RimWorld

RimWorld

Trait Rarity Colors
156 Comments
Casual Pig Aug 3 @ 12:58pm 
All my traits have gone back to being white again for some reason. I havent added any other mods but i know some did get updated, i assume its probably that. Has anyone else encountered this/found a fix?

One sort of fix ive found is using Rimmsqol, i can go into the menu for a trait then if i close out of it it regains color but that is a pain in the ass to do for all of them.
Moonshrooms Jul 27 @ 11:35am 
This is my absolute favorite mod for trait coloring! <3 It's nice being able to adjust things not by rarity or without having to go into the defs. I was wondering, are there any plans on adding more tiers so we could have more colors? :) Either way, thanks for making and keeping this updated!
mohun Jul 23 @ 10:47am 
It seems unnecessary.mad skill It seems to have been updated and the modification of the original version's feature to reduce forgetting speed has been removed
Carny Senpai  [author] Jul 18 @ 9:04am 
@mohun Can you post the error here? I use Mad Skills in my own playthroughs and never got any errors together with my mod.
Carny Senpai  [author] Jul 18 @ 9:04am 
@noname Are you using custom trait tiers? My mod saves traits that are not in their default tier via label, which is language specific. Sadly i cannot change this behaviour. It would be optimal to save it via defname, but multiple traits can have the same defname, because they are technically the same trait but with a different level. For example pretty and ugly. These use the same defname, but you might want to use different colors for them, so i have to save that using their label. If you get the error that you cannot open the custom trait tier window, disable and enable the custom trait tiers and it will open again. I recommend not switching the language all the time xD
mohun Jul 17 @ 3:39pm 
Mad Skills, Modifying the unforgettable feature will cause this mod to fail due to errors. Can you handle this issue?
󠀠 Jul 13 @ 8:34pm 
Each rebound is reset when I change the language.
Few traits show not like "Global certainly loss factor x50%"
Renzor Jul 12 @ 6:48pm 
huzzah the colors are back!
Geneva Jul 12 @ 6:06am 
thank you!
Carny Senpai  [author] Jul 12 @ 2:55am 
Updated to 1.6
added Russian translation, thanks to chemizt
龍林 Jul 12 @ 1:03am 
Same problem with @Hadley, took me hours to find out :(
Vicidsmart Jul 11 @ 8:55pm 
Thank you for all your work!
oscarmdsh69 Jul 11 @ 1:44pm 
1.6 update coming?
Carny Senpai  [author] Jul 11 @ 10:04am 
This mod has the option to show the traits as overlay on the map, this might break it. I will look into it this weekend.
Hadley Jul 11 @ 9:42am 
I tested it on 1.6 and it makes you not be able to move your Camera and click anything. I thought a simple mod like this would work, apparently not.
Evono Jul 5 @ 5:26pm 
Thanks!
Carny Senpai  [author] Jul 5 @ 1:02am 
I will update this mod soon.
SPAZZ Jul 4 @ 5:42pm 
I take it your not updating this mod to 1.6 because of potential new traits in the odyssy DLC?
想成你眼中的泪 Jun 27 @ 1:58pm 
There is a problem with this mod. It cannot interact with anything after installation. I hope it can be fixed.
Carny Senpai  [author] Jun 21 @ 3:45am 
I will look into it.
Kokuyo Jun 20 @ 11:16am 
Can confirm this mod doesn't work in 1.6 - makes it so you can't click and interact with anything in a game. Thought it might work since it seems pretty straight forward.
AzoorFox Jun 15 @ 1:14pm 
UPDATE WHEN?????????????
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.
w5501 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).