yep.
Title: Re: [B18] Psychology (2018-3-18)
Post by: SetArk on June 23, 2018, 03:41:24 PM
Quick question about Mayoring...
There is an "Work" priority, where the Mayoring work is supposed to be?
Title: Re: [B18] Psychology (2018-3-18)
Post by: VincentJ on June 26, 2018, 08:31:07 AM
Another question about mayoring...
Can the mayor can be considered as a "founder" and well respected by the community ?
I have no mayor office, but one of my settlers has a +1 mood "посетил учредитель", which means "founder visited". He is the mayor.
(I play in french and this is the only thing I've never seen in russian in this game)
Title: Re: [B18] Psychology (2018-3-18)
Post by: onerous1 on June 28, 2018, 09:17:11 PM
Nothing to see here.
Title: Re: [B18] Psychology (2018-3-18)
Post by: Lyven on June 29, 2018, 12:23:16 PM
Id like to post my problem since i still havent fixed the problem despite all the supposed solutions ive gathered around the internet. My colony isnt having elections since the first year. It's been my fifth year and ive already done all of what the others have done (Claimed all structures, opened all unexplored areas mostly by dev mode and finding small patches, and explored all ancient dangers). Waiting till fall and, well, winter just started without any sort of elections going on. Is there any fix or a way to kick start an election to happen?
Title: Re: [B18] Psychology (2018-3-18)
Post by: onerous1 on June 29, 2018, 08:25:26 PM
I think you have to have a certain number of colonists, six or eight. I can't remember.
Title: Re: [B18] Psychology (2018-3-18)
Post by: Viix on July 09, 2018, 04:42:12 AM
How do you force an election ?

I realy can't find how it's nowhere on internet...
Title: Re: [B18] Psychology (2018-3-18)
Post by: Ian_Suffix on July 17, 2018, 10:31:10 PM
Quote from: Viix on July 09, 2018, 04:42:12 AM
How do you force an election ?

I realy can't find how it's nowhere on internet...

There should be an election incident you can force from the dev console.

Side note, I'm currently experimenting with mayor meetings providing mini-inspirations. Any ideas?

EDIT: Of course, I can't do squat until I can get the project to build properly...
Getting a lot of "Config error in Election: conditionClass is null" or "Config error in Mayor: hediffClass is null" type stuff.
I do know that the dll is the problem, and not the XML.
Title: Re: [B18] Psychology (2018-3-18)
Post by: SagaciousNJ on August 07, 2018, 02:53:39 PM
Is there any chance of psychology coming to 1.0?

I love this game by itself but my pawns really do seem stale and kind of dumb without this mod.
Title: Re: [B18] Psychology (2018-3-18)
Post by: BlackLight on August 18, 2018, 07:11:26 AM
Its not Working with edb prepare carefully. It was working fine with Alpha 17 though.
Title: Re: [B18] Psychology (2018-3-18)
Post by: EpicGunBlast on August 25, 2018, 07:12:02 AM
I've been getting this error in my game for 9 years straight now and its really starting to slow my game down, traced it back to psychology, would love an explanation of it?:
Exception ticking Bowman: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.GatheringsUtility.ShouldGuestKeepAttendingGathering (Verse.Pawn) <0x00082>
at Psychology.InteractionWorker_HangOut.RandomSelectionWeight (Verse.Pawn,Verse.Pawn) <0x00036>
at RimWorld.Pawn_InteractionsTracker/<TryInteractRandomly>c__AnonStorey0.<>m__0 (RimWorld.InteractionDef) <0x00032>
at Verse.GenCollection.TryRandomElementByWeight<RimWorld.InteractionDef> (System.Collections.Generic.IEnumerable`1<RimWorld.InteractionDef>,System.Func`2<RimWorld.InteractionDef, single>,RimWorld.InteractionDef&) <0x000a0>
at RimWorld.Pawn_InteractionsTracker.TryInteractRandomly () <0x001ac>
at RimWorld.Pawn_InteractionsTracker.InteractionsTrackerTick () <0x000df>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <0x0029c>
at Verse.TickList.Tick () <0x002c6>

Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [B19] Psychology (2018-9-1)
Post by: System.Linq on September 01, 2018, 04:04:30 AM
The mod is now updated to B19. You can download the latest version from the updated Steam Workshop link (here (https://steamcommunity.com/sharedfiles/filedetails/?id=1499800980)) or the Nexus.
Title: Re: [B19] Psychology (2018-9-1)
Post by: Syrchalis on September 01, 2018, 08:41:00 AM
I've added compatibility between Psychology and Individuality. I'm disabling my mods' sexuality and confidence stats, because we are patching the same methods, if Psychology is loaded.
Title: Re: [B19] Psychology (2018-9-2)
Post by: System.Linq on September 02, 2018, 11:32:25 AM
Updated to 2018-9-2:
- Added a new minor mental break, "Nature Retreat." The affected pawn goes hunting and hangs around the edge of the map until the break ends.
- Fixed the Compulsion break, finally. Also added some null checking to many of the other breaks.
- Changed the marriage proposal patch to a transpiler, as well as the PawnObserver patch.
- Redid how marriage proposals affect mood and opinion for Psychology pawns.
- Removed the Working Passion thought since Tynan added it to vanilla.
- Removed redundant vanilla XML bases.
Title: Re: [B19] Psychology (2018-9-2)
Post by: Treason5240 on September 02, 2018, 01:34:28 PM
Had my first experience with the nature break.

It broke.

Bacia started 10 jobs in one tick. newJob=Hunt (Job_19602) A=Thing_Hare56264 jobGiver=Psychology.JobGiver_GoHunting jobList=(Hunt (Job_19592) A=Thing_Rat56262) (Hunt (Job_19593) A=Thing_Iguana56268) (Hunt (Job_19594) A=Thing_Hare56266) (Hunt (Job_19595) A=Thing_Iguana56268) (Hunt (Job_19596) A=Thing_Carnotaurus56247) (Hunt (Job_19597) A=Thing_Boomrat56254) (Hunt (Job_19598) A=Thing_Boomrat56254) (Hunt (Job_19599) A=Thing_Rat56261) (Hunt (Job_19600) A=Thing_Emu56259) (Hunt (Job_19601) A=Thing_Boomrat56254) (Hunt (Job_19602) A=Thing_Hare56264)  lastJobGiver=Psychology.JobGiver_GoHunting
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [B19] Psychology (2018-9-2)
Post by: System.Linq on September 02, 2018, 02:25:40 PM
Unless it's spamming your log, just ignore it. I patched out that error before release, probably just didn't upload the most current DLL.
Title: Re: [B19] Psychology (2018-9-2)
Post by: Treason5240 on September 02, 2018, 02:51:30 PM
I was probably running without the update, then.  The error was spamming my log and constantly pausing the game.

I'll watch for things after I let my game update.
Title: Re: [B19] Psychology (2018-9-2)
Post by: System.Linq on September 02, 2018, 05:31:29 PM
Oh, were you using the Steam Workshop? Yeah, you probably just didn't have the update yet, then.
Title: Re: [B19] Psychology (2018-9-2)
Post by: Treason5240 on September 02, 2018, 06:19:04 PM
Quote from: Linq on September 02, 2018, 05:31:29 PM
Oh, were you using the Steam Workshop? Yeah, you probably just didn't have the update yet, then.

Yep, I'm using the Steam Workshop.  After updating, I haven't noticed a problem with the break.

Great mod, btw.  It's one of those that I consider pretty essential to any of my playthroughs.
Title: Re: [B19] Psychology (2018-9-2)
Post by: System.Linq on September 02, 2018, 07:35:13 PM
Yes, I update the Workshop version more frequently than this one because people don't need to download it manually/end up running very old versions because they forgot to check for updates.
Title: Re: [B19] Psychology (2018-9-3)
Post by: System.Linq on September 03, 2018, 12:05:12 PM
Updated to 2018-9-3:
- Increased the mood bonus for Pluviophiles being outside so that it counteracts the "soaking wet" malus.
- Pluviophiles should no longer get a rain mood bonus from the snow.
- Fixed a typo in the mayoral candidate letter.
- Restored the 2 season opinion penalty for recruiting prisoners, but made sure that it only applies to recruited prisoners, not all recruitments.
- Some fixes to dates/hanging out.
- Added log messages to some causes that would make an election fail to start, for the player's sake.
- Adjusted dynamic thoughts to stack properly, which was causing some thoughts to be discarded.
- Restored the "Mayor" title to mayors.
- Fixed several translation hooks related to mayorship.
- Fixed a bug with mayor visits which would erroneously set a visit thought's mood change to zero.
- A mayor's visits with constituents should now have a much more obvious effect on their mood (and the mood of those visiting them). Previously, the formula was set up in such a way that supportive visits almost never resulted in any mood bonus. Now positive visits will have a noticeable impact on a mayor's mood (depending on the personalities of those involved).
- Constituents will now visit the mayor less often.
- Whether or not a constituent wants to complain to the mayor or support them is now affected by that constituent's mental break thresholds, so more volatile pawns will complain at a higher mood level.
- Fixed a few improperly configured trait descriptions.
Title: Re: [B19] Psychology (2018-9-3)
Post by: SagaciousNJ on September 03, 2018, 09:32:30 PM
So I have a bit of a problem.
I love this mod dearly but upon installing psychology the game speed has slowed down in a way that fast forwarding has no effect on and my error log is spammed with references to Psychology.Pawn_SexualityTracker.IncompatibleSexualityKnown

See the rest down below.

Any idea how I might take care of this?


Exception ticking Bond (at (207, 0, 139)): System.NullReferenceException: Object reference not set to an instance of an object
at Psychology.Pawn_SexualityTracker.IncompatibleSexualityKnown (Verse.Pawn) <0x00038>
at Psychology.Harmony.InteractionWorker_RomanceAttempt_SelectionWeightPatch.PsychologyException (single&,Verse.Pawn,Verse.Pawn) <0x006f0>
at (wrapper dynamic-method) RimWorld.InteractionWorker_RomanceAttempt.RandomSelectionWeight_Patch2 (object,Verse.Pawn,Verse.Pawn) <0x004e8>
at Hospitality.Harmony.Pawn_InteractionsTracker_Patch/TryInteractRandomly/<>c__DisplayClass4.<Replacement>b__0 (RimWorld.InteractionDef) <0x00046>
at Verse.GenCollection.TryRandomElementByWeight<RimWorld.InteractionDef> (System.Collections.Generic.IEnumerable`1<RimWorld.InteractionDef>,System.Func`2<RimWorld.InteractionDef, single>,RimWorld.InteractionDef&) <0x000dc>
at Hospitality.Harmony.Pawn_InteractionsTracker_Patch/TryInteractRandomly.Replacement (RimWorld.Pawn_InteractionsTracker,bool&) <0x00405>
at (wrapper dynamic-method) RimWorld.Pawn_InteractionsTracker.TryInteractRandomly_Patch1 (object) <0x0003d>
at (wrapper dynamic-method) RimWorld.Pawn_InteractionsTracker.InteractionsTrackerTick_Patch1 (object) <0x0016a>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch2 (object) <0x003d7>
at Verse.TickList.Tick () <0x00487>

Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception ticking Sheet (at (207, 0, 136)): System.NullReferenceException: Object reference not set to an instance of an object
at Psychology.Pawn_SexualityTracker.IncompatibleSexualityKnown (Verse.Pawn) <0x00038>
at Psychology.Harmony.InteractionWorker_RomanceAttempt_SelectionWeightPatch.PsychologyException (single&,Verse.Pawn,Verse.Pawn) <0x006f0>
at (wrapper dynamic-method) RimWorld.InteractionWorker_RomanceAttempt.RandomSelectionWeight_Patch2 (object,Verse.Pawn,Verse.Pawn) <0x004e8>
at Hospitality.Harmony.Pawn_InteractionsTracker_Patch/TryInteractRandomly/<>c__DisplayClass4.<Replacement>b__0 (RimWorld.InteractionDef) <0x00046>
at Verse.GenCollection.TryRandomElementByWeight<RimWorld.InteractionDef> (System.Collections.Generic.IEnumerable`1<RimWorld.InteractionDef>,System.Func`2<RimWorld.InteractionDef, single>,RimWorld.InteractionDef&) <0x000dc>
at Hospitality.Harmony.Pawn_InteractionsTracker_Patch/TryInteractRandomly.Replacement (RimWorld.Pawn_InteractionsTracker,bool&) <0x00405>
at (wrapper dynamic-method) RimWorld.Pawn_InteractionsTracker.TryInteractRandomly_Patch1 (object) <0x0003d>
at (wrapper dynamic-method) RimWorld.Pawn_InteractionsTracker.InteractionsTrackerTick_Patch1 (object) <0x0016a>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch2 (object) <0x003d7>
at Verse.TickList.Tick () <0x00487>

Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception ticking Bond (at (207, 0, 139)): System.NullReferenceException: Object reference not set to an instance of an object
at Psychology.Pawn_SexualityTracker.IncompatibleSexualityKnown (Verse.Pawn) <0x00038>
at Psychology.Harmony.InteractionWorker_RomanceAttempt_SelectionWeightPatch.PsychologyException (single&,Verse.Pawn,Verse.Pawn) <0x006f0>
at (wrapper dynamic-method) RimWorld.InteractionWorker_RomanceAttempt.RandomSelectionWeight_Patch2 (object,Verse.Pawn,Verse.Pawn) <0x004e8>
at Hospitality.Harmony.Pawn_InteractionsTracker_Patch/TryInteractRandomly/<>c__DisplayClass4.<Replacement>b__0 (RimWorld.InteractionDef) <0x00046>
at Verse.GenCollection.TryRandomElementByWeight<RimWorld.InteractionDef> (System.Collections.Generic.IEnumerable`1<RimWorld.InteractionDef>,System.Func`2<RimWorld.InteractionDef, single>,RimWorld.InteractionDef&) <0x000dc>
at Hospitality.Harmony.Pawn_InteractionsTracker_Patch/TryInteractRandomly.Replacement (RimWorld.Pawn_InteractionsTracker,bool&) <0x00405>
at (wrapper dynamic-method) RimWorld.Pawn_InteractionsTracker.TryInteractRandomly_Patch1 (object) <0x0003d>
at (wrapper dynamic-method) RimWorld.Pawn_InteractionsTracker.InteractionsTrackerTick_Patch1 (object) <0x0016a>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch2 (object) <0x003d7>
at Verse.TickList.Tick () <0x00487>

Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception ticking Diver (at (206, 0, 138)): System.NullReferenceException: Object reference not set to an instance of an object
at Psychology.Pawn_SexualityTracker.IncompatibleSexualityKnown (Verse.Pawn) <0x00038>
at Psychology.Harmony.InteractionWorker_RomanceAttempt_SelectionWeightPatch.PsychologyException (single&,Verse.Pawn,Verse.Pawn) <0x006f0>
at (wrapper dynamic-method) RimWorld.InteractionWorker_RomanceAttempt.RandomSelectionWeight_Patch2 (object,Verse.Pawn,Verse.Pawn) <0x004e8>
at Hospitality.Harmony.Pawn_InteractionsTracker_Patch/TryInteractRandomly/<>c__DisplayClass4.<Replacement>b__0 (RimWorld.InteractionDef) <0x00046>
at Verse.GenCollection.TryRandomElementByWeight<RimWorld.InteractionDef> (System.Collections.Generic.IEnumerable`1<RimWorld.InteractionDef>,System.Func`2<RimWorld.InteractionDef, single>,RimWorld.InteractionDef&) <0x000dc>
at Hospitality.Harmony.Pawn_InteractionsTracker_Patch/TryInteractRandomly.Replacement (RimWorld.Pawn_InteractionsTracker,bool&) <0x00405>
at (wrapper dynamic-method) RimWorld.Pawn_InteractionsTracker.TryInteractRandomly_Patch1 (object) <0x0003d>
at (wrapper dynamic-method) RimWorld.Pawn_InteractionsTracker.InteractionsTrackerTick_Patch1 (object) <0x0011f>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch2 (object) <0x003d7>
at Verse.TickList.Tick () <0x00487>

Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [B19] Psychology (2018-9-3)
Post by: System.Linq on September 03, 2018, 10:16:50 PM
What mods are you using?
Title: Re: [B19] Psychology (2018-9-3)
Post by: SagaciousNJ on September 03, 2018, 10:24:57 PM
truth be told I'm using quite a few.

Individuality among them.
Is there some way to generate an active mod list or should I just post some screenshots for all the mods in a comprehensive list?
Title: Re: [B19] Psychology (2018-9-3)
Post by: rawrfisher on September 03, 2018, 10:25:31 PM
press CTRL + F12 with the console open.
Copy that link and paste it in a message.  If I seem a bit rough I just had to retype a message 10 times -_-

BTW if you format your messages by using and [c/ode  it makes things look neater  just place the / before the C like [/c
ok so it auto finishes the formatting >.>
Title: Re: [B19] Psychology (2018-9-3)
Post by: SagaciousNJ on September 03, 2018, 10:35:17 PM
Thank you rawrfisher

[/c  https://git.io/fA4EP c/]

P.s.
hmm, I clearly don't have a handle on this formatting
Title: Re: [B19] Psychology (2018-9-3)
Post by: rawrfisher on September 03, 2018, 10:38:32 PM
Quote from: SagaciousNJ on September 03, 2018, 10:35:17 PM
Thank you rawrfisher

[/c   https://git.io/fA4EP  c/]

P.s.
hmm, I clearly don't have a handle on this formatting

Thats fine It wont let me put the actual format without applying it lol
The word code goes in the brackets
Title: Re: [B19] Psychology (2018-9-3)
Post by: Syrchalis on September 04, 2018, 04:01:56 PM
The trick is to use invisible characters.
[⁣code]
Text goes here
[⁣/code]
Title: Re: [B19] Psychology (2018-9-3)
Post by: rawrfisher on September 04, 2018, 07:14:30 PM
Lol I'm bad at formatting
Title: Re: [B19] Psychology (2018-9-6)
Post by: System.Linq on September 06, 2018, 08:19:53 PM
Updated to 2018-9-6:
- There is now an option in the mod settings to allow you to turn on performance reporting for Psychology. If enabled, you will receive periodic performance reports detailing which Psychology systems have the highest performance cost, and where. You can give me these reports to help me find which parts of Psychology need to be optimized to reduce its FPS impact on the game.
- Based on my own performance testing, the conversation system (perhaps unsurprisingly) contributed significantly to Psychology's performance impact. I've retooled the calculations in that area and added caching to noticeably reduce its FPS footprint. Further optimization is ongoing.
- Added custom graphics for conversation and hanging out motes.
- Added a bunch of the vanilla chitchat/deep talk flavor text to the conversation topics for the appropriate personality traits. I've also expanded on the topics with some of my own, so there should be a lot more variety now.
- The social log will now tell you what personality trait was being discussed when you hover over a conversation.
- Conversations that cause negative thought penalties can now start social fights.
- Pawns hanging out will no longer do so outside of their allowed areas.
- Fixed an NRE on caravaning pawns who experience the Paranoia break.
- Fixed the TaleDefs for mental breaks, which are used for art descriptions.
- Pawns with anxiety will no longer have panic attacks while downed, which could prevent them from resting in beds.
- Cleaned up some of the code for starting planned dates. Dates should be cancelled less often now.
- You will now receive a letter when colonists plan a date. You can turn this off in the mod options.
- Removed all the old update news from previous versions of the game.
Title: Re: [B19] Psychology (2018-9-7)
Post by: System.Linq on September 07, 2018, 01:40:44 PM
Updated to 2018-9-7:
-Colonists will now properly synchronize what topic they were talking about again. After the last patch they seemed to have very different ideas of just what that last conversation was about.
-Fixed a bug with the performance reporter if you didn't have Prepare Carefully installed.
-Social fights for conversations will no longer be initiated with themselves.
Title: Re: [B19] Psychology (2018-9-7)
Post by: WolfgangPolska on September 07, 2018, 03:05:04 PM
The Mayorship feature seems to be broken in my colony, the candidates are  presented, but no polling place is chosen ever, and that happens every year
Title: Re: [B19] Psychology (2018-9-7)
Post by: System.Linq on September 07, 2018, 03:27:58 PM
Are there any messages about it in your dev console?
Title: Re: [B19] Psychology (2018-9-7)
Post by: Ruisuki on September 07, 2018, 03:57:52 PM
used to happen to me all the time. it wasnt until the 11th year that it finally picked someone. no idea why
Title: Re: [B19] Psychology (2018-9-7)
Post by: WolfgangPolska on September 08, 2018, 03:27:24 AM
Quote from: Linq on September 07, 2018, 03:27:58 PM
Are there any messages about it in your dev console?

I don't know, I didn't have a devmod running, If I manage to get to the Fall today, I will post the output log, as well as devlog from console.
Title: Re: [B19] Psychology (2018-9-7)
Post by: utotuto on September 08, 2018, 09:54:11 AM
Quote from: Linq on September 07, 2018, 03:27:58 PM
While testing mods get "found them" red error https://pastebin.com/7Ca89S3p
Title: Re: [B19] Psychology (2018-9-7)
Post by: System.Linq on September 08, 2018, 10:30:08 AM
Oops, not sure how that made it into release.

Quote from: WolfgangPolska on September 08, 2018, 03:27:24 AM
Quote from: Linq on September 07, 2018, 03:27:58 PM
Are there any messages about it in your dev console?

I don't know, I didn't have a devmod running, If I manage to get to the Fall today, I will post the output log, as well as devlog from console.

You don't need to post the whole log. Just look for a message from Psychology mentioning the election.
Title: Re: [B19] Psychology (2018-9-8)
Post by: System.Linq on September 08, 2018, 11:57:49 AM
Updated to 2018-9-8:
- Made some more optimization passes at personalities and improved the performance reporting a bit.
- Pawns are now less likely to start social fights over conversations the less Aggressive they are.
- Instead of being a 50-50 chance, whether a social fight is cathartic or angering is now based on how Aggressive a pawn is, since Aggressive pawns are more likely to think fighting is a valid way to solve disagreements.
- Pawns who win a social fight will now get a positive thought about it.
- Pawns will no longer bite each other in social fights.
Title: Re: [B19] Psychology (2018-9-8)
Post by: Madman666 on September 08, 2018, 01:04:38 PM
Amazing news. All those bitten off fingers and noses\ears. No more.
Title: Re: [B19] Psychology (2018-9-8)
Post by: utotuto on September 12, 2018, 12:32:01 PM
Quote from: Linq on September 08, 2018, 11:57:49 AM
If abandon colony, while in the way. It cause error.
https://pastebin.com/3wZCiBYx

Title: Re: [B19] Psychology (2018-9-12)
Post by: System.Linq on September 12, 2018, 10:58:36 PM
Updated to 2018-9-12:
- Adjustments to how a pawn's personality is calculated. The raw rating has a slightly larger and more balanced impact on the final rating, so that extreme ratings are less common.
-Adjustments to how a pawn's personality is displayed in the Psyche tab. It should now more accurately represent variations from the norm, with polynomial rather than hacked-together linear interpolation (i.e. closer to a bell curve).
- Social fight chances from conversations are now affected by the population; smaller colonies (fewer than 8 colonists) will be less likely to start social fights as colonists put aside their differences to survive.
- As part of significant reworks to the conversation system, the controversiality of personality traits has been adjusted. The range of controversiality is now tighter, and the maximum is lower, so hugely impactful conversations will be less common.
- Pawns' differences when discussing a conversation topic have been adjusted. Opinion difference is now on a cubic curve rather than cubic interpolation, so there is a plateau of moderate disagreement before severe disagreement rather than a steady curve downwards.
- Colonists in relationships were always more severely affected by disagreements. However, they are also now more severely affected by agreements, so they'll celebrate their similarities just as much as they rue their differences.
- How Friendly a pawn is now affects the strength of positive opinions from conversations. It already affected how often people started conversations with the pawn.
- In short, these changes should lead to more reasonable, individual, and balanced personalities and conversations among colonists.
- Colonists who have been a part of your colony for over a year will now gain a permanent positive opinion of each other based on how long they've survived together.
- Some tweaks to hanging out.
- Fixed an error with social fights started by conversations.
- Fixed an error when trying to arrest someone with a pawn that's incapable of Social.
- Adjusted the text for social fights started by conversations to accurately reflect who started the fight.
- Social fights are now affected by the Aggressiveness of both the initiator and the recipient, instead of just the initiator. This is important especially because the recipient was blamed for the fight.
- Mayor visit thoughts adjusted.
- Bunch of optimizations.
Title: Re: [B19] Psychology (2018-9-12)
Post by: e_d_c_w on September 23, 2018, 01:52:40 AM
I receive a bunch of XML Errors like XML error: <stackLimitPerPawn>2</stackLimitPerPawn>...
and my psyche tab is missing although i modified the save as suggested
can anybody help me out here?

https://git.io/fAdZd
Title: Re: [B19] Psychology (2018-9-27)
Post by: System.Linq on September 27, 2018, 07:45:00 AM
Updated to 2018-9-27:
- Colonists interested in romancing are 400% more likely to romance.
- Fixed a bug with conversations that occurred off-map.
- Added a message to the player when an election is cancelled due to no suitable party spot.
- Increased the weight parent nodes have on personality traits.
- Added a new social thought that reduces opinion of a colonist's lover for every quadrum that they spend on different maps, until the opinion bonus for the relationship is nullified.

The new social thought should allow for colonists to hit on each other eventually even if they come in with a lover in another faction, since pawns won't normally romance someone who has +5 or more opinion of their lover (which these colonists will always have since they never interact with their lover).

Colonists in such relationships could technically still hit on other colonists, though it seemed absurdly rare to me. Now other colonists will also hit on them, all-around making it more likely that they'll get out of such relationships.
Title: Re: [B19] Psychology (2018-9-27)
Post by: WolfgangPolska on September 27, 2018, 08:02:42 PM
How to build suitable polling spot? Is it has to be empty? or cotain chairs etc?
Title: Re: [B19] Psychology (2018-9-27)
Post by: System.Linq on September 28, 2018, 01:35:09 AM
It's the same logic used to find a place to hold a party. It usually selects dining rooms, rec rooms, etc. but anywhere with a gather spot is fine. Tables and campfires and such are traditionally used as gather spots.
Title: Re: [B19] Psychology (2018-9-27)
Post by: WolfgangPolska on September 28, 2018, 03:45:42 AM
Yes, I have such rooom, but the error "can't find suitable polling place" occurs anyways
Can it be cuz of furniture mods?  inb4 I use  vanilla tables
Title: Re: [B19] Psychology (2018-9-27)
Post by: Dreana on September 28, 2018, 09:31:06 AM
heya i m interested about your mod but if it's not with steam or nexus because if i need to pay a for nexus it won't go well so can't you put it on an onther site for guy like me please ? pretty please ? pretty .. ?
Title: Re: [B19] Psychology (2018-9-27)
Post by: System.Linq on September 28, 2018, 11:33:44 AM
You don't need to pay for Nexus.
Title: Re: [B19] Psychology (2018-9-27)
Post by: killerx243 on September 29, 2018, 12:09:19 PM
None of my human pawns have the psyche tab; only "alien" pawns. I checked my save file and they appear to have the same things that my non-human pawns have related to psychology. Anyone come across this and fix it before?
Title: Re: [B19] Psychology (2018-9-27)
Post by: gladiatorua on October 06, 2018, 07:11:22 PM
How do I access(read/change) stuff like Kinsey rating from a different mod without making a hard dependency? I'm new to C# and this level of OOP, as well as Rimworld architecture. Dug through sources and googled, but only came up with stuff way too complicated for me and this case.
Title: Re: [B19] Psychology (2018-9-27)
Post by: Jecmenn on October 09, 2018, 06:10:49 PM
I can't seem to meet certain conditions for elections. I always get the candidates and message that the place for the voting was selected, but then every time I get a message that "elections were called off because of conditions at the voting place" or something in that sense. Any tips?
Title: Re: [B19] Psychology (2018-9-27)
Post by: Ruisuki on October 10, 2018, 03:52:46 AM
linq do you think an expansion of the mayoral policies would be a suitable addition to your mod? Like where they have different dialogues between the candidates maybe each category could have its own goal? Like 'harvest this many of this type of plant' or 'build this many of this object' (beds, lights, decorations) 'stock up for the winter' with having a certain amount of food, with the completion of those goals granting a season long opinion modifier perhaps. I like the flavor but i think it would help with building immediate goals for whichever mayor is chosen and give the colony more character. Maybe more aggressive colonists would want to vote for a mayor that promises to raid at least 3 outposts that year, pragmatic colonists would like trade contracts, while more intellectual colonists prefer research. Not sure how doable it is but just throwing out a suggestion.
Title: Re: [B19] Psychology (2018-9-27)
Post by: crusader2010 on October 10, 2018, 04:41:43 AM
Hello! I'm having a bit of an issue tracking down some strange behavior from my game and Psychology is the first mod that comes to mind about it, but I am really not sure if something like this is coded behind. So i'll just ask :)

It sometimes happens that I get spammed by several notifications per second when a pawn has a very low mood value and refuses to either eat or do something. Drafting and undrafting the pawn, several times, stops the spam and makes the pawn continue his activity properly. One time I wanted to see what happens if I don't do anything and the spam seems to stop after a while, but much later than when using draft/undraft.

This spam only happens with pawns that are very low on mood (at the Extreme break threshold) but have not yet gotten a mental break. The notifications appear like, for example, "Cancelled: eating simple meal".

I'm not saying Psychology is doing it but I might as well exclude it from the list of possibilities. I've also posted my modconfig file here: https://ludeon.com/forums/index.php?topic=46100.0

Sorry for not putting it here too, but I'm on mobile and it's a bit cumbersome.

Any help/ideas would be appreciated :)
Title: Re: [B19] Psychology (2018-9-27)
Post by: Serenity on October 10, 2018, 02:14:24 PM
How are elections supposed to work? I thought you'd always get them after a year, but I haven't see any so far
Title: Re: [B19] Psychology (2018-9-27)
Post by: Madman666 on October 15, 2018, 01:08:07 AM
Got a weird bug tied to a person that has anxiety hediff. Such a person just bugs out completely endlessly picking up and dropping a meal he wants to eat, while standing in place. No errors in console. I have crapton of mods though so its very likely for it to be an incompatibility with something. Deleting anxiety hediff from a person with dev mode fully fixes the issue.
Title: Re: [B19] Psychology (2018-9-27)
Post by: Ruisuki on October 16, 2018, 03:10:42 AM
obvious question but just want to make sure. For prepare carefully when adjusting psychologys values moving the bar to the left means less of the attribute (compassionate, emotional etc) and to the right means more yes?
Title: Re: [B19] Psychology (2018-9-27)
Post by: System.Linq on October 16, 2018, 06:42:50 AM
Quote from: Ruisuki on October 16, 2018, 03:10:42 AM
obvious question but just want to make sure. For prepare carefully when adjusting psychologys values moving the bar to the left means less of the attribute (compassionate, emotional etc) and to the right means more yes?

Yep. Feel free to double check in the Psyche tab afterward.

Quote from: Madman666 on October 15, 2018, 01:08:07 AM
Got a weird bug tied to a person that has anxiety hediff. Such a person just bugs out completely endlessly picking up and dropping a meal he wants to eat, while standing in place. No errors in console. I have crapton of mods though so its very likely for it to be an incompatibility with something. Deleting anxiety hediff from a person with dev mode fully fixes the issue.

They are having an anxiety attack.
Title: Re: [B19] Psychology (2018-9-27)
Post by: crusader2010 on October 16, 2018, 06:50:16 AM
Quote from: Madman666 on October 15, 2018, 01:08:07 AM
Got a weird bug tied to a person that has anxiety hediff. Such a person just bugs out completely endlessly picking up and dropping a meal he wants to eat, while standing in place. No errors in console. I have crapton of mods though so its very likely for it to be an incompatibility with something. Deleting anxiety hediff from a person with dev mode fully fixes the issue.

Having the exact same issue but didn't notice any anxiety. Just that the pawns that do that are at the extreme break risk. Drafting the colonist and moving him around a bit helps to pass the time so that you can make him do his job again.
Title: Re: [B19] Psychology (2018-9-27)
Post by: Madman666 on October 16, 2018, 07:16:26 AM
Yeah, after a while of experimenting i think its isn't just the anxiety (although in my case there wasn't a break risk at all and the problem got fixed as soon as i deleted the anxiety hediff for some reason). But i can't pin point as to what the cause is for now. If i get it again, i ll try catching some errors, logging them and posting here if it has any relation to Psychology.
Title: Re: [B19] Psychology (2018-9-27)
Post by: Ruisuki on October 16, 2018, 07:30:44 AM
ive had the anxiety idleness since b16. wont move for hours, eventually does. i always assumed it was because of anxiety lol
Title: Re: [B19] Psychology (2018-9-27)
Post by: Madman666 on October 16, 2018, 07:45:45 AM
Nah, its not as simple as just staying in place. Its behaviour was way more obviously buggy in my case. It was literally spamming picking up and dropping down a meal on high speed. Otherwise you could tell them to go do stuff and they'd do it. But as soon as it required to pick something up - it d turn into ultra bugged pick-drop state. It might be a mod that has to do something with picking stuff up (i do have Pick up and Haul), but it didn't bug out until the anxiety hediff was present for some reason.
Title: Re: [B19] Psychology (2018-9-27)
Post by: valentinevierra on October 16, 2018, 05:14:36 PM
Quote from: Madman666 on October 16, 2018, 07:45:45 AM
Nah, its not as simple as just staying in place. Its behaviour was way more obviously buggy in my case. It was literally spamming picking up and dropping down a meal on high speed. Otherwise you could tell them to go do stuff and they'd do it. But as soon as it required to pick something up - it d turn into ultra bugged pick-drop state. It might be a mod that has to do something with picking stuff up (i do have Pick up and Haul), but it didn't bug out until the anxiety hediff was present for some reason.
Quote from: Ruisuki on October 16, 2018, 07:30:44 AM
ive had the anxiety idleness since b16. wont move for hours, eventually does. i always assumed it was because of anxiety lol
Quote from: Madman666 on October 16, 2018, 07:16:26 AM
Yeah, after a while of experimenting i think its isn't just the anxiety (although in my case there wasn't a break risk at all and the problem got fixed as soon as i deleted the anxiety hediff for some reason). But i can't pin point as to what the cause is for now. If i get it again, i ll try catching some errors, logging them and posting here if it has any relation to Psychology.
I'm fairly sure your pawns were having panic attacks, they happen with anxiety sometimes.
Title: Re: [B19] Psychology (2018-9-27)
Post by: Madman666 on October 16, 2018, 05:26:33 PM
Panic attacks making a pawn repeatedly pick and drop an item? like 20 times a second pick-drop? Looks more like an epileptic seizure to me, lol. Or a bug.
Title: Re: [B19] Psychology (2018-9-27)
Post by: Ruisuki on October 16, 2018, 06:45:01 PM
Quote from: Linq on October 16, 2018, 06:42:50 AM
Quote from: Ruisuki on October 16, 2018, 03:10:42 AM
obvious question but just want to make sure. For prepare carefully when adjusting psychologys values moving the bar to the left means less of the attribute (compassionate, emotional etc) and to the right means more yes?

Yep. Feel free to double check in the Psyche tab afterward.
Oh snap... speaking of that I dont see the psyche tab when i click on my characters. Thats odd given I was able to assign these values with prepare carefully. I only see log, gear, social,bio, needs and health. Only thing I can think of that might interfere would be rimhud maybe?

Hm...I even tried starting a new game with the prepare carefully pawns I had already saved and loaded same deal. Both times were on a new game.

Also a guest from hospitality just arrived and they dont have the psyche tab either.
Title: Re: [B19] Psychology (2018-9-27)
Post by: publicuser on October 21, 2018, 02:43:40 AM
waiting 1.0 update to start a new game
Title: Re: [B19] Psychology (2018-9-27)
Post by: Ruisuki on October 24, 2018, 06:12:27 PM
Not sure why the psyche tab is gone
Title: Re: [B19] Psychology (2018-9-27)
Post by: bigheadzach on October 24, 2018, 06:52:33 PM
Curious to see if Linq might find a means to harmonize Psych's implementation of the Kinsey scale with Rainbeau's Rational Romance. There's a wonderful opportunity in both fixing the romance mechanics AND retaining the more complex social interactions this mod provides.
Title: Re: [B19] Psychology (2018-9-27)
Post by: Devlishcow on October 26, 2018, 01:04:35 AM
Hey Linq, been playing with this mod and I am really loving it. One question though, is there a way to edit out the new mental breaks introduced in this mod? I would ike the mental breaks to be more punishing than what's in this mod. Thank you
Title: Re: [B19] Psychology (2018-9-27)
Post by: Multistream on October 30, 2018, 12:29:13 PM
when uptdae
Title: Re: [1.0] Psychology (2018-10-30)
Post by: System.Linq on October 31, 2018, 01:22:07 AM
Updated to 1.0. As a result of all the translation changes, I've just gone ahead and ditched all the old translations. I'd appreciate it if bilingual Psychology users would contribute up-to-date translations for the latest version.
Title: Re: [1.0] Psychology (2018-10-30)
Post by: ruyan on October 31, 2018, 02:23:20 AM
Quote from: Linq on October 31, 2018, 01:22:07 AM
Updated to 1.0. As a result of all the translation changes, I've just gone ahead and ditched all the old translations. I'd appreciate it if bilingual Psychology users would contribute up-to-date translations for the latest version.


Aww, that means the shit show on your workshop page comes to an end.... *throws away popcorn*

My favorite comment was:
QuoteMental break: The Word-Mule is binging on Rainbow Six Siege.
:-D

Cheers mate <3
Title: Re: [1.0] Psychology (2018-10-30)
Post by: PreDiabetic on October 31, 2018, 05:47:04 PM
Does this still have issues with Hospitality?
Title: Re: [B19] Psychology (2018-9-27)
Post by: Ruisuki on October 31, 2018, 06:12:19 PM
how do i get the psyche bar to appear? I installed this on a new game two times and in both the tab doesnt show up. the conversations and mayor aspects of the mod are active i just cant see colonists (or raiders) attributes
Title: Re: [1.0] Psychology (2018-10-30)
Post by: Sleeeper on October 31, 2018, 06:56:02 PM
Try putting Psychology last in mod load order. This helped me to return the psyche tab for humans (for other races it worked already).
Title: Re: [1.0] Psychology (2018-10-30)
Post by: luciddreemer on October 31, 2018, 11:53:07 PM
Thank the the gods. All hail the Lord of Light. May your Stories in RimWorld be full of light, for the night is dark and full of terrors.
Title: Re: [1.0] Psychology (2018-10-30)
Post by: Ruisuki on November 01, 2018, 02:39:54 AM
Quote from: Sleeeper on October 31, 2018, 06:56:02 PM
Try putting Psychology last in mod load order. This helped me to return the psyche tab for humans (for other races it worked already).
wow....thank you so much. Seriously man thank you for telling me this! i love this mod and it was killing me that this was missing the whole time. I went 5 in game years without it!
Title: Re: [1.0] Psychology (2018-10-30)
Post by: Sleeeper on November 01, 2018, 03:45:04 AM
You're welcome. I just discovered that  today after playing without for weeks, lol.
Title: Re: [1.0] Psychology (2018-10-30)
Post by: bigheadzach on November 01, 2018, 11:54:50 AM
Couple of nuance questions:

Does Psychology establish a distinction between casual hookups and actual dating relationships? You mention that there's separate drives for sexuality and romance, so I'm curious about the emergent behavior Psych's rules create. For example, "becoming someone's lover" seems like a different situation than just jumping into bed together - and for that you need double beds in the first place, right?

(Would I need to build double beds to allow hookups to even happen?)

Also, what are your thoughts about eventually implementing polyamory between 3+ individuals or marriages with open arrangements?
Title: Re: [1.0] Psychology (2018-10-30)
Post by: icedragon613 on November 01, 2018, 08:16:46 PM
Hey, loving this mod and I just started using it. I wanted to know if the "attempting hookup" interaction is from Psychology and if it is, how I can lower the chance of it happening between my two colonists? They're both Extremely Romantic and Extremely Pure so it doesn't make sense that they'd be hooking up; they should be becoming lovers first which is what Extremely Romantic should do if I'm not mistaken.
Title: Re: [1.0] Psychology (2018-10-30)
Post by: System.Linq on November 01, 2018, 09:32:42 PM
Updated to 2018-11-1 with some localization fixes.

Quote from: icedragon613 on November 01, 2018, 08:16:46 PM
Hey, loving this mod and I just started using it. I wanted to know if the "attempting hookup" interaction is from Psychology and if it is, how I can lower the chance of it happening between my two colonists? They're both Extremely Romantic and Extremely Pure so it doesn't make sense that they'd be hooking up; they should be becoming lovers first which is what Extremely Romantic should do if I'm not mistaken.

No. That is from Rainbeau's Rational Romance, I believe, which disables Psychology's romance changes. I don't recommend you use both of them together unless you prefer RRR's changes (which it sounds like you don't) and don't mind that they are completely divorced from Psychology personalities.
Title: Re: [1.0] Psychology (2018-10-30)
Post by: System.Linq on November 01, 2018, 09:34:19 PM
Quote from: bigheadzach on November 01, 2018, 11:54:50 AM
Couple of nuance questions:

Does Psychology establish a distinction between casual hookups and actual dating relationships? You mention that there's separate drives for sexuality and romance, so I'm curious about the emergent behavior Psych's rules create. For example, "becoming someone's lover" seems like a different situation than just jumping into bed together - and for that you need double beds in the first place, right?

(Would I need to build double beds to allow hookups to even happen?)

Also, what are your thoughts about eventually implementing polyamory between 3+ individuals or marriages with open arrangements?

There is no discrete separation between hookups and actual dating. Less Romantic pawns get into and out of Lover relationships more quickly (and do lovin' while in them), and take a lower penalty for breaking up, so they're more casual with relationships. So you need a double bed, yes.

Polyamory has been implemented for probably 2 years now. There is a special trait for it and you can satisfy polyamorous couples simply by giving them all beds in the same room.
Title: Re: [1.0] Psychology (2018-10-30)
Post by: MisterVertigo on November 01, 2018, 11:33:36 PM
Quote from: Linq on November 01, 2018, 09:34:19 PM
Polyamory has been implemented for probably 2 years now. There is a special trait for it and you can satisfy polyamorous couples simply by giving them all beds in the same room.
OMG. I've been looking at this mod for a long time but I've never pulled the trigger on using it. I downloaded it a few days ago and as soon as I'm finished with my current colony I'll be starting a new one with this. My mind is blown that you have put this in the mod. I look forward to trying it out!
Title: Re: [1.0] Psychology (2018-11-1)
Post by: bigheadzach on November 02, 2018, 08:49:26 AM
Apologies to Linq for not noticing some of the attributes; what this tells me is I've only scratched the surface of what the mod is capable of providing.

That, and everyone needs to incorporate a hookup room into their early-game building plan.
Title: Re: [1.0] Psychology (2018-11-1)
Post by: Adamiks on November 02, 2018, 09:17:09 AM
I'd love it if someone could release an edition of this mod but without anxiety. I swear to God, but it seems like all my colonists would develop anxiety just after their first mental break, and it's a real bitch to deal with, especially early in the game when you cant spare any medicine at all. Besides, it doesn't make any sense to use medicine for a mental issue. I'd propose implementing Therapy mod (with proper blessing first ofc) into this one.
Title: Re: [1.0] Psychology (2018-11-1)
Post by: Seskil on November 03, 2018, 05:26:30 AM
Hey! Great mod, i loved. I try to create translation (polish), but localistion dir miss one file PersonalityNodes.xml i think, most important.
You are able to put this file in Languages folder like other ones? Or i miss something?
Title: Re: [1.0] Psychology (2018-11-1)
Post by: System.Linq on November 03, 2018, 06:28:55 AM
Quote from: Seskil on November 03, 2018, 05:26:30 AM
Hey! Great mod, i loved. I try to create translation (polish), but localistion dir miss one file PersonalityNodes.xml i think, most important.
You are able to put this file in Languages folder like other ones? Or i miss something?

Yep, I think so.
Title: Re: [1.0] Psychology (2018-11-1)
Post by: Seskil on November 03, 2018, 07:40:16 AM
Quote from: Linq on November 03, 2018, 06:28:55 AM

Yep, I think so.

Will be great, coz like i thing (correct me if I'm wrong) def file could by only one, while i translate this, anyone who want to play in my language must separately download my translate and replace this (changed) def*.xml? Sorry for trouble, i never before translate rimworld mods.  :D
Title: Re: [1.0] Psychology (2018-11-1)
Post by: System.Linq on November 03, 2018, 01:11:53 PM
No,  I will add the translation to the mod for everyone. You only have to give it to me.
Title: Re: [1.0] Psychology (2018-11-1)
Post by: YellowElephant on November 03, 2018, 01:44:51 PM
Hi and thanks for your work, I love the depth that your mod adds.

Managing the various psychologies adds a new dimension to the game. I like choosing my pawns according to their personalities, however it is difficult to keep track of all the psyches because of the game UI (i.e. clicking on the psyche tab for each pawn, remembering each personality and comparing...). Maybe a main tab that lists the psychologies of each pawn with color-coded text would make it easier to identify compatibilities and incompatibilities between pawns ?

Also I would love to see a feedback of a conversation between two pawns directly in the logs (especially when using Interaction Bubbles). Something like "...discussed about conspiracy theories (-10)." instead of having to check the Social tab.

Just a suggestion! Thanks again.
Title: Re: [1.0] Psychology (2018-11-1)
Post by: Astrella on November 05, 2018, 03:57:06 PM
Thank you for this mod, I always disliked the way the base game handles sexuality.

I found a small "bug" though, the log messages about someone complaining to the major don't seem to be working properly, they just display labels instead of names and topics.

(https://steamuserimages-a.akamaihd.net/ugc/963102163503808541/3E6400E7F14EC38D67C99E42A17B04B4E91487D7/)
Title: Re: [1.0] Psychology (2018-11-1)
Post by: Madman666 on November 09, 2018, 04:23:58 PM
I really love Psychology, but some of its aspects leave me buffled still. I mean look at this situation:

(https://i.postimg.cc/28xHryF9/image.png)

I mean OK, i don't have a mayoral office still, so i get a moodlet for it, fine, cause i am playing with climate cycle and life is hard. But my people generally have like 40-50% mood and don't get any mental breaks. And now i see -39 on mayor because people have talked his ears off. Can you tell me whats going on? It something just broken? I can't believe this stacking as high as an insanely high late game psychic drone!
Title: Re: [1.0] Psychology (2018-11-1)
Post by: Gustavo Vallim on November 10, 2018, 05:27:22 PM
Vocês poderiam embutir relações de bonecos bem humorados e piadistas que aumentam o humor dos outros bonecos se eles estão próximos. Ou que amigos ou casais fazendo funções perto também aumente o humor ou trabalhem mais rápido ou batalhem melhor juntos. Bonecos que dormem juntos aumenta algo também. Não sei se há isso no jogo e eu não sei, por favor me digam quem souber se há algumas dessas funções neste ou em algum outro MOD. Thanks
Title: Re: [1.0] Psychology (2018-11-1)
Post by: TheJinx on November 10, 2018, 06:11:13 PM
Hey so uh for some reason I keep getting this error when trying to load a character in edb prepare carefully
Exception filling window for EdB.PrepareCarefully.Dialog_LoadColonist: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2<Psychology.PersonalityNodeDef, Psychology.PersonalityNode>.get_Item (Psychology.PersonalityNodeDef) <0x001c5>
at Psychology.Harmony.Optional.PresetLoaderPatch.AddPsyche (EdB.PrepareCarefully.CustomPawn&,EdB.PrepareCarefully.SaveRecordPawnV4) <0x001b2>
at (wrapper dynamic-method) EdB.PrepareCarefully.PresetLoaderVersion4.LoadPawn_Patch1 (object,EdB.PrepareCarefully.SaveRecordPawnV4) <0x032ef>
at EdB.PrepareCarefully.ColonistLoaderVersion4.Load (EdB.PrepareCarefully.PrepareCarefully,string) <0x005c8>
at EdB.PrepareCarefully.ColonistLoader.LoadFromFile (EdB.PrepareCarefully.PrepareCarefully,string) <0x0023b>
at EdB.PrepareCarefully.ControllerPawns.LoadCharacter (string) <0x0007a>
at (wrapper delegate-invoke) EdB.PrepareCarefully.PanelLoadSave/LoadCharacterHandler.invoke_void__this___string (string) <0x00083>
at EdB.PrepareCarefully.PanelLoadSave/<>c__DisplayClass12_0.<DrawPanelContent>b__0 (string) <0x0002b>
at EdB.PrepareCarefully.Dialog_LoadColonist.DoMapEntryInteraction (string) <0x00027>
at EdB.PrepareCarefully.Dialog_Colonist.DoWindowContents (UnityEngine.Rect) <0x00e52>
at Verse.Window/<WindowOnGUI>c__AnonStorey0.<>m__0 (int) <0x00882>

Verse.Log:Error(String, Boolean)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)

and also this error immediately following it

Mouse position stack is not empty. There were more calls to BeginScrollView than EndScrollView. Fixing.
Verse.Log:Error(String, Boolean)
Verse.Widgets:EnsureMousePositionStackEmpty()
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

this is my mod order https://gyazo.com/9109a9a1e16fc6019ab6f9cba95fcc83
I don't know whats up I can load presets fine and for some reason I can load some characters fine just started randomly happening tried unsubscribing to it and edb prepare carefully and deleted my local mod files for edb prepare carefully and it still won't work

Title: Re: [1.0] Psychology (2018-11-1)
Post by: NoCanDo on November 11, 2018, 05:11:24 PM
I'm getting a lot of errors of this type:

https://pastebin.com/f6u3tPWs
Title: Re: [1.0] Psychology (2018-11-1)
Post by: Hot_Iced_Coffee on November 15, 2018, 08:51:56 PM
Also having the same errors as the above poster.
Title: Re: [1.0] Psychology (2018-11-1)
Post by: vandal on November 17, 2018, 01:34:54 PM
any way to stop break ups? I have had two colonists at 100 opinion of each other for over a year and it seems odd that theyd just break up without low opinion at least. Maybe a minimum threshold?
Title: Re: [1.0] Psychology (2018-11-1)
Post by: System.Linq on November 18, 2018, 05:58:53 AM
Quote from: vandal on November 17, 2018, 01:34:54 PM
any way to stop break ups? I have had two colonists at 100 opinion of each other for over a year and it seems odd that theyd just break up without low opinion at least. Maybe a minimum threshold?

How Romantic are they?

Quote from: Madman666 on November 09, 2018, 04:23:58 PM
I really love Psychology, but some of its aspects leave me buffled still. I mean look at this situation:

(https://i.postimg.cc/28xHryF9/image.png)

I mean OK, i don't have a mayoral office still, so i get a moodlet for it, fine, cause i am playing with climate cycle and life is hard. But my people generally have like 40-50% mood and don't get any mental breaks. And now i see -39 on mayor because people have talked his ears off. Can you tell me whats going on? It something just broken? I can't believe this stacking as high as an insanely high late game psychic drone!

Your mayor is probably extremely high-strung. How Laid-back are they? Also, 40-50% mood isn't very good. Your colonists may not be going literally insane, but they're still unhappy and have a lot to complain about.
Title: Re: [1.0] Psychology (2018-11-18)
Post by: System.Linq on November 18, 2018, 06:03:54 AM
Updated to 2018-11-18:
- The nature retreat break is now shorter and no longer needs to mark animals to be hunted in order for the breaking pawn to hunt them.
- Prisoners can no longer go on a nature retreat break.
- Fixed a translation error when colonists break up.
- Colonists hanging out should no longer throw "10 jobs in 1 tick" errors.
- Fixed the translation error in the log entries for visiting the mayor.
- Self-harming pawns will no longer target body parts with a coverage of 0 for damaging.
- Added some more checks to make sure the mod properly targets pawns that are humanlike but not androids or robots to give Psyche tabs to.
- Mayors performing any kind of surgery will no longer be called off to meetings.
- Added new German language translation by Chaos.
Title: Re: [1.0] Psychology (2018-11-18)
Post by: NoCanDo on November 18, 2018, 09:43:50 AM
These errors show no more? I'm asking before I fuck up my save...
Title: Re: [1.0] Psychology (2018-11-18)
Post by: System.Linq on November 18, 2018, 09:56:31 AM
What do you mean?
Title: Re: [1.0] Psychology (2018-11-18)
Post by: Sleeeper on November 18, 2018, 10:32:20 AM
Sometimes game hangs for few minutes, then this appears in console:

System.NullReferenceException: Object reference not set to an instance of an object
at ExpandedIncidents.Harmony.InteractionWorkerCliquePatch.ManageCliques (RimWorld.InteractionWorker,Verse.Pawn,Verse.Pawn) <0x000a3>
at (wrapper dynamic-method) RimWorld.InteractionWorker.Interacted_Patch2 (object,Verse.Pawn,Verse.Pawn,System.Collections.Generic.List`1<Verse.RulePackDef>,string&,string&,Verse.LetterDef&) <0x0004d>
at Rumor_Code.CaravanSocialManager.TryInteractWith (Verse.Pawn,Verse.Pawn,RimWorld.InteractionDef) <0x002e9>
at Rumor_Code.CaravanSocialManager.TryInteractRandomly (Verse.Pawn) <0x00355>
at Rumor_Code.CaravanSocialManager.MakeCaravanInteract (RimWorld.Planet.Caravan) <0x000e0>
at Rumor_Code.CaravanSocialManager.MakeCaravansInteract () <0x00084>
at Rumor_Code.Watcher.MapComponentTick () <0x00058>
at Verse.MapComponentUtility.MapComponentTick (Verse.Map) <0x00075>

Then multiple of these:

Exception in Verse.AI.ThinkNode_Priority TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
at (wrapper dynamic-method) Psychology.JobGiver_SpendTimeTogether.TryGiveJob_Patch1 (object,Verse.Pawn) <0x0036e>
at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams) <0x00039>
at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams) <0x00130>


(the freezes existed before last update too, but without any log)
Maybe I just have too many mods though, Psychology is loaded almost in the end of order (only Rational Romance and Individuality after it)
Title: Re: [1.0] Psychology (2018-11-18)
Post by: Asero on November 18, 2018, 01:42:41 PM
Getting the same as Sleeeper above.
Quoteat ExpandedIncidents.Harmony.InteractionWorkerCliquePatch.ManageCliques

Seems to happen shortly after I send out a caravan with my 'colony leader' in the group and switch to the map view.
Title: Re: [1.0] Psychology (2018-11-18)
Post by: Ocraux on November 21, 2018, 10:00:58 AM
Hello, i have a little problem with language. I play in czech language with no problem. But if i add Psychology mod, there is a problem with text in english. Other mod in english without psychlogy woks fine, but with psychlogy same problem as on screeshot. Anyone help please?

[attachment deleted due to age]
Title: Re: [1.0] Psychology (2018-11-18)
Post by: Grabarz on November 21, 2018, 03:22:11 PM
Quote from: Ocraux on November 21, 2018, 10:00:58 AM
Hello, i have a little problem with language. I play in czech language with no problem. But if i add Psychology mod, there is a problem with text in english. Other mod in english without psychlogy woks fine, but with psychlogy same problem as on screeshot. Anyone help please?

try to change language to English and test ...
Title: Re: [1.0] Psychology (2018-11-18)
Post by: Grabarz on November 21, 2018, 03:24:31 PM
I'm not sure if Psychology causes errors however:
If one of my colonist proposes to another one, or they get married etc. my log is spawning errors non stop.

Exception while recalculating ColonistLeftUnburied thought state for pawn Emily: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.ThoughtWorker_ColonistLeftUnburied.CurrentStateInternal (Verse.Pawn p) [0x00000] in <filename unknown>:0
  at RimWorld.ThoughtWorker.CurrentState (Verse.Pawn p) [0x00000] in <filename unknown>:0
  at RimWorld.SituationalThoughtHandler.TryCreateThought (RimWorld.ThoughtDef def) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
RimWorld.SituationalThoughtHandler:TryCreateThought(ThoughtDef)
RimWorld.SituationalThoughtHandler:CheckRecalculateMoodThoughts()
RimWorld.SituationalThoughtHandler:AppendMoodThoughts(List`1)
RimWorld.ThoughtHandler:GetAllMoodThoughts(List`1)
RimWorld.ThoughtHandler:GetDistinctMoodThoughtGroups(List`1)
RimWorld.ThoughtHandler:TotalMoodOffset()
RimWorld.Need_Mood:get_CurInstantLevel()
RimWorld.Need:get_CurInstantLevelPercentage()
Moody.DataCache:UpdateMood(Pawn)
Moody.DataCache:Recalculate(Pawn)
Moody.DataCache:UpdateCache(Boolean)
Moody.MoodyWindow:WindowUpdate()
Verse.WindowStack:WindowsUpdate()
Verse.UIRoot:UIRootUpdate()
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()

any idea if its Psychology or not ?
Title: Re: [1.0] Psychology (2018-11-18)
Post by: Ocraux on November 22, 2018, 03:14:57 AM
Quote from: Grabarz on November 21, 2018, 03:22:11 PM
Quote from: Ocraux on November 21, 2018, 10:00:58 AM
Hello, i have a little problem with language. I play in czech language with no problem. But if i add Psychology mod, there is a problem with text in english. Other mod in english without psychlogy woks fine, but with psychlogy same problem as on screeshot. Anyone help please?

try to change language to English and test ...

In English language works fine, but i want to play in czech. No other mod doing this, only Psychology. Other mods works fine. I think the problem is in text encoding(like UTF-8 etc.). It is possible?
Title: Re: [1.0] Psychology (2018-11-18)
Post by: System.Linq on November 22, 2018, 09:23:29 AM
Quote from: Ocraux on November 21, 2018, 10:00:58 AM
Hello, i have a little problem with language. I play in czech language with no problem. But if i add Psychology mod, there is a problem with text in english. Other mod in english without psychlogy woks fine, but with psychlogy same problem as on screeshot. Anyone help please?

This is because there is no Czech translation. Feel free to make one!
Title: Re: [1.0] Psychology (2018-11-18)
Post by: Malacai on November 28, 2018, 06:44:22 AM
Hey, i found a bug when using Psychology together with Dubs Hygiene mod. When a pawn has a panic attack they run around in my bathroom using every toilet and shower available. But they dont actually use them, they stop directly after starting and dont get any benefit from it. During that time the game slows down massivly and the console spams messages that my colonist started 10 jobs in 10 ticks
Title: Re: [1.0] Psychology (2018-11-18)
Post by: forumgod on November 28, 2018, 03:23:39 PM
Between the stupid election mechanic, the dates and anxiety and quite likely causing the "10 jobs in 10 ticks" bug with dates, I think this mod is way overrated for a strategic rimworld playthrough and probably only suitable for simcity kind of play
Title: Re: [1.0] Psychology (2018-11-18)
Post by: Asero on November 28, 2018, 10:38:06 PM
Quote from: nickdos on November 28, 2018, 03:23:39 PM
Between the stupid election mechanic, the dates and anxiety and quite likely causing the "10 jobs in 10 ticks" bug with dates, I think this mod is way overrated for a strategic rimworld playthrough and probably only suitable for simcity kind of play

I think you meant The Sims there ;D (Besides, who still plays SimCity? Cities Skylines is way better.)

Unfortunately I have to agree though. For the amount of overhead this mod introduces, it doesn't really translate very well in the actual gameplay.
Title: Re: [1.0] Psychology (2018-11-18)
Post by: forumgod on November 29, 2018, 11:36:41 AM
Quote from: Asero on November 28, 2018, 10:38:06 PM
Quote from: nickdos on November 28, 2018, 03:23:39 PM

I mean those that play at a low difficulty level where raids are a non-issue. And let's not forget the colonists breaking up and fucking someone else every month, causing constant mental breaks and there is NOTHING you can do about it.
Title: Re: [1.0] Psychology (2018-11-18)
Post by: AStro88 on November 30, 2018, 01:47:36 PM
I'm trying to figure out how attraction and compatibility between pawns work. Are there compatible different traits that complement each other and give boost to these two stats? Or is it just matter of how much like-minded are people? I also don't get the values behind those stats mean. Is 43-47% attraction good or does it have to be as near as possible to 100%? Is 0.67 compatibility good? and what about 0.33% chance of romance?
Title: Re: [1.0] Psychology (2018-11-18)
Post by: crusader2010 on December 03, 2018, 06:01:40 PM
Just had an error occur. Pawn "Trado" is not in my colony. Could it be related to the "RuntimeGC" mod doing some cleaning?


Exception ticking hediff (HoldingConversation ticksSinceCreation=1277) for pawn Trado. Removing hediff... Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at Psychology.Hediff_Conversation.PostRemoved () [0x00000] in <filename unknown>:0
  at Verse.Pawn_HealthTracker.RemoveHediff (Verse.Hediff hediff) [0x00000] in <filename unknown>:0
  at Psychology.Hediff_Conversation.Tick () [0x00000] in <filename unknown>:0
  at Verse.Pawn_HealthTracker.HealthTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.Pawn_HealthTracker:HealthTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick_Patch2(Object)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [1.0] Psychology (2018-11-18)
Post by: MissiNBetsi on December 09, 2018, 07:40:02 PM
After i installed Psychology and got a Red Message saying this:

[HugsLib][ERR] Psychology caused an exception during OnSettingsChanged: System.NullReferenceException: Object reference not set to an instance of an object
  at Psychology.PsychologyBase.SettingsChanged () [0x00000] in <filename unknown>:0
  at HugsLib.HugsLibController.OnSettingsChanged () [0x00000] in <filename unknown>:0


Someone Pls help.
Title: Re: [1.0] Psychology (2018-11-18)
Post by: Kirby23590 on December 13, 2018, 02:13:35 PM
I'm just playing around with this mod in 1.0 but i realized the Open-Minded trait while cares for the pawns with Ugly Traits. I realized that Pawns with the Annoying Voice and the Creepy Breathing Traits still bothers them...

Also Pluviophiles while they still like the rain, they still don't like getting Soaking Wet from the rain somewhat negating the bonus of the Pluviophile trait.

I just one to point them out... Since this my favorite mod... :)
Title: Re: [1.0] Psychology (2018-11-18)
Post by: SirDarin on December 17, 2018, 09:05:04 PM
What exactly does the Romantic slider effect? Does someone set more to the right flirt with people more?
Title: Re: [1.0] Psychology (2018-11-18)
Post by: devent on January 01, 2019, 05:50:30 AM
Unfortunately, I got hit with a NullReferenceException.

This happened when the wife of a pawn went to caravan and the game crashed when we arrived at the bandit camp.

System.NullReferenceException: Object reference not set to an instance of an object
  at Psychology.InteractionWorker_PlanDate.Interacted (Verse.Pawn initiator, Verse.Pawn recipient, System.Collections.Generic.List`1 extraSentencePacks, System.String& letterText, System.String& letterLabel, Verse.LetterDef& letterDef) [0x00000] in <filename unknown>:0
  at Rumor_Code.CaravanSocialManager.TryInteractWith (Verse.Pawn initiator, Verse.Pawn recipient, RimWorld.InteractionDef intDef) [0x00000] in <filename unknown>:0
  at Rumor_Code.CaravanSocialManager.TryInteractRandomly (Verse.Pawn p) [0x00000] in <filename unknown>:0
  at Rumor_Code.CaravanSocialManager.MakeCaravanInteract (RimWorld.Planet.Caravan c) [0x00000] in <filename unknown>:0
  at Rumor_Code.CaravanSocialManager.MakeCaravansInteract () [0x00000] in <filename unknown>:0
  at Rumor_Code.Watcher.MapComponentTick () [0x00000] in <filename unknown>:0
  at Verse.MapComponentUtility.MapComponentTick (Verse.Map map) [0x00000] in <filename unknown>:0


My mod list:

<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
  <buildNumber>2059</buildNumber>
  <activeMods>
    <li>Core</li>
    <li>HugsLib-6.1.1</li>
    <li>JecsTools-1.1.0.11</li>
    <li>Spidercamp's Dog Pack (1.0)</li>
    <li>Achtung-v2.2.8</li>
    <li>Additional Joy Objects-5 Nov 2018</li>
    <li>AllowTool-v3.6.1</li>
    <li>Apparello-v2.1.1</li>
    <li>AreaUnlocker-v2.3.73 (1.0.2059)</li>
    <li>AvoidFriendlyFire.1.0.1.0</li>
    <li>Blueprints-v2.2.39 (1.0.2059)</li>
    <li>Bubbles-v1.5</li>
    <li>Call-of-Cthulhu---Industrial-Age---Objects-and-Furniture-(RimWorld1.0Release)(1.20.0.0)(10-19-2018)</li>
    <li>CameraPlus</li>
    <li>Color Coded Mood Bar</li>
    <li>Cupro's Alloys-1.0</li>
    <li>Cupros-Stones-1.0</li>
    <li>Cupros-Quarry</li>
    <li>DoorsExpanded-(AnimalPermissions)(1.20.0.1)(10-27-2018)</li>
    <li>Facial Stuff 1.0</li>
    <li>FactionControl-1.0</li>
    <li>FashionRIMsta_1.0</li>
    <li>FollowMe-v3.2.47 (1.0.2059)</li>
    <li>GiddyUpCore-1.1.0</li>
    <li>WhatTheHack-1.0.2</li>
    <li>GiddyUpMechanoids-1.1.1</li>
    <li>GiddyUpRideAndRoll-1.1.0</li>
    <li>GiddyUpCaravan-1.1.1</li>
    <li>battlemounts-1.1.2</li>
    <li>Imprisonment On The Go!-1.0</li>
    <li>ImprovedWorkbenches.1.0.1.0</li>
    <li>LongRangePodLauncher-V 1.0.1</li>
    <li>Moody-v2.4.0</li>
    <li>More vanilla factions</li>
    <li>RF - Permafrost-11-11-18</li>
    <li>RF - Tribal Pawn Names-14 Oct 2018</li>
    <li>RIMkea_1.0</li>
    <li>RealBeds (1.0.2045)</li>
    <li>Realistic_Darkness-2017-12-14</li>
    <li>Rim-of-Madness---Arachnophobia-1.20.0.3</li>
    <li>RimWorld_WhileYoureUp-master</li>
    <li>RimWriter-1.20.0.1 (10-30-2018)</li>
    <li>SaveStorageSettings-1.0</li>
    <li>Set Up Camp-1.1.2</li>
    <li>SimpleSidearms-v1.3.1</li>
    <li>Spoons_Hair_Mod_1.0</li>
    <li>T-MoreFloors (2.0.0)-42-2-0-0-1540046626</li>
    <li>T-RawCropThoughts (2.0.0)-42-2-0-0-1540046626</li>
    <li>RF - Tribal Raiders-14 Oct 2018</li>
    <li>TribalInstruments (1.0.2059)</li>
    <li>Wild Animal Sex V4.1</li>
    <li>Tribal Reborn-30-09-2018</li>
    <li>T-MiscStuff (2.0.0)-42-2-0-0-1540046626</li>
    <li>Medieval Times (v. 1.974.B19)</li>
    <li>StuffedFloors-v1.1.59 (1.0.2059)</li>
    <li>Easier Growingzones-17 Oct-2018</li>
    <li>UseBedrolls-1.0.3.1</li>
    <li>Animal Variety Coats-17 Oct 2018</li>
    <li>RimworldSearchAgency-1.0.2.3</li>
    <li>CentralizedClimateControl-1.0.0.1.5.0</li>
    <li>Hospitality-1.0.5</li>
    <li>Psychology-2018-11-18-161-18-11-18-1542539002</li>
    <li>QualityBuilder-V 1.0.7</li>
    <li>Miscellaneous_Core-Nov 23, 2018 </li>
    <li>Miscellaneous_TurretBase-Nov 23, 2018 </li>
    <li>Miscellaneous_BeeAndHoney-Nov 23, 2018 </li>
    <li>Miscellaneous_MAI-Nov 23, 2018 </li>
    <li>Miscellaneous_MapGenerator-Nov 23, 2018 </li>
    <li>Miscellaneous_MapGenerator_FactionBase-Nov 23, 2018 </li>
    <li>Miscellaneous_MapGenerator Urban-Nov 23, 2018 </li>
    <li>Miscellaneous_TrainingFacility-Nov 23, 2018 </li>
    <li>Miscellaneous_WeaponRepair-Nov 23, 2018 </li>
    <li>Miscellaneous_Incidents-Nov 23, 2018 </li>
    <li>RF - Rim Disorders-11-08-18</li>
    <li>BetterPawnControl-1.9.8</li>
    <li>AnimalTab-v3.4.123 (1.0.2059)</li>
    <li>ColonyManager-v4.4.420 (1.0.2059)</li>
    <li>RF - Concrete-12-05-18</li>
    <li>Dubs Bad Hygiene-v2.4.608</li>
    <li>Dubs Mint Menus-v1.0.135</li>
    <li>RF - Etched Stone Walls-12-05-18</li>
    <li>RF - Fertile Fields-12-05-18</li>
    <li>RF - Fishing-12-05-18</li>
    <li>MedicalTab-v2.3.68 (1.0.2059)</li>
    <li>ModManager-v1.15.748 (1.0.2059)</li>
    <li>RF - Realistic Planets-12-05-18</li>
    <li>RelationsTab-v2.3.68 (1.0.2059)</li>
    <li>ResearchTree-v3.3.491 (1.0.2059)</li>
    <li>RF - Rumor Has It-11-03-18</li>
    <li>BirdsAndBees-v2.3.47 (1.0.2059)</li>
    <li>WorkTab-v3.8.283 (1.0.2059)</li>
    <li>A_Dog_Said_1.0-04 dec 2018</li>
    <li>RF - Advanced Bridges-12-05-18</li>
    <li>Pharmacist-v2.3.133 (1.0.2059)</li>
    <li>RWAutoSell-2.0.2.0</li>
    <li>RWAutoCaravanEquip-1.0.0.4</li>
    <li>RPG Style Inventory [V3.0]</li>
    <li>Vegetable Garden-v1.0b</li>
    <li>VGP_Canning-v1.0b</li>
    <li>VGP_Garden_Drinks-v1.0b</li>
    <li>VGP_Fabric-v1.0b</li>
    <li>VGP_Garden_Gourmet-v1.0b</li>
    <li>VGP_Medicine-v1.0b</li>
    <li>VGP_Resources-v1.0b</li>
    <li>VGP_More Veggies-v1.0b</li>
    <li>VGP_Soylent Production-v1.0b</li>
    <li>VGP_Trees_Flowers-v1.0b</li>
    <li>VGP CoffeeTeaDrugs-v1.0b</li>
    <li>sd_chickennest-1-1.0.1</li>
    <li>CleaningArea</li>
    <li>GearUpAndGo-1.0.5</li>
    <li>GloomyFurniture-1.0</li>
    <li>Herd Migration Revival-18 Oct 2018</li>
    <li>sd_medicaddons-1-1.0.3</li>
    <li>MoreFactionInteraction-27 Dec 2018</li>
    <li>More Furniture [1.0]-2 Nov 2018</li>
    <li>More Sculpture-12 Dec 2018</li>
    <li>sd_roundtable-1-1.0.1</li>
    <li>Nandonalts-Snowy-Trees-0.21.0</li>
    <li>Zen-Garden-1.0</li>
    <li>RuntimeGC-1.0-Update01</li>
  </activeMods>
</ModsConfigData>


Title: Re: [1.0] Psychology (2018-11-18)
Post by: Vehicular_Zombicide on January 03, 2019, 01:32:03 AM
So for some reason the psych tab isn't showing up in game. I have HugsLib placed above Psychology in the load order, and I edited the save file like you suggested on steam to replace all occurances of Class="Pawn" with Class="Psychology.PsychologyPawn", but it doesn't affect anything. The psych tab is still missing. Do you have any idea what could be causing this?
Title: Re: [1.0] Psychology (2018-11-18)
Post by: devent on January 04, 2019, 04:59:03 AM
Another one:

Reyna has a husband. Reyna is on a quest to rescue a refugee, husband is at home.

Exception ticking hediff (HoldingConversation ticksSinceCreation=1144) for pawn Reyna. Removing hediff... Exception: System.NullReferenceException: Object reference not set to an instance of an object
at Psychology.Hediff_Conversation.PostRemoved () <0x0064f>
at Verse.Pawn_HealthTracker.RemoveHediff (Verse.Hediff) <0x0003f>
at Psychology.Hediff_Conversation.Tick () <0x000da>
at (wrapper dynamic-method) Verse.Pawn_HealthTracker.HealthTick_Patch1 (object) <0x001cd>
Title: Re: [1.0] Psychology (2018-11-18)
Post by: zzpudimzz on January 19, 2019, 04:36:43 PM
Hi, i have be having this error in my game for a while now, making it lag each 5 seconds. Affecting mostly non-human pawns.

Exception ticking Andy (at (53, 0, 160)): System.NullReferenceException: Object reference not set to an instance of an object
at (wrapper dynamic-method) RimWorld.GatheringsUtility.ShouldGuestKeepAttendingGathering_Patch1 (Verse.Pawn) <0x00107>
at Psychology.InteractionWorker_HangOut.RandomSelectionWeight (Verse.Pawn,Verse.Pawn) <0x00023>
at Hospitality.Harmony.Pawn_InteractionsTracker_Patch/TryInteractRandomly/<>c__DisplayClass0_1.<Replacement>b__0 (RimWorld.InteractionDef) <0x00042>
at Verse.GenCollection.TryRandomElementByWeight<RimWorld.InteractionDef> (System.Collections.Generic.IEnumerable`1<RimWorld.InteractionDef>,System.Func`2<RimWorld.InteractionDef, single>,RimWorld.InteractionDef&) <0x000dc>
at Hospitality.Harmony.Pawn_InteractionsTracker_Patch/TryInteractRandomly.Replacement (RimWorld.Pawn_InteractionsTracker,bool&) <0x003fd>
at (wrapper dynamic-method) RimWorld.Pawn_InteractionsTracker.TryInteractRandomly_Patch1 (object) <0x0003d>
at (wrapper dynamic-method) RimWorld.Pawn_InteractionsTracker.InteractionsTrackerTick_Patch1 (object) <0x001a8>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <0x003d7>
at Verse.TickList.Tick () <0x00487>

Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Exception ticking Aaron (at (95, 0, 146)): System.NullReferenceException: Object reference not set to an instance of an object
at (wrapper dynamic-method) RimWorld.GatheringsUtility.ShouldGuestKeepAttendingGathering_Patch1 (Verse.Pawn) <0x00107>
at Psychology.InteractionWorker_HangOut.RandomSelectionWeight (Verse.Pawn,Verse.Pawn) <0x00023>
at Hospitality.Harmony.Pawn_InteractionsTracker_Patch/TryInteractRandomly/<>c__DisplayClass0_1.<Replacement>b__0 (RimWorld.InteractionDef) <0x00042>
at Verse.GenCollection.TryRandomElementByWeight<RimWorld.InteractionDef> (System.Collections.Generic.IEnumerable`1<RimWorld.InteractionDef>,System.Func`2<RimWorld.InteractionDef, single>,RimWorld.InteractionDef&) <0x000dc>
at Hospitality.Harmony.Pawn_InteractionsTracker_Patch/TryInteractRandomly.Replacement (RimWorld.Pawn_InteractionsTracker,bool&) <0x003fd>
at (wrapper dynamic-method) RimWorld.Pawn_InteractionsTracker.TryInteractRandomly_Patch1 (object) <0x0003d>
at (wrapper dynamic-method) RimWorld.Pawn_InteractionsTracker.InteractionsTrackerTick_Patch1 (object) <0x001a8>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <0x003d7>
at Verse.TickList.Tick () <0x00487>

Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Title: Re: [1.0] Psychology (2018-11-18)
Post by: Kirby23590 on January 21, 2019, 03:27:40 AM
I don't know if Linq is reading these posts here,

We should actually post them to his Steam Workshop Page... (https://steamcommunity.com/sharedfiles/filedetails/?id=1499800980)

So that he will read them... and fix these errors...
Title: Re: [1.0] Psychology (2018-11-18)
Post by: Vehicular_Zombicide on January 26, 2019, 12:08:14 PM
Quote from: Vehicular_Zombicide on January 03, 2019, 01:32:03 AM
So for some reason the psych tab isn't showing up in game. I have HugsLib placed above Psychology in the load order, and I edited the save file like you suggested on steam to replace all occurances of Class="Pawn" with Class="Psychology.PsychologyPawn", but it doesn't affect anything. The psych tab is still missing. Do you have any idea what could be causing this?

Okay, so I have yet to test this but I'm pretty sure this error was coming from attempting to run Psychology and Rational Romance together, which are incompatible with each other. Just putting this here for posterity in case someone ever has the same problem.
Title: Re: [1.0] Psychology (2018-11-18)
Post by: System.Linq on February 05, 2019, 07:51:35 PM
Just got hands on with the Multiplayer mod for the first time, and I have to say I am very excited to make Psychology compatible with it when modder tools are released for it.
Title: Re: [1.0] Psychology (2018-11-18)
Post by: Trentennisfigati on February 06, 2019, 03:44:18 AM
I actually run Psychology and Rational Romance together, they worked fine I thought, of course psicology's sexuality part is removed, but other than that, thought it worked fine..did it?
Title: Re: [1.0] Psychology (2018-11-18)
Post by: System.Linq on February 06, 2019, 03:45:06 AM
I don't know. I do not use Rational Romance and consider it redundant with Psychology.
Title: Re: [1.0] Psychology (2018-11-18)
Post by: forumgod on February 06, 2019, 04:25:38 PM
If you are using this mod while playing in any survival scenario you are doing it wrong, this mod was made for peaceful base builders to have some difficulty.
Title: Re: [1.0] Psychology (2018-11-18)
Post by: Vehicular_Zombicide on February 14, 2019, 06:31:47 PM
Quote from: Trentennisfigati on February 06, 2019, 03:44:18 AM
I actually run Psychology and Rational Romance together, they worked fine I thought, of course psicology's sexuality part is removed, but other than that, thought it worked fine..did it?

When I ran just Psychology it worked fine and the Psych tab showed up as normal. It's only when running it with RR that the Psych tab disappears. For reference, I'm pretty sure Psychology is usually at the top of the load order when I run it, with RR a bit further down.

Other than that, I don't know if there are additional errors behind the scenes or if it's just this. I do consider RR redundant to Psychology except that Psychology does not have casual hookups and RR does- if Psychology had that feature, I'd consider RR completely redundant.
Title: Re: [1.0] Psychology (2018-11-18)
Post by: Madman666 on February 16, 2019, 01:37:46 PM
Anxiety s killing FPS again. Something in it causes a pawn to get locked doing something, in my case my pawn was trying to clean a dirt spot and even drafting her i couldn't move her at all. Assigning someone else to clean that spot just made her stand in place, while absolutely siphoning fps. Removing anxiety hediff solved the problem immediately, while console stayed empty - no errors, no warnings. I assume that pawn had a "panic attack" that can be caused by anxiety hediff and something in it is broken, making game to like 0.3 speed making everything go "slow mo" style. Also i find it weird, that people get anxiety over minor breaks still.
Title: Re: [1.0] Psychology (2018-11-18)
Post by: Lethe on February 23, 2019, 12:10:34 PM
Quote from: Vehicular_Zombicide on February 14, 2019, 06:31:47 PM
When I ran just Psychology it worked fine and the Psych tab showed up as normal. It's only when running it with RR that the Psych tab disappears. For reference, I'm pretty sure Psychology is usually at the top of the load order when I run it, with RR a bit further down.

Other than that, I don't know if there are additional errors behind the scenes or if it's just this. I do consider RR redundant to Psychology except that Psychology does not have casual hookups and RR does- if Psychology had that feature, I'd consider RR completely redundant.

Yeah, casual hook ups would be nice.

My psych tab disappears too, although I don't run RR. It disappears whenever I exit Dev mode. If I start the game and never open dev mode it shows up just fine. PM me mod list you have? Trentennisfigati says they didn't notice that problem when running RR. Maybe it's a different mod problem...
Title: Re: [1.0] Psychology (2018-11-18)
Post by: Trentennisfigati on February 24, 2019, 06:47:49 PM
I am getting the missing psyche tab error now, but only for humans. This is my modlist (I know it's big and it's normal to have issues, I will try figure which mod is guilty)

<li>ModCheck-1.8.0</li>
  <li>BetterLoading</li>
  <li>Core</li>
  <li>ModManager</li>
  <li>HugsLib</li>
  <li>-O21-Toolbox-master</li>
  <li>AR_Core</li>
  <li>JecsTools-1.1.0.15</li>
  <li>AlienRaces-1.0_v1</li>
  <li>Missions-Objectives-master</li>
  <li>AdvancedAnimalFramework</li>
  <li>GiddyUpCore-1.1.2</li>
  <li>RimQuest-1.0.5.0</li>
  <li>RuntimeGC</li>
  <li>USCM - Core 1.0</li>
  <li>DoorsExpanded</li>
  <li>FacialStuff</li>
  <li>GiddyUpbattlemounts-1.1.2</li>
  <li>Vegetable Garden</li>
  <li>1346609640 Locks (DoorsExpanded)</li>
  <li>SimpleSidearms</li>
  <li>Therapy</li>
  <li>DefensivePositions</li>
  <li>Psychology</li>
  <li>WhatTheHack-1.1.7</li>
  <li>Hospitality-1.0.12</li>
  <li>Rimsenal</li>
  <li>StarshipTroopersArachnids V5.0</li>
  <li>Colony_Leadership</li>
  <li>MoreFactionInteraction</li>
  <li>PrisonLabor</li>
  <li>RimCuisine</li>
  <li>Rimsenal_Federation</li>
  <li>Rimsenal_Feral</li>
  <li>Rimsenal_Hair</li>
  <li>Rimsenal_Security</li>
  <li>Rimsenal_Storyteller</li>
  <li>Smokeleaf_Industry-1.14a</li>
  <li>TradingEconomy V3.1</li>
  <li>DualWield-1.0.6</li>
  <li>Dubs Bad Hygiene</li>
  <li>Medieval Times (v. 1.974.B19)</li>
  <li>RimWriter</li>
  <li>TMagic</li>
  <li>A_Dog_Said_1.0</li>
  <li>Apparello</li>
  <li>BirdsAndBees</li>
  <li>Children</li>
  <li>No Water, No Life - 1.7.2</li>
  <li>RimFace_for_Facial_Stuff</li>
  <li>Rimsenal_Vanilla</li>
  <li>Zabrak Race</li>
  <li>-N17-Rimhammer-master</li>
  <li>1539971494 [SYR] Naga</li>
  <li>1576667416 The Drow Race</li>
  <li>1582200954 [1.0] Avian Races only One Faction</li>
  <li>AR_MediFaction</li>
  <li>AR_SPQRim</li>
  <li>Additional Traits with Heroes + Gods</li>
  <li>Beast Man Tribes 1.0</li>
  <li>Call-of-Cthulhu---Cosmic-Horrors-master</li>
  <li>Call-of-Cthulhu---Cults-master</li>
  <li>Call-of-Cthulhu---Elder-Things</li>
  <li>Call-of-Cthulhu---Factions</li>
  <li>Call-of-Cthulhu---Straitjackets</li>
  <li>ConsolidatedTraits</li>
  <li>HP Lovecraft Storyteller</li>
  <li>HappeningStoryteller 3.0</li>
  <li>Lovely Hair Style</li>
  <li>MoreDetailBody</li>
  <li>MoreTraitSlots</li>
  <li>Nackblad Inc Rimhair</li>
  <li>Orassans</li>
  <li>Orc Invasion</li>
  <li>RF - Rainbeau Flambe - Storyteller</li>
  <li>RF - Tribal Raiders</li>
  <li>Rim-of-Madness---Vampires</li>
  <li>Rim-of-Madness---Werewolves</li>
  <li>Spoons_Hair_Mod_1.0</li>
  <li>Star-Wars---Factions-master</li>
  <li>Star-Wars---The-Force</li>
  <li>Storyteller-Enhanced-master</li>
  <li>Tribal Reborn</li>
  <li>Twilek Race</li>
  <li>USCM - Faction Colonial Marines 1.0</li>
  <li>USCM - Xenomorphs 1.0</li>
  <li>Xeva's Rimhair</li>
  <li>[Ods] Mens Hair</li>
  <li>[Ods] Womens Hair</li>
  <li>ameiro anime hairs for 1.0 (female)</li>
  <li>1180573408 Rim of Madness - Bones</li>
  <li>1543694909 [1.0] Polyamory Beds (Vanilla Edition)</li>
  <li>FashionRIMsta_1.0</li>
  <li>Fences And Floors</li>
  <li>Industrial-Age---Objects-and-Furniture</li>
  <li>Kantai Collection Hair Styles</li>
  <li>Let's Trade! [1.0]</li>
  <li>Meat Blend 1.0</li>
  <li>More Furniture</li>
  <li>RF - Realistic Planets</li>
  <li>RF - Permafrost</li>
  <li>Rim-of-Madness---Arachnophobia-master</li>
  <li>RimFridge</li>
  <li>Star-Wars---Fully-Functional-Lightsabers</li>
  <li>Starship Troopers - Uniforms (B1.0)</li>
  <li>Starship Troopers - Weapons (B1.0)</li>
  <li>USCM - Turret 1.0</li>
  <li>Vegetarian Meals [1.0]</li>
  <li>Veggie Blend 1.0</li>
  <li>Wall Light</li>
  <li>[Ods] Star Ship Troopers Powersuits!</li>
  <li>Additional_Joy_Objects</li>
  <li>Locks</li>
  <li>Pharmacist</li>
  <li>RF - Editable Backstories</li>
  <li>RF - Rational Romance</li>
  <li>RF - Rumor Has It</li>
  <li>RIMkea_1.0</li>
  <li>SimpleSlavery-1.0_Unstable</li>
  <li>Snap Out</li>
  <li>SparklingWorlds Full Mod</li>
  <li>Survivalists-Additions-1.0</li>
  <li>T-MoreFloors</li>
  <li>VGP CoffeeTeaDrugs</li>
  <li>ZombieLand</li>
  <li>more-slaves-1.0-master</li>
  <li>1539028008 Where is my weapon_</li>
  <li>Achtung</li>
  <li>ColonyManager-master</li>
  <li>One Big Family</li>
  <li>PickUpAndHaul</li>
  <li>Realistic Rooms</li>
  <li>RimWorld_WhileYoureUp-master</li>
  <li>RunAndGun-master</li>
  <li>TurretExtensions</li>
  <li>WorkTab</li>
  <li>1508341791 [FSF] Rain Washes Away Filth</li>
  <li>1566269698 [XND] Survival Tools</li>
  <li>AllowTool</li>
  <li>AnimalTab</li>
  <li>Blueprints-master</li>
  <li>Bubbles</li>
  <li>CameraPlus</li>
  <li>Color Coded Mood Bar</li>
  <li>Custom Portraits</li>
  <li>FollowMe</li>
  <li>MedicalTab</li>
  <li>PathAvoid</li>
  <li>RF - Pawns are Capable!</li>
  <li>RelationsTab</li>
  <li>ResearchTree</li>
  <li>RimHUD</li>
  <li>1180826364 [KV] Show Hair With Hats or Hide All Hats - 1.0</li>
  <li>EdBPrepareCarefully</li>
  <li>FactionControl</li>
Title: Re: [1.0] Psychology (2018-11-18)
Post by: EnrgyPC on February 24, 2019, 08:50:41 PM
Quote from: Trentennisfigati on February 24, 2019, 06:47:49 PM
I am getting the missing psyche tab error now, but only for humans. This is my modlist (I know it's big and it's normal to have issues, I will try figure which mod is guilty)

<li>ModCheck-1.8.0</li>
  <li>BetterLoading</li>
  <li>Core</li>
  <li>ModManager</li>
  <li>HugsLib</li>
  <li>-O21-Toolbox-master</li>
  <li>AR_Core</li>
  <li>JecsTools-1.1.0.15</li>
  <li>AlienRaces-1.0_v1</li>
  <li>Missions-Objectives-master</li>
  <li>AdvancedAnimalFramework</li>
  <li>GiddyUpCore-1.1.2</li>
  <li>RimQuest-1.0.5.0</li>
  <li>RuntimeGC</li>
  <li>USCM - Core 1.0</li>
  <li>DoorsExpanded</li>
  <li>FacialStuff</li>
  <li>GiddyUpbattlemounts-1.1.2</li>
  <li>Vegetable Garden</li>
  <li>1346609640 Locks (DoorsExpanded)</li>
  <li>SimpleSidearms</li>
  <li>Therapy</li>
  <li>DefensivePositions</li>
  <li>Psychology</li>
  <li>WhatTheHack-1.1.7</li>
  <li>Hospitality-1.0.12</li>
  <li>Rimsenal</li>
  <li>StarshipTroopersArachnids V5.0</li>
  <li>Colony_Leadership</li>
  <li>MoreFactionInteraction</li>
  <li>PrisonLabor</li>
  <li>RimCuisine</li>
  <li>Rimsenal_Federation</li>
  <li>Rimsenal_Feral</li>
  <li>Rimsenal_Hair</li>
  <li>Rimsenal_Security</li>
  <li>Rimsenal_Storyteller</li>
  <li>Smokeleaf_Industry-1.14a</li>
  <li>TradingEconomy V3.1</li>
  <li>DualWield-1.0.6</li>
  <li>Dubs Bad Hygiene</li>
  <li>Medieval Times (v. 1.974.B19)</li>
  <li>RimWriter</li>
  <li>TMagic</li>
  <li>A_Dog_Said_1.0</li>
  <li>Apparello</li>
  <li>BirdsAndBees</li>
  <li>Children</li>
  <li>No Water, No Life - 1.7.2</li>
  <li>RimFace_for_Facial_Stuff</li>
  <li>Rimsenal_Vanilla</li>
  <li>Zabrak Race</li>
  <li>-N17-Rimhammer-master</li>
  <li>1539971494 [SYR] Naga</li>
  <li>1576667416 The Drow Race</li>
  <li>1582200954 [1.0] Avian Races only One Faction</li>
  <li>AR_MediFaction</li>
  <li>AR_SPQRim</li>
  <li>Additional Traits with Heroes + Gods</li>
  <li>Beast Man Tribes 1.0</li>
  <li>Call-of-Cthulhu---Cosmic-Horrors-master</li>
  <li>Call-of-Cthulhu---Cults-master</li>
  <li>Call-of-Cthulhu---Elder-Things</li>
  <li>Call-of-Cthulhu---Factions</li>
  <li>Call-of-Cthulhu---Straitjackets</li>
  <li>ConsolidatedTraits</li>
  <li>HP Lovecraft Storyteller</li>
  <li>HappeningStoryteller 3.0</li>
  <li>Lovely Hair Style</li>
  <li>MoreDetailBody</li>
  <li>MoreTraitSlots</li>
  <li>Nackblad Inc Rimhair</li>
  <li>Orassans</li>
  <li>Orc Invasion</li>
  <li>RF - Rainbeau Flambe - Storyteller</li>
  <li>RF - Tribal Raiders</li>
  <li>Rim-of-Madness---Vampires</li>
  <li>Rim-of-Madness---Werewolves</li>
  <li>Spoons_Hair_Mod_1.0</li>
  <li>Star-Wars---Factions-master</li>
  <li>Star-Wars---The-Force</li>
  <li>Storyteller-Enhanced-master</li>
  <li>Tribal Reborn</li>
  <li>Twilek Race</li>
  <li>USCM - Faction Colonial Marines 1.0</li>
  <li>USCM - Xenomorphs 1.0</li>
  <li>Xeva's Rimhair</li>
  <li>[Ods] Mens Hair</li>
  <li>[Ods] Womens Hair</li>
  <li>ameiro anime hairs for 1.0 (female)</li>
  <li>1180573408 Rim of Madness - Bones</li>
  <li>1543694909 [1.0] Polyamory Beds (Vanilla Edition)</li>
  <li>FashionRIMsta_1.0</li>
  <li>Fences And Floors</li>
  <li>Industrial-Age---Objects-and-Furniture</li>
  <li>Kantai Collection Hair Styles</li>
  <li>Let's Trade! [1.0]</li>
  <li>Meat Blend 1.0</li>
  <li>More Furniture</li>
  <li>RF - Realistic Planets</li>
  <li>RF - Permafrost</li>
  <li>Rim-of-Madness---Arachnophobia-master</li>
  <li>RimFridge</li>
  <li>Star-Wars---Fully-Functional-Lightsabers</li>
  <li>Starship Troopers - Uniforms (B1.0)</li>
  <li>Starship Troopers - Weapons (B1.0)</li>
  <li>USCM - Turret 1.0</li>
  <li>Vegetarian Meals [1.0]</li>
  <li>Veggie Blend 1.0</li>
  <li>Wall Light</li>
  <li>[Ods] Star Ship Troopers Powersuits!</li>
  <li>Additional_Joy_Objects</li>
  <li>Locks</li>
  <li>Pharmacist</li>
  <li>RF - Editable Backstories</li>
  <li>RF - Rational Romance</li>
  <li>RF - Rumor Has It</li>
  <li>RIMkea_1.0</li>
  <li>SimpleSlavery-1.0_Unstable</li>
  <li>Snap Out</li>
  <li>SparklingWorlds Full Mod</li>
  <li>Survivalists-Additions-1.0</li>
  <li>T-MoreFloors</li>
  <li>VGP CoffeeTeaDrugs</li>
  <li>ZombieLand</li>
  <li>more-slaves-1.0-master</li>
  <li>1539028008 Where is my weapon_</li>
  <li>Achtung</li>
  <li>ColonyManager-master</li>
  <li>One Big Family</li>
  <li>PickUpAndHaul</li>
  <li>Realistic Rooms</li>
  <li>RimWorld_WhileYoureUp-master</li>
  <li>RunAndGun-master</li>
  <li>TurretExtensions</li>
  <li>WorkTab</li>
  <li>1508341791 [FSF] Rain Washes Away Filth</li>
  <li>1566269698 [XND] Survival Tools</li>
  <li>AllowTool</li>
  <li>AnimalTab</li>
  <li>Blueprints-master</li>
  <li>Bubbles</li>
  <li>CameraPlus</li>
  <li>Color Coded Mood Bar</li>
  <li>Custom Portraits</li>
  <li>FollowMe</li>
  <li>MedicalTab</li>
  <li>PathAvoid</li>
  <li>RF - Pawns are Capable!</li>
  <li>RelationsTab</li>
  <li>ResearchTree</li>
  <li>RimHUD</li>
  <li>1180826364 [KV] Show Hair With Hats or Hide All Hats - 1.0</li>
  <li>EdBPrepareCarefully</li>
  <li>FactionControl</li>

i don't have the exact same modlist but i've got the same problem.
Title: Re: [1.0] Psychology (2018-11-18)
Post by: BlooSkies on February 24, 2019, 10:04:57 PM
Quote from: Trentennisfigati on February 24, 2019, 06:47:49 PM
I am getting the missing psyche tab error now, but only for humans. This is my modlist (I know it's big and it's normal to have issues, I will try figure which mod is guilty)
  <li>Psychology</li>
  <li>RF - Rational Romance</li>
  <li>RimHUD</li>
Alright, so Rational Romance is a a direct conflict (it's clearly stated as such in its description...).
I'm pretty sure this needs to get loaded after RimHUD if you're using it to replace the inspect menu as it does by default.
Title: Re: [1.0] Psychology (2018-11-18)
Post by: Trentennisfigati on February 25, 2019, 03:57:01 AM
I'm aware of Rational Romance being incompatible but I've never experienced that error.
I was suspecting RimHUD to be the culprit since actually the error started after its installation.
I will try that, thank you!

UPDATE
Solved it. For me it was What the Hack, had to be loaded before Psychology. works now
Title: Re: [1.0] Psychology (2018-11-18)
Post by: Vehicular_Zombicide on March 08, 2019, 02:16:44 PM
Quote from: Trentennisfigati on February 25, 2019, 03:57:01 AM
I'm aware of Rational Romance being incompatible but I've never experienced that error.
I was suspecting RimHUD to be the culprit since actually the error started after its installation.
I will try that, thank you!

UPDATE
Solved it. For me it was What the Hack, had to be loaded before Psychology. works now

Ah, I do have What the Hack, I never even considered that it might be responsible. Thanks!

If I did try to run RR alongside Psychology, what issues would their conflict cause?
Title: Re: [1.0] Psychology (2018-11-18)
Post by: Trentennisfigati on March 12, 2019, 07:05:12 PM
I'm having a similar issue as before, with BadPeople (love this mod, and so I do love Psychology, really hope it gets solved!). I guess it's related to BadPeopleDevTab, Psyche tab disappears when you disable/enable dev mode.
Title: Re: [1.0] Psychology (2018-11-18)
Post by: Ynemo on March 18, 2019, 06:47:02 AM
Looks like this mod makes all social life less much much less frequent?

No matter how good person Social Skill, or social chat impact stat, the only what is matter is turn debug on and check compatibility of two ppl?
Title: Re: [1.0] Psychology (2018-11-18)
Post by: Exende on March 31, 2019, 11:19:53 AM
What is the skill required for treating Chemical interest?  Because I have a few pawns not treating it even though their Medical and even crafting is through the roof
Title: Re: [1.0] Psychology (2018-11-18)
Post by: Kori on March 31, 2019, 02:50:57 PM
Quote from: Exende on March 31, 2019, 11:19:53 AM
What is the skill required for treating Chemical interest?  Because I have a few pawns not treating it even though their Medical and even crafting is through the roof

If I'm not mistaken it is the social skill.
Title: Re: [1.0] Psychology (2018-11-18)
Post by: Kori on April 05, 2019, 06:37:29 PM
Linq, would you please consider to update your mod to support the latest version of Prepare Carefully?

See edbmods' comment: 26 Mar @ 6:52pm
https://steamcommunity.com/sharedfiles/filedetails/?id=735106432
Title: Re: [1.0] Psychology (2018-11-18)
Post by: Arkaile on April 13, 2019, 12:46:31 PM
Does anyone know how I should go about re-enabling the psych tab for androids? Which file(s) should I be looking at?

Edit: As an alternative, is there a way I can manually add the psych tab to a colonist by editing a save?
Title: Re: [1.0] Psychology (2018-11-18)
Post by: Tocato on April 28, 2019, 01:17:07 AM
hello where is the psychology customization done in game? Im using prepare carefully and seem to recall doing it in b19. I dont see the tab during creation now though, to add on to what Kori said and I posted up in EDBs thread, this is what the author of prepare carefully said last month


" Both the Facial Stuff and Psychology mods coded their integration with Prepare Carefully in a way that ties them to a specific version. If I ever release a new version, those mod authors have to recompile their mods against that new version, even if I didn't make any changes to the parts of Prepare Carefully with which they are integrating. There are other ways to code it on their end to avoid that problem (using a technique called "reflection", which admittedly is a kind of an annoying way to have to code it), but that's not the way it's done now.

ive looked at flipping the integration so that Prepare Carefully is integrating with them instead of the other way around, but to do that, I have to copy code that belongs to their mods into Prepare Carefully. If I do that, I would have to maintain that code moving forward. If they change something on their end, I have to do updates on my end--it flips the problem, and I don't know if I want to take ownership of that. If those mods really are no longer being developed, maybe that ends up not being a real problem. Let me consider it."
Title: Re: [1.0] Psychology (2018-11-18)
Post by: sv-esk on May 12, 2019, 04:02:56 PM
Quote from: Arkaile on April 13, 2019, 12:46:31 PM
Does anyone know how I should go about re-enabling the psych tab for androids? Which file(s) should I be looking at?

Edit: As an alternative, is there a way I can manually add the psych tab to a colonist by editing a save?
It is hardcoded not to add tab to anything containing Android in its defName.

Re-enabling: PsychologyBase.cs file in source code. Remove && !def.defName.Contains("Android") and compile.

Adding tab without compiling dll - Save code as patch.xml in Mods/YourMod/Patches, load after androids and psychology:

<?xml version="1.0" encoding="utf-8" ?>
<Patch>

<Operation Class="PatchOperationAdd">
<xpath>Defs/AlienRace.ThingDef_AlienRace[defName="ChjAndroid"]/recipes</xpath>
<value>
<li>TreatPyromania</li>
<li>TreatChemicalInterest</li>
<li>TreatChemicalFascination</li>
<li>TreatDepression</li>
<li>TreatInsomnia</li>
<li>CureAnxiety</li>
</value>
</Operation>

<Operation Class="PatchOperationAdd">
<xpath>Defs/AlienRace.ThingDef_AlienRace[defName="ChjAndroid"]/race/hediffGiverSets</xpath>
<value>
<li>OrganicPsychology</li>
</value>
</Operation>

<Operation Class="PatchOperationAdd">
<xpath>Defs/AlienRace.ThingDef_AlienRace[defName="ChjAndroid"]</xpath>
<value>
<inspectorTabs>
<li>Psychology.ITab_Pawn_Psyche</li>
</inspectorTabs>
</value>
</Operation>

<Operation Class="PatchOperationAdd">
<xpath>Defs/AlienRace.ThingDef_AlienRace[defName="ChjAndroid"]/comps</xpath>
<value>
<li Class="Psychology.CompProperties_Psychology" />
</value>
</Operation>

</Patch>


BTW, ChjDroid and ChjBattleDroid should be blacklisted - these are definitely rudimentary robots. Please, make blacklist of defNames xml or modsettings - editable.
Title: Re: [1.0] Psychology (2018-11-18)
Post by: Kyna Tiona on June 06, 2019, 05:00:11 AM
@Psychology Hi again, sorry to bug you. So a couple of my construction colonists were working together on a wall, when Claire reaches over Spider to finish off a corner. Spider gets into an panic attack (see image link below), assumably from her poorly managed anxiety, and starts cowering on the spot. This is beautifully inconvenient, perfectly emulating the same kind of sudden freak outs I've gotten from seemingly innocuous interactions, so I'm assuming it's your work.

https://i.imgur.com/VZMWxPQ.png (https://i.imgur.com/VZMWxPQ.png)

The problem is that it wasn't apparent what was going on until I noticed the thought entry. Prior to that, I had tried drafting her, forcing her to deconstruct the wall beside her, reloading the save, having another colonist punch her (!), etc., like I would do with any bug. Could panic attacks get the proper mental break treatment, so it's apparent that my lack of control over them is intentional?
Title: Re: [1.0] Psychology (2018-11-18)
Post by: thakyZ on July 22, 2019, 03:45:29 PM
Going off of what @Kori said about the mod not being compatible with the latest EdB Prepare Carefully mod. I have taken the time to enable only these three mods: Hugs Lib, EdB Prepare Carefully and Psychology. All on their latest versions and in that exact order.
Here is my log: https://gist.github.com/8407434c10cc6fb548fec33714118cfc (https://gist.github.com/8407434c10cc6fb548fec33714118cfc)

The errors about not being able to load reference to namespace are there are because of custom scenarios, with mods that I have not enabled for this case.The update would be greatly appreciated.
NOTE: I have found if you download the version of EdB that is of 1.0.10, the option will show up again, although it will not be compatible with any of the more up-to-date mods that patch EdB Prepare Carefully, such as Gradient Hair.
Title: Re: [1.0] Psychology (2018-11-18)
Post by: ThiIsMe007 on July 24, 2019, 02:02:30 PM
The one and only issue I'm having with this mod is that it overrides vanilla abstracts (https://spdskatr.github.io/RWModdingResources/abstracts) :

[Psychology] causes compatibility errors by overwriting BaseMentalState (https://gist.github.com/HugsLibRecordKeeper/a30d046a5f04a95f49b041e16a78efa6) in file ..\Steam\steamapps\workshop\content\294100\1552507180\Defs\MentalStateDefs\MentalStates_Psychology.xml

In short, this causes never-ending compatibility issues with other mods.

Don't get me wrong, Psychology is a very interesting mod, filled to the brim with content and enjoyable gameplay. The mod was probably coded as it currently exists because of legacy reasons, not because of the mod author's intent. I also intend no offence to its mod author, I'm just a humble mod user and player.

I wish I could play with it, like with some other (very) popular mods on this site, but I don't because I prefer to keep mod compatibility issues to the minimum and enjoy stable and long games, rather than getting a couple of new toys and watch shit suddenly hitting the fan in the middle of (usually much shorter) Rimworld runs.

I hope one day this mod will be fixed and see the "light" again : it deserves to go down as one of the major ones of Rimworld's mod arsenal.
Title: Re: [1.0] Psychology (2018-11-18)
Post by: Ruisuki on August 16, 2019, 07:41:14 PM
well linq's three year register anniversary is coming up in 3 days so maybe we will get an update on his plans for psychologys compatibility problems
Title: Re: [1.0] Psychology (2018-11-18)
Post by: Schwartz on August 20, 2019, 08:35:12 PM
Minor bug:

When 'hanging out' with someone or doing other forced activities like mayoral meetings, newly drafted colonists will not react to the first move order given. They will react to the second one.

Similarly, when they are in a forced activity and I tell them to prioritize crafting at a bionics bench, they'll come and move an unfinished item off the bench, then ignore the second part and go back to hanging out. I have to give the order twice.
Title: Re: [1.0] Psychology (2018-11-18)
Post by: Tocato on August 21, 2019, 06:11:00 PM
How can I edit the save to add the psyche tab?



===========================
While i was able to get this mod working with edb prepare carefully(assigned my created colonists their personalities) and facial stuff(its able to run) using RIMMSassemble, but now I dont see the psyche tab in the game. The mod shows up under mod settings and I see the mayoral spot under tables but the lack of a tab is a problem. Even for prisoners that just arrived.

^ FTC: This problem is fixed by placing What the Hack above Psychology!

Title: Re: [1.0] Psychology (2018-11-18)
Post by: E-102 on September 11, 2019, 05:23:48 AM
There appears to be no psych tab for the mod. I am running RimHUD though but it says on steam that it's compatible. I've asked the RimHUD modder about this as well. Even in dev mode I can see the psych tab I also can press the button that brings up the sliders. Weirdly enough my pawns are never having elections or any social eents like parties as well but I do only have two pawns so maybe that's the issue idk. Thanks for the great mod btw!
Title: Re: [1.0] Psychology (2018-11-18)
Post by: Kirby23590 on September 14, 2019, 11:29:56 PM
Quote from: E-102 on September 11, 2019, 05:23:48 AM
There appears to be no psych tab for the mod. I am running RimHUD though but it says on steam that it's compatible. I've asked the RimHUD modder about this as well. Even in dev mode I can see the psych tab I also can press the button that brings up the sliders. Weirdly enough my pawns are never having elections or any social eents like parties as well but I do only have two pawns so maybe that's the issue idk. Thanks for the great mod btw!

I had that one before with those two mods...

I think i was able to fix that, by reorganizing the mods by putting RimHUD above Psychology so that the psych tab appears...
Title: Re: [1.0] Psychology (2018-11-18)
Post by: sawcisson on October 29, 2019, 05:53:33 AM
I use simple slavery and noticed that slaves can pretend to be a mayor.
Which kinda break the point of a slave ^^
Anyway to fix it ?
Title: Re: [1.0] Psychology (2018-11-18)
Post by: Canute on October 29, 2019, 06:06:15 AM
Does a mayor have some might ?
Can he forbid slavery, can he give slaves better food policy and beds ?
So he is just an effective bureaucrat.
Title: Re: [1.0] Psychology (2018-11-18)
Post by: Tocato on May 15, 2020, 01:57:32 AM
Getting the standing bug. Pawn tries doing multiple things at once switching between tasks very quickly which causes massive lag. However I found removing the anxiety hediff fixes this. Why would this be? I'm in my second year and this wasn't a problem before even with anxiety. Moved the mod up but still remains unless I remove that health condition. I'm using the 1.1 fork update
Title: Re: [1.0] Psychology (2018-11-18)
Post by: Jason_Dayspring on March 11, 2021, 07:48:42 AM
Just some tips for people that are using 1.2 and Prepare Carefully, with the unofficial updated version of this from Steam.  The main complaint I've seen is that there is no button to set the Psychology sliders in Prepare Carefully.  The "Solution" is to just start the game, then go into Dev Mode, and tweak as needed.

That solution doesn't do crap for people like me, that use the same group of people, over and over, as it means every new game leads to WAY to much time spent trying to set those sliders.  And, I have my family as characters, and my family members set the sliders for their characters, so I feel like I can't just wing it.  Using screenshots is a pain, and takes even longer.  But it's a necessary first step.

I found a real, permanent solution. 

Grab Notepad++, free software.  (You can use Notepad, or Wordpad, but they are extremely slow and glitchy when loading save files do to the size, this isn't.)  Now go into your save folder, you want to open your Prepare Carefully character, and your save.  Search their name in the full save, then once there, search "Confident" and it will jump down to the Psychology section.  Copy from there to </nodes>.  Then go into the character from Prepare, and Paste it in, making sure to overwrite exactly, (And back up the folder first, one typo, and that character will not load any more.) then save. 

Now your Prepare Carefully version of that character permanently has the Psychology sliders where you tweaked them in game, and every time you load that character up in the future, it's all set.

(Now if only the Star Wars force powers could be added in the same way.)