边缘世界 RimWorld

边缘世界 RimWorld

Rimpsyche - Disposition
Maux  [开发者] 10 月 1 日 上午 6:37
Mod integration
Integrated Mods
The mods listed here have been integrated so that their features work seamlessly with Disposition:
  • All trait mods supported by Personality Core: Trait value balanced
  • Hauts' Added Traits: Hauts' traits adds immense amount of game play changes which I didn't have the time to go through. Some features might conflict or overlap. I'll fix bugs when reported but I cannot guarantee a seamless integration with this mod. Use at your own risk.
  • Vanilla Traits Expanded: "Perfectionist" quality adjustment integrated
  • [SYR]Individuality: "Perfectionist" quality adjustment integrated
  • Combat Extended: Suppression stat integrated, ShootingAccuracyPawn adjusted to WeaponHandling, thoughts tagged.
  • DBH: Thoughts tagged
  • Vanilla Social Interaction Expanded: Thoughts tagged
  • Vanilla Cooking Expanded: Thoughts tagged
  • Vanilla Brewing Expanded: Thoughts tagged
  • EndlessGrowth: Use Endless Growth Quality Curve. Notice: "Experiment" feature will block legendary chance behind "Brilliant Success" event. Disposition is balanced with the assumption that max skill level is 20, so it does not guarantee balanced game play if you are using this mod
  • MouseKin: Thoughts tagged
  • The Sims Traits: Thoughts tagged, Stat adjusted, "Procrastinator" quality adjustment integrated, Chatterbox mechanism hijacked

More detailed info can be found here[docs.google.com]

ContentOverlap
The mods listed here have overlapping features with Disposition.
If you want to continue using these mods alongside Disposition, you should disable the overlapping features in the mod settings:
  • I'm Proud of it!: Sense of Progress
  • Virtue Framework: Resilient Spirit
  • Quality Workbenches: Experimentation
  • [XND] Adrenaline! (Continued): Fight or Flight
  • Adrenal Override: Danger sense: Fight or Flight (blocks flee mental breakdown)

Incompatibile Mods
Currently, I am not aware of any hard incompatibilities. If you find one, please report it.



Suggest mods you'd like to see integrated in the discussion section!

Please help me by specifying which part of the mod you think should be integrated!
Example 1
Mod: Combat Extended
Integration: Combat extended has a stat called suppressability, which forces pawns to take cover from bullets. Bravery should affect this stat.

Example2
Mod: Ideology
Integration: Ideology has CertaintyLossFactor stat, which decides how fast a pawn loses their faith to their ideology. Could you make Openness and Trust affect this value?

Why?
In most cases, the mods you're requesting are ones I don't personally use, so I’m not always familiar with their content. To make the integration work, I have to go through the mod, read all the descriptions, and figure out how it can interact with my mod.
This can be time-consuming, and I’d rather spend that time fixing bugs or adding new features.

More importantly, since I’m not a user of the mod, I may not fully understand its theme or functionality, which can lead to mistakes or misinterpretations.
So, please be as specific as possible about what you’d like to see integrated.

But I don't want to...
If you just drop the mod link, that’s totally fine. I’ll still find time to work on it. However, keep in mind that the priority of that integration will be lower than other tasks.

Priorities
  1. Fixing bugs
  2. Feature implementation, Mod integration (with specification)
  3. Performance improvement, Balance patching
  4. Refactoring UI
  5. Mod integration (without specification)
最后由 Maux 编辑于; 11 月 17 日 上午 1:13
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正在显示第 1 - 15 条,共 15 条留言
BigGovernment 10 月 1 日 上午 9:02 
Any ideas for cross integration with Rimbody?
Maux  [开发者] 10 月 1 日 上午 9:15 
引用自 BigGovernment
Any ideas for cross integration with Rimbody?
I considered giving sense of pregress after a workout, but giving pawns progress meter after a single set seems unbalanced. Giving them progress meter after multiple sets is also troublesome because I'd need to track how much pawns workout within a given time frame, which will create performance overhead. Ultimately this integration idea was scrapped due to performance concern.
Monkeyishi 10 月 2 日 上午 1:52 
What about if it triggers sense of progress when it hits the target for muscle or fat level.
Maux  [开发者] 10 月 2 日 上午 7:49 
引用自 Monkeyishi
What about if it triggers sense of progress when it hits the target for muscle or fat level.
Since muslce/fat goal can be adjusted manually at runtime it would mean players would get free 'get sense of progress slider' button. I am thinking of at least making some integration out of those two, seeing as it's also my main mod, but I want it to be 1) not cause any unnecessary performance overhead and 2) immersive and makes sense.
Bird 10 月 2 日 下午 6:15 
Any integrations or plans for integrations with the LLM mods such as EchoColony and RimDialogue/RiMind? I imagine the disposition stuff is probably already factored in as a second-order effect though.
最后由 Bird 编辑于; 10 月 2 日 下午 6:15
Maux  [开发者] 10 月 2 日 下午 8:35 
引用自 Bird
Any integrations or plans for integrations with the LLM mods such as EchoColony and RimDialogue/RiMind? I imagine the disposition stuff is probably already factored in as a second-order effect though.
Personality Core has already implemented some LLM support. I've also made helper function so that If any mods using LLM wish to use Psyche info in their prompt they can easily get it. Integration with LLM should mostly come from the LLM mod side, as they are the one in charge of prompt pipeline and Rimpsyche just provide the data.
Maux  [开发者] 10 月 3 日 下午 1:45 
引用自 BigGovernment
Use of alcohol in influencing social interaction.

Thanks for suggesting. However, I think what you are asking is having the intoxicated hediff influence social interaction chance. This should be implemented by the AlcoholIntoxication mod, as it makes a direct link between a hediff and the game component. There is no place for personality to impact this relationship.
BigGovernment 10 月 3 日 下午 2:21 
Thanks for the response! Loving your mod so far!
Hex 10 月 3 日 下午 6:29 
Was this mod tested with Psychology?
Maux  [开发者] 10 月 3 日 下午 9:23 
引用自 Hex
Was this mod tested with Psychology?
A requirement for this mod "Rimpsyche Personality Core" is not compatible with Psychology. You can read more detail in the personality core mod page.
Monkeyishi 10 月 4 日 上午 4:10 
引用自 Maux
引用自 Monkeyishi
What about if it triggers sense of progress when it hits the target for muscle or fat level.
Since muslce/fat goal can be adjusted manually at runtime it would mean players would get free 'get sense of progress slider' button. I am thinking of at least making some integration out of those two, seeing as it's also my main mod, but I want it to be 1) not cause any unnecessary performance overhead and 2) immersive and makes sense.

thats fair. i did consider this. but then had a well they are just cheating them selves moment.
i also considered suggesting a timer but that once again is more performance overhead.
the best solution i can personally come up with is a new mod that is an athletic competition mod. but that is you know, a new mod.
maybe tie it to personal best in some way? single stored value. checked once a quadrium. maybe have them flex in front of something reflective?

leading on from that maybe make it dependent on another colonist somehow. after x sessions not time frame dependent. another colonist can compliment them giving sense of progress? reset counter potentially with 10% extra before next trigger.
it could be linked into overall stats. so times exercised could be found in pawn information as well.
dunno if any of this is useful but its a fun thought experiment for me. For a Mod set thats been in my always add mod list.
Maux  [开发者] 10 月 4 日 上午 5:01 
引用自 Monkeyishi
thats fair. i did consider this. but then had a well they are just cheating them selves moment.
i also considered suggesting a timer but that once again is more performance overhead.
the best solution i can personally come up with is a new mod that is an athletic competition mod. but that is you know, a new mod.
maybe tie it to personal best in some way? single stored value. checked once a quadrium. maybe have them flex in front of something reflective?

leading on from that maybe make it dependent on another colonist somehow. after x sessions not time frame dependent. another colonist can compliment them giving sense of progress? reset counter potentially with 10% extra before next trigger.
it could be linked into overall stats. so times exercised could be found in pawn information as well.
dunno if any of this is useful but its a fun thought experiment for me. For a Mod set thats been in my always add mod list.

Yes, thinking about mod design can be difficult, especially when you also consider performance, but it can also be very fun and rewarding. It can be kind of like solving a puzzle that can have multiple answers.
And I think it's always good to share ideas, however silly you think it is, because it can also lead to some unexpected insights.

The problem with Rimbody is that, unlike vanilla I doesn't track anything at all in its goal to be performative. Rimbody is extremely state-agnostic, which is one of the reason why you can change the muscle/fat value using the edit button at will and have no consequence: the current state is the only thing Rimbody cares about. It doesn't keep track or constantly refer to some record.

There are only three record-ish values besides muslce/fat that Rimbody keeps track of: one is Gain (the yellow bar), second is fatigue, and the other is memory (consists of the last 5 workouts the pawn has done).
Gain and fatigue is constantly being restored, just excelerating when pawns are asleep. So they don't really have any 'cut off' point that Rimpsyche can use as a reference to start counting the sessions.
Memory gets wiped when pawns sleep (it uses the vanilla hook that gives pawns 'slept in cold' etc memory). Using this is, in essence, the same as using "sleep" as the reference point to start counting workout sessions.
The problem with this approach is that there are sleepless pawns.

This becomes even more difficult when we concern cardio workouts. It doesn't even track gain or fatigue. They take considerably longer per each workout though so we could just assign pawns some progress value when they do a single workout, but it would have to be very small value, considering it's still very short, and consequently pawns won't be able to get bigger mood than 1.6 from it.

Good thing is that I am the author, so if I decide to just add some field I can add it to start tracking something. But I wouldn't want to, as there are people who use Rimbody without Dispostion, and forcing performance impact on them for the sake of Dispsotion users is something that I don't want to do.

I'll keep this in mind and try to come up with some performative way to solve this. Thanks for being interested.
QOMRADEQUEER 10 月 26 日 下午 8:12 
Would you say Fulfilment Continued overlaps with Disposition's sense of progress feature?
Maux  [开发者] 10 月 27 日 上午 1:11 
引用自 QOMRADEQUEER
Would you say Fulfilment Continued overlaps with Disposition's sense of progress feature?
If by overlaps you mean there would be any conflict, the two are completely different systems (That mod is about doing jobs that uses skills that they are passionate. This mod is about achieving something), and there will be no conflict if you run them both. If by overlaps you mean would I consider them thematically similar in what they are trying to do, I'd say they do in some way, but not entirely. In the end, it's up to the player to decide if they want both in their game or chose one.
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