RimWorld

RimWorld

Rimpsyche
97 Comments
Maux  [author] 27 minutes ago 
@turkler :steamthumbsup:
turkler 1 hour ago 
omg I totally forgot :lilimsob: I'm sorry, I'll definitely include that in the next update
Maux  [author] 1 hour ago 
@turkler Of course I don't mind. That would be wonderful. (I'll still wait for you to implement that helper function!)
turkler 13 hours ago 
thank you for the intimacy integration, I'll link this mod on my mod's page as a mod with integration if you don't mind
Filipino Goku 13 hours ago 
This looks very interesting!
bash 2 Aug @ 6:34am 
i love you
Maux  [author] 2 Aug @ 6:13am 
@Ben'wah I think this mod would have a soft incompatibility with that mod. It defines various new types of chitchats, and make pawns have conversation based on that, which doesn't really go well with how this mod is designed. Running them both won't break your game, but it will lose some consistency.
Teneksi 2 Aug @ 1:39am 
Three of my colony just discovered that you can't launch a shuttle in a blizzard.

This was meant to be a very quick mission. None of them are any good at construction or cooking, but the cold is deadly and they didn't bring extra meals. So they built a wooden shack, a campfire, and a butcher spot like it's day 1 on the rim. They're sitting around the fire, waiting out the storm, talking about... everything.

One's very organized and high-strung, two's haphazard and aggressive but optimistic, and three's loyal and altruistic. A few tense conversations at first, but they're finding common ground.

This is so much better than seeing relationships skyrocket due to "Deep talk x6"
Ben'wah 1 Aug @ 7:26pm 
does anyone know how this would mesh will RimDialogue?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3365889763 for reference
Jet 1 Aug @ 2:13pm 
someone on the rimworld discord suggested this mod and personality plus only to come here and find out its incompatible. now i must decide.
Omnires 1 Aug @ 12:21pm 
No worries, Take your time. Just nice to know I'm not the only one who thinks of things like this. Although I have zero programming skills, so all I can do is voice my thoughts in hopes someone with the skills can act on them. But nice mod all the same. :)
Maux  [author] 1 Aug @ 8:10am 
@Omnires that's actually one of the main part of RimPsyche Interests module. As for its current design the module adds more interest areas like art/science/activities etc, and these area have a chance to increase related skill levels depending on the conversation outcome. It also adds jokes for lasting mood buff or debuff. However, my dev speed is not fast, as my work takes most of my time, and its priority is after disposition and sexuality module. So I can't really guarantee when it will be released.
=>PR<= XxDEM0NIKSxX 1 Aug @ 7:46am 
good boy
Omnires 1 Aug @ 7:26am 
One of the things about RimWorld I never understood is why doesn't pawn talking to each other count for things like learning and training? Like if 2 hunters talk about hunting if there is a noticeable gap in their levels and knowledge when wouldn't the more skilled hunter give the give the less skilled one tips on how to hunter better? I know most people do social interactions as way to form friendships and stuff. But what about all the times people talk just to share information and teach each other? Or maybe that is just facet of people who like to learn new things and spread knowledge around.
Mac 1 Aug @ 4:48am 
The mod idea was already awesome but that performance analysis at the end really sold it to me (and a honorable mention for explaining if and how an LLM was used in the creation of this mod). Thank you for spending time and effort on those, it matters.
Maux  [author] 31 Jul @ 8:02pm 
@Sarasa Cascadia It's not integrated but still compatible.
Maux  [author] 31 Jul @ 8:01pm 
@[RU] Dominak I don't speak those languages and have to rely on the community for translation. Is someone who speaks those languages makes a translation mod, I'll put the link up.
Sarasa Cascadia 31 Jul @ 6:56pm 
Is it compatible with SpeakUp
KiwiNipCheese 31 Jul @ 5:22pm 
This is incredible, thank you for doing the work to make the actual story social aspect of this game better. I was feeling down today when i booted up the game, this is what is missing! i love this, please continue your work!
Glass Shahk 31 Jul @ 4:19pm 
Really love that you give data to show reasoning! I wish more authors did this!
Dark Pixel 31 Jul @ 3:29pm 
In love how in depth you get with the performance impact, very thoughtful inclusion!
[RU] Dominak 31 Jul @ 12:47pm 
Will there be more translations into other languages? Like in Russian or German?
Maux  [author] 31 Jul @ 12:46pm 
@Soaryn ツ seems like it could be Vanilla Faction Expanded Empire. I'll look into it. Thanks for the log, it's a huge help!
Maux  [author] 31 Jul @ 11:43am 
@Soaryn ツ That patch is Postfix patch. It runs after the original method has run. It's very unlikely that's what's causing the double social logging. For log publishing, if you don't use Hugslib you can use Log Publisher https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2873415404 . This will be very helpful
Soaryn ツ 31 Jul @ 11:12am 
@Maux But it patches that function: https://i.postimg.cc/7LGYJhQ4/image.png

Where can I get you the hugslog?
Maux  [author] 31 Jul @ 10:30am 
@Soaryn ツ It's likely caused by another mod that apply transpiler to the "tryinteractwith" function. Vanilla Interactions Expanded doesn't do that. That is why I need hugslog, as it shows the modlist and which mod is patching what methods. Without it, I cannot find out what's causing the issue.
Soaryn ツ 31 Jul @ 10:05am 
@Maux This is what's happening: https://i.postimg.cc/NGK28PhB/image.png

It appears to be duplicated, probably a conflict between 2 interactions mods, my guess is Vanilla Interactions Expanded
Swolo 31 Jul @ 8:39am 
i hope you keep improving this mod i would really like to see better Psychology mod
Maxim 31 Jul @ 7:22am 
maybe we can add the api key of the llm to dynamically fenerate conversation content?
Maux  [author] 31 Jul @ 2:29am 
@Soaryn ツ This mod doesn't have {1}. That log must be from some other mod that's possibly beinf interfering with this mod. can you tell me what the log says? also, without hugslog to see what mod is altering the same thing as this mod, there is not much I can do to pin down the source of this incompatibility.
Maux  [author] 31 Jul @ 2:27am 
@Witch ~ I'm sorry I don't understand the question. Are there more than one speech bubble modes? One I know is interaction bubbles.
far out 30 Jul @ 10:40pm 
This mod seems very interesting. I am excited to see how it progresses.

:deadrat:
Soaryn ツ 30 Jul @ 8:10pm 
It happens in the social log, from what I've seen it looks like it is logging conversations doubled. The first conversation works, the second usually has {0} and {1}. It's probably an incompatibility but no errors are generated. Maybe it's Vanilla Interactions Expanded, but I don't know
Witch ~ 30 Jul @ 6:44pm 
Whats a good speech bubble mod to go along with with this mod?
Maux  [author] 30 Jul @ 5:44pm 
@BeatleSanders No. This mod will not add or remove traits. It will adjust the personality if ever a pawn gains/lose traits related to personality.
Maux  [author] 30 Jul @ 5:42pm 
@video gamer @Soaryn ツ could you share more info? do you experience this often? do you see this in the social log? or you see this in opinion tab? couls you also share a log?
Maux  [author] 30 Jul @ 5:41pm 
@dinosaur exposing some part for other modders to implement their own backstory's influence would be viable. However I'd still have to go through vanilla backstories. It will take a lot of time, and there are many other feaures that I need to implement first before I'd start tackling on that.
Soaryn ツ 30 Jul @ 5:07pm 
Having the same problem as @video gamer
BeatleSanders 30 Jul @ 1:48pm 
First off, can't wait to try this out. I'm very interested to finding out how this'll interact with "Ideology Virtues" which adds a section to an Ideology for whether traits are liked or disliked but it's followers. so... i put "Kind" is good, all pawns with the Kind trait is liked more and feels happier.

If i'm understanding this mod if a Pawn is kind in their interactions they'll eventually gain the kind trait and then that'll effect how they're feeling and how others treat em. I really like this
video gamer 30 Jul @ 11:43am 
not sure if this is an incompatiblity but sometimes the conversation topic is replaced with {0}
dinosaur 30 Jul @ 11:02am 
re: backstory integration, perhaps some sort of modular framework could be developed and then backstory modders could just assign values to backstories themselves. idk the performance cost or whatever of smth like that though.
Kokorocodon 30 Jul @ 9:29am 
I see, looking forward for that
Maux  [author] 30 Jul @ 9:27am 
@Kokorocodon No. Anything affecting romance will be implemented as a separate module: Rimpsyche Sexuality.
Kokorocodon 30 Jul @ 9:23am 
Does it affect romantic inclinations?
Yefreitor 30 Jul @ 4:11am 
Looks amazing!
Maux  [author] 29 Jul @ 7:46pm 
@CreeeesP You can publish the translation mod your own or make a request on the Git or just share the files with me. Whatever is the most convinient for you is good with me.
CreeeesP 29 Jul @ 11:52am 
Hi, Maux. Are you integrating translations into the mod? If so, where can I contact you to send the translation files? Or is it better to submit a request through GitHub?
29 Jul @ 11:07am 
Ah amazing, just what I was hoping! That's awesome.
Maux  [author] 29 Jul @ 11:01am 
@♫ Disposition module implements exactly that features with personality nodes. In the current stage of development all but 2 personality nodes have gameplay effects, affecting workspeed, opinion, mood, mental break, item quality chance and more.