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Messages - System.Linq

#556
Outdated / Re: [A14] Psychology (2016-08-23)
August 24, 2016, 11:50:14 AM
Quote from: Adventurer on August 24, 2016, 11:33:51 AM
Two suggestions, relating to the confusion breakdown where colonists drop all their gear:

An option in 'Mod options' to make the gear dropped unforbidden so other colonists can pick it up
A suboption that disables the gear dropping altogether.

That is a vanilla breakdown, not something Psychology adds or even touches.
#557
Outdated / Re: [A14] Psychology (2016-08-23)
August 23, 2016, 10:12:50 PM
Updated to 2016-08-23.

Addressed more bugs that can cause pawns to disappear on death. Greatly reduced the frequency of panic attacks for pawns with Anxiety.

New Traits
- Party Animal: This fun-loving pawn is great at parties, and so your colony will hold them more often as long as they're around.
- Desensitized: This numbed pawn no longer gets mood penalties for witnessing death or observing corpses. They will still be upset by colonists' deaths in general, and by other moral outrages. This trait can potentially be gained during play whenever a pawn sees someone die or looks at a body.
#558
Help / Re: Maintaining MODs with Core Updates
August 23, 2016, 06:07:08 PM
Quote from: 1000101 on August 23, 2016, 02:36:53 PM
Quote from: Mudder on August 23, 2016, 02:18:02 PMTynan doesn't seem shy about posting large snippets of code on Reddit. Rather than decompile everything (which feels dirty to me) has anyone asked him why he doesn't just release the code? I could imagine he would enjoy a good amount of pull requests (free labor anyone?)

Already been discussed to death.  It's a closed source project and he want's to protect his IP.  There is nothing wrong with that.

Not to mention maintain his creative vision of how he wants the game to be.
#559
Outdated / Re: [A14] Psychology (2016-08-22 v2)
August 22, 2016, 10:38:39 PM
Updated to 2016-08-22 v2.

Definitively fixed pawns disappearing upon death.
#560
Outdated / Re: [A14] Psychology (2016-08-22)
August 22, 2016, 09:08:10 PM
Updated to 2016-08-22.

Attempted to fix a difficult-to-reproduce bug that caused pawns to disappear when killed.
#561
Outdated / Re: [A14] Psychology (2016-08-21)
August 22, 2016, 04:13:51 PM
I considered creating an actual psychologist job as part of the mod. If I decide to go the route of hiding traits (which would probably be difficult to implement) I will likely set up a "therapy" job which your pawns will get a slight mood boost for attending and which will have a chance of revealing traits. I'll consider more interactions between pawns based on traits but it would probably involve overwriting a lot more of the base game and right now I am focusing on adding features that don't conflict with other mods.
#562
Outdated / Re: [A14] Psychology (2016-08-21)
August 22, 2016, 09:43:41 AM
Quote from: Chibisuke on August 22, 2016, 05:32:25 AM
raiders with new traits body just disappears with this mod on? or is it just me?

That sounds like a bug, I've seen it in testing before. Make sure you are updated to the latest version, or else turn your development console on and post what errors you get when they disappear. It usually has to do with a Null Pointer Exception in one of the ThoughtWorkers while it's generating the corpse, which causes it to cancel generation.
#563
Outdated / Re: [A14] Mod Announcements Thread
August 21, 2016, 11:41:31 PM
Psychology
https://ludeon.com/forums/index.php?topic=24648.0
Expands on Rimworld's emergent storytelling by increasing the variety of pawns' traits and thoughts to make them more interesting.
#564
Outdated / Re: [A14] Psychology (2016-08-21)
August 21, 2016, 11:24:11 PM
Updated to 2016-08-21.

New Traits
- Outdoorsy: This pawn enjoys spending time in the open. They get a mood boost when there's no roof above their head.
- Pluviophile: This pawn simply likes the sound and feel of rain, and will receive a mood bonus from it.
- Photosensitive: This pawn, either through gene modding or random mutation, has eyes that are extremely sensitive to the light. They will be very unhappy at being exposed to it.

New Thoughts
- Passionate Work: Pawns will be a little happier while doing something they have a burning passion for. (idea credit ({x}) Disarray)
#565
Help / Re: Bug with raid spawning. Please help!
August 21, 2016, 05:16:53 PM
Looks like it's making reference to something in a variable that doesn't exist in GenPawnOptions for the sappers.
#566
Outdated / Re: [A14] Psychology (2016-08-20 v2)
August 21, 2016, 05:14:41 PM
Quote from: SirBambiLover on August 21, 2016, 09:26:02 AM
this mod stops my pawns from socially interacting with each other, not sure if it confllicts with other mods that i have, but it think thats not the reason because i noticed that in a new game my pawns would never talk so i tried disabling this mod and restarted the same save game again and sure enough, they started talking immediatley. i'd be glad if you could look into this and thy to fix this if you can, thank you
-M

That sounds like a conflict, because my pawns have no trouble interacting. I recommend you turn on developer mode, enable Psychology, and try and see if any errors show up in the log.
#567
Outdated / Re: [A14] Psychology (2016-08-20 v2)
August 21, 2016, 08:33:07 AM
Quote from: Nictis on August 21, 2016, 02:24:22 AM
I'm probably misunderstanding a point, but does this work with Killface's Bisexuality mod? And if so, does it double the odds of a colonist being Bisexual?

I saw that you got the idea from him, but I wanted to make sure that they weren't going to stop each other or double up on me.

e: Looking at Killface's code, it appears he restructured it since I released my mod and they now use the same TraitDef, so there should be no problems.
#568
Outdated / Re: [A14] Psychology (2016-08-20 v2)
August 20, 2016, 10:30:23 AM
Updated to 2016-8-20 v2.

Greatly increased the threshold at which Insomniac pawns will attempt to sleep, so that they will not stand around idle until they pass out.
#569
Outdated / Re: [A14] Psychology (2016-08-20)
August 20, 2016, 08:27:39 AM
Updated to 2016-8-20.

New Traits
- Bisexual: This colonist is attracted to any gender. They don't discriminate when it comes to love. (idea credit Killface)

New Thoughts
- Dreams: Colonists may have dreams while sleeping which can affect their mood.
#570
Outdated / Re: [A14] Psychology (2016-08-18)
August 19, 2016, 01:03:55 PM
Psychology is compatible with any trait mod that adds new traits and does not have a DLL so long as it does not re-define any trait that Psychology does (e.g. Psychopath to make it conflict with Bleeding Heart).

It is also compatible with trait mods that use DLLs and adhere to the above so long as they don't detour any of the same methods that Psychology does.

I looked at More Traits and saw no reason why it should be incompatible with Psychology as it only adds new things, it does not redefine any old ones AFAIK.