RimWorld

RimWorld

Vanilla Traits Expanded
981 Comments
Aizuki 10 hours ago 
I somehow got some trait missin, it show me blank slate on pawn trait and when i hover to that slate, it show " Error getting tip text."
yep 11 Jul @ 4:32pm 
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
zeus57007 10 Jun @ 3:49pm 
@Bodacious Cowboy Because it used to be good, supposedly. Then, after a few updates, it swiftly became apparent that it was incompatible with a large majority of other mods, unlike Character Editor. Hells, even Pawn Editor is a better choice after Character Editor.
Head 4 Jun @ 10:19am 
I was really confused on why I couldnt butcher an animal. Turns out my cook had the "Animal Lover" trait. Is there a way to add the reason why they can't butcher to the UI?
Bodacious Cowboy 31 May @ 2:49pm 
@zeus57007 It's the third most subscribed to mod of all time.
PerfectionCantPleaseMe! 30 May @ 5:56am 
Please fix the bugs as I install this mod, there are undying mechanoids.
zeus57007 22 May @ 9:41am 
Who in the nine hells uses Prepare carefully? That mod isn't even compatible with the base game lol
guardian1368 16 May @ 11:16pm 
jesusjr does it work if you use prepare carefully and you saved a trait with it
also there is a way to make a trait while having it that the other pawns
cant get but i dont know how
jesusjr 30 Apr @ 12:21pm 
Is there a way to disable trait from showing up in game but still allowing choice to pick trait at beginning of game? Trying to make an OP trait but don't want it showing up randomly on other pawns. I disable trait with this mod but sadly I can't add it even with character editor.
pubbydog 24 Apr @ 6:57pm 
hello -- have some interest in learning more about the Prude trait's scaling. After realizing 'modesty breached' was a mood debuff to one of my unmarried lovers, I redid some things and made sure to get them wed before they hopped under the sheets. I thought the mood debuff pertained to only this, and have double checked no one has accidentally seen her nude before her wedding. is there something I'm missing? is it intended that the pawn has a slight modesty breached debuff even from sex within marriage?
如梦清欢 22 Apr @ 6:16am 
one error in main screen when used with [Alien/Race] Seren, from Stardust
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2704627783

Could not resolve cross-reference: No RimWorld.TraitDef named Patient_DT found to give to AlienRace.TraitWithDegree TraitWithDegree: | 0

here is the log
https://gist.github.com/HugsLibRecordKeeper/9b1ecd2fef9a813f38096c8e9e1c48cc
Moonless 8 Apr @ 4:26pm 
One of my colonist had the technophobe trait and thus decided it was a magnificent idea to take their anger out on technology by repeatedly punching a pile of high-explosive mortar shells :)

Great mod btw :WhiteWolfInterset:
Tree 6 Apr @ 4:22pm 
one of my favortite1 :steamhappy:
Des92 6 Apr @ 1:39am 
So I left a bug report via the form a while ago - a couple weeks, maybe a month? May I ask if you at least got it? There were no notifications on my mail, no info, nothing. The page did say something along the lines of "bug report submitted", I remember that much, but it's been complete radio silence since.
The Bard of Hearts 26 Mar @ 6:34pm 
@StockSounds
To be fair... I've seen "Vegans" wearing leather...
StockSounds 26 Mar @ 2:36pm 
I just recruited a Yttakin with the dog person trait, and he proceeded to immediately equip dog leather clothing. You're telling me this dog person who is a literal dog person can be unbothered wearing dog leather?
glenninjapan 10 Mar @ 2:17am 
getting these errors pop up on loading sometimes, anything to worry about?

Null key while loading dictionary of Verse.Pawn and System.Int32. label=wanderLustersWithLastMapExitedTick

and

Null key while loading dictionary of Verse.Pawn and System.Int32. label=madSurgeonsWithLastHarvestedTick


https://gist.github.com/HugsLibRecordKeeper/b89041f903b0ad6314a29ce1e0411d4e
화밀 wMil 8 Mar @ 7:05am 
With Ideology DLC, unlike drug lover traits that overwrites Ideology, the heavy drinker and smoker trait doesnt.
Results in stupid npc suffering from not smoking/ drinking but refuse to use those items and get mood penalty from force using em.
Jasorn 5 Mar @ 10:22pm 
hey this is still an issue where "technophobe" causes mechanoids to not die
Sh2d0wm2n 18 Feb @ 3:19am 
Is it normal than the "Panic attack" mental break lasts for over a day? I'm having a modded playthrough and idk if it's a bug or not.
D3ATHCOM5 3 Feb @ 10:15am 
Could you add support for [SYR] Trait Value?
A Miss Take™ 30 Jan @ 9:21pm 
Currently has a bug where if a doctor has the "perfectionist" trait they will constantly stop performing surgery if it takes too long due to it "not being perfect" causing an infinite loop of wasting medicine, starting surgery, restarting it and applying the -5 mood debuff (thankfully doesn't stack)
Adam 29 Jan @ 7:00am 
in my traits list i only see jogger, but when i got in game i noticed a huge work speed penalty, it seems the colonist has the slow worker trait from this mod, but it doesn't show in the list, anyone know why that could be the case?
haha1428 25 Jan @ 2:58pm 
If the coward pawn escapes, the raid will not end and new raids will not be refreshed. I would like to ask if this bug has been fixed? I haven't played this mod in a long time
Shodan2072 16 Jan @ 12:19am 
OK, I'm just gonna say this first. This isn't a bug, more of a conflict between this and Smokeleaf Industries Reborn, which in turn creates an issue for Medpod... Please see the following from MedPod's Author Sumghai:

- Vanilla Traits Expanded uses the existing vanilla smokeleaf hediffs
- Smokeleaf Industry Reborn uses its own, duplicate custom smokeleaf hediffs
- SIR also intrusively patches the vanilla smokeleaf hediffs to have extremely high severity fall rate (-96 per day), which makes it disappear from the pawn, but VTE's Stoner trait keeps trying to add it back
- SIR/VTE's tug-of-war in removing/adding the vanilla stoner hediff is infinitely faster than a MedPod healing cycle, so the MedPod can never remove it.

Is there a way to make this compatible, maybe allow VTE to completely disable/replace SIR's stoner trait and Hediffs?
Rempty 2 Jan @ 6:53pm 
I had the same bug as @Walker Texas Ranger, the mechanoids were stuck at 5% HP, tecnophobe trait was the problem

at System.ThrowHelper.ThrowInvalidOperationException (System.ExceptionResource resource) [0x0000b] in <eae584ce26bc40229c1b1aa476bfa589>:0
at System.Collections.Generic.List`1+Enumerator[T].MoveNextRare () [0x00013] in <eae584ce26bc40229c1b1aa476bfa589>:0
at System.Collections.Generic.List`1+Enumerator[T].MoveNext () [0x0004a] in <eae584ce26bc40229c1b1aa476bfa589>:0
at VanillaTraitsExpanded.TryGiveThoughts_Patch.Postfix (Verse.Pawn victim, System.Nullable`1[T] dinfo, RimWorld.PawnDiedOrDownedThoughtsKind thoughtsKind) [0x00050] in <ec9ecb9ba45d4519915b04a077f8f794>:0
Chαsε 26 Nov, 2024 @ 4:19am 
More should be added I really like these traits and the backstories one, the more the better for pawn collections.
Walker Texas Ranger 23 Nov, 2024 @ 10:23am 
Playing with a huge modlist had the same problem as @BetaHDream Sep 27 (unkillable mechanoids map-wide), isolated the trigger to a recently recruited pawn with the technophobe trait.
nikita150u 16 Nov, 2024 @ 1:32pm 
Vengeful trait creates rivals from bad looking pawns wtf
Zairya 15 Nov, 2024 @ 8:35am 
Technophobe destroying everything above medieval tech-level... Does that mean, they will destroy the toilets from duds bad hygiene too? "Modern bathroom fixtures" is an idustrial tech-lvl research and unlocks the first real toilets.
Animal 7 6 Nov, 2024 @ 10:34pm 
A heavy sleeper that's such a heavy sleeper you cant tell them to do stuff even if they're still awake (but it's bed time you see...)
LouIdZarcs 4 Nov, 2024 @ 7:00am 
So , as for "dog person" , only vanilla dogs counted right ? Modded dogs can't be recognised right ?
Chesse5552024 26 Oct, 2024 @ 12:03pm 
you can wakeup a heavy sleeper now
Gold Plated Diaper 25 Oct, 2024 @ 10:06am 
@emilstumme
Custom Pawn Generation allows this too
emilstumme 25 Oct, 2024 @ 6:09am 
literally the second you showed being able to turn off traits I may not like... I subscribed! literally 0 reason not to get this mod then!! :D
Vartarhoz 12 Oct, 2024 @ 2:41am 
Aside from mod, I love the names of examples of traits.
Dorsai! 8 Oct, 2024 @ 1:12pm 
The patch for "[SYR] Trait Value" currently doesn't apply on 1.5 with Mlie's version of the mod (named "[SYR] Trait Value (Continued)".
Could you add that version to the PatchOperationFindMod?
RedTheta 4 Oct, 2024 @ 6:50am 
Small request: if you can you might want to make Wanderlust cancel out the negative moodlet gained from traveling from the Ideology expanded City Builder meme. Thanks for all the work you do!
BetaHDream 27 Sep, 2024 @ 2:28am 
Had to remove cause mechs are immortal with this mod: Error while killing Mech_Scyther725858 during phase 4: System.InvalidOperationException
miliyx 16 Sep, 2024 @ 4:39am 
v there is literally mod options to disable traits...
The Bard of Hearts 16 Sep, 2024 @ 12:33am 
I always use Character Editor to just remove the "Submissive" Trait. It just makes a pawn completely useless at everything.