RimWorld

RimWorld

More Realistic Traits
43 Comments
JEMLPro  [author] 2 Oct, 2024 @ 1:53pm 
@6ecegbI c 6awkou yea my classes have taken most of my time again i have still not gotten around to fixing things sadly.
Gen1ELman 2 Oct, 2024 @ 1:12pm 
did it works in 1.5?
rex6564 19 Apr, 2024 @ 8:59am 
lol thanks 4 understanding
JEMLPro  [author] 18 Apr, 2024 @ 6:43pm 
no worries rex! all my mods have that description at the top to keep people posted on what i do, when i want mod updates from other mods i always try and stay up to date so i know where you are coming from! xD
rex6564 18 Apr, 2024 @ 5:19pm 
sorry just saw that bro my fault. Take your time
JEMLPro  [author] 18 Apr, 2024 @ 5:10pm 
Rex, you can read the top of the description! but it is planned! i just have been very busy.
rex6564 17 Apr, 2024 @ 10:25pm 
do u plan on updating to 1.5 plz?
JEMLPro  [author] 6 Mar, 2023 @ 3:12pm 
ohh okeii! thanks for letting me know! idk when i can fix it but soon i will have a break!
qux 6 Mar, 2023 @ 1:00pm 
Ok we found the problem, it's the defname ''6thsense'', the "6" bug all the translations, I don't know why, if you can change for "sixthSense", people will can translate your mod.
qux 6 Mar, 2023 @ 10:45am 
weird weird...thanks
JEMLPro  [author] 6 Mar, 2023 @ 10:42am 
i dont think so... i just added stuff using vanilla components, plus idk what or how to hardcode stuff xD.
qux 6 Mar, 2023 @ 10:00am 
Hello, do you hardcoded something with text ? I can't translate your mod I don't understand why it's the only mod I can't translate
b0nes 21 Jul, 2021 @ 4:07pm 
thank you again for taking the time to update!!
i honestly had been playing with this mod for so long that I thought many of the traits were actually vanilla, they fit in very well
JEMLPro  [author] 21 Jul, 2021 @ 3:01pm 
Should Be updated now! i had a few errors on my personal file but it was because i was testing something for some traits but besides that it was simple!
b0nes 21 Jul, 2021 @ 7:42am 
hooray!! thank you :)
JEMLPro  [author] 20 Jul, 2021 @ 7:35pm 
Yes Oz! 1.3 update is on the way, since its just modifying some vanilla stuff it shouldn't cause much problems (i think.....) its just at the moment I'm not home and all my files were left at the home PC since i didn't expect it to drop today xD but tomorrow ill be on my way back and update this when i get the chance!
b0nes 20 Jul, 2021 @ 6:33pm 
will this be updated for 1.3? no rush though!
Baby Shark 11 Apr, 2021 @ 11:24am 
Sounds good take good care of your health hope you get well soon.
JEMLPro  [author] 11 Apr, 2021 @ 10:25am 
yea thanks again! ill keep it in mind, but for rn i think add another month to the waiting to be honest, I'm currently taking classes to get better at coding in rimworld to improve the mod way more and create more traits that are way more fun and different, ill even be checking the vanilla list to see if any new ones are the same so i don't copy it accidentally xD, but yea since i still have a lot to learn and currently going trough a few health problems it has forced me to halt my classes and personal projects like this one and another mod i was designing, but once again thanks for the feedback!
Baby Shark 11 Apr, 2021 @ 9:20am 
Forgot to type that realist is cool too just nerf the mental break threshold a little bit. Thats at least 5 of your traits im interested in which could turn into 6 if you go with my suggestion about the metabolism trait. but ultimately up to you. jut trying to give my geniune opinion on your traits :p
Baby Shark 11 Apr, 2021 @ 9:16am 
yeah its hard to compete with oskar and his team they make some of the best mods on the workshop. Some of your traits can still be good they just need some adjusting. im definetly interested in having a few of these in my game so dont feel too discouraged. ive looked at plenty of unpopular trait mods and a bunch of them i just hate all the traits or think they are boring. A few of your traits caught my eye atleast is all im saying ya know? i generally like the idea of Natural leader , Mute , Hero and Fast metabolism. They seem like they can be worthwhile traits with some adjustment without feeling too redundant when stacked agaisnt more popular mods. might even sub just for those. ill keep an eye on your mod for a month or two to see if you make any changes. also focus on making a few balanced and unique traits not making 100. most popular trait mods dont add more than 20 generally. Quality over quantity is always the best approach imo.
JEMLPro  [author] 11 Apr, 2021 @ 8:29am 
yea believe me when i say this Baby Shark when i saw the vanilla traits expanded i knew it would make my mod completely useless since someone more experienced created it so it made me very sad when i saw it but happy to see that at least my ideas are wanted. and like I placed in the description the future updates at the bottom my plan was to balance the traits further to not make some more OP or make the OP ones have more debuffs of sorts to balance it out, but like you said after the vanilla traits mod came out it took my motivation from this mod out of me even if i published this mod first before the vanilla one came out. but thanks for the feedback!
Baby Shark 11 Apr, 2021 @ 12:57am 
Mute , Fast metabolism and hero are your most interesting ones but could use some tweaks. Mute could use some nerfs not being able to do social isnt enough of a penalty for all those benefits imo. 50% work speed is a bit high with the other benefits. Maybe bump learning factor down a bit to 20% faster not 110% thats just crazy. instead of making fast metabolism make you take less damage cause that really makes no sense. just let it be a negative trait. cause those exist ya know? then make a positive variant slow metabolism where you dont need as much food. Hero is a cool silly concept for a trait but i wish you listed how much more learning speed they get. hope my feedback isnt too strong lol. do what you will with my suggestions. Peace.
Baby Shark 11 Apr, 2021 @ 12:56am 
Gonna be honest here most of these traits are ethier in better trait mods so they feel redundant , are a bit op or barely make any sense. Mentally gifted is just an op version of Psychically hypersensitive. Realist is just an op version of ironwilled. Desert born and frostborn are just a more boring version of heat inclined and cold inclined from vanilla traits expanded. Any trait to come up with a way to boost one skill is done in a pretty balanced way in cookie traits. Hate to sound like an ass but id probly disabale atleast 20 of these traits maybe more if im using Consolidated traits , Cookie traits and Vanilla expanded traits. gonna split this up into another comment cause character limit.
chenchenchen 12 Feb, 2021 @ 9:42pm 
支持:steamthumbsup:
JEMLPro  [author] 24 Jan, 2021 @ 8:00pm 
NEWS-----> I decided since the popularity of this mod has halted and is stuck at 470 people currently playing it i will move to making a new mod! i have a huge list of things that i want to create for rimworld and because so many modders are out there creating mods just like me i would prefer to get dibs on my creative ideas first instead of seeing someone else make them for me with a different scope! i Will still check this mod to see when more people download it or come back to it to keep updating it and adding that 100 traits i promised! i still have a list that keeps growing so don't worry!
JEMLPro  [author] 19 Jan, 2021 @ 10:43am 
New Commonality Update!
JEMLPro  [author] 18 Jan, 2021 @ 10:49am 
New Update with 5 New Traits!
Monkey Magic 14 Jan, 2021 @ 6:47pm 
For the description of traits here, you can just use the simple brief that it does in game to give an idea of the trait, without giving away all the details. Just enough to hook people's interest - you can save the full details for the google doc.

Seems fun though
지크라지오 13 Jan, 2021 @ 4:06pm 
oh, i'm korean. it's just ID. nothing mean.^^
JEMLPro  [author] 13 Jan, 2021 @ 9:49am 
Mr.Sandguy - it is added! but it will take me time to find how to work the traits with the environment... I'm still in the basic aspect of rimworld programming but as soon as i learn it ill definitely add it! (and if ya have anyone that can teach me a bit more on modding for rimworld let me know! i want to learn more to make better more in dept mods!)

jswhn? hope i said that right (xD) - also added, there is also another trait similar to this one that I'm also working on but I'll find a way to make these two distinct!

Foxxy856 - the reason i wanted to keep that -7 shooting was because there was no sneak mechanic in the game so my assumption was that they wouldn't need to focus on the hearing connecting with the shooting, but ill reduce the penalty a bit in the next update!
JEMLPro  [author] 13 Jan, 2021 @ 9:49am 
To answer all the comments starting uncle Touchy (xD) thank you for the shiny! and so far that's what i have been doing in my spare time, i play a game and check out what feels lacking and what can be improved on! i am a business major so i want to help people that want better games and that's why i took the modding aspect of Rimworld for a start! Hopefully I'm doing well!

Dynamic - you will be pleased to hear that the next traits that are on the list will focus more on social interaction! i have from the next 5 there will be 2 traits with their own buffs and debuffs!
Foxxys856 13 Jan, 2021 @ 6:18am 
just a thought, the better sense of sound you should take the -7.0 off to shooting accuracy the sound part would infact help you locate the target i think having it a + would be more suited maybe not as high as 7 but it would certianly give u a better shot
지크라지오 13 Jan, 2021 @ 1:13am 
Super-sensory adaptors: Mental sensitivity +120%, mental strength limit +25% / One of my actual personalities, the whole body is sensitive and the mind is sensitive. Now that I've adapted and adjusted to some degree, I still feel a little anxious and afraid of someone's word, and endure it.
Merper 12 Jan, 2021 @ 8:08pm 
maybe a swimmer trait paired with a faster variant for better movement through water tiles
Dynamic 10 Jan, 2021 @ 4:53pm 
What about a mod that affects a pawns social interaction? I've only ever seen one mod out of the 100 trait mods do it and it was really cool
Trauma Tea 10 Jan, 2021 @ 11:32am 
As you are the only mofo that even acknowledged the idea, you get a shiny.
JEMLPro  [author] 10 Jan, 2021 @ 9:10am 
Oh wow i did not expect so many people to enjoy the mod within a day!!! well to answer the people that posted so far.

Yea i did plan to add the trait details here in the description but it would have made a huge list with all the buffs and debuffs for each trait so I'm already working on the word document with all the details to later add here!

The commonality i am still messing around with it so don't worry the update will come where each trait will have one! (and definitely the hero trait! since i have to treat it as a very rare one)

and for the Entomophagy & Swamp walker trait ideas i have written them down! now i just have to do some research on how to add it so they walk faster on swamps and the insect meat preference! so give me some time im sure i can find something xD
Foxxys856 10 Jan, 2021 @ 8:14am 
im adding in this mod i do enjoy more traits 1 thing i would suggest is adding a little info on what each trait does on either this page or mage a google document :) other than that keep going
Alien Xenomorph 10 Jan, 2021 @ 3:45am 
Intresting mod, but all this traits don't have a <commonality> tags in their defs. And game seen them as the common traits (except realist, it has 0.4 commonality). But I think they must be more rare (some more some less).
Trauma Tea 10 Jan, 2021 @ 12:09am 
Good shit, would love to finally see an entomophagy trait that treats insect meat like human meat to a cannibal if at all possible. :3
se05239 9 Jan, 2021 @ 9:42pm 
You should describe what each individual perk does as well, instead of just making a long list.
Hmmmm 9 Jan, 2021 @ 8:38pm 
Swamp walker, bonus to moving through marsh or mud.:steamhappy: