RimWorld

RimWorld

Interests
177 Comments
Mlie 16 Sep, 2021 @ 1:54pm 
Acua3 6 Sep, 2021 @ 6:23pm 
Honestly one of the best mods out there. Still works, just doesn't show up with Prepare.
trmplays 31 Aug, 2021 @ 1:19am 
ME NEED
Angel 27 Aug, 2021 @ 10:20am 
any alternate updated mods ?
WarZone NYHC 7 Aug, 2021 @ 11:21am 
This was such a great mod, hope it gets updated
Dungeon Explorer Levender 6 Aug, 2021 @ 6:54pm 
Great mod, will we see a 1.3 update in the future?
Also, will we see a RimHud compatibility fix?
Reianor 5 Aug, 2021 @ 2:05am 
Question - how does this interact with gain skill passions?
Sulafet 3 Aug, 2021 @ 4:48pm 
dead mod
Bvb916 2 Aug, 2021 @ 6:41pm 
hope this gets a update for 1.3, good mod
Timou 2 Aug, 2021 @ 4:17am 
Update please 1.3
LRY 16 Jul, 2021 @ 1:45am 
The patch with rimhud is no longer valid.
Dizzy Ioeuy 14 Jul, 2021 @ 11:25pm 
This is such a brilliant mod!!! It must be in 1.3!!!
sidfu1 11 Jul, 2021 @ 10:08am 
needs update4. recent charcter deditor update causes this to break bug out using it to change their passion
Hades the King 12 Jun, 2021 @ 12:08am 
System.TypeLoadException: Could not resolve type with token 01000086 (from typeref, class/assembly CharacterEditor.BlockBio, CharacterEditor, Version=1.2.822.0, Culture=neutral, PublicKeyToken=null)

I think this is the shortened version of the error, heres the hugslibs logs just incase you need em
https://gist.github.com/0ba98bafd59291b785247f17dd6437b7
Blue 21 May, 2021 @ 7:45pm 
Anyone here able to get this and RimHUD to play well together? No matter how I order this, the framework, and RimHUD, it still gives me errors.
ELLIOTTCABLE on Discord 17 May, 2021 @ 2:58pm 
Is there any chance of gaining a way to modify the *spawn chance*, instead of whether they appeared at all?

I'd love it if the vanilla interests showed up most of the time, but an Interests-specialized interest would be an exciting/special/weird thing, only showing up occasionally.
Kopp 7 May, 2021 @ 6:47pm 
@Gaming_Bigfoot
I think a simple patch or changing a xml could change to have a colonist have certain interests types more than once. There is a "maxPerPawn" defined for certain interest types at ModsFolder/1.2/Defs/InterestsDefs/Interests.xml.
Gaming_Bigfoot 28 Mar, 2021 @ 7:49am 
Compulsion can only apply to a single skill for example
I wanted to have multiple than can have it to have it but it doesn't seem to be allowed
AngleWyrm 28 Mar, 2021 @ 7:27am 
@Gaming_Bigfoot, the interests don't apply in a generic way across all stats. It's because there are associated behaviors with some interests that wouldn't make sense in all cases.
Gaming_Bigfoot 28 Mar, 2021 @ 6:25am 
Can't have multiple skills have the same of certain interest types
Kinda sucks in that regard but the worst part is I can't tell if it's an intentional design choice or a coding limitation
ZzZombo 15 Mar, 2021 @ 4:10am 
Patch for Gain Skill Passions would be handy.
AngleWyrm 14 Mar, 2021 @ 7:39pm 
Thanks! I'm working on getting this and Colony Leadership to work together.
And I'd like your opinion on ranking the interests from best to worst
AngleWyrm 7 Mar, 2021 @ 5:12pm 
Is there a github page to learn from for this mod and it's core module?
Lord Of The Hunt 5 Mar, 2021 @ 10:58am 
Not sure if this is being maintained anymore or not but seems like an error between this and Rimhud. Have shared the logs there also sharing them here.

LOGS:
Error in static constructor of DInterests.RimHUDPatches.Patch_RimHUDBase: System.TypeInitializationException: The type initializer for 'DInterests.RimHUDPatches.Patch_RimHUDBase' threw an exception. ---> System.FormatException: Method System.Void RimHUD.Data.Models.SkillModel::.ctor(RimHUD.Data.Models.PawnModel model, RimWorld.SkillDef def) cannot be patched. Reason: Invalid IL code in (wrapper dynamic-method) RimHUD.Data.Models.SkillModel:RimHUD.Data.Models.SkillModel..ctor_Patch1 (RimHUD.Data.Models.SkillModel&,RimHUD.Data.Models.PawnModel,RimWorld.SkillDef): IL_016e: call 0x0000005b
Stallion 28 Feb, 2021 @ 3:56am 
My first thought mirrors Kalsec's
Kaisec 13 Feb, 2021 @ 12:23am 
I dont understand the rates if a pawn finds it invigorating why would he learn slower than hating it?
RW 31 Jan, 2021 @ 11:08am 
Is this mod compatible with "pawns are capable"?
Dizzy Ioeuy 3 Dec, 2020 @ 7:43pm 
This mod is amazing and lends so much personality to my dudes! Love it!
Ice3 18 Nov, 2020 @ 3:42pm 
Can't wait for the colonist who is allergic to social.
Percy The Rover™ 9 Nov, 2020 @ 11:52am 
Is there way to make it so other interests added with this mod give the "doing passionate work" moodlet? Like Natural Genius for example? Thanks!
Tajker 4 Nov, 2020 @ 4:16am 
is this save-game compatible?
Demoboca 25 Oct, 2020 @ 12:09am 
Hey, this error pops up if Character Editor is not loaded:

Error in static constructor of DInterests.CharacterEditorPatches.Patch_CharacterEditorBase: System.TypeInitializationException: The type initializer for 'DInterests.CharacterEditorPatches.Patch_CharacterEditorBase' threw an exception. ---> System.IO.FileNotFoundException: Could not load file or assembly 'CharacterEditor, Version=1.2.822.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
WolF8RocK 26 Sep, 2020 @ 12:05pm 
@Dametri Hello, I made a translation of the mod into Russian.
Please add it
https://drive.google.com/file/d/1TvlPhH68OOnUS8Aivc1KNhVWwy1rh2d1/view?usp=sharing
Dametri  [author] 22 Sep, 2020 @ 6:15am 
@Garwel If you use a mod (like, ironically, character editor) to change all pawns' interests to the default ones (no passion, minor passion, major passion) you should be fine to remove the mod for that save game.
Garwel 22 Sep, 2020 @ 12:53am 
Basically, I get this error in the log during loading:

System.TypeLoadException: Could not resolve type with token 01000086 (from typeref, class/assembly CharacterEditor.BlockBio, CharacterEditor, Version=1.2.822.0, Culture=neutral, PublicKeyToken=null)

at DInterests.CharacterEditorPatches.Patch_CharacterEditorBase..cctor () [0x00002] in <fea37f3cfcbe4a3b86eefd7969e75212>:0

I don't have Character Editor, but it looks like Interests thinks I do, tries to initialize it and fails.
Garwel 22 Sep, 2020 @ 12:44am 
I'm wondering if it's possible to disable this mod on an existing save game. It conflicts with something else, and I don't really want to sift through my ~100 mods to identify the other culprit.
Nobnab 28 Aug, 2020 @ 6:35pm 
eine deutsche übersetzung wäre echt toll
freemapa 28 Aug, 2020 @ 6:09pm 
Just posted an update to my YouDoYou mod to support this one. It was pretty fun working out the logic for some of the interests.

I had a bit of a hard time with Vocal Hatred since there is nothing to indicate a colonist has been "vocally hated against". If you tied it to a ThoughtDef I could tie into it a bit better. Same thing for Bored.

Anyway, no worries. Thanks for the fun mod!
Fred 23 Aug, 2020 @ 11:37am 
Hello, i would like to translate this mod to german is there an 'official' way to do?
I found the files in the language folder but they tranlate not the whole mod
freemapa 22 Aug, 2020 @ 6:55pm 
Sounds good. I'll take a look this week.
Dametri  [author] 22 Aug, 2020 @ 7:45am 
@freemapa You could do it all on your end. I had a patch from 1.1 that attempts compatibility, but it's much easier if you maintain one on yours. You'll have to look at my code and decide how you want them to work together, though. The relevant code will all be in Interests Framework.

I will go ahead and get rid of the patch on my end if it's now throwing an error.
freemapa 21 Aug, 2020 @ 8:53pm 
Hello! I'm the author of the YouDoYou mod.

A player contacted me recently about wanting to use YouDoYou with this mod, but reported it was throwing an error. I haven't used this mod personally, but after reading about it, I think it might be interesting to use them in conjunction.

Basically, my mod automates the work tab and (among other things) uses a pawn's passion to increase or decrease work priority. It's not huge, but has about 2K subscribers.

If we wanted to play nice together, would I need a patch on your end? Or can it all be done on my end?
very_average_guy 16 Aug, 2020 @ 11:18pm 
I like the idea of this mod, and I've been running it for some time.

In my opinion ideally a pawn would have a special interest or passion on 2 - 4 on their skills and aversion / negative interest on 2 - 4 on their skills. I also like to use Bored and Forgetful as negative skills with low learning potential and as alternatives to aversion, but they're often applied on skills that are high which makes pawns extra bad without the learning buff. I also like the idea of pawns only being able to have 1 positive special interest and 1 negative, with the rest being aversions or passions.

As it is right now I tend to only enable a few positive interests because I find that otherwise it becomes too complicated and if I also enable aversions then it becomes extra unbalanced since pawns are still incapable, and reasonably only skills that they were previously incapable of should have aversions.

Could it be reasonably added a way to add these types of rules into the options of the mod?
Dynamic 31 Jul, 2020 @ 12:41pm 
Alrighty, Thank you for taking the time to clear things up for me
Dametri  [author] 31 Jul, 2020 @ 12:36pm 
@Dynamic I would expect it'll work but that trait will only change interests to one of the basic ones. So compatible but not integrated. If it causes errors instead, let me know.
Dynamic 31 Jul, 2020 @ 12:34pm 
Naw, I'm talking about NilchEi Personality traits. There is a trait called fickle that'll randomly change a pawns interest in a certain skill. This mod seems really interesting but I also want the personality mod because I like clever traits alot
Dametri  [author] 31 Jul, 2020 @ 12:23pm 
@Thermi Yep, that was this mod - sorry about that. Fixed now. Forgot the half-cycler existed.

@Dynamic Depends how they implement it. It's possible there would be no issues, but likely that colonists could only gain the basic "no passion," "minor passion," and "major passion" interests. Are you talking about "People can change"?
Dynamic 31 Jul, 2020 @ 10:24am 
I have a mod that causes pawns interests to sometimes change. Would this cause any major issues?
Thermi 30 Jul, 2020 @ 8:01pm 
Do you have a debug line "Got null rest need, wat" in your code? If so, then please handle null rest need, because that occurs when the Circadian half-cycler is installed.