RimWorld

RimWorld

Personality Plus
Side1iner  [developer] 25 Jul @ 10:55am
Suggestions: new features, mod compatibility, additional data etc
If you have a suggestion for making the mod better, make a new comment here.
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Showing 1-15 of 26 comments
Kaitrou 25 Jul @ 6:05pm 
Totally understand if it's not something you're interested in, but would love to see compatibility for Ponies of the Rim (new backstories, ideologies). Thanks for the mod!
I'd like to request a method/Devmode option to fully edit a colonist's personality, ideology, etc.
Bird 25 Jul @ 8:48pm 
Would be great to see if this can be made compatible with EchoColony because as far as I'm tracking the personalities aren't being pulled when I chat to my colonists as of yet.
It would be neat if personalities influenced the weighting for pawns' mental breaks and what recreation methods they would choose, since those are some of the few actions pawns take that aren't player-directed.

Prior to 1.6, I'd been working on a fork of Psychology to accomplish this, mainly for personal use, and can share my work if you want, though I doubt it'd be super useful since it's in a completely different framework.
The mental break weighting mostly consisted of creating new/editing MentalBreakWorkers for each mental break and then using CommonalityFor to edit the commonality based on their personality. I suspect this would cause compatibility issues for mods that add new mental breaks.
Recreation stuff I did by postfixing NeedInterval in JoyToleranceSet to remove a bit more JoyTolerance for activities they would be interested in based on their personality. In practice I wasn't super pleased with this implementation because the change wasn't that noticeable unless the tolerance fall rate was buffed to obscene levels, trivializing the need for recreation variety. I think there's a way you use harmony patches to increase the weighting for different recreation types when pawns are choosing between them instead of messing with the tolerance rate, but I didn't get that far.

Sorry for being long-winded, the mod is great and I appreciate all the customizability in the settings.
Side1iner  [developer] 26 Jul @ 1:29am 
Originally posted by Kaitrou:
Totally understand if it's not something you're interested in, but would love to see compatibility for Ponies of the Rim (new backstories, ideologies). Thanks for the mod!

Will take a look at it!


Originally posted by Submissive + Greetable :3:
I'd like to request a method/Devmode option to fully edit a colonist's personality, ideology, etc.
I have a tool almost finished that can be used for manually assigning the exact personality you want. If you mean the preferences (as I call them in this mod), as in the pawns' likes and don't likes about the different precepts, then you are gonna be able to set those as well using the new tool.


Originally posted by Bird:
Would be great to see if this can be made compatible with EchoColony because as far as I'm tracking the personalities aren't being pulled when I chat to my colonists as of yet.
This question have been asked a few times. The synergy of the two mods is obvious. I haven't done any patching etc at all specifically for EC. I don't know how they 'decide who a pawn is', but I will put it on the list and look at it down the line.
Side1iner  [developer] 26 Jul @ 1:35am 
Originally posted by Friend Computer:
It would be neat if personalities influenced the weighting for pawns' mental breaks and what recreation methods they would choose, since those are some of the few actions pawns take that aren't player-directed.

Prior to 1.6, I'd been working on a fork of Psychology to accomplish this, mainly for personal use, and can share my work if you want, though I doubt it'd be super useful since it's in a completely different framework.
The mental break weighting mostly consisted of creating new/editing MentalBreakWorkers for each mental break and then using CommonalityFor to edit the commonality based on their personality. I suspect this would cause compatibility issues for mods that add new mental breaks.
Recreation stuff I did by postfixing NeedInterval in JoyToleranceSet to remove a bit more JoyTolerance for activities they would be interested in based on their personality. In practice I wasn't super pleased with this implementation because the change wasn't that noticeable unless the tolerance fall rate was buffed to obscene levels, trivializing the need for recreation variety. I think there's a way you use harmony patches to increase the weighting for different recreation types when pawns are choosing between them instead of messing with the tolerance rate, but I didn't get that far.

Sorry for being long-winded, the mod is great and I appreciate all the customizability in the settings.

First: thanks, glad you like it!

Second: Interesting! It would definitely be an interesting are to look at (mental breaks in relation to personality). I immediately asked myself this question reading your post: which way to go if implementing this - pawns having mental breaks 'closer to their personality' or the opposite - a pawn will more likely break in a way that's an obvious clash with their personality'?

Maybe the most interesting way would be to let lighter breaks be close to their personality and extreme be as far from their personality as possible. That's the exact kind of 'in-game playing logic' I've been trying to create with all this mod does - make it make sense when playing the game in an actual meaningful and seemingly natural way.

Please share your code if you want, would be interesting to take a look at it!
First off, great mod! And thanks for your hard work.

Now, personal opinions. I feel like it's way too easy to have pawns that favour extreme or conflicting precepts.The ideo-alignment system in general feels a bit too random, and somewhat redundant when we already have a vanilla system (albeit simple) of uncertainty that handles that. I believe most of the ideologies people are the result of cultural factors more than that of personalities, and you definitely can twist your ideological narrative to appease to different personalities irl.

I'd love to have an option that disables the ideo-opinion system, or tweaks to the number of generated opinions so it only adds a bit of flavour.
Side1iner  [developer] 26 Jul @ 3:28am 
Originally posted by PentalimbedP:
First off, great mod! And thanks for your hard work.

Now, personal opinions. I feel like it's way too easy to have pawns that favour extreme or conflicting precepts.The ideo-alignment system in general feels a bit too random, and somewhat redundant when we already have a vanilla system (albeit simple) of uncertainty that handles that. I believe most of the ideologies people are the result of cultural factors more than that of personalities, and you definitely can twist your ideological narrative to appease to different personalities irl.

I'd love to have an option that disables the ideo-opinion system, or tweaks to the number of generated opinions so it only adds a bit of flavour.

I get what you mean! Mechanically, what you wrote could mean like 4-5-6 different options and outcomes. But I will put it on the 'maybe list' as simply "disable ideo alignment and preferences all togehter'! Thank you for the feedback!
Side1iner  [developer] 26 Jul @ 3:58am 
Originally posted by Bird:
Would be great to see if this can be made compatible with EchoColony because as far as I'm tracking the personalities aren't being pulled when I chat to my colonists as of yet.

I looked into EchoColony a little bit. I think you need to ask the dev for that mod to do a 'fetch personality' patch, same way they did for 1-2-3 if you want the mods to work together.
Bird 26 Jul @ 7:16am 
Originally posted by Side1iner:
Originally posted by Bird:
Would be great to see if this can be made compatible with EchoColony because as far as I'm tracking the personalities aren't being pulled when I chat to my colonists as of yet.

I looked into EchoColony a little bit. I think you need to ask the dev for that mod to do a 'fetch personality' patch, same way they did for 1-2-3 if you want the mods to work together.

I figured that might be the case, thanks for looking into it!
Gaferex 27 Jul @ 6:44pm 
Let colonists have multiple spouses. Tried romancing another pawn in my supremacist harem colony and i couldn't without disabling sexuality feature (already has partner)
Side1iner  [developer] 28 Jul @ 5:31am 
Originally posted by Gaferex:
Let colonists have multiple spouses. Tried romancing another pawn in my supremacist harem colony and i couldn't without disabling sexuality feature (already has partner)
How did you try it? You mean playing with an ideo that allows for many spouses? I'll be honest with you, I've never had an ideo like that. How do you add the spouses?
Very interesting mod. I'm using it in my new playthrough.

The mood penalties for misaligned beliefs are very severe at -10. It seems everyone in my colony is violently opposed to their own ideology... the only real precept is an opposition to slavery.

I think -5 is more appropriate number. Better yet, they should be more vulnerable to conversion instead of taking such a steep mood penalty.
ZAX 28 Jul @ 5:21pm 
I wonder if Haut's added traits would be supported?
Side1iner  [developer] 28 Jul @ 6:25pm 
Originally posted by Nationality:
Very interesting mod. I'm using it in my new playthrough.

The mood penalties for misaligned beliefs are very severe at -10. It seems everyone in my colony is violently opposed to their own ideology... the only real precept is an opposition to slavery.

I think -5 is more appropriate number. Better yet, they should be more vulnerable to conversion instead of taking such a steep mood penalty.

You should be please by the latest update that just dropped! Added settings for postponing as well as setting the severity of the ideo alignment thoughts.



Originally posted by ZAX:
I wonder if Haut's added traits would be supported?

Will take a look at it, thanks for the suggestion!
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