Colonist Trait Library & Conflict Check
73 TraitsAll 73 current traits (35 general + 32 spectrum + 6 creepjoiner), filterable by group, tier and spectrum, with automatic exclusivity detection
73 Traits × 12 Skills × Two MP Routes · 1.6 + Odyssey · Colony Simulation / Story Generator
One-stop RimWorld toolkit: the full library of 73 traits with spectrum-conflict detection, an XP planner (265,000 XP to cap, decay from Lv10), a mood budget against the 35/20/5 break lines, raid points and the wealth curve (buildings count at half), apparel output conversion and the temperature comfort band. Host side covers both incompatible multiplayer routes (Zetrith has no dedicated server; RimWorld Together has a real headless server plus an official Docker image), a top-6 desync troubleshooting tree, ServerConfig/ActionConfigs generation, ports and firewall for both routes, and config paths for all three platforms.
All 73 current traits (35 general + 32 spectrum + 6 creepjoiner), filterable by group, tier and spectrum, with automatic exclusivity detection
12 skills, 265,000 XP to reach Lv20; passion 35/100/150%, global learning factor, the 4,000 daily soft cap and decay from Lv10
Mood runs 0–100% with a difficulty base mood of 22–42, measured against the 35 / 20 / 5 break lines; traits shift all three together
HP, sharp/blunt factors and flammability for 12 walls (granite 510 / plasteel 840) and 10 textiles, plus a final-stat = base × material-factor converter
Breaks down every term of the official formula (wealth points + pawn points) × difficulty × starting × adaption, clamped to 35–10,000
Storyteller Wealth = items + creatures + buildings × 0.5; past 1,000,000 wealth points cap at 4,200 and more wealth adds no raid points
Configure each piece (apparel × material × layers) to total up reduction and insulation, then simulate how much of a hit actually lands
Puts all 12 skill levels, passions and traits on one scale: computes fit across 10 roles and flags trait conflicts
A naked human is comfortable at 16–26 °C; apparel only widens the band, and ±10 °C outside it means hypothermia or heatstroke. Sleeping ignores apparel
10 of the 20 vanilla work types depend on a skill; map your squad’s skills onto them to see which core job has nobody qualified
5 steps single player, 7 in multiplayer, DLCs complete through Odyssey; paste your modlist to auto-detect ordering errors and missing entries
There is no text console — everything comes from the Dev Mode toolbar: 32 commands in 5 groups, plus a multiplayer desync warning
Full comparison of Zetrith (no dedicated server) vs RimWorld Together (real headless server), with all 15 Host window settings and official quotes
Top 6 causes ordered by real-world frequency, each with symptom → action, plus 5 named culprit mods and an error-string decoder
Every ServerConfig.json field plus the 12 ActionConfigs flags (the official key really is EnablesSpying), with Docker run / compose generation
Zetrith uses UDP 30502 (Direct only), RimWorld Together uses TCP 25555; copy-paste allow rules for four platforms
Real paths for all three platforms plus the RWT server folder; which files must never be deleted and which to hand to teammates
1.5 / 1.6 × 5 DLCs × the Steam version-1.5 downgrade path × both MP mods’ version support, with every data dispute published
| Port | Protocol | Purpose |
|---|---|---|
| 30502 | UDP | Zetrith's Multiplayer Direct port — required only in Direct mode |
| 25555 | TCP | RimWorld Together dedicated server default (hosts usually reassign it — trust your panel Network page) |
This game does not ship its server via SteamCMD — download it from the official source.
Config/ModsConfig.xmlConfig/Prefs.xmlConfig/KeyPrefs.xmlConfig/DevModeDisabledConfig/Mod_*_Settings.xmlConfigs/ServerConfig.jsonConfigs/ActionConfigs.jsonRimWorld has two mutually incompatible multiplayer routes — decide before you start. A. Zetrith’s Multiplayer (workshop 2606448745): no dedicated server, the host uses ESC → Host a server in game. Three connection modes: Steam — officially the "preferred connection method", no port forwarding needed — plus LAN and Direct; only Direct needs 30502/UDP opened, with the host entering 0.0.0.0 in the Direct field. It is full-simulation lockstep, so desyncs are routine; the docs give no player cap and community consensus is about 8. B. RimWorld Together (workshop 3005289691): a real headless dedicated server with an official Docker image (ghcr.io/rimworld-together/rimworld-together:latest), default TCP 25555, MAX_PLAYERS 100 by default and 150 hard cap; the server enforces every player’s modlist. BisectHosting, Legion Hosting and ZAP-Hosting all host this route. The two routes share neither modlist nor config format and clients cannot cross over. Mod load order is mandatory: Harmony → Core → DLC (Royalty → Ideology → Biotech → Anomaly → Odyssey) → Multiplayer → Multiplayer Compatibility → everything else; get it wrong and you crash or desync. ModsConfig.xml IS both your mod list and your load order — never delete it while cleaning configs. Top 6 desync causes: mod mismatch > version/DLC mismatch > unsynced configs > dirty core data > performance lag > pure chance. If it desyncs even with no mods, just base game + MP mod, the core data is dirty — verify game files in Steam.