RimWorld

RimWorld

5,161 ratings
Vanilla Traits Expanded
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Mod, 1.4, 1.5, 1.6
File Size
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3.851 MB
23 Nov, 2020 @ 9:55am
9 Sep, 2025 @ 4:33am
39 Change Notes ( view )

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Vanilla Traits Expanded

In 2 collections by Oskar Potocki
Vanilla Expanded
112 items
Vanilla Expanded - Empire playthrough
148 items
Description
[www.patreon.com]





1.7 (06/08/2021): - Production specialist with the perfection trait can produce legendary items
- Prude pawns now won't engage in loving if they have no spouses
- Mad surgeon now has Doctor work type requirement
1.6 (07/02/2021): Mad surgeons now correctly suffers no debuffs from organ harvests at all, including harvesting related deaths.
Mad surgeons will no longer receive a mood buff if an organ isn't successfully retrieved.
Heavy sleepers now correctly cannot suffer disturbed sleep debuffs.
Fixed an exploit that allowed heavy sleepers to be woken up via forcing a job.
Drunken master damage scaling properly weighed now against alcohol hediffs.
Drunken master damage assured to stack with melee weapon damage.
Vengeful pawns now properly losing their -20 rival alive debuff upon rivals death or exodus from the colony.
No more will caravan members be kleptomaniacs.
1.5 (29/12/2020): Fixed issue with Empire relations.
1.4 (06/12/2020): MORE BUGFIXUUUS
1.3 (28/11/2020): More and more bugfixes!
1.2 (26/11/2020): More bugfixes!
1.1 (25/11/2020): QoL and bugfixes.
1.0 (23/11/2020): Release



Have you ever thought about how base game traits become repetitive after a while? Are you tired of seeing pyromaniac or kind pawn over and over again? Are you perhaps considering pyromaniac to be an instant death sentence in your colony? If for any of these questions the answer was ‘aye’, then look no further.

Vanilla Traits Expanded adds 55 new traits, some offering unique new game mechanics, some being quirky and enhancing the storytelling, and some being straight up stat upgrades. Traits’ commonality has been adjusted after weeks of testing, to make sure no powerful or annoying traits appear too often.

Using our new mod options menu, you can now disable specific traits added by vanilla game or any of the mods you have. This doesn’t mean that the trait will be magically removed from the pawn, but it’s commonality will be reduced to 0, stopping it from ever appearing in the game again.

I really hope you will enjoy the effect of our hard work! Let us know in the comments what you think works and what doesn’t!



A: Can I add it mid-playthrough to an existing save?
A: yep!

Q: I don’t like certain trait. I think it’s broken. How do I remove it?
A: Go into mod options, select Vanilla Traits Expanded mod options and simply tick it off. This will not however remove it from the pawn who already has it - you need a mod like Character Editor to do that.

Q: Can I suggest some new traits?
A: Sure thing! Leave a comment describing your trait idea, and we will be sure to look into it!

Q: Where should this mod be placed in the mod load order queue?
A: Ideally ABOVE any other trait mods.

Q: Is it compatible with another mod that adds traits?
A: It sure is! We even went as far as to remove duplicate names!

Q: These traits seem mostly negative and some seem awful, what gives?
A: This mod is meant to provide challenge in some areas and new mechanics in others. There's over double the amount of positive traits than negative traits. Exclusively negative traits also appear much less frequently.

Q: Does this work with Prepare Carefully?
A: Oh aye!

Q: Does this work with Combat Extended?
A: Hell yeah!




[forms.gle]




Authors:
Oskar Potocki, an artist responsible for a portion of mod design and imagery.
Chowder, responsible for mod design and creative writing.
Taranchuk, responsible for the mod’s code.
Patreon and Discord community, for suggesting traits!
Rimworld is owned by Tynan Sylvester.
(CC BY-NC-SA 4.0)[creativecommons.org]

[discord.com]
























































Popular Discussions View All (44)
54
4 Aug, 2025 @ 11:33pm
Ideas and Suggestions
Nimble102
5
27 Oct, 2025 @ 7:04am
Bug Report In Game Version 1.6
白金trigger
22
24 Jun, 2025 @ 4:24pm
wtf? 40% global work speed?
Akkarin Von Darkmoor
1,016 Comments
Valierus 21 Feb @ 9:23pm 
I also have the issue of prodigy saying i decreases mental breaks but instead it actually increases it, but based off what this page says it does it seems to function properly.
Jimbo 21 Feb @ 1:49pm 
Hi there! Mod is wonderful, one thing I saw during game was that I rolled the progidy trait which states that the pawn is less likely to experience mental breaks due to their analytical nature, but it provides a positive % change to mental break threshold (I.E increases their chance to have a break). Has anyone else experienced this?
Komeiji Yuri 6 Feb @ 9:50am 
Same, I got the red error of wanderLustersWithLastMapExitedTick
姜南 2 Feb @ 7:29pm 
扩展的特性里是不是与原本的博闻强识有冲突?我习惯加大量的特性,然后我也加上了博闻强识,发现加上博闻强识后技能熟练度依然会下降
Litcube 24 Jan @ 8:15pm 
Yeah, I'm getting null in a dictionary for wanderLustersWithLastMapExitedTick too.
origami 18 Jan @ 10:56am 
Null key while loading dictionary of Verse.Pawn and System.Int32. label=wanderLustersWithLastMapExitedTick
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
?
@Chairsbane relatable
Chairsbane 12 Jan @ 9:22pm 
anxious is a bit ball busting, pawns will sit in mental break until they start starving
K0z3L 4 Jan @ 8:56am 
I really do love this mod, but as others have mentioned, it has issues. Specifically with More trait slots. it can work for a while but it will cause issues, for example something like 40% of raids simply did not spawn because of it, things like Pollution retaliation and such. Quests as well. Also immortal mechanoids, but that can be solved by disabling the Technophobe trait in the mod options. Really would for it to work with More trait slots but oh well anw. Thx VE team!
RE4_Merchant 2 Jan @ 8:02am 
Are colonists with the prude trait supposed to be able to flirt and cheat?
Is there another trait that prevents that?