RimWorld

RimWorld

[RF] Consolidated Traits [b18]
39 Comments
E-Claire  [author] 11 Sep, 2018 @ 8:45am 
My apologies for the long absence, and my thanks to Kiame for updating this. He has my blessing, and so far as I'm concerned, it's his mod now. :)
KiameV 8 Sep, 2018 @ 9:17pm 
B19 version here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1507384362

I've tried to get in contact with Rainbeau but no response. Due to that I've gone ahead and updated this mod for B19
JMan 7 Sep, 2018 @ 5:28pm 
Is the author planning on updating this to Beta 19? Or maybe anyone else who is familiar with coding, and is able to get the authors permission, could do it themselves?
Zephyr 3 Sep, 2018 @ 11:40pm 
All the cool colonists have these. ;)
Nep 2 Sep, 2018 @ 8:09pm 
Looking forward to the update, easily in my top 10 favorites
Cocomine 29 Aug, 2018 @ 1:22am 
Hope can update to B19
Rachty 17 Aug, 2018 @ 7:56am 
pls update this to 1.0
Thels 21 Jun, 2018 @ 4:30pm 
Assuming you're updating this to 1.0, are you planning on adding the Green Thumbs trait to this mod? It seems to fall in line with a lot of the traits it provides (and seemed a bit out of line in the base package, which is likely why it was removed).

Also, any love for Mining traits?
Asiltic 18 Apr, 2018 @ 12:25pm 
I got a Pawn with the Trait combination Savant, Lazy & Neat Freak. --> Work Speed -60% -20% -20% = 0%

Went to the save file and removed Savant
Uncle Fubar 19 Mar, 2018 @ 6:01pm 
Found a bug. If a pawn has both Rockhound and Savant, the global work speed somehow drops to -100 when crafting something instead of -80. They continue getting learning xp but the item is stuck at full work left. Strange because it was fine just really slow until she hit about lvl 15 in crafting. Tried cancelling the item and starting over, tried a different bill/workstation, tried moving this mod up the load order. The only fix that worked is editing the savefile with notepad++ and just deleting the Rockhoud trait, she wasn't any good at mining anyway. Reloaded and now it's fine.
Mr Monti 17 Feb, 2018 @ 8:21pm 
Might want to change the Gourmet trait to Master Chef. That should hopefully get rid of the confustion.
hekele 17 Feb, 2018 @ 7:57am 
Is there an easy way to see where traits are coming from? This is my only trait mod, but I have some traits that must have been added by other mods since they're not on this list. In particular, there are two versions of the Gourmet trait that mean different things and I've had pawns with both, which is driving me crazy! Plus always having to check to see if they have the 'good' Gourmet trait or the 'bad' one.
Kingman371 27 Jan, 2018 @ 2:33pm 
Love the Mod. Keep up the Good Work:Excalibur:
John™ 10 Jan, 2018 @ 11:25pm 
I've noticed that your accuracy and dodge traits give less than 1 to each stat. For example Swifit Reflexes gives 0.5 melee dodge, while vanilla's Nimble gives 15. I assume you meant to have it give 5. Same deal with the accuracy traits like Eagle-Eyed and Deadshot giving 0.3 shooting accuracy.
Wolfbait 4 Jan, 2018 @ 2:00pm 
Mod idea. Trait repicker. A trait mod that simply allows you to delete/replace traits in a medical bed.
Hex: ecute Order 66 26 Dec, 2017 @ 5:04pm 
I noticed that your mod adds the 'savant trait', but did you know that this is already in the base game?
It;s not a trait, it's just something that can happen to any creaure when they suffer brain damage.
Mr Monti 16 Dec, 2017 @ 1:07pm 
Glad to catch something. I guess now I'll have to be on the look out for trait mixes that cripple pawns.
E-Claire  [author] 16 Dec, 2017 @ 1:02pm 
Well, the mod that gives you more traits is mine, too, so I really should make sure that they work well together. ;) You're just the first to catch the potential excessive overlap of work speed penalties.
Mr Monti 16 Dec, 2017 @ 12:51pm 
Yours is the only one I have that adds triats, but i also got the one that allows a pawn to have like 8 traits. So noramlly with max of three traits I shouldn't get the negative GWS but who wants to run with only 3 traits?
E-Claire  [author] 16 Dec, 2017 @ 9:02am 
@Monti: I'll take a look at it. And just to be clear, are you using any other mods that also add traits?

"Hey, Tom! Come over here a sec. You're new to the colony, so listen up. See that brunette over there? That's Sally. Word of advice. Don't *ever* ask her to help you with a job. She'll screw things up so badly, it'll take you twice as long to finish it than if she'd never tried to help at all. You think I'm kidding? I asked her to haul a few bricks for me one time, just across a room. They ended up out in the middle of the garden. And don't even ask what happened the time she tried to make dinner for the colony...."
Mr Monti 15 Dec, 2017 @ 3:29pm 
Some of the Global Work downs on some of these need to be drasticly decresed. I got a pawn that happened to get enough of those traits that she had a NEGATIVE Global Work Speed. Anytime she tried to work on something she would add more work to it than decreasing the amount of work. I had to open up the debug menu to give her 4 levels of industrious just to put her at a normal level.
Air Conditioned Sweat Shop 29 Nov, 2017 @ 10:37pm 
Im gonna try using this with Additional Traits v2.2, since it updated. I see theres a few similar/identical traits in both mods, but i doubt there will be any serious troubles. I was originally using this until the Additional Traits mod updated, but i cant bring myself to get rid of it now, too many traits that i like haha
Flesh Forge 29 Nov, 2017 @ 2:46am 
A couple of traits you might add:
Troglodyte, doesn't ever get Cabin Fever but gets an unhappy thought being outside
Outdoorsman, gets a stronger form of Cabin Fever but gets a happy thought being outside
JustBaud 25 Nov, 2017 @ 12:37am 
Thanks for the mod and putting in the work to resolve the conflicts. Obviously I can't expect similar mods to work perfectly together, but it's great to see the devs working together to improve compatibility anyway.
E-Claire  [author] 24 Nov, 2017 @ 9:21pm 
@Athon: Fuglypump and I chatted a bit this afternoon about our two mods. As to the immediate problem, he's updated the way he's patching vanilla traits so as to avoid conflicts with other mods (such as this one) which also patch them. So you shouldn't see any more error messages when using both mods. As to the more fundamental problem, I'll probably add some patches tomorrow to this mod to ensure that at least the most overpowered and/or self-contradictory pairings of traits from this mod and that one aren't allowed. He's actually got a lot of pretty interesting "combo" traits in his set, whereas mine consists mostly single-concept traits. So if I can eliminate anything truly bizarre or problematic, it might be kind of cool to be able to use both mods together.
E-Claire  [author] 24 Nov, 2017 @ 11:52am 
@Athon: I wouldn't be surprised if there were conflicts. And even if there aren't, as the descriptions of both mods point out, using multiple mods that each add a large number of traits is not recommended, as you'll inevitably end up with pawns who have traits which make no sense together.
JustBaud 24 Nov, 2017 @ 11:30am 
...(based on errors during loading if both are enabled)
JustBaud 24 Nov, 2017 @ 11:27am 
I believe this mod may have conflicts with Fallout Traits [B18] ( http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1209071221 )
TomDooley 21 Nov, 2017 @ 8:49pm 
Thanks. Love the mod!
Dr@g0n 16 Nov, 2017 @ 3:37pm 
looks good ill have to try this out
Чей-то друг 15 Nov, 2017 @ 12:17pm 
Comrades! Add the Russian language! Bleat! =)=)
The Rabid Otter 13 Nov, 2017 @ 10:50pm 
The enhanced version of messy could be "Pigpen," which produces a trail of filth akin to that from the eponoymous Peanuts character. To make it tolerable, though, pawns with the Pigpen trait would be immune to dirt-based mood debuffs. Maybe they would even have heightened immunity given their constant exposure to dirt.
E-Claire  [author] 13 Nov, 2017 @ 4:45pm 
@Otter: I don't know. I've never looked into it. Interesting idea, though. I'll make a note to see what I might be able to come up with.
The Rabid Otter 13 Nov, 2017 @ 4:15pm 
Is it possible to create a "messy" trait? The pawn would produce more dirt than normal pawns. I am, however, not sure how the dirt mechanic works.
Flesh Forge 13 Nov, 2017 @ 6:34am 
Savant should probably include a research speed bonus.
Unfriendly Joe 13 Nov, 2017 @ 5:32am 
Love this mod.
E-Claire  [author] 12 Nov, 2017 @ 5:18pm 
Yes, I noticed that. Dunce and Quick Learner from the mod (which are actually a single "spectrum" trait) are designated as incompatible with the vanilla Fast Learner trait, though, so it shouldn't create any oddities.
Flesh Forge 12 Nov, 2017 @ 5:15pm 
FYI there is a Fast Learner trait in vanilla now.
E-Claire  [author] 12 Nov, 2017 @ 4:20pm 
UPDATE (Now for a18):

- Removed "Natural Porter," since it's not actually possible (not easily possible, anyway) to allow pawns to carry more than a full stack of items.

- Added "Ironman," "Tough" and "Low Pain Tolerance" traits, to add a bit of variety to pawns' pain tolerance beyond just "normal" and "Wimpy."