RimWorld

RimWorld

Moody
717 Comments
Giant Space Hamster  [author] 15 hours ago 
@Yeeoo What kind of interaction? Please provide more specific information on what you were doing when the error triggered.
Yeeoo 19 hours ago 
filling window for Moody.MoodyWindow: System.MissingMethodException: Method not found: int RimWorld.Planet.WorldObject.get_Tile()
[Ref 439552F8] Duplicate stacktrace, see ref for original

Grey screen of death on Caravan interaction
Rainhesoberane 3 Jul @ 9:23pm 
thank you for 1.6 <3
dracoix 🐉 14 Jun @ 9:00pm 
Thank you for 1.6 push.
Arthur GC 7 Mar @ 8:39am 
Would it be possible to add a patch that disables the Skill View for prisoners when a mod that hides strangers' stats - such as Hidden Enemy Bio (Continued) or Stranger Danger - is active?

Or a 'Disable prisoners skills view' boolean toggle on the mod settings, maybe? This way the mod would work the same way but it would skip from colonist view direct to animals view when trying to see their skills (or stay on the Colonist view since animals don't have skills).

Thanks in advance!
Giant Space Hamster  [author] 23 Feb @ 3:38pm 
@Pirate Duck unfortunately, no. I'll make a note to review the hediff filter there next time I do an update. Not sure when that will be though tbh.
Pirate Duck 23 Feb @ 3:07am 
Hi, is there a way to remove specific hediffs from the attention required tab? All my pawns have psychite dependency and genes regrowing all the time which makes the tab pretty cluttered
oobabooga 7 Jan @ 4:52pm 
Hi, thank you for this amazing mod! However, I can't seem to see the info of colony's slaves. Is this expected?
trewqh 24 Oct, 2024 @ 12:41pm 
Hi! I'll start by saying I love this mod and appreciate the work put in to make it! 🤘

I've been having a issue lately, that was helped by removing Moody. At some point some things stopped showing, specifically:
- the white selection (not quite) squares on selected things
- blue power conduit highlighting
- green/red preview when trying to place a buildable thing and the yellow power connection

I suspect it may be connected to the fact that I have a big and rich colony with many things, because the issue appeared after 254 days in game and when I did a test by accepting the archonexus quest and went to a new map with less stuff, the issue disappeared.

I do have 62 mods total in this game, tried disabling different stuff that seem connected with displaying stuff and, eventually, removing Moody helped.

But I miss Moody... :(
晓山alreShan 30 Aug, 2024 @ 7:19pm 
In 1.4 Biotech, when having pawn has toxic buildup hediff, and opening moody's summary menu, will get hidden errors spam (not showing up on debug log console).

null texture passed to GUI.DrawTexture
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

I have only Harmony, Core, Biotech, Moody enabled.
Arthur GC 6 Aug, 2024 @ 7:59am 
Great mod!

Would it be possible to add a patch to mods that hide stranger's stats, such as Stranger Danger?

Currenly, using both, we can see the prisoner stats for example.

Maybe just having a setting in the mod options allowing to disable the prisoners stats tab (the one showing shooting, social, intelectual, etc) would be sufficient.

Thanks in advance!
Xavier 12 Jun, 2024 @ 7:59pm 
could it be possible to have the "save location" feature remember negative values? I like to store the top tabs off-screen to save on visual real estate but every time i open the mod it resets to the nearest positive value showing the top tabs again.
Either way thanks for all the years I've used this and loved it!
Narlindir 26 May, 2024 @ 5:17pm 
oh no
you on madmans list now...
ThaumicNik 11 May, 2024 @ 4:30am 
Sorry if this has been asked before, but are these two startup warnings safe and can I just ignore them? They happen to me even on a clean modpack with only DLC and Moody.

Key binding conflict: MainTab_History and NextPawnMode are both bound to F9.

Type ColonistBarColonistDrawer probably needs a StaticConstructorOnStartup attribute, because it has a field MoodBGTex of type Texture2D. All assets must be loaded in the main thread.
lol 10 May, 2024 @ 10:41am 
Mentioned in Best Mods • Vanilla UI collection.
小学生 30 Apr, 2024 @ 11:02pm 
I discovered this when I uninstalled Numbers and some other logic mods from the game. The situation has improved a lot.
It replaced Numbers supreme position in my mind. This UI is very refreshing, I like this.
Giant Space Hamster  [author] 30 Apr, 2024 @ 8:17pm 
There's a check that skips all data gathering if minimized or hidden.

RimWorld 1.5 and Anomaly have worse performance than previous versions since there are more mechanics in play, so if you're still experiencing performance issues with Moody minimized it may be that. You can also safely disable Moody mid-save if you want to compare.
小学生 30 Apr, 2024 @ 6:48pm 
Doesn't it refresh when minimized?
this is great
Giant Space Hamster  [author] 30 Apr, 2024 @ 2:39pm 
What do you mean? Just show one pawn at a time?

If Moody is affecting your performance, you have a couple options. You can reduce the height of Moody so the visible list is shorter. Only the visible pawns will incur the cost of recalculating data. You can also minimizes or hide Moody, in which case nothing will be recalculated while minimized/hidden. The arrow in the upper right corner will min/max Moody, and you can set hotkeys for both min/max and hide/unhide in the game control settings (mod controls are at the bottom of the list IIRC).
小学生 30 Apr, 2024 @ 5:49am 
Is there any plan to add a setting = switch to track certain characters?
As the base gets larger, let this mod waste a lot of CPU load.
Giant Space Hamster  [author] 29 Apr, 2024 @ 2:30pm 
Are these dependencies through genes or a mod? I just tested with a psychite dependency on both a regular pawn and on a ghoul (which shouldn't be possible without dev mode/mods anyway) and didn't encounter any errors when I checked the log. Feel free to start a discussion thread if you want to continue this conversation more easily.
Doug 29 Apr, 2024 @ 2:11pm 
Man that is hard to track down. Turns out its not ghoul related.. If I have psychite or go-juice dependency hediff on a pawn, it will cause the error. As soon as I remove all dependency hediffs and reset the log, things are fine.

I don't know why I thought it was related to ideology icons.
Giant Space Hamster  [author] 29 Apr, 2024 @ 4:51am 
Do your ghouls have ideologies? I don't think they're supposed to, unless you have a mod for that.

What health effects are on your ghouls causing these errors?
Doug 28 Apr, 2024 @ 10:25pm 
I think its actually because the health column on the summary is being pushed outside of the visible area?
Doug 28 Apr, 2024 @ 10:11pm 
Failing to draw ideology icons for ghouls is causing silent errors that don't appear in the log but DO contribute to the message limit counter:

Moody.PawnAlerts.Alert:DrawTexture (UnityEngine.Rect)
Moody.PawnAlerts.Alert:DrawInternal (UnityEngine.Rect)
Moody.PawnAlerts.Alert:Draw (UnityEngine.Rect)
Moody.Table.Columns.HealthSummaryColumn:CellRenderer (UnityEngine.Rect,Verse.Pawn)
Moody.Table.Cell`1<Verse.Pawn>:Draw (UnityEngine.Rect,Moody.Table.Row)
Moody.Table.Table:DrawCell (Moody.Table.Cell,UnityEngine.Rect,Moody.Table.Row)
Moody.Table.Table:DrawRow (Moody.Table.Row,UnityEngine.Rect)
Moody.Table.Table:Draw (UnityEngine.Rect)
Moody.Views.SummaryView:Draw (UnityEngine.Rect)
Moody.Views.MoodyView:DrawDashboard (UnityEngine.Rect)
Giant Space Hamster  [author] 28 Apr, 2024 @ 3:44pm 
I just fixed the pawn mode button icon not displaying, so that should hopefully clear up any issues with being in the wrong mode (e.g. showing prisoners or pets instead of colonists). This is the button in the upper right, next to the collapse icon (arrow).
Giant Space Hamster  [author] 28 Apr, 2024 @ 1:10pm 
There's a button in the upper right that changes between colonists, prisoners, and colony animals. Unfortunately, a bug caused the button to become invisible, and I am not sure why. It's just to the left of the "Collapse" icon in the upper right of Moody. Click there, and it should rotate from prisoners to animals and then to colonists. I'm still trying to figure out why the button doesn't show up.
Hollow 28 Apr, 2024 @ 9:43am 
Im having an issue where I can only see prisoner moods. How do i fix this?
johnisaroundhere 28 Apr, 2024 @ 7:25am 
I love this Mod... But I did something and have no idea how. The ist is currently sorting by Prisoners. How do I change it back to show Colonists?
Giant Space Hamster  [author] 26 Apr, 2024 @ 9:23pm 
I have no plans to add non-members of the colony (guests and enemies) at this time
LZIM 26 Apr, 2024 @ 9:03am 
silly question

Is it possible to add a Guests tab which includes medical patients from Hospital mod ?
Giant Space Hamster  [author] 15 Apr, 2024 @ 11:18am 
Glad you were able to resolve the issue!
Philosophrog 15 Apr, 2024 @ 8:12am 
@Giant Space Hamster - FYI, after seeing some other weirdness that had nothing to do with Moody, I uninstalled Rimworld, removed local files, and reinstalled (v1.5). That cleared up the "hidden menu" problem, so Moody is found "Not Guilty". Thanks again for a great mod.
Philosophrog 15 Apr, 2024 @ 5:54am 
@Giant Space Hamster, Sounds reasonable to chalk it up to "stuff happens" unless there is a flurry of similar reports. By the way, I mentioned that I have had Moody installed for a long time - that's because it has been a very helpful Mod. Thanks a bunch for developing it.
Giant Space Hamster  [author] 14 Apr, 2024 @ 9:41pm 
@Philosophrog I'm sorry to hear you're having problems. I was unable to reproduce your described issue with a game started and saved on 1.5. If the issue is only affecting games saved on 1.4 and loaded on 1.5 where you saved with Moody enabled and now have it disabled, that is probably too much of an edge case to investigate. I suspect such an issue would be related to changes in core mod loading. If you can confirm the issue is happening for you on games started on 1.5 please let me know, and I recommend starting a discussion thread here on the mod page to continue the conversation.
Philosophrog 14 Apr, 2024 @ 7:43pm 
Just a followup to the "hidden Menu" report - all the saved games I am testing with were first saved in v1.4 . They now have the issue in either 1.4 or 1.5 if Moody is not enabled (should have said "enabled" rather than "installed" as Moody remains subscribed in either case).
Philosophrog 14 Apr, 2024 @ 7:38pm 
When Moody is removed; the Save / Load / Quit in-game menu shows only a dark rectangle with no buttons. This is for games that were saved while Moody was installed, and everything worked fine then.
I have removed all mods except Harmony, Core, & HugsLib - and sometimes Moody. If Moody is installed, menu works as expected; if not, menu buttons are not present.
Noticed the issue as I began to change mods setup for v1.5 but the issue also occurs with the "beta" 1.4. This was also after the Apr 6 update to Moody, but I have had Moody installed for quite a while so this behavior may have been present for some time without my noticing.
Normally I run about a dozen other mods, all pretty well regarded, so the issue may have originated from interaction with another mod - but now the issue seems to depend solely on whether Moody is installed.
Can anyone else confirm whether this occurs for them?
Thanks, dev, for considering whether this needs investigation.
shawyer 6 Apr, 2024 @ 11:48am 
Thanks for the update!
Futstub 6 Apr, 2024 @ 11:27am 
Neat, thanks a lot!

For everyone wondering (and you really should put this in the description):
You can even filter for needs added by other mods! Like the one we do not speak of. :>
Giant Space Hamster  [author] 6 Apr, 2024 @ 9:25am 
I just added a setting for the sleep need override. It defaults to disabled but can be enabled in mod settings.
Giant Space Hamster  [author] 5 Apr, 2024 @ 9:35pm 
It looks like I forgot to add a setting for that. I'll try to get to that soon.
Futstub 5 Apr, 2024 @ 9:01pm 
Great Mod!
Is there any way to turn off that sleep overwrites the need you chose to display?
So for example if I chose comfort and a pawn goes to sleep, it slways shows the sleep bar instead.
Pos 4/5 5 Apr, 2024 @ 5:46pm 
Thanks for the update!
allbad 2 Apr, 2024 @ 4:02am 
same here as @djrusson. I just found this mod and can't live without it now. It's PERFECT for a HUD on an ultrawide monitor
shawyer 23 Mar, 2024 @ 10:49am 
Same comment as @djrusson. Love this mod and appreciate all the hard work you've put into it!
djrusson 23 Mar, 2024 @ 3:06am 
i Really hope this mod will be updated to work in 1.5 as it is my first goto mod to install after Harmony and Hugslib. I use this mod all the time to view what job each of my pawns are working on. Giant Space Hamster - thanks for one of the top mods.
Flamangos 21 Mar, 2024 @ 4:46pm 
@giant I'm sure you do more than I even understand. Fucking rimworld magic. Thanks for the mod!
Ferchu 18 Mar, 2024 @ 3:41am 
Could you support translation into other languages?
Giant Space Hamster  [author] 16 Mar, 2024 @ 6:47pm 
@Alvin yes, some core functions for reading data are very expensive. I'm already doing a lot to cache that info and read it less frequently, but if you have a lot of pawns it can slow things down a bit. Note that if you shrink the vertical size of Moody such that it shows fewer pawns at a time that should also improve performance. Only those visible are re-calculated.
Flamangos 16 Mar, 2024 @ 3:56pm 
This mod is one of my all time favourites but I gained 10-20 fps on max speed by disabling it. It's very very useful but very expensive performance wise. Still a fantastic mod. Just be warned, you pay for the convenience.