RimWorld

RimWorld

34 ratings
Remove Traits
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Mod, 1.4, 1.5
File Size
Posted
Updated
3.740 MB
19 Feb, 2021 @ 1:01am
24 Apr @ 7:06am
11 Change Notes ( view )

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Remove Traits

Description
Remove Traits
A simple mod that can remove colonists' traits.

More details
You can randomly remove one trait from colonist per surgery.
Since the surgery is kinda old and brutal, the surgeon requires both melee and medicine.
Require 3 medicines and 1 wood.
This mod is created for my medieval collection and some modding practices.
Still wondering why trait can be added from dev mode but can't remove it.

Language Support
English

Note
This mod is overpowered in some cases, use it with caution.
41 Comments
FirstBornAcorn 24 Apr @ 5:04pm 
Thanks for the update ;) it would be nice if the requirements for the operation were also editable through mod settings, hope its not too much to ask.
Darkborderman  [author] 24 Apr @ 7:07am 
- Update to 1.5 now
Darkborderman  [author] 23 Apr @ 12:50pm 
@FirstBornAcorn thanks for the information, I'll update to 1.5 in few days.

I've been busy updating other mods now, will update it after other mods' updates come to an end.
FirstBornAcorn 23 Apr @ 12:03pm 
i would appreciate update to 1.5, with it enabled currently it my operations menu does not open at all.

Exception filling tab RimWorld.ITab_Pawn_Health: System.MissingMethodException: !!1 Verse.GenCollection.TryGetValue<!0,!1>(System.Collections.Generic.IDictionary`2<!!0, !!1>,!!0,!!1)
[Ref D50627C1]
at Verse.RecipeWorker.AvailableReport (Verse.Thing thing, Verse.BodyPartRecord part) [0x00000] in <957a20e0be784a65bc32cf449445b937>:0
at RimWorld.HealthCardUtility+<>c__DisplayClass27_0.<DrawMedOperationsTab>b__0 () [0x0003c] in <957a20e0be784a65bc32cf449445b937>:0
at RimWorld.BillStack.DoListing (UnityEngine.Rect rect, System.Func`1[TResult] recipeOptionsMaker, UnityEngine.Vector2& scrollPosition, System.Single& viewHeight) [0x00059] in <957a20e0be784a65bc32cf449445b937>:0
thisisa************32 22 Aug, 2023 @ 12:59pm 
Can this remove traits added by genes? Like forced toughness from the VE xenotypes hussars?
Darkborderman  [author] 16 Feb, 2023 @ 8:04pm 
Dropped 1.2, 1.3 version compatibility.
Darkborderman  [author] 16 Feb, 2023 @ 8:02pm 
@hottt3 @Dragon Fire 813 No setting issue now fixed.
also lower the death rate, but slightly increase default failed rate(which can be lower by skill, medicine tier etc.).
hottt3 15 Feb, 2023 @ 9:46am 
Thanks again for the update! It would be great to have an option to set up the death chance. 25% death chance is too much IMHO.
It would also be great to set the chance of success and failure for the children separately. Because children are usually more easily change their personality than grown-ups.
Darkborderman  [author] 15 Feb, 2023 @ 9:34am 
Added 1.4 version tag.

For settings need more debugs.
Dragon Fire 813 15 Feb, 2023 @ 9:05am 
Also have no settings.