RimWorld

RimWorld

Rimpsyche - Disposition
89 Comments
owlywarrior9 32 minutes ago 
Hullo! A small non-gameplay suggestion: Have you considered adding a link to the Core mod at the top of the introduction section here, and stating that it requires it? May help with new people finding and implementing the mods. Thank you for all your work!
GoblinEngineer 1 hour ago 
All sounds pretty cool. Just about to start a new run and I'll be using these.
Maux  [author] 13 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 14 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?
Hugalafutro 6 Oct @ 9:25am 
This "breaks" the sanguophage meeting event, instead of the cultist talk about blood pain and death they just keep socialising around the blood torch :D

Plus the event seems to be stuck it has been a day, they just keep standing around the torch socialising and eating my food
Maux  [author] 6 Oct @ 3:39am 
@Birisi I just got here yesterday :'( I only return the coming saturday. Meanwhile You can turn off the "experiment" feature in mod setting to avoid it.
Birisi 6 Oct @ 3:23am 
still in your hometown ? because that endless grow bug still itching me
Nedlee 5 Oct @ 9:21pm 
A very nice and thorough descriptions; those things sell mods!
Maux  [author] 5 Oct @ 3:30pm 
@Lango Yes. Dubs mod decides the level of breaks. After it has decides upon the break and try start it, Disposition rolls if it will be resisted.
Lango 5 Oct @ 3:17pm 
Is it compatible with Dubs Break mod?
Doctor Lynch 5 Oct @ 12:46pm 
Ah, that explains what was happening with my pawns. Take your time, on the fix it isn't super important.
Maux  [author] 5 Oct @ 12:42pm 
@Onryo Ah now I've found the culprit: endless growth! there was someone reporting the same issue but didn't tell me the context. Now I've got it. Sadly I can't update the fix until next saturday. You'll have to disable 'experiment' feature for the time being
Onryo 5 Oct @ 12:30pm 
Having same quality building issue - both of my 20+ builders (using Endless growth mod) produce "awful" and occasionally "poor" quialty, trying for a in-game day now to build "excellent" chair, lol
Aside from not using mod - any way of dealing with that?
jeffg10-TheDanceMaster 5 Oct @ 10:55am 
@maux, yes it was, it was definitely related to pawns gaining mood boost due to skill progress.
Rubus 5 Oct @ 10:32am 
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LocalYourBoxBro 5 Oct @ 10:28am 
Oh, Psychology... you're as beautiful as the day I lost you
Kellorssonn 5 Oct @ 6:39am 
also mentioning other mod compatibility and how the mod runs is very good detail and my already pretty hefty modded game appreciates
Kellorssonn 5 Oct @ 6:35am 
awesome mod tweaking your pawns to become more personalised, i feel like i get more attached to them now that they all have their personal quirks. gotta appreciate the detailed description on the mod page and ai disclaimer is just the top notch. love this. id recommend
Maux  [author] 4 Oct @ 7:38pm 
@SketchyGalore I see. I will think of a way to amend the personality node description to include the effect so the users can at least get a feel of what each of it does in game. Thank you for your advice and bug report!
Maux  [author] 4 Oct @ 7:34pm 
@jeffg10-TheDanceMaster So it was the sesne of progress single handedly giving 160 mood buff?
I am asking this because if that is the case there might be an issue I need to fix. Sense of progress from skill is coded to be indifferent to the skill level or workspeed, only whether if their xp gain for the day has surpassed a certain amount. And even then the amount of mood buff is fixed to be 0.6*(1+ambition)*durationtick. If it gave your pawn mood buff higher than this, it means there is a bug in the code where it decides the duration tick for the buff, which can cause some problems. So I am trying to pin point the issue.
Maux  [author] 4 Oct @ 7:30pm 
@Ihmislehma @kolcio138 @Rimarij Meddol Thank you all for supporting my art. I chose the one that was most presentable as the example. The other icons look more... avant garde. I'd rather keep those artistic experiments to myself, as it is too advanced for the human kind of 21st centuries.
SketchyGalore 4 Oct @ 6:58pm 
@Maux Thanks for all the explanations! I didn't realize there was a chart lower on that sheet (it hid a bit with my resolution!), but it's interesting to know how things work. I did realize that vanilla rolls for quality are a lot more nebulous than other stats (construction speed, by comparison, is quite easy to find in the base game). I don't think such complex mechanics need to be explained in-game by the mod, but things like "disciplined pawns are more likely to resist addiction" is the sort of thing I'd want to know at a glance.

And apologies if the error was a false flag. The mention of degrees in the code was what made me think it was trying to tweak CE stats. I'm away from my computer at the moment, but will try to get a better bug report for you the next time I load up everything.
jeffg10-TheDanceMaster 4 Oct @ 4:46pm 
@maux apologies I uninstalled the mod shortly after (and kind of forgot that I made this comment due to resorting my mods list), although I suspect that it may have to do with skill progressing too fast, or not having a hard cap. (my pawn had an arcotech matter manipulator (from matter manipulators) which is a tool that allows them to do things signifigantly faster than normal, that combined with their high skills from being a hold over from my last save may have freaked your mod out.) but i'm glad to hear it wasn't intentional behavior
Rimarij Meddol 4 Oct @ 1:31pm 
agree with previous comments. your art looks better. and also love your honesty about using it
kolcio138 4 Oct @ 1:15pm 
maybe add a setting changing art between ai and yours:btd6thumbsup:
Ihmislehma 4 Oct @ 12:11pm 
I liked your art better. It has personality.
Maux  [author] 4 Oct @ 10:41am 
@SketchyGalore I've read through Quality function again, and realized in order to explain how Disposition generates Quality, I'd have to start from explaining how Vanilla does quality RNG, as Quality gen is not just adding modifier, it takes over the vanilla method. I still agree with you that there needs to be a better documentation. The google sheet is actually what I used for myself to develop, so it's not really a "kind" documentation for users, so I should probably come up with something more user friendly. It might take some time but do know that I'm coming up with something!
Maux  [author] 4 Oct @ 10:21am 
@SketchyGalore The error says the patch is actually being applied correctly. See the <nomatch>, it means it's being matched to the case where there is no CE. ShootingAccuracy is vanilla trait (careful shooter /trigger happy) so you have in your mod list something that's modifying vanilla trait. You should report this in the bug report with your modlist.
Maux  [author] 4 Oct @ 10:10am 
@SketchyGalore Quality is determined primarily by experimentation, and as the chart in the 'stat' tab mentions, is also influenced by imagination, spontaneity, deliberation, emotionality(art). The full formula is too complex to write down briefly, but I'll try to document it better. Self interest is a personality node. The descriptor like tact, deliberation etc in stats description are all personality node names (except some ideology stats, which I couldn't write down all the nodes because there were 4~5 nodes interacting there.) The type of nodes are all documented in the 'stats' tab.
I agree it'd be good to be more specific, but since a single node does not necessarily responds to a single functionality, I'm at a loss as to how to represent them better. If you have a good idea, I'd appreciate the feedback.
SketchyGalore 4 Oct @ 9:18am 
Lastly, a good ol' fashioned red error, that very well could be specific to me, but from the look of it, it seems to be trying to reference ShootingAccuracy degrees, which I believe is a Combat Extended mechanic, which I don't use. There were multiple errors, but I'll post the relevant below!

Thank you for your work!

[Rimpsyche - Disposition - Start of stack trace]
Verse.PatchOperationReplace(xpath="Defs/TraitDef[defName="ShootingAccuracy"]/degreeDatas/li[degree=-1]/statOffsets/AimingDelayFactor"): Failed to find a node with the given xpath
Verse.PatchOperationFindMod(Combat Extended): Error in <nomatch>
[End of stack trace]
SketchyGalore 4 Oct @ 9:18am 
This is very neat! I just had a few bits of feedback from my initial testing.

First, I wanted to test that construction quality issue, and noticed that adjusting psyche to extremes didn't substantially change construction outcomes outside of experimentation (I mostly focused on diliberation, not sure if there is a stat that influences it more closely as quality isn't mentioned in the google doc).

Second, I noticed a few places in the document and in the in-game stats (like trade price) that refer to "SelfInterest" which doesn't seem to be a stat (perhaps it's egocentric?).

Third, just an opinion, but given that there are so many different psyche stats to consider, it would be useful to have less vague descriptions of them in-game. As is, it's difficult to know exactly what effect things have without referencing this page or the google doc.

(ran out of buffer, will continue!)
bash 4 Oct @ 6:17am 
lets gooo another must have
Maux  [author] 4 Oct @ 4:08am 
@Cayin That should not be possible. At level 20, the possibility a pawn producing aweful quality item is near 0 at any psyche combination. You can go to the documentation google sheet's 'stats' tab to see the distribution of probabilities at lvl 20. I think you are experiencing some kind of incompatibility. You should report it in the bug section with your modlist
Cayin 4 Oct @ 4:00am 
The impact of psyche on the quality of things is too significant, which has resulted in my 20th-level construction skill pawns always producing awful quality.
ObsidianPanth3r 3 Oct @ 6:15pm 
Amazing!
Raudreki 3 Oct @ 3:28pm 
Considering swapping from Psychology to this mod, but Psychology replaced attraction traits with the Kinsley's scale, and I like this change XD
Vanilla OnlyXD 3 Oct @ 2:10pm 
Cool. Clones with different psyches seem interesting.
Maux  [author] 3 Oct @ 1:52pm 
@Vanilla OnlyXD That would depend the mod that makes the clone. If the mod makes a deep copy of the CompPsyche and all its dependent classes, they will be the same. If not, the clone will be treated as a new pawn and have a completely new personality.
Vanilla OnlyXD 3 Oct @ 1:47pm 
Now I wonder if clones will have different psyches and attributes or be the same.
Maux  [author] 3 Oct @ 1:30pm 
@jeffg10-TheDanceMaster That is not normal behavior. pawns should get at best 1.2 mood from skill gain. Is that 160 mood from sense of progress thought alone? Can you give me their ambition value?
jeffg10-TheDanceMaster 3 Oct @ 12:33pm 
My pawn that gains mood on skill increase has a near permanent +160-180 mood boost. I think that might be a little busted. (the character in question is a holdover from my previous play-though so they have high stats, but that's not impossible. I think tuning it back a lot would be a good idea.)
Maux  [author] 3 Oct @ 5:52am 
@恰似宛然一笑生花 That's great! must have been steam not properly updating. No worries, bug reports are always wecome! If you encounter any other issues, don't hesitate to report!