RimWorld

RimWorld

VSIE - Rational Trait Development
43 Comments
LZIM 8 hours ago 
o7
Marty in the multyvers 11 Jul @ 8:25am 
1.6?
FlorestNerd 4 Jul, 2024 @ 11:59am 
hey, could you add a randomizer button? because i use this as a "non idiot function" when my gay pawn becomes a misandrist, but sometimes the choice isnt as absurd and i would be ok with it being random
Lys 19 Jun, 2024 @ 6:14am 
For my case, it was a conflict between Individuality and Way Better Romance (disabling Individuality's romance is the fix)
Lys 15 Jun, 2024 @ 12:17pm 
It seems to also be whenever the pawn gets spawned in (from load game, from a caravan entering a map), as that's two times I've observed it happening without any other causes.
Might be my modlist conflicting somewhere though, so grain of salt :3
Tikotitok 2 Jun, 2024 @ 3:53am 
Hooray, now my pawns shall no longer decide they're psychically dull AFTER a bestowing ceremony!
Goji  [author] 2 Jun, 2024 @ 2:46am 
For people who've been reporting the extra trait issues. Taranchuk has just got around and is looking into it now. It will be fixed soon.
Kayawolf 1 Jun, 2024 @ 1:40pm 
I also have the same issue. One of my pawns all of a sudden had 3 extra traits. Besides a wedding, nothing of big importance happened either
FailPail 16 May, 2024 @ 8:30am 
got a similar thing on 1.4 where after a raid (and party) my colonist got a trait without the menu showing up
Crilltic 14 May, 2024 @ 11:24am 
I've had a similar issue where the box for trait selection isn't popping up (it seemed it was prompted by blowing up a mech cluster) and its just picking a new trait. I've had it happen a couple of times but its pretty rare
Goji  [author] 28 Apr, 2024 @ 1:49am 
@CiXwOw This actually happened to me to (albeit only once so I just thought it was some one-time thing). I'll let the coder know but it may take some time to investigate. Thanks for reporting
CiXwOw 27 Apr, 2024 @ 1:34am 
I also just realised that the colonist was a Ghoul
CiXwOw 27 Apr, 2024 @ 1:30am 
I just had a colonist obtain a random trait (no menu appeared). Weirdly, it says it was because of a difficult raid, however this is day 2 of a new save and I haven't had any raids yet. I did just have a Sightseer even from Anomaly though. Difficult to say if it's an issue with this mod, or VSIE. On the one hand, Sightseers being counted as raids is a VSIE issue, but the fact that it didn't trigger this mod could mean an issue here. Mod settings are unchanged from default.
Futstub 15 Apr, 2024 @ 7:44am 
One thing to improve:

When the window for trait selection shows up, you can't do anything else until you chose a trait. That's kinda bad if you have a couple of colonists and need to check what exactly they do before selecting a trait. But you simply can't do that. :>
Winter 3 Mar, 2024 @ 6:00pm 
@Goji
Sorry for late reply. Only got back into RW. To clarify, was curious if you've considered a toggle to make the trait selection randomized instead of manual selection (for immersion).
baHTheske 21 Jan, 2024 @ 7:16am 
well i have test but it work perfectly fine for me, at least, you should test for yourself too.
Goji  [author] 21 Jan, 2024 @ 4:33am 
@baHTheske

This is an add-on mod for VE social interaction mod. If the original VE mod is compatible, then this should be too.

However, since I haven’t tested myself, do make a copy/ back up your save if you were going to add this.
baHTheske 21 Jan, 2024 @ 1:16am 
is this compaitible with 1-2-3 personalities mod?
Inquisition 24 Nov, 2023 @ 1:33am 
Thanks for this.
Goji  [author] 18 Nov, 2023 @ 2:15pm 
@Winterwolf

Thanks for the comment!

I'm a bit confused what do you mean by wanting me to include vanilla growth moment; doesn't it already give you a trait selection window? In fact this mod is pretty much inspired by it. Or do you mean you want to define your own trait pool for vanilla growth moment instead of random?
Winter 15 Nov, 2023 @ 6:13pm 
G'day Goji. Great mod. Curious if you guys ever considered including vanilla growth moments.
Juniper Soda 31 Oct, 2023 @ 4:22pm 
@Goji

It started working again now. No idea what went wrong. I had three pawns develop traits after a raid, not get any pop up for them and they were assigned traits randomly, but now playing again this evening, I've had a pawn develop one after illness and one after being recruited and both gave the pop up as normal.
Goji  [author] 31 Oct, 2023 @ 3:20pm 
@Juniper Soda

Since I have not done any update on my end, and rimworld has not got any update itself; I suspect it's other mods breaking the compatibility.

Could you go to your subscription page, sort you mod by update date and try to test and disable the newly updated ones? Also in case like this, your mod list and game log will always be helpful for me to pass on to the coder.
Juniper Soda 31 Oct, 2023 @ 1:02pm 
This has suddenly and randomly stopped working for me and I have no idea why. It worked earlier today, and now it doesn't, and I don't get a prompt for picking a trait.
Goji  [author] 16 Mar, 2023 @ 3:21am 
@Leaguenet

I‘ll see what I can do, I do want some kind of restriction as well and your idea sound like a good alternative if we couldn't figure out the aforementioned bug. Only problem is it will take time as the coder is very busy. Plus you should try giving a shout on the VSIE page, traits accumulation comes with the original mod after all.
Leaguenet 15 Mar, 2023 @ 6:11am 
I am playing with random trait selection, so unfortunately I can't manually restrict myself. I don't understand the intricacies of coding for the mod, but can there be a possibility of randomly selecting "no trait" when random selection is turned on, with probability based on the number of current traits the pawn has?
Goji  [author] 15 Mar, 2023 @ 2:49am 
@Leaguenet,

I completely understand the issue (Once had a pawn got 3 traits from infection events in two years, playing on a swamp map).

In fact it was our plan to include a toggleable restriction on pawns so they can only gain 1 trait per event.

Unfortunately, Taranchuk said that there may be a bug with "pawn list with additional traits doesn't save correctly" and we are currently unable to locate the source of the problem, which means we are unable to implement a fix at this time.

It’s on our to-do list but Taranchuk is quite busy with other quests so the priority is low here.

In the meantime, my suggestion is to make self-imposed restrictions before we eventually make a fix. (I know it is hard). The way I do it, I cancel any trait obtained if it’s a repeated event for the same pawn. Hope this helps.

TL;DR: We have a fix planned, but it may take a while. Before it comes, cancel any repeated trait gains to self-impose a restriction.
Leaguenet 15 Mar, 2023 @ 1:43am 
If I may (and I know this is basically how the original feature works as well) a request. Over time, this mechanic tends to lead to accumulation of lots of traits, especially with stuff that tends to happen relatively often, such as immunity or catharsis. Can we get a sort of diminishing returns where the probability of getting any trait at all is inversely affected by the number of traits a pawn already has? To me, it has both gameplay and logical sense, as something that might be life-changing for a 14-year old can fail to make an impression on someone who's seen it all.
KemonoAmigo 2 Mar, 2023 @ 4:26pm 
"Damn, dad's gone... At least I'm gorgeous now."
тетеря, блин 26 Feb, 2023 @ 6:30am 
should we still hope some generic text will be added in relevance to the occurred event? :)
Goji  [author] 25 Feb, 2023 @ 6:46pm 
@Rickety Cricket

I can relate to this.. lol

There is an option in mod setting where you can turn off the pop-up window, that way traits will still be drawn from the relevant trait pool but as random in original VSIE
and certain trait pool (such as losing family member) definitely has a higher number of negative traits in its respective pool than catharsis, that's as much I can do at the moment.
Cricket 24 Feb, 2023 @ 7:32am 
Love the mod but I always find myself gravitating towards the positive traits. Stupid brain.

It would be nice if it would do a dice roll on if the pawn perceived a positive or negative catharsis and presented you traits according to that (either positive or negative). I guess that would take a lot of work categorizing the traits and implementing the logic and it's probably out-of-scope here. Still appreciate this mod more than completely random traits though.
Goji  [author] 6 Feb, 2023 @ 7:28pm 
@тетеря, блин

Trait limit? Do you mean the max amount of traits a pawn can have? This is a patch on Vanilla Social Interaction Expanded so if the original mod doesn't break the game I don’t think this patch will.


The trait change based on age is an interesting idea, I can see where you are coming from -- like when a pawn gets older they lose ‘fun-loving’ and become ‘world weary’.


I don’t think I will be able to implement it, though. In the base game there is no age tag for pawns other than child, teenager and adult. A mechanic like that will require the coder to define the age group and manually sort the traits out again…
and as I mentioned in the mod description I commissioned Taranchuk for this mod as a simple patch. I don't think I could go my way out to commission a whole new mechanic which is likely to cost a small fortune.
тетеря, блин 6 Feb, 2023 @ 6:28am 
btw, does it change trait limit? and if it does, does it conflict with biotech? because, for example, [KV] More Traits Slots is reported to be incompatible with that DLC, even though "Tweaks Galore" is reported to work just fine. However... I just wanted to drop another quick suggestion, if you have time for it. Already left it for the mods mentioned above. Here it is: maybe it could be another interesting mechanic, if number of current traits could be in relation with a pawn's age? Like, until some age is reached, there's a limit. When a pawn gets older, the limit refreshes, and here we go, the closer this pawn gets to another age limit, the higher chance of getting a new trait. I can also imagine that some of these thresholds may allow swapping one trait for another when really young pawn becomes adult.
тетеря, блин 5 Feb, 2023 @ 5:16pm 
thanks 👍
Goji  [author] 5 Feb, 2023 @ 4:30pm 
@тетеря, блин

Hey there, what Liara suggested has been implemented, there is a toggle function in mod setting allow you to just cancel getting a new trait

I believe the "get one random trait among relevant trait pool" is also available there as a toggle setting. That was specifically designed for people who don't want to choose op trait so the game become too easy.

Regarding the text description, I'll see what I can do. I do agree sometimes the box just come out of nowhere and I don't even realise what happened; but after you choose the trait you should receive the event letter on bottom right screen tell you what was the event.
тетеря, блин 5 Feb, 2023 @ 2:13pm 
Agreed with Liara. Also would be great to see some generic texts while choosing one of these perks, describing the event and why it triggered the trait. Just to add some role-play descriptiveness. Also it could be a possible mechanic like: you choose let's say 4 traits of the whole pool and then you get one randomly (with the descriptive text).
Goji  [author] 19 Jan, 2023 @ 8:34am 
Someone asked me why does bestow ceremony gives teetotaller, it’s because in base game the empire faction usually doesn’t allow drug use (maybe medical)
Goji  [author] 12 Jan, 2023 @ 4:47am 
@LAJ-47FC9 (Liara) This is actually something I wanted but somehow I forgot to mention it to Taranchuk... I’ll ask them if they are happy to make this tweak happen
LAJ-47FC9 11 Jan, 2023 @ 8:02pm 
This is awesome. Small question: with that window that pops up, do you also get an option to choose no trait, like when small people become slightly bigger? I understand if that might not make sense for the events which are mostly negative pools, but for the positive ones, maybe you come across a trait that doesn't really fit with one's character.
nothing to see here 11 Jan, 2023 @ 9:04am 
personally i like it when my pawn abruptly crashes through the ceiling of their throne room because they spontaneously developed the gigantism trait after receiving their title
Goji  [author] 11 Jan, 2023 @ 7:52am 
@Sopel, hi please see the updated description, at the end I just added the method to add trait from other mods. It should be simple enough. Let me know if it works for you.
Sopel 11 Jan, 2023 @ 7:40am 
How hard would it be to create patches for other traits?