RimWorld

RimWorld

[B18] Psychology
 This topic has been pinned, so it's probably important
The Word-Mule  [developer] 11 Dec, 2017 @ 10:05pm
Feedback
Post things you'd like to see added to or changed about the mod here.
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Showing 1-15 of 52 comments
Flesh Forge 11 Dec, 2017 @ 11:35pm 
Here's a suggestion for you: SOCIAL COMBAT. Now that the vanilla game has a system of event logging for physical combat, it seems to me you could adapt this to sometimes be replaced by a social form, and instead of punching each other you could have two pawns get in a protracted argument, with the types of actions determined by their psyche and traits, and with results being stuff like happy/unhappy thoughts or breaks, and with a log of what was argued about and the "attacks" and "defenses" used.
The Word-Mule  [developer] 11 Dec, 2017 @ 11:52pm 
That's kinda what the existing conversation system is. Actually, I could probably expand it so that instead of just picking a topic when it ends and assigning a value based on that, being in a conversation could generate those thoughts as they discuss things. That'd be pretty neat, and a little more realistic.
Flesh Forge 12 Dec, 2017 @ 12:26am 
Right, I mean an alternative to the fisticuff kind of social fight though, I think you can probably build off the physical combat mechanics already in place. It's not a simple or short project but it seems like it'd be a really big plus.
The Word-Mule  [developer] 12 Dec, 2017 @ 1:55pm 
Using the physical combat mechanics? Good Lord, no. You probably don't understand how disparate those systems are because you are not a C# modder. That's like starting with a Ford Fiesta and a set of tools and trying to turn it into a motorcycle.

Revamping the conversation system using the already-extant social log and already-extant long-term conversation mechanics to simulate a conversation or argument? Yeah, I could do that pretty easily. It wouldn't be an "alternative" to social fighting, though, any more than arguing with a friend is an alternative to getting into a bar fight.
Last edited by The Word-Mule; 12 Dec, 2017 @ 1:55pm
Flesh Forge 13 Dec, 2017 @ 6:32am 
I like your mod very much but "good lord" that is a terrible way to respond to a suggestion.
Call me Arty 14 Dec, 2017 @ 8:47pm 
Hey, love the mod. It really helps me get feel like my pawns are more than just. . . pawns.

If I could make just a small request, could you make any small "set all to 0" button for the psyche screen in Prepare Carefully? I love customizing my pawns, and having to mess with sliders for another minute or two adds up when your starting colony is kinda big.
The Word-Mule  [developer] 15 Dec, 2017 @ 1:27pm 
Why would you want to set them all to zero? It starts out randomized if you don't want to mess with sliders.
Call me Arty 15 Dec, 2017 @ 5:42pm 
Oh, woops, forgot to mention. I usually slide them all to the left before I customize them, just easier to guess and not lose my place, I guess. That's what I meant by "messing with sliders." Same reason for the button in Prepare Carefully that sets all skills to their base (plus background bonuses).

Again, small thing, and I've got no idea if any other player beside me would care, I just thought it would be a neat little thing.
The Word-Mule  [developer] 15 Dec, 2017 @ 6:46pm 
OK, I'll look into it.
Call me Arty 16 Dec, 2017 @ 2:19pm 
Huh, gotta say, I love that someone would actually consider adding a button that like, one person asked for. You modders are pretty awesome, thanks Word-Mule.
Omega13 27 Dec, 2017 @ 3:06pm 
So a very minor balance issue - as you know, most mental breaks (other than those caused by traits) grant the Catharsis buff to prevent the colonist from immediately breaking again. However, the Histrionic break tends to stack up a LOT of "rebuffed by X colonist" debuffs, entirely negating catharsis and often causing a larger debuff than Catharsis can negate, making this break a lot more likely to result in a second break for that same colonist.
The Word-Mule  [developer] 27 Dec, 2017 @ 3:39pm 
OK, I'll look into mitigating that.
master.of.herb 16 Jan, 2018 @ 4:09am 
I generally like the hanging out event.
It is one of the main reasons for me to use this mod (aside from sensible relationships and peaceful arrest).
However, I dislike some things about it:
First, it a immersion thing:
They should only hang out in my base (the home area), especially in the more dangerous biomes. In general, they should hang out in an area with comfortable temperature and a not totally unpleasant environment.
If they go on a date, they probably should not meet in the steel mine across the map, in a boreal forest on the winter where the bears and wolves roam.
Unless of course, there is a suicidal trait, and both a masochists.

I'd suggest, that you use zoning to define a "the area where hanging out is allowed".
If there is no nice place in there, that both colonists like enough (e.g. no outside for outdoorsies, no dark area for light sensitives) they should get a mood debuff.
Also, hanging out should only be allowed during joy time.
Again debuff, if they want to hang out and no joy time given.
I would use the work time restriction, but they do not eat during working hours,
which is idiotic after a raid.

Second, is a interface thing.
While they are on a date, they do not show up for selection in the caravan screen. So you have to draft them, do a single tick, and then reopen the caravan screen.

The first thing may work poorly for me, because I use Fluffy's Worktab. So if this is the reason, please excuse my inappropriate criticism.
Last edited by master.of.herb; 16 Jan, 2018 @ 4:10am
The Word-Mule  [developer] 16 Jan, 2018 @ 4:36am 
Hello,

Colonists will only "hang out" in your Home zone or where there are joy activities to do. It is no different from the wandering that they will do while idle, in how they pick where to visit. If colonists are hanging out in places you think are dangerous, it is because you are not managing their zones properly. There is no way for the game to know.

The caravan screen problem is a known bug that I will look into.
master.of.herb 16 Jan, 2018 @ 5:12am 
The zones are correct, so this is caused by work tab. My bad. Thanks for your response and the great mod.
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