RimWorld

RimWorld

Moody
731 Comments
Asteroid 25399 Aug 22 @ 11:35am 
Sorry for the distraction mate. It cleared when I loaded a save from my new colony and then I had Moody again. No idea what caused it, but it was on my end. Love your mod and been using it since 1.1.
Giant Space Hamster  [author] Aug 21 @ 5:22pm 
@Asteroid 25399 If there are any errors in the debug log (enable dev mode in game options) please paste the log in a new discussion thread (not here in the comments) and I can take a look.
Asteroid 25399 Aug 21 @ 7:56am 
For some reason Moody is disappearing on a new colony. It works fine on my old save but when I start a new game with the same mod list, it's not visible.
Greysion Aug 15 @ 1:56am 
I really love how you've made your UI, always been one of my favourite mods. Thank you for your work! o7
Digitice Jul 29 @ 5:15am 
Yea was thinking that the pawn picture inclusion in the list was maybe edited by show hair/hat/apparels/mood color bar etc mods in the avatar and mood constant changing impacting the update tick rate what was added in 1.6. And if it ticks very fast in the window then that would explain the draining. Who knows :P No problem and thanks for the advice.
Giant Space Hamster  [author] Jul 26 @ 3:39pm 
Thanks for running the test. Interesting that the pawn picture and ideology might be the cause. I'll see if I can reproduce the issue.
Digitice Jul 26 @ 12:48pm 
Tested with Moody only with a dev colony and the same issue. Now I remember I changed the mod options to remember size and show pawn picture/ideology. Disabled those and now runs butter smooth. Maybe it's the new updates as the RimWorld change log suggest better performance and some mod fixes. Works great, thanks again Giant Space Hamster! :steamthumbsup:
Digitice Jul 24 @ 3:38am 
@Giant Space Hamster Good idea! I'll try that out later this week and report the results, thanks! :D
Giant Space Hamster  [author] Jul 21 @ 10:34pm 
@Digitice I'd be curious if Moody still hits your performance as hard with no other mods enabled. If you are open to it, try a dev colony (enable dev options and start a new colony) and add colonists until you have the same number (11 you said) and see how it performs. I can't reproduce any performance impact at that colony size with just Moody enabled.
Digitice Jul 21 @ 8:14am 
Yeah shortening the list helps, also on a old pc 1070 era, think conflicting with other mods. Full list with 11 colonists drops 30 fps for me. While if it's only showing 2 - 4 it's stable. Thanks for the info and great mod!
Giant Space Hamster  [author] Jul 20 @ 2:36pm 
To those experiencing performance issues, I assume you have very large colonies or a very large number of mods also impacting performance. Moody only uses resources for those pawns shown in the list. You can shorten the height of Moody to reduce the number of pawns displayed and it will only gather data for those shown. I've already done a lot to reduce the performance impact. My PC is almost 15 years old and I can handle 12-15 colonists shown at once without any noticeable impact on my performance. Just sort the view so the ones you care most about are in the top (visible) section.
Digitice Jul 20 @ 6:32am 
Great informative mod only costs a lot of resources to use.
kurikinton Jul 20 @ 12:30am 
Very useful mod but just FYI, it causes a huge performance hit when open (like a 50% drop in frame rate), in case you didn't know. Better to keep it closed all the time except when specifically checking the info.
Sekonda Jul 14 @ 10:51am 
Nevermind, it's being tripped by another mod called Expanded Outposts. When swapping to the world view, have manually added/removed and Moody isn't having an error it's just responding to the GSOD error. Sorry!
Giant Space Hamster  [author] Jul 13 @ 3:33pm 
@Yeeoo What kind of interaction? Please provide more specific information on what you were doing when the error triggered.
Sekonda Jul 13 @ 12:00pm 
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 Jul 3 @ 9:23pm 
thank you for 1.6 <3
dracoix 🐉 Jun 14 @ 9:00pm 
Thank you for 1.6 push.
Arthur GC Mar 7 @ 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] Feb 23 @ 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 Feb 23 @ 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 Jan 7 @ 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 Oct 24, 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 Aug 30, 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 Aug 6, 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 Jun 12, 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 May 26, 2024 @ 5:17pm 
oh no
you on madmans list now...
ThaumicNik May 11, 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 May 10, 2024 @ 10:41am 
Mentioned in Best Mods • Vanilla UI collection.
小学生 Apr 30, 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] Apr 30, 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 Apr 30, 2024 @ 6:48pm 
Doesn't it refresh when minimized?
this is great
Giant Space Hamster  [author] Apr 30, 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 Apr 30, 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] Apr 29, 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 Apr 29, 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] Apr 29, 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 Apr 28, 2024 @ 10:25pm 
I think its actually because the health column on the summary is being pushed outside of the visible area?
Doug Apr 28, 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] Apr 28, 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] Apr 28, 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 Apr 28, 2024 @ 9:43am 
Im having an issue where I can only see prisoner moods. How do i fix this?
johnisaroundhere Apr 28, 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] Apr 26, 2024 @ 9:23pm 
I have no plans to add non-members of the colony (guests and enemies) at this time
LZIM Apr 26, 2024 @ 9:03am 
silly question

Is it possible to add a Guests tab which includes medical patients from Hospital mod ?
Giant Space Hamster  [author] Apr 15, 2024 @ 11:18am 
Glad you were able to resolve the issue!
Philosophrog Apr 15, 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 Apr 15, 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] Apr 14, 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 Apr 14, 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).