RimWorld

RimWorld

Remove Traits
41 Comments
FirstBornAcorn Apr 24, 2024 @ 5:04pm 
Thanks for the update ;) it would be nice if the requirements for the operation were also editable through mod settings, hope its not too much to ask.
Darkborderman  [author] Apr 24, 2024 @ 7:07am 
- Update to 1.5 now
Darkborderman  [author] Apr 23, 2024 @ 12:50pm 
@FirstBornAcorn thanks for the information, I'll update to 1.5 in few days.

I've been busy updating other mods now, will update it after other mods' updates come to an end.
FirstBornAcorn Apr 23, 2024 @ 12:03pm 
i would appreciate update to 1.5, with it enabled currently it my operations menu does not open at all.

Exception filling tab RimWorld.ITab_Pawn_Health: System.MissingMethodException: !!1 Verse.GenCollection.TryGetValue<!0,!1>(System.Collections.Generic.IDictionary`2<!!0, !!1>,!!0,!!1)
[Ref D50627C1]
at Verse.RecipeWorker.AvailableReport (Verse.Thing thing, Verse.BodyPartRecord part) [0x00000] in <957a20e0be784a65bc32cf449445b937>:0
at RimWorld.HealthCardUtility+<>c__DisplayClass27_0.<DrawMedOperationsTab>b__0 () [0x0003c] in <957a20e0be784a65bc32cf449445b937>:0
at RimWorld.BillStack.DoListing (UnityEngine.Rect rect, System.Func`1[TResult] recipeOptionsMaker, UnityEngine.Vector2& scrollPosition, System.Single& viewHeight) [0x00059] in <957a20e0be784a65bc32cf449445b937>:0
thisisa************32 Aug 22, 2023 @ 12:59pm 
Can this remove traits added by genes? Like forced toughness from the VE xenotypes hussars?
Darkborderman  [author] Feb 16, 2023 @ 8:04pm 
Dropped 1.2, 1.3 version compatibility.
Darkborderman  [author] Feb 16, 2023 @ 8:02pm 
@hottt3 @Dragon Fire 813 No setting issue now fixed.
also lower the death rate, but slightly increase default failed rate(which can be lower by skill, medicine tier etc.).
hottt3 Feb 15, 2023 @ 9:46am 
Thanks again for the update! It would be great to have an option to set up the death chance. 25% death chance is too much IMHO.
It would also be great to set the chance of success and failure for the children separately. Because children are usually more easily change their personality than grown-ups.
Darkborderman  [author] Feb 15, 2023 @ 9:34am 
Added 1.4 version tag.

For settings need more debugs.
Dragon Fire 813 Feb 15, 2023 @ 9:05am 
Also have no settings.
hottt3 Jan 22, 2023 @ 6:53am 
Yes, it works, I've made an "operation" on one of my pawns:) Thanks for the update!
Please correct the description on this Steam page - it still shows the version of the Mod, 1.2, 1.3 .
And in the options menu window of the game it is just an empty (blank) window without any settings.
Darkborderman  [author] Jan 15, 2023 @ 2:46am 
@hottt3 update to 1.4 and check it works.
Darkborderman  [author] Jan 11, 2023 @ 4:25pm 
OK, I'll port it to 1.4
hottt3 Jan 8, 2023 @ 9:38am 
Please update)
Caldera Dec 4, 2022 @ 4:45am 
Thank you so much for this! I was just looking how to do this as my pawns gained the "animal lover" trait and refused to butcher any of the hunted animals...
Volcano2207 Oct 5, 2022 @ 6:28pm 
im just looking for a way to remove a single trait because dev mode has no good way to do it
Skylocke Oct 4, 2022 @ 3:23pm 
@hottt3

I agree 100%, found this while looking for that exact thing
hottt3 Jul 24, 2022 @ 11:15am 
Thanks for the mod!
It would also be great to have a mod that replaces one trait for another.
EmuLegs Jul 17, 2022 @ 1:07am 
Any chance it could remove a targeted trait?
Milenier/TTV Feb 17, 2022 @ 9:34am 
although i have noticed, that traits are not chosen at random really, just by their position on the trait board (or i'm just unlucky). although it could be fun to get the mod have it's own research, neolithic and spacer (you can choose the trait to remove).
Milenier/TTV Feb 17, 2022 @ 9:17am 
when you get prisoner with nearly all max passion, but he got slow learner.
doctor, i think we need to apply "OOGA BOOGA"
Darkborderman  [author] Sep 2, 2021 @ 6:38pm 
Update to 1.3 compatiable.
Darkborderman  [author] Jun 27, 2021 @ 7:06am 
In devmode > debug action menu(4th icon) > Give trait...
AlnilamsLight Jun 27, 2021 @ 4:54am 
also where in devmode?
AlnilamsLight Jun 27, 2021 @ 4:47am 
thx
Darkborderman  [author] Jun 26, 2021 @ 6:18am 
@AlnilamsLight add traits can be done by developer console easily.
However it doesn't offer an option to remove a trait, so I made this mod to remove the traits.

Currently I'm putting my modding focused on Starsector. Maybe I'll start modding Rimworld again when I'm back to Rimworld.
AlnilamsLight Jun 26, 2021 @ 5:35am 
are you able to make a mod that lets you modifie your colonists traits at will?(so you can have an army of cannibals without have to wait for some one outside your colony to have it and get angry at you when you try to reqruit them)
Darkborderman  [author] May 19, 2021 @ 11:36am 
@megabot You're welcome! :cozybethesda:
megabot May 19, 2021 @ 11:24am 
hmm, i see. i do not really know a lot about programming but i thought adding a dev tool(under the dev tools such as 10 damage, kill, mental break or add trait) could do it. oh well. thank you for the response anyways
Darkborderman  [author] May 19, 2021 @ 9:41am 
hmm @megabot that'll somehow more complex (implement an command interface or choosing the trait to remove in surgery menu) in programming part. I may not capable to do this.

If you insist to remove specific traits you can select the traits you want to KEEP in mod menu. Only left the trait you don't want blank equals you choose to remove that trait (not really good though).
megabot May 19, 2021 @ 8:33am 
no need, royalty is only the reason why i want to remove the trait, the actuall mod i am requesting is just one that let's me remove a trait of my choosing by a command rather than a random by surgery
Darkborderman  [author] May 18, 2021 @ 9:35pm 
@megabot I am not sure about it since I don't have Royalty DLC and this may require some testing to figure out.
megabot May 18, 2021 @ 12:22pm 
would you mind adding a mod that simply removes a trait upon command, of which you can choose the trait of? i have a colonist who is sleepless and adding a circadian half cycler should remove it(also it sucks in general) but this mod has an operation instead. would that be possible?
irilis May 3, 2021 @ 5:13am 
@masterbuilder040
There is a specialized mod for that:
LGBTQIA-
It's not updated for 1.2, but version for 1.1 works just fine.
starch Mar 21, 2021 @ 8:57am 
remove all traits just so you can make every colonist a woman hater with dev mode
masterbuilder040 Mar 8, 2021 @ 2:46pm 
finally i can remove the gay
Darkborderman  [author] Feb 28, 2021 @ 12:20am 
Added mod overpowered caution notes.
Darkborderman  [author] Feb 27, 2021 @ 11:09pm 
Updated
Now can select the trait you want to keep in colonists in Settings(default to all removable).
KemonoAmigo Feb 21, 2021 @ 12:21pm 
It would be better if you could choose which trait you want to remove.
Darkborderman  [author] Feb 21, 2021 @ 1:28am 
@AngleWyrm thanks for your advice!

Hmm maybe use mod setting to define what are 'bad traits' personally is better than define them by me.

I'll try to implement it later.
AngleWyrm Feb 20, 2021 @ 12:33pm 
The only reason I would have for a trait removal mod is to remove a bad trait.
Unfortunately this mod doesn't provide that kind of usefulness.

The worship of RNGesus (aka save-scumming) isn't really how I want to explore the tree of possibilities.