RimWorld

RimWorld

Additional Traits v2.2 (A16)
71 Comments
Thelockenessmonster 3 Sep, 2018 @ 3:32am 
is there going to be a b19 update anytime soon or are you leaving that to Swenzi?
Taiyou  [author] 16 Nov, 2017 @ 6:13pm 
A18 is on its way out? Jeezums, I haven't been following the game recently. With A18, I may be returning to the game, but no promises. I wouldn't mind if someone were up to updating the mod.
Zairya 15 Nov, 2017 @ 7:04am 
Gewen, do you mind if the trait mod(s) will be updated by someone else for A18?
BORT 24 Jun, 2017 @ 7:21am 
Lovely, thank you very much. I'll get it updated after, I finish doing this vehicles thing.
Taiyou  [author] 24 Jun, 2017 @ 4:56am 
Regarding heoric and godly traits: I think many people would appreciate it, Swenzi! I'll update the page on Ludeon with your update, and have a link set here as well. Thanks!
BORT 14 Jun, 2017 @ 2:28pm 
Hi, I updated your mod it's available now at:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=946944965

I was wondering if I could have permission to also update your heroic and godly traits mod?
Also if you would like the to update this mod to A17, I can send you the code I modified so you can host it on this page and the forum.
Taiyou  [author] 31 May, 2017 @ 8:11pm 
I can confirm that it's not currently able to be updated, if someone would update it for the people, I would appreciate it.
BlueTressym 29 May, 2017 @ 2:39pm 
I second the previous comment. I like this mod a lot, so I'm sorry to hear you aren't planning to update it. I hope you will reconsider, once you are able, but if not, I hope you will be willing to let someone else take it on, as it would be a shame to let this fall by the wayside. There are a few mods out there offering extra traits, but this is the only one I like. Take Care.
Randonx 28 May, 2017 @ 1:48pm 
Gewen, can you confirm that this will not be updated for 17.x so that somebody can take it over?
TTV/Dr_Blackburne 21 May, 2017 @ 7:18pm 
Gewen, there is a mod that stops debuffs from prisioner harvesting, and one from Slave selling(removes mood) And is incompatible with this mod. How could I fix this? Or what could be causing this ( The mods are both made by GassyTaco)
Goat Whisperer 25 Apr, 2017 @ 11:14am 
@toriel Yeah, 100% a red vs blue refrence, I like it
Smokin Joe 24 Apr, 2017 @ 2:19pm 
Poor ugly people...
Has no one noticed their ugly folks have been branded perverts.
Seems a shame they should have it even worse.
AverageGuy23 22 Apr, 2017 @ 6:20am 
Is it just me or is The Tucker Trait a Refrence to Red Vs Blue
Taiyou  [author] 10 Apr, 2017 @ 5:55pm 
This mod doesn't use the Harmony library, so that shouldn't be related to this mod. Thanks!
I'm currently occupied with some things in my personal life, so the mod hasn't been updated and probably won't be updated for A17.
Stuart 2 Apr, 2017 @ 4:39am 
custom scenerio bug I think
Stuart 2 Apr, 2017 @ 4:38am 
at Harmony.AccessTools.TypeByName (System.String name) [0x00000] in <filename unknown>:0
at AlienRace.HarmonyPatches..cctor () [0x00000] in <filename unknown>:0
--- End of inner exception stack trace ---
at (wrapper managed-to-native) System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (intptr)
at System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor (RuntimeTypeHandle type) [0x00000] in <filename unknown>:0
at Verse.StaticConstructorOnStartupUtility.CallAll () [0x00000] in <filename unknown>:0
at Verse.PlayDataLoader.<DoPlayLoad>m__6F8 () [0x00000] in <filename unknown>:0
at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
Stuart 2 Apr, 2017 @ 4:38am 
Exception from asynchronous event: System.TypeInitializationException: An exception was thrown by the type initializer for AlienRace.HarmonyPatches ---> System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0
at Harmony.AccessTools+<>c.<TypeByName>b__1_0 (System.Reflection.Assembly x) [0x00000] in <filename unknown>:0
at System.Linq.Enumerable+<CreateSelectManyIterator>c__Iterator12`2[System.Reflection.Assembly,System.Type].MoveNext () [0x00000] in <filename unknown>:0
at System.Linq.Enumerable.First[Type] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0
at System.Linq.Enumerable.FirstOrDefault[Type] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0

Frying_Dutchman 31 Mar, 2017 @ 7:18am 
What about a trait that reduces skill degradation? Call it eidetic memory or something? Maybe reduce skill degradation by 75%? idk...

or a trait that makes skill degradation more, scatterbrained, 50% more skill degradation?

How about "Healing Factor" (think wolverine) where healing is increased by like 200% and immunty is boosted by like 100%.

on the flip side of that, how about "Always Sick" where healing speed is decreased by like 50% and immunity is decreased by 50%

It would also be nice if "Cold Tolerant" and "Heat Tolerant" were brought back.

On the flip side you could make "Cold Sensitive" and "Heat Sensitive"

I got a bunch more, if you're interested. BTW thanks for adding my idea careful surgeon, that makes surgery so much better!
Darkstar 11 Mar, 2017 @ 1:22am 
@Aimzy I noticed that greyer morals wasn't working in my setup, but didn't realize that it was this mod breaking it. It started working again once I moved it to the bottom of the load order. I wonder if loading it after this one in turn breaks the traits you listed though...
Darkstar 11 Mar, 2017 @ 1:20am 
I have two colonists with the near sighted trait. I gave them both bionic eyes, and yet they are still near sighted. I think this is because the near sighted trait is a personality trait, while near sightedness should actually be a physical condition, like cataracts. Perhaps renaming the trait to "short sighted" and giving the trait some different drawbacks relating to not being able to see the big picture/two steps ahead would work instead?
Aimzy 10 Mar, 2017 @ 9:23am 
I like this, but i think i found something interesting. I noticed my colonists not getting along and one of the reasons was one is a hard worker (which they weren't) not liking my lazy character (which was also not a trait i had taken) and i think she disliked men for some reason (another trait i didn't have on her).

Also, this conflicts with Grey morals mod (the one that makes the colonists not really care about the treatment of prisoners so i can , ahem, "pratice" lung, kidney, liver, heart, eye.. etc... surgeries... they are important to my bank acc... colonists well being :)

The talents are, Shooting professional, Atheletic, genius researcher i tthink is what its called?> (the research speed one) greenest thumb, persuasive, industrious.
Sparrow 25 Feb, 2017 @ 12:38pm 
heresy?
HAREASY?
i dont fucking kno-FOR THE EMPORER!
Sparrow 25 Feb, 2017 @ 12:37pm 
HEREASEY
Sarblade 19 Feb, 2017 @ 5:46pm 
Any issue-related traits? Like handicaps, syndromes, autism and so on? (haven't played RimWorld in a while, i don't know if they've added them)
The Former 15 Feb, 2017 @ 9:26am 
.... I'm scared to ask, but what does "Tucker" REALLY mean? :D
Wave 3 Feb, 2017 @ 6:46pm 
Near-sighted might not be a great idea for a trait, its more of a medical condition.
Taiyou  [author] 31 Jan, 2017 @ 5:04pm 
Hey Gopher! If Psychology affects vanilla thoughts, it may conflict. This is because I've made changes to vanilla thoughts such as "Imprisoned," "Sharing a bed," or "Slept on the floor." If Psychology makes changes to those particular thoughts in the same way I had, then the bottom most one will overwrite the topmost one, which'll cause a conflict.

At least, I believe so. I'm not sure; I haven't tested it myself. I haven't had any bug reports, so let me know if you do find an incompatibility issue and I'll add it to the mod description. Thanks!
Gopher 31 Jan, 2017 @ 2:04am 
Is this mod compatible with Psychology?
Taiyou  [author] 29 Jan, 2017 @ 8:20am 
Thanks for the idea, Props! A new update modifying the existing spectrum trait commonality and a melee spectrum has been added to the mod.

I'm still hard at work at implementing the race mod, but it's taking a while. Thanks for your continued support!
Prop 28 Jan, 2017 @ 11:26am 
My only problem with the removal of god and hero traits is that theres no melee focused traits. How about a tiered melee complement to the amateur/enthusiast/professional shooter?
Nidhoggur 27 Jan, 2017 @ 3:57pm 
Thanks much for the alternative version.
J 27 Jan, 2017 @ 11:30am 
very nice mod
Taiyou  [author] 27 Jan, 2017 @ 6:14am 
An alternate version with the God and Heroic traits have been uploaded, but I won't be updating or keeping up with it. It's only an archive! Thanks for all your continued support. Please pick one of the two, as if you run them both, the lowest ordered one will override the topmost ordered one.
Aifen 26 Jan, 2017 @ 3:20am 
Noooooooo not the God Traits Dx

I really enjoyed them..
Nidhoggur 25 Jan, 2017 @ 8:02pm 
Very annoyed with the loss of the hero traits. They added a lot of exciting battles out of nowhere when you have an enemy raid of 30-40 guys, and you start getting beat down by the 1 God of War that was hiding in the mix. Felt like you were fighting a boss or regional commander.
lockdown51 25 Jan, 2017 @ 5:00am 
Aww, the Gods and Hero traits are gone. I quite liked them but understand why the Author removed them. I had a lovely Medieval game starting with 1 Herculean pawn to start. I got up to 5 ppl before Herc went nuts and killed all of them. Then he went nuts because he killed all his friends and in his grief killed the pets. As he was the beast master, once he recovered from killing his friends, he broke down again from killing all his animal friends. At this point he starved to death. It was a great game.
ironboy32 25 Jan, 2017 @ 2:34am 
@sarelth oh is it part of the secrets and deception mod i have on...must have updated. thanks!
Bwar 24 Jan, 2017 @ 10:00am 
haha its funny because in my game "god of war" became prostophile and my guy already had bionics on. much thanks for the mod though and for the tip how to modify it :D
Raccoonia 24 Jan, 2017 @ 9:45am 
In my game it replaced the removed traits with other traits instead of just removing them. I do have a mod that lets you have a fourth trait (Romance Diversified) as well as about 100 other mods so I can't say if it's an interaction or or not.

Some of the traits that were substituted in place of the removed traits were vanilla and others were from your mod.

I still love your mod very much, thank you for working on it (especially the pervert trait). I like playing a colony of tribal casual nudists who intermittently wear clothes for special occasions.
Frying_Dutchman 24 Jan, 2017 @ 9:30am 
You should make a trait called necrophile lol. If they have a mental break they go strip dead bodies and do some lovin'. haha.
Sarelth 24 Jan, 2017 @ 9:03am 
Ironboy the Clique's are part of Psychology or its addon.
Sinloud 24 Jan, 2017 @ 6:09am 
Agreed. Can you also add version with heroic traits?
jeffpruner 24 Jan, 2017 @ 5:50am 
can you pls upload a copy with gods and heroes if you are planning on keeping them out of this mod
Taiyou  [author] 24 Jan, 2017 @ 5:34am 
I don't think so, no, Bwar. In my testing, removing the traits just deleted the trait for me (So instead of having 2 traits, the pawns had 1 trait, etc.) If you want to add desirable traits, you can do so through dev mode. One of the buttons lets you add traits to a pawn.

Ironboy32, I didn't quite understand that. Could you rephrase that question?

Thanks!
Bwar 24 Jan, 2017 @ 4:41am 
is there any way to change the traits that got automatically assigned after you removed the godly ones?
ironboy32 24 Jan, 2017 @ 4:21am 
How do i break up a clique?
Taiyou  [author] 23 Jan, 2017 @ 9:15pm 
Mental break threshold has been corrected for Confidence, and before I'd removed it, Herculean. If you experience any bugs with that, let me know in the comments section! Thanks!
Taiyou  [author] 23 Jan, 2017 @ 9:10pm 
Hey everyone! After some extended testing, Iv'e decided that I'm going to be removing the Gods and Heroes traits from this mod. I plan on releasing them as a race mod via HAR, since I'm unhappy with the way they work as traits. Additionally, they break the vanilla feel of the other traits.

With the presence of the gods removed from the game, professionals are a little less overzealous about their work (The values for their modifiers have all been toned down a bit. They're still really good at what they do... Just not as much as before.)

Because this update is not save-game corrupting as far as I know, I'll be pushing this update out immediately. Thanks for your continued support!
Renjie_K 23 Jan, 2017 @ 5:45am 
Out of curiosity has the mental break for traits like herculean been fixed yet since since i recently got someone with that AND god of war and some parts of the traits dont work. I do have coding experiance ind would check myself but i dont often get the time for modding.

And a as a recomendation could you add demi god traits as a nerfed version of the god traits for varaiaty as i had several godlike opponents in an early raid and if several of the buffs wernt broken i would have been screwed XD

Love your work on this im looking forward to seeing more and ill need to try modding rimworld eventually.