Songs of Syx

Songs of Syx

Traits Expanded
29 Comments
Kirtash  [author] 25 Jun @ 4:17am 
Updated for V69 ^-^
Kirtash  [author] 8 Jan @ 12:56am 
I believe not, the mod doesnt add mechanics to it, so the citizens follow the vanilla rules to pick jobs
Rohzdear 7 Jan @ 1:29pm 
Will the traits make them more willing to pick certain Jobs over others?
An Animal Lover having a higher change to become a Herder than a Hunter or a Fisher, for example.
Cyanide 31 Dec, 2024 @ 8:30am 
Oh, I see, that's too bad. but thanks for the information!!:steamhappy:
Kirtash  [author] 31 Dec, 2024 @ 7:25am 
On V67, the vanilla description of the citizens is different, before, it would say exactly their traits, on V67, each trait has some flavour texts, so its harder to know who has which traits.
This is vanilla, i cant do anything sorry :(
Cyanide 31 Dec, 2024 @ 6:47am 
how am I suppose to know what traits they have??? I read their info I don't see any traits written is it normal?
POOD40✡7 1 Nov, 2024 @ 3:28am 
Nice mod!
Kirtash  [author] 23 Oct, 2024 @ 4:15am 
Updated for v67, any feedback is welcome :)
Kirtash  [author] 2 Jul, 2024 @ 8:17am 
The problem with negatives is that you cant decide if people with x or y trait should work the farms, for example, meaning that if a farmer had a trait that reduces his farming ability, he would still be picked and the player wouldnt be able to control that decision at all
The first version had traits with both positives and negatives stats, but due being unable to pick if a pawn with a certain trait should or shouldnt do a certain activity, it only leads to frustration
Daedheldir 2 Jul, 2024 @ 1:14am 
I agree that you should add some negative traits, it would create a nice narrative, like for example, when you check the hospital and for the third time the same 'clumsy' dude had an accident at work :steamfacepalm:
Sancho Panza 25 Jun, 2024 @ 10:36am 
stop thinking about professions please...i mean...we want to click a citizien and know what kind of person is....is kind with people? is nervous? alcoholic? ugly or beautiful? racist ? bloody?.........
Kirtash  [author] 23 May, 2024 @ 3:03am 
On the first update of the mod, the traits had negative stats too, like geologist being better miner, but worse planter, however, since there is no way to decide who does what per individual, the game ended up asigning farmers with geologist trait, and the player couldnt do anything about it, so i decided to keep only positive stats and nerf them a bit.
c_vld_c 22 May, 2024 @ 12:44pm 
I feel like there should be some general negative traits in there too, you know? Stuff like clumsy (higher accident rate), neurotic (higher insanity chance), sickly (higher sick chance), etc
Kirtash  [author] 4 May, 2024 @ 2:35am 
its a chance determined by each trait, vanilla traits on V66 have 100%, this mod's traits have a lower chance, traits are added when the pawn is generated afaik, since this mod doesnt touch code, nor i want to touch code because i have no idea haha, it uses vanilla code, so unless jake adds that, they cant be acquiered organically, but rather when spawning
Mad_Maximus 3 May, 2024 @ 4:10pm 
so how are traits determined? is it just 10% chance it could have 1/9? Would be could to see traits acquired more organically.
Kirtash  [author] 26 Apr, 2024 @ 11:04am 
Updated for V66 ^-^
If you find any issue, do tell :)
Kirtash  [author] 31 Jan, 2024 @ 12:41am 
Thanks ^-^ Glad you are enjoying it!
dr.Yang 30 Jan, 2024 @ 11:46am 
It's very strange that the mod goes unnoticed. Great mod!
Kirtash  [author] 11 Jan, 2024 @ 12:47am 
The first version had these traits be both positive and negative, for example animal hater would be good hunter, but horrible herder. But since you cant really tell the animal hater to avoid working on what he has a negative stat on, the negatives were removed :(
Savxc1 10 Jan, 2024 @ 6:48pm 
Only thing is these are all for positive traits and no negative, And the obvious fact what everyone mentioning no assigned worker priority i wish something like this would be in the final game state and not a mod really like the concept!
Kirtash  [author] 2 Jan, 2024 @ 7:20am 
Thank you! ^-^
Robert E.T. 2 Jan, 2024 @ 7:10am 
Thank you very much for your work! Mods like that make the game so much better ^^
Kirtash  [author] 29 Dec, 2023 @ 10:01am 
If you mean removing negatives stats and nerfing a bit positive, that version is updated already ^-^
Stogie 29 Dec, 2023 @ 7:23am 
I look foward to your update :steamthis:
Kirtash  [author] 27 Dec, 2023 @ 1:22am 
Alright, Jake (dev) answered and citizens pick whatever, they do not attempt to pick what they have a bonus, therefore i will be removing the negatives of the traits, and nerfing a bit the positives, will update the mod in a bit ^-^
DaemosZythaer 26 Dec, 2023 @ 4:06pm 
I appreciate the attempt at balancing but if there isn't a way to assign specific workers to a specific task then maluses seem like they should be greatly reduced or eliminated.
Kirtash  [author] 26 Dec, 2023 @ 11:05am 
I do not know, I will ask Jake (the dev) if it does, this mod doesnt touch code at all.
Will reply if he answers ^-^
CptVodka 26 Dec, 2023 @ 10:50am 
I was just going to ask the same as macho
machotacoman256 26 Dec, 2023 @ 10:22am 
does the AI try to prevent an animal lover from being employed as a hunter, or try to make an industrious person prioritize working in industry?