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Just a check, does that Trebragal pawn have any food need in the needs tab?
Exception ticking Trebragal (at (219, 0, 5)): System.NullReferenceException: Object reference not set to an instance of an object
at EdgeOfAbyss.Hope.HopeWorker_Food.get_CurrentFoodHopeFallPerTick () [0x00000] in <0c94fe44cf0a4d818ea665e8c6a05da1>:0
at EdgeOfAbyss.Hope.HopeWorker_Food.Tick150Interval () [0x00000] in <0c94fe44cf0a4d818ea665e8c6a05da1>:0
at EdgeOfAbyss.Hope.HopeWorker.UpdateHope () [0x00000] in <0c94fe44cf0a4d818ea665e8c6a05da1>:0
at EdgeOfAbyss.Hope.Need_Hope.NeedInterval () [0x00024] in <0c94fe44cf0a4d818ea665e8c6a05da1>:0
at RimWorld.Pawn_NeedsTracker.NeedsTrackerTick () [0x00022] in <d72310b4d8f64d25aee502792b58549f>:0
at (wrapper dynamic-method) Verse.Pawn.Verse.Pawn.Tick_Patch2(Verse.Pawn)
at (wrapper dynamic-method) Verse.TickList.Verse.TickList.Tick_Patch2(Verse.TickList)
Basically what I have in mind about system interaction is
(Actions) -> (individual hope values) -> Total Hope -> Mood -> Hope from Mood -> Total Hope -> ...
Each individual hope are independent from each other.
The goal is that players should be rewarded a bit extra for providing good stuff to colonists. Sure, we have the good mood thing, but good mood disappears quickly; what I have in mind is something that can last longer than mood but still requires good action to build up.
This is basically what the Hope system is about.
I try to balance the numbers so that using only the basic stuff does not grant any bonuses in the long run (except a bit of "marginal" bonus that may appear or disappear due to some deep-level RNG). This makes it so that we all try to do good stuff to the colonists.
There are problems with the food hope in that it drops too fast, but with fine meals, the food hope value should slowly climb up.
The rest hope is using the rest gain effectiveness to increase the value per tick. Maybe your beds are too good, that I underestimated the hope amount gained from sleeping.
Not sure if it would be a huge problem, but you could make it compatible with almost any food mod, if you make the mod search for Nutrition Value instead of category. Buf off curse thats up to you. I still enjoy the mod and the debuff is not something that will kill the colony hehehe, it just adds a bit more of challenge wich is always welcome.
Strange that the hope tab disappeared, but supposedly, it should show for those that:
- has a mood bar; and
- can receive thoughts
If let's say you have a cow, then because it does not have a mood bar, it does not have a hope tab. Let's say then you have a flying drone from e.g. RimFactory, similarly, because it has no mood bar, it does not have a hope tab. See if those that have soul but do not have hope actually do not have the mood bar.
In the meantime perhaps try RimHUD + Animal Food Restriction, both together adds a new "Food" tab to basically all animals/colonists, see if it works for you