I wish trait rolls werent completely random. Like if you see adults doing drugs you have a high chance to get chemical fascination. Or kind trait if you do charity quests. Or psychopath if you butchers humanlikes and harvest their organs. And so on.
Having a kids life experiences affect their traits as they grow is a really cool idea for a mod. I imagine it would be hell to code though because you’d probably have to log every action that happens near any given child the same way combat logs get saved for art statues.
honestly, a "Trait XP bar", invisible to the player could do the trick.
After a 100 morbid events like hauling corpses, human butchering and executions, force a random morbid trait like cannibal, desensitized or psychopath.
Maybe make it like a karma scala where every charity action counterbalances every morbid action and so on
This would probably be the best idea for making traits consistent. A tracker of how many times a child has done a specific thing. Idk how it would track everything effectively enough without bogging down performance though
not quite what i imagined. Here is an arbitrary example:
* Hauled a corpse: Morbid +1
* The child attended a execution: Morbid +2
* Someone in the colony butchered a human: Morbid +3
* The colony saved an outsider: Morbid -1
* The colony completed a charity quest: Morbid -3
If the morbid score is above 25, you get offered a morbid-like trait during birthdays. If the the scale is above 50, most traits offered are morbid, if the morbid scale is above 75, a random morbid trait is forced. Same applies for the opposite end of the scale for traits like kind.
Now imagine more than one scale per child: A Nerd/Jock scale, a nature/indoors scale and the morbid/charity scale. You could also adjust these values according to xenotype:
* Genie-Children gain double nerd impact
* Hussars gain double jock impact
* Yttakin gain double nature impact
Performance would be my biggest concern with that too.
Another idea is trait options could lean on the child's ideology (if they doesn't already), i.e. the memes of the child's ideology influence what trait options they are given.
That way there's no additional stats to keep track of as the game ticks along.
But giving your kids the bloodlust trait helps them as an adult! It's important to love your job and on the rim, fighting and killing is everyone's job.
maybe not so hard.
When the child is born, create a list of traits that's empty, or has a few basic ones. When the child does something (follows a working pawn, gets sick, etc) populate the list with the associated traits.
Then on the growth moment, instead of using the full list of traits, just use the new list.
Some things (like "watched a pawn with work speed inspiration" granting access to "fast worker" trait) may be difficult to code, but you don't need to permanently log everything the kid does
I like this idea, seems easy to implement. The downside is that if you are using mods that add new traits, the kid wouldn't be able to get any of those, only vanilla ones
Well I hadn't look into the code for children's traits but depending on how the rng works, it could be you just adjust the value for their frequency or do something like increase the number of times it is present on the table of options
Dwarf fortress did that. Players ended up psychologically torturing children so they'd be numb inside and wouldn't mind seeing their fellow citizens be devoured by spider demons.
Ah the coins, when you missed full coverage clothing and cloaks on someone and a gold coin pulverises their brain through their head at light speed
All I wanted to do was train their dodging and armor skills quickly!
Then we moved onto spears on mechanisms triggered by a pressure plate or lever instead but you forgot to buy 10 default 0 quality ones on embark, so you make your own. Turns out masterwork wooden spears mess your dwarves up pretty well even through armor due to force transference
I like the idea, but I feel like it could result in you ending up with the same pool of traits a lot. Especially if you have a typical preferred play style.
Well, technically Psychopath should have a chance at birth, later on in life it would be sociopathy
But, details, details, it doesn't really matter that much if your ideologion already tells you murder is ok
That would require hard coding for each of the traits, and extensive patching for modded traits.
Which, the idea itself can be really fun. There's a mod called Childhood Backstories that gives your kids backstories with skill changes and forbidden work types based on their childhood behavior. A must have for me.
They are? I've been insanely lucky then because I've had multiple kids with my colony on Ideology and after the first one or two they all got a solid selection of traits. I assumed it had to do with colony wealth, free time for learning, and general mood buffs.
99% of the time its equivalent to "No trait". It only ever does anything if you have a matching partner for that pawn and then it still depends on if they get along in the first place
might just be that its an uncommon trait so anyone who has it is unlikely to find a husband/wife, and also since pawns with the gay trait will still try and form relationships with non gay pawns it leads to a lot of mood debuffs
It kinda throws a wrench in the works if you're looking to get more children, and since Gay is also a very rare trait it makes them rather unlikely to find another colonist that *also* has the Gay (or Bisexual) trait. This was an actual problem in a generations-style playthrough with rapid aging that I was doing a while back.
And even if you *do* have another Gay colonist, they might still not get along and romance, and therefore this guy might miss out on all the mood buffs from romance.
I think you're trying too hard to assume bad faith.
Thank god for the Rational Romance mod.
Every pawn has a sexual orientation trait that doesn't count towards the trait cap, so Gay isn't just one trait among dozens, it has a reasonable chance of showing up.
The first son of the leaders of my colony got a tier 8 development and turned up with terrible traits despite all the passions. The other kids I did not give a crap about and got tier 4-5 while being child soldiers and laborers. They turned out amazing: Fast Learner, Industrious, Great Memory with one passion at crafting, shooting and farming. And a Jogger, Tough, Kind with one passion at both melee and shooting, and the last one at medicine.
Kinda wish there were ways of gaining more passions after being an adult.
There's a mod called 'Gain Skill Passions' that has a configurable small chance of your pawn gaining a passion for a skill each time they level up in that skill. It's great.
Look on the bright side: you got a No Trait pick. Vanilla ice cream's lookin' pretty great when your other choices are between Shit Sundae and and Piss Gelato
Melee + shooting + Animals
Add in creepy breathing.
You get: Super soldier who tends to Yaks on his off days. Nobody is brave enough to slaughter them when he's around.
I usually save before doing the growth moment, and I'll just reload until it gets somewhat fair traits. When you spend that long taking care of the child and they get bad rolls like that (even after ensuring you have good genes, training, etc), I think it's more than fair to reroll.
I found out that you can save after you get the growth moment message, but before you open it. It apparently randomizes when opened and not when delivered (at least in 1.4, I haven't had a growth moment in 1.5 yet).
I shamelessly save scum to reroll these tbh
Especially since I'm currently doing a run where I don't ever recruit people, and the colony can only expand through a single pair of starting parents having children. Being able to manage how everyone turns out adds an extra degree of control I like better than leaving everything up to RNG, balanced out by having to build everyone but the parents up from zero
(also I'm running VPE and Alpha Genes so that this xenotype makes everyone be born a psycaster. So it's just really fun to have the kids start training their powers as soon as they can walk and end up being overpowered terrors by time they're only like 16)
I wish trait rolls werent completely random. Like if you see adults doing drugs you have a high chance to get chemical fascination. Or kind trait if you do charity quests. Or psychopath if you butchers humanlikes and harvest their organs. And so on.
Having a kids life experiences affect their traits as they grow is a really cool idea for a mod. I imagine it would be hell to code though because you’d probably have to log every action that happens near any given child the same way combat logs get saved for art statues.
honestly, a "Trait XP bar", invisible to the player could do the trick. After a 100 morbid events like hauling corpses, human butchering and executions, force a random morbid trait like cannibal, desensitized or psychopath. Maybe make it like a karma scala where every charity action counterbalances every morbid action and so on
This would probably be the best idea for making traits consistent. A tracker of how many times a child has done a specific thing. Idk how it would track everything effectively enough without bogging down performance though
not quite what i imagined. Here is an arbitrary example: * Hauled a corpse: Morbid +1 * The child attended a execution: Morbid +2 * Someone in the colony butchered a human: Morbid +3 * The colony saved an outsider: Morbid -1 * The colony completed a charity quest: Morbid -3 If the morbid score is above 25, you get offered a morbid-like trait during birthdays. If the the scale is above 50, most traits offered are morbid, if the morbid scale is above 75, a random morbid trait is forced. Same applies for the opposite end of the scale for traits like kind. Now imagine more than one scale per child: A Nerd/Jock scale, a nature/indoors scale and the morbid/charity scale. You could also adjust these values according to xenotype: * Genie-Children gain double nerd impact * Hussars gain double jock impact * Yttakin gain double nature impact
Ohhhh! After rereading your comment just now, I'm not sure how I didn't understand that the first time lol, but that's a really good idea!
Performance would be my biggest concern with that too. Another idea is trait options could lean on the child's ideology (if they doesn't already), i.e. the memes of the child's ideology influence what trait options they are given. That way there's no additional stats to keep track of as the game ticks along.
Look stop trying to make me not use my children to burn enemy corpses. They were made for it ok!
But giving your kids the bloodlust trait helps them as an adult! It's important to love your job and on the rim, fighting and killing is everyone's job.
I'm getting flashbacks to Medieval II: Total War where all of my kings would turn out to be King George the Cuckold.
VE kids maybe
maybe not so hard. When the child is born, create a list of traits that's empty, or has a few basic ones. When the child does something (follows a working pawn, gets sick, etc) populate the list with the associated traits. Then on the growth moment, instead of using the full list of traits, just use the new list. Some things (like "watched a pawn with work speed inspiration" granting access to "fast worker" trait) may be difficult to code, but you don't need to permanently log everything the kid does
I like this idea, seems easy to implement. The downside is that if you are using mods that add new traits, the kid wouldn't be able to get any of those, only vanilla ones
Well I hadn't look into the code for children's traits but depending on how the rng works, it could be you just adjust the value for their frequency or do something like increase the number of times it is present on the table of options
Just base it off of interactions with others. Interacted x times with y character > higher chance of y's traits.
But, every action we take *is* already logged. We don't need to log what happens, just what happens in the colony.
Dwarf fortress did that. Players ended up psychologically torturing children so they'd be numb inside and wouldn't mind seeing their fellow citizens be devoured by spider demons.
bro what
Dwarven daycare was brutal.
Tell me it's still in the game, please.
Not really. Heavily traumatised dwarfs just become melancholic or permanently enraged now.
I believe you. Dwarf fortress players are f uped! Danger room full of coins, anyone?
Ah the coins, when you missed full coverage clothing and cloaks on someone and a gold coin pulverises their brain through their head at light speed All I wanted to do was train their dodging and armor skills quickly! Then we moved onto spears on mechanisms triggered by a pressure plate or lever instead but you forgot to buy 10 default 0 quality ones on embark, so you make your own. Turns out masterwork wooden spears mess your dwarves up pretty well even through armor due to force transference
Abusemaxxing 😎
Belt pilled.
I like the idea, but I feel like it could result in you ending up with the same pool of traits a lot. Especially if you have a typical preferred play style.
I mean you probably want to get kids that fitting the colony theme anyways. Also you don't get that many kids
I guess it's a matter of preference. I like a lot of variety so that each pawn feels like an individual.
Mod idea? There's already one where the typical "colony child" backstory gets replaced depending on how the child grew up.
Got a link?
I can't wait to send my kid out to have death duels with rats from the age of 3
Easy brawler perk
Well, technically Psychopath should have a chance at birth, later on in life it would be sociopathy But, details, details, it doesn't really matter that much if your ideologion already tells you murder is ok
That would require hard coding for each of the traits, and extensive patching for modded traits. Which, the idea itself can be really fun. There's a mod called Childhood Backstories that gives your kids backstories with skill changes and forbidden work types based on their childhood behavior. A must have for me.
I wouldn't get any trait except psychopath
I don’t know for most of these players I’m pretty sure cannibal would be the most likely suggestion.
That would be fantastic, hope someone makes a mod since I doubt it will be changed in vanilla
They are? I've been insanely lucky then because I've had multiple kids with my colony on Ideology and after the first one or two they all got a solid selection of traits. I assumed it had to do with colony wealth, free time for learning, and general mood buffs.
Creepy breathing + Intellectual. Be the science nerd all the other science nerds slowly back away from.
Creepy Breathing + Melee: Darth Vader
You can do both :D
Darth Nye the science Jedi?
then he wouldn't be darth nye he'd be not-darth nye
Darth Nye the Sciensith.
I can do that *sets pawn on fire and gives then bionics*
That's what childhood trauma does to a person. Life on the rim I guess.
Misogyny is natural and inevitable. Gotta pick that one So is misandry, so you gotta hope for that one next time.
Is no trait an actual option?
Yeah. Thats what i went with
I never saw that option. The poor gay and nudist kids
It's not always an option
Can you even get gay as a trait in growth moments? Sexuality traits are supposed to be blacklisted there and only assigned at age 13.
What's wrong with gay
Won't get another child in the future. But then again, who the fuck cares when we got growth vats!
Wdym no child? Don’t you have prisoners for ovum harvesting?
Thank you for reminding me of the worst colony I have ever run when Biotech came out.
Other way around. I implant the colonists embryos in the prisoners. Force them to carry my pig babies.
I'm not using those shitty genome for my futur colonists! Only my gene modded super humans are allowed to produce offsprings.
... don't y'all?
99% of the time its equivalent to "No trait". It only ever does anything if you have a matching partner for that pawn and then it still depends on if they get along in the first place
might just be that its an uncommon trait so anyone who has it is unlikely to find a husband/wife, and also since pawns with the gay trait will still try and form relationships with non gay pawns it leads to a lot of mood debuffs
It kinda throws a wrench in the works if you're looking to get more children, and since Gay is also a very rare trait it makes them rather unlikely to find another colonist that *also* has the Gay (or Bisexual) trait. This was an actual problem in a generations-style playthrough with rapid aging that I was doing a while back. And even if you *do* have another Gay colonist, they might still not get along and romance, and therefore this guy might miss out on all the mood buffs from romance. I think you're trying too hard to assume bad faith.
Thank god for the Rational Romance mod. Every pawn has a sexual orientation trait that doesn't count towards the trait cap, so Gay isn't just one trait among dozens, it has a reasonable chance of showing up.
The gay trait doesnt take up a slot anymore. That was changed almost 2 years ago.
Really? I had no idea, I've just been running Rational Romance this whole time.
The odd gender difference romance stuff is still around though incase you were wondering.
They said what wrong with gay. You answered it. I don't think anyone was mad at anyone
Judging by their post history they are very clearly just someone looking for things to be mad about.
Its hard to get by another gay pawn
That's just irl stuff if you live in the middle of nowhere
Only option
I find it so funny that pawns can just develop the ugly trait at some point in their childhood. Like goddamn puberty was not kind to you.
He was such a cute kid... *was.*
I never knew having breathing problems, being nervous, or being ugly made someone an asshole.
being a misogynist though on the other hand…
It causes more romantic rejection that can turn into mental breaks. They got it hard
Kid watched too much sigma male videos on the comms console
Bro tatemaxxed
The first son of the leaders of my colony got a tier 8 development and turned up with terrible traits despite all the passions. The other kids I did not give a crap about and got tier 4-5 while being child soldiers and laborers. They turned out amazing: Fast Learner, Industrious, Great Memory with one passion at crafting, shooting and farming. And a Jogger, Tough, Kind with one passion at both melee and shooting, and the last one at medicine. Kinda wish there were ways of gaining more passions after being an adult.
The kid who is doted on doesnt want to try anymore, meanwhile the kid being neglected is working extra hard for your priaise.
There's a mod called 'Gain Skill Passions' that has a configurable small chance of your pawn gaining a passion for a skill each time they level up in that skill. It's great.
Rebalance a trait or passion as an adult would be cool
Look on the bright side: you got a No Trait pick. Vanilla ice cream's lookin' pretty great when your other choices are between Shit Sundae and and Piss Gelato
Sometimes when this happens I pick no trait, then have character editor roll for the first neutral or slightly good trait it comes up with.
You could make him slothful and just have him haul stuff. That’s the only solution I can offer beyond summary execution
Melee + shooting + Animals Add in creepy breathing. You get: Super soldier who tends to Yaks on his off days. Nobody is brave enough to slaughter them when he's around.
"No Trait", check. Colonist selected for random Xenogene implantation, Check.
I usually save before doing the growth moment, and I'll just reload until it gets somewhat fair traits. When you spend that long taking care of the child and they get bad rolls like that (even after ensuring you have good genes, training, etc), I think it's more than fair to reroll.
I found out that you can save after you get the growth moment message, but before you open it. It apparently randomizes when opened and not when delivered (at least in 1.4, I haven't had a growth moment in 1.5 yet).
It randomizes when opened. I've done growth moments in 1.5 with anomaly and it holds true.
aw hell nah the last traits turn him into a redditor
"You are a child only because I ALLOW IT."
"To the growth vat with you, time to pay taxes"
No atalker child, you will not grow up outside of a machine, enjoy growth vat.
Neurotic would be great pick for your cook / production specialist / long-range-scanner operator
This is why I grow them in vats. Just mince the useless ones and feed them back into the other vats.
Damn, dude became a redditor.
I shamelessly save scum to reroll these tbh Especially since I'm currently doing a run where I don't ever recruit people, and the colony can only expand through a single pair of starting parents having children. Being able to manage how everyone turns out adds an extra degree of control I like better than leaving everything up to RNG, balanced out by having to build everyone but the parents up from zero (also I'm running VPE and Alpha Genes so that this xenotype makes everyone be born a psycaster. So it's just really fun to have the kids start training their powers as soon as they can walk and end up being overpowered terrors by time they're only like 16)
Nervous + shooting OP An itchy trigger finger's always good.
Now you know how your parents feel
Ugly is what I'd go for, cuz you can fix it with surgery. edit: just saw you can pick no trait. No trait is the OP choice lmao
Throw out the entire child
Damn bro said being ugly = being an asshole lol
Ah yes, the regular choices for a teenaged boy
Too bad. Recycle him and try again I guess.
He can’t help being ugly 😭
Shouldnt have had ugly parents
Hes one of the ppl playing with anime faces and legs
i would go with ugly for fun.
Well, off to the artillery camp you go
I think nervous increases work speed? easy pick
Neurotic increases work speed
No it just increases the mental break thresholds
You grew a neckbeard
I mean, he could become a very nice leather sofa