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The other is a negative one that makes an ally stub their toe against random objects. Funny but Painful.
The second one is also good. I'm constantly listing new 'minor' traits like this one to my want-list, because I like the flavour they provide.
Inspiring: when this pawn is at 90% mood or higher they provide a small mood buff and work speed boost to nearby pawns (maybe +1 mood and 5% speed)
Sloppy/Slipshod: improved construction/crafting/harvesting speed but higher chance for low-quality, low-yield/botched results
Narcoleptic: this pawn has a chance of falling asleep when they suffer a mental break
Sleepwalker: this pawn has a chance of wandering the map in a daze when they are sleeping
Allergic: pawn gets mild food poisoning from eating meals made from a random ingredient (preferably the one most-relied on by the colony).
Picky Eater: pawn prefers simple meals and dislikes others, double mood loss from nutrient paste (or standard loss if Transhumanist ideology)
Seasonal: pawn gets a +1 mood/+10% work-speed boost during their favored season, and a -1 mood/-10% work-speed boost during the opposite season (summer-winter, spring-autumn).
Faithful (ideology): smaller conversion loss when another pawn is attempting to convert them
Doubting (ideology): slow but steady conviction decay, greater conversion loss when another pawn is attempting to convert them
Natural Psychic (royalty): starts with a lvl 1 Psylink and random minor psycast
Cautious: never sets off traps when walking through them, detects ambushes from greater range
Wayfinder: improves caravan speed and forage amounts by +10% when traveling
Night Terrors: pawn has a chance of getting less rest from a full night's sleep, and disturbs the sleep of those in the same room when they do
Flea-Ridden (dub's hygiene): small chance every few days of increased bad hygiene rate for this pawn and nearby pawns until they clean up
Argumentative: mood boost instead of loss when the instigator/target of a social fight or insulting spree
Sympathetic: provides small mood boost when socializing with pawns near a mental break, but increases chances of prison breaks/slave revolts in colony
The best ones in my opinion (I'll certainly add to the todo-list): Wayfinder, Allergic, Sloppy/Slipshod. Some of the others are reallt good too, but might take a lot more work.
Survivalist - Good with hunting, farming and construction, but maybe a little anti-social.
- Think about people who live off the land, build bunkers in their backyard and fill it with freeze-dried foodstuffs.
Cage Fighter (?) - Good with melee, mining, maybe a brawler, masochists/blood-lust and/or undergrounder.
- Think Madmax Beyond Thunderdome
Survivalist: Sort of like a prepper! Yep, that's a good one.
'Cage fighter': Yeah, I've already made a 'blunt melee' trait, will combine it with this!
Maladaptive Daydreamer. Gives a bonus to crafting, negative to social, and if possible, makes them more likely to have inspiration hit (preferably creative inspiration, but if that's too difficult, regular would work!)
Electrician: Increased Repair rate and success chance on electrical furniture and utilities.
Daredevil: (Similar to Masochist) Mood Buff while explosions, fire spreading, thunder, and other extreme weather occurs on the map. will be sad without them but can be pleased slightly with the carnage of combat, but not so much getting hurt.
Jailbird: If imprisoned, will have 2x increased chances of inciting a prison break.
Wanderer: dislikes staying in the same place for long, loves traveling across the rim-world and always on foot. will have increased movement speed and terrain movement increase as well. does not like being sedentary for long.
Diogenes: (Ascetic but even better) Pawn will like to eat raw food (loves kibble) will dislike cooked food, a bed besides a bed spot, and living indoors besides caves. Food, Recreational, and other Needs have improved fill for the same amount.
Sadist (Psychopath): like the psychopath it will have no empathy, but unlike the psychopath it will gain mood buffs for those heartless thoughts and when just about anything bad happens in the colony. (death, destruction, lost bonded animal, eating without table, everyone else in bad moods, etc).
Legend of the Rim: This pawn is a legend among the people of the Rimworld. either from a heroic deed, a tainted legacy, or folklore is uncertain. what is certain is that wherever he goes trouble will follow. Pawn has Doubled ranged and melee damage with any weapon, and a 20% Increase to all skill/ work types in base game.
Tree Hater: Dislikes being around, or being near trees.
Drug Immunity: For some unknown reason, this pawn has developed an immunity to the affects of hard drugs, drugs, smokes, and other recreational smoke leaves (Besides medicine), however, this pawn is immune to drugs, all of them. good luck administering any type of drug into him/her, including anesthetics. administered drugs will always have a 100% fail rate, pawn will use drugs if in mental breaks or desires the drug, but wont gain the drug's effects. (recommended you turn this pawns drug use off).
Big Guns: This pawn wants the most powerful weapon equipped to be happy. (multiples will null). (Weapon must deal the most solid damage, and not based on dps).
Rebellious: (ideology) Person will resent any and all authority. religious mood penalties and buffs will not affect this pawn and will resent authority figures. more likely to be converted in any instance. this pawn will be likely not to do assigned tasks as well as just doing things they aren't even considered good at doing or assigned to do or doing recreational activities way too early. (ignoring allowed tasks AND Schedules). this will only worsen if in a bad mood, but if given the freedom the pawn will remain stable.
True Believer: (ideology) Will gain double Mood penalties and Mood Buffs related to ideology, will have increased resistance to conversion attempts. thats it.
Spoiled Child: Social interactions with this pawn are mostly negative and is identical to greedy or jealous, but will also only eat fine-lavish foods and only take glitter world medicine. (or mood penalty).
Cursed Pawn: This pawn has a curse on him/her? what could this mean? (essentially, at random, the pawn will catch on fire, trip on non existential traps, and gain temporary illness that reside in an hour, (and anything else you'd think would be funny). (id like to make it to where small events like positive and negative events happen more frequently as well).
Nice: That pawn is pretty Noice. (Nothing here, move along).
Ninja: Trained like a Ninja: when in combat and if damaged by anything it will detenate a smoke screen at its feet. (limit once per battle). this smokescreen does not require a smoke grenade equipped.
Thats all i got for today, let me know what you all think. as ive said before some of these might be copies or similar to ones that might already exist in game or in this mod. regardless i hope you enjoyed this.