[1.0] Psychology (2018-11-18)

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

Previous topic - Next topic

System.Linq

I'll work on that today. I have a few bug fixes to release.

Hungry Colonist

Quote from: lorebot on July 03, 2017, 12:01:02 PM
Is there a way to uninstall this mod from an existing game? I'm pretty sure it's the reason I've been having problems lately and I can't uninstall it to check without it breaking my save by deleting all my pawns because they have stats dependent on the mod.
I think you can use Notepad++ to remove the Psychology definitions from all pawns on the map (including the non colonists) by editing the save file, and then load the game without Psychology installed. Without psychology defs in the save file you shouldn't get problems (or at least get less problems).
That's what I did to remove Rimdisorders from my save.

lorebot

#92
Quote from: Linq on July 03, 2017, 12:38:19 PM
I'm afraid not. It's an overhaul mod, you can't simply revert the game back to how it used to be. If you describe your problems, maybe I can help you with them.

I think Psychology is having some sort of strange interaction with the other mods I'm using that's preventing pawns from doing work and certain events from happening. I have a herd of tame pygmy muffalo that all need to be milked and sheared...I can't even tell my colonists to do the work, there's no option appearing the in the right click menu. It's really weird because if I load the save all my pawns will rush to do the Handling jobs for about a minute, then they all no longer have access to them. And I'm completely baffled by this because even tho I haven't changed the mod load order or installed or removed any mods my colonists were happily doing Handling jobs for the first couple years but now have suddenly stopped.

I believe it's stopping certain events from happening too, the colony has 10  colonists and has been there for a few years, but it's never been named and no elections have ever taken place, nor have there ever been any parties. I tried to use Dev Mode to force a party and got an error that there were no locations or pawns capable of starting the party.

It's really strange because even tho the colony never had the Naming event happen the save is labeled as having a town name that's the same as one of my other saves for a different town.

I've started a new game without Psychology but all the rest of my mods and I'm going to see if things start acting strangely again after a while.

EDIT:
The list of the other mods I'm using: Miscellaneous 'CORE', HugsLib, ED-Embrasures, FishIndustry, Misc. Bees'n'Honey, Vegetable Garden , [RF] Smooth Stone Walls [a17], Bridgello, Efficient Light, Stack Merger, Hospitality, More Vanilla Turrets, The Birds and the Bees, Fluffy Breakdowns, Area Unlocker, Follow Me, Allow Tool, Healing Gun, Wildlife Tab, [sd] advanced powergeneration, QualityBuilder, Misc. Robots, Misc. Objects, Misc. Incidents, PowerSwitch, LT-DoorMat, Outfitter 0.17.1.4, Medical Tab, Colony Manager, Mending, RT Fuse, Expanded Prosthetics and Organ Engineering 2.0, MiningCo. ForceField, MiningCo. MiningHelmet, CaveworldFlora, ExtendedStorageFluffyHarmonised, ThrumboWool, Misc. Training, A Dog Said..., Path Avoid - A17, Quarry, Blueprints, [A17] Refueling Job Mod, [A17] Divided Growing Tasks, Right Tool: Rebalanced, Trap Defence V1.1, Harvest Everything!, Simple sidearms, QOLTweaksPack, MiningCo. PowerFist, CaveBiome, MiningCo. LaserFence, MiningCo. MMS, MiningCo. Alert speaker, Industrial Rollers, SS Lightning Rod, Quality Cooldown, Pawns Are Capable!, Barn Stall V1.0, Fireplace Mod V1.9B A17, Wall Torch Mod V1.1, Grenade Fix: Rearmed, I Can Fix It!, Notifications Archiver, Weapon Tech A17, Melee Hunting A17, Sometimes Raids Go Wrong, MiningCo. SpotlightTurret, RimFridge - A17, QualitySurgeon, Make Early Components - Vanilla Edition, Pawns Play Together, Pygmy muffalo, Mamuffalo V1.04, Organized Research Tab, Please Haul Perishables, Hunting Restriction, and Colony Leadership

I'm not certain, but my current theory is that Psychology and Pawns Are Capable! are the culprits for whatever is going on here. Pawns are Capable! overhauls all the Traits in the game to allow all pawns to do all jobs, just with mood penalties if they would have previously been incapable of doing them.

System.Linq

The naming thing is a vanilla bug. You have an ancient danger on your map. You won't be able to name your colony or hold an election until you clear it out. Elections follow the same rules. You probably also got a bunch of random "friendlies assisting" events.

Psychology doesn't affect the pawn AI for doing work.

lorebot

Quote from: Linq on July 03, 2017, 01:46:09 PM
The naming thing is a vanilla bug. You have an ancient danger on your map. You won't be able to name your colony or hold an election until you clear it out. Elections follow the same rules. You probably also got a bunch of random "friendlies assisting" events.

Psychology doesn't affect the pawn AI for doing work.

ugh...I haven't had a lot of Friendlies assisting events, maybe 1 or 2. I suppose that could be the root of all the weird shit going on in my games lately. I usually play on Mountainous maps and I may have ancient dangers that are buried in the mountain somewhere that I can't even find...

Rimrue

Unlikely to be Pawns Are Capable either. It also doesn't affect the AI for doing work.

There have been several threads in the Bugs forum about the vanilla big. Maybe check there to see if there's a way to fix it? At worst you could switch on the Dev tools and defog the entire map to find the ancient danger rooms and then kill all the bugs and mechs inside them.

Hope that helps! :)

GenericUsername

Concerning the Ancient Danger bug, in the dev tools you can force name your colony/faction.
That might fix it, because I started getting elections after doing so.

lorebot

Quote from: Rimrue on July 03, 2017, 03:06:00 PM
Unlikely to be Pawns Are Capable either. It also doesn't affect the AI for doing work.

There have been several threads in the Bugs forum about the vanilla big. Maybe check there to see if there's a way to fix it? At worst you could switch on the Dev tools and defog the entire map to find the ancient danger rooms and then kill all the bugs and mechs inside them.

Hope that helps! :)

How do you defog the map? I see 2 options for putting fog back, but none for removing it...

Rimrue

I may be using the wrong term. Without the game in front of me, I can't recall what the correct tool is called. I think there was a thread with instructions in the Bugs forum, though.

Thugnificant

Quote from: GenericUsername on July 02, 2017, 06:22:55 AM
Getting this error repeatedly in the log:
Exception ticking Hornet: System.NullReferenceException: Object reference not set to an instance of an object
at Psychology.Harmony.InteractionWorker_RomanceAttempt_SelectionWeightPatch.PsychologyException (single&,Verse.Pawn,Verse.Pawn) <0x00326>
at (wrapper dynamic-method) RimWorld.InteractionWorker_RomanceAttempt.RandomSelectionWeight_Patch1 (object,Verse.Pawn,Verse.Pawn) <0x002f7>
at RimWorld.Pawn_InteractionsTracker/<TryInteractRandomly>c__AnonStorey354.<>m__358 (RimWorld.InteractionDef) <0x00032>
at Verse.GenCollection.TryRandomElementByWeight<RimWorld.InteractionDef> (System.Collections.Generic.IEnumerable`1<RimWorld.InteractionDef>,System.Func`2<RimWorld.InteractionDef, single>,RimWorld.InteractionDef&) <0x000b6>
at RimWorld.Pawn_InteractionsTracker.TryInteractRandomly () <0x001ac>
at RimWorld.Pawn_InteractionsTracker.InteractionsTrackerTick () <0x000f0>
at Verse.Pawn.Tick () <0x002c8>
at Verse.TickList.Tick () <0x002c0>

Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


In this particular game I'm playing as a Tribe so "Hornet" is actually a human.
This shows up very frequently, even multiple times per second, seemingly for all humans.
Exception ticking Kelvin: System.NullReferenceException: Object reference not set to an instance of an object
at Psychology.Harmony.InteractionWorker_RomanceAttempt_SelectionWeightPatch.PsychologyException (single&,Verse.Pawn,Verse.Pawn) <0x002c5>
at (wrapper dynamic-method) RimWorld.InteractionWorker_RomanceAttempt.RandomSelectionWeight_Patch1 (object,Verse.Pawn,Verse.Pawn) <0x002f7>
at Hospitality.Harmony.Pawn_InteractionsTracker_Patch/TryInteractRandomly/<>c__DisplayClass4.<Replacement>b__0 (RimWorld.InteractionDef) <0x00037>
at Verse.GenCollection.TryRandomElementByWeight<RimWorld.InteractionDef> (System.Collections.Generic.IEnumerable`1<RimWorld.InteractionDef>,System.Func`2<RimWorld.InteractionDef, single>,RimWorld.InteractionDef&) <0x000b6>
at Hospitality.Harmony.Pawn_InteractionsTracker_Patch/TryInteractRandomly.Replacement (RimWorld.Pawn_InteractionsTracker,bool&) <0x002b5>
at (wrapper dynamic-method) RimWorld.Pawn_InteractionsTracker.TryInteractRandomly_Patch1 (object) <0x00025>
at (wrapper dynamic-method) RimWorld.Pawn_InteractionsTracker.InteractionsTrackerTick_Patch0 (object) <0x0014f>
at Verse.Pawn.Tick () <0x002c8>
at Verse.TickList.Tick () <0x002c0>

Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


I'm also getting the same problem/error every time I'm in my game. I even tried to start a new game and the same problem even occurred in a tribe and not.

lorebot

Quote from: Rimrue on July 03, 2017, 05:09:08 PM
I may be using the wrong term. Without the game in front of me, I can't recall what the correct tool is called. I think there was a thread with instructions in the Bugs forum, though.
Figured it out. In the view settings you can disable Draw Fog and it lets you see everything that's on the map. Both my previous Permadeath game and my current game have Ancient Dangers buried in the mountains that I wouldn't have found for a very long time by playing normally. I'm gonna use the dev tools to destroy them and see what happens.

I've noticed another symptom of whatever is going wrong tho, I've got notices for no colonists being assigned to jobs that there are definitely colonists assigned to. I'm not sure what's going on, I'm wondering if maybe some of the mods I'm using for added jobs (like Haul+, Refuel, and separate Harvest and Sow) are causing problems somehow. I don't really want to clutter up this thread with my issues if Psychology really isn't to blame tho...

Constance68W

So, I've just added this mod at the request of a friend to "diversify" my socially inept colony..
I like it so far and what it adds..

How do I get the Psyche tab to appear to a colony in progress?

System.Linq

Quote from: Constance68W on July 03, 2017, 07:54:40 PM
So, I've just added this mod at the request of a friend to "diversify" my socially inept colony..
I like it so far and what it adds..

How do I get the Psyche tab to appear to a colony in progress?
Open your save file and replace all instances of Class="Pawn" with Class="Psychology.PsychologyPawn".

Ruisuki

Quote from: Mufflamingo on July 03, 2017, 07:12:30 AM
Quote from: wwWraith on July 03, 2017, 07:11:11 AM
Quote from: Mufflamingo on July 03, 2017, 05:18:26 AM
1. Make a mayor's desk! And name the room office of the mayor!

But there are no such desk or any tables in Psychology's defs... There are only thought "I had to schedule a meeting with a constituent at a gathering spot. I need a bedroom so I can conduct these meetings in private."

I was actually suggesting a mayor's desk. ;D
wait what? So there isnt a mayors desk in the game or a 'mayoral spot' like a 'caravan spot' yet?

Constance68W

#104
Quote from: Linq on July 03, 2017, 08:19:01 PM
Quote from: Constance68W on July 03, 2017, 07:54:40 PM
So, I've just added this mod at the request of a friend to "diversify" my socially inept colony..
I like it so far and what it adds..

How do I get the Psyche tab to appear to a colony in progress?
Open your save file and replace all instances of Class="Pawn" with Class="Psychology.PsychologyPawn".

I'm new to that in particular.. any recommended program to use for it?
I edit a lot .sqf for ARMA III, will Sublime Text 2 work?


***Edit - It worked!  8)***