Surviving Mars

Surviving Mars

25 ratings
Trait Galore
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
906.557 KB
30 Aug, 2021 @ 9:02pm
9 May, 2022 @ 10:26pm
13 Change Notes ( view )

Subscribe to download
Trait Galore

In 1 collection by Tremualin
Tremualin's Mods
18 items
Description
Trait Galore adds several new traits to spice up your game:

Name
Type
Incompatible
Effect
Frequency
Anxious
Flaw
Composed
-2 sanity whenever unable to immediately satisfy an interest.
Normal
Argumentative
Flaw
Listener
Both this an another argumentative colonist in the same residence will lose 5 sanity each day.
Normal
Depressed
Flaw
Renegade
80% chance of losing daily interest. Morale is set to 0. Chance for suicide and new flaws (affected by Supportive Community) every day unless assigned to a Sanatorium. -Social
Very low
Mean
Flaw
Kind
-5 sanity to another random colonist in the same residence
Normal
Paranoid
Flaw
Composed
-3 sanity when moving to a new location in or out of the Dome
Low
Fickle
Perk
Religious
Alternates between different interests until it can satisfy one or goes to sleep.
Low
Fixer
Perk
Idiot
Reduces the maintenance of any building it visits by 5%.
Low
Kind
Perk
Mean
A random colonist in the same residence gets +5 Sanity.
Normal
Mentor
Perk
Loner
Coworkers gain +20 performance and a moderate chance of losing the Idiot flaw; unless the Mentor is also an Idiot.
Low
Thrifty
Perk
Lazy
Reduces the amount of resources consumed by the workplace by 5%. If the building consumes no resources, then it will reduce the consumption of electricity instead.
Low
Brawler
Quirk
Composed
Once a day, if health > 70, this an another non-child with health > 70 will both lose 10 health; then both colonists regain 5 sanity.
Normal
Cynical
Quirk
Enthusiast
All sanity gains and losses are halved (stacks with Composed)
Low
Early Bird
Quirk
Night Owl
+5 comfort when working the morning or afternoon shift. -5 comfort when working at night
Low
Listener
Quirk
Argumentative
The colonist with the lowest sanity in the residence gets +8 sanity. But this colonist will lose 4 sanity.
Normal
Night Owl
Quirk
Early Bird
+5 comfort when working the afternoon or night shift. -5 comfort when working on the day shift. Regains sanity lost from night shifts.
Low

Clarifications
  • Fixer, Kind, Mentor and Thrifty can be learned in School, but not Fickle.
  • Anxious, Depressed, and Paranoid can be gained via sanity breakdown, but not Argumentative or Mean.
  • All flaws can be cured in the Sanatorium.
  • Quirks cannot be learned in Schools, nor cured in the Sanatorium.
  • Thrifty can reduce Electronic Factories Rare Metals consumption from 0.3 to 0.15 if all workers are Thrifty; the UI however will show 0.2 because it rounds up, but it's still 0.15.
  • Thrifty also reduces consumption of Grocers, Diners, Electronic/Art Stores, and Workshops.
  • Fixer colonists are great in the late game if you want to move everyone into Smart Residences. They're also great for Science Domes which cost a lot of Electronics, and for Blue Sun Corporation and Paradox Interactive, whose unique buildings consume Electronics.
  • Early Birds and Night Owls gain +5 comfort no matter what if assigned to the right shifts. Unfortunately, I had to disable the shift switching code since Picard update.

Mod Integration
If you have my Crime and Vindication mod, all flaws in this mod can be gained as a result of Domestic Violence.

If you have my Seniors with Benefits mod, then Seniors will be able to remove the new Flaws. You can find that information on that mod.
Popular Discussions View All (1)
3
1 Oct, 2023 @ 9:21am
Suggestions
Tremualin
23 Comments
Tremualin  [author] 17 Nov, 2023 @ 6:06pm 
Yeah, they appear in both schools, dlc and vanilla.
CareBear 16 Nov, 2023 @ 6:41am 
Does the traits shows on school spire in in-dome buildings mod?
Tremualin  [author] 2 Oct, 2023 @ 8:32pm 
The bonus from Mentor activates when the shift changes; for the night shift to get the bonus, the mentor has to be there at the beginning of the night. Same for the other shifts.
tanyfilina 1 Oct, 2023 @ 10:26am 
Sorry, now I see Mentors working! For some reason it didn't for scientists in a laboratory, but works now for officers in security station.
tanyfilina 30 Sep, 2023 @ 2:18am 
I'm not sure the Mentor trait works: it isn't listed in the coworkers performance panel, and when I fired the Mentor, his coworkers performance wasn't reduced.
tanyfilina 28 Sep, 2023 @ 9:28am 
Thanks! What a shame for the devs (
Tremualin  [author] 27 Sep, 2023 @ 11:37am 
Before Picard, Night Owls and Early Birds would try to pick night shift and early shifts respectively.

After Picard, something changed which messed up that code, and I couldn't fix it, so I removed it.
tanyfilina 24 Sep, 2023 @ 6:19am 
"I had to disable the shift switching code since Picard update" - can you explain that? How it works?
lyssabet 18 May, 2023 @ 6:50pm 
I ended up with a colonist with twelve different traits, both vanilla and modded, that I took a screenshot of:
Alcoholic, Anxious, Coward, Depressed, Gambler, Glutton, Listener, Melancholic, Nerd, Paranoid, Sensory Impaired, Workaholic.
Yolosaurus Rex 26 May, 2022 @ 9:44am 
oh.

Have I ever mentioned I'm a dingus?