RimWorld

RimWorld

Vanilla Traits Expanded
Nimble102 Nov 25, 2020 @ 12:26am
Ideas and Suggestions
Put your ideas and suggestions here. (Unofficial)
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Showing 1-15 of 52 comments
Nimble102 Nov 25, 2020 @ 12:39am 
I was hoping that some sort of mod that adds traits would exist (that has balanced traits) and here it is! Thankyou for making this super mod!

Nontheless, I'd like to suggest a few ideas:

- Exerciser
LEONARDO never likes to stay in one place, and hates work that makes them sit in one place, they prefer hauling and short-term tasks over construction work.

Colonist is 25% faster than normal.
Colonist prefers short-term tasks (like hauling) over others, and will get a minor mood penalty for doing them. Never can get passions in long-term tasks.

- Bully
RUBY always insults someone to increase their happiness whenever she can, although usually alone with nobody to hear. She dislikes work and is more likely to social fight with others.

Colonist Insults someone atleast once or twice per day, and gets a minor mood buff for doing so, which can stack - and a minor mood penalty for being unable to insult anybody.
Slightly less global work speed.
25% more chance to start a fight with other colonists.

- Peaceful
MAX doesn't like being hateful to each other, and is always kind to other humans, including enemies and animals. They hate fighting - never insult anybody, and is unable to start a social fight.

Colonist has a strong mood debuff when forced to hit someone, even bigger one if forced to kill someone.
Refuses to slaughter animals or humans - unless a cannibal or psychopath, then they can buther humans.
Unable to hunt animals.
Bigger mood penalty when seeing a dead animal or corpse than usually.
Unable to insult.
Unable to start a social fight.
Priorities to rescue downed animals and raiders over any other task if nearby, unless in a toxic fallout or in a raid, but afterwards they will try to rescue them - if not dead.

- Resistant

MAX is suprisingly resistant to starvation, and can suprise around 50% longer without eating food, and stays up longer for 25% more time without much consequence - Although this makes them a little panicky.

Colonist can survive a full day with eating only one or two meals.
Colonist can stay awake for 2 more additional hours without penalties.
Slightly higher chance to have a mental break.

- Insider

ROBOMUMMY loves staying indoors with a little track of rain, but sometimes going outside for a walk through a calm breeze is what they need.

Colonist is immune to "Indoors", but not "Cabin Fever".
Colonist has a medium-large mood bonus when its raining when they're inside.
Colonist has a higher chance to have a mental break.
(Props to Obsidian29 for this suggestion)

- Joyfull

EM has no feelings for sadness, in their childhood coma, their feeling for sadness has been removed, rendering them unable to feel it - but they're inable to do some complex tasks.

Colonist unable to perform "Violence"
Colonist unable to perform "Cooking"
Colonist unable to perform "Intelligence/Research"
Colonist has a 50% additional workspeed to cleaning.
Colonist can never go on a mental break, but their "happiness" metre isn't high enough to cause "Inspirations" - for that you need to give additional mood buffers, like fancy meals and rooms.
Colonist has a "Thankyou." minor mood buff when performing "Social" with others.
Colonist when rescuing a person or animal which is going to die - if they're succesfsull - have a medium-major mood buff, "They don't have to Feel My Pain."

- Shy

MAX is.. ..undoubtedly a shy person, they don't like talking to people much and mostly enjoy researching - they're less likely to have a partner, but much happier when they meet their love.

Colonist 50% less likely to have a lover.
Colonist has 15% faster global work speed
Colonist works 25% faster at a research table.
Colonist has "Really?" significant mood buff when someone proposes to them. During "lovin'" they have a slightly bigger mood buff than usual.
Colonist has a Significantly High mood bonus when their lover proposes to marry them.
Colonist never cheats on their lover/husband/married person.
Colonist 5% more likely to have a mental break.

- Perfectionist

In ROBODAD's eyes, everything has to be perfect. Anything unclean and not in the right place will make HIM go mad, fixing it immediately if possible to do so. Anything that isn't perfect is a disgrace in their eyes and will be unhappy.

Every room of each Colonist has to be atleast the quality of "Decent", if all the rooms are better than "Decent", the Colonist will have a minor mood buff, which lasts forever, as long as the rooms are kept above Decent quality, and if all the rooms are the same quality.
Colonist has a 'I love my work.' when cleaning.
Colonist will have 3+ higher planting skill.
Colonist will refill plant plots if they have the skill to do it, after they finish their current task.

- Calm

MONKEYBOY is one with nature. He's excellent at plants and likes being outdoors. They're pretty shy, but likes a good talk.

Colonist has a 4+ mood buff when staying outdoors. "Outside."
Colonist has a 6+ mood buff which lasts an hour when planting. "I like planting."
Colonist has -2 social.
Colonist is 35% less likely to get a partner.
Colonist has a lower chance of getting a mental break.
Colonist has 6+ skill in plants.

- Creative

MAX has a beautiful sense for creativity. He loves art and construction work and always wants to create something new - He loves it so much, that making something new for him is like watching tv!

Colonist has 45% more global work speed when doing:
- Building / Deconstruction
- Making Weapons
- Making Art
- Making Clothes / Armour / Shield Belts / etc.
Colonist slowly full fills their recreation need when doing Building or making items - although this acts like any other recreation need, so they still need recreation variety. It isn't a permanent replacement.
Colonist has +6 Construction Skill
Colonist has +5 Art Skill
Colonist has +3 Mining Skill
Colonist has -6 Research Skill
Colonist has -4 Plants Skill
Colonist has -4 Medical Skill
Colonist has minor mood penalty (-3) when cleaning. "Same ol' bland." which lasts for an hour but only stacks 3 times.

- Torturer

RUBY loves to see the suffering of others nearby her, especially to her enemies. She is nearly incapable to have friends, although they'll like other Colonists with the same trait. She is unable to have a lover.

Colonist has -2 Medical Skill
Colonist is fine with wearing dead people's clothes.
Colonist has a 4+ mood boost when wearing clothes made out of Human Skin. Effect stacks.
Colonist will have a +15 mood boost (only stacks twice) when someone is killed in the colony. Prisoner or not.
Colonist will be happy to see someone dead in front of their eyes, unless its their friend.
Colonist is unable to have a lover, unless they have the same Torturer trait.

- Technology Inclined

MAX loves technology, and absolutely dreams about getting good prosthetics - but no peg leg will satisfy his transhumanist needs. Although the longer they aren't near technology or have prosthetics, they will progressively get unhappier until they reach the minor break threshold.

Colonists has a +3 mood bonus when near things that require power which lasts an hour.
Colonist is happy with technological prosthetics (such as a Bionic Leg) but hates simple prosthetics like peg legs - instead having a minor mood penalty.
Colonist gets progressively unhappier when they aren't near technology, or have any prosthetics - it continues until they reach their minor break threshold.
Colonist has a +6 mood bonus when watching telivision - but only a +3 mood bonus when they're "bored" of it.

- Technology Disinclined

GRANDMA doesn't quite understand technology, and believe it isn't good for the human body. They don't mind simple prosthetics, simple power things (such as lights and workbenches) but is confused by prosthetics (such as Bionic Legs) - and gets a -7 mood debuff when having one or two bionics, but slowly progresses into a slightly possitive mood bonus after some time.

Colonist has a major mood penalty when installed with complicated prosthetics (such as Bionic Legs or Arms) but it slowly turns into a slightly possitive mood bonus after some time.
Colonist slightly likes telivision, unless they're bored of it.
Colonist doesn't mind workbenches, lights or anything simple that requires power.
Colonist has a -35 mood penalty when consuming drugs - unless they have an addiction.

- Bloodline Architect

BOB is an architect that never leaves work not completed. He won't rest until whatever he was working on is complete. He only accepts construction as a carreer and dislikes doing anything else. He knows how to construct things perfectly to the perfect size of wood and strength.

Colonist will have a +5 "I like what I do" mood bonus when either Constructing, Crafting, Smithing or Stonecutting - which stacks with passion mood bonuses.
Colonist will have a +25% global work bonus speed when doing either Constructing, Crafting, Smithing or Stonecutting.
Colonist will have a -25% global work penalty when doing anything else, except cleaning and hauling - which will remain the same.
Colonist will have a -8 "I dislike doing these things." when doing anything except Constructing, Crafting, Smithing, Stone Cutting, Hauling, Cleaning or Plant Cutting (Tree's mainly)
Colonist will rest 25% slower when doing construction related tasks (like Constructing, Crafting, Smithing or Stonecutting) but will have a "Tired" -6 mood penalty after in the next day - which will last 24 - 48 hours.

Thanks for reading! I'll probably write down more ideas when i have nothing more to do.
I hope you have a nice day! :D
Last edited by Nimble102; Jan 5, 2021 @ 1:48am
SFMosquito Nov 25, 2020 @ 7:04am 
Suggestion: Hypochondriac
JANE is obsessed with protecting HER health, and that of HER fellow colonists.

- Learns medical skill more quickly
- Suffers a mood penalty in the presence of sick or injured pawns
- Suffers an additional mood penalty if anyone in the colony is ill with flu or plague; "What if it spreads?"
- Has a random chance to wake up with a negative 18hr moodlet; "I think I might be sick".
- Has a significant buff to work-speed when cleaning

---

Suggestion: Insomniac
JOHN's circadian rhythm has not adapted well to this planet's solar cycle, and HE finds that he is up at all hours.

- Suffers a mood penalty "Restless" when forced to rest in bed (while recovering from an injury).
- Loses energy significantly more slowly than other pawns.
Last edited by SFMosquito; Nov 25, 2020 @ 7:13am
Jeremy Clarkson Nov 25, 2020 @ 2:28pm 
Suggestion: Artisan

TURTLE loves to create tools, sculpt art, and weave clothes, although he profoundly dislikes manual labour.

- Crafts 20% faster.
- Has a mood bonus when crafting or making art.
- Suffers a mood penalty when doing non-crafting tasks, especially hauling and cleaning.
obsidian29 Nov 25, 2020 @ 3:28pm 
Suggestion: Rain Lover

OBSIDIAN loves rain. Whether it be a sprinkle or a downpour, THEY will enjoy being outside in the rain and will never mind being wet. However, if it goes a long time without raining, OBSIDIAN will become increasingly unhappy.

- Slight mood boost in rain (analogous to Aurora boost perhaps)
- No mood penalty from being wet
- Stacking (but balanced) mood penalty if it goes a long time without raining.
Last edited by obsidian29; Nov 26, 2020 @ 3:25pm
grandhorn Nov 27, 2020 @ 11:05am 
-Necrophile

[Colonist] has always been a little obsessed with death and decay, and as an adult, [HE/SHE] even kept some..... morbid trophies of the "natural order" in [HIS/HER] room. Even the loss of friends or family won't bother [HIM/HER].

+2 Medical, and Cooking (usually has interest/passion)
LOVES butchering/organ harvesting
LOVES being around corpses (especially humanoid, or when in colonist's room)
Mental Break "Corpse Obsession" happens randomly
No Mood Debuff when colonists/family/prisoners die
anti-social (random insults to non-Necrophiles)
Stacking Mood DEBUFF if no corpses nearby
Dislikes being indoors for too long

-Necrophobe

[Colonist] had a traumatic experience early in life, where [HE/SHE] was the only survivor of [HIS/HER] former home. Ever since, [HE/SHE] has always been afraid of the dead, and will go to great lengths to avoid the subject.

-2 Medical (never has interest/passion)
+2 Plant, Handling
Non-violent, can't hunt
HATES seeing corpses (double if it's humanoid)
HATES when colonists/family/prisoners die
Will very likely panic and flee if near creature/humanoid when it dies
Likes clean, beautiful areas
LOVES plant work and animal handling

I realize that the mod has 2 similar traits already like this already, but this is just a suggestion thread, so might as well :D
Pandi Nov 27, 2020 @ 5:11pm 
It's possible to add tiny dividers at traits pick/ban window? And tooltips with mouse over about traits to get clue what this trait about, please?
obsidian29 Nov 27, 2020 @ 11:56pm 
Suggestion: Outdoors Lover

LEXI can feel the outdoors calling to HER. SHE loves being outside, but will feel cooped up if SHE goes too long without being outside.

Mood buff from being outside
Mood debuff from being inside
'Outdoors' need goes down twice as fast

Suggestion: Clausterphobic

CYRIL cannot stand to be closed in or trapped in a small space. To HIM, even being in a small breakfast nook or a thin hallway feels like being trapped in a coat closet. HE may flee when faced with such small areas.

Mood debuff from smaller rooms
May panic if in a 'cramped' or smaller room
If 80% or more of allowed area is indoors (roofed or unroofed), may panic
Venusgate Nov 28, 2020 @ 11:48pm 
**Barn child**

WILBUR does not have time for all this knob and hinge city-slicker non-sense. He'll be going back into that room soon anyway, so don't get your knickers in a knot!

Pawrn door opening speed +100%
Chance that door pawn passes through switches to [Hold Open]
Pawn filth rate +0.1
Pawn does not suffer Disturbed Sleep debuff.


**Junker**

DENISE knows that we'll definitely need these cad plated half-inch washers somewhere down the line. And most people don't know this, but you can melt computer parts into trace amounts of glittering gold!

Deconstruction speed x0.3
Non-structural deconstruction return +20%
Chance of spawning extra rare minerals and components from non-buildable neutral structures such as crashes space junk.
Venusgate Nov 29, 2020 @ 12:15pm 
**Applied Biologist/Zoologist**

MORGAN finds the solutions to life's challenges that Nature manifests as fascinating and inspirational. She fantasizes about curing cancer or inventing the next replacement for chemfuel; all he needs are more... subjects.

Research speed gain of +1% per unique colony animal, Max +40%
Research speed loss of -40% if pawn does not perform an Animal Handling job for more -than a few days.
Animal Handling has an 80% chance of applying a benign (0.1) wound to the animal.
+2 Intelligence
+2 Animals


**Gold (or any one precious metal) lover**

ELLE abhors the thought of those precious bars collecting dust in some musty back room or growing moss in those unworthy outdoor stockpiles. She is ready and delighted to volunteer.

Critical, hidden, gold-only stockpiles will mysteriously and randomly generate in this pawn's bedroom.
+1 quality boost to objects created with gold stuff
Mood debuff from selling gold or gold stuff objects
SaitoYui Dec 19, 2020 @ 7:43pm 
I've been spinning gears on my own trait mod for a while, but the notes sound more promising in your hands. I entrust them to you; use them to steer the future of the Rimworlds in the right direction.


Social Traits
  • Arrogant
  • KURT has an inflated opinion of XERself. This gives XER an aura of confidence that draws people in at first, but makes XER considerably more likely to put others down.
  • +10 opinion from other colonists, but 4x more likely to slight/insult them.

  • Comedic
  • YANG loves to tell jokes. This temporarily raises the mood of nearby colonists, but sometimes backfires.
  • Boosts morale with jokes
  • Small chance to tell a tasteless joke, which has the opposite effect.
  • Similar to Kind, but can stack with kind words.

  • Asperger's Syndrome
  • SATYA is extremely focused on XER passions and has trouble connecting with others who don't share it.
  • No positive mood effect from socializing with colonists who don't share a passion
  • 3x passion learn rate
  • +6% Mental Break threshold


  • Singer
  • LILIAN has a beautiful singing voice, and sings in XER off time to contribute to others' recreation needs.
  • Royals are particularly fond of having Singers around, and will gain more recreation from them, as well as bear a higher opinion of them.
  • Conflicts with Annoying Voice


  • Easily Bored
  • HARUHI bores easily and requires more constant and varied recreation than most.
  • Increased recreation fall rate
  • Conflicts with: Easily Entertained

  • Easily Entertained
  • KYON never asks for much to have a good time. XE doesn't need as much time nor variety in recreation to stay in a good mood.
  • Increased recreation gain rate
  • Conflicts with: Easily Bored

  • Sadist
  • TANYA loves to watch others suffer, particularly prisoners. XE gains a mood boost when prisoners are consciously suffering, and when XE is in a bad mood, will take out XER frustrations on prisoners.
  • Gains a mood boost based on the conscious prisoner on the map with the lowest mood.
  • Only possible mental break is sadistic rage; can randomly change to such

  • True Friend
  • WILHELM is devoted to the well-being of his friends. No matter how dark the situation gets, WILHELM never takes XER anger out on people XE considers allies.
  • Never harms allies during mental breaks
  • Will never initiate a social fight
  • Berserk, Insulting Spree, Fire Starting Spree, Murderous Rage, and Slaughterer are disabled.
  • Conflicts with Fairweather Friend

  • Fairweather Friend
  • GEN has little loyalty to the colony. XE is on the side of the winning team, and if XER current faction proves not to be that team, XE will likely be the first one to leave.
  • Greatly increases the chance of "Gave Up" Mental Break
  • Increases the chance of "Run Wild" Mental Break
  • Conflicts with True Friend

Lifestyle Traits
  • Roommate
  • Most people on the Rimworlds hate sharing a room... but not SAMMY. XE enjoys the company and gains a mood boost when sharing a bedroom.
  • +6 mood when sharing a room.

  • Solitary
  • Most people on the Rimworlds hate sharing a room... especially TAMMY. XE suffers an even larger mood penalty when forced to share a room.
  • -6 mood when sharing a room.

  • Camper
  • TED is most at ease when sleeping in the great outdoors. XE can sleep under nearly any conditions without minding.
  • No mood malus from sleeping outside, on the ground, or in the cold/heat.
  • +6 mood if sleeping outside, rather than a malus.

  • Carefree
  • RIKA doesn't take life's problems too seriously. XE doesn't work as quickly, but isn't as badly affected when things go wrong.
  • Work speed -10%, Mental Break threshold -4%
  • Conflicts with Neurotic, Very Neurotic, and Happy-go-lucky.

  • Happy-go-lucky
  • HARUKA prefers to live life at XER own pace. XE doesn't work with any sense of urgency, and isn't prone to panic.
  • Work speed -20%, Mental Break threshold -7%
  • Conflicts with Neurotic, Very Neurotic, and Carefree

  • Dine-and-Dash
  • YUI is used to eating in a hurry. XE eats faster and doesn’t need a table.
  • Eating time x60%
  • Nullifies "Ate without table"

  • Early Bird
  • THOMAS has a very rigid circadian rhythm, and despises being up when most others should be sleeping. XE also dislikes darkness and will mind spending prolonged periods of time in darkness more than others..
  • -16 mood penalty during night (starts: ~11:00, ends: ~18:00)
  • +10 mood bonus during day (starts: ~23:00, ends: ~06:00).
  • Double mood malus from Darkness.
  • Conflicts with Night Owl


Combat Traits
These traits are a bit strange to implement, but give us a rare incentive to specialize different pawns in different weapon types. These are only viable if we have a way to discriminate different weapon types(spears vs. swords, etc;) even across mods.
  • Pistolero
  • MCCREE is an ace when it comes to single-handed firearms, and can train XER sights on targets much more quickly when using them.
  • Gains +10 mood and -40% aim delay when using single-handed ranged weapons.

  • Rifleman
  • MORRISON is well-drilled in the use of two-handed firearms, resulting in increased effectiveness at range.
  • Gains +5 mood and reduced accuracy dropoff when using any two-handed ranged weapon that's not a bow.

  • Bowman
  • HANZO is highly disciplined in the way of the bow, and can loose many well-aimed shots in the time it takes most to fire one.
  • Gains +10 mood, +20% accuracy, and -20% aim delay when using a bow.

  • Swordfighter
  • KONNO is most at ease using a sword. XE wields swords with well-oiled efficiency, resulting in higher attack speed.
  • Gains +10 mood and -2 attack delay when holding a gradius or longsword

  • Spearman
  • ARAN is most at ease using weapons with long handles. XE uses them to keep foes at distance, improving XER survivability.
  • Gains +5 mood and +30 dodge chance when holding an Ikwa or Spear

  • Axeman
  • ARTIX enjoys hacking at foes with the weight of an axe. XE hits targets with concentrated force in areas of weakness, greatly increasing XER effectiveness against armored enemies.
  • Gains +5 mood and has a higher chance to ignore target armor when holding an axe or hatchet.


  • Clubber
  • CONAN loves the thrill of bashing foes senseless with blunt weapons. The force has a chance to cause enemies to stagger./i]
  • Gains +10 mood and has a chance to stun the target on hit when holding a mace or club.

  • Weeaboo
  • GENJI has an excessively romantic ideal of what it means to wield a sword. This obsession is often seen as somewhat disturbing by others. Unless, of course, they too are also fanciful about it.
  • +10 mood when holding a gradius or longsword.
  • -5 opinion from other colonists, but +8 from colonists with Weeaboo.


  • Milquetoast
  • FAWKES isn't the toughest or bravest individual. XE goes down faster than most.
  • Pain shock threshold reduced to 60%
  • Conflicts with Wimp/Brawler, and is effectively a lesser version of Wimp.


  • Berserker
  • REYES prefers to vent XER frustrations through violence. XE becomes more dangerous in combat the lower XER mood.
  • Gains increasing melee damage the lower this colonist's mood
  • Only possible mental break is berserk and tantrum; can randomly change to such.

  • Grenadier
  • TAVISH has considerable experience with explosives, and always seems to detonate them in the right place at the right time.
  • Increases crafting speed for explosive-type items
  • Will never accidentally set off landmines or IEDs
  • Greatly Increased accuracy with grenade-type weapons
  • Increased accuracy and loading speed with mortars and artillery.

  • Unhindered
  • JOHN seems to be a natural at wearing otherwise cumbersome armor. XE is able to move at the same speed in heavy plate as if they were wearing nothing at all.
  • No speed malus from armor.


I have yet to use the mod(need to clear my schedule to get into Rimworld), but I do have some suggestions and observations judging from the traits presented so far:
  • Big-boned should deal damage to chairs instead of breaking them. I don't care how many sandwhiches you eat; you shouldn't be able to accidentally break a Plasteel chair in one sitting.
  • Vengeful pawns have a special relationship with guilty pawns: they shouldn't suffer a mood malus when guilty prisoners die, are executed, tortured, or harvested. If anything, they gain mood from these incidents.
  • Being one myself, I can tell you that absentminded people are usually this way because they are always thinking. This can be reflected in Rimworld by secretly giving them a significantly higher rate of inspiration.
  • Eccentric people are, by definition, not ordinary. For better and worse, their personalities stick out, and this can be reflected in giving them doubled social impact.


Last edited by SaitoYui; Dec 21, 2020 @ 1:51pm
obsidian29 Dec 20, 2020 @ 11:33am 
I second the traits in the above post. I love all of those.
[REDACTED] Dec 21, 2020 @ 12:29pm 
Grammer suggestion.
I don't find "Brave" the right word for it's description and effects. Seeing as it's even stronger than Iron-willed + higher pain threshold, I'd personally use something along the lines of "Dogged." "Headstrong," (<== Fits nice with the description) or "Bullheaded" comically.
Thank you for considering.
Bow Toes Dec 22, 2020 @ 4:46am 
I have a UI suggestion, if it's not already been suggested: In the trait enable/disable menu, it'd be very nice for a pop to appear when you hover on a trait, giving it's description and effects. It's a hassle to guess from the trait names what it does, and for mods that don't have pages describing what traits they add (like Psychology) it'd be very convenient. Maybe alongside that, some description of what mod added the trait?
se05239 Dec 30, 2020 @ 2:58am 
- Misanthrope -
Hates their fellow man equally. Gets a mood debuff for every other Pawn in the colony. Higher tendency to insult people. Doesn't mind being mean to prisoners or anything like that.

- Cynical -
Expect the worst and you won't be disappointed. Positive mood debuffs are halved, but so are negative ones. Have trouble doing social stuff.

- Pacifist -
Get a mood debuff if holding a weapon. Killing Pawns grants more mood debuff. Basically works like a reverse bloodlust.
Idlehands Jan 4, 2021 @ 9:32pm 
Suggested Trait

-Mr Streamer-
Gives a boost to the effectiveness of all electronic entertainments in the colony tv's arcades ect and gets a research and art bonus ..... however this pawn will get random minor injuries and won't accept bed rest as a priority .

Inspired by Roll1D2 on YT

or a more generalised version
-Content Creator-
Gives a boost to electronic entertainments and comes with a research and art bonus .
Reacts badly to any insults with a heavy mood debuff and more prone to work frenzy on mental breaks .
Last edited by Idlehands; Jan 5, 2021 @ 1:13am
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