RimWorld

RimWorld

Characteristics - The Pawn Phenotype
63 Comments
Nick Molliger 3 Feb @ 5:22pm 
Very chic mod. It's a pity that there is no update to new versions of the game, and it would probably be difficult to adapt it to bionics
Rymn 26 Jul, 2023 @ 7:25am 
ive been using 1.3 for a while (while having 1.4 biotech dlc) because of this, more and more mods are only going 1.4 so i need to upgrade, I am horrible at coding can someone make a continued of this? very appreciated, Thanks!
Gekko24 10 Jan, 2023 @ 10:37am 
Hey, this is very cool, I'd REALLY love to have an 1.4 upgrade. Current version makes no factions appear in the world generation.
Narlindir 17 Sep, 2022 @ 1:22am 
its a pseudo scienece
so dont drink the coolaid on that
https://de.wikipedia.org/wiki/Eugenik
noenear  [author] 14 Sep, 2022 @ 3:55am 
@Narlindir
This mod purpose is to flesh out your pawn, to make them more unique by giving them their own DNA.
That effectively enables the possibility to start an eugenic program.
Narlindir 9 Sep, 2022 @ 1:48pm 
is this just eugenics?
noenear  [author] 31 Aug, 2022 @ 10:55am 
@Erythion
Fixed it !
Erythion 30 Aug, 2022 @ 10:55am 
MedPod removes characteristic impact hediff from pawns. Can you set the hediff to not be a negative one?
AzteQ 18 May, 2022 @ 9:27am 
This is such a cool mod. I love the little differences it makes.
123nick 20 Jan, 2022 @ 11:38pm 
@noenar
I understand why that is. but most people might end up using a trait mod that still has traits that give stat offsets, or just prefer the more set in stone stat offsets that come from stuff like industrious and jogger, for balance or just for knowing what the exact ammount is. i love the mod as just a general random deviation of stats for all animals, but id prefer if it was something taht i could use with trait mods and generally as a complementary system that goes ontop of traits rather than somewhat replacing the direct stat offsets from some traits. if it was as an option or maybe as a characteristiics lite mod, id appreciate it. maybe others would aswell.
Kopp 19 Jan, 2022 @ 4:23am 
I asked at VEE if they might add a death check.
I also downed some more colonists and it seems like they die less often :)
Thanks a lot for your effort noenear!
noenear  [author] 18 Jan, 2022 @ 1:19am 
@Kopp
The freeze come from VEE it doesn't handle that the pawn can die, I don't know exactly where the freeze happen in their code, but adding a death check in their method VEE_AnimalPodCrash should prevent it, you can ask them to add it.

The occurence to have a death on a crashing pod was still high so I checked what could cause it, the pain shock threshold impact from the bravery characteristic was a bit high.
I reduced it and I added a cap on the pain shock check so it don't reach 100% from the charac impact alone.

From this change, the podcrash death can still happen, but at a much lower rate.
Kopp 16 Jan, 2022 @ 10:35am 
@noenear thanks for getting back to me.

1/2
Here is a log with the red error if I use dev mode "damage until down" on colonists.
Happend 5 times while testing it on 100 colonists. Only Characteristics loaded:
https://gist.github.com/bd2e2bd867914e9f5057c1fa17fc59e3
Cant reproduce this in vanilla.

Here is a log before i force the VEE_AnimalPodCrash incident (before the freeze), only Characteristics and Vanilla Events loaded:
https://gist.github.com/dbd3b2746e845e04ae4623f7f3ec8336
Kopp 16 Jan, 2022 @ 10:35am 
2/2
Here is a playerlog after the freeze. Cant provide a hugslib log because the game does not respond anymore. Only Characteristics and Vanilla Events loaded:
https://pastebin.com/4WUYAZX0
Cant reproduce this with only Vanilla Events loaded.

Steps to reproduce the freeze:
1. Load Characteristics and Vanilla Events
2. Start a new game.
3. Dev mode -> Do Incident x10 (Map) -> VEE_AnimalPodCrash (needs to be done until it freezes; sometimes it happens on first try; but one time I had to repeat it like 10 times)
4. Freeze

Greetings!
noenear  [author] 16 Jan, 2022 @ 4:25am 
@Kopp
Hey !
I took a look at the DamageUntilDowned and my code, I could get more insigth with the full log but I don't think the freeze and crash is due to this mod.
It's possible that a pawn with very high bravery would die to this, since it's pain shock threshold would be really close to his death threshold, it should effectively return an error in this case but it shouldn't cause a crash.
Glad you like the mod :)
Kopp 15 Jan, 2022 @ 9:19pm 
Hello noenear,
with this mod enabled it can happen that a pawn that should get "damage until downed" dies while doing so.
If you use "damage until down" from the dev mode options on pawns you can check that sometimes they die and a red error is thrown.
Vanilla Events Expanded is adding the incident VEE_AnimalPodCrash where they use HealthUtility.DamageUntilDowned(pawn, true) in their code.
If that event is happening and the created animal dies during "damage until downed" the game freezes and wont recover.
The last thing in the player.log is something like this:
Sheep7637 died during GiveInjuriesToForceDowned
-(CharacImpact ticksSinceCreation=0)
-(Cut head ticksSinceCreation=0)
-(Cut body ticksSinceCreation=0)
Probably not important enough to change something on your side or on Vanilla Expanded.
Just wanted to tell you and maybe someone with the same problem will find this.
PS: Probably the most underrated mod on the workshop... Love it :)
noenear  [author] 15 Jan, 2022 @ 4:14am 
@123nick
It's not due to this mod that you don't see that trait.
This mod only affect appearance rate of vanilla trait that have a direct link to a characteristic or are redondant with the characteristic's stats.
It's actually the purpose of this mod to make trait reflect the pawn characteristic.

Typically a pawn will have the jogger trait cause is characteristic (stamina, heigth, diligence) make it able and willing to move fast.
123nick 14 Jan, 2022 @ 6:46pm 
i too would kind of like a mod that just had a hediff that had pawn stat offsets, but ignored traits for humanoids for the most part. like what parasiticsquid asked. i have this mod and mods that adds ideology zeal traits, and i swear i havent seen a single zeal trait, but it could be due to another mod.
Erythion 4 Jan, 2022 @ 11:50am 
I'm trying out the forbidden mod and noticed that the wild animal herds have children on their own, but the childrens don't have a generated character numbers.
ParasiticSquid 19 Nov, 2021 @ 12:38pm 
Well that's unfortunate
noenear  [author] 19 Nov, 2021 @ 12:06pm 
@ParasiticSquid
There none, I made this mod to make trait non-linear, it's the purpose of the mod to rework how these trait work.
I added the hediff as an additionnal UI, it just show the main stats change.
ParasiticSquid 19 Nov, 2021 @ 11:42am 
That's the thing, I don't want the traits or trait changes at all since character editor can't keep trait changes with this and children school and learning handle that for children inheritance but this messes with traits on loading a save so both character edited pawns and children have their traits changed no matter how many times you reset them back. I just want the hediffs stats themselves.

There any option to disable the trait changes but keep the hediffs?
noenear  [author] 19 Nov, 2021 @ 10:24am 
@ParasiticSquid
Well, trait that linked to charac are updated on load, but these trait don't give any stats, it just indicate the main charac change.
Charac are also specially made so it transfer to a pawn's child with a small difference.

If you want to have one of these trait for your pawn, you will need a mod like randomPlus and pick the trait so it will find a pawn with charac set to give it.
ParasiticSquid 15 Nov, 2021 @ 4:53pm 
I liked the hediff adding variation.. but the trait thing is a no go for me. If you use any baby adding mod, it's pretty much instantly incompatible with traits passing down. Shoot, using character editor to remove a trait and it just reappears next save load which is super annoying for custom pawns.

A way to disable trait changes is a must have feature for people with certain types of modlists
Arendeth 28 Oct, 2021 @ 9:28pm 
nm its seems the issue with a show helmet button covering the (Individuality) button is likely caused by either the 1.3 patch or the new dlc
Arendeth 28 Oct, 2021 @ 8:17am 
any chance https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1497105115 (Individuality) you can make patch for this mod to move the show headgear so it doesn't prevent the individuality button from being clicked?
noenear  [author] 21 Oct, 2021 @ 8:00am 
@Lightman68
Glad you like the mod, well to help a bit with the randomness you can use the mod "RandomPlus" to target a trait linked to characteristic ( check that it use the normal pawn generation if you do it )
Lightman68 19 Oct, 2021 @ 1:28pm 
Easily 1 of my fav mods as it gives pawns slightly different stats that make them that lil bit more unique. I only wish it was easier to edit so I wouldn't have to use an external xml editor, or just get lucky with the randomizer.
PopoMcnuggets 1 Oct, 2021 @ 8:58am 
@noenear It only happens when I use Prepare Carefully.
noenear  [author] 1 Oct, 2021 @ 3:31am 
@PopoMcnuggets
I would need more info.
Do you have the related error in the console?
It's the charac hediff who have that bugged tip? or you can see theses pawn characteristic when you open the info tab?
Do that error appear at pawn selection or only after you start the game?
PopoMcnuggets 30 Sep, 2021 @ 2:17pm 
Whenever I look at the characteristics of a starting pawn is says "Error getting tip text". It only happens with starting pawns no one else.
Zapier 18 Sep, 2021 @ 8:12pm 
Yeah mine has been solid still so I think the change worked. 367 mods and counting and I'm confident that this one now meshes pretty well.
Luisomar_85 17 Sep, 2021 @ 5:55am 
i got that mod as well, then i guess it was it and not PUAH then.

About the problem with dissapearing colonist, so far i havent got that bug again. i tested yesterday and it seems to be fixed or i have been just lucky lol. Will let know if it happens again
Zapier 15 Sep, 2021 @ 11:45am 
No, I finally narrowed my specific issue. Bundle of Traits was doing something to prevent it. So far though, the fix for this mod is still holding through another 2 hours of mod swaps and saves. That's a good sign!
Luisomar_85 15 Sep, 2021 @ 10:59am 
Noenear, i will test tomorow again the mod to see if its fixed. Will let you know
Luisomar_85 15 Sep, 2021 @ 10:58am 
Zapier, IF by taming bug you mean pawn stand still wile you want to tame a wild animal, i think the culpid is PUAH, It updated for me yesterday and then i started to get the bug as well.
Zapier 15 Sep, 2021 @ 8:11am 
@noenear

That seems to have allowed me to reload my old save where the pawns wouldn't load. Thank you. I'll see if it happens again. Now to track down my taming/AI bug related to something else lol.
Hans 15 Sep, 2021 @ 3:08am 
Of course. If i create a new pawn with a weapon then i dont see the statistics. If i put the weapon in the inventory they are shown again. Okay maybe its only in the chracter editor... But yeah there i have the problem. But thats okay.
noenear  [author] 15 Sep, 2021 @ 3:03am 
@- BusterZlista -
If it's a vanilla trait or one from this mod, it will add it if the stats change reach a specific threshold, but it won't add a trait from another mod.

@Zapier
I did a fix, but you need to try if it work for you.
There a patch on another mod when you add an hediff and it broke the pawn load when done to early.
I made so the charac hediff is put directly in the hediff list preventing anything to trigger when it's added.

@Hans
I'm pretty sure this mod can't make these type of bug.
Hans 14 Sep, 2021 @ 10:41pm 
Hey there :D Do your pawns wear a weapon? Drop all weapons you are using it and Look again? :D
Zapier 14 Sep, 2021 @ 9:44pm 
I did want to add, that it doesn't make every pawn disappear either. To me it feels somewhat random since I've had some saves where a single pawn or two won't load while I still have two or three others that are properly loaded in. I don't know what to make of it.
Zapier 14 Sep, 2021 @ 9:43pm 
@noenear https://gist.github.com/4f102e0522324f3e5f755f018d46e172

I may not be able to explain it too much and I do have like 360ish mods so, it isn't fair to say it's this mod completely that makes the pawns no want to reload properly. I do know that as I got this to happen again, once I removed characteristics and loaded the game, the pawn properly loaded back in. Hopefully, you can make something of it.
- BusterZlista - 14 Sep, 2021 @ 1:35pm 
based on that modifier of +50% accuracy
- BusterZlista - 14 Sep, 2021 @ 1:34pm 
i was asking about whether or not the characteristic would pick traits based on what kind of things they add like if a trait like Gunfu warrior or something, gives you +50% aiming accuracy or whatever, would the characteristic mod have a chance to pick that trait if the pawn's perception is high enough
noenear  [author] 14 Sep, 2021 @ 12:58pm 
@- BusterZlista -
Not sure I understood
But the trait don't add any stats, but it show their some high stats impact from the pawn charac.
i.e.beautifull don't give beauty but if a pawn get the trait it mean he got a high amount of beauty from his charac.
- BusterZlista - 14 Sep, 2021 @ 12:33pm 
about the characteristic influencing trait selection

like for example does it select an example trait that adds a +50 pain resistant if the pawn has a high strength characteristic
noenear  [author] 14 Sep, 2021 @ 7:42am 
@Luisomar_85
@Zapier

Their problably an error when the pawn load who break the spawn.
I could check it if you send me your log.
Zapier 13 Sep, 2021 @ 1:17pm 
Yeah, I've had the same issue Luisomar_85. I've had a number of starts now where I had pawns actually disappear after loading or basically become lobotomized during a game, in which case the then disappear after loading. It certainly is likely a mod conflict I think, but I have no idea which of the 300+ it is. :( This is definitely a favorite mod of mine for creating some very unique pawns so I hope I can add it back at some point.
Luisomar_85 12 Sep, 2021 @ 1:56pm 
for some reason, pawns sometimes dont get "deep saved" wen they have charasteristics, and they disappear wen i load the game. It is mostly Friendly pawns, colony pawns and prisoners/slaves. Some wild animals and tamed ones sometimes go missing as wel. So far Hostile pawns dont seems to be affected. It must be a mod conflict but couldnt track it, so i had to disable this mod cause it broke my game :(.
Hans 9 Sep, 2021 @ 7:30am 
Thx for the answer :)