RimWorld

RimWorld

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Trait Slots Plus
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Mod, 1.5, 1.6
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1.956 MB
Apr 9, 2024 @ 3:03pm
Jun 16 @ 1:12am
9 Change Notes ( view )

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Trait Slots Plus

Description
Trait Slots Plus
Get more control over the way traits are handled in the game. Choose numbers of traits generated for characters - adults and babies - or choose not to have any traits at all. Have lots for adults and, yes, none for babies, it you want! Also, set probabilities for each allowed numbers using the mod settings.

  • Set the number of traits allowed to generate for adults and babies (same for both, or completely different)

  • Babies can have no traits, while adults do - choose freely

  • Set the probabilities of any allowed number of traits being generated for a pawn.

    Example:
    1. You choose the span 2-4 for adults
    2. Open the "Trait probabilities" settings and choose for yourself. The total is always 100%, but you can distribute it freely (100-0-0, 90-5-5, 60-20-20 or whatever else).

Will it work?
I hope so! I have spent some serious time testing it and I've used it and played with it with a mod list of some 60-70 mods, many of my favorite traits mods included.

But stuff can still happen and if it does, throw me a comment and I'll look at it!

Compability information

Mods I know doesn't work perfectly with this mod:
  • Way Better Romance
  • Reunion
  • Probably other mods adding special traits with a commonality of 0, that's supposed to mechanically do something other than actually being a trait

Way Better Romance info:
  • The mods seem to mostly work together, but there will be slight UI/information glitches.
  • Every adult pawn till be assigned a sexuality trait
  • If you look at the Social tab once and then at the Bio tab the sexuality trait will be (and stay) visible
  • The sexuality trait will or can be added on top of your selected allowed range (if you set all adults to have 3 traits, the sexuality trait may be assigned to the pawn as a 4th)

The more traits, the better!
If you are like me and really like traits and the flavor it brings to this great game, take a look at my mod Traits Plus!

What if?
While I was fiddling around with this mod, I also made some testing allowing one random trait to be generated every time a child reached a 'growth moment' (three over the span of growing up). Or at least giving the child a chance of having a trait randomized. I didn't quite decide it was a good idea, and I didn't complete it for now. But would anyone care for that? If you have any thoughts on this subject, please share it in the comments!

On the shoulders of giants
This is a mod very heavily based on - or at least inspired by - the "More Trait Slots", originally made by Rainbeau Flambe (and updated and supported by Kiame Vivacity and Taranchuk, among others?).

Originally, I made this mod for myself, because playing RimWorld with a trait limit of three is like torture. And not being sure I can play the way I want just made me put together my own mod for this very important thing. It's just how much I love traits and the randomness that comes with them. And I figured as I did actually make it, I can also share it.

Full disclosure, though: I'm very much an amateur coder. I do this because it's fun. The ambition, of course, is that the mod will work smoothly, but my ideas tend to be a little bigger than my knowledge as of now. So yeah.
127 Comments
Side1iner  [author] Jul 22 @ 11:45am 
@Damion Wolf: :steamthumbsup:

@ayy lmao: Pretty much. Though, not identical. But very similar.
ayy lmao Jul 22 @ 8:10am 
So I set the number of traits that can spawn on people in game? I just want a mod that's identical to the more trait slots mod.
Damion Wolf Jul 21 @ 11:29pm 
Keeping my nostalgia alive.
Side1iner  [author] Jul 18 @ 5:36am 
@Turambar: I don't! Very old school over here...

But, the good news is I couldn't keep my paws of looking into this, and I now have an updated version running locally.

Settings for three categories:

Babies (completely off or 0-10)
Children (completely off or 0-10)
Adults (1-10)

I'm just gonna run it for a bit playing my current save and see if I happen upon any errors or other shenanigans. If not, I will pus the update tonight and tomorrow, and I suppose we will find out of there are any outlier issues I haven't seen.

I also found a bug with trait generation present in the current build - but since it was about trying to force FEW traits, I guess none of us trait junkies have ever seen it happen (I guess one uses this mod to allow MORE traits, not force the game to use fewer).
Turambar Jul 17 @ 1:36pm 
Do you have a Github? I could try to send you a PR if you wish.

Enjoy your vacation!!
Side1iner  [author] Jul 17 @ 1:00pm 
@Turambar: It could be done in a lot of different ways. If I circle back for another go at it, this is what I will do: one slider for babies (newborn, 0yo), one slider for 'children' (1-13yo) and one for adults (13+).

That will probably be the best way to make sure everyone can tailor it to their liking. Perhaps I will take a look at it some time over the coming weeks, as I'm off work for a long, glorious sommer vacay!
Turambar Jul 17 @ 9:39am 
I think children spawning with 6 traits is really an issue, it's immersion-breaking, and if you then want to educate the child it compounds.
A solution would be to use the base game growth moments (7, 10 and 13 years old): under 3 they are babies so no traits, then 1 trait between 3 and 7, 2 between 7 and 10, 3 between 10 and 13 and then 4. Of course it would be better if that was set in settings, and capped by the adult maximum trait slots.

Another way to be to have the slots as a percentage of max adult slots (33%, 66% and 100%) but it may be less configurable.
Side1iner  [author] Jul 10 @ 12:18am 
@Matt: Yep, sounds about right (see above about compatibility).
Matt Jul 9 @ 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 Jun 16 @ 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