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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Outdated / [A17]Additional Traits (2.2) (6/24/2017) STEAM + GITHUB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: https://ludeon.com/forums/index.php?topic=29661.msg300473#msg300473


Requires:
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.

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

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

Downloads:
- Recommended: http://steamcommunity.com/sharedfiles/filedetails/?id=844563435 A17 version by Swenzi
- Github: https://github.com/yliankuo/Additional-Traits

Installation:
- 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.

Note:
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.

2
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.

Edit:
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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