RimWorld

RimWorld

Psychology (unofficial) v1.1-1.5
Ehmn Dec 22, 2020 @ 5:22am
(Some) Pawns Not Interacting More Than Small-Talk
TLDR Married couple can't socialize with eachother, possibly mod related


In my most recent playthrough, I started out with 2 pawns. The two pawns are Nicole and Arty. For some reason, in the 3 long years they have been on this planet, they've never had more than pleasantries and small-talk. They can socialize with (some, about 75%) other pawns, but never with eachother. Perhaps it has something to do with their traits, which are:

Nicole:
Psychically dull
Neurotic

Arty:
Heavy Sleeper
Outdoorsy
Kind

Neither has social disabled. I've tried sending them on a caravan and having them rest, as it says pawns can socialize then. I've tried sending them to a different map. (both of the former at the same time and on their own). The only thing I can think of is that it's mod related, so here's my list of mods. I'm wondering if anyone else has had this problem and identified the issue; it seems hard to recreate, but I'll re-copy the seed, coordinates, and starting conditions and make a new game for every mod if it comes down to it.

Anyways, here's my mods in load order, and I've bolded the ones I think *might* cause a problem as I go:

Game version: 1.1.2654
Harmony Lib v2.0.2.0. mod v1.4.0

Harmony, Core, Hugslib, Psychology (unofficial 1.1/1.2), Animal Variety Coats, Directly Abandon Settlement, Room Sense, EdB Prepare Carefully, Conduit Deconstruct, Pick Up And Haul, Industrial Rollers, More Planning, Power Logic, LWM's Deep Storage, Damage Indicators [1.2], Expanded Roofing, LinkableDoors (unofficial), Centralized Climate Control (Continued), More Map Sizes, Realistic Planets - Fan Update, Progress Renderer, Miscellaneous 'CORE', Misc. Turretbase, Objects, Expanded Prosthetics and Organ Engineering, Medical Tab, RT Fuse, A Dog Said... Animal Prosthetics, Locks, Animals Logic, Hospitality, Colony Manager, Misc. MapGenerator, Animal Tab, Blueprints, Relations Tab, Mad Skills, Camera+, What Is My Purpose, RT Solar Flare Shield, Parallel Power Grid (Parallel Conduits), More Linkables, Pharmacist, RenameColony, Bounded Roof Build Tool, Color Coded Mood Bar, Work Tab, Deconstruct First, Remote Tech, Orbital Animal Traders, Humanoid Alien Races 2.0, Android Tiers, Area Unlocker, Save Our Ship 2, [JDS] Simple Storage, [SYR] Set Up Camp, Backup Power, Smarter Construction, Rimatomics, RandomPlus, Gloomy Furniture, Rimvibes


I don't think it's humanoid alien races or android tiers because Arty is able to socialize perfectly fine with an android in the colony. Hospitality might mess with it somehow, I'll check that first probably.

Thanks for your time and help :nidhoggs::nidhoggs::nidhoggs::nidhoggs::nidhogg:
Last edited by Ehmn; Dec 22, 2020 @ 5:25am
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Showing 1-5 of 5 comments
Nilserrich Dec 24, 2020 @ 2:39am 
mhh, actually no blatantly incompatible mods. Is the mod enumeration also your loading order? If so, I notice several things at once: Psychology is very much at the beginning of the loading order. I put it at the very end for me. Just like Hospitality and EdB Prepare Carefully. Psychology, however, after EdB. CORE elements that lay the foundation for other mods should always be right at the beginning. That's where I see Humanoid Alien Races 2.0, and Miscellaneous 'CORE'. That alone could solve your problems.

If you press CTRL + F12 you will see a HugsLib log. Could you post it here too?
che_lovek  [developer] Dec 24, 2020 @ 7:39am 
@Ehmn Try pressing Social tab on one of the pawns -> Debug info -> Interaction chances and see if they actually have a chance to start a conversation. You might need to turn developer mode on for that in settings, if you haven't alredy.

Maybe they just never spend enough time in the same room to be able to talk. Also, it might just be their psyche. Some pawns are just too introverted to ever start a conversation.
Ehmn Dec 24, 2020 @ 6:22pm 
Originally posted by KEMPER:
@Ehmn Try pressing Social tab on one of the pawns -> Debug info -> Interaction chances and see if they actually have a chance to start a conversation. You might need to turn developer mode on for that in settings, if you haven't alredy.

I checked, and they don't. Their compatibility rating is 4.47, though, which I figure is decent. One thing I noticed, though, is that they both have higher conversation chances with a third colonist, despite both having slightly negative compatibilities with them.

Originally posted by KEMPER:
Maybe they just never spend enough time in the same room to be able to talk.

They're always spending time in the same building (just a few rooms) or within close proximity of each other. Plus, there haven't been any conversations in 3 years.

Originally posted by KEMPER:
Also, it might just be their psyche. Some pawns are just too introverted to ever start a conversation.

I messed around with some things, and after some trial and error I figured out that it's the fact that they're both either less or slightly extroverted. After bumping it up to "more" on both of them, they now have a chance to talk. To me, at least, this doesn't make a lot of sense - I know plenty of introverts who can converse amongst themselves. Perhaps they could still converse, just at a lower rate. However (and if at all - I understand if you want to keep it true to the original) you decide to tackle this, thank you for your help @Kemper @Nilserich! It is greatly appreciated!
Nilserrich Dec 25, 2020 @ 12:30am 
I have tried with pleasure :D
che_lovek  [developer] Dec 25, 2020 @ 7:28am 
@Ehmn Vanila compatability score is not used for conversations. However there are other imoprtant psyche nodes that could affect the chances, not just how extroverted pawns are.
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