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Topics - The13thRonin

#1
I am requesting a mod to be made that removes all passions and has all pawns learn at 100%.

I would like to add this to the Just Better Pawn Generation mod compilation.

I will credit the author of the mod.
#2
Outdated / [B18] Just Better Pawn Generation V1.0
March 13, 2018, 02:14:27 PM
Download link for modular version (The mod compilation is broken into components that can be switched on or off): http://www.mediafire.com/file/v3k2sl88j552fy4/Just_Better_Pawn_Generation.rar

Download link for the all in one package (all mods reduced to a single file):: http://www.mediafire.com/file/wy54owusnb23lhj/Just_Better_Pawn_Generation%282%29.rar

Download link for the STEAM version (For our STEAM users): http://steamcommunity.com/sharedfiles/filedetails/?id=1330474055

What does this mod compilation do?: Completely overhauls the way all pawns are generated to get rid of certain mechanics that many players find frustrating or even downright unfair. The mod compilation greatly reduces the amount of useless pawns that are generated by the game and also greatly reduces the amount of god-like pawns created by the game so that all pawns are more useful and balanced. Over 40+ hours and many spreadsheets and flowcharts went into ensuring that the new pawn generation system is as balanced as possible while still retaining a lot of the fun variety that Rimworld can offer.

Why does this mod compilation do this?: Because some players do not enjoy how the system of pawn generation can unfairly gimp many pawns to the point where they are useless or extremely undesirable as colonists while buffing other pawns to the point where they are god-like.


I present to you, a vanilla pawn. He survived the apocalypse only to doom your colony.


Proof that Darwinism doesn't apply to vanilla Rimworld.

Is this a cheat mod?: No. This mod does not make pawns more powerful overall. It simply reduces the amount of useless and god-like pawns and balances generation around a middle point so that pawns aren't necessarily a lot better or worse than other pawns, just different.

But there's nothing wrong with the way the Vanilla game generates pawns!: If that's how you feel then this is not the mod compilation for you. But I would say that a system that generates pawns that are by a significant degree better than or worse than other pawns encourages many players to min-max and I think it detracts away from the experience of the game.

I don't like x feature!: The reason that I've made this a mod compilation and not just a single mod was to bring some modularity to it. Different parts of the mod can be turned on and off. With this said the mod compilation is balanced towards being used all together.

Specifically this mod compilation makes the following changes:

QuoteMinimum Age mod (created by myself):

•   Pawns can no longer ever spawn without an adult back-story (achieved through the raising of the minimum age of generated pawns raised to 20).

QuoteNo More Random Skills (Assembly editing courtesy of Spdskatr):

•   Removes all random skills (both random and age related skill bumps). All skill points will be derived from backstories. This is an essential part of the balance.

QuoteEditable Backstories with custom backstories (framework courtesy of dburgdorf):

•   6 child backstories and 78 adult backstories that are completely balanced. Each pawn will be assigned no less or no more than 50 points. Each skill (e.g. Melee, Cooking, etc) has an equal share of the total possible points that can be assigned so no skill is unfairly biased. The combination of child and adult backstories still lead to a widely varied possibility of different skills.
•   Pawns will never be incapable of any work. They will sometimes be very bad at a type of work if their points have been assigned elsewhere but they will never be fully incapable of a job (with the one exception of pyromaniacs being incapable of fire-fighting).

QuoteOverhauled Traits (created by myself):

•   Many traits that are either entirely negative or unbalanced (too positive) have been removed, including:

Abrasive, Annoying Voice, Beautiful, Chemical Fascination, Chemical Interest, Creepy Breathing, Depressive, Greedy, Industrious, Iron-willed, Jealous, Jogger, Lazy, Misandrist, Misogynist, Nervous, Neurotic, Pessimist, Prosthophobe, Psychically dull, Psychically hypersensitive, Psychically sensitive, Sanguine, Slothful, Slowpoke, Staggeringly ugly, Teetotaler, Too Smart, Ugly, Very neurotic, Volatile, Wimp.

•   Some traits have been altered such as:

Brawler: No longer gives skill buffs and debuffs. No longer gives negative thoughts for holding ranged weapons.

Green Thumb: No longer gives skill buffs. +25% plant working speed, +25% growing yield.

Kind: +25% social chat impact.

Fast Learner: Buff to global learning reduced to 50%.

Pyromaniac: No longer causes pawns to randomly have mental breaks. Mental breaks will only occur when a pawn is past their mental break threshold. Fire starting sprees are the only mental breaks a pyromaniac can have meaning they'll never snap and butcher another pawn.

•   Some traits have been added such as:

Academic, Animal Whisperer, Butcher, High Pain Tolerance, Precise Miner, Radiation Resistant, Sculptor, Silver-tongued


A Just Better Pawn Generation pawn ready to colonize some inhospitable Rimworlds.

Install instructions:

Simply take the zip file and unzip all of the contents into your Rimworld mods folder. In game open the mods tab and turn on (tick) all of the different elements:

RF - Editable Backstories
Overhauled Traits
No More Random Skills
Minimum Age

Try to ensure these appear low in the mod list. The order of each file in the compilation does not matter.

Compatibility and known issues:

Where possible I have done everything I can to ensure compatibility with other mods (many of which I use myself). All additions are made through patches which should not conflict with most mods. There are some extensive modifications of the vanilla trait files through patches so any mod touching the vanilla trait files may cause this mod compilation to not work or vice versa depending on load order.

The mod compilation will throw around about 10 yellow errors in the log relating to commonality of traits being 0. These are safe to ignore and are not known to cause any issues with the game. Unfortunately this was the best way to edit out some of the vanilla traits without causing more severe issues.

The future?: I'm looking at releasing patches to fully integrate this mod compilation into different modpacks. The first mod pack I'm looking at is the Hardcore Skyangel Modpack (HCSK).

Words of thanks and credit:

This mod compilation wouldn't have been possible without the support of the following amazing people:

Spdskatr: for generously creating the code to kill the random vanilla skill points, which was well beyond what my humble skills could achieve and allowing me to include it in this compilation. He is to be fully credited with the creation of No More Random Skills which is bundled with this mod.

Mehni and Sam Kester: for their constant patience, support and help with editing the XML files (I apologise for all the hair you guys undoubtedly pulled out due to frustration). I doubt I could have achieved a finished product without these guys.

dburgdorf: for creating the editable backstories framework, without which this mod compilation would not have been possible. He is to be fully credited with the creation of Editable Backstories which is bundled with this mod.

pardeike: for the creation of Harmony, a DLL editing framework that Spdskatr used to create the No More Random Skills mod. This guy is doing incredible things for our community!

Dianna, Shotty and Alias: for supporting me in the Discord chat. Thanks guys!

Tynan: for making a great game.

Redistribution rights:

This mod compilation is free to bundle with mod packs. I only ask that you credit myself and the other creators; dburgdorf, Spdskatr and pardeike when you include it in a pack.

If you would like to change the modpack and wish to rerelease a modified version I ask that you please message me for permission first.

What you can do to say thanks (if you want to):

This mod compilation took a lot of blood, sweat, tears and cursing to assemble. If it gave even 1 person some enjoyment then I think it was all worth it:

•   I would love to hear your feedback or experience with it in this thread, or on the Discord where I go by my other alias (Stallion).
•   If you have any modding skills I ask that you share them with others as people so generously shared their skills with me. This is how we build a better modding community.
•   If you want to somehow make a financial contribution, thank you for your generosity. I ask that you donate it to a charity of your choice, not to me, there are people who need it more.
#3
Can someone make a quick mod where no passion pawns learn at x0.5 instead of x0.35?

I'd like to include it in a compilation of mods that effect pawn generation. I will credit you in the compilation.
#4
Hi all,

I'm making a compilation of mods that effect character generation. I was wondering if someone could create a quick little DLL for me that forces the game to only generate pawns that are 20 or over so that all pawns have an adult backstory.

If you do this I can include this mod in the compilation which aims to provide better pawn generation balance and credit you fully with the mod.

I am hopeful someone might be able to help me :)

Edit: SOLVED, with generous help from the Discord crew!
#5
Outdated / [B18] No More Random Skills
March 04, 2018, 12:25:11 AM
A modification that was created to give greater control over backstories by disabling all bonus skill points that pawns get upon generation (both random skill points and skill increases due to age). This means skill points are only based on the backstories and traits of the colonists. The modification was made to be used in conjunction with other modifications such as 'Editable Backstories'.

I did not make the mod. I do not have the skills or the smarts to assemble modifications that change the assemblies. The talented spdskatr who is making the Project RimFactory mod assembled the mod entirely himself out of the kindness of his heart to help me and the community.

I plan to use it among other things to create a new experience for colonist generation. It may be useful to others as well. This modification can be used freely in other compilations and modpacks. All spdskatr asks is that if use it could you credit him for the code in some way (do not credit me, I only came up with the idea, spdskatr did all of the work)!

[attachment deleted due to age]
#6
Help / Removing Random Stat Increases for Colonists?
March 03, 2018, 09:52:56 AM
Is there a way to remove all random colonist stat increases when rolling random colonists? I only want the stats to come from the traits and backgrounds. I want no random increases.
#7
Mods / [MOD REQUEST] Remove Random Stats Increases?
March 03, 2018, 09:42:36 AM
Is there a way to remove all random colonist stat increases when rolling random colonists? I only want the stats to come from the traits and backgrounds. I want no random increases from like age or anything (older pawns seem to get more stat points than younger pawns).

I believe the pawngenerator is almost certainly the file that needs to be changed in the assemblies but I do not have the skill to do this.

I think it is:

{
            float num;
            if (sk.usuallyDefinedInBackstories)
            {
                num = (float)Rand.RangeInclusive(0, 4);
            }
            else
            {
                num = Rand.ByCurve(PawnGenerator.LevelRandomCurve, 100);
            }

I'm pretty sure that

                num = (float)Rand.RangeInclusive(0, 4);

Needs to changed to:

                num = (float)Rand.RangeInclusive(0, 0);

Or otherwise disabled because using Prepare Carefully I've learned that the maximum amount of 'extra' hidden points each skill can get is 4 (I think). I want the maximum extra points to always be zero. I could be wrong though and it could be other variables in that file.

I have no idea how to create a DLL with these changes and have Rimworld recognise this. Could anyone do this for me please?
#8
Ideas / Make the Backstories Moddable Via XML?
April 09, 2017, 04:32:39 AM
I'd like to create a whole new set of backstories and prevent the vanilla ones from coming up. Is this something that will possibly be added?
#9
Help / How Do I Take RimWorld To A Blank Slate?
November 07, 2016, 10:24:42 AM
I'd like to build a total overhaul from the ground up (starting very small). However it is hard to do this with all the vanilla content already in the way. Is there an easy way to remove all of the vanilla content except what is absolutely essential for the game to start up (all technology, all items, etc).
#10
Mods / Technology Overhaul?
November 07, 2016, 09:54:57 AM
Any mods in the work for Alpha 15 that overhaul the entire Tech Tree/Game like Ascension did for Alpha 13?
#11
Water for hydration and/or industrial purposes?
#12
It'd be good if eating the same food like three times in a row gave either less nutrition (half) or a negative thought debuff (yuck, this again?) or both to pawns who have no variety in the food they eat. Checks should be easy on raw food (do check last two foods eaten, if return yes then apply debuff, if return no do nothing).

Prepared meals would be hard to fit into this system as is. The best solution here would probably be to change meals to be more like art pieces so instead of 'lavish meal' you have 'lavish meal of potato and muffalo meat' or something. And then just apply the same checks as with raw food.

Ideally this update would be good alongside the introduction of more crops as well as fruit trees perhaps (take the fruit but the tree remains and doesn't require replanting, the balance being its long grow times)?

A full nutrition system would be cool with carbohydrates, proteins, fats and vitamins and minerals (perhaps as hidden stats and a message would pop up in the health menu if they were critically low on any). If your pawns lack these things they would get debuffs. This would ensure players pursue a variety of foodstuffs like meats as well as vegetables.

You could even have a dynamic weight system for pawns depending on how well fed they are!

Also can anyone say fishing and beekeeping?

RimWorld for the Michelin star!
#13
Ideas / Bees, Honey and Mead
August 20, 2015, 07:40:44 AM
Animal husbandry needs BEES!
#14
Ideas / Pollution?
August 20, 2015, 04:27:34 AM
We could have some power options and worktables that caused pollution that killed nearby farmland and trees?
#15
Perhaps prisoners could attempt to revolt and smash their way to your armories to grab weapons?

Maybe even you could have a system of 'moles' where a convert is not really a colonist but is secretly a mole. When there is a big raid perhaps they might sabotage the base? Blow up the bases power generation or make a big hole in the walls for the enemy to get inside?
#16
Outdated / [A11] Expanded Stone V2.00
August 14, 2015, 07:23:53 PM
I've completely revamped the attributes of the vanilla stone to be more realistic... I've also broken each of the five stones in vanilla Rimworld into 35 different variations based on color, for example:

White Granite, Light Gray Granite, Dark Gray Granite, Pink Granite, Dark Red Granite:


Yellow sandstone, Tan Sandstone, Brown Sandstone, White Sandstone, Light Gray Sandstone, Dark Gray Sandstone, Black Sandstone, Pink Sandstone, Red Sandstone.


All of the colors are colors that the stones can achieve in real life out in their natural environment.

This will not conflict with anything and is compatible with all mods but you must put it at the bottom of your load order as it needs to overwrite all of the stone files!

Download Link!
#17
I can't get the new type of stone (Amazonite) to show up in either the map generation screen OR the objects screen (no Amazonite blocks either). Could anyone help me please? Full code and locations provided below.

Defs/ThingDefs/New_Stone.txt:

<?xml version="1.0" encoding="utf-8" ?>
<Defs>


  <!-- =========== bases =========== -->

  <ThingDef Name="ResourceBase" Abstract="True">
    <thingClass>ThingWithComps</thingClass>
    <label>unspecified resource</label>
    <category>Item</category>
    <resourceReadoutPriority>Middle</resourceReadoutPriority>
    <useHitPoints>true</useHitPoints>
    <selectable>true</selectable>
    <altitudeLayer>Item</altitudeLayer>
    <stackLimit>75</stackLimit>
    <comps>
      <li>
        <compClass>CompForbiddable</compClass>
      </li>
    </comps>
    <alwaysHaulable>true</alwaysHaulable>
    <drawGUIOverlay>true</drawGUIOverlay>
    <rotatable>false</rotatable>
    <pathCost>15</pathCost>
  </ThingDef>


  <ThingDef Name="ChunkBase" Abstract="True">
    <category>Item</category>
    <thingClass>Thing</thingClass>
    <altitudeLayer>Item</altitudeLayer>
    <passability>PassThroughOnly</passability>
    <fillPercent>0.4</fillPercent>
    <statBases>
      <MaxHitPoints>300</MaxHitPoints>
      <Flammability>0</Flammability>
      <Beauty>-10</Beauty>
    </statBases>
    <selectable>true</selectable>
    <pathCost>55</pathCost>
    <drawerType>MapMeshOnly</drawerType>
    <randomizeRotationOnSpawn>true</randomizeRotationOnSpawn>
    <designateHaulable>true</designateHaulable>
    <saveCompressible>true</saveCompressible>
    <stackLimit>1</stackLimit>
    <tradeability>Never</tradeability>
  </ThingDef>


  <ThingDef ParentName="ResourceBase" Name="StoneBlocksBase" Abstract="True">
    <description>Blocks of stone. Mostly useful for building long-lasting, simple structures.</description>
    <graphicData>
      <texPath>Things/Item/Resource/StoneBlocks</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <soundInteract>Stone_Drop</soundInteract>
    <soundDrop>Stone_Drop</soundDrop>
    <useHitPoints>false</useHitPoints>
    <statBases>
      <MarketValue>1.9</MarketValue>
      <SharpDamageMultiplier>0.6</SharpDamageMultiplier>
      <BluntDamageMultiplier>1.0</BluntDamageMultiplier>
    </statBases>
    <thingCategories>
      <li>StoneBlocks</li>
    </thingCategories>
    <stuffProps>
      <categories>
        <li>Stony</li>
      </categories>
      <appearance>Bricks</appearance>
      <statOffsets>
        <WorkToMake>140</WorkToMake>
        <Beauty>2</Beauty>
      </statOffsets>
      <statFactors>
        <Beauty>1.2</Beauty>
        <MarketValue>0.4</MarketValue>
        <MaxHitPoints>2.4</MaxHitPoints>
        <Flammability>0</Flammability>
        <WorkToMake>4.5</WorkToMake>
        <DoorOpenSpeed>0.45</DoorOpenSpeed>
        <BedRestEffectiveness>0.9</BedRestEffectiveness>
        <MeleeWeapon_Cooldown>1.35</MeleeWeapon_Cooldown>
      </statFactors>
    </stuffProps>
  </ThingDef>

  <ThingDef Name="BuildingNaturalBase" Abstract="True">
    <category>Building</category>
    <selectable>true</selectable>
    <drawerType>MapMeshOnly</drawerType>
  </ThingDef>


  <ThingDef Name="RockBase" ParentName="BuildingNaturalBase" Abstract="True" >
    <thingClass>Mineable</thingClass>
    <graphicData>
      <texPath>Things/Building/Linked/Rock_Atlas</texPath>
      <graphicClass>Graphic_Single</graphicClass>
      <linkType>CornerFiller</linkType>
      <linkFlags>
        <li>Rock</li>
        <li>MapEdge</li>
      </linkFlags>
    </graphicData>
    <altitudeLayer>BuildingTall</altitudeLayer>
    <passability>Impassable</passability>
    <castEdgeShadows>true</castEdgeShadows>
    <fillPercent>1</fillPercent>
    <coversFloor>true</coversFloor>
    <neverMultiSelect>true</neverMultiSelect>
    <rotatable>false</rotatable>
    <saveCompressible>true</saveCompressible>
    <filthLeaving>RockRubble</filthLeaving>
    <holdsRoof>true</holdsRoof>
    <staticSunShadowHeight>1.0</staticSunShadowHeight>
    <blockLight>true</blockLight>
    <mineable>true</mineable>
    <statBases>
      <Flammability>0</Flammability>
      <Beauty>-2</Beauty>
    </statBases>
    <building>
      <isInert>true</isInert>
      <isNaturalRock>true</isNaturalRock>
      <soundMined>CollapseRock</soundMined>
      <canBuildNonEdificesUnder>false</canBuildNonEdificesUnder>
    </building>
  </ThingDef>

  <!-- =========== Stone solids, chunks, and blocks =========== --> 

  <ThingDef ParentName="RockBase">
    <defName>Amazonite</defName>
    <label>amazonite</label>
    <description>A beautiful bluish-green igneous rock that is sometimes cut into jewellery.</description>
    <graphicData>
      <color>(0,196,176)</color>
    </graphicData>
    <statBases>
      <MaxHitPoints>800</MaxHitPoints>
    </statBases>
    <building>
      <mineableThing>ChunkAmazonite</mineableThing>
      <mineableDropChance>0.25</mineableDropChance>
    </building>
  </ThingDef>

  <ThingDef ParentName="ChunkBase">
    <defName>ChunkAmazonite</defName>
    <label>amazonite chunk</label>
    <graphicData>
      <texPath>Things/Item/Chunk/ChunkStone</texPath>
      <graphicClass>Graphic_Random</graphicClass>
      <color>(0,196,176)</color>
    </graphicData>
    <soundDrop>ChunkRock_Drop</soundDrop>
    <thingCategories>
      <li>StoneChunks</li>
    </thingCategories>
    <butcherProducts>
      <BlocksAmazonite>20</BlocksAmazonite> 
    </butcherProducts>
  </ThingDef>

  <ThingDef ParentName="StoneBlocksBase">
    <defName>BlocksAmazonite</defName>
    <label>amazonite blocks</label>
    <description>Blocks of solid amazonite. Amazonite is a beautiful bluish-green stone.</description>
    <graphicData>
      <color>(0,196,176)</color>
    </graphicData>
    <statBases>
      <MarketValue>2.3</MarketValue>
    </statBases>
    <stuffProps>
      <color>(0,196,176)</color>
      <soundImpactStuff>BulletImpactGround</soundImpactStuff>
      <soundMeleeHitSharp>MeleeHit_Stone</soundMeleeHitSharp>
      <soundMeleeHitBlunt>MeleeHit_Stone</soundMeleeHitBlunt>
      <stuffAdjective>amazonite</stuffAdjective>
      <statFactors>
        <Beauty>1.7</Beauty>
        <MarketValue>0.55</MarketValue>
        <MaxHitPoints>1.6</MaxHitPoints>
      </statFactors>
    </stuffProps>
  </ThingDef>

</Defs>


Defs/TerrainDefs/New_Stone_Tiles.txt:

<?xml version="1.0" encoding="utf-8" ?>
<Defs>

  <TerrainDef Name="FloorBase" Abstract="True">
    <layerable>true</layerable>
    <affordances>
      <li>Light</li>
      <li>Heavy</li>
      <li>SmoothHard</li>
    </affordances>
    <statBases>
      <WorkToMake>135</WorkToMake>
    </statBases>
    <designationCategory>Floors</designationCategory>
    <Fertility>0</Fertility>
    <constructEffect>ConstructDirt</constructEffect>
    <AcceptTerrainSourceFilth>True</AcceptTerrainSourceFilth>
    <terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
  </TerrainDef>

  <TerrainDef Abstract="True" ParentName="FloorBase" Name="TileStoneBase">
    <RenderPrecedence>220</RenderPrecedence>
    <Description>Solid stone tiles for a castle feeling.</Description>
    <texturePath>Terrain/Surfaces/TileStone</texturePath>
    <statBases>
      <WorkToMake>165</WorkToMake>
      <Beauty>2</Beauty>
    </statBases>
  </TerrainDef>
 
  <TerrainDef ParentName="TileStoneBase">
    <DefName>TileAmazonite</DefName>
    <label>amazonite tile</label>
    <color>(0,196,176)</color>
    <CostList>
      <BlocksAmazonite>6</BlocksAmazonite>
    </CostList>
  </TerrainDef>

</Defs>
#18
Ideas / Better Industrial Processes
August 13, 2015, 03:40:45 PM
The industrial processes in the game at the moment are relatively simple and would benefit very much from being more fleshed out.

Your pawns shouldn't mine steel out of a wall, they should be able to mine iron and coal and then smelt these two products into steel. Copper should be added to the game for conduits and electrical products such as power-plants and batteries. Steel is not a good conductor of electricity (being x10 less efficient than copper) so it makes no sense for steel to be used in conduits (even less for it to be used in power generation).

Until Z-levels are added (if they ever are) there should be a mine building that pawns can work in the extracts resources from the ground (creates them out of nothing). The frequency of products being created would depend on the pawns mining skill. Perhaps low mining skill pawns could even take infrequent minor injuries from working in the mines from collapses, etc (ensuring that you can't just continuously mine and mine and mine with everyone in the colony).

With the addition of coal we could have coal-fired steam boilers for power.

Allowing the processing of titanium would be great and could be a go between for steel and plasteel.

You should be able to collect sand and smelt it into glass and silicon chips.

Ideally constructing a solar panel should take copper, steel, glass and silicon chips.

We could also mine gemstones for art projects.

Different semi-precious rock types (such as the ones in Dwarf Fortress - Mica, etc) would help with improving options for base design and art again.

One of the mods in the modding forum adds taxidermy which would make a fine addition.

I feel that expanding the resources available should be the #1 priority now. People can burn out of the game if there's not much to do and even simple variety objects add a lot to the entertainment value.
#19
I'm sure this is not the first time this has been suggested but more nuanced pawn relationships would be excellent! Ideally pawns should be able to form romantic relationships, marry, etc. They would also be able to form friends and rivals.

Perhaps if a rivalry gets particularly bad (perhaps two pawns interested in the same romantic partner) the pawns would use their fists to fight it out and you'd end up with pawns in hospital beds.

Friends could get a mood bonus and/or a work speed bonus for being around their friends immediately respond to each other when they need help (priority 1 rescue, first to treat their friends when ill or injured, automatically engage enemies attacking their friends, etc.

Friendships would be formed by allowing pawns to spend time together on joy objects or dining and would more frequently happen when pawns have good moods.

Rivalries would be formed when pawns do not spend time together and would more frequently happen when pawns have bad moods.

I believe this system would add an extra dimension to game-play and reason to improve the moods of the colonists.
#20
Outdated / [A11] (TEXTURES) Better Tribals V2.00
August 13, 2015, 03:32:31 AM
The tribals in the game have a very sparse collection of apparel (especially headgear) so I decided to make them a feathered headdress to help diversify their wardrobe. This mod is fully compatible with all other apparel mods.

The headdress comes in a variety of colors. These colors are now all the colors of the rainbow as the game selects from a wide variety of appropriate colors.

Here are some in-game shots:



The headdress provides no protection but it does help enhance some of a warriors attributes (minor speed, accuracy and reload buffs).

Download link!

To install put the 'Better_Tribals' folder into your mods folder and make sure you remember to switch the mod on in the game!

The original template for the feathers in the image was taken from: http://kandipatterns.com/ and heavily modified. The exact link to the template in question is: https://kandipatterns.com/images/patterns/animals/13713_Pink_Kandi_Feather.png. Many thanks for their generous license:

The art included in this mod is protected under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License and is for NON-COMMERCIAL use only.

I give permission for any mod maker or mod-pack maker to use my work to benefit the community as long as they adhere to the above license (providing attribution to http://kandipatterns.com/ and only using the textures in non-profit projects).