RimWorld

RimWorld

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Rimpsyche
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Mod, 1.6
File Size
Posted
Updated
538.745 KB
26 Jul @ 7:48am
30 Sep @ 7:53am
14 Change Notes ( view )

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Rimpsyche

Description


RimPsyche v 1.0.13

Feature
Rimpsyche 1.0.13 Brings about more mod integrations and variable setup for the Disposition Module.

Newly integrated mods
  • [SYR] Individuality
  • Combat Extended

Rimpsyche now 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.

The source code is available on Github[github.com].










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.



Integrated mods
  • Intimacy
  • Vanilla Traits Expanded
  • Way Better Romance
  • Consolidated Traits
  • Bad People
  • Vanilla Race Expanded: Androids
  • Prepare Carefully (Only support editing. Saving is not supported)
  • [SYR] Individuality
  • Combat Extended
You can see how the integrate traits affect personality here[docs.google.com]

Incompatible mods
  • Psychology: Content overlap.
  • 1-2-3 Personalities: Content overlap.
  • Personality Plus: Content overlap.







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.
  • Figma[www.figma.com] and WordClouds[www.wordclouds.com] for mod page design.
  • ChatGPT[chatgpt.com] and Gemini[gemini.google.com] 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.)

Popular Discussions View All (2)
63
21 hours ago
Mod integration requests
Maux
37
5 Oct @ 1:36pm
Bug report
Maux
235 Comments
Maux  [author] 6 Oct @ 4:26pm 
@negimagi_10 The main mod and Disposition should have no interaction with rjw since they have no bearing on anything sexuality related, which should be handled by the sexuality module.
Sexuality module is planned to have compatibility support for major mods on release but it's too early in the dev stage to say which ones and I have not yet read up on rjw code to decide on it.
negimagi_10 6 Oct @ 3:16pm 
just curious how well does this and the sub-mod interact with the forbidden mod?
Yefreitor 6 Oct @ 10:08am 
Finally, this mod is getting the attention it deserves. Looking forward to the sexuality module!
clairevoyant 5 Oct @ 5:45pm 
oh i see
Maux  [author] 5 Oct @ 4:15pm 
@clairevoyant That is because the nodes are just combination of facets and different nodes are connected via facets. Stable pawns may be generally more optimistic, but you CAN make them pessimistic by adjusting the values. If you prefer there is a mod option that lets you directly adjust facets, which won't be influenced by others as they are the root of the personality.
clairevoyant 5 Oct @ 3:58pm 
some of the slider connections seem a bit disconnected. it's weird how making a character less stable somehow makes them also more optimistic, and more fearful makes them more egocentric
normally i kinda like systems like this since they add depth, but the way it's handled here feels like it ends up taking away potential depth for characters since it can't account for specific nuances
Maux  [author] 4 Oct @ 10:20am 
@Anti-Fun No. The personalities nodes are interconnected via Facets that consists them, so adjusting a node means you are indirectly adjusting other nodes as well. To explain it more: a node is just an expression of the combination of facets. When you adjust a node you are actually adjusting the facet values that makes up the node. This means other nodes that are made up of these facets will then also be influenced.
Maux  [author] 4 Oct @ 10:15am 
@BenFD Thank you! added to the mod description.
Anti-Fun 4 Oct @ 8:48am 
is there any way to lock the sliders when editing so they don't influence each other?