[A16] Psychology (2017-5-14)

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

Previous topic - Next topic

Cynsity702

Similar issue as Diana::

Exception ticking Laila: System.NullReferenceException: Object reference not set to an instance of an object
  at Psychology._InteractionWorker_DeepTalk._RandomSelectionWeight (Verse.Pawn initiator, Verse.Pawn recipient) [0x00000] in <filename unknown>:0
  at Hospitality.Detouring.Pawn_InteractionsTracker+<>c__DisplayClass4.<TryInteractRandomly>b__0 (RimWorld.InteractionDef x) [0x00000] in <filename unknown>:0
  at Verse.GenCollection.TryRandomElementByWeight[InteractionDef] (IEnumerable`1 source, System.Func`2 weightSelector, RimWorld.InteractionDef& result) [0x00000] in <filename unknown>:0
  at Hospitality.Detouring.Pawn_InteractionsTracker.TryInteractRandomly (RimWorld.Pawn_InteractionsTracker _this) [0x00000] in <filename unknown>:0
  at RimWorld.Pawn_InteractionsTracker.InteractionsTrackerTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0

This red error ticks constantly with HAR enabled. So if it works, is this error supposed to pop up or not? Is there and specific load order? I know you said Psychology last and it pretty much is but what to do about the errors for our other type of pawns?

System.Linq

I'm working with Diana to debug that error. I don't use any HAR mods so I can't debug it on my own, and I see nothing in the code that should be throwing an NRE, so I can't figure out the error without the help of a modder who does use it.

ajaviide

hey awesome mod!
esp since last update. Love the personalities etc. Im running childrens mod alongside this, only got small babys yet , do you know when and/or if will they get they personalities (i mean are they compatible?)?

FadingFog

Hello, I Russified your mod. You can add my translation to your mod. Link -> https://www.mediafire.com/?vmq4pcm0cuwvb8v

hwfanatic

Quote from: Linq on January 31, 2017, 12:33:48 PMI recommend you set the mayor's schedule to Work while his wife is asleep so he won't hold meetings during that time.
Good idea. Seems to be working.

yanezz

Very deep mod. Great

Is this possible to realize such moment:
if pawn has bad mood => more conflicts and bad conversations?

System.Linq

Quote from: ajaviide on February 01, 2017, 04:31:04 AM
hey awesome mod!
esp since last update. Love the personalities etc. Im running childrens mod alongside this, only got small babys yet , do you know when and/or if will they get they personalities (i mean are they compatible?)?

No idea, I don't know how the children mod works. I assume when they become pawns, probably, depending on how it's coded.

Quote from: AlexDeluxe on February 01, 2017, 09:35:53 AM
Hello, I Russified your mod. You can add my translation to your mod. Link -> https://www.mediafire.com/?vmq4pcm0cuwvb8v

Спасибо, I will do so.

Quote from: yanezz on February 01, 2017, 11:08:43 AM
Very deep mod. Great

Is this possible to realize such moment:
if pawn has bad mood => more conflicts and bad conversations?

Possible, yes, but seems like kind of a tantrum spiral thing.

Goldenpotatoes

Do you have any plans for things like tutors/teachers? It seems somewhat out of the scope of what this mod aims at doing but as much as I want to see how this mod's mayor/election system works out, there's that niche that the Leadership mod scratches with the teaching system, even if its election/mayor process isn't as detailed.

Even then, it would be interesting to see interactions that involve passing on tips/general knowledge on a skill if said person is competent in that area, allowing for something like a temporary xp boost for the day or something similar for whoever they talked to.

System.Linq

No, there are no plans. I recommend asking Nandonalt to split his teaching system into a separate mod.

azulusthra

#444
Quote from: Linq on February 01, 2017, 09:09:32 PM
No, there are no plans. I recommend asking Nandonalt to split his teaching system into a separate mod.

So does this mean it's incompatible ?

Anyway is there a way to force an election without waiting a year ?

System.Linq

No, it's not incompatible. You can force an election in dev mode by executing the Election incident.

Telarin

Suggestion for a new trait:
Vegetarian: These poor misguided pawns shun meat and anything made with it. They will actively avoid eating any meal made with meat. However, they do not get a negative through from eating raw vegetables (or at least a much smaller negative thought). This would work best if you could add a viable meat substitute (I'm thinking soy beans, which can be made into tofu, which can them be used to cook meals as if it was meat), but that might be outside the scope of this mod.

cerion

I get almost constant red error ticks when I enable psychology, even when it's the only mod running besides hugslib. I'm not sure how to see what its saying since it stops flashing when the game is paused. I really want to use your mod.

System.Linq

Quote from: cerion on February 02, 2017, 11:13:03 AM
I get almost constant red error ticks when I enable psychology, even when it's the only mod running besides hugslib. I'm not sure how to see what its saying since it stops flashing when the game is paused. I really want to use your mod.
Press ~ to open the console and report the error it gives you here.

FreyaMaluk

@Linq... can you please add a "compatibility issues" section in the mod description, please?
and I have to ask... any well known compatibility conflicts with other mods?