边缘世界 RimWorld

边缘世界 RimWorld

Rimpsyche - Disposition
129 条留言
Maux  [作者] 11 月 22 日 上午 3:34 
@SMercisk Editing pawn psyche does not leave any mark behind. So there is no difference between edited pawns and non-edited pawns. I think this is down to pure luck.
SMercisk 11 月 22 日 上午 2:55 
That's very strange because I do not use that mod... Thanks for clarifying, I assumed this mod was the culprit since non-edited pawns do not seem to have this issue.
Maux  [作者] 11 月 21 日 下午 5:46 
@SMercisk Disposition currently does not have any mechanism that limits or gates mental breaks except for binging type mental break.
What you are experiencing sounds like the function of 'Dubs Break Mod'.
SMercisk 11 月 21 日 下午 5:06 
What personality is responsible for preventing aggressive mental breaks? All my colonists with edited psyche only fall catatonic or get dazed.
Maux  [作者] 11 月 16 日 下午 5:39 
@Pickle Peterson To be fair, I'm sure most modders make mods themselves. There are only handful of mods that are result of vibe coding, and you can usually tell because they are riddled with errors or performance problems. I only added that note on there because since I put LLM as a credit there were people who assumed I was vibe coding. I am not. I just like giving credits where it's due and believe LLM should be credited when used.
Pickle Peterson 11 月 16 日 下午 1:12 
"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."

Instantly gained my respect.
Maux  [作者] 11 月 9 日 下午 4:49 
@BANGBANGCHOOCHOOTRAIN The mechanism is active for high modest pawns with negative thoughts from ideo like "uncovered any body parts" or any of its variant. It can also stem from "wearing clothes" mood if you have nudist ideology. Check their mood and ideology.
BANGBANGCHOOCHOOTRAIN 11 月 9 日 下午 4:43 
Just checked, she has tribalwear under the armor. I'll replace with shirt and pants and see if it still happens.
BANGBANGCHOOCHOOTRAIN 11 月 9 日 下午 4:36 
Thanks for the response. She has clothes on. Not sure what proper for ideology means, mine has no required clothing. I'll check and see, maybe she must have shirt and pants under the armor? She doesn't have the "uncovered groin" mood penalty as she is wearing armor.
Maux  [作者] 11 月 8 日 上午 2:50 
@BANGBANGCHOOCHOOTRAIN Is she naked or not wearing proper clothes per her ideology? This is the 'Hide in Shame' feature written in the description.
BANGBANGCHOOCHOOTRAIN 11 月 7 日 下午 9:26 
Not 100% sure if it's this mod, but I have a pawn that always get's embarrassed and runs and hides when near other pawns for more than like, an in-game hour. She's not using the bathroom or anything, just gets embarrassed and runs away for a while. She has no trait that would indicate this behavior either.
Maux  [作者] 11 月 4 日 下午 4:36 
@CreeeesP Noted. will include in the next update. Thank you always for your translation!
CreeeesP 11 月 4 日 上午 11:38 
@Maux, I'm sorry. I opened the extraction request, corrected the translation so that it didn't look like it was written by a drunk.
Maux  [作者] 10 月 30 日 上午 12:32 
@Hugalafutro I never used Androids myself so I am not sure how VRE Androids are supposed to work, but that could be intentional. You should ask VE team about their exact features. As for Rimpsyche integration, I just force their personality to be general helpful LLM type personality until they are awaken. If you decide to use Androids Rimpsyche still got them covered!
Hugalafutro 10 月 30 日 上午 12:15 
Thanks! I was just a bit confused as they they have nothing in needs apart from Energy, but they're stuck at around 50% mood and mousing over the mood bar reveals the normal moodlets like Nuzzled, Happy youngsters etc, but I can;t actually view them in their Needs tab as they're supposed to not have needs. I guess I'll stick with mechs :D
Maux  [作者] 10 月 29 日 下午 11:49 
@Hugalafutro Yes. unawaken Androids gets uniform "pleasant" personality. social module lets them create relationship. Awakened android will get indiv. personality.
Hugalafutro 10 月 29 日 下午 11:39 
I just created some Androids from VRE - Androids, and they get the Psyche tab, even though I specifically created an android without the social module, should they be getting that?
Hugalafutro 10 月 24 日 上午 9:51 
Thank you for the advice! I checked that and reaarranged workstations and schedule so they're near each other and that increased the amount of memories (they had like 3-5 before, now often up to max 10 even if some are negative, on the whole more positive), I forced the married couples to work together, 2 of them are at 70-ish social now and one pair broke up haha, guess you can't force love (just wait till i get the word of love psycast :P)
Maux  [作者] 10 月 23 日 上午 4:01 
@Hugalafutro Mother and their child's opinion bonus should be covered by the relationship opinion bonus. Even in vanilla mother-child don't get buff on their chance to do deep talk and I agree with vanilla on that you shouldn't have good social interaction just because of your relationship. However, the opinion from the conversation in Rimpsyche is affected by opinion somewhat, so the base relationship bonus should give mother-child a better chance to form a good relationship. Chances are they have too different personality/interest or they are not interacting enough. Check if they have 10 memories from conversation. number of conversation memory is capped at 10, and if your pawns have less then 10 conversation memory you know they are not interacting enough to fully push their personality to interact.
Hugalafutro 10 月 23 日 上午 2:18 
Thanks for the answers! I like it's not as easy as in vanilla, I have to take care to give them time together etc. It might also be the xenotypes/traits/ideology as I run ideologion with 4 memes and pretty much every precept I could cram in it + more than half the colony is crammed full of genes to the limit so some of those might lower social interactions as most of mine are either losing 1-2 or gaining max 4.

But maybe mothers could like their kids more, I have had about 10 kids so far and some mothers like some random guy I converted from the raid more than their kid. I mean again, it's somewhat realistic, one of the moms got so high on smokeleaf in 3rd trimester she passed out so some of them are not exactly paragons of virtue :D
Maux  [作者] 10 月 22 日 下午 11:35 
@Hugalafutro Personally I have a married couple that gains 9 to 11 opinion per conversation. But I also have two starting pawns whose opinion only reaches about 20 to 30 after a long time because their conversations result in -1~4 opinion.

That said, this feature is from the Core mod, not this module. I’m working on revising the Core mod's description to better explain how it influences social interaction, which should make it clearer. So you can refer to that when I fix it.
Maux  [作者] 10 月 22 日 下午 11:34 
@Hugalafutro How much relationships improve via conversation depends on each pawn’s personality and interests. You can check the Relationship tab to see how much their opinion increases from conversations. Pawns whose personality and interests match well can gain around 7 to 8 (sometimes 10+) opinion per conversation, and can reach 100 opinion purely from conversations. Pawns with less compatible personality/interests might only gain 3 to 4 points or even lose opinion.
(It’s also possible your pawns aren’t spending enough time socializing.)
Hugalafutro 10 月 22 日 下午 11:04 
I had another sanguophage event and while the new social interactions still played along with the vanilla cult talk about blood the event finished succesfully and one of my colonists got a bite for free.

I was wondering something else though, on the average, would this make the pawns "like" each other less? I play on low diff for the colony sim aspect and do not care much for raids and combat an usually all my colonists are at 100% mood and mostly at 100 social with each other. With this mod in my latest colony it's about 18th year in and even married couples are at about 60-70 max social and noone is at 100 with anyone else.

I get it's more real this way, I don't complain about it - it's unrealistic that everyone likes everyone, was just wondering if it's a direct result of this mod or just my choice of xenotypes/mods/I dunno.
Maux  [作者] 10 月 18 日 下午 7:40 
@skiller_ok Most of the stat adjustments are balanced based on the already existing vanilla traits that modify the stats. Basically the most extreme personalities are meant to modify the stats as much as 50~75% of the modification of the traits. (for example, industrious trait gives Global workspeed +0.35. Ideal max Diligence (impossible to actually get) will grant you Global workspeed +0.2). You can go to the Google Sheet documentation linked in the main page and look at the 'Stats' page to see how each stats are affected. 'Traits Adjusted' page Also shows the vanilla trait values and the modified min/max values with this mod so you can get a feel of how much buff/debuff you get from Disposition.
skiller_ok 10 月 18 日 下午 12:15 
@Maux, hello! Please answer the question! How strong can the bonuses from the features of this mod be, for example, when shooting or at work? The question of balance is, how badly can it break? I play without mods for content and balance changes. But your mod seems special to me, and it's asking to be included in my base build.
Maux  [作者] 10 月 18 日 上午 9:18 
@Rincewind If they are capable of getting adrenaline, they can run away in fear, which is why I wanted to block it for entities. The v1.0.6 patch should fix that and disable psyche for shamblers. If you see shamblers or zombies or otherwise non-human entities in possession of psyche not meant for them, do report and I'll confiscate it from them.
Rincewind 10 月 18 日 上午 9:00 
@Maux tbh it was funny feature. But more funny would be to see if shambler run away due to coward trait.
BigGovernment 10 月 17 日 上午 4:36 
Just want to say i did a playthrough with it and enjoyed it immensely!
Maux  [作者] 10 月 17 日 上午 3:05 
@Rincewind Huh, that should not happen. Thanks for reporting. I'll look into it.
Rincewind 10 月 17 日 上午 2:45 
Oh gosh andrenaline works on shamblers too
visceral monkey 10 月 16 日 上午 1:20 
After getting it to work I have to give kudos to you, this is probably the best personality mod for Rimworld by far. Honestly, this module blows everything else out of the water in that personality has REAL TANGIBLE EFFECTS on the pawns as a whole instead of simply affecting social interactions and a few specific actions. Much of the time I don't even need to look at a pawns psyche to guess what kind of person they are, I would simply need to observe their actions!

Who knew building a personality mod based on simple psychology instead of buzzwords & bonuses (looking at you, 1-2-3 Personalities) would provide superior results...
Maux  [作者] 10 月 16 日 上午 1:08 
@Excel.exe It should. However all unawakened androids share a factory made personality untill they are awakened, so their baseline will all be the same.
Excel.exe 10 月 15 日 下午 8:54 
Does this work with Vanilla Race Expanded: Androids
bAhAcAn 10 月 12 日 上午 2:43 
I was genuinely afraid when I couldn't see the original mod. Both mods add so much to role-playing aspect of the game. So glad that it is only a temporary thing. Keep up the good work friend. Kudos to you.
visceral monkey 10 月 11 日 下午 5:27 
Huh... I don't see that. I'll experiment with my mod list before coming to any conclusions though.
Maux  [作者] 10 月 11 日 下午 4:32 
@MeteorJunk You can click on a pawn and ypu'll see the "Psyche" tab along the tabs like bio, log, health etc.
visceral monkey 10 月 11 日 下午 1:17 
Considering the original mod is currently being jailed by Valve, could I ask where I actually find the rimpsyche values ingame? I have it installed but I couldn't find any of the content
Maux  [作者] 10 月 11 日 上午 9:20 
@Noxilie The steam automated content check system froze after I pushed an update. I've filed a ticket to steam support and notified the situation. Hopefully it gets unfrozen soon.
Noxilie 10 月 11 日 上午 9:10 
Hi Maux, the core mod (Rimpsyche) is currently unavailable in the workshop - "The item is either marked as hidden or you do not have permission to view it". Is it intentional?
Maux  [作者] 10 月 8 日 下午 11:02 
@owlywarrior9 Thank you for your suggestion. Rimpsyche is already registered as required item in workshop setting (You can see this on the right side). And since Steam enforces rather limited characters for mod description and current description length already maxes out the limit, I think we'd have to do with the Steam requirement setting at least for now.
owlywarrior9 10 月 8 日 下午 7:18 
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 10 月 8 日 下午 5:55 
All sounds pretty cool. Just about to start a new run and I'll be using these.
Maux  [作者] 10 月 8 日 上午 6:22 
@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 10 月 8 日 上午 5:36 
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  [作者] 10 月 7 日 上午 8:27 
@Hugalafutro Yes I'll try to test it from my end as well when I can just to be safe.
Hugalafutro 10 月 7 日 上午 8:16 
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  [作者] 10 月 7 日 上午 7:56 
@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 10 月 7 日 上午 7:35 
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  [作者] 10 月 7 日 上午 1:05 
@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  [作者] 10 月 7 日 上午 12:07 
@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