RimWorld

RimWorld

Rimpsyche
167 Comments
Necro'lic 9 hours ago 
Love you
Maux  [author] 10 hours ago 
@CreeeesP I've pushed a fix that integrates your new translation. The fix for long labels are applied on Edit window. The psyche tab needs a little bit more time to be fixed. Mean while, you can use 'view as list' for the psyche tab. The psyche tab fix will be implemented within next week.
CreeeesP 13 hours ago 
@Maux, thanks<3
Maux  [author] 13 hours ago 
@CreeeesP I see. I'll work on a fix so that the window will adjust based on the text length.
CreeeesP 14 hours ago 
This will specifically become a problem for languages with long words, like Russian or German, for example
CreeeesP 14 hours ago 
@Maux, Specifically, the Interests and Personalities sections
Maux  [author] 15 hours ago 
@CreeeesP Thanks for the translation. I'll pull the request and upload the update. Which part of the UI does the label cut off? I'll see what I can do if you tell me which parts need some adjusting.
CreeeesP 15 hours ago 
@Maux, Is there any way to slightly increase the height of the text fields? I honestly tried to find shorter synonyms for the translation, but I couldn't find words that convey the meaning just as accurately. And looking at the cut-off labels is making my eye twitch.
P.S.: I pushed the fixed translation to Git. Turns out I didn't check everything properly last time, and it was breaking during pawn interactions
Maux  [author] 15 hours ago 
@MouseChain They should become editable in the Rimpsyche edit menu. The edit menu is available when you are creating pawns on start up. If your game is already running, you need to enable dev mode. If the dev mode is on, the edit button will be visible in the Psyche tab. There you can edit personality and interest, and since you enabled direct facet edit, the facets.
MouseChain 16 hours ago 
Hi! Once you enabled the facet editing in the mod options, where is the button supposed to be to edit them? Or do you have to do something else?
Maux  [author] Aug 22 @ 6:30pm 
@Jet I am hoping to release it next weekend. But realistically, since I want to have at least some DLC supports on launch, it will be the first or second week of September.
Jet Aug 22 @ 4:09pm 
rimpsyche dispositions should be dropping within the month?
Epoch_SoC Aug 22 @ 10:16am 
@Maux All fixed now, thanks.
Maux  [author] Aug 21 @ 10:12pm 
@BestNameExisting After calculating the probability of vanilla Deeptalk and Rimpsyche Conversation I think the better solution would be to reduce the effect from 0.02 to 0.011 (chitchat is 0.01) I can't update right now but will push this soon.
Maux  [author] Aug 21 @ 9:59pm 
@BestNameExisting Yeah I found the wrong -sign in the patch. I uploaded a fixed version. As for the value, RimPsyche should take over chitchat/deeptalk so I copied over that value. If you are experiencing chitchat/deeptalk still happening, it's a compatibility issue and you should report it with a log.
Although, since conversation is more likely to happen than vanilla deeptalk, I reduced the value from 0.02 to 0.015
BestNameExisting Aug 21 @ 9:44pm 
I think you may have accidentally did the reverse values for sanity? My pawns are losing sanity from positive social interactions from this mod. Also, as these new conversations happen alongside regular chitchat/deep talk/other interactions, I think a value of 0.5% would be better as to not bump up the sanity from interaction as much as it would at 2% (Which would make keeping sanity very easy). https://imgur.com/a/g59fqHx
Maux  [author] Aug 21 @ 8:16am 
@Epoch_SoC I just pushed an update that should fix this. You may need to go to VAE's mod setting and enable Smalltalk and StartConversation. (I don't know what it will look like) I couldn't test it but hopefully this patch makes it work.
Epoch_SoC Aug 21 @ 4:25am 
@Maux It didn't. Tested in minimal mods. All Rimpsyche dialogues won't imcrease sanity.
Orion Aug 19 @ 5:12pm 
I'm very intrigued by this mod, it actually seems to affect pawn conversations and relations in a significant way. And I'm very eagerly awaiting the release of the disposition module, it sounds like the mod'll really reach its full potential with its help. Can't wait for its release!
Maux  [author] Aug 19 @ 8:34am 
@Epoch_SoC As I understand VAE's code, the mechanism should still work as it just postfixes on any interaction, and for sanity gain Rimpsyche hijacks calls to chitchat and deeptalk so smalltalk and conversation should work like them.
Are you experiencing incompatibility? Can you explain what kind of incompatibility you are experiencing more thoroughly? I don't own anomaly so I can't test myself.
Epoch_SoC Aug 19 @ 7:51am 
Could you please make a patch that add positive sanity to the interactions for Vanilla Anomaly Expanded - Insanity? Vanilla social interactions are the major way to recover sanity in it.
Maux  [author] Aug 18 @ 2:21am 
@Voxupnine I'm not familiar with Rimdialogue UI so I don't quite understand what you mean by rimdialogue input, but if that UI or component is not vanilla and mod added, What you are experiencing is most likely from no integration.
Voxupnine Aug 17 @ 11:35pm 
Hi, I just wanted to say that I love this mod!
I'm not sure if this is the right place to post this, but when I use this mod with Rimdialogue, it doesn't pick up subjects correctly for Rimdialogue input. Instead, the lines look like this:
Pawn_A struck up a conversation with Pawn_B about {0}.
The subjects are filled into {0} without any problems in other parts of the game, like logs and Interaction Bubbles interface.
Could this be due to lack of integration support?
Maux  [author] Aug 14 @ 11:13pm 
@wongle Rimpsyche hijacks chitchat and Deeptalk (when InteractionDefOf.Chitchat/Deeptalk is called it hijacks and returns smalltalk/conversation definition instead) in order to provide compatibility with insanity and other vanilla methods that calls for chitchat/deeptalk. If Insanity is not working properly, then it means something is un-hijacking the defs. Can you share hugslog?
If you want to check out, you can go to the rimpsyche git(provided in the mod description) to see the source code. The relevant hijacking is in Database/RimpsycheDatabse.cs
wongle Aug 14 @ 10:57pm 
Is this possible to patch myself? I'm a proficient programmer so I'm not scared to get into a little modding, and I'd like to use both mods if possible.
wongle Aug 14 @ 10:47pm 
I think there may be an incompatibility with Vanilla Anomaly Expanded - Insanity. VAE-I uses chitchat and deep convo to boost sanity. RimPsyche prevents/overwrites those right? My pawns are gaining no sanity whatsoever from talking to each other.
CreeeesP Aug 13 @ 6:09pm 
@Maux Thanks for the clarification. It seems the answer was too logical for such a question. I'll pretend like I figured it out myself.
Maux  [author] Aug 13 @ 5:21pm 
@CreeeesP Each interest has different topics. The initiator of conversation choose the topic based on their interest. Because two pawns might agree more on topics in some interest area while disagree more on topics in other, interest can influence how pawns get along.
Also, conversation about topics they are interested in will have bigger effect (good or bad), so pawns with matching interests will have conversations that have greater opinion effect than pawns with completely different interests.
Interest module will introduce more interest area, and new interactions based on the interest area will be added.
CreeeesP Aug 13 @ 10:45am 
@Maux How do character interests affect gameplay? Which are located in the far right column of the mod editor.
Maux  [author] Aug 12 @ 8:45pm 
@cykonetic Given that RimDialogue defines numerous types of chitchat, it seems unlikely. Even if the integration happen, I think it should happen fron RimDialogue side, as this mod just provides the data and any pipeline regarding prompt generation/request should be handled by RimDialogue.
cykonetic Aug 12 @ 3:13pm 
Do you think it would be possible to integrate this with RimDialogue?
Maux  [author] Aug 11 @ 8:45am 
@VoidLord Rimpsyche Core doesn't touch romance at all, so that's vanilla behavior. As for the relationship expiring too fast, I'm adjusting thought duration in a dev test. Balance update will be pushed within two days at most.
VoidLord Aug 11 @ 8:32am 
It seems hard for high quality friendships to form with Rimpsyche, and it's hard for some of my pawns to build romances and such. for instance, two of my colonists were best friends, but were unable to maintain it.
Maux  [author] Aug 11 @ 4:19am 
@Ennian Even if their opinions don't align and they happen to be interested in the topics that they don't agree on, there's still hope. Open-minded pawns tend to be more understanding of different opinions. And if the other pawn is less interested in the topic, they will be less affected, unless they are naturally very passionate. All these different personalities comes into play to determine the conversation outcome.
If you edited all your pawns to have similar personalities, they will all behave similarly, and will all get along welll. If there are variety in their personalities, the outcome will be different based on their personalities.
You'll see the differing outcomes when your pawns spend more times together. I have pawns who have conversations which result in +7 +12 +6 +13 opinions, while others who converse a lot but end up getting +2 -1 -1 +3, -2.
Maux  [author] Aug 11 @ 4:18am 
@Ennian Vanilla relationsihp is mainly determined by deeptalk, which gives pawns stackable +15 opinion, the chance of which is pre-determined by 'compatibility value' randomly given at pawn creation.
Rimpsyche relationship is determined by conversation, the chance of which is determined by sociability and talkativeness.
When two pawns converse, the initiator choose a topic based on their interest. Each pawns have opinion on that topic based on their personality. Depending on how well their opinions align, they gain -13~25 opinion.

If your pawns have similar personalities, they will likely have similar opinions and develop positive opinion. But there's still some chance a brash pawn will make even positive conversations stilted.
If your pawns have different personalities, they will likely disagree on things. However, while they they still might surprisingly agree on some topics while disagreeing on others. In this case their opinion will be decided by which topic they converse on.
Ennian Aug 11 @ 2:32am 
Hi Maux, I have a question - do you know how this mod influences pawns like/dislike of each other, vs vanilla. I've been using the mod for a couple days now, but really I am looking for something that will allow more depth to pawns either liking or hating their fellow colonists (I'd love more strife). How exactly is that handled in the mod?
Maux  [author] Aug 10 @ 7:48pm 
@zeus57007 No. You should ask CE's authors. Character Editor uses obscured library which I cannot access, so I can't do much. They need to patch it on their end.
Maux  [author] Aug 10 @ 7:46pm 
@VoidLord We are talking about it on SpeakUp discord. I've told them how the conversation work. They are looking into if/how they could be integrated
zeus57007 Aug 10 @ 2:28pm 
Is character editor saving and loading compatible yet?
Uruails Aug 10 @ 10:06am 
Got it, I will refrain from doing that in the future, thanks for letting me know!
VoidLord Aug 10 @ 5:24am 
will this eventually be able to integrate with speakup?
CMaia Aug 9 @ 11:16pm 
Yeah, I learn that the worst way, by playing for days until errors started to spam in my save in some random stuff and I lost it all
Maux  [author] Aug 9 @ 6:55pm 
@Uruails as CMaia said, removing Psychology will potentially harm your save. Even if you don't see the error now, it could result in null references that can break your save down. I do recommend finishing your current run with Psychology and start a new game with Rimpsyche.
CMaia Aug 9 @ 4:14pm 
@Uruails actually removing mods that save data on saves like Psychology is never recommended. Your save will be corrupt even if it seems like working. It's better to start a new fresh game instead
Uruails Aug 9 @ 12:22pm 
@Maux oh wait no it's still working
Uruails Aug 9 @ 12:22pm 
@Maux nvm I broke the save lol, good thing I made a backup
Uruails Aug 9 @ 12:18pm 
@Maux I tested it by creating a backup save using RimSave and then going into my modded colony, it seems to work so far fine, I'll let you know if anything strange comes up.
Maux  [author] Aug 9 @ 9:56am 
@Uruails Yes, It will break your save. While Rimpsyche is inspired by Psychology, it is written from the ground up and the two are completely different mods. While Rimpsyche allows you to add it mid-save, I'd imagine removing Psychology mid-save will break your save completely.
Uruails Aug 9 @ 9:45am 
If I were to remove the Psychology mod from my current save and add this mod instead, would that break my save? I understand if that wouldn't be possible since both mods change a lot in the game, just curious. I've always liked the Psychology mod and have been using it for years but I also would like to try a new version like it for modern rimworld.
Maux  [author] Aug 9 @ 12:39am 
@csc001 Do you mean the descriptions for facets or personality nodes? They are included in the def and needs to be translated by using definjection.