[1.0] Psychology (2018-11-18)

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

Previous topic - Next topic

GenericUsername

#60
This is my modlist:
<ModsConfigData>
  <buildNumber>1557</buildNumber>
  <activeMods>
    <li>Core</li>
    <li>HugsLib</li>
    <li>ArchitectSense</li>
    <li>AllowTool</li>
    <li>AllowDeadMansApparel</li>
    <li>Efficient Light-A17</li>
    <li>Hand Me That Brick</li>
    <li>Vegetable Garden 5.4</li>
    <li>GlitterTech</li>
    <li>Miscellaneous_Core</li>
    <li>Miscellaneous_MapGenerator</li>
    <li>Miscellaneous_MapGenerator_FactionBase</li>
    <li>Miscellaneous_Incidents</li>
    <li>Miscellaneous_MAI</li>
    <li>Miscellaneous_Robots</li>
    <li>Robots_PlusPlus_Misc_Robots_Xtension</li>
    <li>Miscellaneous_BeeAndHoney</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>Psychology</li>
    <li>CheaperComponents</li>
    <li>Cooks Can Refuel</li>
    <li>ED-LaserDrill</li>
    <li>ED-Embrasures</li>
    <li>ED-OmniGel</li>
    <li>ExtendedStorage-ExtendedStorage2.1</li>
    <li>FluffyBreakdowns</li>
    <li>ED-ShieldsBasic</li>
    <li>MedicalTab</li>
    <li>Miniaturisation</li>
    <li>Mending</li>
    <li>MapReroll</li>
    <li>MadSkills-A17-2.0.1</li>
    <li>Industrialisation</li>
    <li>RT_Fuse-A17-1.0.7</li>
    <li>RT_PowerSwitch-A17-1.0.7</li>
    <li>RT_SolarFlareShield-A17-1.2.1</li>
    <li>[SS]BiggerFuses A17</li>
    <li>[SS]BiggerBatteries A17</li>
    <li>TradingSpot</li>
    <li>TilledSoil</li>
    <li>TechAdvancing</li>
    <li>StuffedFloors</li>
    <li>StackMerger</li>
    <li>sd_adv_powergen</li>
    <li>Rimsenal</li>
    <li>Rimsenal_Vanilla</li>
    <li>Rimsenal_Storyteller</li>
    <li>Rimsenal_Security</li>
    <li>Rimsenal_Hair</li>
    <li>Rimsenal_Feral</li>
    <li>Rimsenal_Federation</li>
    <li>Refactored Work Priorities</li>
    <li>ColonyManager</li>
    <li>QualitySurgeon</li>
    <li>QualityBuilder</li>
    <li>OmniLocator</li>
    <li>OHU-Dropships-1.32</li>
    <li>More Vanilla Turrets</li>
    <li>RimWorld-Achtung-Mod-master</li>
    <li>RW_RefugeeStats</li>
  </activeMods>
</ModsConfigData>


I don't think there's anything in there that could mess with romancing but mods sometimes affect things you wouldn't expect.
The errors happen about 1/2 seconds into any game, be it a brand spanking new colony or loading an existing one so I don't think a save file is necessary.

So what do I have to do? Upload my "Mods" folder? It's over a hundred Megabytes so it's gonna take me a while.

System.Linq

Actually, if you have them all stored locally, that would be very helpful. I could use Mod Backup to just turn on all the mods and then use debug code to figure out what's wrong.

GenericUsername

Well, by taking out the "core" folder and the source code files for the Achtung mod, I got it down to a 60.5 MB zipped file.

Do you have a preferred site for hosting it? I usually use tinyupload for this kind of thing but that has a 50MB limit. I'm uploading it to files.fm right now and it's going to take another 10 minutes or so.

System.Linq


GenericUsername

Well, the upload to files.fm is done so see if it works for you: https://files.fm/u/ejahykkp
Tell me how it goes so I can switch to your site if it doesn't.

System.Linq

That works fine. Thanks for the help.

Hungry Colonist

Are "Rumours and Deception" and "Rimdisorders" mods irrelevant if I use Psychology?

System.Linq

Yes, as is Romance Diversified.

onerous1

I just want to say that I enjoy your Mod Feature Updates. They are very clever as if my colonists are listening to the radio.

wwWraith

Quote from: Hungry Colonist on July 02, 2017, 05:13:21 PM
Are "Rumours and Deception" and "Rimdisorders" mods irrelevant if I use Psychology?

Personally I'm using Rumours and Deception with Psychology. Their functions are not "competitors" as they add different details.
Think about it. Think around it. Perhaps you'll get some new good idea even if it would be completely different from my words.

System.Linq

Quote from: wwWraith on July 02, 2017, 05:35:02 PM
Quote from: Hungry Colonist on July 02, 2017, 05:13:21 PM
Are "Rumours and Deception" and "Rimdisorders" mods irrelevant if I use Psychology?

Personally I'm using Rumours and Deception with Psychology. Their functions are not "competitors" as they add different details.
You can use them together if you like, but I consider them redundant. Particularly with Expanded Incidents.

Hungry Colonist

#71
Quote from: Linq on July 02, 2017, 06:08:54 PM
Quote from: wwWraith on July 02, 2017, 05:35:02 PM
Quote from: Hungry Colonist on July 02, 2017, 05:13:21 PM
Are "Rumours and Deception" and "Rimdisorders" mods irrelevant if I use Psychology?

Personally I'm using Rumours and Deception with Psychology. Their functions are not "competitors" as they add different details.
You can use them together if you like, but I consider them redundant. Particularly with Expanded Incidents.
Thanks! What about the already established relationships? Will they keep them? I'm trying to add Psychology mid-save. Trying to remove Romance Diversified, but when I do the game generates a random trait to replace the gender trait.
One of my colonists had a gunshot scar, she got the wimp trait in place of the gender one then she fell to the ground because of the pain (that was funny).Guess I'll have to remove the random traits via save editing?!

System.Linq

That's strange. You can edit the random trait out via save editing, yes. That's the problem with a trait-based solution to things.

System.Linq

Had some time to clean things up, so here's a quick improvements build.

Updated to 2017-7-2 v2:
-Redid the method by which category labels are assigned to a pawn's personality traits in the Psyche tab so that the extreme categories are actually used.
-ThoughtWorker replacements are now handled through Harmony patches.
-Turned all of the nonconditional XML patches into xpath patches.
-Cleaned up ModBase code.

Mufflamingo

Where can I edit the Psyche in EdB's? I can't seem to find it. I loaded Psychology BELOW EdB's.
Bleeeee. . . . .