RimWorld

RimWorld

51 ratings
DD Traits Expanded
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
443.334 KB
30 Jul, 2020 @ 2:58pm
14 Jun @ 5:44pm
10 Change Notes ( view )

Subscribe to download
DD Traits Expanded

In 1 collection by DoomsDay343
Doomsday's mods
6 items
Description
adds 19 vanilla-esque traits. Includes traits related to: Mood/mental, combat, stat increases/decreases, also includes the old traits hot,warm,cool,icy-skinned from Alpha~8 for nostalgia and other misc traits.

Full list of traits:

good fighter
-minor increased melee capability (melee dodge chance, melee hit chance)
-minor increased shooting capabilitys (shooting accuracy, better aim time)
-minor incoming damage decrease(similar to tough but WAY weaker)
-minor increased pain shock threshold

bad fighter
-minor decreased melee capability (melee dodge chance, melee hit chance)
-minor decreased shooting capabilitys (shooting accuracy, better aim time)

tenacious fighter
-increased melee capability (melee dodge chance, melee hit chance melee Armour penetration)
-increased shooting capabilitys (shooting accuracy, better aim time)
-incoming damage decrease(similar to tough but weaker)
-increased pain shock threshold

animal whisperer
-good with taming and training animals

charismatic
-improved social capability

green thumb/black thumb
-increased/decreased planting skills

glass bones
-opposite of tough
-120% increased incoming damage

hyper happy
-permanent 50 mood boost
-huge increase in mental break threshold

Dopamine Deprived
-permanent -25 mood debuff
-huge decrease in mental break threshold

Iron back
-increased carry capacity
-can sleep on floor without issues


the 4 old temperature related traits from alpha~8:
icy-skinned
- +12C maximum comfortable temperature
- +4C minimum comfortable temperature

cool-skinned
- +8C maximum comfortable temperature
- +2C minimum comfortable temperature

warm-skinned
- -8C minimum comfortable temperature
- -2C maximum comfortable temperature

hot-skinned
- -12C minimum comfortable temperature
- -4C maximum comfortable temperature

mamma didn't raise no looser
-permanent mood boost
-Decreased mental break threshold
includes an alternate trait mamma raised a looser


the mod is okay to add mid game with maybe a red error or two depending on your current mod set up
would not remove mid game especially if there are pawns on the map with the above traits.

change notes:
v1.1 hyper happy and Dopamine Deprived values toned down for balance reasons



Popular Discussions View All (1)
4
4 May, 2023 @ 1:55pm
Bug reports
Tom Walsh
16 Comments
DoomsDay343  [author] 30 Dec, 2023 @ 7:26pm 
@h0tlinE permission granted
h0tlinE 30 Dec, 2023 @ 2:56am 
Permission to change 'Loser' to 'Bitch' for the last trait to honor A$AP Rocky and his obvious love for Rimworld?
Hauts 4 Aug, 2023 @ 9:00am 
@DoomsDay343 you can restore functionality by adding a 'hungerRateFactor' field to the TraitDef's degreeData. Look at the XML for Gourmand as an example.
Tom Walsh 4 May, 2023 @ 1:55pm 
Thanks I appreciate it, sorry for not posting a proper log before. I'm pretty sure the hunger rate is affected by metabolism efficiency if you wanted to try getting it to work again.
DoomsDay343  [author] 4 May, 2023 @ 1:01pm 
it appears that during the update from 1.3 to 1.4 and the addition of biotech has completely removed the def "hungerratemultiplyer" and my modding skills rely mainly on ripping pre existing code from the game and editing it. as of now i cant find any new pawnstat defs that take the place of hungerratemultiplyer. for a place holder until I find more time to try and work on this ive made the trait do nothing and have a 0.0 commonality so no red error anymore and it wont show up in game play.
Tom Walsh 4 May, 2023 @ 3:14am 
Alexander Zagirov 1 Nov, 2022 @ 3:14pm 
Shows error on startup:
Could not resolve cross-reference: No RimWorld.StatDef named HungerRateMultiplier found to give to RimWorld.StatModifier (null stat)
Spadyy 28 Jan, 2022 @ 10:43pm 
"mama didnt raise no loser"
TurtleShroom 22 Jul, 2021 @ 7:49am 
Thank you. The reason I say that the Glass Bones and Paper Skin Trait needed an incapability towards violence because colonists with that Trait go down to enemies on one-shot, especially when they accidentally wander into a Mechanoid Proximity Activator.
DoomsDay343  [author] 21 Jul, 2021 @ 5:09pm 
@TurtleShroom updated to v1.3. as for making glass bones unable to fight never really fit with me because I think that if you have a trait like that, its all the more reason to fight to defend yourself etc