RimWorld

RimWorld

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Rimpsyche - Disposition
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Mod, 1.6
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403.890 KB
1 Oct @ 6:21am
4 Oct @ 1:32am
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Rimpsyche - Disposition

Description


!!!!! Known bug
Currently there is a bug in the mod.
Unfortunately I'm at my hometown now and can't update the mod untill returning Saturday.

The bug condition is having clicked on the ideology "counsel" ability and then hovering the mouse over something that is not a pawn.
You can avoid this by clicking the ability button near the target pawn so the mouse does not get to hover over anything else.

Also If you are using "endless growth" mod, currently there is an issue your pawns above lvl20 will be treated as pawns lvl 0. You should disable the 'experiment' feature until the compatibility gets integrated next update.

Sorry for the inconvenience. Will fix this issue when I get back.


v. 1.0.4
Brings about better Ideology, Royalty support and UI and bug fixes

v. 1.0.3
Fix: Some stats not being applied when ideology was loaded

For more information, refer to the update log

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




  • Personality influences pawn stats, behaviors, and reactions
  • Adds new gameplay mechanics
  • Performance-friendly implementation
  • Settings to cherry pick contents













Personality Core integrates with traits, allowing them to directly influence a pawn’s personality.
Since the Disposition module makes personality affect behavior, the combined effect of a trait's bonus and its personality adjustment can sometimes over-amplify the same behavior.
To prevent this, the Disposition module balances the effects of traits that adjust personality. This ensures the gameplay remains balanced, while still allowing them to feel meaningful and impactful.





Note
If you find any mistakes or inconsistencies in the report, do let me know so I can report the correct profile. Also, if your own profiling is significantly off, please inform me so I can find what's causing the issue.

Note2
Rimpsyche makes use of prepatcher if you have it in your modlist to make psyche lookup faster. Since Disposition has to lookup psyche value frequently, it can improve Rimpsyche and Disposition's performance. I highly recommend it.







All DLC-related thoughts are tagged for the Individual Thought feature, and stats (esp. from Ideology) are fully integrated.
Currently, Disposition has limited DLC support. This is mainly because I've only used Biotech and Odyssey . I've only just got my hands on other DLCs recently and am still not familiar with the full content of them.
If you think certain aspects of DLCs (especially Royalty or Ideology) would benefit from integration, do recommend it, and I’ll see what I can do.




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







I'm open to feature suggestions. If an idea is reasonable and doesn’t cause significant performance overhead, I’ll consider adding it.
However, please understand that performance comes first. I’d rather avoid adding a cool but niche feature that hurts performance than have people asking for a patch to remove it later.




  • Psychology mod for inspiration and the starting point of this mod.
  • Figma[www.figma.com] for mod page design
  • ChatGPT[chatgpt.com] and Gemini[gemini.google.com] for help with design management, transpiler patching, refining icon images and English grammar proofreading.

A note on the use of AI
I am not vibe coding. I am not asking AI to make mods. I know the code I use, and I make the mods myself.
I used AI for English (not a native English speaker), doing boring and time consuming stuff like turning my notes into well indented data or writing repetitive base code. And also turning my attempt at art into something more presentable. (Example below)



I’m including generative models as a credit because I don't like how normalized the unacknowledged use of AI has become, not because I relied on it to make my mod. I believe if you used AI as a tool, it should be mentioned.

The source code of this mod is available on Github[github.com]
Go to the documentation google sheet here[docs.google.com] to see more detailed information of how each personality affect gameplay, as well as trait and stat adjustment. Individual thought tags are also available.
Popular Discussions View All (3)
13
4 Oct @ 5:01am
Mod integration
Maux
13
5 Oct @ 10:19am
Bug Report
Maux
0
2 Oct @ 10:47am
Ideas, Feature Request
Maux
87 Comments
Maux  [author] 10 hours ago 
@GoblinEngineer 1) Pawns don't have direct opinion modifier but pawns with similar aspects are more likely to form better relation with Rimpsyche. 2) With Disposition pawns will have different degree of thoughts about having/losing ideo role based on their personality 3) There is no thoughts related to number of kids currently. Personally I think it would be janky to see your colonists suddenly lose/gain thought cause your 12 year old just turned 13. 4) There is no personality inherently incompatible with certain ideology, and I don't plan on adding hardcoded incompatibility in the future. However similar feature is implemented with Individual Thoughts feature. e.g.: if you have a self-centeres pawn with enforced charity precept they will feel less happy when helping others and less bad when rejecting help: kind of like being incompatible with their ideology. If you want to know how different thoughts are tagged, you can see the "thought" section of the documentation.
GoblinEngineer 11 hours ago 
Keeping my eye on this mod series. Looks interesting.
I've been using Personality Plus lately, but it seems that either the MO lost interest or something came up IRL.
There are some neat aspects from PP I was wondering it you'd consider integrating, such as pawn opinion modifiers based on how similar/different their personalities are, moodlets based on wanting/NOT wanting important ideo roles, wanting/NOT wanting kids in the colony, or even whether or not the pawn's pwersonality meshes will with the ideology
If not in the cads I get it, I'm not exactly a coder so I don't know how complicated integrating stuff like that is, but could be a neat addition. I'll be trying this mod series once my current run is over
Maux  [author] 7 Oct @ 8:27am 
@Hugalafutro Yes I'll try to test it from my end as well when I can just to be safe.
Hugalafutro 7 Oct @ 8:16am 
I see if I catch the event again I'll test with and without maybe it's completely different mod causing it - I'd suspect hospitality continued, but my last playthrough I was using it as well and had the event few times, but maybe something changed in it since I dunno.
Maux  [author] 7 Oct @ 7:56am 
@Hugalafutro I think the quest failed to preogress for some other reason and they are just doing random social interaction because that's the default social interaction mode. You are seeing Rimpsyche interaction because it overrides the vanilla random social interaction. Without this it would still have failed and you would have been seeing chitchat and deeptalk.
Hugalafutro 7 Oct @ 7:35am 
There was no error in log, I only suspected this mod, because instead of the usual stuff the sanguophages "talk" about during the event they just kept socialising with phrases from this mod.
Maux  [author] 7 Oct @ 1:05am 
@jeffg10-TheDanceMaster Ah I see. Thank you for the report! I'll look into the possible bug. Could you perhaps tell me what the mod you think is causing the issue with this is?
Maux  [author] 7 Oct @ 12:07am 
@ゆきんこ There is no internal integration but LLM is supported. Please refer to the main page's LLM section for more info
ゆきんこ 6 Oct @ 9:55pm 
Is it compatible with RimTalk ?
Maux  [author] 6 Oct @ 2:38pm 
@Hugalafutro Disposition should not have any interaction with quests. Do you have a reason to suspect it is being caused by this mod? Do you have a log?