// Management · RimWorld Mod

Custom Traits

Some colonists are good at their job.

Some colonists are good at their job.
These ones are built for it.

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How it works



Twelve hand-crafted traits spawn naturally on colonists, each tied to a specific role. They come in three rarities — Common, Uncommon, and Rare — and weighted spawn rates that can be adjusted in mod settings. Each trait can evolve through use into a stronger form, and certain trait combinations unlock hidden synergy bonuses. Everything is configurable.

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The traits



Common

Born Salesman — trades more favorably and handles negotiations better than anyone else in the colony.
Dead Eye — exceptional ranged accuracy. Range penalties hit this colonist less hard.
Green Thumb — plants grow faster and yield more under their care. Animals take to them more easily.
Iron Chef — superior cooking speed and effectively zero food poisoning chance.
Master Builder — faster construction and a much lower failure rate. Buildings go up the right way.
Pack Mule — carries far more than any normal colonist and doesn't slow down doing it.
Tunnel Rat — mines faster and reads ore veins better than anyone who's never lived underground.

Uncommon

Eureka Mind — scattered brilliance. Research comes faster and all skills grow at an accelerated pace.
Field Surgeon — the steady hands that save lives others would lose on the table.
Midas Touch — crafted items come out at higher quality more often, and sometimes far higher than they should.

Rare

Human Computer — near-supernatural research speed, a massive global learning boost, and skills that never decay.
Insatiable Mind — never hits the daily XP cap. While other colonists slow down after a few thousand XP, this one doesn't.

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Evolution



Traits evolve when their owner puts in the work. Each evolution triggers automatically — no interaction required. The evolved form replaces the base trait permanently and adds new bonuses on top.

Born Salesman → Master Merchant — complete 50 trades.
Dead Eye → Sharpshooter — land 25 kills.
Field Surgeon → Master Surgeon — perform 20 surgeries.
Green Thumb → Nature's Champion — harvest 100 times.
Master Builder → Master Architect — complete 75 constructions.
Tunnel Rat → Deep Delver — mine 150 ore veins.
Insatiable Mind → Enlightened — complete 20 research projects.
Eureka Mind → Paradigm Breaker — complete 15 research projects.
Iron Chef → Culinary Artist — cook 300 meals.
Midas Touch → Golden Hands — craft 100 items.
Pack Mule → Beast of Burden — complete 500 haul jobs.
Human Computer → Savant — complete 25 research projects.

A letter fires when a colonist evolves. Progress is shown in the trait tooltip.

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Synergies



Eight trait pairs unlock a hidden bonus when both traits are present on the same colonist. The bonus is passive and permanent. It persists even after either trait evolves.

Merchant's Eye — Born Salesman + Midas Touch. Better trade prices and faster general work.
Hunter's Focus — Dead Eye + Tunnel Rat. Sharper accuracy and faster mining.
Polymath — Eureka Mind + Human Computer. Stacking research speed and a massive learning multiplier.
Precision Hands — Field Surgeon + Iron Chef. Better tending quality and faster cooking.
Nature's Bounty — Green Thumb + Pack Mule. Faster plant work and extra carry weight.
Stone Mastery — Master Builder + Tunnel Rat. Faster construction and deep drilling speed.
Steady Aim — Dead Eye + Field Surgeon. Better surgery success and reduced aim time.
Animal Charm — Born Salesman + Green Thumb. Higher tame chance and stronger social presence.

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Settings



Spawn weight for every trait is adjustable individually. Traits you don't want to appear can be effectively disabled by setting their weight to zero.

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Required: Harmony




Mod: Misakabob
Workshop Preview Art: CRESCENT