RimWorld

RimWorld

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Personality Plus
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Mod, 1.6
File Size
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1.123 MB
24 Jul @ 3:51pm
1 Aug @ 7:23am
16 Change Notes ( view )
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Personality Plus

In 1 collection by Side1iner
Side1iners 'Plus' Series
8 items
Description
Personality Plus
The point of this mod is to add a little more personality to our colonists. Their personalities affect the way they think of and interact with each other, as well as their thoughts about the colony population at large and the colony ideology.

Mod content at a glance


Suggestions, discussions and feature previews in Discord
[discord.gg]

More detailed information about the systems

32 personalities in 4 groups
There are 32 personalities in total (to start with, perhaps there will be more in the future). They are divided into four groups. Each group have 8 personalities, all of them with it's own combination on the five main axes:
  • Sociality: Introvert / Extrovert
  • Empathy: Empathetic / Callous
  • Morality: Principled / Self-serving
  • Impulse: Calculating / Emotional
  • Outlook: Positive / Negative






Personality generation
The 'personality generation process' is pretty straightforward, while still being complex enough for making it powerful. This is how it works:
  • Backstory and trait allocation: The pawn get their backstories and traits as usual. No backstories or traits are added by this mod, and it doesn't mess with the generation of it in any way.

  • Assigning personality: The pawn now has her backstory and traits. Using this data, a personality is chosen. Traits can forbid certain personalities and act as boosters for others. That means no depressed "Charmers" or kind "Manipulators". Booster traits add probability for a personality to be chosen, but there is still a large random element to it.

  • Assigning preferences: Preferences are based on the precepts in the 'Ideology' DLC. Each precept has a database equivalent and depending on personality, some preferences are not allowed. As an example, a "Caretaker" will never have a preference for executions or raiding.

Pawn alignment
The 'complete package' of every pawn is put together and calculated, giving them a certain 'alignment value'. That value is related to all other pawns in the game, generating an intricate system of 'who I like' and 'who I don't like'.

Ideology alignment
The sum of a pawns preferences are also put together into an alignment value in relation to the ideologies in the game. Most important, of course, is the alignment with the own faction ideology.

In-game impact of personalities and preferences
The results of the 'personality generation process' have different sorts of impact in-game. This is how you will experience it in-game:
  • Each pawn has a mood modifier for 'colony alignment': Based on the amount of pawns in your colony - and the personalities present - your pawns will feel comfortable and happy, or misunderstood and depressed.

  • Each pawn has a mood modifier for 'ideo alignment': All pawns have an opinion of the ideology of their faction. Feeling well-aligned with the ideo will give them a mood boost; feeling misaligned will give them mood penalties.

  • Fluid ideologies will dynamically change the way your pawns feel about your ideology: You collected enough points to add a new precept? Perhaps you should choose that precept more than half of your colony feel is really important, and see them grow along with your ideology?

  • All pawns have feelings about each other: Personalities matter. Preferences matter. If pawns feel alike, they will have significantly favorable opinion modifiers. And if they don't, likewise significant opinion penalties.

  • Personalities impact other thoughts and therefore mood: There are a few such 'special thoughts' already in place, with a whole bunch more planned. Find them out!

  • Interactions between pawns are more common or rare depending on alignment and personality: Some interactions happen more often if pawns like each other. Some less often if they don't. Some interactions will never happen between pawns with certain alignments.

  • New types of interactions: Pawns who really like each other can seek hugging sessions for comfort. More types of interactions are hopefully coming.

  • Some vanilla thoughts have been altered: Since pawns now have more important things to have opinions on.

Compatibility and other mods
Don't add to or remove from ongoing save! Or, you CAN add it to ongoing saves, but it will be pretty wonky. If you really want to, use the DevTool for "regenerating" a personality for an existing pawn. They will get personalities, but many of the systems are made to be running from the start of a save and might be pretty weird.

I think it's a very bad idea to remove it from an ongoing save.

Mod settings
  • Show ideology alignment with player ideology for pawns of other factions: If on, you can see the pawns 'future alignment' with your current ideology if the pawn was to join you. Default off.

  • Sexuality: Show sexuality in the 'Personality window' instead of as 'trait tags' in the trait list on the Bio tab

    I haven't tested this at all myself, more than making sure it's actually turned off. If it will properly work with this or that mod I do not know at this point.

  • Colony size: Some parts of the systems in the mod is tied a bit to colony size. In general, having it set on 'Small' while having a huge colony will give more and better mood boosts than intended. Recommended sizes:

    Small: up to ~ 12
    Medium: ~ 13-25
    Large: ~ 26+

Supported mods
I have already used traits from a bunch of sources (vanilla and mods), as part of the 'personality generation system'. I will add even more going forward.

Supported mods right now:
  • Traits Plus (my own trait mod, absolutely recommended alongside this mod as it has lots of meaningful traits in terms of personality generation)
  • Vanilla Traits Expanded
  • RimTraits
  • Fallout Traits
  • Consolidated Traits
  • Additional Traits
  • Way Better Romance
  • Bundle of Traits

If you want traits from specific mods to be used, please let me know!

Incompatible mods
I guess it should go without saying: but any other mod doing pretty much the same stuff. It might work in purely technical terms (as in not crashing etc), but in-game it would of course be non-sensical.

That goes for mods doing personality stuff, such as already mentioned 'Psychology' or '1-2-3 Personalities'. Mods adding more interactions should work I guess, but in detail that remains to be seen and tested going forward. Let me know if you find something strange!

Length limit of this description mean I will find a way to upload more details in some way later on.
Popular Discussions View All (1)
26
3 Aug @ 8:36am
Suggestions: new features, mod compatibility, additional data etc
Side1iner
197 Comments
RayDaug 7 hours ago 
Maybe I just have bad luck, but it seems like every pawn I get with this mod is a secret cannibal.
Yezus 7 hours ago 
any plans to have a way to change personalities over time? kinda like Noble Fates
Side1iner  [author] 19 hours ago 
@Bunuffin: It won't be anytime soon, if I do it. There is already good alternatives if one doesn't like the vanilla system. We'll see.

@Flurbel: We'll see. For now, it's not a priority of mine.
Flurbel 19 hours ago 
I’m not sure how annoying the sexuality system is to maintain but for compatibility’s sake, you could let players turn it off in the mod settings or make it a submod.
Bunuffin 19 hours ago 
I really hope you will implement the sexuality system you had before cutting it, i guess the only good one so far will be still psychology T^T
Side1iner  [author] 3 Aug @ 10:32am 
@Goblins4Lyfe: Yep, absolutely. The database stuff takes a lot of time. But the system is there and the second volley of database improvements will come with the next update. Exactly stuff like this. That said: I can't support all traits used in all mods, so there will always be a small chance of something like this happening.

@DarkShini: Noted. Could perhaps make a setting for 'personality alignment severity' as well. We'll see.
DarkShini 3 Aug @ 9:54am 
Configurable modifier for feeling between pawns due personality alligment. Currently it affects too much for my taste -- -15 induce dislikes even more because pawns starts to insult each other. Also looks like mod make relantionships significantly more consistent than vanilla.
Goblins4Lyfe 3 Aug @ 9:36am 
There is an issue where personalities tend to generate beliefs that are entirely contradictory to other parts of the pawn. On a pawn with a major passion and skill in mining, they believe mining should be prohibited. And I've had another personality generated believe "never hurt innocent animals" but also "vegetarian meals are abhorrent". Any plans to prevent the huge conflicts between a pawn's personal beliefs or between a belief and their skills/traits? Heck, the miner was also an undergrounder, but still believed mining should be prohibited.
Side1iner  [author] 3 Aug @ 2:14am 
@Flurbel: Kinsey inspired.
Flurbel 3 Aug @ 2:10am 
How did it work?