RimWorld

RimWorld

Additional Traits (Heroes + Gods Optional)
246 Comments
Annabellee Jul 8 @ 7:12pm 
It's all good no rush it was just something that popped into my head.
Alias  [author] Jul 8 @ 6:57pm 
@Annabellee, New traits weren't necessarily on my list, I've more been cleaning up some of my old code, but I'm not strictly opposed. Things get murky when you try to assign RimWorld roles to specific gods, which is why there's some bleed over (technically you could make a case for Athena also getting building and crafting perks). Vulcan is just the Romanized version Hephaestus and I'd prefer not to double dip (fun fact the trait was originally called "Vulcan's fire" before I converted everything to Greek mythology). Hestia for Cooking (and maybe minor social) is a good idea though! Let me think on it and if I can come up with a compelling trait description, I'll throw it in. That isn't to say I can't/ won't add it later, I'm just getting pressed for time to get everything updated before 1.6 goes live...
Annabellee Jul 8 @ 5:46pm 
I really like this mod I give some of my pawn the blessings based on their role.
Annabellee Jul 8 @ 5:43pm 
since were miss a cooking and building gods. I know for building we Vulcan but he also does crafting. maybe make Hephaestus building and Vulcan crafting. With cooking I was thinking Hestia since Artemis is more hunting and Butchery.
Annabellee Jul 8 @ 5:34pm 
sweet are we getting more god trait?
Alias  [author] Jul 3 @ 11:13am 
@Viidhh, yup. Had some other projects that needed to take take priority, but mod updates/ enhancements (for all my mods) are my new priority/goal.
Viidhh Jul 3 @ 7:05am 
Do you have a plan to update this mod to 1.6?? I'm looking for update!
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
KurtsCorbenik May 30, 2024 @ 6:40pm 
Hey everyone, how to uncapp stats like mining yeld to make use of Hades wealth in example?
DrKurnis Apr 14, 2024 @ 8:53am 
omg ty for update
rex6564 Apr 11, 2024 @ 12:22pm 
thx 4 update
CurlehMoustache Apr 11, 2024 @ 11:55am 
<3
Apraxas Apr 8, 2024 @ 5:49am 
Thank you! :D
Alias  [author] Apr 7, 2024 @ 8:40pm 
1.5 update is up; had change up some of the xml structure and then hack in a patch so that old versions of the game could still read it (the things I do to avoid code duplication...). As always, please let me know if there are any weird interactions/ errors, preferably in the Bug Reports thread.
Alias  [author] Apr 1, 2024 @ 11:16pm 
@vanilla, yup
vanilla Apr 1, 2024 @ 4:19am 
can these traits show up on enemies?
Appleson1 Mar 18, 2024 @ 10:17pm 
Thank you so much!
Alias  [author] Mar 18, 2024 @ 10:16pm 
@Appleson1, Yes, I am in the process of updating this (as well as all my mods) to 1.5. This one should be relatively painless once I decide how I want to handle back versions of the game. Glad you like it!
Appleson1 Mar 18, 2024 @ 12:32am 
Hello, huge fan of this mod, I was just wondering if this mod will be updated for 1.5?
Not trying to rush development I was just curious. Thank you!
Xeonzs Jul 24, 2023 @ 9:03am 
Just tried the pre-xmlextension commit, disabled the xml extension mod and gave an existing save a try: works great, traits are still present and no/less forced pauses by xmlextension mod.
Xeonzs Jul 23, 2023 @ 5:59pm 
I see, yea that works too, I'll probably go with that option since I keep a local backup of my Rimworld Appdata folder anyway cause of modlist, modsettings, all that jazz.
Alias  [author] Jul 23, 2023 @ 3:53pm 
@Xeonzs, Ahh, I misunderstood and though you meant forking XML Extensions. If all you want is a copy of the mod from before the dependency, the old release (v4.0.0) is still available for download on my github [github.com]. I'd rather not put a second copy on the workshop as it implies that I'll be supporting it, but I can certainly add an FAQ topic.
Xeonzs Jul 19, 2023 @ 1:17am 
Ah I had assumed my suggestion would actually be easier, not create more work.

Because you'd have a legacy version without xml requirement, basically just the version you had before tye requirement and leave it as it, and the new forked version that you'd continue developing.

This would mean you wouldn't have to update 2 projects, and people could resort to the legacy version when facing issues such as myself.
Alias  [author] Jul 18, 2023 @ 11:18pm 
@Xeonzs (1/2), I was afraid of that, but before I get too far ahead of myself, I feel some slight correction is in order. While regulars updates are usually a sign of healthy development in source software, it isn't unheard of for projects to reach a place of relative stability where it can parked as "done (for now)". XML Extensions' compatibility with the base game is fine, especially as the game hasn't changed significantly since the mod was last updated. The bigger compatibility concern comes from other mods using XML Extensions incorrectly/ in unexpected ways to generate errors, like the ones you're experiencing, rather than from the library itself.
Alias  [author] Jul 18, 2023 @ 9:33pm 
(2/2) Speaking of errors, the mod may have worked fine prior to the update, but I'd rather not keep adding hacky work arounds to deal with patch collisions, because "it worked fine before" / "that's how we've always done it" (I get enough of that stagnant mentality at work, I'll be dammed before I let it creep into my personal projects). I have some other approaches I can try before I go all "fine, I'll do it myself" and fork/ refactor the entire library, but they're more work for me so it may take a while to get ironed out.
Xeonzs Jul 18, 2023 @ 11:15am 
I'm not a fan of the XML extensions requirement.
It's making other mods create other errors that before werent there or not shown, but either way did not impact my experience.

Now even with devmode disabled, it will still auto-pause whenever one of those errors occurs, this is super intrusive.
it also doesn't support mod options, so I can't disable the automated error logging nor auto pausing.

It doesn't help that the XML mod hasn't been updated in over a year, harming it's own compatibility with the base game and mods.
Your mod worked fine without it.

If going forward you'd want to use XML extension I'd instead suggest forking it, leaving this as the legacy basic version and the new forked one more refined/advanced with the requirement.
Alias  [author] Jul 10, 2023 @ 10:12pm 
@Xyllisa Meem Paradox Station, Sorry I don't maintain a pretty printed chart/ list, but you're more than welcome to take a look at the source code [github.com] if you'd like to know exactly what each trait is doing.
Xyllisa Meem Paradox Station Jul 10, 2023 @ 12:28am 
Hello, is there a list of what the traits in this mod individually do anywhere?
Alias  [author] Jul 10, 2023 @ 12:05am 
@Karmapowered / @Flash, That's pretty much where I'm at. I don't love adding a whole mod dependency so that I can leverage a single class (part of me almost wishes that the settings part of xml extensions was its own mod), but it's better than trying to create code that already exists; libraries are there for reason.

Anyway, update's up. Should fix the Hospitality (and most other xpath related) collision issues. I probably should have added a load after rule (:steamfacepalm:), but I'd recommend loading this mod after Hospitality.
Flash Jul 4, 2023 @ 11:07am 
Xmlextentions is a good idea. If it breaks then everyone everywhere will start screaming
Karmapowered Jun 26, 2023 @ 7:53pm 
I'm not a RW modder myself, but as you've mentioned, it's a tool that makes the life of (many) a mod creator easier.

Just by principle I'm against constantly reinventing the wheel, meaning that the collective experience and wisdom that can go into community libraries mods is a GOOD thing for everyone : less bugs, smaller downloads, better chance of support, etc.

I'm 100% behind the idea, and very much in support of "XMLExtensions" if you consider it beneficial to add to your mod.

PS : There has been a bad experience recently because the author of a very popular "library mod" left it ridden with bugs while the game migrated to a new version, but no one knows for sure *why* it happened, and till we know I'd like us not to make a generality out of it or otherwise speculate.
Alias  [author] Jun 26, 2023 @ 7:15pm 
Community input time, what is the collective opinion on XmlExtensions? I'm always hesitant to force new dependencies on y'all, but PatchOperationSafeAdd [github.com] is a godsend for patching, because it adds fault tolerance while vastly simplifying the path operations I have to do (which has the added benefit of loading faster and being cleaner "code"). Any strong opinions against?
Karmapowered Jun 26, 2023 @ 12:07pm 
Hello,

it looks like this mod collides with the Hospitality mod.

Here is my HugsLib log [gist.github.com].

Is there anything that can be done ? I really like your mod, one of my favourite trait mods that I've used for many versions of the game. I don't want major issues with "Hospitality" either though, which is equally important to my enjoyment of the game. So I'm a bit in a pickle here I guess.

Your insight would be appreciated.
Smaug Apr 7, 2023 @ 6:06am 
Unfortunately removing it with cherry picker removes 2 other traits :/
oh well
Alias  [author] Apr 6, 2023 @ 6:12pm 
@Smaug, I believe it's a reference to Red vs Blue. The one of the original authors put it there and I haven't seen a need to remove/ change it.
Smaug Apr 6, 2023 @ 4:45pm 
Tucker? Is that even a word?
Xeonzs Mar 2, 2023 @ 5:53am 
You can probably also remove the:
"Q: 1.4?
A: When it's done"

From the description, because I've done several games with it now in 1.4 and it works fine :)
Xeonzs Mar 2, 2023 @ 5:52am 
After doing some more 1.4 games since my last comment, I have to say I'm happy with your balance changes you did end of last year, I'll usually make 1 demi-god-tier character for a solo start, she'll just need to gain armor, weapons and implants and from there grow the colony.

But now I have to be less worried about random-ass characters/enemies having too stronk perks, now that they're balanced it's like finding a character with the tough trait.

Keep up the good work.
Alias  [author] Dec 29, 2022 @ 1:53pm 
@JD995, No, at the moment I don't have any plans to force traits with genes. If you want to make a patch mod that does, you're more than welcome to. If you'd like, I can add the url to the links above when you get it posted.
JD995 Dec 28, 2022 @ 8:08am 
Is there any plans to add genes that force the traits? If there aren't do you mind if I make a patch to add them myself? (I'd like to add a few godlike xenotypes as op enemies to the game :P )
Xeonzs Dec 23, 2022 @ 5:02am 
Hmm I see, in that case don't mind me.
It was added to one of my saved preset god characters in prepare carefully and when reviewing the changes I just noticed it.

Thanks for the in depth reply mate.