RimWorld

RimWorld

279 ratings
Traits Plus
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Mod, 1.3, 1.4, 1.5, 1.6
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Posted
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3.539 MB
2 Aug, 2021 @ 3:08pm
16 Jun @ 1:10am
21 Change Notes ( view )

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Traits Plus

Description
Trats Plus
This mod adds many new traits and some backstories. I've been a little out of the RimWorld loop for the 1.4 cycle, but I hope I will spend some more time with it during 1.5. If I do, I'm pretty certain I will keep adding to this mod moving forward.

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What this mod does:
- Adds about 15 new backstories with connected traits and another about 40 regular traits to the pool (more coming all the time). The traits vary a lot. From rarer stuff with a lot of impact to a pawn, to smaller traits boosting or nerfing a stat. Jobs, skills, stats, thoughts and mood are all changed in different ways.

I also focus a a lot on making the social aspects intertwine better with the traits, so people with similar interests or jobs are more positive towards each other and moody people have a harder time making friends.

Backstories added
- Astronomer. Enthusiastic researcher, crafter and builder. Not very social.

- Botanist. Plants, medicine and intellectual. Especially plants. Incapable of fighting, mining and crafting.

- Combat medic. Great asset to a colony. Very fast tending speed to go with being able to get around the battlefield in a rush.

- Developer. Intellectual and crafting. Boost to research speed.

- Florist. Plants. Preferably nice looking plants.

- Factotum. Easy-going laborer. Not very interested in much except their own job at the moment.

- Riflesmith. Guns and crafting. Especially crafting guns. Not much else.

- Mason. Mining and arts. Preferably at the same time.

- Fighter. Deadly fighter. Deal more and take less damage.

- Junk artist. Makes art out of junk. And is good at it.

- Exile. Kicked out from the last colony. A bit scarred from it and won't risk it again.

- Cage fighter. Deadly fighter in close combat. Blunt damage is the speciality.

- Wild child. Lived with the animals. Grown up in terms of years, but will never not be a child.


Traits added
- All out of ♥♥♥♥♥. Incapable of pretty much anything except fighting, mining and dumb labor. High pain threshold and low mental break threshold. Basically a numb person.

- Authoritarian. A person of natural authority. Great to have in a colony (especially if you're playing with 'Ideology'), except they won't do manual labor.

- Backpacker. Likes things that has to do with hiking and being outdoors (packing stuff, hunting, plants, animals). Boost to min+max temperatures.

- Blader. Skilled melee fighter with different boosts including a big boost to sharp damage. Incapable of shooting.

- Braggart. A bit obnoxious, but bonus to trading.

- Edgy. Easily annoyed, not a people person. Higher risk of social fighting. Very effective when guarding slaves.

- Small talker. Pretty much the opposite of an 'Edgy' person. Not great around slaves - but an asset at the dinner table.

- Cautious. Better safe than sorry. Does everything a little slower, but mitigates some risks here and there because of it.

- Cheerful. A bucket full of joy. Mood boosts and has a tendency to rub off on people. Not great for guarding prisoners or slaves.

- Clever. Lots of small boost to pretty much everything. Escpecially to intellectual and medical stuff.

- Complainer. Just a regular party pooper.

- Living bioreactor. Eats a ton, but has a healthy and strong body to show for it. Boosts to health, immunity and resting rate.

- Daredevil. Definition of the expression 'head on'. A positive person, but takes extra damage from everything.

- Good aim. Just a bit of a sharp eye.

- Determined. Strong characters. Won't fold easily.

- Doomed. These characters are doomed. And they're looking it.

- Early riser. A breath of fresh air. Wakes up early every day, always with a smile on their faces.

- Defensive fighter. Takes and deal less damage.

- Flincher. Lousy fighter. A good change they'll get hit.

- Freerunner. Fast and agile. But not very strong.

- Healthy routines. Physically fit. Small boosts to all things health.

- Ruthless. An unfriendly, violent person. Gets their point across, though.

- Devoute (Ideology needed). Non-violent person of the faith.

- Zealot (Ideology needed). A little more violent enforcer of the faith.

- Behemoth. Huge (and very strong!), but pretty slow in two different ways.

- Uncultured. Basically a pretty boring person.

- Likes summer. Likes summer and is happy that time of year. In winter, not so much.

- Likes winter. Likes winter and is happy that time of year. In summer, not so much.

- Likes spring. Likes spring and is happy that time of year. In fall, not so much.

- Likes fall. Likes fall and is happy that time of year. In spring, not so much.

- Sloppy. Works fast. Not very well.

- Go-getter. Wants it. Gets it.

- Spindly. Moves rather fast, but on long, fragile limbs with less than perfect control.

- Direct hitter Does a little more damage than average.

- Indirect hitter Does a little less damage than average.

Other mods for a more traitful life
If you are like me and really like traits and the flavor it brings to this great game, take a look at my mod Trait Slots Plus, making it possible to have more trait slots (Biotech compatible)!

Fellow modder KingDomRock made a Chinese translation for the mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2566315193

Popular Discussions View All (4)
11
10 Sep, 2021 @ 7:38am
Do you have an awesome idea for a trait (but don't have the energy to make a mod for it yourself)? Post it here!
Side1iner
3
21 Sep, 2021 @ 3:06am
Do you use a trait mod I didn't list in the description? Post it here!
Side1iner
1
6 Dec, 2023 @ 4:21am
Did you find someting horribly unbalanced? Post it here!
Side1iner
143 Comments
Side1iner  [author] 16 Jun @ 1:11am 
1.6 update pushed. Small fixes included, no balance or new content. Will hopefully have a content update as well during summer!
Side1iner  [author] 13 Jun @ 12:21pm 
Looking into 1.6 update. As always, they threw around some stuff and some adjustments are needed. Most of the issues are already ironed out.

Have also read up on the comments of late and fixed the errors pointed out.

As every time I look at the mod after some time, there's hope for a bigger update with new traits and such. Might happen, might not. But I will absolutely try to at least make it work as is.
Super Villain Miss Fortune 8 May @ 2:54pm 
Any chance you can fix Wild Child, its a mess and causes errors when you open backstories.
lostormisplaced 26 Apr @ 7:16am 
The all out of fs trait is hilarious:steamthumbsup:
Halicade 21 Dec, 2024 @ 6:02am 
Hello! Just wanted to point out a typo. the backstory wild child (S1_WildChild) is missing the underscore for the last [PAWN_possessive] making the backstory not display properly.
Vartarhoz 24 Oct, 2024 @ 8:08pm 
Healthy routines has problem, it gives +50 hitpoints but pawns don't have hp, they have body hp. This is pretty useless. This trait can use editing.
Fink 25 Aug, 2024 @ 8:24am 
I noticed the 'Brute' trait gives x133% slashing damage, and its counterpart, 'Blader' gives x25% blunt damage.
Lil Beetle 3 Aug, 2024 @ 7:42pm 
What is disabling caring
Chesse5552024 21 Jul, 2024 @ 7:28pm 
i wish it has picturse and just want gun nut early rasier traits.
TurtleShroom 7 Jul, 2024 @ 2:15pm 
OP, you don't have to Patch other traits to make them incompatible. Unlike Memes, you only need to define your Traits' conflicting Traits in your files, and RW will know to exclude them.