RimWorld

RimWorld

Trait Slots Plus
120 Comments
Side1iner  [author] 10 Jul @ 12:18am 
@Matt: Yep, sounds about right (see above about compatibility).
Matt 9 Jul @ 9:57pm 
Version 1.5 of this mod is not compatible with the "[AP] Skeletons, Skeletons, Skeletons! (Continued)" mod. That mod forces skeletons to only have a resurrected trait, so this mod fails to add traits to them hundreds of times. Attacking a skeleton faction with this mod will crash the game.
Niriam 16 Jun @ 6:02am 
Ohh, I didn't understand the trait probabilities, didn't know I have to set them so that it doesn't go to the maximum, I thought if it's not set it'll just always aim to set them at random. Thank you.

And thanks for 1.6. <3
Side1iner  [author] 16 Jun @ 1:13am 
1.6 pushed. No changed mechanics as of now, will look into it during summer (have a new mod in the works, taking up more or less all time right now).
Side1iner  [author] 16 Jun @ 1:07am 
@Niriam: That is already how it's working. You can set the probability for each number of traits in your chosen span. If you can't you've got some kind of mod incompatibility or something!

@t0m4s1t0: Why, thank you!
Niriam 15 Jun @ 7:02pm 
Hey, is there still plans to make it so that "maximum traits" doesn't essentially set the amount of traits of adults to said number and make it more of a range, so that it's anywhere between min and max when generating new pawns?
t0m4s1t0 14 Jun @ 1:42pm 
Goat mod
Side1iner  [author] 13 Jun @ 12:30pm 
@jkuk3: I get what you're saying. And the answer is yes, I suppose I can remove the limit. I will give it a shot and if it doesn't cause any issues, the new update will remove the limit of maximum 3 for babies (up to everyone to set the limits for themselves, as it absolutely should be).

@Moonshrooms: I don't know. I guess it could be done. The breaking point now is 1 year old, so 'babies' really are just babies, all other pawns are treated the same (although the setting is called 'adults'). What would be the preferred way to deal with this? Simply another category called 'Children', age 1-12 or something, meaning all children are treated the same (friendly, neutral and hostile)? Or specifically for spawned children from raids and slave traders?
Side1iner  [author] 13 Jun @ 12:23pm 
1.6 update well under way. Some things broke, as with every new update from Ludeon, but I think things are under control.
Moonshrooms 18 May @ 5:05pm 
Hi there, I was wondering if there was a way to separate trait generation for generated/spawned children (children, not babies)? As when children are spawned in via raids or slave trades, they'll have the minimum set for adults regardless of their age.
VitaKaninen 28 Mar @ 9:59pm 
The issue I had was that random pawns would be created with the Ally trait, when this was only supposed to happen one time at game creation, and is supposed to be controlled by the player. This would cause random paws to be offered to me in the Ally quests, and would take the place of the quests that I wanted to see for the real allies. I could delete them from the save file manually, but more pawns would be generated with the Ally trait as I played.

I was able to work around it by using a mod such as Vanilla Traits Expanded and just disable the Ally trait from spawning on new pawns. I expect there are also ether mods that can do this as well. I also just disabled all the VTE traits, so that essentially, all that VTE was doing is preventing traits from spawning, since all the traits it added were also disabled as well.
blm1123581321 28 Mar @ 1:45pm 
What is the issue with the Reunion mod is it something minor or gamebreaking and is it something that can be fixed with changing some settings by chance and if its gamebreaking and not easily worked around does anyone know any alternatives to it?
SuwinTzi 16 Mar @ 2:33pm 
Disregard my last comment, it was an issue between Way Better Romance and Growth Moments Make Sense
VitaKaninen 20 Dec, 2024 @ 3:36pm 
@Target, Yes they work great. They also allow you to input numbers outside the slider range, which is pretty handy. BetterSliders
Target 20 Dec, 2024 @ 3:23pm 
@VitaKaninen Are those input boxes in the screenshot working? If so which mod does add them, i want to have unlimited traits or at least something around 20, but Pawns should spawns with less. Basically Pawns spawn with the number of traits set by this mod but can gain up to 20 or more traits.
jkuk3 7 Dec, 2024 @ 8:51pm 
Thank you for the great mod.
Buuut I found it little bumpy that a colony-born pawn can only have maximum of 6 traits (3 when born, 3 while growing up), while any random guy can have at most 10.
Could you remove the seemingly arbitrary limit of 3 for the babies?
SSS-class Warlock 28 Oct, 2024 @ 7:50am 
That's a no then, thanks for clearing that up
VitaKaninen 27 Oct, 2024 @ 11:37am 
@FFF-klasse Kantenfürst Here is what the mod options window looks like. Hopefully this clears it up for you. https://imgur.com/a/eSKYZYZ

Ignore the text boxes where you can input numbers. That is from another mod.
SSS-class Warlock 27 Oct, 2024 @ 3:43am 
Yo, I find the description a bit unclear. Does this also increase the max number of traits a pawn can have? And if so, is it possible to decouple the number of traits pawns are generated with from the maximum number they can have?
it's rachel! 21 Oct, 2024 @ 7:03pm 
Oooh I was really missing the original More Trait Slots, glad to have found this! I loved having babies and kids with extra traits, it made it feel like I was working with actual little people growing up rather than just designing them, yknow? Can't wait to give this a whirl!

Also, would love the idea you floated in the description of extra random traits on growth moments. Sounds fun!
VitaKaninen 13 Oct, 2024 @ 2:40pm 
@Ranger Dimitri, What I did in my last playthrough was to use Vanilla Traits expanded, and then disable all the non-vanilla traits in the mod options. This essentially disabled everything that VTE does, but it allowed me to also disable the Ally trait from spawning on any new pawns.

I seem to remember that working just fine, and the pawns that I added the Ally trait to manually still kept the trait, but it prevented any new pawns with that trait from spawning.
Ranger Dimitri 13 Oct, 2024 @ 2:08pm 
So, is Reunion still incompatible? Kind of curious on if it is or is somewhat able to be used by now?
ACity1x23 3 Oct, 2024 @ 4:59pm 
also, what monster in their right mind would choose zero traits? what a sad individual...reminds me of the movie Equilibrium
ACity1x23 3 Oct, 2024 @ 4:58pm 
@side1iner I love this mod. Can this be extended to childhood advances? i.e. instead of getting 3 traits in childhood, you get the configured mod amount...
poxromana 24 Jul, 2024 @ 2:24pm 
Thanks, this is exactly what I was looking for.

Just FYI, I would be very interested in your what if scenario - sort of a "growing into a personality" option. Would be most interested in full random, but also might be worth exploring traits that are influenced by something (growing similar or opposed to caretaker, affected a little by passion/traits, etc.)
KevonDaBoss 12 Jun, 2024 @ 12:59pm 
i really like how you set up the description. good writing.:steamthumbsup:
Witcher of the Lynx 7 Jun, 2024 @ 5:12am 
@Pinkamena solution is working, thanks.
Side1iner  [author] 7 Jun, 2024 @ 4:24am 
@Mario & @Witcher of the Lynx: As Pikamena said, make sure you also have set the probabilities! If you have and it's still not working, it's some sort of mod incompatibility issue, I suppose.

@Critical32: Yes, that sort of mods can be wonky together with this one. If it's an actual problem, consider the mods incompatible.

@rumble rumble: No additional languages built-in!
rumble rumble 1 Jun, 2024 @ 2:44am 
Is there any other language built-in?
Pinkamena 28 May, 2024 @ 8:52pm 
@Mario @Witcher_of_the_Lynx
Ya'll didn't do the configs right, you gotta go and edit the probability distribution (it does default to 0 rather than an even spread, which could be changed on the developers side). I can confirm that there's nothing wrong with the mod in that aspect otherwise, working as intended so far.
Witcher of the Lynx 28 May, 2024 @ 4:46am 
Same issue as @Mario.
Critical32 25 May, 2024 @ 7:11am 
It's a cool mod, but unlike 'More Trait Slots', if a pwan added as an event of the mode is set to appear with a specific Trait, it will ignore that mode's settings and appear with a random Trait.
Mario 22 May, 2024 @ 9:38am 
in mod settings i got minimum traits allowed 1, max 5. But all pawns spawns with 5 traits. How can i fix it?
Resika 18 May, 2024 @ 2:12pm 
To clarify - if you set adults to 7 traits, regardless of your choice for babies, any new generated babies or children - how many traits will then end up with by adulthood (and beyond) with this mod as is? Whatever you set for babies to have?
Resika 18 May, 2024 @ 2:09pm 
From what I understood, pawns born/generated as baby/child would only have max 3, unless they gain more upon becoming an adult? (since babies can have 0-3 with the mod?). So if you set your adult pawns to have, say, 7 traits, and babies 3, any babies/children would be born/generated in other tribes and only end up with 3 traits, and not gain any more upon adulthood? I could be misunderstanding, I'm new to the game. If they gain more upon becoming an adult (to your maximum set), then that's also fine.

Being able to let babies or children have your custom amount of traits, and then growing up to adult and gaining a few more as they age, is a neat idea though. it's a bit more organic than just "surprise here's a handful of new traits welcome to adulthood."
Side1iner  [author] 18 May, 2024 @ 12:30am 
@Resika: Thank you! And are you saying you want to be able to give children more than 3 birth traits? Because that would absolutely be possible, but the more they have, the wonkier everything gets as they grow older (and have their growth moments).
Resika 17 May, 2024 @ 3:55pm 
I love this mod idea! About having children gain more traits as they grow, I'd love that option too! Having colony-born pawns only ever having 3 vs whatever you set for spawned adults seems rather... uncool, lol!.
Naraxa 9 May, 2024 @ 10:19am 
ok thank you for clarifying, I didn't see that portion lol. I will probably try and find another option then, however I do like the look of your trait addition mod so I might try that out
Side1iner  [author] 9 May, 2024 @ 10:14am 
@VitaKaninen: Listed 'Reunion' as incompatible. Great you could get what you wanted from 'More Trait Slots'!

@Naraxa: There is some WBR info in the description. From what I've seen they seem to mostly work together with some wonkiness. If that's not acceptable, consider the mods as incompatible!
Naraxa 9 May, 2024 @ 9:24am 
Nice mod, thanks for making it. I will note it messes with the romance trait rework in the mod Way Better Romance, as it makes romance traits always generate and not take a trait slot. Would it be possible to add compatability between the two pls?
VitaKaninen 9 May, 2024 @ 9:00am 
Thanks for all your help trying to get this to work, but it no matter what mods I disable, I am still getting ally pawns.

On the bright side, I did find a 1.4 mod that appears to work fine in 1.5 and it does not spawn pawns with the Ally trait. ([KV] More Trait Slots [1.4])

Thanks again for your hard work on this mod!
VitaKaninen 9 May, 2024 @ 3:09am 
When I initially started the game and was presented with 8 pawns to choose from, I edited them all and gave each one the Ally trait, and then started the game, expecting them to show up later through quests.

I can then go to dev mode and spawn a raid with a hostile faction for 10,000 points and 5 of the 50 pawns that spawned have the Ally trait, but none of them are the ones I gave it to. If I go dev mode again and "Do incident x10 (Map)" and choose "Reunion_AllyJoin" I expect for my 8 pawns to all show up, but only 2 of them show up along with 8 other random pawns.

When I get a reunion event not using dev mode, the joiner will probably not be one of the original 8 that I gave the trait to, but rather a random pawn that spawned with the trait.

Here is a list of the mods I am using: https://rentry.co/idnov48a
Side1iner  [author] 9 May, 2024 @ 1:24am 
@VitaKaninen: "Random pawns spawning". You mean in game, like raiders or trading caravans?

I've rolled thousands and thousands new pawns looking for both 'Ally' and some other traits from other mods using 'Prepare Moderately' and they never show up. At game start it works as intended at least.

If this mod is the cause of such traits showing up for in-game generated pawns, I'm afraid you just have to think of is as compatibility issue and I will list it as such.
VitaKaninen 8 May, 2024 @ 9:40am 
I started a new game and I am using the Reunion mod, but I am still getting random pawns spawning with the Ally trait. This trait is never supposed to spawn on a pawn unless it was manually put there during game creation.

Was there a resolution to this issue that I missed from before?
GULÉ🏠 2 May, 2024 @ 12:24am 
Does this work with 1.4 as well? Because I had to downgrade rimworld due to mod authors refusing to update some of my favorite mods 😭
Side1iner  [author] 30 Apr, 2024 @ 12:08pm 
@VitaKaninen: Yeah... honestly, there could be a lot more conflicting traits than it is right now. Not that it's that big a problem. But still.
VitaKaninen 30 Apr, 2024 @ 2:01am 
That is true for Tough Wimps, I guess I just thought they were incompatible.
Side1iner  [author] 30 Apr, 2024 @ 1:49am 
@VitaKaninen: Took a look at the vanilla defs. Wimp and Tough is not listed as conflicting traits. Ludeon changed up some stuff with traits for 1.5 and they might have made a mistake with the conflicting traits in general, looking at it now.

Will look a little more at it when I get the chance!
VitaKaninen 30 Apr, 2024 @ 1:01am 
Tweaks Galore has options to adjust the number of traits, but I have it disabled.