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Messages - etoire

Hip hip for Swenzi, who was willing to update the mod in my stead. I've made the relevant changes to the Ludeon and Steam postings linking to your updated mod.

You also have my full consent and go-ahead to update the Gods and Heroes update.

See your message box for a suggestion when doing so.
Outdated / Re: [A16]Additional Traits (2.1) (1.24.2017)
January 27, 2017, 09:09:37 AM
Just to clarify, the 2.1 update isn't save-game breaking, none of those items are a part of my mod. The only change people reported after the update is that their pawns had a randomly assigned trait added to them.

People have been requesting that I upload a version with the Gods and Heroic traits, so attached is the old file (with a new name.) Pick one, don't turn them both on because they'll override each other.

[attachment deleted by admin due to age]
Outdated / Re: [A16]Additional Traits (2.1) (1.24.2017)
January 24, 2017, 12:18:14 AM
Heavy Sleeper was renamed to fix that compatibility issue. Thanks for the report!
Outdated / Re: [A16] Mod Announcements Thread
January 18, 2017, 11:54:19 PM
Additional Traits
Mod page:
Steam link:

Additional traits adds a variety of new traits to make your colonists more interesting. New traits are constantly being added.

Steam only!:
Frustrated by raiders? Throw a controller at them!
Outdated / Re: [A16]Additional Traits (1.0) (1.17.2017)
January 17, 2017, 03:19:15 PM
Ver 1.0 Traits:

  • Confident: These pawns are more personable and have an increased break threshold
  • Overweight: Works slower, walks slower.
  • Athletic: Works quicker, walks quicker, aims a little better.
  • Dextrous: Shorter trigger-pull delay, quicker worker. Good with crafts or arts.
  • Perceptive: Improves accuracy.
  • Clean: Healing quality goes up, and food prepared by these people have a reduced chance of being poisonous at the cost of some work speed.
  • Near-sighted: Less accurate.
  • Quick-learner: Learns quicker than the average person.
  • Glutton: Eats quicker than the average person.
  • Healthy: Recovers quicker from illness than the average person.
  • Persuasive: Gets the edge in social performance (Trading, recruitment, etc.)
  • Sucker: Gets suckered into selling for less, and buying for more.
  • Amateur haggler: Gets slightly cheaper prices and sells for slightly higher.
  • Haggling enthusiast: Gets much cheaper prices and sells for a lot more.
  • Awkward: Fumbles through social interactions.
  • Tucker: These pawns are a little more impactful with their words.
  • Melodic: People love interacting with someone with a melodic voice.
  • Uncouth diplomat: Other factions don't like receiving gifts from such an... uncouth person.
  • Diplomatic: Gets a little more bang for his buck.
  • Very diplomatic: Knows how to ease tension between factions with some Ag grease.
  • Shooting amateur:Terrible at shooting. I really wouldn't give this guy a gun.
  • Shooting enthusiast: This sharpshooter is worth his salt.
  • Shooting professional: Rimworld Space Marines!

Ver 1.1 Traits:

  • Cold-hearted: Lacks empathy, but more or less blends in with society.
  • Pervert: Unaffected by nudity or sharing a bedroom with strangers. Creepy.
  • Heavy sleeper: Unaffected by people stomping around next to them while they're sleeping.
Introducing THOUGHTS!

  • Traits now include mood and relationship impacting effects!

Version 2.0, professions!

  • CarefulSurgeon: NAME is a pretty good surgeon, but they takes a bit more time to complete an operation.
  • ProfessionalStoneCutter: NAME likes to cut boulders down to size. Their stone cutting speed is greatly increased, but their lack of passion for other crafts slows them down.
  • ProfessionalButcher: NAME likes dressing animals. Their butchering speed is greatly increased, but they're terrible with mechanoids.
  • ProfessionalTailor: NAME likes making apparel. Their tailoring speed is greatly increased, but they're terrible with smithing.
  • LovedByAnimals: NAME is loved by animals, but people don't feel quite the same.
  • AvidArtist: NAME is an avid artist. Their sculpting speed is greatly increased, but they have a weaker constitution and mind.
  • GeniusResearcher: Strange new ideas just appear in the mind of NAME. Researching new technology comes easily to NAME, but they always seem distracted.
  • GreenestThumb: NAME has a passion for gardening. They know exactly what a plant needs to grow happily.
  • EfficientBuilder: NAME doesn't like to waste materials. They take care in their work.
  • FastMiner: NAME knows how to exploit the cleavage of rocks. They don't understand why plants are so much more fragile, though.
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 / Re: [MOD REQUEST] Buildable snowman
January 17, 2017, 09:15:07 AM
Does a snowman built this way increase joy?
Outdated / Re: [A15/A16] AlcoholV's Mod List
January 16, 2017, 11:52:12 AM
Hey guys! I was fiddling around with the Stun Gun mod, and I noticed that consciousness debuffs and downing enemies has a tendency to autokill. I wanted a stun mod that would restrain an escaping prisoner or a berserking colonist. so I fiddled with the defs of the Stun Gun and came up with this.

What it essentially does is what every big cat does to your chickens, except 100% nonlethal.

Warning: This weapon does 0 direct damage. Don't give it to a hunting colonist or anyone you want to actually kill something. It won't down anyone by itself, either, so you won't be capturing prisoners en masse with it either. It was designed solely for restraining prisoners so someone could walk over with a club to beat them into submission and berserking colonists.

[attachment deleted by admin due to age]
I'm using your Misc Objects mod and I noticed I can't uninstall weapons from a turret. Is this intended or is my thing bugged?
I'm using the Misc. Objects mod and I'm trying to use the nano replicator. It doesn't seem very intuitive. I can't control what goes in it as a material, and I've lost a few supreme guns/valuable equipment to its aggressive nomming. Am I missing a stockpile options page? I don't have any option to choose what goes inside it.

Saving and exiting while the 3d printer is printing seems to clear its memory, too. I was 3D printing an item and save/exited to remove better pathfinding to test something and I checked the printer, it no longer had the item in memory.
Outdated / Re: [A16] Bulk Medicine Production
January 01, 2017, 10:46:19 PM
Odd. I'll look into it further, it could just be my mod load order. Thanks for your response!~
I was super excited to see the mod updated on steam! Thanks a lot for your hard work Rikiki!

Wow, Polar Sea Ice challenge isn't so bad anymore.
Unfinished / Re: [A16] Nerve Stapling
January 01, 2017, 10:26:34 AM
Just tried it, on implantation, I had this error thrown at me. It did remove pyromaniac, which was neat.

JobDriver threw exception in initAction. Pawn=Ark, Job=DoBill A=Thing_Human1638 B=Thing_NerveStaple56062 C=(134, 0, 113), Exception: System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
  at System.Collections.Generic.List`1+Enumerator[RimWorld.Trait].VerifyState () [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1+Enumerator[RimWorld.Trait].MoveNext () [0x00000] in <filename unknown>:0
  at NerveStapling.Recipe_NerveStaple.ApplyOnPawn (Verse.Pawn pawn, Verse.BodyPartRecord part, Verse.Pawn billDoer, System.Collections.Generic.List`1 ingredients) [0x00000] in <filename unknown>:0
  at RimWorld.Bill_Medical.Notify_IterationCompleted (Verse.Pawn billDoer, System.Collections.Generic.List`1 ingredients) [0x00000] in <filename unknown>:0
  at Verse.AI.Toils_Recipe+<FinishRecipeAndStartStoringProduct>c__AnonStorey418.<>m__674 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
Unfinished / Re: [A16] Nerve Stapling
January 01, 2017, 10:15:26 AM
So it sounds to me like this mod can prevent mental breaks, including those done by pyromaniacs and drug addicts. I'm really tempted to try this mod out! I'll go ahead and test it out and give you some feedback.

Nerve Staple sounds weird, and the mood effect bonus called Stapled Nerves sounds even odder since it's a positive mood boost. Hernias are basically impacted nerves, and those hurt like a truck!
Couple of suggestion names: Brain worm, mindwire, euphoria.
Suggestion effect name to go with name: brain wormed, wired mind, euphoric
Outdated / Re: [A16] Bulk Medicine Production
January 01, 2017, 10:07:43 AM
I experienced some trouble with these bulk recipe mods, they aren't compatible with miniaturization, the mod that allows you to minify workbenches. Do you know of a way to make the two compatible? They modify the same xml file, which i suspect is why they're incompatible. Happy new year!