RimWorld

RimWorld

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Social Compatibility for 1-2-3 Personalities
   
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Mod, 1.4, 1.5
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240.658 KB
18 Nov, 2023 @ 10:17am
21 May, 2024 @ 4:38pm
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Social Compatibility for 1-2-3 Personalities

Description
A simple addon for 1-2-3 Personalities M2. Makes pawns like or dislike each other more often, depending on their personality types.

Overview
RimWorld features a hidden "social compatibility score" between pawns. This is based on a random number as well as relative ages. This compatibility score makes positive or negative social interactions more likely between certain pawns.

What this mod does is add a configurable modifier to this score, based on how "harmonious" pawn's personalities are with one another as defined by 1-2-3 Personalities. Pawns with matching and "compatible" personalities are naturally predisposed to like each other more, but they will be more likely to have a negative opinion of pawns with conflicting personality types. We can't always get along!

This was most likely supposed to be a feature in 1-2-3 Personalities M3, but it seems that that mod might take some time to come out (if at all), so in the meantime I made this mod to patch in that little feature.

This mod does not add flat positive or negative opinions. Rather, it alters the base game systems so that social interactions are skewed towards positive or negative more often.

The values are fully customizable in the mod options for all 3 compatibility types:

  • Harmonious: large bonus
  • Complementary: small bonus
  • Disparate: medium penalty

I recommend keeping the values somewhere between -1.0 and 1.0, but you can go higher or lower if you want these bonuses to be very small or extremely impactful. By default, the impact of Rimworld's random "compatibility" is between -0.7 and +1.7 so I recommend keeping the values small.

Note that Rimworld's own random offsets on pawn compatibility also still apply. You can remove this in the mod options if you want full control and more predictability, using the "Ignore Random Compatibility" setting. I think it's better to leave this setting disabled, as this extra randomness makes things a little less predictable and allows your colonists to sometimes still find common ground and get along.

Compatibility
Should be compatible with nearly every mod, including Vanilla Social Interactions Expanded. Probably incompatible with Psychology.

Load after 1-2-3 Personalities M2 (obviously). Should work with the "alternative" personality type mods released by the author (such as alignments and weeb archetypes), but make sure to load this mod after those too.
21 Comments
baldiemcpaisley 2 Jul @ 9:56pm 
Will this be updated for 1.6?
Also, is there any chance you'll consider making a version just for M1, for people that want social interactions tweaked but don't want the harmonious/complementary/disparate impacts on things like caravans and friendly fire that M2 creates?
Astra 29 Sep, 2024 @ 1:05am 
i think this mod is incompatible with humanoid alien races. i tested the modifier sliders with extreme values, but their compatibility score only changed when har is not in the modlist. this happens even with baseline humans.

load order: harmony, core, har, m1, m2, this mod
The Bard of Hearts 1 Aug, 2024 @ 5:05pm 
@Rokk
Yeah, I looked... nobody has done it. Thats why I was begging. lol. Could just be an option? *puppy-dog eyes* but I understand either way.
Rokk  [author] 1 Aug, 2024 @ 4:59pm 
Oh I see what you mean with the numerical values. Well that's an intentional obfuscation by the game. This mod just adds flat values to it. You're "supposed" to not be able to see the end result, but you can probably take an educated guess based off personality.

You can see it in dev mode as you saw, but if you want this functionality at a glance it may be better to install a separate mod for it. There MIGHT be one that just shows the current pawn compatibility with the other pawn in the Social tab.
The Bard of Hearts 1 Aug, 2024 @ 1:08pm 
@Rokk
Thanks for hearing me out. I would love to see what you have in mind if you create your own work from scratch. If you do, please link it. As for my first comment, I didn't mean the A,B,C compatibility. I actually meant the numerical compatibility values. The gizmo only gives you the ABC value. (unless somethings there I'm not seeing)
Rokk  [author] 1 Aug, 2024 @ 5:56am 
Also in response to your first comment, if you select two pawns there should be a gizmo at the bottom that says how compatible they are, dev mode or not. They may have to be drafted for this to work.
Rokk  [author] 1 Aug, 2024 @ 5:55am 
@The Bard of Hearts thanks, that was a big blunder on my part. I'll change the default settings later.

You can fix this by changing the settings to a bonus for Harmonious and a penalty for Complementary, but I'll probably tweak the settings later.

Frankly in the real world you will have people in different enneagrams get along a lot better or a lot worse depending on what sub-type they have. A troubleshooter and thinker might get along decently well, but a Troubleshooter and Creative get along much better. The personalities mod currently does not account for these complex interactions, it just bluntly takes a hammer to people's personalities and says "um actually, everyone in a subtype likes each other and hates working with other subtypes".

I'd like to do more with this mod to fix that, but at this rate I should just make my own personalities or psychology mod.
The Bard of Hearts 31 Jul, 2024 @ 11:19pm 
Ok... now that I try and look at this mod. Theres a glaring issue. there are only really 3 personality types. A, B, and C. Harmonious is if they are both the same category. Complimentary is between two different categories and Disparate is only if 3 or more colonists have all three personality types.... so with this mod. there IS NO DISPARATE compatibility between two pawns.
The Bard of Hearts 31 Jul, 2024 @ 11:00pm 
It would be REALLY cool if you could add an option to have the final "Compatibility" value actual show somewhere on the Social Tab. I know you can go into dev mode and find it anyway, but having to turn on dev mode every time I want to see how well two pawns are going to get along is obnoxious.

I know its not a big deal for everyone. But I can only beg, since I'm not a code monkey (at least not since 20 years ago... lol) If not, I understand, and thanks for the mod work you HAVE done. It is seriously appreciated.
Rokk  [author] 9 Jul, 2024 @ 8:26am 
Also frankly you don't really need to micromanage it that much, you will find out soon enough. If they deep talk then they're good, if they keep insulting each other then that will also become obvious soon enough.