RimWorld

RimWorld

Trait Rarity Colors
153 kommenttia
Carny Senpai  [tekijä] 11 tuntia sitten 
@mohun Can you post the error here? I use Mad Skills in my own playthroughs and never got any errors together with my mod.
Carny Senpai  [tekijä] 11 tuntia sitten 
@noname Are you using custom trait tiers? My mod saves traits that are not in their default tier via label, which is language specific. Sadly i cannot change this behaviour. It would be optimal to save it via defname, but multiple traits can have the same defname, because they are technically the same trait but with a different level. For example pretty and ugly. These use the same defname, but you might want to use different colors for them, so i have to save that using their label. If you get the error that you cannot open the custom trait tier window, disable and enable the custom trait tiers and it will open again. I recommend not switching the language all the time xD
mohun 17.7. klo 15.39 
Mad Skills, Modifying the unforgettable feature will cause this mod to fail due to errors. Can you handle this issue?
󠀠 13.7. klo 20.34 
Each rebound is reset when I change the language.
Few traits show not like "Global certainly loss factor x50%"
Renzor 12.7. klo 18.48 
huzzah the colors are back!
Geneva 12.7. klo 6.06 
thank you!
Carny Senpai  [tekijä] 12.7. klo 2.55 
Updated to 1.6
added Russian translation, thanks to chemizt
龍林 12.7. klo 1.03 
Same problem with @Hadley, took me hours to find out :(
Vicidsmart 11.7. klo 20.55 
Thank you for all your work!
oscarmdsh69 11.7. klo 13.44 
1.6 update coming?
Carny Senpai  [tekijä] 11.7. klo 10.04 
This mod has the option to show the traits as overlay on the map, this might break it. I will look into it this weekend.
Hadley 11.7. klo 9.42 
I tested it on 1.6 and it makes you not be able to move your Camera and click anything. I thought a simple mod like this would work, apparently not.
Evono 5.7. klo 17.26 
Thanks!
Carny Senpai  [tekijä] 5.7. klo 1.02 
I will update this mod soon.
SPAZZ 4.7. klo 17.42 
I take it your not updating this mod to 1.6 because of potential new traits in the odyssy DLC?
想成你眼中的泪 27.6. klo 13.58 
There is a problem with this mod. It cannot interact with anything after installation. I hope it can be fixed.
Carny Senpai  [tekijä] 21.6. klo 3.45 
I will look into it.
Kokuyo 20.6. klo 11.16 
Can confirm this mod doesn't work in 1.6 - makes it so you can't click and interact with anything in a game. Thought it might work since it seems pretty straight forward.
AzoorFox 15.6. klo 13.14 
UPDATE WHEN?????????????
ミ>.<ミ?♪~ 23.3. klo 9.21 
I meant to not overwrite this as a separate mod. I like the effects of this mod, but it is not compatible with the mod in the link I put.
Carny Senpai  [tekijä] 23.3. klo 3.34 
There is an option to not overwrite colors from other mods. Is that not working correctly?
ミ>.<ミ?♪~ 22.3. klo 23.21 
Could you add a option to uncover some mod(user choosed)?
Some mod using the diffirent colors for each word,then there will display wrong text and color.
Carny Senpai  [tekijä] 17.9.2024 klo 12.26 
I will look into adding the stat description. For sorting i dont know how easy it is to make the list sortable, because everyone has different preferences. Personally i prefer alphabetical.
I also need to look into make the traits a different color that are added by Genes, or at least make it a mod option.
Ghennkin 17.9.2024 klo 11.36 
There are no tooltips for the traits. It only shows the RP flavor text and no numbers. I also think sorting alphabetically was an overall decrease in qol as opposed to by mod. You were able to color code traits much quicker before when the list wasn't disorganized.
Quetzalma 15.8.2024 klo 19.39 
Would it be possible to have a toggle on the Mod Configs to enable/disable the toggle overlay button itself so that it doesn't clutter the bottom right?
Jaggid Edje 29.5.2024 klo 14.16 
Have you considered adding an option to this mod to not color traits when they are being overridden by genes? I had to remove the mod because with it enabled it is not readily apparent when a trait is being suppressed by a gene.
wormi 11.5.2024 klo 11.08 
@Carny Senpai hey, love your mod, say, could you do basic artificial body part color coding in the health tab? i.e. bionic - blue, archotech - swamp green, anomaly flesh - light red/pink, peg leg - brown --stuff like that? its really hard to scan for upgrades on your pawns with 30 lines of blue text
CTH2004 6.5.2024 klo 7.50 
great, thanks!
Carny Senpai  [tekijä] 6.5.2024 klo 7.10 
@CTH2004 Not really. This mod looks through the trait database after the game has already loaded. But to make sure, i put in the mod description to load it after other trait mods, just in case any other mod does something similar.
VitaKaninen 6.5.2024 klo 7.08 
It says to load it after other trait mods in the description.
CTH2004 6.5.2024 klo 7.05 
is load order at all important?
Carny Senpai  [tekijä] 29.4.2024 klo 2.25 
I currently have no plans to add more categories. If i would add them, soon people will ask for a 7th and then 8th and so on. So if i would add more categories, i would go the full way and make it 100% dynamic, so people can add categories themselves, but that would be alot more work for me and currently i have little time.
VitaKaninen 28.4.2024 klo 17.13 
Any chance to have the option to add a 6th or more categories?
Carny Senpai  [tekijä] 9.4.2024 klo 9.35 
Added polish translation thanks to Stalmander.

If you want to add a translation for your language, feel free to contribute on GitHub or hit me up in the comments if you don't have GitHub.
Renzor 20.3.2024 klo 6.51 
yay
Carny Senpai  [tekijä] 19.3.2024 klo 10.25 
Updated to 1.5
Carny Senpai  [tekijä] 19.3.2024 klo 3.24 
its in the default mod config folder \AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config\Mod_Trait Rarity Colors_TraitRarityColorsMod.xml
curialbellic 18.3.2024 klo 16.53 
@Carny Senpai
Is there a file where the assigned trait color settings are saved?
To make a copy just in case
Thanks again
curialbellic 18.3.2024 klo 14.01 
It makes sense, I hadn't taken into account the compatibility with other mods...
I will manually modify them to my taste.
Thanks!
Carny Senpai  [tekijä] 18.3.2024 klo 1.20 
It is just easier for me to automatically color the mods by rarity when new modded traits are added. Otherwise i would need to know every trait mod in existence, play it and then categorize the traits. If i would add them all to "not categorized", the player has to manually do that anyways, so there is no benefit.
curialbellic 17.3.2024 klo 16.20 
I don't understand why you have made the classification by colour according to rarity instead of good or bad (I know it's subjective but let it be a bit orientative).
SnugglyPuffs 27.2.2024 klo 16.30 
Thank you for this, it's practically a requirement for me on every list.
Carny Senpai  [tekijä] 3.10.2023 klo 13.11 
@IsaHung i will try to look into it, but it will be difficult to test it in another language.
Carny Senpai  [tekijä] 3.10.2023 klo 13.07 
@AWAKE you are NOT changing the probability. This mod is only graphical and everything you change via the mod settings is also only graphical.
AWAKE 3.10.2023 klo 11.42 
To summarize I've classed manually every unique trait and mod traits like that :
Mystical > Custom color Purple > Exceptional trait ;
Legendary > Custom color Blue > Very Good Trait ;
Epic > Custom color Green > Good trait ;
Rare > Custom color White > Normal trait (all the balanced one) ;
Uncommon > Custom color Light Red > Bad Trait ;
Common > Custom color Full Red > Very Bad Trait ;
AWAKE 3.10.2023 klo 11.34 
I'm using the tiers category you made to class them as if they are good or bad. I know you say "This does NOT indicate how good these traits are, only how rare." But If I use it that way to customize colors in order to match not the rarity but the usefullness of the trait and manualy put them in the corresponding tiers color I choose, AM I GOING TO CHANGE THEIR PROBABILTY OF APPERANCE TOO ? I'm really concerned because if it's the case then my colonist will mainly have very bad (red for commun) or bad trait (light red for uncommun).
IsaHung 2.10.2023 klo 10.59 
There is a bug that makes the traits white if the pawn is female, Latin Spanish language
Carny Senpai  [tekijä] 4.12.2022 klo 23.30 
Rimtrait Colors is a more static mod that patches vanilla traits via xml patching. So it only works for the vanilla traits and mods the author has specifically made a patch for. Also you cannot change colors in Rimtraits.
My mod scans the trait database and gives every trait found a color based on their rarity, so it works with all modded traits. You can additionally change colors and rarity thresholds in my mod. Optionally you can also set the tier in which trait is manually, if you would want to make every good trait green and bad trait red for example. Also my mod has a small ui button ingame with which you can toggle that traits are displayed under the pawns, if you would want to find potentional recruits in raids without clicking through them all.
You can use both mods at the same time if you want, because my mod has an option to not change trait colors of traits that already got a color from another mod. But honestly i see no reason why you should use both mods together.
That's Unfortunate 4.12.2022 klo 14.29 
Is there any reason I should/should not use this with the rimtraits color mod or any major difference to use one or the other?