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i'm going to create a war colony with like 50 colonists and send them all out on suicide missions over and over again as the stupidity ravages their mental health and stability
My Pawn which has Psychopath trait got 'Depression' because he was 'extremely exhausted'.
I like the premise of the mod, but more effort needs to be put in it
(im not joking i had someone go into a panic attack for over a year straight but the avg for me seems to be about 10 days)
do not try this mod its horrible and the dev dosent know anything about balence
and conseling is useless and damn near impossible in the first place
1.5/10
why about 3/10 colonist almost instantly develops a minor case of major depression?
I've noticed that the Alien Races pawns seem to be slower to develop neuroses than basegame pawns, and suspect from observing they may also be somewhat harder to cure.
is it a glitch?
1. Stand still doing nothing when there is nothing left to clean.
2. Remain standing after the outbreak is over and will continue to do so until drafted and then undrafted.
Also, mental breaks seem to happen even when the pawn is happy or even content. Is that a feature or a bug as well?
Not fun.
People actually (albeit rarely) get PTSD from surgery, so that makes sense, but he wasn't actually downed...
only on The Galactic Astrographic Channel
In addition, I've introduced two disorders developed in early-life- Autism spectrum disorders, in which colonists will be annoyed by what they see as illogical prioritised work (or won't even do it at the very severe end), and ADHD, with colonists who will lose attention and wander off to the rec room on occasion.
System.NullReferenceException: Object reference not set to an instance of an object
at RimDisorders.MentalIllness.TryAddCounselling () [0x00000] in <filename unknown>:0
at RimDisorders.MentalIllness.AnyPostTickAction () [0x00000] in <filename unknown>:0
at RimDisorders.MentalIllness.PostTick () [0x00000] in <filename unknown>:0
at Verse.Pawn_HealthTracker.HealthTick () [0x00000] in <filename unknown>:0
at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
at RimWorld.Planet.WorldPawns.WorldPawnsTick () [0x00000] in <filename unknown>:0
at RimWorld.Planet.World.WorldTick () [0x00000] in <filename unknown>:0
at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
I must use the console to put them down, heal them give them good thought so that they don't have a new break while they are eating and resting (they are completely useless for years because of all that!)
so I suggest adding a timer during which colonists cannot have mental breaks. it would break the infinite break loop.
otherwise the mod is really cool. my pawn starts panicking when there is a fight around and that is awesome!
https://pastebin.com/prxDpdCZ
It also causes the game to slow down to a halt, aka unplayable...
at RimDisorders.MentalIllness.TryAddCounselling () [0x00000] in <filename unknown>:0
at RimDisorders.MentalIllness.AnyPostTickAction () [0x00000] in <filename unknown>:0
at RimDisorders.MentalIllness.PostTick () [0x00000] in <filename unknown>:0
at Verse.Pawn_HealthTracker.HealthTick () [0x00000] in <filename unknown>:0
at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
at RimWorld.TradeShip.PassingShipTick () [0x00000] in <filename unknown>:0
at RimWorld.PassingShipManager.PassingShipManagerTick () [0x00000] in <filename unknown>:0
at Verse.Map.MapPostTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()