RimWorld

RimWorld

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1-2-3 Personalities M2
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Mod, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
5.351 MB
18 Mar, 2022 @ 2:42pm
15 Apr @ 11:50am
8 Change Notes ( view )

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1-2-3 Personalities M2

In 2 collections by Hahkethomemah
1-2-3 projects and addons
6 items
600+ Firefly/Fallout/CB themed, auto-sort friendly [1.3]
610 items
Description


1-2-3 Personalities is the first entry in a series of social mods based around idea of modularity and letting players choose how much in-depth impact they want:



1-2-3 Personalities makes each colonist a unique being: thinking, talking and behaving differently, depending on who they are and who they interact with. This mod is designed as a much more compatible, less game-file invasive successor of Psychology, while adding new game mechanics and decision-making.



This module is all about pawns being similar or different and how it influences their actions.
Psychological drive (instincts, feelings or thinking) is a very generalized characteristic that describes how colonists make decisions and respond to events or people. Pawns either have the same psychological drive and trigger harmonious effect, or they do not and apply complementary effect. In some cases, there will be also a 3rd option – disparate. A disparate effect occurs when at least 3 pawns are involved and all 3 different drives are present in that group.

You can use this system to easily create zones of increased safety or efficiency.
Just remember:

Harmonious bonuses are pretty big and focus on preventing things
Complementary bonuses are small but proactive, with occasional drawbacks
Disparate bonuses are slightly bigger than complementary, but they always come with hefty drawbacks

Intentionally plan your colony to take advantage of these effects, or let your colonists live as they please and let personality differences influence the game and story organically.



All features can be turned on and off separately in mod options if you wish. Half of them requires Vanilla Social Interactions Expanded, which introduced some interesting new social interactions to work with. VSIE lets you disable all its unwanted features as well, so you can customize things as you see fit.

    Couple dynamics
  • Harmonious couples form stronger bonds and have significantly lower chance of cheating
  • Partners in complementary couples can surprise one another with passionate lovin, which leaves a long, quite memorable impression

    Casual sex (VSIE)
  • After a one night stand, harmonious lovers have a bit higher chance to become a couple
  • Complementary lovers have a chance for passionate lovin

    Friendly fire
  • Acting in the heat of battle often requires split-second decisions. Pawns that make them a similar manner have an advantage of knowing what their squadmate might do next. Harmonious colonists have lower chance to accidentally shot each other when caught in cross-fire

    Caravans
  • People in harmonious caravans understand each other almost without words, move quietly and attract less unwanted attention
  • Complementary caravans ingeniously overcome obstacles in their path, making the travel slightly faster
  • Disparate caravans are even faster, but attract a lot of attention

    Working in groups (VSIE)
  • Complementary teams share their different work experience, so everyone in the workshop can work slightly more efficiently
  • Disparate teams get twice the bonus, but...

    Social conflicts in groups (VSIE)
  • ...colonists that dislike each other can be instigated by the presence of others. In disparate crowds tension is high, and with it chance for discord and social conflicts
  • Harmonious parties work through their differences easier and have much lower chance to cause discord

    Empathy in friendship (VSIE)
  • Harmonious friends understand and feel what their friend is going through. In harmonious friendship sharing the burden grants considerably bigger mood boost to the colonist in crisis. On the other hand, helping pawn really feels the pain of their buddy and receives greater mood loss

    Fluid personality (VSIE)
  • Traumatic events, high effort or just passing of time can trigger a personality change. This feature is triggered the same way VSIE changes normal traits. If you like the idea of character change for storytelling purpose, but don't want to risk changing vanilla traits, you can safely disable that functionality in VSIE options and keep just this one.

    Faction interaction
  • Factions now inherit the psychological drive from their leaders. If the leader relies on instincts, whole faction starts to appreciate acting on instincts. If a colonist sent to interact with that faction also uses instincts over feelings and thinking, they understand the faction better and are more efficient when interacting. Keeping around multiple colonists with high Social skill is now something to consider. You can also just lure leaders into the battlefield and kill them until all factions share the psychological drive with your best diplomat.

You can check exact effect values in the discussion thread, feel free to suggest balance changes or new features!



Q: Where do I put this on the modlist?
A: After M1. No need to worry about VSIE though, it can go both ways.

Q: Can I add this to an ongoing game?
A: Yes.

Q: And remove it?
A: Yes. You’ll get two red errors on the first load, but I didn’t notice any problems later. Still, remember to make a backup save anyway, it’s a good habit.

Q: What took so long, did you hibernate or something?
A: Yes, partially. Real development took 4 months. Other 4 months were spent on personal issues. As far as I love our community here, I care about my family more. When forced to prioritize, I’ll pick them every time. But it’s all fine now, work continues.

Q: Is there an ETA for M3?
July-August.

As usual, I've hit the sign capacity on the workshop so here's an external FAQ for M2.


Module 2 was possible to make thanks to the community fundraiser. Up to this day it consumed 97,5% raised funds. Module 3 is being made thanks to patrons on Patreon. Thank you very much to everyone who supports this project.


M3 will be released when 4 major features are ready (worldviews, real talk, advanced pawn relations and hobbies) and switched to an open-ended development. At this point most effort will go towards M1 Politics, unless there will be high interest in additional Personalities features. Many seem interested in new mental breaks or reworking romance.

If you’d like to support the project, here are some clickables:

[www.patreon.com]

[www.paypal.com]

If you have any feedback, you're welcome at our discord server. Just click the kitten below:

[discord.gg]

  • Hahkethomemah - Design, XML, writing
  • Taranchuk - C#, XML
  • SirLalaPyon - Cover art

Translations:
  • Portuguese Brazilian - Miltera

Next project in line: 1-2-3 Politics
Popular Discussions View All (7)
3
2
14 Jan @ 7:20pm
An apology for my actions to hahke
The creator
2
2 Mar @ 10:17pm
Caravan log spam
lol
2
19 Apr, 2024 @ 3:21pm
I maybe found an error of this mod
爸爸
200 Comments
zeus57007 5 Jul @ 8:45pm 
1.) does this mod affect traits? 'cause I've noticed that sometimes my mods will get random traits, like my ancient greek colony had Hestia, Poseidon, and Hades become Night Owls, even though neither of them started with that. 2.) EEEEEEEEEEE, M3 is coming out soon!!! Is it unfortunately gonna be 1.6+ only, or will it be like these, where we can play on most updates up to 1.1?
Hahkethomemah  [author] 5 Jul @ 5:41am 
The question was about Politics, not Personalities. It's true for the Personalities M3 though - also a lot more to learn.There's no ETA for any project atm.
Jet 5 Jul @ 4:07am 
did you mean M3? i see the Q&A listed ETA for it as july-aug would that happen to be of this year, or is that outdated? No pressure just curious
Hahkethomemah  [author] 4 Jul @ 3:26am 
@Buffered
Thanks, I'll look into it

@mptierney9
Yeah, I just took a "quick break" to learn C# myself rather than doing only design and XML. Politics module 1 is ready for about 2 years now. I didn't want to release it without module 2, since some people are disapointed with only M1 features despite the warnings about their function. Anyway, I resumed work some time ago and updated it to 1.5. I still have to learn a lot before dabbling into M2, though.
mptierney9 29 Jun @ 5:55pm 
I just stumbled upon this mod series looking for advanced ways of making unique and diverse government systems and I was wondering whether or not you were still developing 1-2-3 Politics, last comment about it I saw was 3 years ago.
Buffered 13 Jun @ 2:55pm 
Minor thing: there's a debug message left in PersonalityComparer.Compare(IEnumerable<CompEnneagram>), so every frame while a caravan is highlighted, the comparison for the visibility will add a debug message.
Hahkethomemah  [author] 30 Apr @ 1:06am 
@Szczygiel
2026

@sack of meat
This is a frequently asked question. It's an optional goal for M3, but far on the priority list.

Sexuality is hard to tackle in non-invasive way, and there are few quite good sexuality-related mods out there already.

@Big Head Zach
Their mod page has "Compatibility" section. Tldr: Yes, it's compatible.
Big Head Zach 27 Apr @ 6:28am 
Has this module series been tested for compatibility with Way Better Romance? It mostly deals with the activities involved in dating and intimacy but might also be altering social checks so was hoping they could jive together.
sack of meat 26 Apr @ 1:24am 
I love these series of mods as an alternative to Psychology, but the one thing I'm wondering, do any of the modules released so far have a system similar to the sex/romantic drive + kinsey scale like in Psychology or is there a plan to add anything similar? I like the variety it brought versus vanilla sexuality traits along with it not actually taking up a trait slot.
Szczygiel 17 Apr @ 3:11am 
when m3?