RimWorld

RimWorld

501 ratings
The Sims Traits
15
6
2
2
2
3
3
5
2
2
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.5, 1.6
File Size
Posted
Updated
1.095 MB
12 Nov @ 12:52pm
13 Dec @ 7:43pm
18 Change Notes ( view )

Subscribe to download
The Sims Traits

Description
This mod has two parts:

Part I – Adds traits inspired by The Sims games, I plan to add more in the future.

Part II – Patches some of my favourite traits from the Vanilla Expanded mod to make them more useful. You’ll still need to install the original VE mod for this part to work.
(An toggle-off function is now added if you prefer to use the original VE trait. This should give you the flexibility to switch between my patch and the original as you wish.)

10/12/2025 added support for trait icons.

Social















Mental





















Lifestyle



















Physical






The map defog effect of the 'Observant' trait has been redesigned and removed as of 26/11/2025. Now, the pawn has a small chance to spot a random trade ship when using the telescope instead.

Skill









Patched VE Traits























Q: Will you add more traits?
A: Yes, as mentioned in the first part.

Q: Can you add XYZ traits?
A: You can leave a comment with your ideas, but I cannot guarantee anything since I’m just a commissioner. I also have my own personal preferences, so if I don’t like an idea, it’s unlikely to be added. You can always go to the market Discord and commission your own mod.

Q: Is XYZ compatible?
A: I don’t know. I don’t play with CE, and my mod list is fairly light (250+). If errors occur, please leave a log, but I’m unlikely to create compatibility patches from my end.

Credit:
Coding – Taranchuk
Preview & Infographics – DetVisor
Design – Goji
Special thanks to the original Vanilla Expanded trait mod and the Sims series for all the ideas and inspiration.

GitHub Link: https://github.com/Goji-2337/The-Sims-Traits
Licensed under Creative Commons[creativecommons.org]. You have our explicit permission to readopt and readapt.


Popular Discussions View All (1)
4
19 Nov @ 12:13am
Observant trait bug & suggestion
Absurde
151 Comments
Riicochet 13 hours ago 
Potentially the best looking trait mod I've come across, bravo
Goji  [author] 16 hours ago 
@jakulfrostie Could you link an error log for me? Procrastinator is one of the traits I tested extensively because I have it on my MC in every playthrough. I’ve had occasional wandering, but that was because you have to explicitly schedule them to 'work' in the timetable, and when they’re scheduled for other things (recreation, etc.) they might wander if their recreation need is already full and they don’t feel like working. I’ve never seen it throw errors on my end, so it’d really help to look at the log if possible
jakulfrostie 16 hours ago 
Had an issue with the Procrastinator trait, was throwing a JobDriver tick error and causing the pawn to wander around forever, never doing any work at all, until I removed the trait from him.
Goji  [author] 19 hours ago 
@Hugalafutro Will fix! Since it’s a minor issue I’ll probably include it into a larger update, thanks for the heads-up.

@Kaden Ha True that, I haven’t played with Alpha Animals for a while, I’ll add this to my notes.

@zmjee Ah, that’s an oversight on my part, apologies. Shy pawns aren’t able to initiate social interactions, and taming animals is a social interaction even it falls under animal skills, I believe. I’ll ask the coder to tweak it; for now I’m afraid you’ll need to edit the trait out if you want that pawn to be the animal handler.
zmjee 19 hours ago 
Love the mod! Noticed that my shy pawn can't tame - maybe because the dialogue required is disabled?
(Had an inspired taming that wasn't triggering - went up to the thrumbo, but didn't 'ask it to join'. Removed shy trait with devmode and it worked)
Kaden Ha 21 Dec @ 5:41am 
Observant pawns should be able to detect Mimes from Alpha Animals too.
Hugalafutro 19 Dec @ 10:38pm 
Hi, very minor "typo", tooltip of the the Funny person thought from being around a Goofball is in all lowercase, all/most thoughts are usually capitalised at the start of the sentence.
Goji  [author] 18 Dec @ 1:26pm 
@Zalfir Yes, I did. I went through every trait from Sims 3 and 4, including the ones you can only buy with points. Regarding Mooch, I did look at it during the design phase but didn’t include it because the kleptomaniac trait from VE pretty much does the same thing. Pawns with that trait can already steal from other factions at a cost of goodwill, albeit it’s not an active ability. Maybe I’ll think of something else.

@谁在背后天天射我 This is an interesting idea; however, I’m not sure it fits within the scope of my mod. It seems better suited to a mod that adjusts children’s education/skill growth, since it doesn’t really relate to an actual trait.
谁在背后天天射我 16 Dec @ 12:42am 
Would you consider adding an event where colonists under 18 "Ask for Advice" from adult colonists, resulting in a decrease in one skill level and an increase in another?:steamhappy:
Zalfir 14 Dec @ 8:37pm 
Hey, I really like what you're doing with this and wondered if you're getting any inspiration from Sims 3 and its various expensive DLC.

In that one there was an ability that people with Mooch (or something similar) could do where they basically get free Simoleons from other sims for an opinion penalty. Wondered if you'd be interested in implementing that but make it so they only mooch off visitors, causing a minor faction relations penalty in return for silver.