[A15] Expanded Traits and Misc Mods

Started by TheFlameTouched, May 14, 2016, 03:06:03 AM

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Are the Trait rolls about right?

No, Higher tier traits barely ever roll for me.
5 (29.4%)
No, I have too many Higher tier traits.
0 (0%)
Yes, It's just right
7 (41.2%)
Yes, I have lots of higher tier traits
0 (0%)
Whole system needs redoing
5 (29.4%)

Total Members Voted: 17

Voting closed: May 19, 2016, 02:51:04 PM

TheFlameTouched

Update 1.1 is up.

Fixes a few typo's and should no longer throw up any exceptions.

Rookie has been rebalanced lightly, with a -10% aiming time instead of a -5%.

crusader2010

Hi! thank you for this mod! could you please write a changelog in the first post? it makes it easier to know which is the latest version compared to what we have installed. Have a great day!
My mod pack: {A13} Mod Mega Pack

joaonunes

#62
a changelog sounds good :) having the version next to the file name would also be great, although not really necessary.

PS: I don't want to be a pain in the ass but....

<defName>Rookie</defName>
...
<AimingDelayFactor>-0.05</AimingDelayFactor>
<ShootingAccuracy>0.05</ShootingAccuracy>
...

Still -5% instead of -10%?
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TheFlameTouched

Seems I forgot to update the normal pack :/ will fix now. Also changelog incoming.

joaonunes

Quote from: TheFlameTouched on May 19, 2016, 12:26:47 PM
Seems I forgot to update the normal pack :/ will fix now. Also changelog incoming.

Sweet :D
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lilymortis

I love this mod, some suggestions for you;
Comedian, opposite to abrasive, gives others a mood buff.
Weightlifter; mood boost from hauling
Allergic; mood loss from plants and animals
Outdoorsy; mood boost from being outside, loss when inside +growing skill
Vegetarian; mood loss from eating meat, boost from animals and +animal handling skill
Party Animal; + social skill, bigger mood boost from alcohol, -work speed
Mother Hen; likes to look after people; +social +cooking +medicine
Slob; increased filth rate, cleaning disabled, - cooking, - work speed
Creative; likes to make things, mood boost from making art, +crafting, +art +cooking +research -social -shooting -melee -work speed
Hippy; +growing +animals +art +crafting, shooting and melee disabled
Macabre; unbothered by corpses/ cannibalism,+research -social, mood boost from seeing a corpse
Chatterbox; +social -work speed, bigger mood boost from socialising
Half-assed; rushes through everything and believes fast is better than done right, +work speed +move speed -cooking -construction -art -crafting -research -shooting greater harvest fail chance
Religious, their faith keeps them strong; permanent mood boost, shooting and melee disabled, -mental break chance
Weirdo, no debuff from prisoners sold or harvested, no mood debuff from corpses -social +research +art mental break threshold +50
Lover; +social -shooting -melee big mood boost from social interactions, bigger boost from lovin'

Can you change the relationships? The traits from Lord Fappington's romance mod would be perfect with yours, so, in a similar vein to that mod...
Wandering Eye; greater chance of having affairs/ break ups
Lonely; mood loss when not in a relationship
Bed-hopper; chance of very short relationships
Commitment Phobic; will have relationships but will refuse all marriage proposals
Flirt; woos more often, +social






joaonunes

Quote from: lilymortis on May 19, 2016, 01:30:03 PM
I love this mod, some suggestions for you;
Comedian, opposite to abrasive, gives others a mood buff.
Weightlifter; mood boost from hauling
Allergic; mood loss from plants and animals
Outdoorsy; mood boost from being outside, loss when inside +growing skill
Vegetarian; mood loss from eating meat, boost from animals and +animal handling skill
Party Animal; + social skill, bigger mood boost from alcohol, -work speed
Mother Hen; likes to look after people; +social +cooking +medicine
Slob; increased filth rate, cleaning disabled, - cooking, - work speed
Creative; likes to make things, mood boost from making art, +crafting, +art +cooking +research -social -shooting -melee -work speed
Hippy; +growing +animals +art +crafting, shooting and melee disabled
Macabre; unbothered by corpses/ cannibalism,+research -social, mood boost from seeing a corpse
Chatterbox; +social -work speed, bigger mood boost from socialising
Half-assed; rushes through everything and believes fast is better than done right, +work speed +move speed -cooking -construction -art -crafting -research -shooting greater harvest fail chance
Religious, their faith keeps them strong; permanent mood boost, shooting and melee disabled, -mental break chance
Weirdo, no debuff from prisoners sold or harvested, no mood debuff from corpses -social +research +art mental break threshold +50
Lover; +social -shooting -melee big mood boost from social interactions, bigger boost from lovin'

Can you change the relationships? The traits from Lord Fappington's romance mod would be perfect with yours, so, in a similar vein to that mod...
Wandering Eye; greater chance of having affairs/ break ups
Lonely; mood loss when not in a relationship
Bed-hopper; chance of very short relationships
Commitment Phobic; will have relationships but will refuse all marriage proposals
Flirt; woos more often, +social

+1
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TheFlameTouched

I'm gonna spend the whole day trying to get at least half of the suggested ones working.

lilymortis

And I am going to make a new colony and try the current mod out. :D

joaonunes

Quote from: lilymortis on May 19, 2016, 02:23:36 PM
And I am going to make a new colony and try the current mod out. :D

You don't need to, but the already existing colonist won't get the new traits though...
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lilymortis

Yeah, I know that, I was starting a new colony today anyway and then got sidetracked thinking up new traits...

Dragoon

#71
Quote from: lilymortis on May 19, 2016, 01:30:03 PM
Vegetarian; mood loss from eating meat, boost from animals and +animal handling skill
Creative; likes to make things, mood boost from making art, +crafting, +art +cooking +research -social -shooting -melee -work speed
Religious, their faith keeps them strong; permanent mood boost, shooting and melee disabled, -mental break chance

Being vegetarian does not mean you would have bonus to handling animals, in fact many people who are variegation are that way because it's healthy.

If you are creative why would you work slower, have trouble talking to people, and have trouble shooting/punching things? Being creative would aid to combat if nothing in reality. People can get creative with how they fight.

Just because you are religious does not mean you would not fight in fact crusades are literally because of religion. People fight all the time in hopes god will keep them safe, so the debuff  is like balance for the sake of balance.
Quote from: faltonico
I truly can't understand that sense of balancing a LOT of modders have, pouring more resources on something doesn't make it more difficult, but more annoying. It is not engaging, even if i'm swimming in silver at late game ¿why to bother?, why all the effort to get there?.

macked901

Quote from: TheFlameTouched on May 19, 2016, 07:42:28 AM
It doesn't need CCL but as has been said, use it anyways :p. Some of the traits are rare, but most are common, so its likely in need of a new colony at the very least. I'll check if I can reproduce it on myside to figure out exactly why.
I've started several new colonies to see if I can figure out what I'm doing wrong. Can your first three colonists have these trait? Will the traits show up if I spawn pawnsin development mode?

TheFlameTouched

#73
Your first three colonists can have the traits, as can pawns spawned from dev mode. Perhaps you have installed it wrong? Make sure that the file structure is Trait Pack > About and Defs.

joaonunes

Quote from: macked901 on May 19, 2016, 08:40:13 PM
Quote from: TheFlameTouched on May 19, 2016, 07:42:28 AM
It doesn't need CCL but as has been said, use it anyways :p. Some of the traits are rare, but most are common, so its likely in need of a new colony at the very least. I'll check if I can reproduce it on myside to figure out exactly why.
I've started several new colonies to see if I can figure out what I'm doing wrong. Can your first three colonists have these trait? Will the traits show up if I spawn pawnsin development mode?

Do you have the prepare carefuly mod? If yes, you can see the and select the new traits for your colonists. As has been already said, Yes, your starting colonist can and probably will have the new traits, since there are so many new ones added to the game. Yes you can get traits by spawning pawns with dev console. Raiders and merchants can have the traits. Everybody can have the new traits xD have you unziped the file to your mods directory? Have you enabled it on the mods menu? This mod is compatible with existing savegames and should not have compatibility problems with anything at all...
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