RimWorld

RimWorld

Trait Slots Plus
128 Comments
Side1iner  [author] 12 minutes ago 
Updated!

Added a new slider, now there is one for 'Adults' (13+), one for 'Children' (1-12) and one for 'Babies' (0-1).

Made the possible span bigger for Children and Babies.
Side1iner  [author] Jul 22 @ 11:45am 
@Damion Wolf: :steamthumbsup:

@ayy lmao: Pretty much. Though, not identical. But very similar.
ayy lmao Jul 22 @ 8:10am 
So I set the number of traits that can spawn on people in game? I just want a mod that's identical to the more trait slots mod.
Damion Wolf Jul 21 @ 11:29pm 
Keeping my nostalgia alive.
Side1iner  [author] Jul 18 @ 5:36am 
@Turambar: I don't! Very old school over here...

But, the good news is I couldn't keep my paws of looking into this, and I now have an updated version running locally.

Settings for three categories:

Babies (completely off or 0-10)
Children (completely off or 0-10)
Adults (1-10)

I'm just gonna run it for a bit playing my current save and see if I happen upon any errors or other shenanigans. If not, I will pus the update tonight and tomorrow, and I suppose we will find out of there are any outlier issues I haven't seen.

I also found a bug with trait generation present in the current build - but since it was about trying to force FEW traits, I guess none of us trait junkies have ever seen it happen (I guess one uses this mod to allow MORE traits, not force the game to use fewer).
Turambar Jul 17 @ 1:36pm 
Do you have a Github? I could try to send you a PR if you wish.

Enjoy your vacation!!
Side1iner  [author] Jul 17 @ 1:00pm 
@Turambar: It could be done in a lot of different ways. If I circle back for another go at it, this is what I will do: one slider for babies (newborn, 0yo), one slider for 'children' (1-13yo) and one for adults (13+).

That will probably be the best way to make sure everyone can tailor it to their liking. Perhaps I will take a look at it some time over the coming weeks, as I'm off work for a long, glorious sommer vacay!
Turambar Jul 17 @ 9:39am 
I think children spawning with 6 traits is really an issue, it's immersion-breaking, and if you then want to educate the child it compounds.
A solution would be to use the base game growth moments (7, 10 and 13 years old): under 3 they are babies so no traits, then 1 trait between 3 and 7, 2 between 7 and 10, 3 between 10 and 13 and then 4. Of course it would be better if that was set in settings, and capped by the adult maximum trait slots.

Another way to be to have the slots as a percentage of max adult slots (33%, 66% and 100%) but it may be less configurable.
Side1iner  [author] Jul 10 @ 12:18am 
@Matt: Yep, sounds about right (see above about compatibility).
Matt Jul 9 @ 9:57pm 
Version 1.5 of this mod is not compatible with the "[AP] Skeletons, Skeletons, Skeletons! (Continued)" mod. That mod forces skeletons to only have a resurrected trait, so this mod fails to add traits to them hundreds of times. Attacking a skeleton faction with this mod will crash the game.
Niriam Jun 16 @ 6:02am 
Ohh, I didn't understand the trait probabilities, didn't know I have to set them so that it doesn't go to the maximum, I thought if it's not set it'll just always aim to set them at random. Thank you.

And thanks for 1.6. <3
Side1iner  [author] Jun 16 @ 1:13am 
1.6 pushed. No changed mechanics as of now, will look into it during summer (have a new mod in the works, taking up more or less all time right now).
Side1iner  [author] Jun 16 @ 1:07am 
@Niriam: That is already how it's working. You can set the probability for each number of traits in your chosen span. If you can't you've got some kind of mod incompatibility or something!

@t0m4s1t0: Why, thank you!
Niriam Jun 15 @ 7:02pm 
Hey, is there still plans to make it so that "maximum traits" doesn't essentially set the amount of traits of adults to said number and make it more of a range, so that it's anywhere between min and max when generating new pawns?
t0m4s1t0 Jun 14 @ 1:42pm 
Goat mod
Side1iner  [author] Jun 13 @ 12:30pm 
@jkuk3: I get what you're saying. And the answer is yes, I suppose I can remove the limit. I will give it a shot and if it doesn't cause any issues, the new update will remove the limit of maximum 3 for babies (up to everyone to set the limits for themselves, as it absolutely should be).

@Moonshrooms: I don't know. I guess it could be done. The breaking point now is 1 year old, so 'babies' really are just babies, all other pawns are treated the same (although the setting is called 'adults'). What would be the preferred way to deal with this? Simply another category called 'Children', age 1-12 or something, meaning all children are treated the same (friendly, neutral and hostile)? Or specifically for spawned children from raids and slave traders?
Side1iner  [author] Jun 13 @ 12:23pm 
1.6 update well under way. Some things broke, as with every new update from Ludeon, but I think things are under control.
Moonshrooms May 18 @ 5:05pm 
Hi there, I was wondering if there was a way to separate trait generation for generated/spawned children (children, not babies)? As when children are spawned in via raids or slave trades, they'll have the minimum set for adults regardless of their age.
VitaKaninen Mar 28 @ 9:59pm 
The issue I had was that random pawns would be created with the Ally trait, when this was only supposed to happen one time at game creation, and is supposed to be controlled by the player. This would cause random paws to be offered to me in the Ally quests, and would take the place of the quests that I wanted to see for the real allies. I could delete them from the save file manually, but more pawns would be generated with the Ally trait as I played.

I was able to work around it by using a mod such as Vanilla Traits Expanded and just disable the Ally trait from spawning on new pawns. I expect there are also ether mods that can do this as well. I also just disabled all the VTE traits, so that essentially, all that VTE was doing is preventing traits from spawning, since all the traits it added were also disabled as well.
blm1123581321 Mar 28 @ 1:45pm 
What is the issue with the Reunion mod is it something minor or gamebreaking and is it something that can be fixed with changing some settings by chance and if its gamebreaking and not easily worked around does anyone know any alternatives to it?
SuwinTzi Mar 16 @ 2:33pm 
Disregard my last comment, it was an issue between Way Better Romance and Growth Moments Make Sense
VitaKaninen Dec 20, 2024 @ 3:36pm 
@Target, Yes they work great. They also allow you to input numbers outside the slider range, which is pretty handy. BetterSliders
Target Dec 20, 2024 @ 3:23pm 
@VitaKaninen Are those input boxes in the screenshot working? If so which mod does add them, i want to have unlimited traits or at least something around 20, but Pawns should spawns with less. Basically Pawns spawn with the number of traits set by this mod but can gain up to 20 or more traits.
jkuk3 Dec 7, 2024 @ 8:51pm 
Thank you for the great mod.
Buuut I found it little bumpy that a colony-born pawn can only have maximum of 6 traits (3 when born, 3 while growing up), while any random guy can have at most 10.
Could you remove the seemingly arbitrary limit of 3 for the babies?
SSS-class Warlock Oct 28, 2024 @ 7:50am 
That's a no then, thanks for clearing that up
VitaKaninen Oct 27, 2024 @ 11:37am 
@FFF-klasse Kantenfürst Here is what the mod options window looks like. Hopefully this clears it up for you. https://imgur.com/a/eSKYZYZ

Ignore the text boxes where you can input numbers. That is from another mod.
SSS-class Warlock Oct 27, 2024 @ 3:43am 
Yo, I find the description a bit unclear. Does this also increase the max number of traits a pawn can have? And if so, is it possible to decouple the number of traits pawns are generated with from the maximum number they can have?
it's rachel! Oct 21, 2024 @ 7:03pm 
Oooh I was really missing the original More Trait Slots, glad to have found this! I loved having babies and kids with extra traits, it made it feel like I was working with actual little people growing up rather than just designing them, yknow? Can't wait to give this a whirl!

Also, would love the idea you floated in the description of extra random traits on growth moments. Sounds fun!
VitaKaninen Oct 13, 2024 @ 2:40pm 
@Ranger Dimitri, What I did in my last playthrough was to use Vanilla Traits expanded, and then disable all the non-vanilla traits in the mod options. This essentially disabled everything that VTE does, but it allowed me to also disable the Ally trait from spawning on any new pawns.

I seem to remember that working just fine, and the pawns that I added the Ally trait to manually still kept the trait, but it prevented any new pawns with that trait from spawning.
Ranger Dimitri Oct 13, 2024 @ 2:08pm 
So, is Reunion still incompatible? Kind of curious on if it is or is somewhat able to be used by now?
ACity1x23 Oct 3, 2024 @ 4:59pm 
also, what monster in their right mind would choose zero traits? what a sad individual...reminds me of the movie Equilibrium
ACity1x23 Oct 3, 2024 @ 4:58pm 
@side1iner I love this mod. Can this be extended to childhood advances? i.e. instead of getting 3 traits in childhood, you get the configured mod amount...
poxromana Jul 24, 2024 @ 2:24pm 
Thanks, this is exactly what I was looking for.

Just FYI, I would be very interested in your what if scenario - sort of a "growing into a personality" option. Would be most interested in full random, but also might be worth exploring traits that are influenced by something (growing similar or opposed to caretaker, affected a little by passion/traits, etc.)
KevonDaBoss Jun 12, 2024 @ 12:59pm 
i really like how you set up the description. good writing.:steamthumbsup:
Witcher of the Lynx Jun 7, 2024 @ 5:12am 
@Pinkamena solution is working, thanks.
Side1iner  [author] Jun 7, 2024 @ 4:24am 
@Mario & @Witcher of the Lynx: As Pikamena said, make sure you also have set the probabilities! If you have and it's still not working, it's some sort of mod incompatibility issue, I suppose.

@Critical32: Yes, that sort of mods can be wonky together with this one. If it's an actual problem, consider the mods incompatible.

@rumble rumble: No additional languages built-in!
rumble rumble Jun 1, 2024 @ 2:44am 
Is there any other language built-in?
Pinkamena May 28, 2024 @ 8:52pm 
@Mario @Witcher_of_the_Lynx
Ya'll didn't do the configs right, you gotta go and edit the probability distribution (it does default to 0 rather than an even spread, which could be changed on the developers side). I can confirm that there's nothing wrong with the mod in that aspect otherwise, working as intended so far.
Witcher of the Lynx May 28, 2024 @ 4:46am 
Same issue as @Mario.
Critical32 May 25, 2024 @ 7:11am 
It's a cool mod, but unlike 'More Trait Slots', if a pwan added as an event of the mode is set to appear with a specific Trait, it will ignore that mode's settings and appear with a random Trait.
Mario May 22, 2024 @ 9:38am 
in mod settings i got minimum traits allowed 1, max 5. But all pawns spawns with 5 traits. How can i fix it?
Resika May 18, 2024 @ 2:12pm 
To clarify - if you set adults to 7 traits, regardless of your choice for babies, any new generated babies or children - how many traits will then end up with by adulthood (and beyond) with this mod as is? Whatever you set for babies to have?
Resika May 18, 2024 @ 2:09pm 
From what I understood, pawns born/generated as baby/child would only have max 3, unless they gain more upon becoming an adult? (since babies can have 0-3 with the mod?). So if you set your adult pawns to have, say, 7 traits, and babies 3, any babies/children would be born/generated in other tribes and only end up with 3 traits, and not gain any more upon adulthood? I could be misunderstanding, I'm new to the game. If they gain more upon becoming an adult (to your maximum set), then that's also fine.

Being able to let babies or children have your custom amount of traits, and then growing up to adult and gaining a few more as they age, is a neat idea though. it's a bit more organic than just "surprise here's a handful of new traits welcome to adulthood."
Side1iner  [author] May 18, 2024 @ 12:30am 
@Resika: Thank you! And are you saying you want to be able to give children more than 3 birth traits? Because that would absolutely be possible, but the more they have, the wonkier everything gets as they grow older (and have their growth moments).
Resika May 17, 2024 @ 3:55pm 
I love this mod idea! About having children gain more traits as they grow, I'd love that option too! Having colony-born pawns only ever having 3 vs whatever you set for spawned adults seems rather... uncool, lol!.
Naraxa May 9, 2024 @ 10:19am 
ok thank you for clarifying, I didn't see that portion lol. I will probably try and find another option then, however I do like the look of your trait addition mod so I might try that out
Side1iner  [author] May 9, 2024 @ 10:14am 
@VitaKaninen: Listed 'Reunion' as incompatible. Great you could get what you wanted from 'More Trait Slots'!

@Naraxa: There is some WBR info in the description. From what I've seen they seem to mostly work together with some wonkiness. If that's not acceptable, consider the mods as incompatible!
Naraxa May 9, 2024 @ 9:24am 
Nice mod, thanks for making it. I will note it messes with the romance trait rework in the mod Way Better Romance, as it makes romance traits always generate and not take a trait slot. Would it be possible to add compatability between the two pls?
VitaKaninen May 9, 2024 @ 9:00am 
Thanks for all your help trying to get this to work, but it no matter what mods I disable, I am still getting ally pawns.

On the bright side, I did find a 1.4 mod that appears to work fine in 1.5 and it does not spawn pawns with the Ally trait. ([KV] More Trait Slots [1.4])

Thanks again for your hard work on this mod!
VitaKaninen May 9, 2024 @ 3:09am 
When I initially started the game and was presented with 8 pawns to choose from, I edited them all and gave each one the Ally trait, and then started the game, expecting them to show up later through quests.

I can then go to dev mode and spawn a raid with a hostile faction for 10,000 points and 5 of the 50 pawns that spawned have the Ally trait, but none of them are the ones I gave it to. If I go dev mode again and "Do incident x10 (Map)" and choose "Reunion_AllyJoin" I expect for my 8 pawns to all show up, but only 2 of them show up along with 8 other random pawns.

When I get a reunion event not using dev mode, the joiner will probably not be one of the original 8 that I gave the trait to, but rather a random pawn that spawned with the trait.

Here is a list of the mods I am using: https://rentry.co/idnov48a