RimWorld

RimWorld

Trait Rarity Colors
134 Comments
ミ>.<ミ?♪~ Mar 23 @ 9:21am 
I meant to not overwrite this as a separate mod. I like the effects of this mod, but it is not compatible with the mod in the link I put.
Carny Senpai  [author] Mar 23 @ 3:34am 
There is an option to not overwrite colors from other mods. Is that not working correctly?
ミ>.<ミ?♪~ Mar 22 @ 11:26pm 
ミ>.<ミ?♪~ Mar 22 @ 11:21pm 
Could you add a option to uncover some mod(user choosed)?
Some mod using the diffirent colors for each word,then there will display wrong text and color.
Carny Senpai  [author] Sep 17, 2024 @ 12:26pm 
I will look into adding the stat description. For sorting i dont know how easy it is to make the list sortable, because everyone has different preferences. Personally i prefer alphabetical.
I also need to look into make the traits a different color that are added by Genes, or at least make it a mod option.
Ghennkin Sep 17, 2024 @ 11:36am 
There are no tooltips for the traits. It only shows the RP flavor text and no numbers. I also think sorting alphabetically was an overall decrease in qol as opposed to by mod. You were able to color code traits much quicker before when the list wasn't disorganized.
Quetzalma Aug 15, 2024 @ 7:39pm 
Would it be possible to have a toggle on the Mod Configs to enable/disable the toggle overlay button itself so that it doesn't clutter the bottom right?
Jaggid Edje May 29, 2024 @ 2:16pm 
Have you considered adding an option to this mod to not color traits when they are being overridden by genes? I had to remove the mod because with it enabled it is not readily apparent when a trait is being suppressed by a gene.
wormicek5501 May 11, 2024 @ 11:08am 
@Carny Senpai hey, love your mod, say, could you do basic artificial body part color coding in the health tab? i.e. bionic - blue, archotech - swamp green, anomaly flesh - light red/pink, peg leg - brown --stuff like that? its really hard to scan for upgrades on your pawns with 30 lines of blue text
CTH2004 May 6, 2024 @ 7:50am 
great, thanks!
Carny Senpai  [author] May 6, 2024 @ 7:10am 
@CTH2004 Not really. This mod looks through the trait database after the game has already loaded. But to make sure, i put in the mod description to load it after other trait mods, just in case any other mod does something similar.
VitaKaninen May 6, 2024 @ 7:08am 
It says to load it after other trait mods in the description.
CTH2004 May 6, 2024 @ 7:05am 
is load order at all important?
Carny Senpai  [author] Apr 29, 2024 @ 2:25am 
I currently have no plans to add more categories. If i would add them, soon people will ask for a 7th and then 8th and so on. So if i would add more categories, i would go the full way and make it 100% dynamic, so people can add categories themselves, but that would be alot more work for me and currently i have little time.
VitaKaninen Apr 28, 2024 @ 5:13pm 
Any chance to have the option to add a 6th or more categories?
Carny Senpai  [author] Apr 9, 2024 @ 9:35am 
Added polish translation thanks to Stalmander.

If you want to add a translation for your language, feel free to contribute on GitHub or hit me up in the comments if you don't have GitHub.
Renzor Mar 20, 2024 @ 6:51am 
yay
Carny Senpai  [author] Mar 19, 2024 @ 10:25am 
Updated to 1.5
Carny Senpai  [author] Mar 19, 2024 @ 3:24am 
its in the default mod config folder \AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config\Mod_Trait Rarity Colors_TraitRarityColorsMod.xml
curialbellic Mar 18, 2024 @ 4:53pm 
@Carny Senpai
Is there a file where the assigned trait color settings are saved?
To make a copy just in case
Thanks again
curialbellic Mar 18, 2024 @ 2:01pm 
It makes sense, I hadn't taken into account the compatibility with other mods...
I will manually modify them to my taste.
Thanks!
Carny Senpai  [author] Mar 18, 2024 @ 1:20am 
It is just easier for me to automatically color the mods by rarity when new modded traits are added. Otherwise i would need to know every trait mod in existence, play it and then categorize the traits. If i would add them all to "not categorized", the player has to manually do that anyways, so there is no benefit.
curialbellic Mar 17, 2024 @ 4:20pm 
I don't understand why you have made the classification by colour according to rarity instead of good or bad (I know it's subjective but let it be a bit orientative).
SnugglyPuffs Feb 27, 2024 @ 4:30pm 
Thank you for this, it's practically a requirement for me on every list.
Carny Senpai  [author] Oct 3, 2023 @ 1:11pm 
@IsaHung i will try to look into it, but it will be difficult to test it in another language.
Carny Senpai  [author] Oct 3, 2023 @ 1:07pm 
@AWAKE you are NOT changing the probability. This mod is only graphical and everything you change via the mod settings is also only graphical.
AWAKE Oct 3, 2023 @ 11:42am 
To summarize I've classed manually every unique trait and mod traits like that :
Mystical > Custom color Purple > Exceptional trait ;
Legendary > Custom color Blue > Very Good Trait ;
Epic > Custom color Green > Good trait ;
Rare > Custom color White > Normal trait (all the balanced one) ;
Uncommon > Custom color Light Red > Bad Trait ;
Common > Custom color Full Red > Very Bad Trait ;
AWAKE Oct 3, 2023 @ 11:34am 
I'm using the tiers category you made to class them as if they are good or bad. I know you say "This does NOT indicate how good these traits are, only how rare." But If I use it that way to customize colors in order to match not the rarity but the usefullness of the trait and manualy put them in the corresponding tiers color I choose, AM I GOING TO CHANGE THEIR PROBABILTY OF APPERANCE TOO ? I'm really concerned because if it's the case then my colonist will mainly have very bad (red for commun) or bad trait (light red for uncommun).
IsaHung Oct 2, 2023 @ 10:59am 
There is a bug that makes the traits white if the pawn is female, Latin Spanish language
Carny Senpai  [author] Dec 4, 2022 @ 11:30pm 
Rimtrait Colors is a more static mod that patches vanilla traits via xml patching. So it only works for the vanilla traits and mods the author has specifically made a patch for. Also you cannot change colors in Rimtraits.
My mod scans the trait database and gives every trait found a color based on their rarity, so it works with all modded traits. You can additionally change colors and rarity thresholds in my mod. Optionally you can also set the tier in which trait is manually, if you would want to make every good trait green and bad trait red for example. Also my mod has a small ui button ingame with which you can toggle that traits are displayed under the pawns, if you would want to find potentional recruits in raids without clicking through them all.
You can use both mods at the same time if you want, because my mod has an option to not change trait colors of traits that already got a color from another mod. But honestly i see no reason why you should use both mods together.
That's Unfortunate Dec 4, 2022 @ 2:29pm 
Is there any reason I should/should not use this with the rimtraits color mod or any major difference to use one or the other?
Thor Oct 31, 2022 @ 8:58am 
Much appreciated!
Carny Senpai  [author] Oct 30, 2022 @ 5:00pm 
@Raizo The list is now sorted alphabetically and should not lag so much anymore, especially with alot of modded traits.
Carny Senpai  [author] Oct 30, 2022 @ 6:50am 
I will see what i can do.
Thor Oct 30, 2022 @ 6:27am 
I want to add: Or even better, a search bar.
Thor Oct 30, 2022 @ 6:26am 
I am in the middle of configuring custom trait tiers, but it's a bit of a pain to find specific traits, as the list is not sorted at all. It would be nice if it was possible to sort it alphabetically. This is really a pain as I have 126 traits to go through in my modded game.
Carny Senpai  [author] Oct 22, 2022 @ 8:35am 
Updated to 1.4
Carny Senpai  [author] Oct 21, 2022 @ 1:51pm 
Will look into it tomorrow.
SaltyDwarf Oct 21, 2022 @ 1:40pm 
Update for 1.4?
Carny Senpai  [author] Oct 19, 2022 @ 4:30am 
You can put the traits in tiers manually. Just activate custom trait tiers in the options. I don't plan to make an extra version. How good traits are is very subjective and also depends on playstyle. There would be a huge discussion that trait ABC is tier 2 but should be tier 3 and so on. If you want you can change the colors of each tier and only use 3 tiers for good, bad and neutral. The good thing is you only have to configure it once, even if you remove the mod and activate it again later. And if you add new traits their default tier is determined by their rarity. So if you configure the rarity in a way that every trait is in the same tier and don't use that tier for custom tiers, you can spot newly added traits really easy.
TheSixth Oct 19, 2022 @ 2:37am 
Is it posssible to have version with how good traits are, not rarity? Think, it will be helpfull to see at once is it profit to rescue someone or recruit :evilbarber:
Demognomicon Oct 14, 2022 @ 6:20pm 
@Carny Senpai - Much appreciated, thank you.
Carny Senpai  [author] Oct 14, 2022 @ 4:19pm 
I will look into it when i am back from vacation.
Demognomicon Oct 11, 2022 @ 8:56pm 
Any chance for a 1.4 compatible version?
EmuLegs Aug 1, 2022 @ 3:35pm 
Rodger will look into it :)
Carny Senpai  [author] Aug 1, 2022 @ 12:51am 
Load order does not matter, as my mod runs a startup function AFTER all mods are loaded and the trait database is set. If you cannot find the mod in the list, it has to have other reasons.
EmuLegs Jul 31, 2022 @ 9:40pm 
It seems the mod CorpseChildren is adding a trait that I cant find in the menu to change the color
I added a load after line to your About.xml as follows

<loadAfter>
<li>kayesh.corpsechildren</li>
</loadAfter>

But that didn't seem to fix my problem :(
Vegetto Fumando Jul 27, 2022 @ 7:10am 
Anyone knows of a good mod that adds mystic (Red) traits that is sort of balanced? Preferibly only adds traits and nothing more. Thanksss
Demognomicon Feb 28, 2022 @ 5:01am 
Thank you for checking into it.
Carny Senpai  [author] Feb 28, 2022 @ 12:25am 
@g0ldheart_rr I loked into their code and found the bug. Bioscultping+ is using the trait label to find the traits for cycles, which are hard coded. You should NEVER do that. Instead use defname and degree to find the traits. Labels can change like my mod does to color things or even different languages can change labels. If i was to use Bioscultping+ and play in another language than english, the mod would also break. I cannot fix that on my end. The author of Bioscultping+ has to fix that on their end.