[1.0] Psychology (2018-11-18)

Started by System.Linq, June 30, 2017, 02:39:52 AM

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Madman666

Amazing news. All those bitten off fingers and noses\ears. No more.

utotuto


System.Linq

Updated to 2018-9-12:
- Adjustments to how a pawn's personality is calculated. The raw rating has a slightly larger and more balanced impact on the final rating, so that extreme ratings are less common.
-Adjustments to how a pawn's personality is displayed in the Psyche tab. It should now more accurately represent variations from the norm, with polynomial rather than hacked-together linear interpolation (i.e. closer to a bell curve).
- Social fight chances from conversations are now affected by the population; smaller colonies (fewer than 8 colonists) will be less likely to start social fights as colonists put aside their differences to survive.
- As part of significant reworks to the conversation system, the controversiality of personality traits has been adjusted. The range of controversiality is now tighter, and the maximum is lower, so hugely impactful conversations will be less common.
- Pawns' differences when discussing a conversation topic have been adjusted. Opinion difference is now on a cubic curve rather than cubic interpolation, so there is a plateau of moderate disagreement before severe disagreement rather than a steady curve downwards.
- Colonists in relationships were always more severely affected by disagreements. However, they are also now more severely affected by agreements, so they'll celebrate their similarities just as much as they rue their differences.
- How Friendly a pawn is now affects the strength of positive opinions from conversations. It already affected how often people started conversations with the pawn.
- In short, these changes should lead to more reasonable, individual, and balanced personalities and conversations among colonists.
- Colonists who have been a part of your colony for over a year will now gain a permanent positive opinion of each other based on how long they've survived together.
- Some tweaks to hanging out.
- Fixed an error with social fights started by conversations.
- Fixed an error when trying to arrest someone with a pawn that's incapable of Social.
- Adjusted the text for social fights started by conversations to accurately reflect who started the fight.
- Social fights are now affected by the Aggressiveness of both the initiator and the recipient, instead of just the initiator. This is important especially because the recipient was blamed for the fight.
- Mayor visit thoughts adjusted.
- Bunch of optimizations.

e_d_c_w

I receive a bunch of XML Errors like XML error: <stackLimitPerPawn>2</stackLimitPerPawn>...
and my psyche tab is missing although i modified the save as suggested
can anybody help me out here?

https://git.io/fAdZd

System.Linq

Updated to 2018-9-27:
- Colonists interested in romancing are 400% more likely to romance.
- Fixed a bug with conversations that occurred off-map.
- Added a message to the player when an election is cancelled due to no suitable party spot.
- Increased the weight parent nodes have on personality traits.
- Added a new social thought that reduces opinion of a colonist's lover for every quadrum that they spend on different maps, until the opinion bonus for the relationship is nullified.

The new social thought should allow for colonists to hit on each other eventually even if they come in with a lover in another faction, since pawns won't normally romance someone who has +5 or more opinion of their lover (which these colonists will always have since they never interact with their lover).

Colonists in such relationships could technically still hit on other colonists, though it seemed absurdly rare to me. Now other colonists will also hit on them, all-around making it more likely that they'll get out of such relationships.

WolfgangPolska

How to build suitable polling spot? Is it has to be empty? or cotain chairs etc?
I have no idea how, but it works!!!

System.Linq

It's the same logic used to find a place to hold a party. It usually selects dining rooms, rec rooms, etc. but anywhere with a gather spot is fine. Tables and campfires and such are traditionally used as gather spots.

WolfgangPolska

Yes, I have such rooom, but the error "can't find suitable polling place" occurs anyways
Can it be cuz of furniture mods?  inb4 I use  vanilla tables
I have no idea how, but it works!!!

Dreana

heya i m interested about your mod but if it's not with steam or nexus because if i need to pay a for nexus it won't go well so can't you put it on an onther site for guy like me please ? pretty please ? pretty .. ?

System.Linq


killerx243

None of my human pawns have the psyche tab; only "alien" pawns. I checked my save file and they appear to have the same things that my non-human pawns have related to psychology. Anyone come across this and fix it before?

gladiatorua

How do I access(read/change) stuff like Kinsey rating from a different mod without making a hard dependency? I'm new to C# and this level of OOP, as well as Rimworld architecture. Dug through sources and googled, but only came up with stuff way too complicated for me and this case.

Jecmenn

I can't seem to meet certain conditions for elections. I always get the candidates and message that the place for the voting was selected, but then every time I get a message that "elections were called off because of conditions at the voting place" or something in that sense. Any tips?

Ruisuki

linq do you think an expansion of the mayoral policies would be a suitable addition to your mod? Like where they have different dialogues between the candidates maybe each category could have its own goal? Like 'harvest this many of this type of plant' or 'build this many of this object' (beds, lights, decorations) 'stock up for the winter' with having a certain amount of food, with the completion of those goals granting a season long opinion modifier perhaps. I like the flavor but i think it would help with building immediate goals for whichever mayor is chosen and give the colony more character. Maybe more aggressive colonists would want to vote for a mayor that promises to raid at least 3 outposts that year, pragmatic colonists would like trade contracts, while more intellectual colonists prefer research. Not sure how doable it is but just throwing out a suggestion.

crusader2010

Hello! I'm having a bit of an issue tracking down some strange behavior from my game and Psychology is the first mod that comes to mind about it, but I am really not sure if something like this is coded behind. So i'll just ask :)

It sometimes happens that I get spammed by several notifications per second when a pawn has a very low mood value and refuses to either eat or do something. Drafting and undrafting the pawn, several times, stops the spam and makes the pawn continue his activity properly. One time I wanted to see what happens if I don't do anything and the spam seems to stop after a while, but much later than when using draft/undraft.

This spam only happens with pawns that are very low on mood (at the Extreme break threshold) but have not yet gotten a mental break. The notifications appear like, for example, "Cancelled: eating simple meal".

I'm not saying Psychology is doing it but I might as well exclude it from the list of possibilities. I've also posted my modconfig file here: https://ludeon.com/forums/index.php?topic=46100.0

Sorry for not putting it here too, but I'm on mobile and it's a bit cumbersome.

Any help/ideas would be appreciated :)
My mod pack: {A13} Mod Mega Pack