RimWorld

RimWorld

4,087 ratings
Vanilla Traits Expanded
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Mod, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
3.715 MB
Nov 23, 2020 @ 9:55am
Apr 23 @ 1:30pm
32 Change Notes ( view )

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Vanilla Traits Expanded

In 2 collections by Oskar Potocki
Vanilla Expanded
96 items
Vanilla Expanded - Empire playthrough
148 items
Description
[www.patreon.com]





1.7 (06/08/2021): - Production specialist with the perfection trait can produce legendary items
- Prude pawns now won't engage in loving if they have no spouses
- Mad surgeon now has Doctor work type requirement
1.6 (07/02/2021): Mad surgeons now correctly suffers no debuffs from organ harvests at all, including harvesting related deaths.
Mad surgeons will no longer receive a mood buff if an organ isn't successfully retrieved.
Heavy sleepers now correctly cannot suffer disturbed sleep debuffs.
Fixed an exploit that allowed heavy sleepers to be woken up via forcing a job.
Drunken master damage scaling properly weighed now against alcohol hediffs.
Drunken master damage assured to stack with melee weapon damage.
Vengeful pawns now properly losing their -20 rival alive debuff upon rivals death or exodus from the colony.
No more will caravan members be kleptomaniacs.
1.5 (29/12/2020): Fixed issue with Empire relations.
1.4 (06/12/2020): MORE BUGFIXUUUS
1.3 (28/11/2020): More and more bugfixes!
1.2 (26/11/2020): More bugfixes!
1.1 (25/11/2020): QoL and bugfixes.
1.0 (23/11/2020): Release



Have you ever thought about how base game traits become repetitive after a while? Are you tired of seeing pyromaniac or kind pawn over and over again? Are you perhaps considering pyromaniac to be an instant death sentence in your colony? If for any of these questions the answer was ‘aye’, then look no further.

Vanilla Traits Expanded adds 55 new traits, some offering unique new game mechanics, some being quirky and enhancing the storytelling, and some being straight up stat upgrades. Traits’ commonality has been adjusted after weeks of testing, to make sure no powerful or annoying traits appear too often.

Using our new mod options menu, you can now disable specific traits added by vanilla game or any of the mods you have. This doesn’t mean that the trait will be magically removed from the pawn, but it’s commonality will be reduced to 0, stopping it from ever appearing in the game again.

I really hope you will enjoy the effect of our hard work! Let us know in the comments what you think works and what doesn’t!



A: Can I add it mid-playthrough to an existing save?
A: yep!

Q: I don’t like certain trait. I think it’s broken. How do I remove it?
A: Go into mod options, select Vanilla Traits Expanded mod options and simply tick it off. This will not however remove it from the pawn who already has it - you need a mod like Character Editor to do that.

Q: Can I suggest some new traits?
A: Sure thing! Leave a comment describing your trait idea, and we will be sure to look into it!

Q: Where should this mod be placed in the mod load order queue?
A: Ideally ABOVE any other trait mods.

Q: Is it compatible with another mod that adds traits?
A: It sure is! We even went as far as to remove duplicate names!

Q: These traits seem mostly negative and some seem awful, what gives?
A: This mod is meant to provide challenge in some areas and new mechanics in others. There's over double the amount of positive traits than negative traits. Exclusively negative traits also appear much less frequently.

Q: Does this work with Prepare Carefully?
A: Oh aye!

Q: Does this work with Combat Extended?
A: Hell yeah!




[forms.gle]




Authors:
Oskar Potocki, an artist responsible for a portion of mod design and imagery.
Chowder, responsible for mod design and creative writing.
Taranchuk, responsible for the mod’s code.
Patreon and Discord community, for suggesting traits!
Rimworld is owned by Tynan Sylvester.
(CC BY-NC-SA 4.0)[creativecommons.org]

[discord.com]
























































Popular Discussions View All (40)
43
Apr 23 @ 11:37am
Ideas and Suggestions
Nimble102
15
Oct 24, 2023 @ 3:54am
wtf? 40% global work speed?
Akkarin
1
Apr 16 @ 2:09pm
Bug with absent minded
i_like_spagett
916 Comments
findecisive May 5 @ 7:29am 
is it normal for the "freezing in panic" mental break from anxiety to last as long as it does? i've had to end the mental break with debug mode because one of my colonists will stand in his room for so long he starts to starve
Glubtubbis Wepple Apr 27 @ 3:02pm 
would love to see a compatibility with harvest organs post mortem and the mad surgeon trait. Also wondering why my colonist with mad surgeon only gets a +3 to mood for harvesting but it's a -6 if i don't, and on top of that they also still get the -15 to mood for having harvested organs due to religious beliefs. shouldn't the mad surgeon trait cancel out the mood debuff for harvesting organs?
Brooks Apr 23 @ 10:15pm 
Hey, I got a suggestion for a couple traits related to Ideology!
1. Religious - Global Certainty Loss Factor 50%
2. Bigot - same but 25%
3. Proselytizer - Conversion Power +25%
4. Ideological Fanatic - Conversion Power +50%

or

1. Religious - Global Certainty Loss Factor 50% + Conversion Power +25%
2. Bigot - Global Certainty Loss Factor 25% + Conversion Power +50%

I think the second set may be overtuned. After all, a higher resistance to losing certainty does not automatically mean the pawn would be more prone to converting others.Thanks for the mod!
RankLord123 Apr 19 @ 10:56am 
if you disable a trait in mod options it will stil appear in game in growth moments
Chrish Apr 16 @ 2:11pm 
The absent minded trait makes deathresting really inconvenient. My sanguophage keeps "defying or forgetting their orders" while trying to deathrest and then keeps falling out of the casket and needing rescued. Really hope this can be fixed.
Metalgearman Apr 15 @ 7:35pm 
Had an interesting interaction with the trait Absent Minded and the mod Just Put It Over There, the trader had the trait and was putting the things I bought into my stockpile then stopped before dropping them off, effectively stealing the items from me.
BlueKnight Apr 12 @ 8:20pm 
Did a full clean install and its working now sorry for the inconvenience.
BlueKnight Apr 12 @ 8:15pm 
Is anyone else having an issue that it says its not updated for 1.5? I see that it is updated but rimworld isn't agreeing for some reason.
Oskar Potocki  [author] Apr 8 @ 4:23am 
You can email me at vanillaexpanded@gmail.com
Parvus Apr 8 @ 12:07am 
Sorry, an error occurred: Comments must be less than 1000 characters long. I figure something out after work i run late allready :D