RimWorld

RimWorld

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Additional Traits (Heroes + Gods Optional)
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
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22.669 MB
Jan 11, 2019 @ 10:54am
Apr 7, 2024 @ 8:05pm
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Additional Traits (Heroes + Gods Optional)

Description
v1.0 update of Gewen/Swenzi's Additional Traits (w/ Heroes + Gods)

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Description:

Have you ever felt that there aren't enough traits to immersify your game-play? Well, I've got just the mod for you with Additional Traits!

This mod adds several new traits to the game, all of which can be disabled/ enabled through mod settings (and a game restart)

RimWorld 1.1 removed some of the statdefs (the part of the game that says the colonist gets a buff or nerf to a particular task or skill) that this mod uses, I rather liked the traits that were affected (Natural Tailor, Eccentric Artist, Vulcan's Fire) and would hate to drastically alter them or scrap them entirely, as such I have reimplemented the removed statdefs in my De-generalize Work mod as other modders seemed to be experiencing the same thing. De-generalize Work is not required for this mod and Additional Traits can and will function entirely without it, there will just be a few traits that are modified or don't show up at all.

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Credits:
Gewen (Dennis)- Original author
Swenzi- A17-B18 Maintainer
The Rimworld Discord- for being wonderful people

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FAQ
Q: Is it save game compatible?
A: Let it henceforth be engraved in silicon and copper, so that it may be known to all who will ignore this part and ask anyway: this mod is saved game compatible.

Q: I found a bug/issue/problem, where should I report that?
A: I have a discussions page just for that, it's pinned, but here's the link anyway:
Bug Reports.
Q: What if I want to leave my bug/issue/problem in the comments section?
A: Bug reports in the comments section will be ignored, deleted, or I might just make fun of you for not reading the FAQ. In any case, until your issue is properly reported in the bug reports discussion, I WILL NOT investigate it.

Q: Is it compatible with XYZ mod?
A: I have no idea, I'm going to guess probably, maybe, possibly. As I don't have time to test every mod for the game, I would appreciate if you would test that for me, if it works fantastic! If not drop me a bug report and I'll look into it.

Q: Will you also be updating the one without heroes and gods?
A: No, I have no plans to update the non heroes/gods version. It's not because I want to force traits on people that they may believe to be overpowered (although I addressed that in a previous comment), but rather that splitting the mod like that is a really good way to end up in a development/distribution situation where where things get lost between having two near identical copies of what is essentially the same thing. Instead I have added settings to the mod that allow you to disable the traits (from my mod) that you would prefer not to have in play. This does come with a word or warning though: disabling traits used by your save will cause the game to report an error that the traits could not be loaded when reloading your save, these errors can be dismissed/ cleared and will not reoccur after saving again, and anyone that previously had a disabled trait will be randomly assigned a new one in its place.

Q: What is De-generalize Work and why do I need it?
A: De-generalize Work adds back the stats (SculptingSpeed, SmithingSpeed, and TailorSpeed) that were merged into GeneralLaborSpeed by the 1.1 update. Without these stats, traits such as Natural Tailor can't buff tailoring speed without also buffing smithing speed (which defeats the whole point of the trait). So you don't need De-generalize Work, Additional Traits can and will function entirely without it, however, there will be a few traits that are modified or don't show up at all due to their use of stats that were removed.

Q: Do I have to use XML Extensions?
A: This mod uses XML Extensions to help ensure broader compatibility with other mods, particularity those who add new nullifyingTraits tags via patching (if multiple mods try to patch add the same tag, the game will complain about there being copies of the tag). While there is a pure vanilla way to handle this (via a sequence of patches to check if the tag already exists or needs to be added), it's rater cumbersome to implement and XML Extensions provides a much more robust and streamlined approach (and I'm lazy). That said, I understand that some mods use XML Extensions in a manner that is less than stable, if this is the case for you, feel free to use the v4.0.0 version of Additional Traits, which can be found on my GitHub releases[github.com] (note: this version has known conflicts with Hospitality and is provided purely for combability).

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Links:
Github link for non-steam users and archive links[github.com]
Popular Discussions View All (3)
47
Jul 10, 2023 @ 12:06am
PINNED: Bug Reports
Alias
5
1
Dec 18, 2022 @ 10:30pm
1.4 Alpha
Alias
0
Jul 5, 2020 @ 6:24pm
Additional traits and RIMMSqol customize ur minions
Firathmagi
239 Comments
Alias  [author] Nov 2, 2024 @ 11:35pm 
@Futstub, I don't have an infographic or formal list (sorry, I probably need to make one, but haven't gotten around to it). For now, my best recommendation for seeing exactly what each trait does would be taking a look at the trait definitions here [github.com].
Futstub Nov 2, 2024 @ 12:41am 
Is there a list somewhere that shows what the traits actually do?
Cthulhu The 3rd Sep 27, 2024 @ 10:08pm 
After some more testing, I think I know what mod was messing with it. It was messing with everything, so I'm retracting my issue for now. Integrated Implants is just fucking with EVERYTHING man.
Alias  [author] Sep 25, 2024 @ 2:05pm 
@Cthulhu The 3rd, yeah if you could get me some specifics, I'd greatly appreciate it. (Not trying to be a stick in the mud, just trying to keep library rework to a minimum- plus I really like not having to guess and test if something exists to patch it).

Seconding your comment on the rimworld modding devs, just an awesome community to be part of.
Cthulhu The 3rd Sep 25, 2024 @ 12:48pm 
I don't know the exacts of it all myself. I just know that on Dubs discord and others, where I work on making my list as functional as possible, they have had recurring issues with mods not playing friendly with XML Extension. The whys and hows would probably best be asked of the people there. I can try and get a few examples from people on there if you want, or you can come on and ask yourself if you like. They good people and are always up for talking with another modder.
Alias  [author] Sep 24, 2024 @ 2:20pm 
@Cthulhu The 3rd, does XML extensions know about said issues? I'm not seeing any steam comments, GitHub issues, or mentions on the rimworld discord. If it there really are widespread issues with the framework (and not mods implementing it in weird
non-standard ways), I can look into internalizing the bits of code that I call, but it's a last resort that I'd rather no go to if it can be avoided.
Cthulhu The 3rd Sep 24, 2024 @ 11:22am 
Currently XML Extensions is having issues with other mods. I'm on several Rimworld discords where we are trying to find the problem, but the fact of the matter is XML extensions is gonna need to fix it on their end. I know you have a previous version on your Git, but could you maybe make an alternate updated to 1.5? I don't even care if it's just the 1.4 version with the edits needed to make the game stop yelling about it, I'm just wondering if it's possible?
Alias  [author] Jun 2, 2024 @ 3:45pm 
@Cinek, That's not nearly enough to go off of. If you'd like to file a bug report (thread pinned above, be sure to follow the guide), I'd be more tahn happy to take a look at the issue. Otherwise, I'm going to have to refer you to one of the dedicated troubleshooting resources (I'd highly recommend the RimWorld discord [discord.com] or to a lesser extend the wiki [rimworldwiki.com])

@KurtsCorbenik, Unsure, I don't run any stat uncap mods (but then again, I also haven't had a chance to play the last two update either). Naively, maybe check out Un-Limited ?
Cinek Jun 2, 2024 @ 2:09pm 
HELP I JUST REACTIVATED RIMWORLD THE GAME ISNT LOADING IN
Cinek Jun 2, 2024 @ 2:02pm 
Ah yes,another mod to make my rimworld experience to make my colonists from normal,weak,puny colonists to full on godslayers