RimWorld

RimWorld

People Can Change
Posternal 6 Jan, 2018 @ 5:39pm
Compatible with Psychology mod?
Before I subscribe to this, I wish to know if this is compatible with Psychology mod and that it can work with the other.
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Showing 1-13 of 13 comments
battlemage64  [developer] 6 Jan, 2018 @ 6:11pm 
Yes, it should be. I haven't tested that yet since the mod is still barely anything, but ince Psychology doesn't affect traits and my idea for psychological complexes isn't in Psychology (I think), it should be totally fine.
Last edited by battlemage64; 6 Jan, 2018 @ 6:12pm
msm1089 7 Jan, 2018 @ 1:41am 
This sounds very interesting. Could you explain further what you mean or plan with psychological complexes? Going to favourite this for when you can confirm it is Psychology compatible.
battlemage64  [developer] 7 Jan, 2018 @ 5:09am 
I thought there could be 2 kinds: random and gained.

Random happens at any time or for several reasons, like a superiority complex which leads to other colonists hating them. Gained come when a colonist is very depressed (low mood) for a while, like an inferiority complex.

Random would have their effect of worse social relations or something else possibly grow stronger until the colonist is shunned and hated and it's just easier to treat them (see below). I didn't plan this, but I just realized that with Psychology they would also affect the mood, although not drastically.

Gained would make the colonist's mood go lower and lower, until they're permanently in extreme break range. It also gets slower to treat the longer you wait.

Complexes would be treated by having a colonist with high social skill talk to them every so often. This would decrease their problem until it disappears eventually. But they wouldn't have "immunity", it could still come back.
SirVivel 7 Jan, 2018 @ 2:19pm 
That sounds really awesome. Looks like you can now treat pyromaniacs and addicts... would that also mean that you need to capture the said colonist for "Cold turkey"-treatment and have to deal with tantrums?
battlemage64  [developer] 7 Jan, 2018 @ 3:35pm 
Oh, I hadn't thought of treating pyros and addicts. I don't know if that'll ever be a part of the mod, but if it is, pyros probably won't be treatable. Annoying as they are, they're an important part of the game that I'd hesitate to mess with. However, I'm thinking already about a chance to lose traits under certain conditions (like, hypothetically, arresting a pyro when they go on a spree).

Addictions will probably be added, thanks for the suggestion.
Posternal 7 Jan, 2018 @ 4:09pm 
You could get together with The Word-Mule and co-author a new and improved mod. Both a combination of "Psychology" and "People Can Change." Or work with him and exchange codes so both mods can not only work with each other but add to the other.
Last edited by Posternal; 7 Jan, 2018 @ 4:11pm
battlemage64  [developer] 7 Jan, 2018 @ 4:13pm 
The second one seems plausible, but since I'm very new to modding (this is only my second ever published RW mod!), I still have a lot to learn. I wouldn't know how to do that kind of thing yet, so that'll come much later.
Xilo The Odd 8 Jan, 2018 @ 9:22am 
a good way to keep balance on the pyro thing, is if they can lose it, they can gain it back. say one of em is using incendiary weapons often, or gets burned a lot. could result in lots of various changes, either refusal to fight fires, or a tendancy to be the one starting them, to possibly if they are a pyro to lose the trait after being severely burned or a loved one dies.

its good you are trying this mod, i have no doubt it'll be a great one with the base idea behind it. :)
Davadin 8 Jan, 2018 @ 12:09pm 
@Xilo Counterpoint?- I'm not sure that any of those things are actually the causes or triggers for pyromaniacs. And while I'm always ok with "RimWorld Logic" as a means of simplifying away many things, when we start trying to build false logic onto ideas that are already somewhat comically conceived, I think it starts to become troubling in terms both mis-informing people (media informing our thoughts of how psychology actually works) and in terms of gameplay.
battlemage64  [developer] 8 Jan, 2018 @ 1:12pm 
Xilo The Odd: Great suggestion as always. I'll figure out a way to add it back in, since I'm working on that kind of thing right now.

Davadin:You seem to have firsthand experience ;) what would be a better trigger? I agree that being burnt might not be, but using incendiary weapons seems okay. Or better, maybe if they have bloodlust and see a raider on fire and decide to try burning things for themselves...
Davadin 8 Jan, 2018 @ 4:04pm 
I have some experience with abnormal psychology, though not pyromania in particular. And while I could make suggestions, the best suggestion would probably be to do some basic research of the sort that Google can provide. Trust sources that are reputable, not random people on forums, hehe!

Fun fact though: most arsonists commit arson out of a sexual impulse. They tend to stay nearby and watch the emergency crews come. I don't think it's the fire, I think it's something to do with the firecrews responding to the event they caused which gets them their thrill, but the exactness of that final tidbit is not something that anyone I've spoken to about the subject has been able to state with certainty.
battlemage64  [developer] 8 Jan, 2018 @ 5:20pm 
Okay, so:

Yes to the first suggestion, in terms of research. I have a lot of free time in school that I can use to research, as long as nobody asks why I'm googling pyromania :).

The second one, maybe. Someone could decide to be a pyro because they enjoyed watching people put out fires and wanted to get more of that thrill? I don't know; I'll have to test it. Other than that, it's an interesting random fact to know.

Thanks!
Davadin 8 Jan, 2018 @ 9:19pm 
Yeah- I'm not saying to ADD that fun fact, it's just something I've learned several times over in the past. I worked on an arson investigation once, and that was a tidbit shared with me by the state arson investigator. It was odd. But it's been shared with me by other reputable sources several times now, and I find quirky things to be endearing to learn about sometimes.
Last edited by Davadin; 8 Jan, 2018 @ 9:19pm
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