RimWorld

RimWorld

4,732 ratings
Vanilla Traits Expanded
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
3.852 MB
23 Nov, 2020 @ 9:55am
8 Jul @ 11:08am
38 Change Notes ( view )

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Vanilla Traits Expanded

In 2 collections by Oskar Potocki
Vanilla Expanded
109 items
Vanilla Expanded - Empire playthrough
148 items
Description
[www.patreon.com]





1.7 (06/08/2021): - Production specialist with the perfection trait can produce legendary items
- Prude pawns now won't engage in loving if they have no spouses
- Mad surgeon now has Doctor work type requirement
1.6 (07/02/2021): Mad surgeons now correctly suffers no debuffs from organ harvests at all, including harvesting related deaths.
Mad surgeons will no longer receive a mood buff if an organ isn't successfully retrieved.
Heavy sleepers now correctly cannot suffer disturbed sleep debuffs.
Fixed an exploit that allowed heavy sleepers to be woken up via forcing a job.
Drunken master damage scaling properly weighed now against alcohol hediffs.
Drunken master damage assured to stack with melee weapon damage.
Vengeful pawns now properly losing their -20 rival alive debuff upon rivals death or exodus from the colony.
No more will caravan members be kleptomaniacs.
1.5 (29/12/2020): Fixed issue with Empire relations.
1.4 (06/12/2020): MORE BUGFIXUUUS
1.3 (28/11/2020): More and more bugfixes!
1.2 (26/11/2020): More bugfixes!
1.1 (25/11/2020): QoL and bugfixes.
1.0 (23/11/2020): Release



Have you ever thought about how base game traits become repetitive after a while? Are you tired of seeing pyromaniac or kind pawn over and over again? Are you perhaps considering pyromaniac to be an instant death sentence in your colony? If for any of these questions the answer was ‘aye’, then look no further.

Vanilla Traits Expanded adds 55 new traits, some offering unique new game mechanics, some being quirky and enhancing the storytelling, and some being straight up stat upgrades. Traits’ commonality has been adjusted after weeks of testing, to make sure no powerful or annoying traits appear too often.

Using our new mod options menu, you can now disable specific traits added by vanilla game or any of the mods you have. This doesn’t mean that the trait will be magically removed from the pawn, but it’s commonality will be reduced to 0, stopping it from ever appearing in the game again.

I really hope you will enjoy the effect of our hard work! Let us know in the comments what you think works and what doesn’t!



A: Can I add it mid-playthrough to an existing save?
A: yep!

Q: I don’t like certain trait. I think it’s broken. How do I remove it?
A: Go into mod options, select Vanilla Traits Expanded mod options and simply tick it off. This will not however remove it from the pawn who already has it - you need a mod like Character Editor to do that.

Q: Can I suggest some new traits?
A: Sure thing! Leave a comment describing your trait idea, and we will be sure to look into it!

Q: Where should this mod be placed in the mod load order queue?
A: Ideally ABOVE any other trait mods.

Q: Is it compatible with another mod that adds traits?
A: It sure is! We even went as far as to remove duplicate names!

Q: These traits seem mostly negative and some seem awful, what gives?
A: This mod is meant to provide challenge in some areas and new mechanics in others. There's over double the amount of positive traits than negative traits. Exclusively negative traits also appear much less frequently.

Q: Does this work with Prepare Carefully?
A: Oh aye!

Q: Does this work with Combat Extended?
A: Hell yeah!




[forms.gle]




Authors:
Oskar Potocki, an artist responsible for a portion of mod design and imagery.
Chowder, responsible for mod design and creative writing.
Taranchuk, responsible for the mod’s code.
Patreon and Discord community, for suggesting traits!
Rimworld is owned by Tynan Sylvester.
(CC BY-NC-SA 4.0)[creativecommons.org]

[discord.com]
























































Popular Discussions View All (43)
1
1 Jul @ 7:59pm
Bug Report In Game Version 1.6
白金trigger
53
16 May @ 11:13pm
Ideas and Suggestions
Nimble102
1
6 Jun @ 5:25am
Undying mechanoids with this mod
PerfectionCantPleaseMe!
980 Comments
yep 20 hours ago 
Is it possible to make a change,so psychopathy and desensetized traits don't appear on one pawn?
Insanity100% 5 Jul @ 9:37am 
If anyone is struggling with pawns working extremely slowly for no reason, it could the a hidden health condition called "slow work" and can be removed with character editor. It happened to one of my pawns who didn't even have any traits from this mod but had a hidden health condtition, so beware!
Midnight Sun Highlander 2 Jul @ 9:46pm 
Did a bunch of VE stuff just stop being compatible with 1.3??
moo 1 Jul @ 11:39am 
@abh....
That's a dirty save file because you pulled this mod out of your list
abhimanyu.chaudhary 1 Jul @ 10:18am 
Could not resolve reference to object with loadID Thing_Human1338740 of type Verse.Pawn. Was it compressed away, destroyed, had no ID number, or not saved/loaded right? curParent=VanillaTraitsExpanded.TraitsManager curPathRelToParent=/bigBoned
Avarus 30 Jun @ 7:20pm 
The same thing is happening to me. The error keeps on spamming forever.
BananaBread 30 Jun @ 12:30pm 
Champion @mochi pants, i was just gonna look if anyone else had this happen on a fresh save
mochi pants 30 Jun @ 11:23am 
[RimWorld unstable 1.6.4503] Bug report submitted for the following error message that repeats every ~10 seconds:

System.MissingMethodException: Method not found: void Verse.DamageInfo..ctor(...)
at VanillaTraitsExpanded.TraitsManager.GameComponentTick ()

I haven't tested it too much, but it seems like everything is still playable. I wonder if this is an error related to the Big Boned trait??

HugsLib log: https://gist.github.com/HugsLibRecordKeeper/5b7796f80f46756e23debe6c91ec4885
Killermen962 16 Jun @ 10:13pm 
Currently trying to upload logs... had an issue where a colonist had their needs freeze and/or disappear. When the colonist is selected most UI elements would turn to deep black shadows where menus should of been, the "shadows" resolve when deselecting the pawn.

The bug was caused due to a "Animal Hater" colonist who was my doctor, bonding with a mega-spider through medical treatment. The issue didn't arise until nearly two quadrums later at random, numerous reloads and reviews of the pawn show they wouldn't be doing any specific activity when the issue begins, mostly be in transit to other tasks when the UI fails. Upon slaying the pet mega-spider through commands the UI bug resolved entirely in every auto-save that was made post bug occurrence and game-play resumed as normal.
[Ar]Curry 16 Jun @ 5:09am 
The Autobong doesn't seem to satisfy my pawn's stoner trait, and won't lower the withdrawal. Is this intended as it is, or a bug? Sry if this has already been discussed here