RimWorld

RimWorld

Moloy Traits
133 Comments
superniqui10 May 4, 2023 @ 5:38pm 
This mod now has Trait and Backstory Icons by me, contributed by 1Sopel6.
moloy559  [author] Aug 5, 2021 @ 12:43pm 
@Mlie Thanks. Saves me time, honestly.
Mlie Aug 5, 2021 @ 1:00am 
Made an update of this:
https://steamcommunity.com/sharedfiles/filedetails/?id=2566452140
Hope it helps anyone!
Slam Jul 30, 2021 @ 10:32pm 
This eccentric trait fits me pretty well in real life, I always put it on my main pawn.
The Bard of Hearts Jul 25, 2021 @ 6:26am 
Speak for yourself! *breaks down and cries* (JK, lol)
pyr0kid Jul 20, 2021 @ 7:32pm 
we can wait
The Bard of Hearts Jul 20, 2021 @ 7:25pm 
+1 for a 1.3 update! :steamhappy:
moloy559  [author] Jul 20, 2021 @ 5:40pm 
@Evanduril Unfortunately I am busy as sin and can’t make the time to update, even if it’s simple (and I have no clue). I don’t expect to get to it for a while.
Evanduril Jul 19, 2021 @ 12:06pm 
1.3 ?
Baby Shark Apr 11, 2021 @ 9:36am 
any chance you will implement this in the future? https://steamcommunity.com/sharedfiles/filedetails/?id=2451324814 ?
pyr0kid Jan 26, 2021 @ 11:10am 
also it doesnt seem to expire, but im not sure if that part is ment to be normal.
pyr0kid Jan 26, 2021 @ 11:08am 
i think Petty is busted, i got a pawn with the "i found new love!" moodlet that doesnt have a lover or an ex-lover
moloy559  [author] Jan 21, 2021 @ 6:59am 
@Absolutely heretical B-Bait?! Listen you.
Bait Jan 16, 2021 @ 3:53am 
Compatibility and License are, by far, my most favorite traits in this mod.
Trajda Oct 25, 2020 @ 5:07am 
@Alabamaraptor

Such traits can be found in Psychology. No reason to create two mods with the same traits.
DoomedToFail Oct 2, 2020 @ 8:18pm 
you should make a trait that makes pawns love the outdoors, they get increased mood from sleeping outside, being outside and negative mood from being indoors and sleeping inside. maybe less negatives from being wet (from rain and water) and any other things that i have not thought of (also great mod :thumbs up:)
Theocratical Goblin Aug 26, 2020 @ 3:37pm 
How about this (if you can manage and know how and feel like it fits): a pawn with a certain trait gains a certain skill, kind of like a psycast but without the cost (but with a cooldown). A commander type would gain a skill that gave someone (or a group) increased movement speed for a duration, a tyrant would give work speed for the duration (but also a mood debuff), ect. This way there a bit more tactical involvement (and you could even increase the buffs), and you would get rid of the performance issue! It's something I thought of and just decided to let you know, you can do with it what you will obviously.
moloy559  [author] Aug 25, 2020 @ 8:42am 
@Kasta There are certainly better ways to do it. I am pretty clueless when it comes to comps tho. I'm surprised you went into my code to check it, but yeah your explanation is spot on, and my aura trait checks are terribly inefficient. There are many ways I’ve thought of to improve it. I could give each aura pawn their own timer and a personal list of pawns they can affect, or store a list of each aura pawn and check each pawn against that. I could break up the aura traits so that Conductors don’t check at the same time as Commanders, etc. I could do a lot of things. Just don’t know what I’ll choose and when I’ll get to it.
Kasta Aug 24, 2020 @ 8:53am 
Maybe attaching a simple comp to pawn that when a conductor is near activates and countdowns 200 ticks before checking if the same conductor is still near to see if the pawn is still affected and removed the hediff if not.
this will reduce the amount of applying and removing of the hediffs the process needs to do because it can ignore pawns with the hediff now, and the affected pawn will only need to look for the position of one conductor.

side effect will be that the affected will ignore other conductors that might have come in range until the effect fully ends but it is still better than the huge lag it currently causes.

I'm sure there are better ways though.
Kasta Aug 24, 2020 @ 8:19am 
@Theocratical Goblin Every 120 ticks (2 seconds) the mod checks every pawn if he has the conductor trait then if he has one, the mod checks every other pawn if they are the same faction and near enough to the pawn, then it checks if those pawn have the "conductor is near" buff and if they don't add it and if they do remove and add it to reset the timer.

Do that for every one of those "aura" trait.

So yes, every extra pawn you have on the map will badly affect the performance of these traits, especially if they are near each other like caravan pawns tend to be, .
I think the author will have to find another way to apply these, till then turn these traits off in the mod options.
Theocratical Goblin Aug 19, 2020 @ 6:39am 
Hey, I've found that when a sizable trade caravan arrives, and one of them has a 'conductor' trait, the game will freeze/stutter every second or so. I know this because when I delete the pawn that has the conductor trait with dev mode, the stuttering stops.

Do you have any advice or knowledge on how this could be? My intuition says that the continuous updating of people getting in/out of range of the conductor sphere of influence causes this, but I have no idea, it's just a hypothesis. I thought I'd just let you know. It's possible one of my many other mods is having an annoying interaction with the trait that causes the stuttering.
The Bard of Hearts Aug 14, 2020 @ 8:24am 
Woohoo!!! Thanks man!
moloy559  [author] Aug 14, 2020 @ 6:01am 
Updated to v1.2
BunBunBun Aug 13, 2020 @ 7:05pm 
+2 vote!!
The Bard of Hearts Aug 13, 2020 @ 5:43pm 
+1 vote for a 1.2 of this mod. :steamhappy::viol:
Suzan Aug 5, 2020 @ 8:11am 
one thought occurs...dont know if would help if it was restricted to a faction on the check, ie maybe look at colony leadership mods method as they also have aura? -S
Suzan Aug 5, 2020 @ 8:04am 
@Moloy, no worrys, now that i know can just go in and mod a local copy to not have the aura spawn on random pawns. Thank you -S
moloy559  [author] Jul 25, 2020 @ 8:01am 
@Suzan That actually makes sense. Too many aura pawns on the map will inevitably cause stutter with the way I have it set up atm, because they all do their checks at the same time. Sorry but I don't know how to fix that without coming up with a brand new system for trait checks.

I'll ask on the Rimworld discord for help, but I cant make promises.
Suzan Jul 24, 2020 @ 8:14pm 
Unable to track anything further down other than in the trade group were people also with the 'aura' traits commander, conductor. removing the mod temporarily did in fact remove stutter -S
Suzan Jul 24, 2020 @ 8:42am 
I have run into a situation where i have some pretty severe stuttering, using dubs perf analyzer it seems it maybe Moloy TraitChecker 642ms. it occurs when a trading group is on map so might be an interaction with hospitality. no getting an error per se just the stutter. -S
11Bullets Jun 9, 2020 @ 8:39pm 
I have a ton of mods, so could be all kind of interactions. I'm not stressing it, that pawn will eventually find a relationship and hopefully move on. If not, well I'll suffer the annoyance or kick her out of the colony lol. Thanks for the reply though, and I do enjoy the new traits!
moloy559  [author] Jun 9, 2020 @ 4:46pm 
@11Bullets Well, if the pawn is still getting the mood debuff despite their ex no longer being in a relationship then something funky is going on with the relationship utility code. If other mods are involved I can't be certain what would be causing it. Despite it being quarantine, I'm rather busy atm, and I’m afraid I don't have time to look into it. Sorry about that.

As for the whole -20 thing, oh yeah, it's pretty steep, but if it wasn't steep there would be little point to the trait. Most of my traits grant positive effects, so I wouldn't really be comfortable "buffing" one of the few that cause problems.

If you feel that you would enjoy the mod more with a reduced penalty, you could download a local copy, go into the xml and reduce the mood debuff yourself. (in the v1.1 folder) I'm not going to be updating for a while so you won't miss out on anything.
11Bullets Jun 8, 2020 @ 6:23pm 
I enjoy the mod and the new traits, but I have to say the 'ex moved on' debuff for petty is... pretty steep. I have a colonist who's guaranteed monthly, if not weekly mental breaks due to that -20. And it doesn't seem related to the ex's love life at all, as the description states. The ex went through a bad breakup and the pawn with the debuff still never got over it. My colony is going on 5 years now, they broke up literally months after beginning the game... it would seem that no matter how petty, eventually they would move on. Just my $0.02 that -20 is a bit much.
Igor Keefe May 10, 2020 @ 12:08am 
I can somehow still apply both in Prepare Carefully but why is "Charismatic" marked as incompatible with "Psychopath"?
pgames-food Apr 28, 2020 @ 10:19am 
hi i havent been able to play a proper session since 1.1 came out, (and am in the process of upgrading my 1.0 game into 1.1 as much as posisble)..

but re-reading the above description:
"This pawn is an efficient leader and can guide the movements of nearby pawns.
Nearby friendly pawns gain a bonus to movement speed."

i wouldnt have thought that a conductor would prevent any surgeries etc?
moloy559  [author] Apr 28, 2020 @ 8:16am 
@BuddyEatsMelon1 Yknow, I feel there’s a decent chance you're joking, but this comment confuses me so much I need to clear it up.

1. This means you are using a mod that allows brain harvesting. It’s very hard for me to fix issues that aren't related to vanilla because I would be tailoring my mod to a few people's specific games. I don't know how to fix this off the top of my head so the solution would probably be pretty jank, leading to more bugs than its likely worth.
2. Do hediffs stop you from harvesting the organ? The hediff is marked as "positive" so I find it strange that it would prevent you from harvesting.
3. The hediff should not apply to prisoners, which unless this also a bug report means you are harvesting from colonists. That seems inefficient but, eh, who I am to judge.
DrHalliwell Apr 27, 2020 @ 9:17am 
hello love the mod; one issue i've found tho.

i'm a normal rimworld player meaning i harvest organs, however the 'a conductor is near' hediff means i can't harvest brains without drafting my conductor and sending him outside. this is rather annoying and i was wondering if you'll be able to fix it.
Reverie Apr 24, 2020 @ 9:37am 
This looks cool!
CollectorOfMyst Apr 12, 2020 @ 5:38pm 
...So I'm definitely in love with these traits. And I'm going to thank you, because I have a couple of colonists whose stories, in my head, better fit when these traits apply; thank you! 😊
QraTz Apr 1, 2020 @ 3:25pm 
Volatile Crafter is just amazing
Worthstream Mar 28, 2020 @ 4:11pm 
I've somehow missed this mod during the 1.0. I'm so glad to have found it now. Thanks for your work, this traits are really fun to play with!
moloy559  [author] Mar 1, 2020 @ 8:05am 
I’m going to be putting up a PSA in the discussions for those unaware of the current situation in the modding community.
TL;DR: The modding community is working hard to bring you (most) of your favourite mods. Please be respectful of the time and work being put into by the modding community, they are nothing but lovely people. Consider playing a stable version of the game or at least be prepared to write “better” bug/crash reports in these trying times.
moloy559  [author] Mar 1, 2020 @ 6:40am 
@Scotty, this may been relevant to the whole Harmony situation. Try the new update... Which now depends on Harmony.
Scotty Fox Feb 29, 2020 @ 10:46pm 
𝑺𝒕𝒆𝒊𝒏𝒆𝒓 Feb 29, 2020 @ 3:52pm 
I like the Asimov style traits, reminds me of the Foundation series.
radjenovicpredrag Feb 28, 2020 @ 8:09am 
Thanks for updating this! Love the mod!
Dr@g0n Feb 27, 2020 @ 9:37pm 
cool
moloy559  [author] Feb 27, 2020 @ 1:57pm 
@Erde to be fair, my mod literally just required some tiny changes, but thank you! It's good to know their is still interest in my mod.
Erde Feb 27, 2020 @ 1:31pm 
Can't verify myself since currently not on my gaming computer; just wanted to thank you for continuing to support your mod. Quite a few modders have called it quits, which while understandable, makes me sad as some mods I used will never get ported over.

Keep up the good work.
moloy559  [author] Feb 27, 2020 @ 1:22pm 
@Khan Should be fixed.