The Individuality Mod adds new traits, rebalances vanilla traits and moves several character properties into a dedicated individuality system. It introduces traits with unique C# effects, adjusts vanilla traits so good traits have small downsides and bad traits have useful upsides, and turns sexuality, psychic sensitivity, confidence and body weight into configurable stats instead of regular traits.
Individuality Mod Features
The Individuality Mod expands pawn individuality beyond simple stat bonuses by adding new traits, reworking existing ones and introducing a new pawn menu inside the Bio tab.
- Adds several new profession-related traits.
- Adds new traits with unique C# effects instead of simple stat changes.
- Rebalances vanilla traits.
- Gives good traits a minor downside.
- Gives bad traits a minor upside.
- Allows you to select how many traits pawns spawn with.
- Removes boring traits.
- Adds a new individuality menu inside the pawn Bio tab.
- Moves sexuality, confidence, body weight and psychic sensitivity into the individuality menu.
- Allows sexuality ratios to be changed in the mod settings.
- Includes small tweaks to the romance system, such as asexual pawns being able to hook up with each other and beauty being less binary.
Editable individuality stats
Sexuality, confidence, body weight and psychic sensitivity can be changed anywhere the individuality menu can be opened. Enable edit mode and use left-click, right-click or the mouse wheel on the fields.
- Sexuality: Gay, Bisexual and Asexual are no longer traits and are now handled as individuality stats.
- Confidence: A romance attempt multiplier that is randomized for each pawn.
- Body Weight: A randomized individuality stat.
- Psychic Sensitivity: No longer handled as a regular trait and moved into the individuality system.
Changes to vanilla traits
- Expert Shooter: A better version of Careful Shooter.
- Slothful/Lazy: Pawns require much less joy.
- Hard Worker/Industrious: Pawns need slightly more joy.
- Slowpoke: Pawns need less rest, but are even slower.
- Fast Walker/Jogger: Pawns are even faster, but need slightly more rest.
- Chemical Interest/Fascination: Pawns get random inspirations and have fewer mental breaks.
- Teetotaler: Adds 20% global work speed.
- Ugly/Staggeringly Ugly: Pawns will not be considered disfigured, even if they are.
- Depressive: Pawns can only get Sad Wander and Hide in Room mental breaks.
- Volatile: Pawns can only get Tantrum mental breaks.
- Neurotic: Pawns no longer break more easily, but instead get a random mood regularly.
- Very Neurotic: Pawns can get even more extreme moods.
- Abrasive: Pawns never get a mood debuff from being insulted or slighted themselves.
- Greedy: Pawns get a special mood bonus from very impressive or better bedrooms.
- Jealous: Pawns do not mind wearing dead man’s clothing or seeing pawns banished or executed.
- Wimp: Pawns have very high toxic resistance, improved move speed and can take slightly more pain than in vanilla.
- Tough: Pawns are slower.
- Pyromania: Pawns have fewer mental breaks and get random inspirations regularly.
Technical trait details
- Keen Eye: Pawns have a varying chance to get 20% of a normal ore’s yield. The chance for each ore follows normal ore generation chances, so steel is the most common result. The chance to get ore when mining stone or ore depends on the tile: 20% on flat terrain, 12% on small hills, 10% on large hills and 5% on mountainous terrain. Other hilliness types default to 5%.
- Green Thumb: The mood change ranges from -5 to +5 depending on the number of beauty plants in the pawn’s bedroom, from 0 to 9 plants. The thought changes at 1, 3, 5, 7 and 9 plants.
- Creative Thinker: Artistic skill scales the same way as intellectual skill, allowing pawns to reach almost twice the research speed, minus the base value.
- Slow Learner: The minimum value is -50% if the pawn has 40 or fewer skill points across all skills. The maximum value is +150% with 140 points or more. Other traits or stat bases can reduce total global learning speed further.
- Perfectionist: Adds +1 to the quality level 50% of the time, working like half of a creativity inspiration. This should happen after other modifiers, including modifiers from other mods.
- Animal Friend: The pawn treats every animal as if it had only 90% of its actual wildness value. This makes taming wild animals significantly easier and completely disables the manhunter-on-failed-tame chance.
- Steady Hands: Self-tending usually uses 70% of a pawn’s medical tend quality. This trait bypasses that check and allows 100% of the medical tend quality to apply.
- Architect: The trait checks the material used to construct something. It only affects things where material can be chosen. If a building has multiple ingredients, the same rule applies when one of those materials can be selected.
The Individuality Mod is highly recommended alongside Harvest Yield. Without it, the Fortunate trait becomes less useful, because animal gather yield and plant harvest yield do not actually increase the amount gained beyond 100% without that mod.
Compatibility notes
- Adding to saves: Safe.
- Removing from saves: Not safe.
- Bad Can Be Good: Incompatible. Both mods add upsides to bad traits, causing a messy mix of effects and errors.
The romance option should now respect replacement sexuality methods from the mod.
When troubleshooting the Individuality Mod:
- See if the error persists with only this mod and its requirements active.
- If not, try adding your other mods until the issue happens again.
- Always post your log using the Log Uploader.
- For best support, please use the Discord channel for error reporting.
- Do not report errors by making a discussion thread, as the author gets no notification of that.
- If you have the solution for a problem, please post it to the GitHub repository.
- Use RimSort to sort your mods.
Additional credits: Syrchalis.