RimWorld

RimWorld

Psychology (unofficial) v1.1-1.5
Levvy Apr 13, 2020 @ 4:06am
My main problems with the mod
One fatal flaw in this mod is the colonist's psyche being divorced from their Childhood, Adulthood and Traits. For example, I can have a colonist who has been an artist their whole life, yet scores at the bottom for artistic personality; or a vatgrown soldier with no interest, expression or capability for aggression. It makes no sense.

It's a real shame, as this mod almost deepens and diversifies the pawns and their relationships in a way that vanilla Rimworld is lacking.

Thanks so much for everybody's work on this nonetheless; it's still a fantastic mod!
Last edited by Levvy; Apr 13, 2020 @ 4:07am
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Showing 1-9 of 9 comments
Levvy Apr 13, 2020 @ 4:07am 
There also seems to be a problem with Romantic and Sex drives being heavily weighted towards 100 — which leads to pawns so desperate for love they constantly pester those already in relationships; which seems unrealistic.
che_lovek  [developer] Apr 14, 2020 @ 4:35am 
Personally, I don't think that someone's psyche not reflecting someone's bio is an issue. Its not what this mod is about, and most people got used to it, so I can't just fix it in any way, since its not my mod.

Looking at your example of vatgrown soldier: he/she will still have their Shooting/Meele bonuses, and the fact that Aggressiveness slider is at lowest possible will not prevent him from violence, and will not give him any mood debuffs from murdering things. It just means that he is not aggresive is his social interactions.

It is also not that uncommon to see someone calling himself an artist, and in fact not being creative at all and just copying other people's work.

You can just use dev mode to change someone's psyche.

And there is indeed an issue with romantic/sex drives sliders almost always being around 100. Shouldn't boost pawns chances to hit someone in relatinship though.
NRFBToyStore Apr 21, 2020 @ 8:26pm 
@Levvy Obviously you've never been on facebook...or instagram...or a bar... or a school... or a gas station... :)
Levvy Apr 22, 2020 @ 9:12am 
@KEMPER You're right in saying there is always a workaround for immersion's sake!

@NRFBToyStore Hehe, point taken. I deleted all my social media a while back, but certainly recognise the real-life situations you're referring to! :P

In regards to the mod: I also think there are far too many variables making up a person's psyche. Perhaps it would have been better to use established models like Jungian/Meyers types or the OCEAN model? This is an issue I have with Dwarf Fortress: pulling up an individual's details screen is just an overwhelming cascade of information. Unless you're taking notes on individual dwarves, there's no way you can remember so much info. Though, the simulated depth is always nice!

I suppose you could retain the depth but have a default 'summary' screen? Then you keep the depth of simulation but make it more readable.
Levvy Apr 22, 2020 @ 9:13am 
I mean that is just one of Dwarf Fortress' many "readability" problems xD
che_lovek  [developer] Apr 22, 2020 @ 10:28am 
@Levvy I guess it was intended by original mod creator for pawn's psyche to be that complex. I would agree though, there are a bit to many sliders for my personal taste. Not going to do anything about it since I am only keeping this mod working in 1.1.
The Word-Mule May 13, 2020 @ 12:42pm 
Originally posted by KEMPER:
@Levvy I guess it was intended by original mod creator for pawn's psyche to be that complex. I would agree though, there are a bit to many sliders for my personal taste. Not going to do anything about it since I am only keeping this mod working in 1.1.

Indeed it was. Though I know dev mode always on is how many people play the game, you really aren't meant to be messing with the sliders unless there's something specific you want to do.

This mod's Psyche system is essentially based on the personality matrix used by OK Cupid (which Tynan borrows much of his design from, I've noted) with its various attributes (Intelligent, Cool, etc.). It's meant to represent the whole of a person's personality at a glance, and give pawns a wide variety of things to agree and disagree on, without any two being exactly the same. Psychology's systems were always meant to be something to enhance the experience and add flavor, not another thing for players to micromanage. That doesn't always mesh well with some players, though.

Regardless, KEMPER, if you want to take it in a different direction, you're welcome to take the code and start a new mod with it. You don't have to limit yourself to only maintaining this one if you have another direction you'd like to take it.
The Word-Mule May 13, 2020 @ 12:42pm 
Originally posted by Levvy:
There also seems to be a problem with Romantic and Sex drives being heavily weighted towards 100 — which leads to pawns so desperate for love they constantly pester those already in relationships; which seems unrealistic.

Romantic and Sex drives of 100 just mean that they have normal drives. Under 100 is "reduced" drive. The numbers were not meant to be messed around with by users, I just added that functionality on request, so they don't always make 100% logical sense without knowledge of the code.
che_lovek  [developer] May 14, 2020 @ 3:19am 
@The Word-Mule Thank you for explanation! I am also really happy to hear that you are good if someone decides to rewrite/edit your mod.
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