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Rimpsyche - Personality Core
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26 jul @ 7:48
24 okt @ 7:21
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Rimpsyche - Personality Core

Beskrivning


RimPsyche v 1.0.17

Feature
- Negative Opinion on bad interaction balanced

Fix
- Scope and Gate generation not respecting negative center offset sum
- Social fight log incorrectly ascribing the causer

Rimpsyche supports Prepatcher. Use prepatcher to make Rimpsyche even more performance friendly.

See detailed patch note in the update log.
Older versions are available on Github[github.com]

If you'd like to see integrations with specific mods, please let me know in the "Mod Integration Request" discussion.
For any bugs you encounter, report them in the "Bug Report" discussion.




  • Personality-Driven Conversations
  • Seamless Trait Integration
  • Dynamic Personality
  • Modular design without bloat
  • No hediff/ticking/scanning. Performance-friendly




RimPsyche introduces a personality system to RimWorld.
Heavily inspired by the beloved Psychology mod, it offers a modern and performant way to give each pawn a unique personality, making their interactions feel more individual and impactful.
Pawns will form opinions of others based on these personalities, transforming RimWorld's social relations from simple compatibility checks into something more story-driven.










RimPsyche is designed to be modular, letting you pick only the features you want. This modular approach also significantly helps with compatibility.
  • RimPsyche Disposition: Changes pawn behavior and reactions based on their personality.
  • RimPsyche Sexuality: Uses a Kinsey-scale based sexuality and sex drive to change romance dynamics. (In development.)
  • RimPsyche Interests: Expand pawn interests and interactions. (Planned)




You can add this mod to an existing save. Pawns will be given random personalities upon loading.
Do not remove this mod from an existing save, as it will break your game.




You can find the list of integrated mods or request mod integration here.







Rimpsyche doesn't have any direct LLM integration. However, if you want to feed RimPsyche personality into mods that utilize LLM like Rimtalk, you can follow the following steps to get Rimpsyche personality easily.
  1. In game option, turn on the Development mode. You'll see icons appear on top of your screen.
  2. Open debug action menu (the third icon)
  3. Search for "personality". You'll see options with _LLM mark. You can choose whichever option you want.
  4. There will be "T: {Your chosen option}" text following your mouse. Click the pawn you want to get the personality of. It will log their personality.
  5. To check, open the debug log (the first icon)
  6. At the very bottom you should see: "RimPsyche info for pawn ~~~"
  7. Click it. The personality is logged there. You can copy it to feed it to LLM.




  • Psychology mod for inspiration and the starting point of this mod.
  • People from the Official RimWorld discord server for helping out with translation.
  • TemplarSpartan for Hauts' Added Traits integration
  • Figma and WordClouds for mod page design.
  • ChatGPT andGemin for help with UI and Transpiler patch. Also English grammar check and proofreading. (Just adding this here because this seems to confuse people. I'm not vibe coding. I'm not asking AI to make mods. I know the codes I use and I make the mods myself. I used AI for boring and tedious stuff like finding appropriate margin in UI and stuff. I put it up as a credit because I don't like how casual the use of AI is becoming and people just normalize using it as a tool without mentioning. I believe if you used AI as a tool, no matter how insignificant you think it is, you should let it be known.)


The source code is available on Github[github.com].
Populära diskussioner Visa alla (2)
70
27 okt @ 1:06
Mod integration requests
Maux
37
5 okt @ 13:36
Bug report
Maux
256 kommentarer
Avericat 19 timmar sedan 
Thanks! Yeah I don't expect to always have everything working after you update your stuff, it will be sort of like a game update. I will add failsafes in my end to make sure that the mod has a fallback basic logic in case it fails to get some of your stuff so it doesn't break, it just downgrades. I will let you know if I have any questions!
Maux  [skapare] 19 timmar sedan 
@Avericat Of course you have it! You didnt even have to ask there are tons of mods with dependency on other mods out there.
I have to warn you though: Interest is a custom class and not a Def, and I designed it so that it is possible to add/remove interests without breaking the save. I most likely will make some changes when I start working on the implementation side of the planned interest module, and I cannot guarantee I will always maintain backward compatibility with your mod, at least until all the planned modules are released. (Though I will try)
That being said, I know my codes are not documented very well, so if you have any questions regarding any part, feel free to ask!
Avericat 29 okt @ 13:07 
I have been playing for a long time with the idea of making a mod called Autonomy which would allow colonist to choose their priorities based on their personalities, perception of self, interests and personal and colony needs. But one of the big problems to solve is how to make sufficiently different colonist.

I have been playing with this mod a lot and I really like it. This one and Disposition really make colonists feel unique and I feel much more invested in them.

So I have been thinking of just- hijacking this mod's personality system and using it as a base for the personalities, and interests and whatnot that my mod idea would require.

Since this is a big integration I feel like it would be in order to ask for permission to do such thing. So here I am, asking permission to basically create a module from this mod.
Yefreitor 26 okt @ 23:30 
Thanks for the detailed reply! I’ve been using your mod for a while and absolutely love it. It’s already the best personality mod imo, and I’m sure it’ll be even better once the other modules are released. Take your time!
Maux  [skapare] 26 okt @ 7:13 
@Yefreitor I am tentatively hoping for a release in late Dec. to early Jan. However this can change if I decide to split the currently planned module into two: Sexuality and Romance. If it ends up being split, then late Nov. to early Dec. release for Sexuality alone is a possibility, with Romance released in late Jan. to early Feb. However, since one of the key obstacle for Sexuality module is mod compatibility (I plan on making it compatible with at least major mods on release), it can vary depending on how well the patches go.
Yefreitor 26 okt @ 6:22 
Not trying to pressure or anything, but will the sexuality module be released this year?
Maux  [skapare] 22 okt @ 21:30 
@BrendonDaOne If you are starting a new game you will see the button on character creation. If you are trying to edit mid save, you need to turn on the dev mode. Then the edit button will become visible on the psyche tab
BrendonDaOne 22 okt @ 20:01 
i turned it on but i still dont know how to
Maux  [skapare] 21 okt @ 20:27 
@BrendonDaOne There's mod setting that lets you do that.
BrendonDaOne 21 okt @ 20:11 
how do you directly edit facits