RimWorld

RimWorld

[RF] More Trait Slots [b18]
39 Comments
NerdCuddles 29 Feb, 2020 @ 1:35pm 
I fail to see how the conflict with RimJobWorld is an unfortunate thing, Who the fuck even uses that mod (Except Perverts)
Cocomine 12 Sep, 2018 @ 6:20am 
nice
E-Claire  [author] 11 Sep, 2018 @ 2:01pm 
Actually, it looks like Kiame already updated it, but forgot to post here. :)

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1508292711
E-Claire  [author] 11 Sep, 2018 @ 8:44am 
Hi, all. My apologies for the long absence. I'll try to take a look at this over the weekend. It *should* be a pretty simple update.
Melanistic Albino 8 Sep, 2018 @ 10:17pm 
Love this mod, will you have any time to update it? Thank you!
Slickcharms 30 Aug, 2018 @ 5:58pm 
Will this mod be updated, or will it work without needing to be updated?
cincodesammy 28 Aug, 2018 @ 5:53pm 
When can we expect 0.19 compatibility
Water Lizard 1 Jul, 2018 @ 1:55pm 
cheat mod xFD
APasz 19 Feb, 2018 @ 7:49pm 
You can have as many traits as you want, you'll just have to add them manually.
All this mod does it resize parts of the UI to show more then the default.
Percy The Rover™ 18 Feb, 2018 @ 9:25am 
Is there anyway to quickly change some of the code to allow for even more than 8 trait slots? Any advice would greatly appreciated! Amazing mod!
Hadley 16 Jan, 2018 @ 3:18am 
Yes, that must be it. I use RJW.
APasz 15 Jan, 2018 @ 4:30pm 
Just confirmed it.
E-Claire  [author] 15 Jan, 2018 @ 4:06pm 
(I have been made aware of one mod with which this conflicts, but I doubt it's in very wide usage. There's an NSFW mod called "RimJobWorld" which completely replaces the code that creates the character window. Since "More Trait Slots" changes that code, the changes that this mod makes simply get ignored along with the rest of the core code. Unfortunately, there's nothing I can do to fix that.)
E-Claire  [author] 15 Jan, 2018 @ 4:02pm 
As I told Omni, if someone can track down which mod is causing the problem, I'll be happy to see if I can fix the conflict. But until then, I'm afraid there's nothing I can do.
Hadley 15 Jan, 2018 @ 4:00pm 
I have the same problem as Omni. I have a pawn with at least 5 Traits but it only shows 4. I can see the 5th trait is brawler when I mouse over the bottom.
I have it below all other Mods and it changes nothing.
E-Claire  [author] 22 Dec, 2017 @ 10:28am 
If you can track down what's causing the conflict, I'll be happy to see if I can figure out what the problem is.
Omni 22 Dec, 2017 @ 10:15am 
some of my pawns do have more than 4 traits. I can cursor over the area where the extra traits would be and it gives me the name and description of the traits the only problem is they don't diplay. I am running quite a few mods so my assumption here is that i have a conflict somewhere.
E-Claire  [author] 22 Dec, 2017 @ 9:52am 
@Omni: If you're only seeing four traits, then presumably, your pawns only *have* four traits. (Even the vanilla display is capable of showing more than four.)
Omni 22 Dec, 2017 @ 9:49am 
I've noticed that the maximum number of traits displayed is only 4 despite what i have actually set the font size to in the mod options.
Weavle 17 Dec, 2017 @ 10:55am 
Damn, that's exactly what I was worried about... Well, if nothing can be done about it I guess I'll just have to find another map I like... Thanks for the help though, I really appreciate it.
E-Claire  [author] 17 Dec, 2017 @ 6:44am 
@Weavle: Neither this mod nor "Consolidated Traits" alter map generation routines. So I was all set to tell you the problem had nothing to do with them. But then, I checked... and duplicated what you're seeing.

I think I know what's going on, though it's not something I'd thought about before. A world seed is a starting point for the series of pseudo-random numbers the game uses to generate a world. As long as neither the seed nor the sequence of random number calls change, the end result will always be the same. But mods that make changes to how pawns are generated will change the sequence of calls, as faction leader pawns are generated at the same time that factions and roads are placed on the map.

Bottom line: There's no way to avoid the fact that the world generated from a particular seed can look different in a purely vanilla game than it does in a game using mods. But the world generated with a particular list of mods in place will always look the same.
Weavle 16 Dec, 2017 @ 9:24pm 
Hey, so, sorry for bringing something similar up in another mod comment section then bringing this up here, but I'm having a bit of trouble with this and the Consolidated Traits mods...

You see, I like to use a specific plot of land in a specific seed, but when I activate these two mods (and I've 100% certain narrowed it down to both of these; not just one of them or a different mod alltogether) it seems to change the way the world generates upon creating a new save file. While the land in and of itself remains unchanged, and the coordinates have the same lakes/ponds and same hills in the same spots, the generation of roads and factions on the overworld change, as well as ruined structures in the land plot itself, even though I was told that these two mods should only effect character generation.

Is this something that just can't be helped, or is this a bug of some sort that could hypothetically be fixed?

Since this comment is too long Imma post another with links to pics.
GeneticGiraffe 6 Dec, 2017 @ 5:46pm 
Just messing around with the game. Making the "perfect" pawn. No worries though! Thanks for the reply.
E-Claire  [author] 5 Dec, 2017 @ 6:53pm 
@cwaff: I honestly have no idea why you'd feel a need to have more than 10 traits on a single pawn, but I'd assume that you're encountering a hard-coded limit in "Prepare Carefully."
GeneticGiraffe 5 Dec, 2017 @ 6:20pm 
I am utilizing EdB Prepare carefully. When I go to add more than 10 traits, it disallows the "+" to add more.

Troubleshooting optiosn or suggestions?
E-Claire  [author] 3 Dec, 2017 @ 6:43pm 
Apparently "mining yield" is relevant when a pawn is deep drilling, but not when he or she is simply chipping away at mountain walls. *Shrug*
E-Claire  [author] 30 Nov, 2017 @ 4:19pm 
@Buy: I'll check on what the "mining yield" actually does in the code. I suspect it increases the chance of a stone dropping when you're mining, as opposed to increasing the amount you get, but I've never actually checked. (And by the way, you posted on the wrong discussion. Traits are added by "Consolidated Traits," not by this mod.) :D
Buy Goodbar 30 Nov, 2017 @ 3:27pm 
It seems that the "Perfectionist trait" has no effect on mining yield. I just found out that my main mining pawn was a perfectionist and a level 12 miner and compacted steal still dropped the default 35.
Torann 28 Nov, 2017 @ 8:59pm 
Another mod I've found hard to play without!
E-Claire  [author] 24 Nov, 2017 @ 8:40pm 
There's no "hard limit" on the number of traits. Nine was the most I could tweak the character tab to display, which is why the max the mod will allow to be initially generated is eight, but pawns can actually have more than that.
UnseenOni 24 Nov, 2017 @ 4:23pm 
Is it possible to go beyond 9 traits? I realize that it extends beyond the UI, but I'm curious nonetheless.
E-Claire  [author] 19 Nov, 2017 @ 6:17am 
@DeathKnight: I've played (just a little) with the idea of dynamic traits in my "We're All Mad, Here!" mod, and plan to expand on it, though I'm not sure how far I'll get with the idea. Some of your suggestions are quite intriguing, though.

@Basileus: I'm not sure what you mean by "messing up the UI," but by default, this mod makes a few minor adjustments to the character screen, allowing up to seven traits to be seen. If you select the option to print the traits list in a smaller font size, up to nine can be seen on the screen.
DeathKnight. 19 Nov, 2017 @ 1:10am 
You know what would make this mod move above all else? Making it so that traits can be won or lost during/after random event that happen in the game. Getting Trigger-Happy or Careful shooter randomly after battles , losing or gaining Pyromaniac after being heavyly damaged by fire. Getting Teetotaler or other chemical ones after an overdose etc. So much potential for this.
Pamparampampamparam 18 Nov, 2017 @ 10:16pm 
How many traits can you have without messing up the UI?
Planetfall 15 Nov, 2017 @ 11:52am 
Oh I know, I want to wait because I don't want to add new mods to my save right now. Sure I could add it but Im happy with my set up for now.
E-Claire  [author] 15 Nov, 2017 @ 11:25am 
@Planetfall: You can try it out right now, if you like. The a17 version was released several months ago.
Planetfall 15 Nov, 2017 @ 10:42am 
this sounds real interesting! I think I'll cheak this out when alpha 18 gets finished
Flesh Forge 12 Nov, 2017 @ 5:13pm 
Wewp thanks
E-Claire  [author] 12 Nov, 2017 @ 4:09pm 
UPDATE (Now for a18):

- Added German translation file by Maculator.