[A16] Psychology (2017-5-14)

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

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Tekiro

Not all people are upset by wearing a uniform. I personally loved it. And for others I feel like -10 is just too unrealistic for such minor inconvenience. It's the same debuff as a friend dying. Matching uniform was literally never a problem for morale when it's practical, be it army, navy or various organizations. I have a few former military pawns which I plan to turn into space marines with best possible protection. I can't have weak spots in their clothing. It should actually raise their morale if anything. And apparently in the future everyone in the developed world wears synthread, kind of reminds me of Fallout with their matching shelter suits.

I'm not asking you to change your artistic vision but rather provide a hint on best way to disable this feature.

Kyna Tiona

People are different? I got seriously unnerved when a menial labor position required me to wear the same color scheme as everyone else. I was free to mix it up on designs otherwise, but I still felt like less than a person.

merix1110

Quote from: Tekiro on January 16, 2017, 04:09:41 AM
Not all people are upset by wearing a uniform. I personally loved it. And for others I feel like -10 is just too unrealistic for such minor inconvenience. It's the same debuff as a friend dying. Matching uniform was literally never a problem for morale when it's practical, be it army, navy or various organizations. I have a few former military pawns which I plan to turn into space marines with best possible protection. I can't have weak spots in their clothing. It should actually raise their morale if anything. And apparently in the future everyone in the developed world wears synthread, kind of reminds me of Fallout with their matching shelter suits.

I'm not asking you to change your artistic vision but rather provide a hint on best way to disable this feature.

It could be made into a new trait set. one for a positive boost for wearing a like uniform and another for the penalty.

Kyna Tiona

I really don't think it ought to be a big enough deal to take up an entire trait slot. I could maybe see a trait for replacing the usual Stifled Individuality mood penalty with a bonus, as with Nudist or Ascetic, but I can't see it being unusual to dislike it.

-10 might be a couple points too high, and maybe it shouldn't trigger if there's only one other person with a matching outfit, but I don't think sweeping changes are warranted.

Tekiro

Another thing I've noticed is that pawns naturally replace their clothing with better options, so once you have your devilstrand production going they will go for that, as they should. Why are they feeling creeped out when they picked the clothing out of their own will with plenty of other options in the warehouse? It doesn't make much sense to force what they wear in order to maintain their individuality, feels like an oxymoron type of thing.

System.Linq

The individuality penalty is -3/-5/-8/-12. It only reaches -8 or -12 if more than half your colony are wearing the exact same outfit, head to toe. Unless I'm mistaken, you can't make everything out of devilstrand, so if they are wearing just one article of clothing that's different from their peers -- problem solved.

Tekiro

You can indeed make all clothing out of devilstrand. Anyways I feel my main question is being ignored here, if disabling individuality is impossible without too much hassle why not just say so, otherwise point me to the relevant file I can edit, I heard certain anons had troubles with it.

System.Linq

It's not impossible, I added a setting to the mod options in the last update. It's not my fault you didn't bother to check.

Tekiro

I did specifically check mod settings with this new version, wonder what went wrong. Will re-check once I get home.

cap75

#279
i did uncheck the individuality but my pawns are still complaining with -8 hit penalty.

without a clothing mod this setting is very harsh.

System.Linq

Quote from: cap75 on January 16, 2017, 11:08:29 AM
i did uncheck the individuality but my pawns are still complaining with -8 hit penalty.

without a clothing mod this setting is very harsh.

Someone has reported a bug that the setting doesn't turn it off properly.

I have a colony of 20+ people and don't have a single individuality thought. It is not harsh if, beg your pardon, you know how to play, and it's already been nerfed from the penalty it used to be on top of that. A colonist's attire literally has to be exactly the same in type, material, AND color from top to bottom for them to get any negative thought from it. They can't be missing anything or have anything extra. You can even have all devilstrand clothes so long as you mix it up between devilstrand tuques, devilstrand cowboy hats, devilstrand jackets, devilstrand dusters, devilstrand parkas, devilstrand button-down shirts and devilstrand T-shirts.

Frankly I would be more moved by the complaints about the mechanic if they weren't so kneejerk and quite often ignorant of how it actually worked.

Tekiro

Looks like I fucked up the update, the option worked as expected by the way. Wish it was pointed out sooner or mentioned with an update.

As for all devilstrand clothing you'd be gimping yourself on a colonists with dusters and t-shirts since their counterparts offer better protection.

While I'm at it I should point out I had a psychopath develop anxiety after berserking, should it even be possible? And I didn't quite get whether it goes away completely after the managed state.

System.Linq

Then you are trading the best possible protection for a mood penalty because your colonists don't like being clothed entirely in fungus. I'm sure you'd complain if they took off your devilstrand stuff to put something unique on too.

Anyone can get anxiety from a mental break, psychopaths are not immune. They had a mental break because they were under severe stress, stress causes anxiety, not caring about the well-being of others does not affect that. You can't "cure" anxiety (and I'm not quite sure why this is such a common question because it doesn't work that way in real life or for any other condition pawns get like frailty or bad backs), but in its managed state it has very little effect on a pawn's day-to-day life.

cap75

Quote from: Psychology on January 16, 2017, 11:38:17 AM

I have a colony of 20+ people and don't have a single individuality thought. It is not harsh if, beg your pardon, you know how to play, and it's already been nerfed from the penalty it used to be on top of that. A colonist's attire literally has to be exactly the same in type, material, AND color from top to bottom for them to get any negative thought from it. They can't be missing anything or have anything extra. You can even have all devilstrand clothes so long as you mix it up between devilstrand tuques, devilstrand cowboy hats, devilstrand jackets, devilstrand dusters, devilstrand parkas, devilstrand button-down shirts and devilstrand T-shirts.

Frankly I would be more moved by the complaints about the mechanic if they weren't so kneejerk and quite often ignorant of how it actually worked.

Dude, I dont want to upset you, its your mod you do it as you want (and you did add the possibility to use or not this feature) but implying that someone doesnt know how to play is how meaningless discussions start.

i just remarked that it is harsh cause when you start the pawns are likely to use the same outfit, especialy tribals.

sorry if i offended you.

System.Linq

I told you that Individuality doesn't trigger until the third season. It doesn't affect the early game. You have half a year to get your clothing production up and running. Like I said: Frankly I would be more moved by the complaints about the mechanic if they weren't so kneejerk and quite often ignorant of how it actually worked.