[A16] Psychology (2017-5-14)

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

Previous topic - Next topic

Kyna Tiona

#315
Quote from: Psychology on January 20, 2017, 03:29:15 AM
If I changed it from the current random event to be "realistic" (and it's not, it's supposed to model a social contagion, not real homesickness, I chose homesickness only because it was appropriate), all of your colonists would get it after they've spent a year or two in your colony and it would only get worse, not better, until they could no longer bear it anymore and mental broke constantly. But I won't.

...Wow. It's really too bad the sharp retorts only seem to come out when you're frustrated, I enjoy them~


So hey, does this error look like it was actually Psychology's fault? At first I'd thought it was mine, since I'd adjusted my mod order, but then I reloaded the game with the original mod list and got the same result.


Exception in RimWorld.ThinkNode_ConditionalLyingDown TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at Psychology.Detour._Pawn_RelationsTracker._SecondaryRomanceChanceFactor (RimWorld.Pawn_RelationsTracker t, Verse.Pawn otherPawn) [0x00000] in <filename unknown>:0
  at RimWorld.LovePartnerRelationUtility.GetLovinMtbHours (Verse.Pawn pawn, Verse.Pawn partner) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_ChancePerHour_Lovin.MtbHours (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_ChancePerHour.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:CheckForJobOverride()
RimWorld.<LayDown>c__AnonStorey24E:<>m__FD()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()



EDIT: Right, context. It consistently happens a few seconds after I load the save. It's currently around midnight and everyone's asleep. I only have the one couple, so I'm assuming it's their fault if anyone's, although I can't think of anything out of the ordinary with them save for being incestuous.

Come to think of it, I don't think I've seen them "lovin" yet. Not sure if that's important.

System.Linq

Yes, that looks like a Psychology error. I'll take a look at it tonight.

minakurafto

self harming is buggy. prisoner can self harming himself, he cut himself but cut with what, in my prison 99% he wont find sharp tool so prisoner cant cut himself up.

taking a step backward, okay he found sharp object but when he "act up" colonist cant forcefully arrest or stop him unless with lethal force, this applies to self-harm colonist.
my colonist bleeding and exhausted so he sleep, but still on mental break:self harm, my other pawn cant arrest sleeping colonist, on upper left it says "the sleeping colonist" refused to be arrested. if i hit him 99% it will die because 1 hp left, and i also cant treat him , only feeding

so i think self harm need some tweak like pawn still can be arrested and wont refuse (if refuse change to berserk); self harm should be over if pawn sleep,
for prisoner in most case change cutting self to ramming self to the wall (bruise damage) or if not, make it like berserk so pawn can hit or arrest

System.Linq

Self-harming does not make a character hostile so your pawns will not attack them automatically. You can draft a colonist to use them to arrest people or press B to use them to attack people. You can also order a pawn to be euthanized, and then cancel it, to anesthetize them.

Kyna Tiona

#319
Quote from: Psychology on January 21, 2017, 12:24:39 AM
You can also order a pawn to be euthanized, and then cancel it, to anesthetize them.

Which is just so wonky and unintuitive and causes problems even in vanilla. Excuse me while I go make a super-simple mod to add anesthetization as an operation.

EDIT: Gah. Making the operation is simple enough, figuring out how to get the game to recognize it as something to put in the list is not. Too tired to deal with this now.

Der Failer

Quote from: Caraise Link on January 21, 2017, 12:46:29 AM
Quote from: Psychology on January 21, 2017, 12:24:39 AM
You can also order a pawn to be euthanized, and then cancel it, to anesthetize them.

Which is just so wonky and unintuitive and causes problems even in vanilla. Excuse me while I go make a super-simple mod to add anesthetization as an operation.

EDIT: Gah. Making the operation is simple enough, figuring out how to get the game to recognize it as something to put in the list is not. Too tired to deal with this now.
I remember DESurgeries adding something like this. Maybe you can get some reference there.

Madman666

#321
Hello there, @Psychology, do you happen to know the code to overwrite one mental break with another? Like make a pawn, that for example wanders around in sadness to change for another mental break (custom one). If it even possible that is. Thanks.

System.Linq

Apologies for the long stretch without updates. The next update will likely contain huge overhauls to many of the social systems, so it's taking a while.

System.Linq

Updated to 2017-1-21. This is a hotfix to remove the incidents from the mod, not the promised update. You can redownload them here if you want to keep using them.

joomonji

#324
Hey love your mods. They really add a lot to the game. I had a small problem this morning loading the game map though. I think there was an update from one of the mods that changed something. The three Steam Workshop mods I use are Snowy Trees, Hygiene, and Psychology. The Debug log is showing missing references: https://gist.github.com/5a95fbacea2fa532b5787d647c0642ef

The map won't load at all.

Edit: I downloaded the Expanded Incidents mod posted and the map loads now but there are a few errors: http://imgur.com/a/zVmS4

System.Linq

Either ignore the error or replace Psychology.Hediff_Thief with ExpandedIncidents.Hediff_Thief in your save.

System.Linq

I'm looking for beta testers to try out the new build of Psychology and let me know how it feels before it's officially released. You may be asked to test future builds as well.

Requirements:

  • Must use a save created after installing Psychology.
  • Cannot be using any mods by Several Puffins (these mods will be incompatible with the new build).
  • Must live in America or neighboring country.
  • Must have Steam account.

Send me a PM with your Steam username if you are interested.

Madman666

Damn. I don't fit the requirements... Too bad I can't help, Russia is kinda far to making daily trips. I am sure there are plenty of other people, willing to help though.

System.Linq

Sorry, I just need to be able to communicate with you and a severe timezone difference limits that.

Madman666

Quote from: Psychology on January 23, 2017, 06:19:43 AM
Sorry, I just need to be able to communicate with you and a severe timezone difference limits that.

Nah, don't sweat it, I know how it goes, I communicate with some people from US. Its not that convenient if there needs to be real-time discussion all the time. But if you'll have the need of something that can be done without rush - feel free to message me, I'll gladly help.