RimWorld

RimWorld

722 ratings
People Can Change
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
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9.438 MB
Jan 4, 2018 @ 1:25pm
Aug 11, 2024 @ 9:45am
56 Change Notes ( view )

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People Can Change

Description
Occasionally, colonists will change their minds about things. They can gain a trait, lose a trait, or have the trait's degree change.

Overview:
Traits can be gained as long as a colonist doesn't have the max number of traits already (the max number can be changed in the settings but defaults to 4)
Traits can be lost (minimum traits also configurable)
Traits with multiple degrees can change degrees

Note: the "old trait selector" system makes a few decisions for you about which traits can and can't change. This was removed in favor of giving greater control to players. See the mod's file "Old Selector Description" for details.

Fully compatible with modded traits! Select which traits can be gained/lost in the mod settings.

Events may cause a colonist to change their ways (e.g. a colonist is happy for a while and gains optimist):
-Once a pawn is happy or about to break CONSTANTLY for long enough, they can gain Optimist or Depressive. It's about a once-per-quadrum timer for a 1 in 2 chance (average 2 quadrums to occur), which happens quicker if they're in a better/worse mood. If their mood ever dips below 70/above minor break, the count resets.
---This can be turned off in the mod settings due to unpopularity
-Pawns have a small chance to become Cannibal when consuming human meat (1 in 100 for cooked meat, 1 in 300 for raw).
-Pawns with Body Purist have a 1 in 3 chance per quadrum to grow accustomed to their new body and forget their body purism. There's an additional 1 in 3 chance (1 in 9 total) to then become Transhumanist, but this is unlikely because they're going against their previous belief so strongly.
-More changes may be added in the future!

Supports versions: 1.4, 1.3, 1.2, 1.1, 1.0 (1.3- no longer actively developed/receiving new fixes)

Can be added to any existing save file! Can also be removed from a save file, although you may get a one-time error until you save the file again (which you can safely ignore).

Comment any bugs or suggestions! (especially bugs)
I made this mod a long time ago and it's kind of a mess, so there probably won't be many more major updates.

Huge thanks to SY1102 for translating this mod into traditional Chinese! If you'd like to integrate a translation into the mod, let me know, otherwise feel free to make a separation translation workshop item without my involvement
Popular Discussions View All (8)
15
Jun 6, 2020 @ 9:45am
Performance issues
ELLIOTTCABLE on Discord
5
Jul 4, 2023 @ 3:23pm
Issue when changing settings
Girth Certificate
8
Feb 15, 2021 @ 10:36am
No longer compatible with Psychology 1.2(unofficial version)
Taemaly
583 Comments
emihead Apr 13 @ 9:58pm 
kinda wish there was a bit more info about how exactly each trait is handled. maybe a hover description in the settings?
Lord Rugdumph Mar 20 @ 9:33am 
Awww i liked the old selecter. Thought i'd got a different mod when it suddenly gave someone a trait with no choice D:
battlemage64  [author] Mar 13 @ 6:51pm 
I don't have the DLC so I can't test, but in theory if xenotypes have traits and the game handles it the same, it should work for them. There could be some bug in the code that chooses a target, I guess, but it shouldn't even take genetics into account at all.
LVS Mar 8 @ 7:25pm 
is this only for baseliners? I've been playing with custom xenotypes for 234 days and none changed their traits, got a baseliner and they don't stop changing their traits :/

I thought it could be due to the maximum # of traits so I set it to 10 and only the baseliner gets changes on their traits :er_sad:
battlemage64  [author] Oct 30, 2024 @ 11:55am 
I think if I were to re-create this mod now, that's the kind of thing I would add. In retrospect, people seem to have appreciated the naturally-changing traits more than the random events, which I never expected! Ditto for the trait you proposed, I think it's a great idea. Unfortunately the realities of my life recently have been that I don't really have time to play RimWorld, which really saps my motivation to work on mods for it (which also take a lot of time), so I'm not really looking to add anything substantial to it right now. Maybe in the future though!
battlemage64  [author] Oct 30, 2024 @ 11:55am 
Hi, thanks for the great question! It isn't really possible to write code that can guess when a trait should change, since that's so subjective, especially when mods come into play. All of the naturally-changing traits in the mod (i.e. Optimist, Cannibal, etc) were added one-at-a-time and hardcoded by me. There's no generic system for "trait X has condition Y that makes it appear/disappear/change." Maybe that could be added, but it would be a bit tricky since there are many different potential types of triggers, and people might disagree on what should trigger a change. For example, what does "exposed around different xenotype people" mean exactly? When they interact with each other? When they're physically close? (And how should the code to measure that work? Would it take into account walls? Is it performance-efficient to run that on every pawn, every frame?) These kinds of issues are why I kept the number of naturally changing traits low.
MianReplicate Oct 29, 2024 @ 8:54pm 
Ooh and could as a suggestion, could you add a trait where it defies this mod's existence? Like, it'll just be something like "Unchangeable" where the pawn can't lose or gain traits, assuming that you can do that with a trait.
MianReplicate Oct 29, 2024 @ 7:24pm 
And just to add on to what I said, how does it exactly determine whether the action done should make the trait more likely to be kept/added/removed?

For example, from what I read, the Optimist trait is earned when a colonist is happy for a long time. However take a modded trait like Bigot where a colonist hates other different xenotype people. Would the mod get rid of the Bigot trait if a colonist is exposed around other different xenotype people? If so, how would it know to do that and not actually just make them gain it since the Optimist trait is gained by the colonist doing what it states to do?
MianReplicate Oct 29, 2024 @ 7:18pm 
Just curious, how does this exactly work with modded traits? Does it use some sort of fallback to accommodate for an unknown trait or does it directly take what the trait involves and works against it to see if it should be added or not depending on how much the person does that "trait"?
battlemage64  [author] Oct 16, 2024 @ 6:59am 
Internally, those are all treated as the same trait, so changing the setting for whichever one appears (in this case, Slowpoke) is changing the setting for all of them.

Traits from a background can be lost or gained, but Incapable Ofs can't be