Poll
Question:
If i make a weaker version for legit play, how weak should it be? Weaker it ends up being, higher chance to get it on a pawn..
Option 1: 1/2 Strength
votes: 29
Option 2: 1/3 Strength
votes: 7
Option 3: 1/4 Strength
votes: 10
Option 4: 1/5 Strength
votes: 7
Option 5: 1/6 Strength
votes: 3
Option 6: 1/7 Strength
votes: 7
Option 7: 1/8 Strength
votes: 8
Option 8: 1/9 Strength
votes: 2
Option 9: 1/10 Strength
votes: 18
Option 10: Weaker (post with idea)
votes: 8
So i have made 3 traits as of now and will make more if people want me to, just reply with ideas. I can even make traits that penalize your colonists if you want.
You will need EdB's prepare carefully (https://ludeon.com/forums/index.php?topic=6261.0) to get the God trait on a colonist. The others have very very small chances of naturally generating on a pawn. So it helps for those too.
About chance of generation on a pawn. From what i can tell, this is the weight, not actual chance that i can mess with. So if i set it at .01, or 1/100, that's like saying it has 1/100 chance of being a choice for it to be placed. Not 1/100 will have it. Probably closer to 1/500 or so.
God Trait Gives [Probability .001]
- +150 mood
- -20 mental breaking point
- +5 m/s Movement speed increase
- +5 Work Speed increase
- -20 Minimum temp
- +20 Maximum temp
Demigod Trait gives (Not released yet) [Probability .1]
- +75 mood
- -10 Mental Breaking Point
- +2.5 m/s Movement speed increase
- +2.5 Work Speed increase
- -10 Minimum Temp
- +10 Maximum Temp
Nephilim Trait gives (Not released yet) [Probability .5]
- +15 Mood
- -2 Mental Breaking Point
- +.5 m/s Movement Speed increase
- +.5 Work Speed increase
- -2 Minimum Temp
- +2 Maximum Temp
Now about the temps, it seems to actually give 35F so i am assuming the xml reads it as Celsius.
DownloadsIts not letting me add new attachments or anything so i am doing it through dropbox for now. Sorry.
God Trait (https://www.dropbox.com/s/lc3y2fyfkprde63/God%20Trait.zip?dl=0)
Demigod Trait (https://www.dropbox.com/s/joa00mr3q8bk5i3/DemiGod%20Trait.zip?dl=0)
Nephilim Trait (https://www.dropbox.com/s/jl4lmruxkyfv9rq/Nephilim%20Trait.zip?dl=0)
Trait Pack (https://www.dropbox.com/s/4tcnc908e0istjf/Trait%20Pack.zip?dl=0) For those who want it all but don't want to download three times.
P.S. If anyone is offended by these trait names, pm or post new name ideas and if they are decent i may use them instead. I apologize if i offend anyone but i wanted the names to all have similar themes in reduced power.
Quote from: Ded1 on December 26, 2014, 09:11:36 AM
So i made this to make testing stuff easier. If you don't have to spend as long working through the making of a colony you can get the test over with far faster. I know you could use dev mode but you may miss an issue by not playing through "legit". Download is an attachment.
You WILL need prepare carefully to get it on a colonist. The odds of generating on a pawn is 1/1000.
This Trait gives
- +150 mood
- -20 mental breaking point
- 5X Movement speed
- 5X Work Speed
- -20 Minimum temp
- +20 Maximum temp
Now about the temps, it seems to actually give 35F so i am assuming the xml reads it as Celsius.
Yeah, the temps in XML are done in Celsius. Tynan is a Canadian.
now if you could make a pawn radiated a tempeture
and ofc give immunity to effects
like god of firah! +100 temp
ice god -100 temp
hah.
I'm pretty sure that would be a new pawn type and probably require a dll so yeah that isn't happening from me.
Can you add in a demigod trait (at half power) for those who either think it's over powered or just prefer demigod to god (I like it the way it is but you know haters always find a way to hate).
Well if it wasn't overpowered it would be as useful for testing. Remember, its not meant for serious gameplay. But i might upload a weaker one that has a very rare chance of happening for legit play. I dont know for sure though.
NOOO keep the god trait the way it is!! Just add a weaker version for those who complain.
trait like a cheat
I never said i was going to get rid of the original trait, just that i might make a version for legit play.
Ok so it looks like i will probably make 2 more versions then. One at half power (and half probability, so its gonna be RARE and still pretty OP) and one at 1/10 power (so 1/100 chance to show up, and it will still be far more powerfull than anything in the game already lol)
Love those names dude..hmmm
Cool mod, but I'm curious about pirates. There is a possibility that one of them will be a god, right?
I don't understand?
I downloaded it and unzipped it in my mods folder. activated it ingame. and yes my game is up to date.
But i can't figure out how it works?
Due explain
Quote from: Hogzor on December 30, 2014, 03:03:40 PM
I don't understand?
I downloaded it and unzipped it in my mods folder. activated it ingame. and yes my game is up to date.
But i can't figure out how it works?
Due explain
You need EdB Prepare Carefully to assign the trait to one of your guys, you can't get it through cycling through the list, or at least that's how I understood that it worked.
Well technically you can. However the odds of doing so are miniscule at best. From how it seems to work you would have a 1/1000 chance that the trait is a possibility for a pawn to have. Seeing as the amount of traits is pretty high, it effectively makes it zero.
About the names, i figured i would cover my bases in case someone did get offended. Just a precautionary measure. You all are pretty cool and laid back so i figured nobody would have an issue though.
Quote from: BadgerFodder on December 30, 2014, 04:10:17 PM
Quote from: Hogzor on December 30, 2014, 03:03:40 PM
I don't understand?
I downloaded it and unzipped it in my mods folder. activated it ingame. and yes my game is up to date.
But i can't figure out how it works?
Due explain
You need EdB Prepare Carefully to assign the trait to one of your guys, you can't get it through cycling through the list, or at least that's how I understood that it worked.
Whats an EdB? :o
Quote from: Hogzor on December 31, 2014, 12:39:09 AM
Quote from: BadgerFodder on December 30, 2014, 04:10:17 PM
Quote from: Hogzor on December 30, 2014, 03:03:40 PM
I don't understand?
I downloaded it and unzipped it in my mods folder. activated it ingame. and yes my game is up to date.
But i can't figure out how it works?
Due explain
You need EdB Prepare Carefully to assign the trait to one of your guys, you can't get it through cycling through the list, or at least that's how I understood that it worked.
Whats an EdB? :o
EdB is the God of UI modding in Rimworld. He made a UI Mod, but what you want is his Prepare Carefully Mod, which is here (https://ludeon.com/forums/index.php?topic=6261.0).
Quote from: StorymasterQ on December 31, 2014, 01:39:14 AM
Quote from: Hogzor on December 31, 2014, 12:39:09 AM
Quote from: BadgerFodder on December 30, 2014, 04:10:17 PM
Quote from: Hogzor on December 30, 2014, 03:03:40 PM
I don't understand?
I downloaded it and unzipped it in my mods folder. activated it ingame. and yes my game is up to date.
But i can't figure out how it works?
Due explain
You need EdB Prepare Carefully to assign the trait to one of your guys, you can't get it through cycling through the list, or at least that's how I understood that it worked.
Whats an EdB? :o
EdB is the God of UI modding in Rimworld. He made a UI Mod, but what you want is his Prepare Carefully Mod, which is here (https://ludeon.com/forums/index.php?topic=6261.0).
Thank you very much!
Quote from: Encode on December 30, 2014, 10:52:35 PM
How abt using the name: Blessed. :) thing is 'God' should be immortal. hehe and lots of bullets can still put them down.
Eh nothing is truly immortal everything dies someday. Just gotta enjoy how long you are alive. (also you cant have blessed replace god when demigod and nephilim are under it.....) I don't care either way just my 1 cents.
I could do demigod, nephilim, then blessed i guess. But seeing as the god trait isnt for normal gameplay anyway i dont see much point. Even if you put both demigod and nephilim in your game you would still probably have only 1/500 or so chance of getting them.
Quote from: Encode on December 30, 2014, 10:52:35 PM
How abt using the name: Blessed. :) thing is 'God' should be immortal. hehe and lots of bullets can still put them down.
The gods of monotheistic religions might be, but that's far from universal. Examples: Baldr, Osiris.
Aside: When speaking of the deities involved in multiple monotheistic religions, does one pluralize the word "god"?
Quote from: Khrysanth on December 31, 2014, 04:30:06 PM
The gods of monotheistic religions might be, but that's far from universal. Examples: Baldr, Osiris.
Aside: When speaking of the deities involved in multiple monotheistic religions, does one pluralize the word "god"?
gods (or if females goddesses)
how about idk half demon (since we are currently on those topics) = demigod or nephilim but with melee increased by +4 or +5 while being incapable of caring and having a -2 or -3 of social?
(I thought a few others but then I was like nah.)
As far as i know only backround stories can add or remove stuff like caring. The others i could do i think, however for melee its hit chance, i cant find a reference to damage, so what are you thinking amount wise for that? The social should be possible since i think a trait already does that. Ok maybe not, i cant find any stat references to it so i don't think it actually has an effect. If I'm wrong can someone show me where and how it does.
Well i meant the social thing, i know how green thumb does it, but i cant find if/how Abrasive works. Cause it sounded like you wanted a penalty to others for talking to him. If you meant a decrease in social stat thats far easier.
I posted some of my ideas for possible traits on another thread. I'll just provide a Link to that post (https://ludeon.com/forums/index.php?topic=8469.msg84009#msg84009) instead of repeating it all here. I thought of doing a traits mod, but I have had other projects taking up my time.
Thats fine. I prefer making small mods instead of larger ones (that and i cant make dlls so it hampers stuff i would like to do for large mods). Thanks for the ideas and i will say i am glad you decided to do other stuff cause your work is awesome. I might have a few new ones out in a few days. I dont have much time lately so i cant say when.
I wish there was an "infinite void" trait...
One that would enchance the speed to 350%,and raising the whole colonist's HP to like 5,000,000
Might be OP,but i'd like it like that :3.
If i knew how, or even if it was possible, i would definitely add traits that increase hp. However i have no clue if its possible and my help topic got no reply.
Quote<?xml version="1.0" encoding="utf-8" ?>
<TraitDefs>
<TraitDef>
<defName>Godly</defName>
<commonality>.01</commonality>
<degreeDatas>
<li>
<label>Artificial Transient</label>
<description>NAME is the product of an artificial transcendence program.</description>
<degree>1</degree>
<permaThought>MoodOffsetZen</permaThought>
<statOffsets>
<MoveSpeed>1.5</MoveSpeed>
<WorkSpeedGlobal>2</WorkSpeedGlobal>
<ComfyTemperatureMin>-10</ComfyTemperatureMin>
<ComfyTemperatureMax>10</ComfyTemperatureMax>
<GlobalLearningFactor>0.5</GlobalLearningFactor>
</statOffsets>
</li>
</degreeDatas>
</TraitDef>
</TraitDefs>
is my customization of your mod, i liked the idea, nice job
added global learning factor
I didn't even think about adding that because the original was for testing, you could just jack the skills up to max with prepare carefully. I should have added that to the others. Thanks for reminding me.
I'm not sure how you would go about them but:
1) An addition to the Brawler trait where they get a morale bonus if wielding a melee weapon (normally they only get a penalty with using a ranged weapon and no real benefit except dying more often in melee with a melee weapon)
2) A trait that increases efficiency of crafting (ie Stone-cutting efficiency, butchering efficiency, etc...)
3) A trait that increases the range of ranged weapons.
4) A trait that makes a person harder to hit for both melee and ranged attacks (ie it could reduce the enemy's hit chances)
5) A trait that makes a person immune to fire and overheating in hot weather.
6) A trait that makes a person immune to frostbite and freezing in cold weather.
7) A trait that causes a person to heal any wound over time until there is no wound (only works with limbs still attached). So this trait would allow people with "scars" to eventually not have scars.
8) A trait that increases a person's unarmed damage and how quickly they attack in unarmed combat. Doesn't work with a melee weapon equipped.
9) A trait that allows a ranged person to fire when they are in melee combat. (ie when you are next to another guy its usually close-quarters combat, except for those with this trait)
10) A trait that is called "Night Owl" which causes that person to sleep during the day, work at night, and have no problems with darkness.
10)
Trait: ADHD
work is done faster
random mental breaks (literally)
Hates being hot/cold
Hates being in a cramped space
Loves doing things
Loves having fun (Extra for any other active happiness inducing traits)
Quote from: palandus on January 03, 2015, 03:43:57 PM
-snip-
1.)Might be possible (probably is but cant say for sure till i take a look)
2.)As far as i know, that is governed by crafting skill, so outside of increasing crafting i don't know if i can do it.
3.)No clue.
4.)I'm not sure if i can do this. I don't know if there are already parameters for that kinda change
5.)Easy just have to add Maximum temp changes
6.)Easy. just have to add minimum temp changes
7.)Dll Required for this (and i cant code C#)
8.)No idea if its possible. Depends on if i can add a trait that effects only Fist weapons.
9.)Kinda possible but it would affect all weapons at all times even outside of melee. Would work by decreasing aim time.
10.)I have no idea how to do this, or even if its possible.
Quote from: Anduin1357 on January 03, 2015, 04:10:40 PM
-Snip-
I should be able to get most of that in, maybe all of it. Depends on if i can get the random mental breaks working.
I will get some time to work on this, this coming week. Hopefully i will be able to upload a few this coming weekend.
QuoteA trait that increases efficiency of crafting (ie Stone-cutting efficiency, butchering efficiency, etc...)
Just raise crafting permanently.
QuoteA trait that makes a person immune to fire and overheating in hot weather
So you can give the guy parkas and stuff and expect him to run around in a dessert?
QuoteA trait that makes a person immune to frostbite and freezing in cold weather.
So you can satisfy that nudist who wanna run around naked in the middle of winter in an ice sheet biome?
QuoteA trait that causes a person to heal any wound over time until there is no wound
Maybe a non-human would do that?
QuoteA trait that allows a ranged person to fire when they are in melee combat. (ie when you are next to another guy its usually close-quarters combat, except for those with this trait)
I haven't looked but maybe stop the enemy from interrupting fire rather than being trigger happy all day?
QuoteA trait that is called "Night Owl" which causes that person to sleep during the day, work at night, and have no problems with darkness.
Steps to getting there
- Draft the colonist
- Wait for rest to fall
- Wait for dawn
- Undraft.
- ???
- Profit!!!
I'm pretty sure if this is not possible without creating some assemblies...
Traits due to location:
Shut-in (bonus when inside)
Outdoorsman (bonus when outside)
Photophobia (fear of light - penalty when in sunlight)
Nyctophobia (fear of the dark - penalty when in the dark)
Dendrophilia (love/fetish of plants - bonus when near a plant)
Traits due to skill:
Similar to Green Thumb, bonuses for the various skills.
This might interest you.
http://www.reddit.com/r/RimWorld/comments/2rf3xy/backstory_and_traits_brainstorm_thread/
yep that gives me a nice long list to work with. I hope to get some stuff released this weekend but i cant say for sure.
So i wont be able to get any work done for a while. Plumbing froze and i have a lot to deal with.
Hey these traits work for alpha 9 :D!
Quote from: Dragoon on March 02, 2015, 09:00:03 PM
Hey these traits work for alpha 9 :D!
Great I will take it so ^^