RimWorld

RimWorld

Psychology (unofficial) v1.1-1.6
1,852 Comments
Sephira jo 20 Jul @ 1:19am 
Hey got a stack trace for you, my game still loads but it's getting a log with a few errors https://gist.github.com/HugsLibRecordKeeper/0212855236a875dd52e5b54202512e9a
M-dog da Freek 17 Jul @ 9:29am 
Thank you!
icarosaurvus 17 Jul @ 1:45am 
Thank you!
Kal the Meowlord 16 Jul @ 7:08pm 
thank you so much :D :D <3 <3
vandellyr 16 Jul @ 6:27pm 
Thank you!!!!!!! YAY! :steamhappy:
-=Einherjar=- 16 Jul @ 11:35am 
Thank You!
Sephira jo 16 Jul @ 10:02am 
Yay, update! Thank you for all your hard work.
Nox 16 Jul @ 9:51am 
Thanks for the update!!!
stecph 16 Jul @ 8:43am 
It was working but I guess now it'll work even better. Thank you so much!
Proxyer 16 Jul @ 3:17am 
Thank you for update works!
sybersmoke 15 Jul @ 1:15pm 
Your dah bomb, keep yup the amazing work che_lovek
Tabmoc 14 Jul @ 3:13pm 
<3
cskyet91 14 Jul @ 11:48am 
Thank you for your work. Yours is one of the ones I'm waiting on before booting up the new expansion.
che_lovek  [author] 14 Jul @ 11:37am 
Working on 1.6 right now, still have a lot of code to go through
Talvi Jam 14 Jul @ 9:13am 
Same here, cant´t start without it. Must have mod for me
asdlfehasdkwjaghsdm 14 Jul @ 7:49am 
Guys does this work on 1.6 without errors?
vandellyr 13 Jul @ 8:58am 
I hope Psychology gets updated to 1.6!
Eric 13 Jul @ 8:42am 
Still waiting for a 1.6 update for Physiology. Cant´t start without it.
Mythophile 12 Jul @ 7:48am 
Awaiting 1.6 update!
cinless 12 Jul @ 2:28am 
@che_lovek I also get that bug, I just never thought to report it because I think it's kind of interesting to have breakups be so devastating, and also because I forgor.
Sexy Legs 11 Jul @ 10:25pm 
Cant wait for an update, thanks for the work <3
Kokorocodon 11 Jul @ 8:57pm 
update?
greatorder 11 Jul @ 8:42am 
@Che_lovek should be? I don't know if I can disable updates or anything.

It could be a bizarre interaction with another mod, I guess, but I wouldn't know which.
che_lovek  [author] 11 Jul @ 8:36am 
@greatorder Are you sure you are using the current version? What you described was indeed a bug, but it was fixed long time ago
Mythophile 2 Jul @ 7:36am 
Best Mod.
greatorder 27 Jun @ 1:55pm 
I have to assume it's this mod adding it, I can't think of another that might, but I seem to double stack breakup/divorce mood debuffs. I get the vanilla one, and then one I'm pretty sure is from this mod.

One of my guys has a -30 debuff of "I miss you... please come back" on top of a -32 debuff of "We made a commitment, and they just tore it apart"
DYNAMAX 23 Jun @ 8:36am 
since an author has shown up, would you be able to shed some light on how one of my colonists had a -81 mood debuff and had a mental break for complaining to the mayor 6 times? Mind you this happened despite being in catharsis (+40) and with low expectations (+30) - not mentioning impressive rooms and lavish meals. I have a screen capture of right before he died. I've had elections turned off since but that's something I hope would be addressed if you're supporting this in 1.6. The settings were not displaying properly when I went to disable elections as well.
Peluceus Donmian 23 Jun @ 3:38am 
This is not safe to uninstall if your game is an unholy mod obelisk.

I am trapped in a snare of my own creation

(The UI is missing, it could be associated to the UI mods I use. Or not. I do not know, and I'm going to just try and soldier through with a mayor who won with 0 votes in a tie, who has a social skill of literally 1. I will find a way to make this make sense narratively.)
Solarius Scorch 22 Jun @ 2:03am 
The mayor thing is just so removed from everything else in this mod that I believe it should be a separate mod.
Peluceus Donmian 21 Jun @ 3:55pm 
I hope that you get whatever assistance you need to rework / revamp / redux / remaster / remake this mod because I very much like the concept of my pawns having a very deep personality and traits, even if they offer very little actual gameplay changes but heavily influence social interactions between pawns.
Bruh Moment 20 Jun @ 3:56pm 
Thanks for the clarification man, and thank you for keeping this ancient relic alive for those who use it haha
che_lovek  [author] 20 Jun @ 3:36pm 
@Bruh Moment I don't think you need do. You'll get a couple of errors in console, but eventually the game will clear out all the missing stuff by itself.
Bruh Moment 20 Jun @ 3:33pm 
Do we need to change anything from the save before removing it, like do we need a mental break ended or no mayor's office selected?
che_lovek  [author] 20 Jun @ 8:28am 
@Peluceus Donmian It is safe.

@Thssthfok Yeah this mods problem might be that it is a bit too complex. Definetely the most difficult code base I've seen in a while
Peluceus Donmian 19 Jun @ 8:20pm 
Is this safe to uninstall mid save? i'm reading the comments and I'm running a LOT of mods, so I think if it isn't too late I just won't chance it.
Thssthfok 19 Jun @ 1:42pm 
@che_lovek yeah after rereading my comment i realized that a lot of my own frustration with rimworld mod coding was packed in there, i guess the sheer size of this mod is just naturally going to be frustrating to work with, especially when one such as myself starts tinkering with it for the first time in 1.5.
che_lovek  [author] 18 Jun @ 10:01am 
@Thssthfok The codebase was rewritten by WILDCARD in 1.4 version. So aside from elections related stuff I would say it's not that bad. I play with this mod regulary and don't get any issues/perfomance drops.

I do agree though that a redisign is needed. Part of the problem is that back in 0.7 when this mod was first released the pawns were less complex than they are now with all the DLCs, so some stuff is definitely redundant.

@Sephira jo @LifeIsAbxtch I'll update it, unless 1.6 breaks this mod too much (it shouldn't)
Thssthfok 18 Jun @ 8:36am 
this mod barely worked in 1.5, a 1.6 update will be mildly functional at best.

this mod would be best redesigned from the ground up, the mayor stuff is so broken, ive tried to mess with the codebase at least 8 times trying to fix it and got nowhere. theres harmony-based methods/functions that are attempting to overwrite functions that dont exist anywhere in the rimworld codebase (nor did they match up to anything in the old modding primer migration guides), its a mess.

but thats to be expected for a mod that was written back in 1.0, was ported to 1.1 by someone else, and subsequently patched for 1.2, 1.3 etc. its hard to say when things even became broken.

sometimes a jenga tower will fall no matter how carefully you try to place a new block on top.
Sephira jo 18 Jun @ 3:39am 
I really hope this gets a 1.6 update before the drop next month <3
LifeIsAbxtch 17 Jun @ 11:49pm 
Can you please update this mod to 1.6, if you can...🙏
DYNAMAX 11 Jun @ 10:55pm 
Yeah one of my slaves decided he'd run for mayor so I'll be turning that off and thank you for mentioning it. Also the mod setting for elections only actually displayed its particular settings after I clicked into some of the other settings and back. Not sure if the settings for the mod are semi broken for all but this allowed me to turn off elections.
SadPlastic 10 Jun @ 4:45am 
The mod settings exist, but when I click on the table of contents it doesn't show any options. Elections are like other peoples broken, I think this happens when I disable the ideology system in the vanilla dlc.
wutville resident 9 Jun @ 1:33am 
mayor system has been broken for a while, you should disable it

anyway this mod is essentially on life support so people can just use it for future versions
DYNAMAX 29 May @ 3:47pm 
Tom wandered too close to the resident mech cluster. Neck deleted. Guess I need to find a new abbot.
DYNAMAX 29 May @ 1:44pm 
Why in all of the rimworlds does my colonist have -81 mood debuff for complaining to the mayor 6 times? D: Tom is currently running wild and removing all of his clothes and I wondered why...
wsl 29 May @ 3:52am 
In my case the mod was the reason of constant performance stutters. (found out in the dev console)
I turned it off and now the game feels way more responsive.
Not sure about you can't remove it from a save. Mine works just fine, but maybe it's because I installed it mid-save too.
Thssthfok 19 May @ 10:34pm 
@Rosadrop yeah, i mean it is a pretty complex mod. On top of rimworld "f it" approach to modding api documentation, it makes it difficult to even know where to begin as far as fixing how it works.
Solarius Scorch 16 May @ 9:32am 
The "story generation" is... well, it's not wrong, but it has a pretty narrow understanding of what a story is. Basically, the storytelling aspect is shooting and looting, and maybe an occasional marriage. The human interaction part is extremely simplistic and lacking in basic storytelling tropes. Psychology is definitely a step in the right direction to fix this.
Savage Servant 16 May @ 7:53am 
You should add information that you can't remove it safely from a save.
Rosadrop 12 May @ 9:58am 
And yes, a mod like psychology that fits with huge mod lists is dearly dearly missed ;(