[A16] Psychology (2017-5-14)

Started by System.Linq, August 19, 2016, 07:16:38 AM

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123nick

a bug! a thief came, got found out by a pig, then incapacitated by one of my colonist when the colonist shot the thief. now i get index spammed too the log:

https://gist.github.com/553ef7fba7c7d453f17c1d11dc485adc

Kyna Tiona

I was looking at your code to figure out HugsLib when I found out that the names in the Kinsey scale enum are far more entertaining than the ones seen in the mod options screen. Well played~

System.Linq

Quote from: 123nick on January 11, 2017, 11:26:23 PM
a bug! a thief came, got found out by a pig, then incapacitated by one of my colonist when the colonist shot the thief. now i get index spammed too the log:

https://gist.github.com/553ef7fba7c7d453f17c1d11dc485adc

Huh, this doesn't actually mention Psychology's code anywhere. I wonder what could be causing it.

sidfu

Quote from: 123nick on January 11, 2017, 11:26:23 PM
a bug! a thief came, got found out by a pig, then incapacitated by one of my colonist when the colonist shot the thief. now i get index spammed too the log:

https://gist.github.com/553ef7fba7c7d453f17c1d11dc485adc

baiscaly what happened there a theif triggered by psycology tried to act like a normal raider and kidnap someone instead of following whatever the theif suppose to do.

System.Linq

The thief is supposed to act like a normal raider when it gets caught.

System.Linq

Updated to 2017-1-14. Contains tweaks to Individuality & Cliques, and a bugfix for Thief.

Kyna Tiona

So hey, I was looking through some of your code trying to reverse engineer it to understand why my detours were causing incompatiable/corrupted mod errors. As I was glancing through _Pawn._CheckAcceptArrest to see if anything stood out, I noticed the completely unrelated fact that it looks like the pawn being arrested's opinion of the pawn doing the arresting isn't factored into the check?

I actually didn't even realize that wasn't in the normal game. It seems like being arrested would damage my trust in someone, but nonetheless I'd be more likely to go along with a friend assuring me it'll be fine than someone I distrust doing the same. Given that I now feel very silly for always making the arresting pawn the target's closest friend rather than the colony's best negotiator, I would like to request this to be a thing, so that I can stop feeling silly~

(...Unless I'm being a derp and it already is, in which case my feeling silly is compounded and I apologize profusely for getting up in your business.)

System.Linq

Sure, I was feeling like making it based on social skill alone was a little too powerful, I can make it so it's modified by their opinion of the pawn as well.

Kyna Tiona

Quote from: Psychology on January 14, 2017, 02:11:45 PM
Sure, I was feeling like making it based on social skill alone was a little too powerful, I can make it so it's modified by their opinion of the pawn as well.

Excellent, thanks~

Tekiro

Is there a way to turn off individuality? I like using matching military uniforms on my colonists. If schoolkids can handle it, so should my survivors.

Kyna Tiona

I think militaries are usually considered to not be great for a person's mood anyway, though~

System.Linq

Quote from: Tekiro on January 15, 2017, 05:14:29 PM
Is there a way to turn off individuality? I like using matching military uniforms on my colonists. If schoolkids can handle it, so should my survivors.

...Do you think schoolkids aren't upset by wearing uniforms?

Even then, the teachers are wearing something different. I think anyone would be weirded out if they went to school and they had to wear a uniform and everyone there, from the students to the teachers to the staff to the principal, all wore the exact same uniform.

Goldenpotatoes

I feel like the situation is a bit different when you're living on a backwater planet where majority of its population wants you dead for no real reason.

Individuality option is more of an issue with people who don't have a multitude of apparel options, i.e early-game. Maybe tie it in with the colony expectations so people are initially happy with just having a decent set of clothes on their back and want to start expressing their individuality once the colony is actually capable of meeting such a request?

Kyna Tiona

Quote from: Goldenpotatoes on January 15, 2017, 11:59:00 PM
I feel like the situation is a bit different when you're living on a backwater planet where majority of its population wants you dead for no real reason.

Individuality option is more of an issue with people who don't have a multitude of apparel options, i.e early-game. Maybe tie it in with the colony expectations so people are initially happy with just having a decent set of clothes on their back and want to start expressing their individuality once the colony is actually capable of meeting such a request?

The entire point of the "early colony optimism" and "low expectations" mood buffs is already to account for this sort of thing. Things are expected to be a bit miserable early on, but there's only so much misery they can push through before breaking no matter their expectations.

System.Linq

Quote from: Goldenpotatoes on January 15, 2017, 11:59:00 PM
I feel like the situation is a bit different when you're living on a backwater planet where majority of its population wants you dead for no real reason.

Individuality option is more of an issue with people who don't have a multitude of apparel options, i.e early-game. Maybe tie it in with the colony expectations so people are initially happy with just having a decent set of clothes on their back and want to start expressing their individuality once the colony is actually capable of meeting such a request?

The situation you're describing is represented by the "low expectations" thought. They aren't less bothered by it, their being upset by it is just offset by them steeling themselves to survive. At no point in the game's mechanics does "we're on a harsh rimworld!" stop anyone from feeling bad about something. Instead it's offset with a positive thought. Individuality is disabled for the first two seasons, so the early-game is not affected.