Trait Transfer Mechanites
This mod adds new craftable mechanites that can modify the traits of your colonists.
Trait Wiping Mechanites
Single Use. Removes one random trait from the host.
Craftable at the Fabrication Bench for 10 Luciferium and 1 Advanced Component. Needs 10+ crafting.
Causes a Confusion debuff for 12 to 24 ingame hours (0.7 Consciousness)
Trait Scanning Mechanites
Single Use. Picks one random trait from the host and creates one Trait Injector Mechanites for that trait. Kills the host.
Craftable at the Fabrication Bench for 10 Luciferium and 1 Advanced Component. Needs 10+ crafting.
Trait Injector Mechanites
Single Use. Applies a new trait to the host.
Not Craftable. Created by Trait Scanning Mechanites upon use.
Causes a Confusion debuff for 12 to 24 ingame hours (0.7 Consciousness)
Download:
Wait, so how does this work again?
Let's say you have a colonist with one or more undesirable traits.
If you have all the prerequisites listed above, you can craft a couple Trait Wiping Mechanites and use / administer them to your colonist.
Each use will remove one randomly selected trait. These can also be administered to prisoners or unconscious colonists.
If you have all the prerequisites listed above, you can craft a couple Trait Wiping Mechanites and use / administer them to your colonist.
Each use will remove one randomly selected trait. These can also be administered to prisoners or unconscious colonists.
But if your goal is creating God-like machines of productivity, simply removing negative traits isn't enough. We can take things further.
If you happen to have a prisoner with a useful trait, you can craft Trait Scanning Mechanites and administer them to the prisoner.
These will pick one random trait from the prisoner (cross your fingers), and create Trait Injector Mechanites for that trait, killing the prisoner in the process.
Trait Injector Mechanites can now be used on one of your colonists to grant them the extracted trait.
If you happen to have a prisoner with a useful trait, you can craft Trait Scanning Mechanites and administer them to the prisoner.
These will pick one random trait from the prisoner (cross your fingers), and create Trait Injector Mechanites for that trait, killing the prisoner in the process.
Trait Injector Mechanites can now be used on one of your colonists to grant them the extracted trait.
Known Issues
None at the moment. Please report any issues you find.
FAQ
Q: Can this be safely added mid-playthrough?
A: Yes.
Q: Will this work with non-human colonists added by other mods (aliens, androids..)?
A: No, only humans at the moment. I will add support for other species in a future update.
Q: Will this work with new traits added by mods?
A: It should, tho in all honesty I haven't tested it. If you use any other trait mods, please post the results here.
Q: Isn't this overpowered?
A: I guess that's a matter of opinion but I think it's fairly well balanced, for several reasons:
In summary, you need to be lucky enough to have a raider with a desired trait attack, lucky enough to have him survive, and then lucky again to get the right trait when administering the scanning mechanites.
All this should mean that even in late game you probably won't have some Industrious/Psychopatch/Too Smart combo on half of your colonists.
1. | The crafting recipes require mid/late game items, a fabrication bench, and a colonist with 10+ crafting skill. |
2. | In order to get an injector for a useful trait, you first need to capture someone with that trait. |
3. | Even when you capture the right person, you have a ~1/3 chance of getting the right trait (as the trait is selected randomly) |
All this should mean that even in late game you probably won't have some Industrious/Psychopatch/Too Smart combo on half of your colonists.
Q: Why is my colonist confused? How long will this last??
A: They've just had their brain restructured. Give them a day and they'll come to their senses.
Change Log:
16.2.2019
First Upload
17.2.2019
Added custom art for injectors.
Fixed a bug where a Trait Injector for a trait with multiple variants (neurotic, very neurotic..) would have the wrong variant after the game is saved and loaded.
All content contained in this mod is licensed under Attribution-NonCommercial 4.0 International Licence (CC BY-NC 4.0)