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Topics - etoire

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Outdated / [A17]Additional Traits (2.2) (6/24/2017) STEAM + GITHUB
« on: January 17, 2017, 02:04:35 PM »
Have you ever felt that there aren't enough traits to immersify your game-play? Well, I've got just the mod for you with Additional Traits! Introducing a wide selection of traits that'll make your game fun and interesting.

These new traits will have a major impact on the variety of pawns you'll be getting.

A list of traits added by this mod can be found here or by scrolling down further:

Nothing. I recommend having EdB Prepare Carefully so you can choose what traits your starting pawns get, but pawns have a chance to have these traits just by randomizing them.

Thanks to DaemonDeathAngel for showing me that traits can be modified via XML.
Everyone on the modding Discord for encouraging me to continue.

At the time, I'm unable to make modifications and updates to the Additional Traits mod. Thank you for your support!

- Recommended: A17 version by Swenzi
- Github:

- Save-game compatible!
- Unzip into your RimWorld/Mods folder.
- Activate in the in-game mods menu and restart the game. Newly created pawns have a chance to have the new traits!

Update Log:
1/17/2017: Release of version 1.0! Removed Social Impact from Near-sighted trait. Accidentally left that in there.
1/18/2017: Release of version 1.1, introducing thought-impacting traits! Re-balanced commonality of traits so you'll see new traits slightly less frequently. Grammar fixes, some description edits. Hotfix: Confident was making colonists easier to break.
1/19/2017: Release of version 2.0, adding over 20 new traits. New traits are separated into two classes, professional and heroic. Professional traits make a pawn perform well in one particular skill, but their others suffer as a result. Heroic traits are incredibly rare, and a heroic pawn can completely affect the progress of your colony. You'd better hope that the God of War isn't raiding you.
1/22/2017: Made several changes to traits because they weren't working as intended.
1/24/2017: Removed Godly and Heroic traits, rebalanced other traits. Fixed compatibility issue with Psychology, I think.
6/24/2017: With my permission, Swenzi has updated the mod to A17. The updated mod can be found in the links above.

License stuff:
Feel free to tear this one apart to learn how traits are coded in XML or use it in a mod pack or whatever. Just give me some credit if you post the whole thing elsewhere, or a little tagline if I've inspired you somehow!

Current plans:
- None.

The gods and heroes update introduced new traits that make a pawn, well, godly. If you don't spawn one in via Prepare Carefully, however, note that it only has a fraction of a chance to spawn.

Mods / Mod Idea: Hunting Caravan incident
« on: December 30, 2016, 10:38:49 AM »
So I noticed recently on reddit there've been a lot of people asking about a mod/feature to allow caravans to hunt in order to refill their food stocks without leaving behind the abandoned base feature. I whipped together an idea, but I don't really code so I don't think I could do it myself.

Caravan incidents will spawn a 24 hour small map in which you either fight off bandits or manhunting packs. It'd be cool if someone could create a caravan incident that occurs on menu button press that would spawn a small 24 hour map for hunting purposes. I'll try to figure if i could do it from an xml in the meantime, but I don't think it's that easy.

Looked around the forums a bit, noticed that incident stuff is somewhat tied to c# coding. Guess this is an idea/request!

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