RimWorld

RimWorld

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Rimpsyche - Disposition
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Mod, 1.6
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404.913 KB
Oct 1 @ 6:21am
Oct 11 @ 4:23am
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Rimpsyche - Disposition

Description


v. 1.0.5
Fix: Counsel ability button breaking UI
Balance: Adjust Adrenaline Rush hediff values
Integration: Endless Growth partial integration

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
Oct 4 @ 5:01am
Mod integration
Maux
13
Oct 5 @ 10:19am
Bug Report
Maux
0
Oct 2 @ 10:47am
Ideas, Feature Request
Maux
99 Comments
MeteorJunk Oct 16 @ 1:20am 
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  [author] Oct 16 @ 1:08am 
@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 Oct 15 @ 8:54pm 
Does this work with Vanilla Race Expanded: Androids
bAhAcAn Oct 12 @ 2:43am 
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.
MeteorJunk Oct 11 @ 5:27pm 
Huh... I don't see that. I'll experiment with my mod list before coming to any conclusions though.
Maux  [author] Oct 11 @ 4:32pm 
@MeteorJunk You can click on a pawn and ypu'll see the "Psyche" tab along the tabs like bio, log, health etc.
MeteorJunk Oct 11 @ 1:17pm 
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  [author] Oct 11 @ 9:20am 
@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 Oct 11 @ 9:10am 
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  [author] Oct 8 @ 11:02pm 
@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.