RimWorld

RimWorld

1-2-3 Personalities M2
 This topic has been pinned, so it's probably important
Hahkethomemah  [developer] 11 Apr, 2022 @ 5:08pm
M2 FAQ
Yet again I've hit the workshop sign cap, so here's an external FAQ. Almost a month passed since the release, enough for some questions to get the "frequently asked" status. Mind that M1 already has an enormous FAQ here, this one is for M2 only.

Original M2 FAQ:

Q: Where do I put this on the modlist?
A: After M1. No need to worry about Vanilla Social Interactions Expanded 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?
Work is going fine, although due to the nature of the mod (long-term relations), it will take a while to test it properly. July-August sounds probable.

M2 FAQ Expanded:
Q: Can I get M2 outside the Steam?
A: Yeah, right here[github.com]. All github and workshop links are also in one place in 1-2-3 collection.

Q: Can I remove Psychology mid-game?
A: If you're careful, yes.
1. Use Character Editor to remove/swap all traits from Psychology
2. Wait for all Psychology mental breaks to end
3. Save the game and remove it
4. Restart the game and set new drug policy

Q: Is this compatible with X?
A: Still no incompatibilities in sight. Please report them if encountered. If needed, particular feature can be switched off in mod options.

Q: How can I check leaders' psychological drives if i use Fluffy's Relations Tab?
A: You can check the same info by selecting the settlement of given faction and clicking "i" to get to the settlement info screen. There's no color-code here, but we left a short flavour text mentioning which drive you have to send to get the bonus.

Q: My faction tab is drunk, what now?
A: Rimworld is protective about how faction tab is managed. We couldn't e.g. add one more line there, so when the leader has very long name + nickname, part of the description vanishes. The game prevents us to change things so the tab won't break, but if you have a lot of factions to display in "Enemy of:" section, it breaks anyway. You can always switch off "Leader's psychological drive visible" in mod options. It will still work, it just won't be shown there. We'll try to find better solution.

Q: Can I improve the performance? I play on a burning dumpster but still want to have 100 pawns in my colony.
A: M2 is not very taxing, but try cutting two features that are proximity based: Working in groups & Social conflict in groups. Switch off also their parents in Vanilla Social Interactions Expanded (Many hands make light work & Discord). Also, please buy a fire extinguisher.

Q: Does this mod rework sexuality or romance?
A1: No, M2 doesn't change basic sexuality rules. Complex changes like that are meant for M3. That said, M3 core features are worldviews, real talk, advanced pawn relations, social circles and hobbies. A lot of people ask about this though, so sexuality/romance rework is high on the list of optional features. We'll look into it if we have excess time or funding after core features are done.

A2: For now, Rational Romance 2 and Individuality already exist as decent options to consider.

Q: I have few ideas for the project, what can I do?
A: You can visit our discord server[discord.com] to give feedback or share new ideas, even if you're afraid they're silly! A lot of good concepts come from the community.

A2: If you want to help more directly, you can write more lines for personality descriptions variety or come up with new animal natures - there's never too many of those! Another useful thing is to make a translation in your native language, we can guide you through the technicalities of the process.

A3: You can also support the project on Patreon[www.patreon.com] or via Paypal[paypal.me]. Honestly, any amount is appreciated a lot. Adding new/cool things needs custom C# and those commissions can squeeze a wallet fast.

Bonus round:

Q: What's coming in M3?
A: M3 is focused mostly on creating a dynamic where colonists' personalities influence their lives just like in ours. They will try to spend less time with people they don't like. They will know more than they wanted to about that one weirdo at work, just because they sit nearby. They will have a secret handshake with that one guy who also plays poker a lot. They won't have a clue their perfect soul mate lives in the colony, cause she is always in travel, and they simply don't meet enough to know each other better.

So the core features are: Worldviews, real talk, advanced pawn relations, social circles, hobbies, precepts (e.g. fashion).

Q: What's coming after M3?
A: 1-2-3 Politics M1, which I am very excited about! Maybe with a short break for SpeakUp x Personalities addon, or another side project. That said, Personalities will never be considered "complete" and stay in a state of open-ended development. If something works towards granting pawns more uniqueness, I will put it on the optional features list and try to figure out its place in the game.

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Last edited by Hahkethomemah; 13 Apr, 2022 @ 10:38am