RimWorld

RimWorld

Traits Plus
157 Comments
Foxy 8 Aug @ 1:11am 
Finally found the mod that i needed. Thanks
TritiumQQQ 1 Aug @ 9:54am 
Hi!:celeste_strawberry: I very like this mod,so I have made a new CN Translation mod for this awesome mod
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3539636548
Slice of Thanatoast 30 Jul @ 6:11am 
How does Living Bioreactor work with increasing health, all the body parts on a pawn that possesses it seems to be the same?

(Also the description for the trait seems to use an "an" instead of "and")

"She/He eats a lot, but has a lot of energy -an- strength in return"
Side1iner  [author] 28 Jul @ 6:38pm 
Discord server
We have created a new Discord server. Suggestions, feedback and input on future new features etc all welcome!
https://discord.gg/xWadkMZn35

@bash: Thank you! I've gotten my hands full for sure! It's fun though!
bash 27 Jul @ 10:01pm 
BRO YOU ARE COOKING WITH YOUR MODS MAAAAAN. NOW I GOTTA SUB TO THEM ALL DAMN YOU
Side1iner  [author] 27 Jul @ 3:09pm 
@snake: Thanks for the reports! Will have to update again apparently. Will look at it as soon as I have the time!
snake 27 Jul @ 9:22am 
same for agile fighter and behemoth
snake 27 Jul @ 9:20am 
you can use
<MeleeCooldownFactor>-0.5</MeleeCooldownFactor>

instead of
<MeleeWeapon_CooldownMultiplier>-0.5</MeleeWeapon_CooldownMultiplier>
which doesnt work
snake 27 Jul @ 9:15am 
melee cooldown on "mauler" doesnt do anything, same as before
snake 27 Jul @ 4:04am 
Thanks for your work modder
Side1iner  [author] 26 Jul @ 5:57pm 
I also updated the description! Can't believe we have had traits for two years not even listed... Should be a little more up-to-date now.

Also, 'Blader' is now 'Agile fighter' and 'Cage fighter/Brute' is now 'Mauler'.
Side1iner  [author] 26 Jul @ 5:33pm 
Update published:

- No outgoing damage related stats is no longer possible to use when making traits, so I had to rework pretty much all the combat related traits.
- Went over the entire list of traits while at it and made some minor adjustments.
- Updated the preview image. Almost four years after the original release, the mod is officially out of the beta stage!
Side1iner  [author] 26 Jul @ 11:09am 
@snake: Maybe you're right! Ludeon almost always shuffle around some names when releasing a new update. Usually when that happens, the game will throw errors trying to use old and no longer matching tags. Doesn't this time, but that doesn't have to mean it works as it should. Will take a look at it! Thanks!
snake 26 Jul @ 10:27am 
some of these dont work as they should, example: Fighter, Ruthless and traits that modify damage do not work, i think you can use these defs instead of using the ones you use:

<MeleeDamageFactor>1.1</MeleeDamageFactor>
<VEF_RangeAttackDamageFactor>1.1</VEF_RangeAttackDamageFactor>

in statfactors. the second one uses vef, but well, it works and your current solution from what ive seen doesnt
Side1iner  [author] 16 Jun @ 1:11am 
1.6 update pushed. Small fixes included, no balance or new content. Will hopefully have a content update as well during summer!
Side1iner  [author] 13 Jun @ 12:21pm 
Looking into 1.6 update. As always, they threw around some stuff and some adjustments are needed. Most of the issues are already ironed out.

Have also read up on the comments of late and fixed the errors pointed out.

As every time I look at the mod after some time, there's hope for a bigger update with new traits and such. Might happen, might not. But I will absolutely try to at least make it work as is.
Super Villain Miss Fortune 8 May @ 2:54pm 
Any chance you can fix Wild Child, its a mess and causes errors when you open backstories.
lostormisplaced 26 Apr @ 7:16am 
The all out of fs trait is hilarious:steamthumbsup:
Halicade 21 Dec, 2024 @ 6:02am 
Hello! Just wanted to point out a typo. the backstory wild child (S1_WildChild) is missing the underscore for the last [PAWN_possessive] making the backstory not display properly.
Vartarhoz 24 Oct, 2024 @ 8:08pm 
Healthy routines has problem, it gives +50 hitpoints but pawns don't have hp, they have body hp. This is pretty useless. This trait can use editing.
Fink 25 Aug, 2024 @ 8:24am 
I noticed the 'Brute' trait gives x133% slashing damage, and its counterpart, 'Blader' gives x25% blunt damage.
Lil Beetle 3 Aug, 2024 @ 7:42pm 
What is disabling caring
Chesse5552024 21 Jul, 2024 @ 7:28pm 
i wish it has picturse and just want gun nut early rasier traits.
TurtleShroom 7 Jul, 2024 @ 2:15pm 
OP, you don't have to Patch other traits to make them incompatible. Unlike Memes, you only need to define your Traits' conflicting Traits in your files, and RW will know to exclude them.
TurtleShroom 7 Jul, 2024 @ 2:14pm 
Have you considered, for those with it installed, adding support for the Big and Small Genes Mod? MAYREQUIRE tags would allow this without Dependencies.
Side1iner  [author] 27 Apr, 2024 @ 7:47am 
@Winterwolf: It would be a two-step task. First, it's a lot of work doing the ground work (finding and listing the soft incompatibilities', just as you said) and then patching it.

Writing the XML patches for it is not really hard, it's just it's A LOT. I've had it on my list since I first made this mod years ago, but just doing it for the other trait mods I use is a hell of a lot of work. And then, once we are in that spot, it's really annoying that the other mods aren't doing it in relation to one another either (as in you can get a 'love animals' trait from Consolidated Traits at the same time as a 'hate animals' from Vanilla Traits Expanded').

I'd love to add the patches to this mod, absolutely. But I always have other tasks I rather focus on, hence it hasn't happened yet...
Winter 27 Apr, 2024 @ 5:45am 
Re : Trait soft 'incompatabilites'
What if a discussion was created where we could list trait combos that we feel might be classed as a soft 'incompatability'. Designed primarily, but not restricted to traits from your mod. Who knows, one of us might even make a patch mod if there is enough demand for one.
Side1iner  [author] 25 Apr, 2024 @ 1:05am 
@Punful Guy: Thanks for reporting! It can be made sure using XML patches I think. Looking at the defs from Royalty, it seems a Cataphract need to have a Shooting skill between 8-12. This guy did, only he couldn't use it. Would be neat if the game could zero the skill level if the skill is disabled, because that would make sure stuff like this never happen.

But, that said, I will put it on my non-critical fix list and look at it as part of a future update!
Punful Guy 24 Apr, 2024 @ 10:37pm 
Is there a way to not get certain traits on pawns they shouldn't be on? Just got a quest Cataphract guard with Defensive Fighter trait but he has 0 melee and 8 shooter. Spawned without a weapon as Defensive Fighter disables his only weapon he would normally spawn with

Needless to say he was quite useless in the fight except to get shot at
Side1iner  [author] 23 Apr, 2024 @ 1:15am 
@RoninVV: Gah! Sorry! I forgot about that one. Pushed another fix for just that. So now it should be corrected!
RoninVV 22 Apr, 2024 @ 7:20pm 
Hey Side, did you fix the typo for healthy routines trait, it's always stuck out for me xD
Side1iner  [author] 22 Apr, 2024 @ 9:42am 
@AcetheSuperVillain: Thank you for reporting! Fix pushed.
AcetheSuperVillain 21 Apr, 2024 @ 6:34pm 
Anxious Pleaser might have a stat typo. It reduces learning factor to zero.
Side1iner  [author] 21 Apr, 2024 @ 6:27am 
@Asymptotic Wanderer: Yes, absolutely. Though, as with them all, there can be overlaps and weird combinations (as in one trait from Mod 1 making a pawn better at plantwork, but another trait from Mod 2 making them worse). So soft 'incompabilities' as traits should be marked as conflicting but is not (because that's lots and lots of work).
Asymptotic Wanderer 21 Apr, 2024 @ 4:58am 
is this mod compatible with other trait mods?
HotLemonadeBoy 21 Apr, 2024 @ 1:13am 
I used Character Editor to change the adult backstory of an pawn and your mod popped up an red error. I enabled dev-mode to track errors. I think a backstory is causing an red error, please check.
Side1iner  [author] 10 Apr, 2024 @ 11:27am 
Update for 1.5 is out. I hope it will still work also for 1.4 (the same lesser version as we had for the full 1.4 cycle).
Side1iner  [author] 7 Apr, 2024 @ 5:19am 
Progress update in relation to 1.5:

Things have progressed well. The 1.5 update will include balancing and other changes to the current traits, having the social dynamics back (thoughts about life and other people) and most likely a batch of new stuff as well. As of now, I think I will wait to push the update until the 1.5 patch is officially released.

I hope the 1.4 version will continue to work as well, but without the improvements.

---

I also spend a lot of time working on a separate mod; sort of a fork for 'More Trait Slots' but with a bigger scope. Since, you know, traits is my jam. And I want them to work the way I want. It will incude settings for allowed traits as well as being able to disable randomly generated traits for newborn/babies and for children on growth moments.
Signal 4 Apr, 2024 @ 12:05pm 
@Side1iner, I hear you. Some games have legendary item drops with extremely low probability that make players dance for joy when they happen. It feels wonderful when you get one because it's so powerful and so rare. The risk with traits though is that players typically cherry pick pawns to recruit and tend to end up with the most OP traits. Your idea for using commonality makes sense. You might use that by having different variations of traits, such as Very Cheerful (OP, rare) and Cheerful (balanced, much higher commonality), making them mutually exclusive with the conflictingTraits tag so a pawn doesn't get both.

By the way, I really like your use of forced passions to help them align with the things a pawn is good at.
Side1iner  [author] 4 Apr, 2024 @ 11:35am 
To keep going with what's coming... One thing I'm gonna overhaul (more or less) is the commonality (the probability of a trait being used on pawn generation).
Side1iner  [author] 4 Apr, 2024 @ 11:31am 
@Signal: Thank you!

I'm gonna re-balance some stats for sure. Though, I want to have traits in a very wide range - simply because it makes for a lot of randomness as well as more interesting gameplay. So I'm not gonna tune everything down to be in line with vanilla or 'non-OP'. In many cases I really want the traits to differ from vanilla and to create outlier pawns. And that goes for both good and bad and my favorite traits; those with huge benefits as well as obvious drawbacks.

That said: I will take a look on every single suggestion you made!
Signal 4 Apr, 2024 @ 10:41am 
@Side1inder, it's great that you're looking at this for 1.5 (Anomaly doesn't appeal to me either). If you're open to suggestions, here are wording and balance changes I've made with xml edits in my own setup that have worked well over multiple games.

Edgy: "Dont" should be "Don't".
Healthy routines: "Healty" should be "Healthy".
Authoritarian: Seems OP. Reduced Social Impact to .5 from .6 and Social to 4 from 6.
Small talker: Feels OP for "small talk". Reduced Social Impact to .2 from .5.
Cheerful: Was very OP. Reduced Social Impact to .33 (from a whopping 0.75), Mental Break Threshold to -0.08 from -0.15 (compare to Iron Will at -0.18) and Social to 2 from 6. Added forced passion for Social. It's still quite strong.
All out of fucks: Wording changes only to match the style of the other traits. Renamed to Beyond Caring, with description "... just doesn't care about anything. Incapable of pretty much anything except fighting, mining, and dumb labor."
Side1iner  [author] 3 Apr, 2024 @ 3:52pm 
I've been looking for a reason to play some RimWorld again. 1.5 might be that reason (Anomaly is not doing it for me, sadly).

So, I felt it was in order to take a look at updating to 1.5 at the same time. They made a few changes related to traits, but it wasn't anything major. Will have an update ready within a week or so, I hope.

I've also fixed a few minor errors (thank you for commenting on typos and the like!). I might spend some more time on it going forward and in that case I will also make some changes (balancing) as well as put in a few new traits I've been shortlisting for a while now.

If any of you have any new neat ideas for a trait, let me know and I'll look into it at the same time!
A Real Rain 19 Jan, 2024 @ 1:44pm 
Most of these traits, at least based on the description, remind me of Death Road To Canada's traits and perks
spec02alex 14 Jun, 2023 @ 5:00pm 
We need more beauty traits! Something like; "Genetic Lottery Winner" Athletic, intelligent, and easy on the eyes. 10% move speed, 10% research rate, 2 Beauty. That's a freeby for you.
velascoje 12 Apr, 2023 @ 5:50pm 
Healthy Routines has a typo, it's showing Healty ingame. I really like how you've got traits that add both a benefit and a drawback, those tend to be more fun than always good or "get out of my colony, you pyromaniac" :p
Signal 23 Mar, 2023 @ 2:07pm 
Side1iner, thank you for this mod! I installed it because I was specifically looking for a Cheerful trait, though I decided to tone that one down. Since you said you're working on balancing, here is my rebalacing as a suggestion for something that feels less overpowered.

Social Impact reduced from .75 to .33. Note that Authoritarian only gets 0.6 (which might need to be reduced too).

Mental Break Threshold reduced from -.15 to -.08. The best vanilla buff, Iron-Willed, is -.18. Nervous is +0.08. I made it the opposite of Nervous.

Social skill boost reduced from 6 to 2, but added Social as a forced passion. I think this fits better than a huge bump to the skill level.
Side1iner  [author] 30 Oct, 2022 @ 1:08am 
@Atreidi: It's not this mod on it's own. If it's a mod mismatch is hard for me to say. But this mod alone doesn't have errors related to breaks.
Atreidi 29 Oct, 2022 @ 5:31am 
Had some errors popping up regarding claustrophobic breaks bun unsure if this mod is the culprit.
Side1iner  [author] 24 Oct, 2022 @ 2:36pm 
@RoninVV: Thank you! It makes me happy you like it!

@brucethemoose: Well, yes. As of right now! Up until today it wasn't only XML (1.3), but changes made with 1.4 made it so. For now. I'll update it properly eventually, and then it's not gonna be only XML. Though, it's been stable for years now even if it wasn't only XML before.