[1.0] Psychology (2018-11-18)

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

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lorebot

I knew a convenience store owner in NJ a long time ago who told me what it was like to be robbed at gun point. He bought the store knowing it was a possibility that it would happen. He got a good security system and quality locks for the doors, all the things his insurance required and then some. He posted stuff in the windows about the place being under surveillance and figured no one would be dumb enough to try to rob his store knowing they'd be on camera. Said he was robbed twice in the first year.

The first time he was caught totally off guard while he was stocking shelves, it was late at night and the store was empty. He said he was terrified and gave the guy exactly what he wanted. The second time it was the middle of the day, there were people in the store and the gunman threatened them all to get what he wanted and he got it. Neither robbery was for more than a thousand dollars, but the idea of continually being at the mercy of thieves spurred the guy to take greater steps. He found a Night Watch group in a nearby neighborhood and joined it, had his store added to their rounds. He bought a shotgun, learned to use it, and got a locking mechanism for it similar to what's in a police car and mounted it below the cash register. He was going to be ready the next time some wackjob with a gun came into his store...

Late in his 2nd year of owning the place he got his 3rd robbery, two guys in ski masks with pistols broke the door while he was closing up for the night. With the audible alarm going off they demanded all the cash in the store and the owner was so shaken by the violence of it all he forgot about the shotgun and gave them the cash.

He told me that in 20 years of owning that store he'd been robbed 14 times and all but once he was so surprised by it that he would just give them the money. The 1 time he tried to fight back the thief spotted him reaching for the shotgun and warned him not to...he didn't try again.

Sometimes you can do everything right, prepare perfectly, practice what to do...but when it's go time you still choke.

Szara

Yest' chelovék, yest' probléma. Net chelovéka, net problémy.
If there is a person, there is a problem. If there is no person, then there is no problem.

System.Linq


Sharajat

This seems to be a minor thing, but I was trying to track down sources of lag in devmode and I noticed that whenever one of the robots from MAI+ does something in the ER it tries to check if they have a bleeding heart attribute, but it just bounces and generates an error. 

Looks like it's not a big deal, but it can definitely spit a lot of errors into the log very quickly. 

P.S.  Best mod ever.

Szara

#214
Quote from: Linq on July 17, 2017, 01:54:08 PM
Can you post your mod list?

This is not all of the mods since I've been trying to use a process of elimination to see if I can find the problem, but it is a load order that doesn't work. Just core, hugslib and psychology works though, but I haven't yet been able to track down anything more specific.

Hospitality I noticed was another mod that was being loaded by hugslib, but even removing it didn't prevent the error.

     Core
     HugsLib
     AlienRaces
     CombatExtended
     Core_SK
     AllowDeadMansApparel
     AreaUnlocker
     AntiAutoUnload
     Camp
     Colony Leadership
     ColonyManager
     DarkestNight_SK
     Dubs Bad Hygiene
     EdBPrepareCarefully
     FluffyBreakdowns
     Hospitality
     Infused_CR
     MedicalTab
     Miscellaneous_Core
     Miscellaneous_BeeAndHoney
     Miscellaneous_Robots
     Miscellaneous_TrainingFacility
     Skynet_SK
     SeedsPlease
     RuntimeGC
     RT_SolarFlareShield
     RT_Fuse
     ResearchPal
     HelpTab
     RelationsTab
     Numbers
     SaveGameFix
     Psychology


Edit: I've made sure that HugsLib, AllowTool, Hospitality, Alien Races, EdB Prepare Carefully are all updated, as those seemed like they might be culprits, but nothing changed.

Edit: At some point something I changed made it so that the psychology psyche/sexuality info shows up when generating pawns, but only when not preparing carefully. But the red error on loading up Rimworld is still exactly the same. Which is odd.

BUT on the up side it seems to be working ingame, at a glance, aside from the red error at launch. Whether there'll be something horribly broken that I haven't seen yet is an unknown.
Yest' chelovék, yest' probléma. Net chelovéka, net problémy.
If there is a person, there is a problem. If there is no person, then there is no problem.

Spiders Everywhere

#215
Is it still possible to treat Chemical Interest/Fascination? I'm not seeing the option.

Edit: Looks like a mod conflict. I'll see if I can narrow it down.

Undeadbanana

#216
Quote from: wolfsilver00 on July 16, 2017, 08:21:25 AM
it's unrealistic that someone would care about an organ being harvested from someone who recently tried to kill them, as it has a positive bias because of the potential use in own survival or those who are loved. But what the fuck do I know about realism in a game, I'm just a psychology student trying to have fun.

Quote from: Billiam,GlitterworldDoctorMajor malfunction on trade ship.
Hurry to escape pod and eject towards planet surface along with a few others.
Escape pod crashes into surface, breaking my back.
My shipmate, Red, sprains his ankle when his pod crashes nearby.
Fortunately, we landed near a colony.
Colonists completely disassemble our escape pods to remove us.
They walk back to their colony because they weren't assigned to be doctors.
Hours go by, eventually doctor arrives and carries Red off.
More hours go by, vision going dark when I see the doctor arrive to carry me also.

Days later, I regain consciousness, Red is sleeping nearby. We're both on the ground, with blue chalk markings around us and a label that says "Medical Sleeping Spot". The room is littered with blood, human excrement and boulders and the only light is coming from a campfire.
A colonist walks into the room carrying an elephant carcass. Tells me their cook is wandering and can't cook or butcher anything right now. Coming from a Glitter world and rich family, I have very specific tastes, let him know I'll go ahead and wait for cook to come back.
He doesn't care and forces me to eat from the elephant carcass.
As he's feeding me, Red wakes up and starts to get up off the ground.

Red tells me his brother lives in a nearby colony which has been around for a while, the environment over there is much more relax, using high technology, multiple chefs always on duty and people aren't going out of their minds.
The doctor comes into the room, Red starts walking out of the room without saying anything. The colonist feeding me drops the carcass next to me, he pulls out his sniper rifle and starts shooting at Red. The doctor starts shooting with his shotgun. They don't stop shooting until Red falls on the ground, they then arrest him and drag him away.

I find out a few days later, Red was executed because someone deemed that there was a 99% chance he wouldn't join the colony. On the brightside, they harvested every piece of him they could before his execution. So they were going to replace my spine, my bent pinky, also my brain since I get anxiety sometimes.

After the colony doctor removes my feets, then legs, hands, kidney, lung, he finally succeeds at replacing my spine. I let him know to not worry about the anxiety, I'll medicate myself.
I accept their invitation to join the colony.

Although, I now have peglegs and wooden hands, I'm still deemed the best doctor in the colony and put in charge of future surgeries/rescues.
A tribe from nearby is finally fed up of the colony recruiting their people and killing their tribal caravans that have visited. They arrive with 20 of their strongest tribal warriors armed with spears, axes and bows. They attack immediately.
All of our colony is drafted into the milita, we all get on line behind sand boxes. Fortunately for us, the angry tribal members wander right into our killbox and are mowed down by the auto turrets. We never even got to fire our weapons.
The survivors are treated and thrown into prison.

Those deemed useless or unwilling to join us have all their organs and body parts harvested while they're living. We never harvest from dead bodies because dead bodies are gross.

In the beginning, I thought all of this would bother me but a psychology student explained to me that it was unrealistic for a picky eat such as myself to get upset when I don't eat things I like. He also explained to me that I shouldn't feel bad about harvesting from our prisoners. Even though they're primitive people, he wanted me to imagine what would've happened to me if they actually got through our kill box full of auto turrets and broke into our base that's 4 meters deep inside the mountain. It was either my life or his.

I spend the rest of my days, replacing limbs on colonists who got frostbite and lost limbs when they tried hiking for miles in blizzards wearing tattered clothing.

Nothing bothers me. We're completely normal.

Joking aside, Wolfsilver00, negating or editing static values to make them different static values because of how you believe people would really act in this environment isn't more realistic. Maybe my story is a little ridiculous, but I think it's ridiculous how some people assume everyone would be okay with <whatever action> except this guy with <trait> because we're on a Rimworld.

Linq has created an excellent mod, and I think utilizing his Psyche system to change the thought modifiers would provide a much greater way of adding realism than an XML patch changing base values.

For example, you can use your XML patch to change all the base values of thoughts to what you think an average person who has just arrived from a Glitterworld (Or whatever value you think is reasonable for game balance) would think if they just got off the ship, walked into the kitchen and saw someone harvesting as many parts of a person before they bled out. Lets say -25 would be the base value.

Then using Linq's Psych system, let's say 3 other colonists walk in.



   
   
   
   
   
PsycheGlitter GuyColonist 1 Colonist 2Colonist 3
Compassion9975500
Aggressive07550100
Thoughtfullness30206020
TimeAsColonist02 days2months5yrs

We could create a function which pulls the thoughtdef value and any other personality traits or stats we think matter and calculate a new value to give to the thoughthandler.

So say colonist 3 has been around for a long time, many battles, killed many people, has no compassion probably some other mental issues. He has absolutely no problem taking organs and limbs just in case he gets some scars. 0 debuff.

Gitterdude just arrived, loves life thinks the thought is absolutely disgusting but he is slightly thoughtful. -23

Colonist 1 just arrived, he's very compassionate about human life but maybe his aggression is conflicting with that compassion. He also just arrived. -14.

Of course these numbers are all preposterous, but it's just a suggestion.


fyi; I know this is a long post. Got distracted, watched movie and just wasn't keeping track of how much I was writing.

edit: I think I talked myself into making an interesting mechanic for this mod. Been wanting to get back into coding but only experience I have is C++ (from a semester around 6 years ago) and Matlab.

Brrainz

That post made my day. Mad props to you!

rambo

Quote from: lorebot on July 17, 2017, 04:14:34 AM
I knew a convenience store owner in NJ a long time ago who told me what it was like to be robbed at gun point. He bought the store knowing it was a possibility that it would happen. He got a good security system and quality locks for the doors, all the things his insurance required and then some. He posted stuff in the windows about the place being under surveillance and figured no one would be dumb enough to try to rob his store knowing they'd be on camera. Said he was robbed twice in the first year.

The first time he was caught totally off guard while he was stocking shelves, it was late at night and the store was empty. He said he was terrified and gave the guy exactly what he wanted. The second time it was the middle of the day, there were people in the store and the gunman threatened them all to get what he wanted and he got it. Neither robbery was for more than a thousand dollars, but the idea of continually being at the mercy of thieves spurred the guy to take greater steps. He found a Night Watch group in a nearby neighborhood and joined it, had his store added to their rounds. He bought a shotgun, learned to use it, and got a locking mechanism for it similar to what's in a police car and mounted it below the cash register. He was going to be ready the next time some wackjob with a gun came into his store...

Late in his 2nd year of owning the place he got his 3rd robbery, two guys in ski masks with pistols broke the door while he was closing up for the night. With the audible alarm going off they demanded all the cash in the store and the owner was so shaken by the violence of it all he forgot about the shotgun and gave them the cash.

He told me that in 20 years of owning that store he'd been robbed 14 times and all but once he was so surprised by it that he would just give them the money. The 1 time he tried to fight back the thief spotted him reaching for the shotgun and warned him not to...he didn't try again.

Sometimes you can do everything right, prepare perfectly, practice what to do...but when it's go time you still choke.
ok

TomorrowWeLive

Hi, first of all, love the mod!  However I've noticed something and I'm not sure whether it is an error or not. Essentially same-sex attracted characters (i.e. Kinsey 5,6) don't seem to be making romance attempts.  I haven't been playing this particular game for that long, so I would just chalk it up to needing more time, only a straight pawn has made several romance attempts over the course of a few days, while the gay pawn has made none (despite having characters of the same sex who they have a very positive opinion of).  Is this a bug or is there some other explanation for this discrepancy?

System.Linq

Their Kinsey rating is not the only factor that goes into whether they want to romance each other.

Der Failer

Quote from: Spiders Everywhere on July 18, 2017, 03:47:31 AM
Is it still possible to treat Chemical Interest/Fascination? I'm not seeing the option.

Edit: Looks like a mod conflict. I'll see if I can narrow it down.
I've the same problem it took a bit, but i found the mod causing the conflict. It's HelpTab, no idea how or why, but removing it form my mod list brings back option to treat Chemical Interest/etc, also with just Psychology and the HelpTab loaded I'm unable to treat again.

Spiders Everywhere

Quote from: Der Failer on July 18, 2017, 11:41:49 AM
Quote from: Spiders Everywhere on July 18, 2017, 03:47:31 AM
Is it still possible to treat Chemical Interest/Fascination? I'm not seeing the option.

Edit: Looks like a mod conflict. I'll see if I can narrow it down.
I've the same problem it took a bit, but i found the mod causing the conflict. It's HelpTab, no idea how or why, but removing it form my mod list brings back option to treat Chemical Interest/etc, also with just Psychology and the HelpTab loaded I'm unable to treat again.

Oh, weird! Yeah, looks like that's it. I wonder why it does that, it's not the kind of conflict I'd expect.

MeMyselfAnDie

When colonists "hang out with someone" (which I am pretty sure is from this mod) they ignore restricted zones. This is an issue because killboxes in vanilla, but when someone (me) is playing with the Call of Cthulhu mods, colonists might just "hang out" into the mist, go insane, and kill each other. This is irritating. That is all.

rambo

the party event doesnt appear anymore i think its from your mod