[1.0] Psychology (2018-11-18)

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

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jpnm92

Quote from: mrsebseb on July 09, 2017, 07:46:59 AM

No! Psychopaths and sociopaths lack empathy. Not all who lack empathy are psychopaths or sociopaths.

I agree with this. I'm not an empathetic person but i do have feelings so I'm not a psychopath.

rambo

well (I think) if you lack empathy you will not feel sorrow for some one or maybe i have a different understanding of empathy

Der Failer

I'm have the same error as this guy, When loading the lastest version with Zombieland.
Log

System.Linq

Quote from: rambo on July 09, 2017, 01:23:34 PM
well (I think) if you lack empathy you will not feel sorrow for some one or maybe i have a different understanding of empathy
Not being an empathetic person doesn't mean that you are completely bankrupt of empathy. You're just more self-centered; that doesn't mean you have no morals, like a psychopath.

rambo

well ok your right I dont know sh*t

robbie77

Any chance that this works with the Hardcore SK modpack?

System.Linq

Yes, many Hardcore SK users play with it.

robbie77

Quote from: Linq on July 10, 2017, 05:47:11 AM
Yes, many Hardcore SK users play with it.

And everything works well? Awesome! Any specific load order? Thanks for the quick reply.

alsoandanswer

#173
When the election was over and the guys went to the polling place and stuff, it refused to save.

Here's the error log.

EDIT : So after a while the election finally finished and voting was over, and I could save again. phew. i need to go to bed. maybe put a disclaimer or something?


An exception was thrown during saving to "C:\Users\Username\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Saves\Autosave-5.rws.new": System.InvalidCastException: Cannot cast from source type to destination type.
  at Verse.Scribe_Collections.Look[Int32] (System.Collections.Generic.List`1& list, Boolean saveDestroyedThings, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Collections.Look[Int32] (System.Collections.Generic.List`1& list, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Psychology.LordJob_Joinable_Election.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[LordJob] (Verse.AI.Group.LordJob& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[LordJob] (Verse.AI.Group.LordJob& target, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Lord.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[Lord] (Verse.AI.Group.Lord& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Collections.Look[Lord] (System.Collections.Generic.List`1& list, Boolean saveDestroyedThings, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Collections.Look[Lord] (System.Collections.Generic.List`1& list, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.LordManager.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[LordManager] (Verse.AI.Group.LordManager& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[LordManager] (Verse.AI.Group.LordManager& target, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Map.ExposeComponents () [0x00000] in <filename unknown>:0
  at Verse.Map.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[Map] (Verse.Map& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Collections.Look[Map] (System.Collections.Generic.List`1& list, Boolean saveDestroyedThings, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Collections.Look[Map] (System.Collections.Generic.List`1& list, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Game.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[Game] (Verse.Game& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[Game] (Verse.Game& target, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.GameDataSaveLoader.<SaveGame>m__90E () [0x00000] in <filename unknown>:0
  at Verse.SafeSaver.DoSave (System.String fullPath, System.String documentElementName, System.Action saveAction) [0x00000] in <filename unknown>:0
Verse.Log:Warning(String)
Verse.SafeSaver:DoSave(String, String, Action)
Verse.SafeSaver:Save(String, String, Action)
Verse.GameDataSaveLoader:SaveGame(String)
RimWorld.Autosaver:DoAutosave()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()


Exception while saving game: System.InvalidCastException: Cannot cast from source type to destination type.
  at Verse.Scribe_Collections.Look[Int32] (System.Collections.Generic.List`1& list, Boolean saveDestroyedThings, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Collections.Look[Int32] (System.Collections.Generic.List`1& list, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Psychology.LordJob_Joinable_Election.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[LordJob] (Verse.AI.Group.LordJob& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[LordJob] (Verse.AI.Group.LordJob& target, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Lord.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[Lord] (Verse.AI.Group.Lord& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Collections.Look[Lord] (System.Collections.Generic.List`1& list, Boolean saveDestroyedThings, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Collections.Look[Lord] (System.Collections.Generic.List`1& list, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.LordManager.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[LordManager] (Verse.AI.Group.LordManager& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[LordManager] (Verse.AI.Group.LordManager& target, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Map.ExposeComponents () [0x00000] in <filename unknown>:0
  at Verse.Map.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[Map] (Verse.Map& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Collections.Look[Map] (System.Collections.Generic.List`1& list, Boolean saveDestroyedThings, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Collections.Look[Map] (System.Collections.Generic.List`1& list, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Game.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[Game] (Verse.Game& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[Game] (Verse.Game& target, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.GameDataSaveLoader.<SaveGame>m__90E () [0x00000] in <filename unknown>:0
  at Verse.SafeSaver.DoSave (System.String fullPath, System.String documentElementName, System.Action saveAction) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.GameDataSaveLoader:SaveGame(String)
RimWorld.Autosaver:DoAutosave()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()






"If I quote some smart guy, then therefore I should be smart myself!" -alsoandanswer

System.Linq

Quote from: alsoandanswer on July 10, 2017, 12:57:09 PM
When the election was over and the guys went to the polling place and stuff, it refused to save.

Here's the error log.

EDIT : So after a while the election finally finished and voting was over, and I could save again. phew. i need to go to bed. maybe put a disclaimer or something?

Thanks, fixed now.

System.Linq

Updated to 2017-7-10:
-Colonists will no longer plan dates if the game conditions aren't suitable for them; this will prevent them from planning dates during the "ancient danger" bugged state and then having to cancel them.
-Mayors now gain a little bit of social XP in meetings.
-Fixed an NPE when treating a trait.
-Some thoughts weren't being properly disabled by Psychology, which is now fixed.
-Removed the thought penalties for hard worker vs lazy, teetotaller vs chemical interest, etc; Psychology's conversation system should model these personality differences naturally.
-Slightly nerfed the impact talk length has on how much a pawn cares about a conversation.
-Fixed an error when saving during an election.
-Fixed an error in the social tabs of bonded animals.
-Fixed a bug if you disband a colony that has a mayor.

Trotom

I'm curious: is there a way to influence who my colonists will pick as mayor? I'm playing a scenario with backstory that clearly indicates one person as a leader and I think it would be illogical to not have him as a mayor. If there's no implemented way to do so, can I at least know when and how should I edit my save to make it happen?

System.Linq

Just turn it off in the mod options.

Soupy Delicious

Linq, what's the reason for reducing the mood debuff brought upon by colonist deaths and friends dying?  Have you balanced it off with something else, or is it your personal preference? 

System.Linq