RimWorld

RimWorld

The Sims Traits
151 Comments
Riicochet 15 hours ago 
Potentially the best looking trait mod I've come across, bravo
Goji  [author] 17 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 18 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] 20 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 21 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.
Goji  [author] 13 Dec @ 7:43pm 
@Hugalafutro Fixed. Thanks for spotting.
Hugalafutro 13 Dec @ 7:31pm 
Hi, I'm not very well versed in RW modding, but I browsed github and this line from goofball trait

<description>{PAWN_nameDef} acts funny in the day-to-day life. {PAWN_pronoun} silly nature often amuses others.</description>

ends up as "He silly nature..." for male and "She silly nature..." for female instead of His/Her. I'm not sure what the correct variable name is
Goji  [author] 13 Dec @ 10:24am 
@Maux Fixed now. Appreciate the very detailed bug report!
Maux 12 Dec @ 8:25pm 
@Goji The specified patch resides in 1.6/Patches/VETraits.xml line 28~35. The Github version and the latest Steam version (tried unsubbing and resubbing to make sure it wasn't Steam messing up the update) Both have adding Void without checking for Anomally.
Goji  [author] 12 Dec @ 8:14pm 
@Maux mmh weird... This was reported and we supposedly fixed it (change log 05/12/25), same with the insane trait. I'll double-check with Taran during the day and see if he missed something.
Maux 12 Dec @ 8:02pm 
Bug report: Patch for VTE_WorldWeary adds Void meditation focus type without checking for Anomally. Void meditation is defined in Anomally so loading VTE and your mods results in could not resolve cross-reference error
Pumpkin Spice Latte 11 Dec @ 6:50am 
@Goji, You know what, I think you're right. I'm trying to remember and I can't for the life of me. That was probably the case then and I'm just a little dummy. So disregard my previous comments LOL
Goji  [author] 10 Dec @ 6:22pm 
@Pumpkin Spice Latte, does your doctor pawn have the "Huge Power" trait? This looks like its designed trade-off in infographic
Pumpkin Spice Latte 10 Dec @ 4:47pm 
P.S just adding this here from the log if that helps; SurgeryOutcomeEffectDef.GetQuality: post: SimsTraits.SurgeryOutcomeEffectDef_GetQuality_Patch.Postfix

This is how I found the culprit to my problem.
Pumpkin Spice Latte 10 Dec @ 4:46pm 
Hello! Just a FYI, I don't know why or how, but this mod made one of my pawns unable to perform surgeries succesfully. After removal, my doctor is once again able to remove body parts without failing. It might be a conflict with a couple trait mods I use.
ThatJustSomeGuy 10 Dec @ 3:53pm 
another playthrough i have to do....sigh
Goji  [author] 9 Dec @ 4:32pm 
@Nine A bit late, sorry, but this issue has been fixed. I couldn't locate the bug without a log, and it took a while for me to successfully replicate it
Goji  [author] 8 Dec @ 12:23pm 
@sk4p3g04t Hi there, I checked with Taran, and he mentioned that the log is trimmed down to 10,000 lines, which unfortunately doesn’t include enough information for him to trace anything back to our mod. If the issue persists but your workaround keeps things working, I’d recommend continuing with that for now.
[LNR] livsi 7 Dec @ 4:14pm 
@headoflost3210 in my experience yes
headoflost3210 7 Dec @ 4:08pm 
is this compatable with the Character Editor mod?
sk4p3g04t 7 Dec @ 2:46am 
I think there's a conflict with goofball's mental break and flying vehicles using Vehicle Framework. I had a pawn disappear halfway to their destination, there were no errors in the log, but after removing the trait he made it without issues.

Here's the log, I couldn't see any errors, but that trait is the only thing I could think of as being responsible.

https://gist.github.com/HugsLibRecordKeeper/b460a224b709becf92fe6c3db8771439
SariusSkelrets 6 Dec @ 1:11pm 
I successfully completed a baron ceremony after downloading the latest version. I got the title, highmate and aperitif.

Thanks for the fix!
Goji  [author] 6 Dec @ 11:20am 
@SariusSkelrets Pushed a fix, let me know if it solves the issue
SariusSkelrets 6 Dec @ 8:12am 
The error explicitly names the proper pawn method.

It might be what causes the issue. It would also explain why it suddenly started to fail, as it got updated yesterday.
Goji  [author] 6 Dec @ 8:05am 
@SariusSkelrets Thanks for reporting. Think yesterdays high maintenance trait fix broke something. Coder is aware and will fix tonight.
SariusSkelrets 6 Dec @ 7:57am 
I'm getting an error when I complete the ceremony to become a baron that directly names this mod.

It completes and I get the message that the empire has sent aperitif, but I get no aperitif, no highmate and my pawn is still a freeholder with 46 honor.(VFE empire & VRE highmate)

The ceremony has been completed without any issue twice before with the same modlist, but now it stopped working.

The log: https://gist.github.com/HugsLibRecordKeeper/025db784d61d8a86077e355692f8e899
too 🌸 many 🌸 wyrms 4 Dec @ 11:56pm 
Just to add in case it's relevant, it's happening regardless of the mod order on the list
too 🌸 many 🌸 wyrms 4 Dec @ 11:53pm 
I'm getting a red error when I have both this and VTE in my modlist and launch the game. If I remove one or the other, the error goes away. Not sure if this is intended since the mod patches VTE but it's never happened to me when I've had a mod that might interact with another one

Could not resolve cross-reference to RimWorld.MeditationFocusDef named Void (wanter=allowedMeditationFocusTypes)

https://gist.github.com/HugsLibRecordKeeper/d7502841d120ece88cc2e704dd8be974
Kris 4 Dec @ 10:34pm 
Thank you @Goji for this quick response. If this trait is not triggered while drafted, this seems a good solution. Otherwise the pawn not only runs away, they ignore the zones and might run straight into the line of fire.
Hugalafutro 4 Dec @ 2:44pm 
@Goji that sounds like a perfect solution to me, as for the frequency I don't mind it being often as long as it's not more often that a baby would, if you want to reduce it I'd suggest either a hidden cd, or more preferably tie it to the mood (i.e. only have the giggles occur at 70%+ mood or such. Ultimately the decision is yours.

Another thing with goofball is they seem to ignore zone restriciton after the mental state ends.

I was in middle of raid. Pawns not fighting the raid, including the goofball, were restricted to an area inside the base. Suddenly I see her strolling towards the killbox as she giggles so I'm thinking she'll stop giggling and go back, but she stopped giggling, and proceeded to go fishing, straight through the line of fire of the raiders. Goofball indeed :D I checked her area and it wa son Inside, but she didn't change where she was going until I flipped it to another zone and then back to Inside.
Goji  [author] 4 Dec @ 12:51pm 
@Hugalafutro @Kris Thanks for the feedback! I'll tweak the balance on this. TBH, the giggling mental state is straight from vanilla mechanics. It was the tradeoff for the aura mood buff. But after playtesting myself, I totally get how the hassle outweighs the benefit, especially when the disruptions could be fatal. I might make it unable to trigger while drafted, so no more mid-combat chaos.
Kris 4 Dec @ 11:00am 
I agree. The giggles are fine but they are happening way too often. Several times per day and always in a fight, my pawn is running away giggling her ass off. If you have more than one pawn with this trait in your colony, uff - this is getting rough. I think reducing the frequency by 75% would be good because I like the trait and it is a funny idea. Sometimes this mental state is happening just after the other one ended. At this point I have to remove the trait, its getting out of hand sadly.
Hugalafutro 4 Dec @ 2:58am 
The goofball trait is killing me, why is giggling considered a "mental state"? She keeps going uncontrollable mid-fight as she giggles :D
Victor 3 Dec @ 6:14pm 
The High Maintenance trait adds a royal bedroom need, but if there's no Empire faction it throws errors (I'm using World Tech Level)
artichokeme 1 Dec @ 3:38pm 
I love this idea!! As a simmer, this is just beautiful seeing 2 great games melded in a way. I'll be keeping my eye on this for when I start a new colony :)
Nine 29 Nov @ 11:17am 
Hello I am encountering a bug with Family Oriented trait, a child that has parent with this trait will get growth moment every single year
Goji  [author] 27 Nov @ 5:35pm 
@Yanser
I just tested in my game - - that's definitely a UI bug where the trait changed participant factor text into 'ritual predicated outcome'. It does not affect the gameplay. I'll report to Taran to get it fixed. Appreciate you spotting it!​

@Felnel
Yes, this is intentional design. Check the infographics for details. Most of my traits include tradeoffs or situational benefits to keep things balanced and engaging.​

@Mr. Steel Your Rabbit
That's intended behavior, or I should say it is vanilla mechanics. Giggling is a special mental break originally limited to infants, even thought the effect is positive it still is a mental break and interrupts tasks like any others (e.g., similar to 'sad wandering' canceling pawn's actions).
Mr. Steel Your Rabbit 27 Nov @ 4:56pm 
Dunno if this is intended or if its an issue unique to my heavily modded set up, but pawns who are Goofballs will cancel entire Dark Psychic Rituals when they begin giggling.
Very minor issue, might be unique to me, I haven't tested with just this mod + Anomaly. Just throwing it out there just in case.
Felnel 27 Nov @ 2:45pm 
Huge Power make all the surgeys failed 100% of time.
Yanser 27 Nov @ 9:31am 
Might be a UI bug then? the participation score said 100% out of max 40%, it went over the max, and made the final score 100% due to that. Idk if it actually applies to final result, but thats what the UI showed anyway.
Vagineer1 27 Nov @ 6:59am 
Ah, must be another mod then, remember having this issue a year or so back and it was due to a mod not disabling the harmony logging.
Goji  [author] 27 Nov @ 4:02am 
No checked with taran we didn’t touch anything about it
Vagineer1 27 Nov @ 1:46am 
Just wonder but did you disable harmony logging? I'm asking because one of the mods I subscribe to has started leaving a harmony text log on my desktop
Goji  [author] 26 Nov @ 8:35pm 
@Yanser Proper does not increase the final success rate of a ritual to 100%, and it is a bit niche and complicated to explain for players.

A successful ritual is determined by several factors (participant count, room impressiveness, etc.). By my design, a 'Proper' pawn will max out the participant factor to 100% regardless of actually attending pawns, not the final ritual quality. Your ritual might still fail regularly if other factors are weak points.

Honestly, I’m not quite sure how I came up with this odd idea looking back, but I always keep balance in mind when creating mods. Glad you’re enjoying it overall.