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
Zetrith uses UDP 30502 (Direct only), RimWorld Together uses TCP 25555; copy-paste allow rules for four 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.