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Messages - Several Puffins

#16
Outdated / Re: [A16] Several Puffins' RimDisorders.
January 03, 2017, 06:25:45 PM
Quote from: Tammabanana on January 03, 2017, 01:47:48 PM
This is awesome. I'll definitely be downloading it for my next playthrough, and will feedback out the wazoo.

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

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

Quote from: Lubricus on January 03, 2017, 02:06:22 PM
The idea for Counselling to remove cannibal trait makes no sense, why not add counselling (Brainwashing) to create cannibals so I can make my dream colony come true.

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

Quote from: ArthoriusBalen on January 03, 2017, 02:20:05 PM
Great mod!! One question, the anxiety of this mod is compatible with the on from Psychology mod??

I'm afraid I don't know. It probably isn't, but I think your best bet is putting this second in the mod list.
#17
Outdated / Re: [A16] Several Puffins' RimDisorders.
January 03, 2017, 12:59:00 PM
You don't know, man. You didn't see what that Tigger did to my pa.
#18
Outdated / Re: [A16] Several Puffins' RimDisorders.
January 03, 2017, 10:40:58 AM
Ha! Apologies, god of the boards! Done.
#19
Outdated / Re: Several Puffins' RimDisorders.
January 03, 2017, 10:20:55 AM
Reserved
#20
Outdated / Re: Several Puffins' RimDisorders.
January 03, 2017, 10:20:35 AM
Reserved
#21
Outdated / [A16] Several Puffins' RimDisorders.
January 03, 2017, 10:20:16 AM
Rim Disorders
Mental illness for all!



Description

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

New Illnesses!

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

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

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

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

New Work!

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

Notes

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

Requires
- HugsLib.

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

Download
via Dropbox.

Installation
- Install HugsLib. .
- Unzip into your RimWorld/Mods folder.
- Activate in the in-game mods menu and restart the game.

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

Future Plans

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

Thanks
Thanks to UnlimitedHugs and Fluffy for the wonders of HugsLib, and thanks to  Gracierocket for heaps of input.

Feedback

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

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

#22
Quote from: sidfu on January 03, 2017, 04:15:22 AM
get this at the start guess it dont hurt anything. its for all the incidents. they all missing their target type

Thanks Sidfu. I thought I'd fixed this. Could you make sure you have the latest version from the Dropbox? If it's not fixed here, there's certainly be an update soon that will rid you of this pesky message!
#23
Quote from: duduluu on December 31, 2016, 07:27:26 AM
Hello, Several!
I'd like to translate your mod to Chinese, but I got a problem.
Some strings for mod setting in you .dll file do not support Keyed flies port.
Could you add Keyed supporting to these string?


"Hookup Rate", "Changes the rate at which colonists attempt casual romantic encounters"
"Date Rate", "Changes the rate at which colonists in relationships go on chatty, romantic walks"
"Polled Sexuality Rates", "Base rates of sexuality traits on polling data from YouGov, with the rates of Kinsey 0 and 1 assigned Straight, Kinsey 5 and 6 assigned Gay, and in between assigned Bisexual"


Just replace them like these:

"RomanceDiversified.HookupRateLabel".Translate(), RomanceDiversified.HookupRateDecs".Translate()
"RomanceDiversified.DateRateLabel".Translate(), RomanceDiversified.DateRateDesc".Translate()
"RomanceDiversified.PolledSexualityRatesLabel".Translate(), RomanceDiversified.PolledSexualityRatesDesc".Translate()


And then build a .xml file like this:
RimWorld\Mods\Romance Diversified A16\Languages\English\Keyed\RomanceDiversifiedKeys.xml

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

  <RomanceDiversified.HookupRateLabel>Hookup Rate</RomanceDiversified.HookupRateLabel>
  <RomanceDiversified.HookupRateDesc>Changes the rate at which colonists attempt casual romantic encounters</RomanceDiversified.HookupRateDesc>
  <RomanceDiversified.DateRateLabel>Date Rate</RomanceDiversified.DateRateLabel>
  <RomanceDiversified.DateRateDesc>Changes the rate at which colonists in relationships go on chatty, romantic walks</RomanceDiversified.DateRateDesc>
  <RomanceDiversified.PolledSexualityRatesLabel>Polled Sexuality Rates</RomanceDiversified.PolledSexualityRatesLabel>
  <RomanceDiversified.PolledSexualityRatesDesc>Base rates of sexuality traits on polling data from YouGov, with the rates of Kinsey 0 and 1 assigned Straight, Kinsey 5 and 6 assigned Gay, and in between assigned Bisexual</RomanceDiversified.PolledSexualityRatesDesc>

</LanguageData>


If you could kindly open source code on GitHub, it will be perfect.
Thanks!

Hi duduluu! I know after writing these mods that it's terrible form to do it this way! I am happy to make the changes you suggest, but might not find the time to do so particularly soon. My best guess would be the beginning of February, when I'll be on holiday (in China, in fact!).
#24
Quote from: kebab4you on December 30, 2016, 10:50:50 AM
Does "Rumours & Deception" work without creating a new game?

Yes! It'll work absolutely fine, just make sure you get HugsLib first!


Quote from: duduluu on December 30, 2016, 12:11:08 PM
What is hookup meaning? one-night stand?

Basically, yes. As it improves the mutual opinion of the two colonists it can often lead to something more long term, but it is just a one-off event. One of them needs a double bed, though!

Quote from: Der Failer on December 30, 2016, 12:53:19 PM

E: Just saw and noticed two thing. First the icon for agreed hookup is a skull with an exclamation mark, that seems kind of wrong to me.
Also Uncles is laying in a kind of strange way. It could be them trying to positions, or not ... if it is, nice for them, otherwise well then it's a bug...

Coming to think about this, why not keep it this way (assuming it is a bug). I mean there is more then position for pawn to get some lovn' (right?).
If this is actually intended to be exactly that, well done. If not make it so ;)

I'll probably come back later to give some feedback on RoDi with Psychology, but i can already say, it looking not a bad as i expected.

Re: Skull. Ha! Yes, that is DEFINITELY a bug. It doesn't affect anything material, so I'll fix it when I update, but in the mean time let's assume they say something so dirty it has to be represented that way!

Re: Positions: I saw this exactly the same way- it wasn't intended, but I thought- why fix it? It marks it out as visibly different from relationship lovin' and, hey, it's pretty grim on a RimWorld, why not let them get a little freaky?

Re: Psychology: I really appreciate this. I would be delighted to find that they still play well, I'm just not too sure given Psychology's latest changes!
#25
@Chiasm: They're set to party mode socially, so they do, but only do through the increased social interaction with their partner. It'll therefore depend on their partner's social skills!

The main aim of date-as-joy is to strengthen relationships if they've time for joy, or have them deteriorate if they're overworked and in different locations!

@Karasu-Tengu: Neat idea! I'm currently working on fixes for things like splinters, so entire colonies, if they're unhappy as part of your faction, can in extreme conditions break off. I do like the idea of sending pawns with social skills to take down settlements in a non-military way- I can think of how to do it, but the main problem is that I'm trying to avoid detours in Rumours so that it remains broadly compatible with other mods, and I feel that this would be pretty invasive to complete. I'll have a think about it, though!
#26
darloth: Ah, I see! Thank you!

To all: If you've grabbed Prepare for Romance from the dropbox and are having issues with jitter, I'm afraid I've not been able to replicate them. Try the version I just dropped in the dropbox, it's no different for me, but might solve your problems.
#27
Love: Yep! I've just replaced Romance with a new version, including an amelioration of the hate and lack of attraction if a pawn is also Ugly/Disfigured etc. It's not quite what Herzblatt does, these traits are still negative, but if you're an unfairly judged colonist you're much less judgemental about it. Also, philanderer pawns are now more likely to cheat if their partner is off the map (and their partner may not find out)!

@Chiasm: I've held off from releasing the version of PC that I made which extends to four traits for quite a while, as I was hoping to hear from the author, but I've now uploaded it. Check the dropbox: Prepare for Romance A16!

@Darloth: I talked to UnlimitedHugs and I think that turned out to be a HugsLib issue. There's no risk, but I'd advise you update both mods now- you'll get rid of the error message and enjoy my new, aforementioned features!

Sadly I've not uploaded the code- bad form, I know, but my GitHub is currently reserved for work-related simulated cells rather than play-related simulated people and I've not found the time to set up another one. I'll get around to it before the next big update, I'm sure!
#28
Sure, why not? I'm already detouring attraction- It should be pretty straightforward to add!
#29
Is Herzblatt being dropped? I really like the ideas and would love to work them into Romance Diversified, but didn't want to tread on any toes!
#30
Yikes!

Well, the good news is that they're just debug log strings I'd left in when trying to speed-migrate to A16. I've just placed a new version of Romance Diversified into the Dropbox folder that takes them out. It needs HugsLib now, so make sure to grab that too.

As I understand it, if all your colonists are psychopaths that'll definitely put the brakes on colonial integration!