RimWorld

RimWorld

Precept Trait Enforcer Improved
90 Comments
kongkim 16 Jul @ 9:40am 
Looking forward to it :)
leeh  [author] 13 Jul @ 12:17pm 
It'll probably need a rebuild, I'll try and sort it this week sometime
ephemeraltoast 11 Jul @ 12:49pm 
Anyone know if this is working in 1.6? It's such a flavorful addition to Ideologies and I'd miss it.
cap_wacky 1 Jun, 2024 @ 10:25am 
Hrm the sexuality traits don't appear on the list of available, e.g. Asexual, Bisexual, Gay, etc. It sounds like this is an intended feature that should be available based on the mod description.

Any known conflicts or odd bits about these traits that could explain why they aren't available in the list?
Mechanique 15 Apr, 2024 @ 5:07am 
Is there a way to add trait while changing precepts in a fluid ideoligion?
Converting every pawn to a different one just to convert them back afterwards and get that new trait is unnecessarily painful, not to mention is highly problematic without extra mods.
Zombyed 18 Feb, 2024 @ 3:24pm 
miss lot of trait like kind
Vulkandrache 16 Feb, 2024 @ 3:02am 
Would it be possible to get a sister mod for this one with hediffs instead?
Nameless 2 Feb, 2024 @ 4:17pm 
Hi @leeh, thank you for your work! Any chance you could add 'select/unselect all' button for the additional traits in the settings please? In would be also nice if you don't have to click individually on each march but rather could drag-select/unselect. And if you are having a particularly generous mood, maybe structuring of the additional trait list by mod, impact, positive/negative?
TrashPanda117MC 20 Oct, 2023 @ 8:57am 
The concept of gender based precepts is interesting. Is it possible to do the same for xenotypes? I want my dwarves to need to mine and my wood elves to hate cutting trees.
Mumblez 26 Sep, 2023 @ 10:00pm 
any chance you can plug in attitudes towards selectable traits for this, and option to remove trait if converted?
CTH2004 11 Jul, 2023 @ 2:32pm 
fair enough (:
leeh  [author] 11 Jul, 2023 @ 2:26pm 
@CTH2004 Nothing particular, just takes time I'd rather spend on other stuff
CTH2004 11 Jul, 2023 @ 1:45pm 
thanks!
Out of curiosity, why is 1 unlikley? Thanks!
leeh  [author] 11 Jul, 2023 @ 10:37am 
@CTH2004

1. Disabling traits is unlikely
2. Removing the added trait on conversion away may happen at some point, I decided it needs to handle the edge-case when a pawn already had that trait and thats more complex, then never got round to it again
3. Theres a mod option to apply to non-player factions
CTH2004 3 Jul, 2023 @ 9:52am 
a few questions:

1. could you make it so traits can be disabled by idealodies too?
2. Could you "save" their traits, so if a trait is added, and they convert to a different ideologion, that trait goes away? (configurable)
3. Could you make other factions use this too?

Thanks!
leeh  [author] 5 Mar, 2023 @ 1:34am 
@twsta Thanks for the logs, looks like a minor conflict with Altered Carbon. I've updated the mod to ignore null ideologies
twsta 4 Mar, 2023 @ 3:35pm 
Hi,

With my most recent save, I am having an issue with PTEI:

https://gist.githubusercontent.com/HugsLibRecordKeeper/2d97c189fe6922ab251533efa3a77bfd/raw/ae8880f90577e4fc4cf9651af41060e3c50bbc25/output_log.txt

It happens as I am generating the world. I have never seen this happen before and I am unsure if it is a mod conflict.
FungalFish 18 Dec, 2022 @ 6:43pm 
I love this mod, and fantastic work on the latest update, being able to make multiple traits eligible opens up millions of possibilities.
NylonWorms 23 Oct, 2022 @ 8:15pm 
I love what you have done with this mod its a huge help
Krankus Wrexus 7 Oct, 2022 @ 1:47pm 
Okay thanks
leeh  [author] 7 Oct, 2022 @ 1:44pm 
@tarrand54 Enable dev mode, and it will allow multiple precepts to be added
Krankus Wrexus 7 Oct, 2022 @ 7:31am 
Any chance of a option to have more than one trait added per gender
leeh  [author] 12 Sep, 2022 @ 11:41am 
@Annabellee Should be fixed now -- much appreciated for working out the specific issue
Annabellee 11 Sep, 2022 @ 6:55pm 
So did some more testing and found out when traits have the same name it causes the menu to break
Annabellee 11 Sep, 2022 @ 3:40pm 
so when go to get the menu i get HugsLib][ERR] Exception during DoWindowContents: System.ArgumentException: An item with the same key has already been added. Key: Fighter
Parameter name: key
at System.Collections.Generic.SortedList`2[TKey,TValue].Add (TKey key, TValue value) [0x00041] in <ef151b6abb5d474cb2c1cb8906a8b5a4>:0
at PTEI.PTEISettings.DoListTraits (Verse.Listing_Standard options) [0x0004e] in <14a45f69b7e5400c8d7bf037670446a6>:0
at PTEI.PTEISettings.DoSettingsWindowContents (UnityEngine.Rect inRect) [0x0016c] in <14a45f69b7e5400c8d7bf037670446a6>:0
at PTEI.PTEIMod.DoSettingsWindowContents (UnityEngine.Rect inRect) [0x00001] in <14a45f69b7e5400c8d7bf037670446a6>:0
at HugsLib.Settings.Dialog_VanillaModSettings.DoWindowContents (UnityEngine.Rect inRect) [0x000e4] in <a56dbe2cf5184fe991f5fb736b3081b0>:0
leeh  [author] 10 Sep, 2022 @ 1:54am 
Updated release:
- Added mod option to apply to non-player factions. Will only apply to newly generated pawns

@qux Thats added now
qux 6 Sep, 2022 @ 5:45pm 
Hi, is it possible to add this to NPC factions please ?
kongkim 1 Sep, 2022 @ 1:18pm 
The new updates sounds really good. :)
leeh  [author] 1 Sep, 2022 @ 12:21pm 
@thewanderingoutsider I'll have a think but no promises. Having traits for colonist/prisoner and different traits for slaves kinda makes sense, but separating colonists/prisoners is harder

I suspect most people convert prisoners before they recruit them and applying both prisoner and colonist traits wouldn't be the right thing to do, but it needs some thought what to do in that situation, ideally without over-complicating the mod
leeh  [author] 1 Sep, 2022 @ 11:35am 
Updated release:
- New mod setting to enable any additional traits that exist. Adding additional traits *requires* a restart of rimworld
- The custom trait settings now hidden (as the traits can now be enabled normally instead), but the current settings should be preserved for existing saves

It should work with modded traits as long as they've above PTEI, but I've not tested it. If you run into any issues enable debug logging and grab the bits from your player.log
thewanderingoutsider 27 Aug, 2022 @ 5:55am 
is it possible to enforce traits on particular groups within the faction? i.e. slaves, prisoners, colonists? That would be fun...I want to socially stratify my faction lol.
Azaf Tazarden 5 Aug, 2022 @ 1:53pm 
@kongkim I second that suggestion
kongkim 5 Aug, 2022 @ 12:17am 
Hi again, i really love your mod and your it in every game. I use the dev mod til add more traits as you said.

But i wish you would do a update to the mod that let you use more custom traits, and added traits from other trait mods to use as well :)
Azaf Tazarden 4 Aug, 2022 @ 1:53pm 
Does it apply to NPC factions if I edit their ideoligion manually to include a trait precept? Or does it really only work on the player faction?
leeh  [author] 23 Jul, 2022 @ 1:06am 
@PyromancinCyborg Not by default no
PyromancinCyborg 21 Jul, 2022 @ 7:42pm 
is there a way to have more than one modded trait?
leeh  [author] 22 Jun, 2022 @ 10:14am 
@kongkim Enabling dev mode should remove the single trait restriction, or a mod like Ducks No Limits - Ideology should also work
kongkim 22 Jun, 2022 @ 3:59am 
Can you add more then one trait to the pawn when they get the ideology?
leeh  [author] 8 May, 2022 @ 2:39pm 
@Kingsomiaque I'm not seeing any obvious conflicts, can get through colony creation screen fine with the official prepare carefully mod here. Can you be more specific about the error?
Kingsomiaque 7 May, 2022 @ 5:16am 
I got a conflict with another mod (prepare carfully) and it was solved by disabling trait enforcer, do you have an answer about this ?
The Gaming Archaeologist 31 Mar, 2022 @ 10:34am 
Do you know of a way to have it so certain precepts only affect slaves or colonists? Perhaps a feature for the future or a different mod?
Chris_ 7 Feb, 2022 @ 8:36am 
I love you
GwenBlanketSpecter 10 Jan, 2022 @ 6:25pm 
neat mod. wish it also worked with factions that have custom religions with the precepts. But that's a small gripe. It helps so much with my own faction. A must have. Thank you for making it.
leeh  [author] 19 Nov, 2021 @ 1:23am 
Add some new mod settings:
- Allow overriding conflicting traits (e.g. teetotal -> cheminterest). May produce some odd results if custom traits are being used, as the conflict detection logic needs some work
- Add likelihood based trait gen as requested by @NeoXero -- done via a slider to set a custom percent per gender, default is 100%

Should also cull the logspam as debug stuffs now under an option
NX 10 Oct, 2021 @ 2:10pm 
Great mod! If youd like to improve the improved, make it possible to add likelihood based trait generation and conversion to ideologies such as: Always (+100% pawns from this ideoligion will always spawn with this trait and always gain this trait on conversion), Common (+50% pawns have an increased chance to spawn with this trait and are likely to gain it on conversion), Uncommon (-50% pawns have a decreased chance to spawn with this trait and are likely to loose it if converted), and Never (-100% pawns will never spawn with this trait and will always loose this trait when converted).
leeh  [author] 11 Sep, 2021 @ 3:54am 
@InquisitionTime If you enable devmode it should allow you to add as many as you want
Inquisition Time! 11 Sep, 2021 @ 2:52am 
Can you add more than one trait precept? or that would be too overpowered?
mightchat 7 Sep, 2021 @ 6:55am 
oh it does work
mightchat 7 Sep, 2021 @ 6:12am 
this flat out doesn't work, where's night owl?