RimWorld

RimWorld

Trait Slots Plus
142 Comments
ParadoxAngel Aug 19 @ 5:11pm 
So I'm using a lot of the VE mods and it prevents some raids from spawning at all. I read in the mod options that if some traits are added by genes things get overwritten but I don't understand how can I fix that while choosing the number of traits with this mod
Like should I increase the percentage for higher number of slots?
wouldn't it be possible to ignore these genetic traits in the first place while counting?
Vlad Draculea Aug 13 @ 10:12am 
option for setting trait limits depending on xenotype? like 6 max for sanguophages or something
minhnim Aug 11 @ 8:12am 
Hello, I've filed a bug report in Vanilla Traits Expanded, but head up for anyone want to use these two mods together, sometime map generation will be broken due to pawn generation error "Error in GenStep: System.InvalidOperationException: Collection was modified; enumeration operation may not execute.". For example, silo map in Vanilla Quest Expanded or map generated by Better Distress Signal. We can quickly test this with only these two mods + their dependencies, spawn a Dev quicktest map then using devmode "Spawn Pawn.../ShamblerSoldier", for 50 pawn generation, at least one pawn bugged out. This bug will break map generation for silo map in Vanilla Quests Expanded: Deadlife, in Better Distress Signal map, and maybe other map generation.
Side1iner  [author] Aug 6 @ 1:35am 
@ƎNA: Okay, well I guess that's an option. Will put on the list of suggestions!
ƎNA Aug 6 @ 12:54am 
Got it... I was hoping it would work like the "Hauts' Added Traits" mod. It gives you an additional choice at each stage of growth. (To be honest, I'm looking for an alternative because many of the traits added in that mod seem inappropriate to me)
Side1iner  [author] Aug 5 @ 3:14am 
@ƎNA: They won't get random new traits while growing up (during growth moments or otherwise). You can choose to let them generate random traits at birth. After that it's the usual Biotech stuff going on.
ƎNA Aug 5 @ 2:53am 
Hey! Will children get more traits as they grow up, or does this only affect pawn generation?
Side1iner  [author] Aug 2 @ 5:59am 
@qux: Yup, seems about right! All mods fiddling around with trait slots will most likely be.
qux Aug 2 @ 5:46am 
Hello ! It's incompatible with Sexuality Traits (continued)
https://steamcommunity.com/sharedfiles/filedetails/?id=3297325000

generated pawns no longer have a sexuality trait with your mod
Side1iner  [author] Jul 29 @ 1:30am 
@bash: Yes, if you find their traits interesting! It's pretty much just about that to me! Also, they have (or at least had, I haven't used it for a long time now) the tool for removing any traits you don't like (also from other mods).
bash Jul 28 @ 9:05pm 
would you recommend vanilla traits expanded?
Side1iner  [author] Jul 28 @ 6:40pm 
Discord server
We have created a new Discord server. Suggestions, feedback and input on future new features etc all welcome!
https://discord.gg/xWadkMZn35

@VitaKaninen: Glad to hear it!

@Turambar: You can set the sliders differently? Or have the babies be born with a few traits and then add a few during childhood and growth moments?
Turambar Jul 27 @ 4:28pm 
Thank you so much!!

You do know what the next useful feature will be, right? :D (I'll answer that immediately: children becoming adults should not have only 3 traits when all adults have 5-7 :D)

But it's not so easy to find a good solution to that issue :/
VitaKaninen Jul 27 @ 4:27pm 
Thanks, really appreciate the update!
Side1iner  [author] Jul 27 @ 2:56pm 
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!