RimWorld

RimWorld

244 ratings
Trait Slots Plus
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Mod, 1.5, 1.6
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1.956 MB
9 Apr, 2024 @ 3:03pm
16 Jun @ 1:12am
9 Change Notes ( view )

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Trait Slots Plus

Description
Trait Slots Plus
Get more control over the way traits are handled in the game. Choose numbers of traits generated for characters - adults and babies - or choose not to have any traits at all. Have lots for adults and, yes, none for babies, it you want! Also, set probabilities for each allowed numbers using the mod settings.

  • Set the number of traits allowed to generate for adults and babies (same for both, or completely different)

  • Babies can have no traits, while adults do - choose freely

  • Set the probabilities of any allowed number of traits being generated for a pawn.

    Example:
    1. You choose the span 2-4 for adults
    2. Open the "Trait probabilities" settings and choose for yourself. The total is always 100%, but you can distribute it freely (100-0-0, 90-5-5, 60-20-20 or whatever else).

Will it work?
I hope so! I have spent some serious time testing it and I've used it and played with it with a mod list of some 60-70 mods, many of my favorite traits mods included.

But stuff can still happen and if it does, throw me a comment and I'll look at it!

Compability information

Mods I know doesn't work perfectly with this mod:
  • Way Better Romance
  • Reunion
  • Probably other mods adding special traits with a commonality of 0, that's supposed to mechanically do something other than actually being a trait

Way Better Romance info:
  • The mods seem to mostly work together, but there will be slight UI/information glitches.
  • Every adult pawn till be assigned a sexuality trait
  • If you look at the Social tab once and then at the Bio tab the sexuality trait will be (and stay) visible
  • The sexuality trait will or can be added on top of your selected allowed range (if you set all adults to have 3 traits, the sexuality trait may be assigned to the pawn as a 4th)

The more traits, the better!
If you are like me and really like traits and the flavor it brings to this great game, take a look at my mod Traits Plus!

What if?
While I was fiddling around with this mod, I also made some testing allowing one random trait to be generated every time a child reached a 'growth moment' (three over the span of growing up). Or at least giving the child a chance of having a trait randomized. I didn't quite decide it was a good idea, and I didn't complete it for now. But would anyone care for that? If you have any thoughts on this subject, please share it in the comments!

On the shoulders of giants
This is a mod very heavily based on - or at least inspired by - the "More Trait Slots", originally made by Rainbeau Flambe (and updated and supported by Kiame Vivacity and Taranchuk, among others?).

Originally, I made this mod for myself, because playing RimWorld with a trait limit of three is like torture. And not being sure I can play the way I want just made me put together my own mod for this very important thing. It's just how much I love traits and the randomness that comes with them. And I figured as I did actually make it, I can also share it.

Full disclosure, though: I'm very much an amateur coder. I do this because it's fun. The ambition, of course, is that the mod will work smoothly, but my ideas tend to be a little bigger than my knowledge as of now. So yeah.
120 Comments
Side1iner  [author] 10 Jul @ 12:18am 
@Matt: Yep, sounds about right (see above about compatibility).
Matt 9 Jul @ 9:57pm 
Version 1.5 of this mod is not compatible with the "[AP] Skeletons, Skeletons, Skeletons! (Continued)" mod. That mod forces skeletons to only have a resurrected trait, so this mod fails to add traits to them hundreds of times. Attacking a skeleton faction with this mod will crash the game.
Niriam 16 Jun @ 6:02am 
Ohh, I didn't understand the trait probabilities, didn't know I have to set them so that it doesn't go to the maximum, I thought if it's not set it'll just always aim to set them at random. Thank you.

And thanks for 1.6. <3
Side1iner  [author] 16 Jun @ 1:13am 
1.6 pushed. No changed mechanics as of now, will look into it during summer (have a new mod in the works, taking up more or less all time right now).
Side1iner  [author] 16 Jun @ 1:07am 
@Niriam: That is already how it's working. You can set the probability for each number of traits in your chosen span. If you can't you've got some kind of mod incompatibility or something!

@t0m4s1t0: Why, thank you!
Niriam 15 Jun @ 7:02pm 
Hey, is there still plans to make it so that "maximum traits" doesn't essentially set the amount of traits of adults to said number and make it more of a range, so that it's anywhere between min and max when generating new pawns?
t0m4s1t0 14 Jun @ 1:42pm 
Goat mod
Side1iner  [author] 13 Jun @ 12:30pm 
@jkuk3: I get what you're saying. And the answer is yes, I suppose I can remove the limit. I will give it a shot and if it doesn't cause any issues, the new update will remove the limit of maximum 3 for babies (up to everyone to set the limits for themselves, as it absolutely should be).

@Moonshrooms: I don't know. I guess it could be done. The breaking point now is 1 year old, so 'babies' really are just babies, all other pawns are treated the same (although the setting is called 'adults'). What would be the preferred way to deal with this? Simply another category called 'Children', age 1-12 or something, meaning all children are treated the same (friendly, neutral and hostile)? Or specifically for spawned children from raids and slave traders?
Side1iner  [author] 13 Jun @ 12:23pm 
1.6 update well under way. Some things broke, as with every new update from Ludeon, but I think things are under control.
Moonshrooms 18 May @ 5:05pm 
Hi there, I was wondering if there was a way to separate trait generation for generated/spawned children (children, not babies)? As when children are spawned in via raids or slave trades, they'll have the minimum set for adults regardless of their age.