RimWorld

RimWorld

Personality Plus
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.
Morcalvin 24 Aug @ 8:42am 
Is there a way to edit a pawns personality? Like through character editor? Also how bad is wonky when adding to a new save? I have a long term colony I've had running for four rim years that I'd like to add this to if it won't break the save
zilrty 23 Aug @ 6:17am 
Thank you as always for the great mod. Would it be possible to make the personality panel in the Character tab and the Mod Settings section translatable?
GoblinEngineer 18 Aug @ 5:39pm 
@DaPostmaster I get that. I too would like to see ideo-like moodlets for their personal opinions. The issue with that sort of what @Ronin is talking about, unfortunately. That said, because there aren't ideo-like moodlets, the biggest impact I see from this mod is in inter-colony relations. Sometimes it actually becomes more worthwhile to recruit them because their personality doesn't clash with everyone. Skills can be trained, there's no way to change personalities without character editor or devtools
Neokid 17 Aug @ 5:01am 
Whenever I add the Rifle Connoisseur trait to a Colonists with the character editor it disables the crafting skill for some reason I don't know what's going on.
DaPostmaster 16 Aug @ 11:20pm 
I do wish that a pawn's personal beliefs actually impacted their ideology-based opinions. I recruited a pawn whose ideology endorses raiding, but their personal beliefs include "Raiding: Horrible", so I assumed that they would be okay with not raiding people, but no, they still have the -9 mood debuff. Otherwise, I'm loving the mod.
NRKE 15 Aug @ 5:16pm 
What would be the impact of adding new precepts?

Say, like they are added by this mod:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2559533848&searchtext=precept
Ronin 14 Aug @ 2:43pm 
Literally 100 re rolls and every single person has some stupid personality aspect such as not eating meat combined with fully nude. It's actually impossible to find a realistic personality / pawn with this mod.
Ronin 14 Aug @ 2:42pm 
This mod seems pointless. On my 50th + reroll just trying to get a character that has a logical personality. 9/10 rerolls have either "female fully nude" preference or "male fully nude" preference. If there's not a nudist preference then they have a random preference for Bloodfeeders, or they hate research. It's virtually impossible to find a pawn that isn't illoigcally gimped in some way by some ridiculous random personality aspect. This mod needs a lot of work to actually be viable in a playthrough. At the moment it seems to just add random chaos to pawns.
Side1iner  [author] 11 Aug @ 5:37am 
@GoblinEngineer:
1. Yeah, I agree about the mood descriptions. Though, the space for mood prints is tiny, and there is no default line breaking. So the better explanation needs to go in the tooltip (the strings are simply cut off if they are too long).

2. Yeah, perhaps... although, the need for finding some stuff out for oneself is lost in that case.
GoblinEngineer 10 Aug @ 6:28am 
Holy shit, RedMattis in the house.
Hey Side1iner, I've been noticing some new moodlets over the last couple of days regarding Colony alignment. Love the addition, I have only 1 request... Okay that's a lie, 2 requests.

First, could you change the way the Colony alignment moodlets display to be similar to the Ideo alignment moodlets?
e.g. "Ideo: Comfortable" description: "comfortable with the colony ideo"
Is: "Frozen Heart" Description: "Colony alignment: It's frosty here"
Would prefer: "Colony alignment: It's frosty here" or "Colony: It's frosty here" Description: "Frozen Heart"
This I hope isn't too much of a pain, it would just help knowing *why* the moodlet is there.

Second, some colonists do, or *really* do NOT want ideo roles. I think this is awesome, but would it be possible to add it to their personality tab?
RedMattis 10 Aug @ 2:56am 
I did try pressing the "regenerate personality" button while in the randomise party window as well, so I doubt my code swapping them from human to bug-like-human is the issue.

Perhaps some tracker-comp is failing to connect to them?

The source of the races is in the big & small genes btw.
RedMattis 10 Aug @ 2:53am 
@Side1iner
I tested on a Xeno-Emissary which uses the `BS_InsectoidHumanoid_FourArmed` race.

https://github.com/RedMattis/BigSmall_Genes/tree/main/1.6/SimplyRaces/Defs/Races/HumanBug

I imagine the issue would occur with any of my custom races though since there isn't much special stuff going on with their race aside from having four arms with less fingers.
Side1iner  [author] 10 Aug @ 1:59am 
@RedMattis: All 'humanlike' should get it. Which is the race in question?

@qux: Not right now, but might at a later date!
qux 9 Aug @ 7:14am 
Hi ! Could you create translation keys for the personality section?
Everything is hardcoded.
RedMattis 9 Aug @ 7:03am 
Is there something special needed beyond inheriting from "Human" to get the personalities working on non-human colonists?

I decided to start a run with this and got:

"[PersonalityPlus] AssignPreferences: prefComp is null for Valaris!"

Those races all inherit from humans, so I'd expect whatever comp properties on there to be found as well?
Side1iner  [author] 9 Aug @ 3:45am 
@Troublesomeknight: Okay... I'm not sure I know exactly what you mean. But if you don't use vanilla or WBR sexuality system (supported by this mod), just turn off the 'show sexuality' option in the mod settings.
Troublesomeknight 8 Aug @ 11:22am 
I haven't tried playing these two mods together yet, but based on what other people on the discord have said, it's the same issue as with using it together with Way Better Romance before you fixed compatibility with that.
Side1iner  [author] 8 Aug @ 1:38am 
@Troublesomeknight: I've never used it myself, but I know what it is. What would the integration look like? Feels like two different things?
Troublesomeknight 7 Aug @ 6:42pm 
Any chance for integration with the Forbidden Mod?
Side1iner  [author] 7 Aug @ 9:10am 
@Slice of Thanatoast: The social fights are obvious, because you get a message for it. The nicer stuff, like deep talk and the custom hugging interaction, just happens without you knowing it. I guess it can make it feel like it's way more negative than positive stuff going on.

@HELLO: Ah, yes. Maybe they have patched it using C#? There is a Spanish version, I think, if you want to see what they did.
HELLO 7 Aug @ 7:31am 
Since the UI text seems to be hardcoded in the DLL rather than in an XML file, I’m not really sure how I could go about translating it.
I apologize if my request was too much.Thank you for your work on the mod, and I hope you have a great day
Slice of Thanatoast 7 Aug @ 6:33am 
I understand it adds another layer of complexity but at least will vanilla stuff you can eventually fix most problems with gene editing or other methods.

I'm only really noticing the negative aspects of the personalities but the positive impacts seem to be negligible unless I just have bad luck with pawns personalities or maybe it is just confirmation bias. Do nice personalities compliment each other at all/ have a decreased chance of getting into fights or insulting?
Flurbel 7 Aug @ 2:43am 
@Slice of Thanatoast: Rimworld colonies usually aren’t the most ethical places. Maybe there could be conversion therapy. You have a risk of mental breaks and other psychological issue in exchange for personality change, positive or negative.
Side1iner  [author] 7 Aug @ 1:56am 
@Psychronic: Yeah, that's what happens when the sexuality traits in WBR is not applied correctly, according to my testing. Though, if you get the "Aromantic" I think it will default to 'vanilla nothing' (= straight).

@HELLO: I think people already have made some translations? Look at how they did and do the same?

@Slice of Thanatoast: Nope. I mean, that is sort of the point of this mod (adding another layer of personality/complexity to the pawns).
Slice of Thanatoast 6 Aug @ 7:36pm 
There wouldn't happen to be an in-game way to switch personalities would there without dev mode? Like using a mind wipe ritual to randomize their personality?

Kind of sucks to get a good pawn and then they have a problematic personality, at least with traits you can fix some of troublesome ones by adding contrasting genes.
HELLO 6 Aug @ 5:41pm 
Would you be able to support making translation possible?"
Psychronic 6 Aug @ 2:28pm 
Nevermind, upon removing Personality Plus the issue persists. My mistake
Psychronic 6 Aug @ 1:56pm 
Having an issue with Way Better Romance it seems. Sexuality wont show at all on the bio tab that i can see and when i turn on the option for it to show in this mod's page the only sexuality i get is Straight aromantic. Am i doing something wrong or is it a conflict?
Side1iner  [author] 6 Aug @ 1:32am 
@Ashnal: Don't know! Do not know about it. But sounds interesting, will take a look.

@Slice of Thanatoast: Well, some of the grumps are... grumpy.
Slice of Thanatoast 5 Aug @ 8:34pm 
Is Conspirator just the worst personality intentionally? They seem to get into constant fights with every other personality
Ashnal 5 Aug @ 8:25pm 
How would this interact with "Enhanced Beliefs"? That mod also has a sort of ideology alignment thing, but also has some other more ideology specific mechanic reworks.
Side1iner  [author] 5 Aug @ 1:23am 
@Yezus: Yeah, I have some ideas on the V2 list. We'll see!

@RayDaug: You mean they have it as a preference? I decided to make the preferences align with the ideo precepts in this first iteration. And they are what they are... Quite a few of the personalities don't allow for cannibalism to be a preference - but there are 32 of them, so...
RayDaug 4 Aug @ 5:40pm 
Maybe I just have bad luck, but it seems like every pawn I get with this mod is a secret cannibal.
Yezus 4 Aug @ 5:09pm 
any plans to have a way to change personalities over time? kinda like Noble Fates
Side1iner  [author] 4 Aug @ 5:42am 
@Bunuffin: It won't be anytime soon, if I do it. There is already good alternatives if one doesn't like the vanilla system. We'll see.

@Flurbel: We'll see. For now, it's not a priority of mine.
Flurbel 4 Aug @ 5:04am 
I’m not sure how annoying the sexuality system is to maintain but for compatibility’s sake, you could let players turn it off in the mod settings or make it a submod.
Bunuffin 4 Aug @ 4:58am 
I really hope you will implement the sexuality system you had before cutting it, i guess the only good one so far will be still psychology T^T
Side1iner  [author] 3 Aug @ 10:32am 
@Goblins4Lyfe: Yep, absolutely. The database stuff takes a lot of time. But the system is there and the second volley of database improvements will come with the next update. Exactly stuff like this. That said: I can't support all traits used in all mods, so there will always be a small chance of something like this happening.

@DarkShini: Noted. Could perhaps make a setting for 'personality alignment severity' as well. We'll see.
DarkShini 3 Aug @ 9:54am 
Configurable modifier for feeling between pawns due personality alligment. Currently it affects too much for my taste -- -15 induce dislikes even more because pawns starts to insult each other. Also looks like mod make relantionships significantly more consistent than vanilla.
Goblins4Lyfe 3 Aug @ 9:36am 
There is an issue where personalities tend to generate beliefs that are entirely contradictory to other parts of the pawn. On a pawn with a major passion and skill in mining, they believe mining should be prohibited. And I've had another personality generated believe "never hurt innocent animals" but also "vegetarian meals are abhorrent". Any plans to prevent the huge conflicts between a pawn's personal beliefs or between a belief and their skills/traits? Heck, the miner was also an undergrounder, but still believed mining should be prohibited.