RimWorld

RimWorld

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Additional Traits (Heroes + Gods Optional)
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
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17.385 MB
11 Jan, 2019 @ 10:54am
9 Jul @ 7:37pm
16 Change Notes ( view )

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Additional Traits (Heroes + Gods Optional)

Description
v1.0 update of Gewen/Swenzi's Additional Traits (w/ Heroes + Gods)

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Description:

Have you ever felt that there aren't enough traits to immersify your game-play? Well, I've got just the mod for you with Additional Traits!

This mod adds several new traits to the game, all of which can be disabled/ enabled through mod settings (and a game restart)

RimWorld 1.1 removed some of the statdefs (the part of the game that says the colonist gets a buff or nerf to a particular task or skill) that this mod uses, I rather liked the traits that were affected (Natural Tailor, Eccentric Artist, Vulcan's Fire) and would hate to drastically alter them or scrap them entirely, as such I have reimplemented the removed statdefs in my De-generalize Work mod as other modders seemed to be experiencing the same thing. De-generalize Work is not required for this mod and Additional Traits can and will function entirely without it, there will just be a few traits that are modified or don't show up at all.

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Credits:
Gewen (Dennis)- Original author
Swenzi- A17-B18 Maintainer
The Rimworld Discord- for being wonderful people

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FAQ
Q: Is it save game compatible?
A: Let it henceforth be engraved in silicon and copper, so that it may be known to all who will ignore this part and ask anyway: this mod is saved game compatible.

Q: I found a bug/issue/problem, where should I report that?
A: I have a discussions page just for that, it's pinned, but here's the link anyway:
Bug Reports.
Q: What if I want to leave my bug/issue/problem in the comments section?
A: Bug reports in the comments section will be ignored, deleted, or I might just make fun of you for not reading the FAQ. In any case, until your issue is properly reported in the bug reports discussion, I WILL NOT investigate it.

Q: Is it compatible with XYZ mod?
A: I have no idea, I'm going to guess probably, maybe, possibly. As I don't have time to test every mod for the game, I would appreciate if you would test that for me, if it works fantastic! If not drop me a bug report and I'll look into it.

Q: Will you also be updating the one without heroes and gods?
A: No, I have no plans to update the non heroes/gods version. It's not because I want to force traits on people that they may believe to be overpowered (although I addressed that in a previous comment), but rather that splitting the mod like that is a really good way to end up in a development/distribution situation where where things get lost between having two near identical copies of what is essentially the same thing. Instead I have added settings to the mod that allow you to disable the traits (from my mod) that you would prefer not to have in play. This does come with a word or warning though: disabling traits used by your save will cause the game to report an error that the traits could not be loaded when reloading your save, these errors can be dismissed/ cleared and will not reoccur after saving again, and anyone that previously had a disabled trait will be randomly assigned a new one in its place.

Q: What is De-generalize Work and why do I need it?
A: De-generalize Work adds back the stats (SculptingSpeed, SmithingSpeed, and TailorSpeed) that were merged into GeneralLaborSpeed by the 1.1 update. Without these stats, traits such as Natural Tailor can't buff tailoring speed without also buffing smithing speed (which defeats the whole point of the trait). So you don't need De-generalize Work, Additional Traits can and will function entirely without it, however, there will be a few traits that are modified or don't show up at all due to their use of stats that were removed.

Q: Do I have to use XML Extensions?
A: This mod uses XML Extensions to help ensure broader compatibility with other mods, particularity those who add new nullifyingTraits tags via patching (if multiple mods try to patch add the same tag, the game will complain about there being copies of the tag). While there is a pure vanilla way to handle this (via a sequence of patches to check if the tag already exists or needs to be added), it's rater cumbersome to implement and XML Extensions provides a much more robust and streamlined approach (and I'm lazy). That said, I understand that some mods use XML Extensions in a manner that is less than stable, if this is the case for you, feel free to use the v4.0.0 version of Additional Traits, which can be found on my GitHub releases[github.com] (note: this version has known conflicts with Hospitality and is provided purely for combability).

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Links:
Github link for non-steam users and archive links[github.com]
Popular Discussions View All (3)
47
10 Jul, 2023 @ 12:06am
PINNED: Bug Reports
Alias
5
1
18 Dec, 2022 @ 10:30pm
1.4 Alpha
Alias
0
5 Jul, 2020 @ 6:24pm
Additional traits and RIMMSqol customize ur minions
Firathmagi
246 Comments
Annabellee 8 Jul @ 7:12pm 
It's all good no rush it was just something that popped into my head.
Alias  [author] 8 Jul @ 6:57pm 
@Annabellee, New traits weren't necessarily on my list, I've more been cleaning up some of my old code, but I'm not strictly opposed. Things get murky when you try to assign RimWorld roles to specific gods, which is why there's some bleed over (technically you could make a case for Athena also getting building and crafting perks). Vulcan is just the Romanized version Hephaestus and I'd prefer not to double dip (fun fact the trait was originally called "Vulcan's fire" before I converted everything to Greek mythology). Hestia for Cooking (and maybe minor social) is a good idea though! Let me think on it and if I can come up with a compelling trait description, I'll throw it in. That isn't to say I can't/ won't add it later, I'm just getting pressed for time to get everything updated before 1.6 goes live...
Annabellee 8 Jul @ 5:46pm 
I really like this mod I give some of my pawn the blessings based on their role.
Annabellee 8 Jul @ 5:43pm 
since were miss a cooking and building gods. I know for building we Vulcan but he also does crafting. maybe make Hephaestus building and Vulcan crafting. With cooking I was thinking Hestia since Artemis is more hunting and Butchery.
Annabellee 8 Jul @ 5:34pm 
sweet are we getting more god trait?
Alias  [author] 3 Jul @ 11:13am 
@Viidhh, yup. Had some other projects that needed to take take priority, but mod updates/ enhancements (for all my mods) are my new priority/goal.
Viidhh 3 Jul @ 7:05am 
Do you have a plan to update this mod to 1.6?? I'm looking for update!
Alias  [author] 2 Nov, 2024 @ 11:35pm 
@Futstub, I don't have an infographic or formal list (sorry, I probably need to make one, but haven't gotten around to it). For now, my best recommendation for seeing exactly what each trait does would be taking a look at the trait definitions here [github.com].
Futstub 2 Nov, 2024 @ 12:41am 
Is there a list somewhere that shows what the traits actually do?
Cthulhu The 3rd 27 Sep, 2024 @ 10:08pm 
After some more testing, I think I know what mod was messing with it. It was messing with everything, so I'm retracting my issue for now. Integrated Implants is just fucking with EVERYTHING man.