Project Zomboid

Project Zomboid

MoonSlime Traits
Moon/Void Slime  [developer] 26 Apr, 2021 @ 2:31pm
Master List of Traits
It's hard updating the description of the mod since I don't want it to go on too long, but people still wanna know all what's in this mod. So here is a master list of all the traits and what they do.




Reworked Traits

Axeman
  • Renamed Axe Familiarity
  • A Standard version is now Available for 6 points
  • Fire Officer now starts with this trait

Cowardly / Brave / Desensitized
  • Made into an evolution line. Every 500 kills upgrades the trait
  • Cowardly to Brave at 500, Nothing to Brave at 1k, and Brave to Desensitized at 1.5k kills
  • Evolutions happen sooner if you take the traits early. Braave can change into Desensitized at 500 if you take it at creation
  • Brave can only evolve into Desensitized if you have none of the phobia traits
  • Desensitized is now available for 9 points

Night Owl
  • Reworked to not overlap with Wakeful Sleeper as much. It now reduces the amount of fatigue gained instead of shortening the time you sleep.
  • A Standard version is now Available for 5 points

Patient
  • A reactivated Quirk
  • Now Reduces boredom gained by a small amount

Burglary
  • A standard version is now available for 5 points called Trouble Childhood.

Thick Skin / Thin Skin
  • Made into an evolution line.
  • Being hurt increases a counter every hour
  • Doing 'hard' work like carpentry, metalwork, and mechanics increases the counter
  • Doing nothing for long enough decreases the counter
  • If the counter gets high enough, it will move up to Thick Skin. If it gets low enough, it changes to Thin Skin.
  • Players can bank positive points, however the counter will reset once the devolution happens. Making it easier to keep Thick skin then gaining thin skin.
  • SEPERATED FROM THE MAIN MOD

Disorganized / Organized
  • Made into an evolution line.
  • Every time your character's inventory weight changes, you get a point
  • You can get 0 to 4 extra bonus points per item moved, affected by luck.
  • Get the counter high enough to evolve Disorganized into nothing, and then nothing into Organized

Reactivated Traits

Short Temper
  • Currently does nothing as no npcs exist for the anger moodlet. Roleplay trait atm.

Brooding
  • You heal from the Sad moodlet slower

Light Drinker
  • You gain extra drunk points when drinking

Heavy Drinker
  • You gain less drunk points when drinking

Reactivated Traits

Auto-Brewery Syndrom
  • Cost: +1 points
  • Your body produces Ethonal, making you constantly buzzed.

Gambler
  • Cost: +1 points
  • Each day at midnight, you roll two D6.
  • Rolling High will give you Lucky for a day.
  • Rolling Low will give you UnLucky for a day.
  • Slightly in Favor of giving you UnLucky (why it is marked negative).
  • Affected by luck.

Panic Cryer
  • Cost: +1 points
  • When you panic, tears block your vision when zoomed out.
  • Higher panic increases how close you have to zoom to make them dissapear.

Radiator
  • Cost: +1 points
  • You always feel hot unless at the extremes. taking your teperature (looking at the character screen instead of the moodlet) reveals your real temperature.

Cold Intolerance
  • Cost: +1 points
  • You always feel cold unless at the extremes. taking your teperature (looking at the character screen instead of the moodlet) reveals your real temperature.

Groggy Waker
  • Cost: +1 points
  • After getting a good night's rest, you gain penalties
  • Can't be taken with Perky Waker

Damaged Liver
  • Cost: +2 points
  • Increases the duration of being drunk.
  • Can't be taken with hyperactive liver or Auto-Brewery Syndrome.

Impatient
  • Cost: +2 points
  • You gain boredom faster
  • Counter trait to Patient. You can only choose one.

Perky Waker
  • Cost: 3 points
  • After getting a good night's rest, you gain benefits
  • Can't be taken with Groggy Waker

Bad Knee
  • Cost: +3 points
  • Your knees are bad, being crouched has a chance to flare up some pain in your knees.
  • Flare chance affected by luck.

Hyperactive Liver
  • Cost: 3 points
  • Reduces the duration of being drunk.
  • Can't be taken with Damaged liver or Auto-Brewery Syndrome

Depression
  • Cost: +3 points
  • Each day at mightnight, you might get Depressed.
  • If this happens, you can't heal your depression till the next day no matter what you do.
  • Affected by luck.

Drunken Pushover
  • Cost: +3 points
  • If drunk enough, you will deal less damage.

Photosensitive
  • Cost: +3 points
  • Being outside during the day when it isn't raining causes you stress

Strong back
  • Cost: 4 points
  • Increases your BASE carryweight by 2. This in turn affects how much extra carry weight you gain from strength.
  • Can not be taken with Weak back.
  • Can not be taken the 'pack' perks from More Traits.

Heavy Foot
  • Cost: 5 points
  • Your stomps can CRUSH ZOMBIES. you can deal damage to zombies with your feet even if you don't stomp on their head.

Masochist
  • Cost: 5 points
  • Being in pain reduces your stress and unhappyness by a small amount.
  • Can't be taken with Sadist

Sadist
  • Cost: 5 points
  • Killing zombies reduces your unhappyness by a small amount.
  • Can't be taken with Masochist

Lazyness
  • Cost: +5 points
  • Running / Jogging increases your unhappyness at a slow rate.
  • Sprinting increases your unhappyness at a fast rate.

Pluviophobe
  • Cost: +5 points
  • Being out in the rain increases stress if already stressed

Weak back
  • Cost: +6 points
  • Decreases your BASE carryweight by 2. This in turn affects how much extra carry weight you gain from strength.
  • Can not be taken with Strong back.
  • Can not be taken the 'pack' perks from More Traits.

Drunken Rampage
  • Cost: 7 points
  • If drunk enough, you will deal extra damage.

Pluviophile
  • Cost: 7 points
  • Being out in the rain reduces stress up to a point

Motion Sickness
  • Cost: +7 points
  • Being in a moving car makes your sick level rise.

Solar Drain
  • Cost: +7 points
  • Being outside during the day weakens you, lowering damage done.
  • Only one Sun or Moon perk can be taken.

Curse of the Moon
  • Cost: +7 points
  • Being outside during the night weakens you, lowering damage done.
  • Only one Sun or Moon perk can be taken.

Solar Powered
  • Cost: 9 points
  • Being outside during the day charges you up, increasing damage done.
  • Only one Sun or Moon perk can be taken.

Moon Child
  • Cost: 9 points
  • Being outside during the night charges you up, increasing damage done.
  • Only one Sun or Moon perk can be taken.

Narcolepsy
  • Cost: +11 points
  • You call asleep randomly for short peroids of time.
  • Affected by luck

Fibromyalgia
  • Cost: +11 points
  • Random body parts will flare up and get spikes of pain.
  • Flares can be controlled as long as you don't get in pain to start with, but hard to stop once it happens.
  • You can also get unlucky and just have it happen as well however.
  • Affected by luck.

Emotionless
  • Cost: 40 points
  • You don't feel happyness, boredom, stress, or panic.
  • Blocks out 25 other traits from being picked since they deal with those stats.

Addiction Traits

Addict: Pain Pills
  • Cost: +4 points
  • Going without pain pills for long enough causes phantom pains, stress, and unhappyness.
  • BODY PROCESSING INFO: Body processess pain pills slowly, making it hard to loose the addiction but easy to gain.
  • You loose this trait after going 7 days without taking addicted item.

Addict: Vitamens
  • Cost: +4 points
  • Going without vitamens long enough increases fatigue, stress, and unhappyness.
  • BODY PROCESSING INFO: Body processess vitamens fast, meaning it is hard to get this addiction and easy to loose.
  • You loose this trait after going 3 days without taking addicted item.

Addict: Beta Blockers
  • Cost: +4 points
  • Going without beta blockers long enough increases panic, stress, and unhappyness.
  • BODY PROCESSING INFO: Body processess Beta blockers at a medium pace, it takes an average amount of time to gain and loose this addiction.
  • You loose this trait after going 7 days without taking addicted item.
  • Can not be taken with desensitized, brave, or emotionless.

Addict: Anti Depression Pills
  • Cost: +4 points
  • Going without Anti Depression Pills long enough increases stress, and unhappyness.
  • BODY PROCESSING INFO: Body processess Anti Depression Pills at a medium pace, it takes an average amount of time to gain and loose this addiction.
  • You loose this trait after going 7 days without taking addicted item.
  • Can not be taken with emotionless.

Addict: Sleeping Pills
  • Cost: +4 points
  • Going without vitamens long enough increases stress and unhappyness.
  • BODY PROCESSING INFO: Body processess Sleeping Pills at a medium pace, it takes an average amount of time to gain and loose this addiction.
  • You loose this trait after going 7 days without taking addicted item.
Last edited by Moon/Void Slime; 27 Apr, 2021 @ 8:11pm
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Showing 1-2 of 2 comments
Moon/Void Slime  [developer] 27 Apr, 2021 @ 6:42pm 
Originally posted by p:
this mod is so op xD so many practically free points

then make suggestion on changes if you feel that way instead of "SO OP"
Wyr 28 Apr, 2021 @ 9:32am 
About how many times would you have to take, say, painkillers to develop the addiction?
I feel like these should be a bit more long term, say, two weeks instead of a single week.
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