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RimWorld => Mods => Releases => Topic started by: Kiame on September 09, 2018, 12:10:59 AM

Title: [1.3] [KV] Consolidated Traits [ModSync RW]
Post by: Kiame on September 09, 2018, 12:10:59 AM
I've updated this mod to work with B19. I have tried to contact Rainbeau (dburgdorf) but received no response. For now I will be supporting this mod. Rainbeau if at any time you'd like me to take this down let me know and I will  :)

(https://steamuserimages-a.akamaihd.net/ugc/959719480185811987/AC2DB20819B979BFF88C0379AF7275975A6090A7/)

When I started looking for a mod to add more traits to the game, I quickly realized three things about the various trait collection mods that are available: they all have some traits I really like, but also some I dislike, and none of them had all the traits I wanted; they don't necessarily work very well together due to conceptual overlaps or conflicts; and some of them are buggy in one way or another.

So I decided to deal with the problem by... releasing yet another trait collection mod. *Shrug* What can I say? This one, at least, has the traits I like, all the traits I like, and nothing but the traits I like. And I'm reasonably certain it's bug-free.

"Consolidated Traits" adds 45 traits to the game, almost doubling the number of traits available for pawns. The new traits are:
- "Aesthete": Pawns with this trait love beautiful things, and care a lot about the beauty of their environment.
- "Animal Hater": Some pawns just aren't "animal people."
- "Animal Lover": Pawns with this trait, as you'd expect, are especially good at dealing with animals.
- "Builder": Pawns with this trait are good at constructing things, at least if they have instructions.
- "Butcher": Pawns with this trait are much faster when butchering animal corpses.
- "Claustrophobic": Pawns who don't like confined spaces make poor miners.
- "Cold Lover": Pawns with this trait will complain less when it's cold, but will whine more when it's hot.
- "Coordinated": This one provides a slight boost to global work speed and to most skilled labor.
- "Cranial Nerve Palsy"/"Eagle-Eyed": These traits affect primarily a pawn's shooting accuracy.
- "Deadshot": This provides a boost to both shooting speed and accuracy.
- "Decent Learner"/"Slow Learner": Join Fast learner to broaden the speed of pawn learning.
- "Deep Sleeper": Pawns with this trait won't be disturbed by others while sleeping.
- "Dunce": Pawns with this trait will learn at a slower rate.
- "Glutton": Pawns with this trait eat very quickly.
- "Gourmet": Pawns with this trait prepare excellent food, but take their time in doing so.
- "Heat Lover": This is the counterpoint to "Cold Lover."
- "Inept": This trait is the counterpoint to "Coordinated."
- "Inventor": Pawns with this trait are great researchers, but tend to be easily distracted.
- "Neat Freak": Pawns with this trait appreciate the importance of a dirt-free environment.
- "Nibbler": Pawns with this trait eat very slowly, picking at their food.
- "Nyctophobe"/"Nyctophile": These traits make pawns either more or less afraid of the dark than usual.
- "Perfectionist": Pawns with this trait try to make sure their work is done right, no matter how long it takes.
- "Poor Medic"/"Skilled Medic"/"Master Medic": These traits provide penalties or buffs to medical skills.
- "Rockhound": Pawns with this trait excel at mining and stonecutting, but are a bit slow at other tasks.
- "Savant": Pawns with this trait are creative geniuses, but terribly slow workers.
- "Sucker"/"Haggler"/"Master Trader": These traits affect prices when a pawn is trading.
- "Uncouth"/"Diplomat"/"Master Diplomat": These traits affect the success of a pawn's diplomatic efforts.
- "Unstoppable"/"Ironman"/"Low Pain Tolerance": These traits affect a pawn's pain tolerance.
- "Weak Constitution"/"Strong Constitution": These traits affect a pawn's resistance to pathogens and diseases.


Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1507384362)

Direct Download:
1.3 (https://github.com/KiameV/rimworld-consolidatedtraits/releases/download/1.3/ConsolidatedTraits.zip)

B19 (https://github.com/KiameV/rimworld-consolidatedtraits/releases/download/B19/ConsolidatedTraits.zip)
1.0 (https://github.com/KiameV/rimworld-consolidatedtraits/releases/download/1.0/ConsolidatedTraits.zip)
1.2 (https://github.com/KiameV/rimworld-consolidatedtraits/releases/download/1.2/ConsolidatedTraits.zip)

GitHub (https://github.com/KiameV/rimworld-consolidatedtraits)


Compatibility:

"Consolidated Traits" should be compatible with most other mods. Even if those mods add similar traits, there shouldn't be any conflicts, as the traits are unlikely to have the same defNames. However, if you're using more than one mod that adds traits, you might end up seeing pawns with traits that don't really work well together, since the game won't have any way of knowing that trait X from mod Y duplicates or just isn't compatible with trait A from mod B.

I'd recommend using my "More Trait Slots" mod. Combining a larger pool of traits with a larger set of traits per pawn can add some very interesting and uniquely individual personalities to your game.

You should be able to add "Consolidated Traits" to an existing saved game without trouble, but removing the mod from a game in progress might cause problems if any pawns in the world have any of the mod's traits, which is of course very likely.

Credits:

Rainbeau Flambe (dburgdorf) - original author

Some of the traits added by this mod are original. But most of them are based on traits found in "Additional Traits," "Extended Traits," "L-Traits," and/or the base version of "Pawns Are Capable!"

utotuto for updating the trait descriptions for B19
Title: Re: [B19] Consolidated Traits
Post by: utotuto on September 09, 2018, 08:59:17 PM
QuoteNAME
It is [PAWN_nameDef] now. There [PAWN_pronoun] also. So something like this
Quote<description>[PAWN_nameDef] is prone to extreme mood swings. When [PAWN_pronoun] happy, [PAWN_pronoun] can be very happy, but when [PAWN_pronoun] sad, [PAWN_pronoun] can become dangerously depressed.</description>
But im sure you know.
Title: Re: [B19] Consolidated Traits
Post by: utotuto on September 10, 2018, 02:44:13 PM
Since Kiame is busy. There fix for declension of nouns.
(https://i.imgur.com/GIC6eKt.png)

[attachment deleted due to age]
Title: Re: [B19] Consolidated Traits
Post by: Kiame on September 10, 2018, 03:33:42 PM
Thanks Utotuto. I've been elsewhere trying to get other mods up to speed and had this fix on the back burner. I'll get that incorporated
Title: Re: [B19] Consolidated Traits
Post by: Kiame on September 20, 2018, 01:19:43 AM
Update:
I decided to go digging about why green thumb had been removed. My memory was incorrect!
I thought it was due to a change in the code but it was just because it was thought green thumb was OP.

Due to that I've gone ahead and added Green Thumb and Brown Thumb back with some slight adjustments. The gain/decrease to planting/harvest is now 15% instead of 20$ and they both will be applied to pawns slightly less frequently
Title: Re: [B19] Consolidated Traits
Post by: bigheadzach on September 20, 2018, 08:52:00 AM
Question: when you do these updates, should we expect the downloads to be updated immediately or will there be an official announcement when the changes are in effect?
Title: Re: [B19] Consolidated Traits
Post by: Canute on September 20, 2018, 09:22:01 AM
When Kiame post an update responce, the link at the first posting is updated and useable.
So just delete the old mod folder, download the mod  and unzip it into mods.
Title: Re: [B19] Consolidated Traits
Post by: bigheadzach on September 20, 2018, 11:15:47 AM
Cool. I only ask because I usually check GitHub, and the project hasn't been updated for 11 days, suggesting nothing new had been committed.
Title: Re: [B19] Consolidated Traits
Post by: Canute on September 20, 2018, 11:34:47 AM
That's Kiame tactic.
Github don't update the timestamp when the files just get replaced like Kiame does.
Title: Re: [B19] Consolidated Traits
Post by: Kiame on September 20, 2018, 01:09:09 PM
Yeah in order to update github's timestamp i'd need to delete it, create a new release with a different tag, then update all the direct download links. To save my sanity i just delete the release's zip file and upload the new one. In the release's text field i will update the "Last Updated" and "ModSync RW Version"

Though looks like i forgot to commit/push the changes last night. I'll get the baseline in sync tonight. In the meantime make sure to download the the zip for the Release tab and not the repo itself
Title: Re: [B19] Consolidated Traits
Post by: TheAtomicOption on September 20, 2018, 05:28:07 PM
Quote from: Kiame on September 09, 2018, 12:10:59 AM
- "Bipolar": Pawns with this trait will have more extreme mood swings than other pawns.
ills.

If you want this to be more accurate to real life, then instead of more extreme moods, have it make the pawn swing between needing less sleep+working faster (mania), and needing more sleep+working slower (depression). Bipolar is also known as manic depression.

Quote from: Kiame on September 09, 2018, 12:10:59 AM
- "Quick Learner": This trait is the counterpart to "Dunce."

...

- "Sluggish"/"Swift Reflexes": These traits affect a pawn's ability to dodge attacks.


Both of these are now in the base game as "Fast Learner" and "Nimble", so they aren't needed in the mod anymore.
Title: Re: [B19] Consolidated Traits
Post by: Kiame on September 21, 2018, 02:30:23 PM
What i'll do is instead of removing them (which will cause errors in people's saves) is i will change the occurrence for those to 0. They'll still be available in Prepare Carefully but will never happen when a pawn is being generated randomly.
Title: Re: [B19] Consolidated Traits
Post by: Kiame on September 23, 2018, 02:29:31 AM
Update:
Edited the commonality of Quick Learner and Sluggish/Swift Reflexes so they will not be included with randomly generated pawns. These traits will still be available via Prepare Carefully if desired.
Title: Re: [B19] Consolidated Traits
Post by: JohnLG on September 26, 2018, 10:56:20 PM
Hey, thanks for keeping this mod going!  I appreciate the extra flavor and pawn possibilities it provides. 
Title: Re: [B19] Consolidated Traits
Post by: PeterR on September 30, 2018, 10:58:01 PM
A lot of traits are nonsensical. Seems this mod is very rushed and not double checked.

Ironman trait +60% pain shock threshold, but default is 80% and it caps out at 99%, so it's basically just +19% instead of +60%.

Swift Reflexes +0.5% melee dodge chance and Sluggish -0.5%, when the vanilla trait is +15.0% melee dodge chance. Very underwhelming. Balance nowhere to be found.

Mod adds trait called tough, but there is already default vanilla trait named tough, why the duplicate name?

I didn't even look for these mistakes, just noticed them when creating a character, so I am sure there are many more. Sorry to say this, but the mod seems very rushed. Wouldn't recommend.
Title: Re: [B19] Consolidated Traits
Post by: Kiame on October 01, 2018, 12:24:41 AM
Update:
I've gotten some time to actually play the game and finally give this mod some TLC.

Ironman, Tough, and Low Pain Tolerance have stayed the same but Ironman and Tough have been changed to Unstoppable and Ironman respectively. Tough and Ironman/Unstoppable can work together. The base game's Tough halves all incoming damage. This mod's Unstoppable/Ironman/Low Pain Tolerance determine how much damage a pawn can take before they're downed.

Sluggish/Swift Reflexes will not be added to generated pawns. These are still available for anyone that uses them with Prepare Carefully and to make sure this update does not break save games.

Quick Learner will not be added to generated pawns. It is still available for PC and save games.

Added far-sighed to go along with near-sighted and eagle-eyed.
Near-sighted has a -3 shooting acc, +2 melee to-hit, -10% workspeed
Eagle-eyed has a +5 shooting acc, +1 melee to-hit
Far-sighted has a +3 shooting acc, -2 melee to-hit, -10% workspeed

Patched some of the vanilla traits to have dislikes for other traits.

Shooting Accuracy and Melee Hit are now correct. From B18 to B19 they were switched from floats to ints.


Now that i know this mod better I do plan to re-incorporate Sluggish and Quick Learner in version 1.0 via patching.
Title: Re: [B19] Consolidated Traits
Post by: bigheadzach on October 01, 2018, 09:45:18 AM
I don't suppose the code innately supports headgear (like glasses) negating a trait entirely? Would that be a new concept, trait-negating items/conditions?
Title: Re: [B19] Consolidated Traits
Post by: Kiame on October 11, 2018, 12:17:39 AM
Update:
Added a Mod Settings page where users can specify how common each Trait is when pawns are generated randomly.
Title: Re: [1.0] [KV] Consolidated Traits [ModSync RW]
Post by: Kiame on October 18, 2018, 07:05:10 PM
Updated for 1.0
https://github.com/KiameV/rimworld-consolidatedtraits/releases/download/1.0/ConsolidatedTraits.zip

For anyone that's using a save created using B19 use the direct download version of the B19 version of this mod: https://github.com/KiameV/rimworld-consolidatedtraits/releases/download/B19/ConsolidatedTraits.zip

Added:
-Decent Learner and Slow Learner which joins Fast Learner to broaden leanring speeds for pawns

Updated:
-Deftly Dodger (previously Quick Reflexs) and Sluggish which now joins Nimble
Nimle has been changed to be 10 melee dodge chance to mirror sluggish's -10. Deflt Dodger is 20.

-Near and Far Sighted have been replaced by Cranial Nerve Palsy. There was a comment about Near/Far sight should be cured with eye replacements. To limit the scope of this mod i thought it better to find a different non-eye related condition that could cause vision difficulties. Cranial Nerve Palsy causes -4 shooting, -4 melee, and -20% work speed (please feel free to leave feedback on this one)
Title: Re: [1.0] [KV] Consolidated Traits [ModSync RW]
Post by: Kiame on November 01, 2018, 01:57:44 AM
Update:
Fixed the error about defining sleep disturbed twice when enabling Psychology
Title: Re: [1.0] [KV] Consolidated Traits [ModSync RW]
Post by: Kiame on November 07, 2018, 06:55:06 PM
Update:
Re-wrote the settings page and persisting of data. Should resolve the issue of settings not being applied on game load.
Title: Re: [1.0] [KV] Consolidated Traits [ModSync RW]
Post by: Kiame on December 03, 2018, 11:20:50 PM
Update:
When In-Game Def Editor (https://ludeon.com/forums/index.php?topic=46983.msg445886#msg445886) is loaded, this mods settings will be disabled which allows everything to go through In-Game Def Editor instead
Title: Re: [1.0] [KV] Consolidated Traits [ModSync RW]
Post by: DiamondBorne on March 02, 2019, 11:44:58 AM
The newest version no longer allows ticking smaller font that let you see up to 9 traits. Is this normal? Or is it smaller font by default now?
Title: Re: [1.1] [KV] Consolidated Traits [ModSync RW]
Post by: Kiame on February 27, 2020, 05:30:30 PM
Updated for 1.1
https://github.com/KiameV/rimworld-consolidatedtraits/releases/download/1.1/ConsolidatedTraits.zip
Title: Re: [1.1] [KV] Consolidated Traits [ModSync RW]
Post by: Kiame on February 27, 2020, 06:56:29 PM
Made a few fixes to 1.1
Title: Re: [1.1] [KV] Consolidated Traits [ModSync RW]
Post by: Kiame on May 30, 2020, 01:49:24 PM
Update:
Modified "low pain tolerance", "ironman", and "unstoppable" to include a damage factor as well as pain threshold to make each more applicable.
Title: Re: [1.1] [KV] Consolidated Traits [ModSync RW]
Post by: Killian_the_Red on July 28, 2020, 02:02:54 AM
Hello,
Didn't this mod allow you to edit the frequency of traits appearing in new pawns? Are you planning on putting that back in? It was really awesome!
Title: Re: [1.1] [KV] Consolidated Traits [ModSync RW]
Post by: Kiame on July 28, 2020, 10:15:43 AM
Hmm I didn't remove it.... Unless I did something stupid and didn't push it to the repo. Let me take a look in a bit
Title: Re: [1.1] [KV] Consolidated Traits [ModSync RW]
Post by: Killian_the_Red on July 28, 2020, 12:14:30 PM
Yeah I'm on 1.1 Whether it's high or low on the load order i'm not getting a mod settings page to access the feature.
Title: Re: [1.1] [KV] Consolidated Traits [ModSync RW]
Post by: Kiame on July 29, 2020, 12:21:22 AM
Do you by chance have the mod In-Game Def Editor installed? If so that's the reason these settings are hidden. Basically I added this same functionality into In-Game Def Editor and when both are enabled they'll conflict. Due to that, when Def Editor is enabled I disable this mod's setting page.
Title: Re: [1.1] [KV] Consolidated Traits [ModSync RW]
Post by: Killian_the_Red on July 29, 2020, 10:09:44 PM
Quote from: Kiame on July 29, 2020, 12:21:22 AM
Do you by chance have the mod In-Game Def Editor installed? If so that's the reason these settings are hidden. Basically I added this same functionality into In-Game Def Editor and when both are enabled they'll conflict. Due to that, when Def Editor is enabled I disable this mod's setting page.

No I don't have that
Title: Re: [1.1] [KV] Consolidated Traits [ModSync RW]
Post by: Kiame on July 30, 2020, 02:43:03 AM
hmm i played around with it and i do see "Consolidated Traits" in the mod settings menu after I disabled In-Game Def Editor on my side. I had recompiled the code to add some debug messages so just in case I posted a bad version on github i've re-uploaded it here: https://github.com/KiameV/rimworld-consolidatedtraits/releases/download/1.1/ConsolidatedTraits.zip

Let me know if this version fixes the problem.
Title: Re: [1.1] [KV] Consolidated Traits [ModSync RW]
Post by: Killian_the_Red on July 30, 2020, 04:42:57 PM
Quote from: Kiame on July 30, 2020, 02:43:03 AM
hmm i played around with it and i do see "Consolidated Traits" in the mod settings menu after I disabled In-Game Def Editor on my side. I had recompiled the code to add some debug messages so just in case I posted a bad version on github i've re-uploaded it here: https://github.com/KiameV/rimworld-consolidatedtraits/releases/download/1.1/ConsolidatedTraits.zip

Let me know if this version fixes the problem.

That did it. Works for me now. Thanks a ton!
Title: Re: [1.1] [KV] Consolidated Traits [ModSync RW]
Post by: Kiame on July 30, 2020, 06:51:01 PM
Ugg I wonder what i did/didn't do to make that not work as i didnt change any code  :o

Thanks for bringing this to my attention!
Title: Re: [1.2] [KV] Consolidated Traits [ModSync RW]
Post by: Kiame on August 10, 2020, 11:30:37 PM
Updated for 1.2
Title: Re: [1.3] [KV] Consolidated Traits [ModSync RW]
Post by: Kiame on July 15, 2021, 01:13:22 AM
Updated for 1.3 - 1.3 (https://github.com/KiameV/rimworld-consolidatedtraits/releases/download/1.3/ConsolidatedTraits.zip)