RimWorld

RimWorld

People Can Change
598 Comments
vexxn0va 10 Sep @ 12:15pm 
take all the time you need!!
battlemage64  [author] 22 Aug @ 8:07am 
Have not been able to yet, I may have to try a fully new build system since it seems the problem is with my specific dotnet compiler 😭
Thank you all for your patience
Sithgrim 21 Aug @ 8:30pm 
Looking forward to the update. Hope you were able to sort out all the problems Microsoft caused you.
Baron von Silberthal 9 Aug @ 9:12am 
Thx alot!
battlemage64  [author] 6 Aug @ 7:04pm 
Fortunately the official version is updated for Apple Silicon now! I should have time to work on updating the mod some time next week.
derphotdog 5 Aug @ 2:23pm 
Whelp that failed lol correct link tho
derphotdog 5 Aug @ 2:22pm 
Battlemage64 there is a temp version for apple silicon [ url-https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3515420793&searchtext=harmon ]Here[/url]
Agaros007 1 Aug @ 3:11am 
i will wait and thanks for letting us know its not abandon.
battlemage64  [author] 27 Jul @ 11:39am 
Hey guys, sorry for the lack of update. Microsoft's deprecation of Visual Studio for Mac caused a big disruption to my workflow, and I finally just figured out how to develop through VSCode instead. Unfortunately that's when I found out there's another issue: RimWorld 1.6 changes how the game runs on ARM Macs, and Harmony hasn't caught up yet. There's an update to it pending, but not out yet. Since my only machine is an ARM Mac, I'm stuck until that gets resolved. Once the fix is out, I will update the mod (and my other non-updated mods). If anyone happens to know how to work around this problem, please let me know! I appreciate all of your enthusiasm.
黛西·露珠·毛毛 27 Jul @ 8:40am 
1.6 PLZ
Deff 24 Jul @ 1:24am 
1.6 PLS
Kal the Meowlord 18 Jul @ 4:49am 
would love an update for this so much <.< keep up the good work~
Deankiller Turnupseed 14 Jul @ 12:26am 
we need this
Turu D. Sleep 13 Jul @ 11:49am 
1.6?
Monbland 2 Jul @ 5:24pm 
Update 1.6 PLEASE!
emihead 13 Apr @ 9:58pm 
kinda wish there was a bit more info about how exactly each trait is handled. maybe a hover description in the settings?
Lord Rugdumph 20 Mar @ 9:33am 
Awww i liked the old selecter. Thought i'd got a different mod when it suddenly gave someone a trait with no choice D:
battlemage64  [author] 13 Mar @ 6:51pm 
I don't have the DLC so I can't test, but in theory if xenotypes have traits and the game handles it the same, it should work for them. There could be some bug in the code that chooses a target, I guess, but it shouldn't even take genetics into account at all.
LVS 8 Mar @ 7:25pm 
is this only for baseliners? I've been playing with custom xenotypes for 234 days and none changed their traits, got a baseliner and they don't stop changing their traits :/

I thought it could be due to the maximum # of traits so I set it to 10 and only the baseliner gets changes on their traits :er_sad:
battlemage64  [author] 30 Oct, 2024 @ 11:55am 
I think if I were to re-create this mod now, that's the kind of thing I would add. In retrospect, people seem to have appreciated the naturally-changing traits more than the random events, which I never expected! Ditto for the trait you proposed, I think it's a great idea. Unfortunately the realities of my life recently have been that I don't really have time to play RimWorld, which really saps my motivation to work on mods for it (which also take a lot of time), so I'm not really looking to add anything substantial to it right now. Maybe in the future though!
battlemage64  [author] 30 Oct, 2024 @ 11:55am 
Hi, thanks for the great question! It isn't really possible to write code that can guess when a trait should change, since that's so subjective, especially when mods come into play. All of the naturally-changing traits in the mod (i.e. Optimist, Cannibal, etc) were added one-at-a-time and hardcoded by me. There's no generic system for "trait X has condition Y that makes it appear/disappear/change." Maybe that could be added, but it would be a bit tricky since there are many different potential types of triggers, and people might disagree on what should trigger a change. For example, what does "exposed around different xenotype people" mean exactly? When they interact with each other? When they're physically close? (And how should the code to measure that work? Would it take into account walls? Is it performance-efficient to run that on every pawn, every frame?) These kinds of issues are why I kept the number of naturally changing traits low.
MianReplicate 29 Oct, 2024 @ 8:54pm 
Ooh and could as a suggestion, could you add a trait where it defies this mod's existence? Like, it'll just be something like "Unchangeable" where the pawn can't lose or gain traits, assuming that you can do that with a trait.
MianReplicate 29 Oct, 2024 @ 7:24pm 
And just to add on to what I said, how does it exactly determine whether the action done should make the trait more likely to be kept/added/removed?

For example, from what I read, the Optimist trait is earned when a colonist is happy for a long time. However take a modded trait like Bigot where a colonist hates other different xenotype people. Would the mod get rid of the Bigot trait if a colonist is exposed around other different xenotype people? If so, how would it know to do that and not actually just make them gain it since the Optimist trait is gained by the colonist doing what it states to do?
MianReplicate 29 Oct, 2024 @ 7:18pm 
Just curious, how does this exactly work with modded traits? Does it use some sort of fallback to accommodate for an unknown trait or does it directly take what the trait involves and works against it to see if it should be added or not depending on how much the person does that "trait"?
battlemage64  [author] 16 Oct, 2024 @ 6:59am 
Internally, those are all treated as the same trait, so changing the setting for whichever one appears (in this case, Slowpoke) is changing the setting for all of them.

Traits from a background can be lost or gained, but Incapable Ofs can't be
Decomane 15 Oct, 2024 @ 5:42am 
I noticed some traits aren't included in the mod settings for individual traits. Like Jogger and Fast Walker for example, but their opposite, Slowpoke, is. Is it intentional, for example are they automatically hard-coded to be set "Lose but never gain" If the most extreme trait modifyig the same quality in a pawn is set by the player to "Gain but never lose"? That would explain why there does seem to always be one extreme from each trait "group".

Also, can traits that come from a pawn's background be lost/gained?
NerdCuddles 30 Sep, 2024 @ 9:09pm 
That should also happen when switching to a transhumanist ideology eventually tbh
battlemage64  [author] 19 Sep, 2024 @ 12:58pm 
Pawns with Body Purist have a 1 in 3 chance per quadrum to grow accustomed to their new body and forget their body purism. There's an additional 1 in 3 chance (1 in 9 total) to then become Transhumanist, but this is unlikely because they're going against their previous belief so strongly.
NerdCuddles 18 Sep, 2024 @ 9:41pm 
How do you get rid of Body purist with this mod?
david slop 15 Sep, 2024 @ 1:47pm 
had about a month ingame where things were tough and all 20 of my colonists became depressed. thats about the only trait change i ever saw. not sure if something changed with the mod but it doesnt seem to be working as intended
GeneralTso 15 Aug, 2024 @ 10:51pm 
oh wow thats crazy man thanks for fixing it
Chargoal 12 Aug, 2024 @ 2:10am 
Oh god, that's why. Thanks
battlemage64  [author] 11 Aug, 2024 @ 9:44am 
Oh no, after all this, there was a bug in the code that made the numbers backwards... I'm fixing it now 😭
Chargoal 10 Aug, 2024 @ 1:36pm 
Was playing on Cassandra "Blood and Lust" for like 8 in-game years throught different saves. Sliders for changing and losing traits are at 0 (so no chance of prevention), but still no changes to traits are happenning. I have a couple of mods but none that seem to directly affect traits mechanics. What can help? Reinstall? Checking through mods again? Changing configs to something, maybe I'm missing some checkbox?
GeneralTso 2 Jul, 2024 @ 1:57pm 
thanks for explaining that and thanks for the mod
battlemage64  [author] 29 Jun, 2024 @ 10:03am 
How often depends on the storyteller (see below), but there is a slider in the mod settings that lets you make it rarer than the storyteller decides (see further below)
falkenlambedo 29 Jun, 2024 @ 7:48am 
how often traits changes / diaspears? kann i "control" it?
battlemage64  [author] 19 Jun, 2024 @ 6:14am 
Yup! Internally, Teetotaler is considered to be part of the same trait Chemical Fascination, as is Chemical Interest. They have degrees 2 (fascination) and 1 (interest) for the pro-drug ones, and -1 for teetotaler (i.e., negative interest in drugs).
Sebster 18 Jun, 2024 @ 6:28pm 
@battlemage64 Just curious how this mod hands Teetotaler. I don't see an entry for it in the settings, is it handled by Chemical Fascination?
battlemage64  [author] 6 Jun, 2024 @ 12:42am 
It’s a random event controlled by the storyteller, so more chaotic storyteller settings could lead to this happening more often.
GeneralTso 31 May, 2024 @ 7:07pm 
anybody else only ever see colonists lose traits? just selected the kind trait for the new kid and he immediately loses it. I see now after reading the mod description that it's possibly because my colonists were already maxed out on traits, but could you explain at all how this mod determines when to gain/lose a trait?
steadfast 27 May, 2024 @ 1:49pm 
@ilhanSerdar, don't worry. My trained to fight and hunt to survive alone settler had obtained "Vow of nonviolence" trait. Now he is incapable of violent. :steamfacepalm:
ilhanSerdar 17 May, 2024 @ 10:48pm 
started a new game, one year passed and only changes are optimistic traits so for. is it normal?
battlemage64  [author] 8 May, 2024 @ 2:25am 
Well that's good I guess -- hopefully it was just something transitory from updating, and won't come back!
ZyrahRavenSteel 7 May, 2024 @ 6:50pm 
Very strange, im not getting the error Right now, If i get it again ill post another comment.
battlemage64  [author] 6 May, 2024 @ 6:16am 
Thank you very much! :)
ZyrahRavenSteel 3 May, 2024 @ 3:36pm 
I can try to get information on the erorr when i play next, ill load it up and try it again i'll i remember is something about "pawn neutral mood not set", but no this save is made in 1.5, ill try to help when i play next :)
battlemage64  [author] 3 May, 2024 @ 2:10pm 
Hi ZyrahRavenSteel, can you give any more context for the error? This is a very long piece of text and there's no obvious mentions of this mod. None of the instances of the word "error" seem related to this mod, and there are too many instances of "exception" to read them all, but the only mentions of this mod seem to be informational. I tried loading a vanilla save, as well as one made with this mod, and got no errors. Does your save date back to a version of RW before 1.5?

It's possible this is a conflict with one of the 503 other mods loaded, or one of the approx. 7000(!!) Harmony patches they create. That would be very hard to track down, unfortunately.
ZyrahRavenSteel 3 May, 2024 @ 8:45am 
i keep getting an error when loading my save with this mod on, here is the log, https://gist.github.com/HugsLibRecordKeeper/4a08073ef6987b816268211fea7bed4f
battlemage64  [author] 2 May, 2024 @ 2:45pm 
Updated to 1.5! Apologies for the delay. I didn't get to test everything, but I want to get everything updated quickly so people can keep using them for now. Please let me know if there are any bugs. (Frankly, the update process went suspiciously smoothly so far, compared to my other mods.)