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A: Introducing the Kinsey Scale, while a great idea, is one of the reasons behind Psychology's incompability with many mods. Rimworld went for a specific way of handling orientations and untangling them from trait system will always create issues. Alternative sexuality system might appear as an optional feature in m3, after core content of the mod is funded and done. It's not the main feature of the mod though.
A2: For now, Rational Romance or Individuality are decent choices to run alongside 1-2-3 Personalities.
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A: Yes! Take your seat, we're starting any minute now.
There are three editors:
- basic built-in
- EDB Prepare Carefully
- Character Editor
They all work the same way. One way or another, you'll reach the editor window. It will look like this.[i.ibb.co]
If you tried to change the "Personality root", you'll find out that everything disappeared, just like that.[i.ibb.co]
This happens because the game produces a personality in a sequence, each step influencing another. With first one being so important, it flips the table when touched.
Let's take a look on the algorythm that creates a personality[i.ibb.co], just take a quick peek at the color lines and leave the image open.
Now check the editor buttons from top to bottom.
[Button 1] First step of a sequence is to choose a bracket for personality pool that defines the pawn. This variable is not represented in the game, so it has no fancy name. You can think of SP_Root as a color pool.
[2] Once you've chosen SP_Root, the game will be able to present possible personality type variants of given color. There are always four of them.
[3] 1st character trait (defining trait) always comes from the assigned color pool.
[4] 2nd character trait (secondary or situational trait) can come from any color pool.
[5] 3rd character trait can come from any pool but not the originally assigned one.
[6] This button rerolls the whole description.
[7] And this one opens yet another window, to interact with descriptions seeds.
1st seed never does anything, because the phrase "[Name] is the [type] and relies on [drive]" has no variety. This seed just has to sit here and be annoying to everyone.
2nd seed changes the description for 1st trait
3rd seed changes the description for 2nd trait
4th seed changes the description for 3rd trait
You might notice that sometimes 3rd trait is not mentioned in the text. 3rd trait is sometimes hidden, to introduce a bit of uncertainty. 3rd trait is only a 12.5% of the pawn's personality, so you do not have to care about it too much and can cover it with anything you want
[1st trait is 37,5%, 2nd is 25% and another 25% are genes/is random]
You can also access the editor in-game via dev mode. Search for "Edit personality (pawn)" command.
And that's it! If you have any further trouble, visit our discord[discord.gg] for more help. Cheers!
Note: Personalities can be saved as presets only in Character Editor, not EDB.
A: Anywhere, but after EDB: Prepare Carefully and/or Character Editor if you use them.
A: Quite a bit! Many things need to be rewritten, but overall it's a very good thing. More in-depth info in a post here.[www.patreon.com]
wouldn't it make some powerful healing items "cure" the buffs?
Love the mod, Module 1 and speak up should've been a vanilla feature. Sorry if I wasn't supposed to comment here. Gog user, cant subscribe cant comment on the workshop page.
A2: Luciferum-based healing effects (using HediffCompProperties_HealPermanentWounds) no longer remove animal personality hediffs. This includes Insect Girls and SOS2 archotech animals.
I'll leave this post as a part of FAQ. If you have any more questions or feedback, consider joinig 1-2-3 projects discord[discord.gg].
Btw, SpeakUp version with personality-based dialogue support is being tested right now. We're almost there ;)
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A: Yes, here are GitHub repositories for 1-2-3 Personalities:
A: If you're careful, yes.
1. Use Character Editor to remove/swap all traits from Psychology
2. Wait for all Psychology mental breaks to end
3. Save the game and remove the mod
4. Restart the game and set new drug policy
Q: What's coming in M3?
A: M3 is focused mostly on creating a dynamic where colonists' personalities influence their lives just like in ours. They will try to spend less time with people they don't like. They will know more than they wanted to about that one weirdo at work, just because they sit nearby. They will have a secret handshake with that one guy who also plays poker a lot. They won't have a clue their perfect soul mate lives in the colony, cause she is always in travel, and they simply don't meet enough to know each other better.
So the core features are: Worldviews, real talk, advanced pawn relations, social circles, hobbies, precepts (e.g. fashion).
Q: What's coming after M3?
A: 1-2-3 Politics M1, which I am very excited about! Maybe with a short break for SpeakUp x Personalities addon, or another side project. That said, Personalities will never be considered "complete" and stay in a state of open-ended development. If something works towards granting pawns more uniqueness, I will put it on the optional features list and try to figure out its place in the game.
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