RimWorld

RimWorld

Social Compatibility for 1-2-3 Personalities
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.
Rokk  [author] 9 Jul, 2024 @ 8:25am 
@Rudiarose if you select at least 2 pawns, there should be a gizmo in the bottom toolbar that shows the personality compatibility between the current group. You may have to draft them first, but it's definitely there.
Rudiarose 8 Jul, 2024 @ 11:37pm 
Can you see how compatible pawns are? I want to know if I need to add or remove pawns to keep pop healthy/ If they all hate each other no babies. lol
Rokk  [author] 21 May, 2024 @ 4:39pm 
The mod has been updated to 1.5. It still supports 1.4, but the 1.4 version will not be updated if I decide to add more features to the mod.
Rokk  [author] 16 May, 2024 @ 6:29pm 
Yes, probably within 2 days
WinterZephyr 16 May, 2024 @ 4:47pm 
will this be updated to 1.5?
GwenBlanketSpecter 23 Apr, 2024 @ 11:35am 
must have mod. good job!
Dovahsdottir_864 1 Jan, 2024 @ 6:24am 
Thank you for making this, I figured M2 of 1-2-3 Personalities would cover this, but my pawns kept rolling super low compatibility despite having very similar personalities and it made no sense.
DEN LILLE 20 Nov, 2023 @ 4:25am 
Exactly, seems a new way to replace the psychology mod (which is kinda broken on current versions)!
Stellarnuts 19 Nov, 2023 @ 2:02am 
it reminds me old psychology thanks
Rokk  [author] 18 Nov, 2023 @ 11:24am 
@Lekoda it does not touch any combat systems, so yes. Most mods out there are compatible with CE and I use CE myself all the time.
Lekoda 18 Nov, 2023 @ 10:46am 
Is this CE Compatible?