RimWorld

RimWorld

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Personality Plus
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Mod, 1.6
File Size
Posted
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1.124 MB
24 Jul @ 3:51pm
7 Aug @ 2:18pm
17 Change Notes ( view )
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Personality Plus

In 1 collection by Side1iner
Side1iners 'Plus' Series
8 items
Description
Personality Plus
The point of this mod is to add a little more personality to our colonists. Their personalities affect the way they think of and interact with each other, as well as their thoughts about the colony population at large and the colony ideology.

Mod content at a glance


Suggestions, discussions and feature previews in Discord
[discord.gg]

More detailed information about the systems

32 personalities in 4 groups
There are 32 personalities in total (to start with, perhaps there will be more in the future). They are divided into four groups. Each group have 8 personalities, all of them with it's own combination on the five main axes:
  • Sociality: Introvert / Extrovert
  • Empathy: Empathetic / Callous
  • Morality: Principled / Self-serving
  • Impulse: Calculating / Emotional
  • Outlook: Positive / Negative






Personality generation
The 'personality generation process' is pretty straightforward, while still being complex enough for making it powerful. This is how it works:
  • Backstory and trait allocation: The pawn get their backstories and traits as usual. No backstories or traits are added by this mod, and it doesn't mess with the generation of it in any way.

  • Assigning personality: The pawn now has her backstory and traits. Using this data, a personality is chosen. Traits can forbid certain personalities and act as boosters for others. That means no depressed "Charmers" or kind "Manipulators". Booster traits add probability for a personality to be chosen, but there is still a large random element to it.

  • Assigning preferences: Preferences are based on the precepts in the 'Ideology' DLC. Each precept has a database equivalent and depending on personality, some preferences are not allowed. As an example, a "Caretaker" will never have a preference for executions or raiding.

Pawn alignment
The 'complete package' of every pawn is put together and calculated, giving them a certain 'alignment value'. That value is related to all other pawns in the game, generating an intricate system of 'who I like' and 'who I don't like'.

Ideology alignment
The sum of a pawns preferences are also put together into an alignment value in relation to the ideologies in the game. Most important, of course, is the alignment with the own faction ideology.

In-game impact of personalities and preferences
The results of the 'personality generation process' have different sorts of impact in-game. This is how you will experience it in-game:
  • Each pawn has a mood modifier for 'colony alignment': Based on the amount of pawns in your colony - and the personalities present - your pawns will feel comfortable and happy, or misunderstood and depressed.

  • Each pawn has a mood modifier for 'ideo alignment': All pawns have an opinion of the ideology of their faction. Feeling well-aligned with the ideo will give them a mood boost; feeling misaligned will give them mood penalties.

  • Fluid ideologies will dynamically change the way your pawns feel about your ideology: You collected enough points to add a new precept? Perhaps you should choose that precept more than half of your colony feel is really important, and see them grow along with your ideology?

  • All pawns have feelings about each other: Personalities matter. Preferences matter. If pawns feel alike, they will have significantly favorable opinion modifiers. And if they don't, likewise significant opinion penalties.

  • Personalities impact other thoughts and therefore mood: There are a few such 'special thoughts' already in place, with a whole bunch more planned. Find them out!

  • Interactions between pawns are more common or rare depending on alignment and personality: Some interactions happen more often if pawns like each other. Some less often if they don't. Some interactions will never happen between pawns with certain alignments.

  • New types of interactions: Pawns who really like each other can seek hugging sessions for comfort. More types of interactions are hopefully coming.

  • Some vanilla thoughts have been altered: Since pawns now have more important things to have opinions on.

Compatibility and other mods
Don't add to or remove from ongoing save! Or, you CAN add it to ongoing saves, but it will be pretty wonky. If you really want to, use the DevTool for "regenerating" a personality for an existing pawn. They will get personalities, but many of the systems are made to be running from the start of a save and might be pretty weird.

I think it's a very bad idea to remove it from an ongoing save.

Mod settings
  • Show ideology alignment with player ideology for pawns of other factions: If on, you can see the pawns 'future alignment' with your current ideology if the pawn was to join you. Default off.

  • Sexuality: Show sexuality in the 'Personality window' instead of as 'trait tags' in the trait list on the Bio tab

    I haven't tested this at all myself, more than making sure it's actually turned off. If it will properly work with this or that mod I do not know at this point.

  • Colony size: Some parts of the systems in the mod is tied a bit to colony size. In general, having it set on 'Small' while having a huge colony will give more and better mood boosts than intended. Recommended sizes:

    Small: up to ~ 12
    Medium: ~ 13-25
    Large: ~ 26+

Supported mods
I have already used traits from a bunch of sources (vanilla and mods), as part of the 'personality generation system'. I will add even more going forward.

Supported mods right now:
  • Traits Plus (my own trait mod, absolutely recommended alongside this mod as it has lots of meaningful traits in terms of personality generation)
  • Vanilla Traits Expanded
  • RimTraits
  • Fallout Traits
  • Consolidated Traits
  • Additional Traits
  • Way Better Romance
  • Bundle of Traits

If you want traits from specific mods to be used, please let me know!

Incompatible mods
I guess it should go without saying: but any other mod doing pretty much the same stuff. It might work in purely technical terms (as in not crashing etc), but in-game it would of course be non-sensical.

That goes for mods doing personality stuff, such as already mentioned 'Psychology' or '1-2-3 Personalities'. Mods adding more interactions should work I guess, but in detail that remains to be seen and tested going forward. Let me know if you find something strange!

Length limit of this description mean I will find a way to upload more details in some way later on.
Popular Discussions View All (2)
29
25 Aug @ 1:27am
Suggestions: new features, mod compatibility, additional data etc
Side1iner
4
19 Aug @ 10:27pm
Let us create our own personalities through the character editor
Ronin
239 Comments
Lionheart 1 Oct @ 1:53pm 
FYI imgur.com has blocked the UK from accessing its site so your mod description which contains images hosted there, now has NO information available in that format for anyone accessing from the UK.
you may want to consider updating with a text description.
Kurzaen 21 Sep @ 5:24am 
Far shot of this; but does this mod work with Echo Colonies? Does it read the personalities the pawns have and change how they respond or no?
GoblinEngineer 11 Sep @ 8:08pm 
@anaris @Real Imp
the answer for both of you is that you can edit personality in the bio tab when starting a new colony, or by using Character Editor once the game is started. There's a "Personality" button in the bio during pawn selecton, and once in the run it displays their personality archetype.

As for the sexuality system, it was buggy and broken from the start causing major problems, one of the biggest we had was a preference for incest that was frustrating. Him configuring it to "Straight unless another mod says so" was a way to prevent issues.

Pawns don't start with ideo roles, and if you have more than 1 with a personality that doesn't want responsibility you probably didn't filter your pawns personalities before starting your run. With this mod personalities become as major a factor as a pawn's skills when deciding if they're worth recruiting.
girk 10 Sep @ 7:53pm 
I have only one pawn in my colony and it has ideo:misaligned as a mood debuff, how do i make this go away?
anaris 10 Sep @ 7:31pm 
to be clear i don't mean "can i remove features of the mod" - i mean like, is there a way at game start to tell what colonists will refuse to perform roles so I don't start with one as a leader, is there a way to control personality in scenarios so I can make sure I don't start with colonists who hate their own ideology or do I just have to reroll them?
anaris 10 Sep @ 7:26pm 
why on earth do you not generate a sexuality if you're going to have it in the mod? "everyone's straight unless another mod says otherwise" is not an interesting gameplay mechanic but it's how this works out.

also is there any gameplay associated with "I do not want responsibility"? because without a way to make pawns tolerate their ideology roles in an ideoligion it's very hard to manage moods early on without banishing everyone
Naucetaaq 3 Sep @ 6:02am 
Does this work with Vanilla Social Interactions Expanded and Vanilla Aspirations Expanded? I'm not sure how much of an overlap in edits these mods would have with one another.
Meow Max 1 Sep @ 10:06am 
Is there any way to remove the ideology aspect? I love the personality part but I dont want my pawn to randomly care about other ideologies like all nude. Otherwise just make our ideology matter
GoblinEngineer 26 Aug @ 8:46pm 
@Sidel1ner Hey, I hope all is going well
GoblinEngineer 26 Aug @ 7:59pm 
@Morcalvin You really don't want to add it mid-game. In this case "Wonky" means that not all pre-existing pawns will generate personalities like they're supposed to. Hypothetically if you used Biosculptor pods or Chronophagy rituals to lower age to below 13 they should generate a personality when they become 13, but Iv'e not tested that personally.