RimWorld

RimWorld

36 ratings
Characteristic
   
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Mod, 1.1, 1.2
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Posted
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212.315 KB
7 Jul, 2020 @ 10:17am
29 Aug, 2020 @ 8:50am
7 Change Notes ( view )

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Characteristic

Description
Link to 1.3 Update


Add characteristics to your pawns who affect their stats and can be inherited.
Pawns get traits from their characteristics, highlighting notable stats modification.


Feature

Every pawns get random characteristics when they are generated, the distribution of these characteristics follows roughly a bell curve.
If the pawn have a relative he will inherits his relative characteristics, with a possible deviation.
So with time you can make some giant husky who can haul more ressource, or make them stronger so they become machine killer ! Dunno if it's worth the time and effort but it's possible !

The mod also adds and changes some traits. These trait are linked to the pawn's characteristics.
These trait don't change the stats anymore, but it indicate the pawn's characteristic impact the pawn's stats in a similare way the trait would be. If a trait have other effects, these effects will still be functional.

If a backstory should adds a trait related to a characteristic, it will affects his characteristics instead, so pawn have a high chance to get the trait from caracteristics.


Update

Fixed some trait who didn't appear and reduced the threshold for some trait apparition.
Added multiple dummy trait to give more insigth of your pawn characteristic.

Note that if a trait appear following this update, it will only change something for a pawn if the trait have a special effect like bloodlust who change some mood.


Note

I suggest to use this mod for a new save even if you can add it to an existing one since it won't directly add characteristic in this case and it would be a bit weird if a pawn trait change.

The stats indicators coming from the pawn's race are rarely well indicated, they are however all functional except for the average lifespan which does nothing for the moment.


Source

https://github.com/Sielfyr/Characteristic/
42 Comments
not really a fox 7 Aug, 2021 @ 9:17am 
One of my favorite mods. I'd love to see an update for 1.3
noenear  [author] 20 Mar, 2021 @ 1:20pm 
@Kopp
I contacted the VE team, they will take a look
Kopp 18 Mar, 2021 @ 2:53pm 
No answer from the Vanilla Expanded team so far.
Maybe you want to add a note to the description mentioning that colonists may disappear while loading if they have that "submissive" trait and have been forced to do work while saving.
Greetings!
Kopp 10 Mar, 2021 @ 9:55am 
@noenear
wow, thanks for your effort :)
I will ask the Vanilla Expanded guys if they are willing to change their code.
Will give a report.
noenear  [author] 10 Mar, 2021 @ 8:43am 
@Kopp
So the problem come from the fact my mod don't save the trait but readd them from the pawn characteristic when the game is loaded.
But when a trait is added VTE have a patch that will check all trait of the pawn and if a pawn have some trait it try to create an hediff.
But creating an hediff when you load the game make it bug.
So the pawn load fail, and don't spawn.

From my observation the easiest way to solve the problem would be to change the VTE patch to check if the trait added if from their mod first.

You can ask them if there willing to change their patch to something like this :

'''
public static class GainTrait_Patch
{
private static void Postfix(Pawn ___pawn, Trait trait)
{
if(trait.def.defName.Contains("VTE")) SpawnSetup_Patch.AddPawn(___pawn);
}
}
'''
noenear  [author] 10 Mar, 2021 @ 6:46am 
@Kopp I will take a look. It sound very odd, maybe a patch issue.
Kopp 9 Mar, 2021 @ 1:32pm 
Hey noenear,
found a rare but kind of gamebreaking incompatibility with "Vanilla Traits Expanded".
If a pawn with the trait "submissive" is forced to do some work and the game is saved/loaded the pawn disappears.
But only if the relevant pawn suffers from something like "old gunshot" or "scar".
Not sure which health problems exactly cause the issue (pain?). But healthy pawns did not disappear in my testings.
My latest test with 5 colonists: 2x 9% pain disappeard. Old gunshot scar no pain disappeared. 8% pain still here. Healthy guy still here.
Would be nice to know if you can/want to fix this, if I should report it to the Vanilla Expanded guys or if I have to live with that problem :)
Greetings!

https://gist.github.com/0c2e8eaca654874e0a1c87555c3e24a8
Jdalt40 29 Aug, 2020 @ 3:03pm 
Fair, thank you for the response!
noenear  [author] 29 Aug, 2020 @ 8:58am 
No idea if it work but maybe you can try to generate the characteristic with the dev tool give birth, since I think it generate a relative pawn, it should try to generate the characteristic for the pawn.
noenear  [author] 29 Aug, 2020 @ 8:48am 
@Jdalt40
Normally the only way characteristic aren't generated is if you add the mod to a save, and if I remember well the only way they are generated then is if a relative pawn is generated.
So I guess CSL prevent my transpiler to run.

The stats in these screenshoot seem to not be sorted, maybe since it don't find the charac there an error that break the execution.

For the error line 2635, it problaly happen cause the pawn don't have characteristic.

I will add a characteristic check to prevent the last error to show, it will maybe prevent the weird sorting issue.
But I'm a bit less active in modding rimworld, I don't really feel to search a workaround to fix the transpiler to generate characteristic with CSL.
I Don't know if you feel to take a look, but here the source. [github.com]