RimWorld

RimWorld

[A16] Psychology
The Word-Mule  [developer] 30 Dec, 2016 @ 3:20am
Feature Suggestions
Post requests for traits, thoughts, and other features to be added to the mod here.
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Showing 1-15 of 41 comments
Tyrant 31 Dec, 2016 @ 2:47pm 
Since it seems like Herzblatt doesn't play very nicely with this mod anymore (Killface says his mod needs to load after yours or it does nothing, and your mod needs Herzblatt to load first to properly detect Bisexuality to automatically turn its system off) it would be nice just to have the sorts of features Herzblatt has rolled into Psychology.
Last edited by Tyrant; 31 Dec, 2016 @ 2:47pm
The Word-Mule  [developer] 31 Dec, 2016 @ 6:13pm 
@Bonnie Lass I've never entirely agreed with Herzblatt's changes. I don't think that pawns with unpleasant traits would necessarily like each other because they also have those traits. Just because you have a messed-up face doesn't mean you suddenly develop a fetish for messed-up faces.

I can definitely add the conditions for deaf/blind pawns though.
How about adding some binary character features that every pawn would have? For example, it either likes technologies, or deems them the humanity's curse; either hates trading people, or just love it; either believes in higher powers, or thinks it's stupid. I suggest to recall all the popular bones of contention – 5 or 10 – and make our pawns decide their side. They can share opinions during conversations so it can drastically improve their relationships (or not). At this point, the more they know each other, the stable their opinions about each other. For example, pawns with absolutely controversial believes just cannot live together, no matter what. Some chance of death fight? However, there should be some time to reveal all the binary traits – the last ones for the late-game.

The second suggestion is… dreams! Akin to the sims, you know. Probably the easiest way is to make lifetime dream – some kind of achievement or mini-goal that gives permanent bonus. A bit harder thing we can imagine is dynamic dreams according to the pawn traits and current condition.

I don't know if it helps, but that would be deep.
The Word-Mule  [developer] 4 Jan, 2017 @ 11:39am 
I suppose you could say every colonist's dream is to get off the Rimworld. If I added character features, they would not be binary, they would be sliding scales akin to Dwarf Fortress. Unfortunately, that's a lot of work for something that just conflicts with the trait system anyway.
KRT™Alexander 7 Jan, 2017 @ 4:09am 
Suggestion, with insomnia, allow the ability for treatment, obviously you can't do stuff like "they can't fall alseep for half an hour = go for a walk / go read a book somewhere else than their bed, then go back and try and sleep, if not working repeat until successfull", but something like psychologist talking, as insomnia is often a result of stress or other bad things going on, like being stressed, which could be a good way to make a penalty for overworked joy-deprived colonists? :-)
ꌗꉣ꒒ꂦ꓄ 28 Jan, 2017 @ 1:29pm 
I love Psychology like the son I never had, but I also like a mod called Colony Leadership. I know the latest update of Psychology adds the mayor functions but they seem to really bork with each other. You split More Incidents into a seperate mod, is there any plans to do the same with your colony governing part of Psychology? Honest to goodness I can't give up Psychology and have definitely chose that over Colony Leadership, but I'm sure there are people with both that may not share that opinion and may want to use Psychology but with another colony government mod. ;)
The Word-Mule  [developer] 28 Jan, 2017 @ 2:11pm 
Originally posted by ๖ۣۜPsʏʀᴀ:
I love Psychology like the son I never had, but I also like a mod called Colony Leadership. I know the latest update of Psychology adds the mayor functions but they seem to really bork with each other. You split More Incidents into a seperate mod, is there any plans to do the same with your colony governing part of Psychology? Honest to goodness I can't give up Psychology and have definitely chose that over Colony Leadership, but I'm sure there are people with both that may not share that opinion and may want to use Psychology but with another colony government mod. ;)
No, there is not. Psychology's election system is completely dependent on the personality system, there's no separating them. If they conflict with another mod (which there is no reason they should and others have reported the mod working fine with Colony Leadership) that is just inevitable.
Stigandr ogaefa 29 Jan, 2017 @ 5:42pm 
What are your thoughts on something that allows the player to pick a colonists spot on the Kinsey scale and perhaps even your list of personality traits similar to Prepare Carefully? At the moment, Either I edit the save to set the sexuality to what I want it or I disable that portion of the mod and waste a trait to set it.
The Word-Mule  [developer] 29 Jan, 2017 @ 6:02pm 
@Stigandr Ogaefa I plan to eventually add support for Prepare Carefully, but I don't use it and have never touched its code so it is a low-priority endeavour.
ꌗꉣ꒒ꂦ꓄ 2 Feb, 2017 @ 1:11pm 
WIth the new Personality bits, it's fun to just scroll through their Social tab and see what they're chatting about with their peers. ;)

Have you had any thoughts of getting animals in on the act? Perhaps some small mods to relations between colony owned animals and such? Making herbivores naturally skittish around predators by default, but allowing them to become accustomed to each other, or making bonding less of a RNG thing and actually socializing/interacting with assigned pets to form bonds and the like...? Potentially having alpacas or muffalos become aggressive for a moment if someone with low skill is trying to harvest their resources? I can see a good bruise from a muffalo kick. Better handlers have less chances of getting hurt, etc. Is a thought, anyways. Not many modders have really done anything with animal behavior.

The mod has made storytelling for colonists feel so natural, it has even gone well beyond Dwarf Fortress at this point (save for the children which we probably will never see due to the ingame short timeline most colonies last), but interactions with/between animals in vanilla just seem so... simple in comparison. ;)
Last edited by ꌗꉣ꒒ꂦ꓄; 2 Feb, 2017 @ 1:17pm
The Word-Mule  [developer] 2 Feb, 2017 @ 1:47pm 
Originally posted by ๖ۣۜPsʏʀᴀ:
WIth the new Personality bits, it's fun to just scroll through their Social tab and see what they're chatting about with their peers. ;)

Have you had any thoughts of getting animals in on the act? Perhaps some small mods to relations between colony owned animals and such? Making herbivores naturally skittish around predators by default, but allowing them to become accustomed to each other, or making bonding less of a RNG thing and actually socializing/interacting with assigned pets to form bonds and the like...? Potentially having alpacas or muffalos become aggressive for a moment if someone with low skill is trying to harvest their resources? I can see a good bruise from a muffalo kick. Better handlers have less chances of getting hurt, etc. Is a thought, anyways. Not many modders have really done anything with animal behavior.

The mod has made storytelling for colonists feel so natural, it has even gone well beyond Dwarf Fortress at this point (save for the children which we probably will never see due to the ingame short timeline most colonies last), but interactions with/between animals in vanilla just seem so... simple in comparison. ;)
Probably not any time soon, sorry. This mod is really about your colonists, not your animals. Animal behavior is so limited that it's not really worth the time investment, honestly.
BioVenom 15 Feb, 2017 @ 2:06pm 
Prepare Carefully Patch
Since Prepare Carefully is one of the most popular mods, it would be extremely helpful to both if you guys supported each other. Perhaps you should reach out and collab a patch?
NotTildaSwinton 15 Feb, 2017 @ 10:50pm 
Originally posted by BioVenom:
Prepare Carefully Patch
Since Prepare Carefully is one of the most popular mods, it would be extremely helpful to both if you guys supported each other. Perhaps you should reach out and collab a patch?
This is a planned feature already.
Zed 21 Feb, 2017 @ 8:06pm 
Not sure if this is the best place to post this or what, but I recently started treating Chemical Interest and Pyromania in some of my colonists (the children and pregnancy mod caused the Chemical Interest and Pyromania of my parent pawns to pass down to ALL their children, moreso than any other trait... damn dominant genes always making my kids do drugs and light fires) and I noticed something- treating Chemical Interest, at least, gives something like 16k medical experience to Passionate doctors. While this is amazing from a skill-increasing standpoint, I feel it's a bit OP, especially since the ~12k experience past 4k doesn't seem to incur the "daily experience limit" deduction.
NotTildaSwinton 22 Feb, 2017 @ 7:49pm 
Originally posted by Doctor Zedman:
Not sure if this is the best place to post this or what, but I recently started treating Chemical Interest and Pyromania in some of my colonists (the children and pregnancy mod caused the Chemical Interest and Pyromania of my parent pawns to pass down to ALL their children, moreso than any other trait... damn dominant genes always making my kids do drugs and light fires) and I noticed something- treating Chemical Interest, at least, gives something like 16k medical experience to Passionate doctors. While this is amazing from a skill-increasing standpoint, I feel it's a bit OP, especially since the ~12k experience past 4k doesn't seem to incur the "daily experience limit" deduction.

I think that might be better suited in the Bug Report section... Does it only happen when you treat the kids with Chemical Interest, or does that happen to everyone? Definitely sounds a bit OP (And probably not intentional behavior).
Also! If it is only happening to kids, it's most likely just a mod incompatibility, in which case... You might just have to take the free XP. Fixing issues between mods is hard and time consuming. Maybe bring it up with the author of the children and pregnancy mod?
Last edited by NotTildaSwinton; 22 Feb, 2017 @ 7:53pm
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