https://rimworldwiki.com/api.php?action=feedcontributions&user=Peppsen&feedformat=atomRimWorld Wiki - User contributions [en]2024-03-29T05:27:39ZUser contributionsMediaWiki 1.35.8https://rimworldwiki.com/index.php?title=More_Traits_(mod)&diff=38676More Traits (mod)2016-05-24T19:31:07Z<p>Peppsen: /* Added traits v1.2 */</p>
<hr />
<div>{{infobox custom|mod<br />
|name = More Traits<br />
|state = released<br />
|logo = <br />
|forum = 20166<br />
|author = [[User:TheFlameTouched|TheFlameTouched]]<br />
|version = v1.2<br />
|comp = Alpha 13<br />
|firstrelease = 2016-05-16<br />
}}<br />
<br />
Traits grant special bonuses or conditions to your colonists in addition to adding flavor and allowing more complex player-conceived stories based on those characters. <br/><br />
These are traits added by TheFlameTouched in his mod called More Traits<br />
<br />
<br />
'''Change log:''' <br><br />
v.1 - Initial Release. <br><br />
v.1.1 - Typo fixes and slight rebalancing, fixed errors. <br><br />
v.1.2 - Added more traits, fixed issues <br><br />
<br />
=All traits v1=<br />
<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Name<br />
! Description<br />
! Effect<br />
!Conflicting Traits<br />
|-<br />
! Hardened<br />
| NAME has become accustomed to the harsh reality of death and the horrible things that sometimes need to be done. This has made HIM more mentally stable.<br />
| Mental break threshold -3<br />
Mood not affected by sight of death, unburied corpses, prisoners sold into slavery, sleeping outside <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Psychopath<br />
Cannibal<br />
Slaver<br />
|-<br />
! Veteran<br />
| NAME is no stranger to battle and death, HE doesn't mind the sight of death or killing.<br />
| Melee skill +3, Shooting skill +3, Medicine skill -3, Growing skill -3, Crafting skill -3 <br/><br />
Mood not affected by sight of death or unburied corpses <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Psychopath<br />
Hardened<br />
|-<br />
! Rookie<br />
| NAME has been training with weapons for a while now, and while HE is not anything special with them, HE is more proficient at killing than most individuals.<br />
| Melee skill +2, Shooting skill +2 <br/><br />
Melee hit chance +10% <br/><br />
5% Faster aiming, 5% Higher accuracy <br/><br />
Mood not affected by sight of death, unburied corpses<br/> <br />
| Elite, Hardened, Numb, Commando, Killer, Marksman, Veteran, Reaver, LazyEye<br />
|-<br />
! Elite<br />
| NAME has been training to fight for a long time, and HE has grown into a formidable opponent.<br />
| Melee skill +6, Shooting skill +6 <br/><br />
Melee hit chance +50% <br/><br />
25% Faster aiming, 25% Higher accuracy <br/><br />
Mood not affected by sight of death, unburied corpses<br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Rookie, Hardened, Numb, Commando, Killer, Marksman, Veteran, Reaver, LazyEye<br />
|-<br />
! Commando<br />
| NAME has been forged in the fires of battle and is a true threat on any battlefield.<br />
| Melee skill +8, Shooting skill +8 <br/><br />
Melee hit chance +100% <br/><br />
50% Faster aiming, 50% Higher accuracy <br/><br />
Mental break threshold -7%, Movement speed +20% <br/><br />
Mood not affected by sight of death or unburied corpses <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Elite, Hardened, Numb, Rookie, Killer, Marksman, Veteran, Reaver, LazyEye<br />
|-<br />
! Marksman<br />
| NAME has a natural affinity with any ranged weapon and has spent HIS time honing HIS natural abilities further.<br />
| Melee skill -6, Shooting skill +8 <br/><br />
25% Higher accuracy <br/><br />
Mood not affected by sight of death or unburied corpses <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Elite, Hardened, Numb, Rookie, Killer, Commando, Veteran, Reaver, LazyEye<br />
|-<br />
! Reaver<br />
| NAME prefers to be where the blood flows most freely in battle. In accordance with this HE has focused on mastering melee weapons.<br />
| Melee skill +8, Shooting skill -6 <br/><br />
Melee hit chance +75% <br/><br />
Mood not affected by sight of death or unburied corpses <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Elite, Hardened, Numb, Rookie, Killer, Commando, Veteran, Marksman, LazyEye<br />
|-<br />
! Combat Medic<br />
| NAME has been training to heal the men he serves with from a young age, HE is proficient in both healing and killing, creating a deadly combo for the unsuspecting foe.<br />
| Medicine skill +6, Shooting skill +4 <br/><br />
5% Faster aiming, 5% Higher accuracy <br/><br />
Mood not affected by sight of death, unburied corpses<br/><br />
| Elite, Hardened, Commando, Veteran, Marksman, LazyEye<br />
|-<br />
! Animal Lover<br />
| NAME has a passion for animals. HECAP has spent as much time with HIS pets as possible.<br />
| Animal skill +4, Social skill -2 <br><br />
+8 mood boost for being nuzzled(default is +4)<br />
| Allergic<br />
Psychopath<br />
|-<br />
! Medical Savant<br />
| NAME understands the art of medicine like no one else can. However, they don't understand people half as well.<br />
| Medicine skill +6, Social skill -4, Artistic skill -4<br />
| Technical Savant<br />
Artistic Savant<br />
|-<br />
! Technical Savant<br />
| NAME has always been able to intuitively figure out how devices work and come together. Unfortunately HE doesn't have the same insight when it comes to people.<br />
| Crafting skill +6, Social skill -4, Artistic skill -4<br />
| Medical Savant<br />
Artistic Savant<br />
|-<br />
! Artistic Savant<br />
| NAME has always been able to reach people on an emotional level with HIS work.<br />
| Artistic skill +6, Social skill -4, Crafting skill -4<br />
| Technical Savant<br />
Medical Savant<br />
|-<br />
! DIY Enthusiast<br />
| NAME enjoys working with HIS hands and building things.<br />
| Contruction skill +4, Growing skill +2, Medicine skill -4<br />
| -<br />
|-<br />
! Naive<br />
| NAME is a generally happy and likable person, but death bothers HIM more than others.<br />
| Social skill +2<br />
Permanent +12 mood modifier<br />
| Hardened, Survivor, Veteran, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, Medic, Reaver, Marksman, Elite, Rookie, Commando, Numb<br />
|-<br />
! Numb<br />
| NAME is emotionally numb and as such is very non-expressive about most things.<br />
| Social skill -2<br />
Mental break threshold -7% <br/><br />
Permanent -2 mood modifier<br />
| Psychopath<br />
Naive<br />
|-<br />
! Focused<br />
| NAME has an easy time staying focused, and gets things done faster than the average person.<br />
| Work speed +10%<br />
| Forgetful<br />
ADHD<br />
|-<br />
! Forgetful<br />
| NAME is forgetful at the worst of times, reducing overall work speed.<br />
| Work speed -10%<br />
| Focused<br />
ADHD<br />
|-<br />
! RimWorlder<br />
| For most people the Rimworlds are a dangerous, hostile place. Not for NAME, as no decision is too dark, no situation can not provide either profit or humour for HIM, often at the expense of others. Where others think HE's gone too far, HECAP doesnt think HE's gone far enough yet. This is HIS planet, it just doesn't know it yet.<br />
| Mental break threshold -7% <br/><br />
Mood not affected by prisoners sold into slavery or butchering of people<br />
| Hardened, Survivor, Veteran, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, Medic, Reaver, Marksman, Elite, Rookie, Killer, Naive, Numb, Paranoid, Confident<br />
|-<br />
! Slaver<br />
| For NAME, people are money and as such HECAP hates seeing good merchandise damaged.<br />
| Mood not affected by prisoners sold into slavery<br />
| Rookie, Hardened, Naive, Commando, Killer, Marksman, Veteran, Reaver, Psychopath<br />
|-<br />
! Killer<br />
| NAME likes to fight but more importantly, HECAP likes to kill. HISCAP main focus in life is to take it away from as many opposing individuals as possible. To this end HECAP has honed his fighting skills, and is slightly more deadly both up close and at range.<br />
| Melee skill +4, Shooting skill +4 <br/><br />
Melee hit chance +25% <br/><br />
10% Faster aiming, 10% Higher accuracy <br/><br />
Mood not affected by sight of death, unburied corpses<br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Rookie, Hardened, Naive, Commando, Killer, Marksman, Veteran, Reaver, Psychopath<br />
|-<br />
! Silver Tongue<br />
| NAME likes to talk and hates to fight, fortunately for HIM, HE's good at talking HIS way out of almost anything. <br />
| Social skill +6, Shooting skill -6, Melee skill -6<br />
| Psychopath<br />
Asperger <br/><br />
Introvert<br />
|-<br />
! Hero<br />
| NAME is the hero of this story, or at least HE's trying to be, and has been all HIS life. <br />
| Social skill +3, Shooting skill +3, Melee skill +3 <br/><br />
Growing skill -3, Crafting skill -3, Research skill -3, Cooking skill -3, Construction skill -3<br />
| Psychopath<br />
Asperger <br/><br />
Introvert<br />
|-<br />
! Born Leader<br />
| NAME has been a leader since the first time HECAP made a friend, people are drawn to HIM naturally.<br />
| Social skill +6<br />
| Psychopath<br />
Asperger <br/><br />
Introvert<br />
|-<br />
! Strong<br />
| NAME is abnormally strong and has worked on being even stronger. <br />
| Melee skill +8<br />
| -<br />
|-<br />
! Tough<br />
| NAME is a lot tougher than most think HECAP is. <br />
| Melee skill +4<br />
Mental break threshold -4% <br/><br />
Comfy Temp. Min/Max: -14 / +14 <br/><br />
Mood not affected by sleeping outside<br />
| -<br />
|-<br />
! Quick<br />
| NAME is abnormally quick. <br />
| Work speed +25%, Movement speed +25%<br />
| -<br />
|-<br />
! Shy<br />
| NAME is exceptionally shy.<br />
| Social skill -4<br />
| -<br />
|-<br />
! Ignorant<br />
| NAME is not a fan of knowledge and is stubborn. A truly unfortunate situation. <br />
| Social skill -4, Research skill -4 <br><br />
Learining speed -20%<br />
| Too Smart<br />
Chaotic Genius <br><br />
Dumb<br />
|-<br />
! Paranoid<br />
| NAME believes that everyone is out to get HIM and for the first time in HIS life, HE seems to be right.<br />
| Social skill -2<br />
Mental break threshold +5%<br />
| Confident<br />
|-<br />
! Confident<br />
| NAME is fairly confident that everything is going to be alright. <br />
| Social skill +2<br />
Mental break threshold -5%<br />
| Paranoid<br />
|-<br />
! Survivor<br />
| NAME can and will do anything to survive...<br />
| Animal skill -3, Medicine skill -3, Artistic skill -3, Cooking skill -3, Mining skill -3, Growing skill -3, Social skill -3, Research skill -3, Construction skill -3<br />
Mood not affected by sight of death, unburied corpses, prisoners sold into slavery, sleeping outside <br/><br />
Mood loss from cannibalism -50%<br />
| Hardened, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, RimWorlder, Slaver<br />
|-<br />
! Pragmatist<br />
| NAME is practical, and will cross any line if it serves HIM best. HE isn't bothered by limiting moral choices, after all, HE is just looking out for number 1.<br />
| Social skill -2 <br/><br />
Mood not affected by sight of death, unburied corpses, prisoners sold into slavery, butchering of people <br/><br />
Mood loss from cannibalism -50%<br />
| Hardened, Survivor, Veteran, Doomsday Prepper, Psychopath, Cannibal, RimWorlder, Slaver<br />
|-<br />
! Doomsday Prepper<br />
| NAME is prepared for death and destruction. HE has honed his prepping skills and neglected other area's.<br />
| Growing skill +1, Crafting skill +1, Shooting skill +1 <br/><br />
Social skill -2, Animal skill -2, Artistic skill -2<br />
| Hardened, Survivor ,Veteran, Pragmatist, Psychopath, Cannibal, Rimworlder<br />
|-<br />
! Slacker<br />
| NAME is set in HIS ways of doing as little as possible, as slow as possible.<br />
| Work speed -10%, Movement speed -10%<br />
| Hard Worker<br />
Focused <br><br />
Forgetful<br />
|-<br />
! Photophobia<br />
| NAME has an aversion to light, prefering the safety of the dark.<br />
| +3 mood when in darkness(instead of normal -3 mood)<br />
| -<br />
|-<br />
! Agoraphobia<br />
| NAME has a fear of open spaces, while HE can manage relatively fine in them, HE is much more comfortable indoors.<br />
| Minor cabin fever gives +7 mood(instead of normal -7 mood)<br />
Serious cabin fever gives +15 mood(instead of normal -15 mood)<br />
| -<br />
|-<br />
|}<br />
<br />
= Added traits v1.2 =<br />
<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Name<br />
! Description<br />
! Effect<br />
! Conflicting Traits<br />
|-<br />
! Aspergers Syndrome<br />
| Born with Aspergers Syndrome, NAME has slowly learnt to handle HIS setback.<br />
| Social skill -3 <br><br />
Learning speed +70% <br><br />
Movement speed -5% <br><br />
Shooting accuracy -15% <br><br />
| ADHD<br />
|-<br />
! ADHD<br />
| NAME has ADHD and finds it extremely hard to stay focused on anyone task for long. HECAP is constantly flitting around as a result.<br />
| Learning speed -20% <br><br />
Movement speed +15% <br><br />
Work speed -10%<br />
| Focused<br />
Forgetful<br />
|-<br />
! Lazyeyed<br />
| NAME has a rather unfortunate disability for being on a RimWorld. HECAP has a lazy-eye, making hitting anything much harder<br />
| Work Speed -5% <br>'<br />
Shooting accuracy -30%<br />
| Elite, Hardened, Numb, Commando, Killer, Marksman, Veteran, Reaver, Rookie<br />
|-<br />
! Allergic<br />
| NAME has never liked animals, which isn't helped by the endless sneezing fits HE goes into when in close proximity to one.<br />
| -4 mood loss for being nuzzled <br><br />
(default is +4)<br />
| Animal Lover<br />
|-<br />
! Party Animal<br />
| NAME is the life of the party and at times it seems that all HE lives for is to party.<br />
| Social skill +4 <br><br />
Work speed -10%<br />
| Introvert<br />
|-<br />
! Religious<br />
| NAME has found faith and peace of mind in HIS religion and is more prepared for what may come than others.<br />
| Mental break threshold +5% <br><br />
Permanent +8 mood modifier<br />
| Fanatic<br />
Cultist<br />
|-<br />
! Fanatic<br />
| NAME has found religon and is prepared to do what ever is required to make others accept its truth.<br />
| Social skill -2, Melee skill +2 <br><br />
Shooting skill +2 <br><br />
Mental break threshold +3% <br><br />
Permanent +2 mood modifier<br />
| Religious<br />
Cultist<br />
|-<br />
! Cultist<br />
| NAME has heard the call constantly since HE was young. HECAP has followed it across the galaxy, worshipping the soothing sound until HE finally found its source. However on the planet that houses HIS god the call is intermitant, and only occasionally can HE hear its soothing song.<br />
| Social skill -2 <br><br />
Psychic sensitivity +50%<br />
Psychic drones give positive instead of negative mood boost.<br />
| Psychic Sensitivity<br />
|-<br />
! Dumb<br />
| NAME isn't exactly the sharpest tool in the shed, but they didn't get to where they are by letting that hold them back.<br />
| Research skill -8 <br><br />
Learning speed -50% <br><br />
Work speed +33%<br />
| Too Smart<br />
Volatile Genius<br />
|-<br />
! Volatile Genius<br />
| NAME is unbelievably smart, however HE is also extremely unstable.<br />
| Learning speed +100% <br><br />
Mental break threshold +20% <br><br />
Thrice as likely to start social fights<br />
| Too Smart<br />
Dumb<br />
|-<br />
! Viking wannabe<br />
| NAME has read all the stories, myths and legends HE could find about the ancient vikings, and while they've never painted an accurate picture of the vikings, NAME knows that HE wants to be one more than anything.<br />
| Melee skill +4 <br><br />
Melee hit chance +10% <br><br />
Comfy Temp. Min/Max: -10 / -1<br />
| Elite, Hardened, Numb, Commando, Marksman, Veteran<br />
|-<br />
! Fat<br />
| NAME hates exercise, and despite the fact that HE eats as much as a normal person, HIS sedentary lifestyle has made HIM exceptionally fat.<br />
| Melee skill -4 <br><br />
Movement speed -30% <br />
| Fit<br />
Fast <br><br />
Speed Offsets<br />
|-<br />
! Fit<br />
| NAME loves exercise, and HIS time spent conditioning HIS body has paid off.<br />
| Melee skill +4 <br><br />
Movement speed +30%<br />
| Fat<br />
|-<br />
! Workaholic<br />
| NAME has worked hard to get where HE is and HE doesn't plan on stopping now.<br />
| Work speed +40%<br />
| Slacker<br />
|-</div>Peppsenhttps://rimworldwiki.com/index.php?title=More_Traits_(mod)&diff=38675More Traits (mod)2016-05-24T18:23:47Z<p>Peppsen: /* Added traits v1.2 */</p>
<hr />
<div>{{infobox custom|mod<br />
|name = More Traits<br />
|state = released<br />
|logo = <br />
|forum = 20166<br />
|author = [[User:TheFlameTouched|TheFlameTouched]]<br />
|version = v1.2<br />
|comp = Alpha 13<br />
|firstrelease = 2016-05-16<br />
}}<br />
<br />
Traits grant special bonuses or conditions to your colonists in addition to adding flavor and allowing more complex player-conceived stories based on those characters. <br/><br />
These are traits added by TheFlameTouched in his mod called More Traits<br />
<br />
<br />
'''Change log:''' <br><br />
v.1 - Initial Release. <br><br />
v.1.1 - Typo fixes and slight rebalancing, fixed errors. <br><br />
v.1.2 - Added more traits, fixed issues <br><br />
<br />
=All traits v1=<br />
<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Name<br />
! Description<br />
! Effect<br />
!Conflicting Traits<br />
|-<br />
! Hardened<br />
| NAME has become accustomed to the harsh reality of death and the horrible things that sometimes need to be done. This has made HIM more mentally stable.<br />
| Mental break threshold -3<br />
Mood not affected by sight of death, unburied corpses, prisoners sold into slavery, sleeping outside <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Psychopath<br />
Cannibal<br />
Slaver<br />
|-<br />
! Veteran<br />
| NAME is no stranger to battle and death, HE doesn't mind the sight of death or killing.<br />
| Melee skill +3, Shooting skill +3, Medicine skill -3, Growing skill -3, Crafting skill -3 <br/><br />
Mood not affected by sight of death or unburied corpses <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Psychopath<br />
Hardened<br />
|-<br />
! Rookie<br />
| NAME has been training with weapons for a while now, and while HE is not anything special with them, HE is more proficient at killing than most individuals.<br />
| Melee skill +2, Shooting skill +2 <br/><br />
Melee hit chance +10% <br/><br />
5% Faster aiming, 5% Higher accuracy <br/><br />
Mood not affected by sight of death, unburied corpses<br/> <br />
| Elite, Hardened, Numb, Commando, Killer, Marksman, Veteran, Reaver, LazyEye<br />
|-<br />
! Elite<br />
| NAME has been training to fight for a long time, and HE has grown into a formidable opponent.<br />
| Melee skill +6, Shooting skill +6 <br/><br />
Melee hit chance +50% <br/><br />
25% Faster aiming, 25% Higher accuracy <br/><br />
Mood not affected by sight of death, unburied corpses<br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Rookie, Hardened, Numb, Commando, Killer, Marksman, Veteran, Reaver, LazyEye<br />
|-<br />
! Commando<br />
| NAME has been forged in the fires of battle and is a true threat on any battlefield.<br />
| Melee skill +8, Shooting skill +8 <br/><br />
Melee hit chance +100% <br/><br />
50% Faster aiming, 50% Higher accuracy <br/><br />
Mental break threshold -7%, Movement speed +20% <br/><br />
Mood not affected by sight of death or unburied corpses <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Elite, Hardened, Numb, Rookie, Killer, Marksman, Veteran, Reaver, LazyEye<br />
|-<br />
! Marksman<br />
| NAME has a natural affinity with any ranged weapon and has spent HIS time honing HIS natural abilities further.<br />
| Melee skill -6, Shooting skill +8 <br/><br />
25% Higher accuracy <br/><br />
Mood not affected by sight of death or unburied corpses <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Elite, Hardened, Numb, Rookie, Killer, Commando, Veteran, Reaver, LazyEye<br />
|-<br />
! Reaver<br />
| NAME prefers to be where the blood flows most freely in battle. In accordance with this HE has focused on mastering melee weapons.<br />
| Melee skill +8, Shooting skill -6 <br/><br />
Melee hit chance +75% <br/><br />
Mood not affected by sight of death or unburied corpses <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Elite, Hardened, Numb, Rookie, Killer, Commando, Veteran, Marksman, LazyEye<br />
|-<br />
! Combat Medic<br />
| NAME has been training to heal the men he serves with from a young age, HE is proficient in both healing and killing, creating a deadly combo for the unsuspecting foe.<br />
| Medicine skill +6, Shooting skill +4 <br/><br />
5% Faster aiming, 5% Higher accuracy <br/><br />
Mood not affected by sight of death, unburied corpses<br/><br />
| Elite, Hardened, Commando, Veteran, Marksman, LazyEye<br />
|-<br />
! Animal Lover<br />
| NAME has a passion for animals. HECAP has spent as much time with HIS pets as possible.<br />
| Animal skill +4, Social skill -2 <br><br />
+8 mood boost for being nuzzled(default is +4)<br />
| Allergic<br />
Psychopath<br />
|-<br />
! Medical Savant<br />
| NAME understands the art of medicine like no one else can. However, they don't understand people half as well.<br />
| Medicine skill +6, Social skill -4, Artistic skill -4<br />
| Technical Savant<br />
Artistic Savant<br />
|-<br />
! Technical Savant<br />
| NAME has always been able to intuitively figure out how devices work and come together. Unfortunately HE doesn't have the same insight when it comes to people.<br />
| Crafting skill +6, Social skill -4, Artistic skill -4<br />
| Medical Savant<br />
Artistic Savant<br />
|-<br />
! Artistic Savant<br />
| NAME has always been able to reach people on an emotional level with HIS work.<br />
| Artistic skill +6, Social skill -4, Crafting skill -4<br />
| Technical Savant<br />
Medical Savant<br />
|-<br />
! DIY Enthusiast<br />
| NAME enjoys working with HIS hands and building things.<br />
| Contruction skill +4, Growing skill +2, Medicine skill -4<br />
| -<br />
|-<br />
! Naive<br />
| NAME is a generally happy and likable person, but death bothers HIM more than others.<br />
| Social skill +2<br />
Permanent +12 mood modifier<br />
| Hardened, Survivor, Veteran, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, Medic, Reaver, Marksman, Elite, Rookie, Commando, Numb<br />
|-<br />
! Numb<br />
| NAME is emotionally numb and as such is very non-expressive about most things.<br />
| Social skill -2<br />
Mental break threshold -7% <br/><br />
Permanent -2 mood modifier<br />
| Psychopath<br />
Naive<br />
|-<br />
! Focused<br />
| NAME has an easy time staying focused, and gets things done faster than the average person.<br />
| Work speed +10%<br />
| Forgetful<br />
ADHD<br />
|-<br />
! Forgetful<br />
| NAME is forgetful at the worst of times, reducing overall work speed.<br />
| Work speed -10%<br />
| Focused<br />
ADHD<br />
|-<br />
! RimWorlder<br />
| For most people the Rimworlds are a dangerous, hostile place. Not for NAME, as no decision is too dark, no situation can not provide either profit or humour for HIM, often at the expense of others. Where others think HE's gone too far, HECAP doesnt think HE's gone far enough yet. This is HIS planet, it just doesn't know it yet.<br />
| Mental break threshold -7% <br/><br />
Mood not affected by prisoners sold into slavery or butchering of people<br />
| Hardened, Survivor, Veteran, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, Medic, Reaver, Marksman, Elite, Rookie, Killer, Naive, Numb, Paranoid, Confident<br />
|-<br />
! Slaver<br />
| For NAME, people are money and as such HECAP hates seeing good merchandise damaged.<br />
| Mood not affected by prisoners sold into slavery<br />
| Rookie, Hardened, Naive, Commando, Killer, Marksman, Veteran, Reaver, Psychopath<br />
|-<br />
! Killer<br />
| NAME likes to fight but more importantly, HECAP likes to kill. HISCAP main focus in life is to take it away from as many opposing individuals as possible. To this end HECAP has honed his fighting skills, and is slightly more deadly both up close and at range.<br />
| Melee skill +4, Shooting skill +4 <br/><br />
Melee hit chance +25% <br/><br />
10% Faster aiming, 10% Higher accuracy <br/><br />
Mood not affected by sight of death, unburied corpses<br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Rookie, Hardened, Naive, Commando, Killer, Marksman, Veteran, Reaver, Psychopath<br />
|-<br />
! Silver Tongue<br />
| NAME likes to talk and hates to fight, fortunately for HIM, HE's good at talking HIS way out of almost anything. <br />
| Social skill +6, Shooting skill -6, Melee skill -6<br />
| Psychopath<br />
Asperger <br/><br />
Introvert<br />
|-<br />
! Hero<br />
| NAME is the hero of this story, or at least HE's trying to be, and has been all HIS life. <br />
| Social skill +3, Shooting skill +3, Melee skill +3 <br/><br />
Growing skill -3, Crafting skill -3, Research skill -3, Cooking skill -3, Construction skill -3<br />
| Psychopath<br />
Asperger <br/><br />
Introvert<br />
|-<br />
! Born Leader<br />
| NAME has been a leader since the first time HECAP made a friend, people are drawn to HIM naturally.<br />
| Social skill +6<br />
| Psychopath<br />
Asperger <br/><br />
Introvert<br />
|-<br />
! Strong<br />
| NAME is abnormally strong and has worked on being even stronger. <br />
| Melee skill +8<br />
| -<br />
|-<br />
! Tough<br />
| NAME is a lot tougher than most think HECAP is. <br />
| Melee skill +4<br />
Mental break threshold -4% <br/><br />
Comfy Temp. Min/Max: -14 / +14 <br/><br />
Mood not affected by sleeping outside<br />
| -<br />
|-<br />
! Quick<br />
| NAME is abnormally quick. <br />
| Work speed +25%, Movement speed +25%<br />
| -<br />
|-<br />
! Shy<br />
| NAME is exceptionally shy.<br />
| Social skill -4<br />
| -<br />
|-<br />
! Ignorant<br />
| NAME is not a fan of knowledge and is stubborn. A truly unfortunate situation. <br />
| Social skill -4, Research skill -4 <br><br />
Learining speed -20%<br />
| Too Smart<br />
Chaotic Genius <br><br />
Dumb<br />
|-<br />
! Paranoid<br />
| NAME believes that everyone is out to get HIM and for the first time in HIS life, HE seems to be right.<br />
| Social skill -2<br />
Mental break threshold +5%<br />
| Confident<br />
|-<br />
! Confident<br />
| NAME is fairly confident that everything is going to be alright. <br />
| Social skill +2<br />
Mental break threshold -5%<br />
| Paranoid<br />
|-<br />
! Survivor<br />
| NAME can and will do anything to survive...<br />
| Animal skill -3, Medicine skill -3, Artistic skill -3, Cooking skill -3, Mining skill -3, Growing skill -3, Social skill -3, Research skill -3, Construction skill -3<br />
Mood not affected by sight of death, unburied corpses, prisoners sold into slavery, sleeping outside <br/><br />
Mood loss from cannibalism -50%<br />
| Hardened, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, RimWorlder, Slaver<br />
|-<br />
! Pragmatist<br />
| NAME is practical, and will cross any line if it serves HIM best. HE isn't bothered by limiting moral choices, after all, HE is just looking out for number 1.<br />
| Social skill -2 <br/><br />
Mood not affected by sight of death, unburied corpses, prisoners sold into slavery, butchering of people <br/><br />
Mood loss from cannibalism -50%<br />
| Hardened, Survivor, Veteran, Doomsday Prepper, Psychopath, Cannibal, RimWorlder, Slaver<br />
|-<br />
! Doomsday Prepper<br />
| NAME is prepared for death and destruction. HE has honed his prepping skills and neglected other area's.<br />
| Growing skill +1, Crafting skill +1, Shooting skill +1 <br/><br />
Social skill -2, Animal skill -2, Artistic skill -2<br />
| Hardened, Survivor ,Veteran, Pragmatist, Psychopath, Cannibal, Rimworlder<br />
|-<br />
! Slacker<br />
| NAME is set in HIS ways of doing as little as possible, as slow as possible.<br />
| Work speed -10%, Movement speed -10%<br />
| Hard Worker<br />
Focused <br><br />
Forgetful<br />
|-<br />
! Photophobia<br />
| NAME has an aversion to light, prefering the safety of the dark.<br />
| +3 mood when in darkness(instead of normal -3 mood)<br />
| -<br />
|-<br />
! Agoraphobia<br />
| NAME has a fear of open spaces, while HE can manage relatively fine in them, HE is much more comfortable indoors.<br />
| Minor cabin fever gives +7 mood(instead of normal -7 mood)<br />
Serious cabin fever gives +15 mood(instead of normal -15 mood)<br />
| -<br />
|-<br />
|}<br />
<br />
= Added traits v1.2 =<br />
<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Name<br />
! Description<br />
! Effect<br />
! Conflicting Traits<br />
|-<br />
! Aspergers Syndrome<br />
| Born with Aspergers Syndrome, NAME has slowly learnt to handle HIS setback.<br />
| Social skill -3 <br><br />
Learning speed +70% <br><br />
Movement speed -5% <br><br />
Shooting accuracy -15% <br><br />
| ADHD<br />
|-<br />
! ADHD<br />
| NAME has ADHD and finds it extremely hard to stay focused on anyone task for long. HECAP is constantly flitting around as a result.<br />
| Learning speed -20% <br><br />
Movement speed +15% <br><br />
Work speed -10%<br />
| Focused<br />
Forgetful<br />
|-<br />
! Lazyeye'd<br />
| NAME has a rather unfortunate disability for being on a RimWorld. HECAP has a lazy-eye, making hitting anything much harder<br />
| Work Speed -5% <br>'<br />
Shooting accuracy -30%<br />
| Elite, Hardened, Numb, Commando, Killer, Marksman, Veteran, Reaver, Rookie<br />
|-<br />
! Allergic<br />
| NAME has never liked animals, which isn't helped by the endless sneezing fits HE goes into when in close proximity to one.<br />
| -4 mood loss for being nuzzled <br><br />
(default is +4)<br />
| Animal Lover<br />
|-<br />
! Party Animal<br />
| NAME is the life of the party and at times it seems that all HE lives for is to party.<br />
| Social skill +4 <br><br />
Work speed -10%<br />
| Introvert<br />
|-<br />
! Religious<br />
| NAME has found faith and peace of mind in HIS religion and is more prepared for what may come than others.<br />
| Mental break threshold +5% <br><br />
Permanent +8 mood modifier<br />
| Fanatic<br />
Cultist<br />
|-<br />
! Fanatic<br />
| NAME has found religon and is prepared to do what ever is required to make others accept its truth.<br />
| Social skill -2, Melee skill +2 <br><br />
Shooting skill +2 <br><br />
Mental break threshold +3% <br><br />
Permanent +2 mood modifier<br />
| Religious<br />
Cultist<br />
|-<br />
! Cultist<br />
| NAME has heard the call constantly since HE was young. HECAP has followed it across the galaxy, worshipping the soothing sound until HE finally found its source. However on the planet that houses HIS god the call is intermitant, and only occasionally can HE hear its soothing song.<br />
| Social skill -2 <br><br />
Psychic sensitivity +50%<br />
Psychic drones give positive instead of negative mood boost.<br />
| Psychic Sensitivity<br />
|-<br />
! Dumb<br />
| NAME isn't exactly the sharpest tool in the shed, but they didn't get to where they are by letting that hold them back.<br />
| Research skill -8 <br><br />
Learning speed -50% <br><br />
Work speed +33%<br />
| Too Smart<br />
Volatile Genius<br />
|-<br />
! Volatile Genius<br />
| NAME is unbelievably smart, however HE is also extremely unstable.<br />
| Learning speed +100% <br><br />
Mental break threshold +20% <br><br />
Thrice as likely to start social fights<br />
| Too Smart<br />
Dumb<br />
|-<br />
! Viking wannabe<br />
| NAME has read all the stories, myths and legends HE could find about the ancient vikings, and while they've never painted an accurate picture of the vikings, NAME knows that HE wants to be one more than anything.<br />
| Melee skill +4 <br><br />
Melee hit chance +10% <br><br />
Comfy Temp. Min/Max: -10 / -1<br />
| Elite, Hardened, Numb, Commando, Marksman, Veteran<br />
|-<br />
! Fat<br />
| NAME hates exercise, and despite the fact that HE eats as much as a normal person, HIS sedentary lifestyle has made HIM exceptionally fat.<br />
| Melee skill -4 <br><br />
Movement speed -30% <br />
| Fit<br />
Fast <br><br />
Speed Offsets<br />
|-<br />
! Fit<br />
| NAME loves exercise, and HIS time spent conditioning HIS body has paid off.<br />
| Melee skill +4 <br><br />
Movement speed +30%<br />
| Fat<br />
|-<br />
! Workaholic<br />
| NAME has worked hard to get where HE is and HE doesn't plan on stopping now.<br />
| Work speed +40%<br />
| Slacker<br />
|-</div>Peppsenhttps://rimworldwiki.com/index.php?title=More_Traits_(mod)&diff=38674More Traits (mod)2016-05-24T18:02:33Z<p>Peppsen: </p>
<hr />
<div>{{infobox custom|mod<br />
|name = More Traits<br />
|state = released<br />
|logo = <br />
|forum = 20166<br />
|author = [[User:TheFlameTouched|TheFlameTouched]]<br />
|version = v1.2<br />
|comp = Alpha 13<br />
|firstrelease = 2016-05-16<br />
}}<br />
<br />
Traits grant special bonuses or conditions to your colonists in addition to adding flavor and allowing more complex player-conceived stories based on those characters. <br/><br />
These are traits added by TheFlameTouched in his mod called More Traits<br />
<br />
<br />
'''Change log:''' <br><br />
v.1 - Initial Release. <br><br />
v.1.1 - Typo fixes and slight rebalancing, fixed errors. <br><br />
v.1.2 - Added more traits, fixed issues <br><br />
<br />
=All traits v1=<br />
<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Name<br />
! Description<br />
! Effect<br />
!Conflicting Traits<br />
|-<br />
! Hardened<br />
| NAME has become accustomed to the harsh reality of death and the horrible things that sometimes need to be done. This has made HIM more mentally stable.<br />
| Mental break threshold -3<br />
Mood not affected by sight of death, unburied corpses, prisoners sold into slavery, sleeping outside <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Psychopath<br />
Cannibal<br />
Slaver<br />
|-<br />
! Veteran<br />
| NAME is no stranger to battle and death, HE doesn't mind the sight of death or killing.<br />
| Melee skill +3, Shooting skill +3, Medicine skill -3, Growing skill -3, Crafting skill -3 <br/><br />
Mood not affected by sight of death or unburied corpses <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Psychopath<br />
Hardened<br />
|-<br />
! Rookie<br />
| NAME has been training with weapons for a while now, and while HE is not anything special with them, HE is more proficient at killing than most individuals.<br />
| Melee skill +2, Shooting skill +2 <br/><br />
Melee hit chance +10% <br/><br />
5% Faster aiming, 5% Higher accuracy <br/><br />
Mood not affected by sight of death, unburied corpses<br/> <br />
| Elite, Hardened, Numb, Commando, Killer, Marksman, Veteran, Reaver, LazyEye<br />
|-<br />
! Elite<br />
| NAME has been training to fight for a long time, and HE has grown into a formidable opponent.<br />
| Melee skill +6, Shooting skill +6 <br/><br />
Melee hit chance +50% <br/><br />
25% Faster aiming, 25% Higher accuracy <br/><br />
Mood not affected by sight of death, unburied corpses<br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Rookie, Hardened, Numb, Commando, Killer, Marksman, Veteran, Reaver, LazyEye<br />
|-<br />
! Commando<br />
| NAME has been forged in the fires of battle and is a true threat on any battlefield.<br />
| Melee skill +8, Shooting skill +8 <br/><br />
Melee hit chance +100% <br/><br />
50% Faster aiming, 50% Higher accuracy <br/><br />
Mental break threshold -7%, Movement speed +20% <br/><br />
Mood not affected by sight of death or unburied corpses <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Elite, Hardened, Numb, Rookie, Killer, Marksman, Veteran, Reaver, LazyEye<br />
|-<br />
! Marksman<br />
| NAME has a natural affinity with any ranged weapon and has spent HIS time honing HIS natural abilities further.<br />
| Melee skill -6, Shooting skill +8 <br/><br />
25% Higher accuracy <br/><br />
Mood not affected by sight of death or unburied corpses <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Elite, Hardened, Numb, Rookie, Killer, Commando, Veteran, Reaver, LazyEye<br />
|-<br />
! Reaver<br />
| NAME prefers to be where the blood flows most freely in battle. In accordance with this HE has focused on mastering melee weapons.<br />
| Melee skill +8, Shooting skill -6 <br/><br />
Melee hit chance +75% <br/><br />
Mood not affected by sight of death or unburied corpses <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Elite, Hardened, Numb, Rookie, Killer, Commando, Veteran, Marksman, LazyEye<br />
|-<br />
! Combat Medic<br />
| NAME has been training to heal the men he serves with from a young age, HE is proficient in both healing and killing, creating a deadly combo for the unsuspecting foe.<br />
| Medicine skill +6, Shooting skill +4 <br/><br />
5% Faster aiming, 5% Higher accuracy <br/><br />
Mood not affected by sight of death, unburied corpses<br/><br />
| Elite, Hardened, Commando, Veteran, Marksman, LazyEye<br />
|-<br />
! Animal Lover<br />
| NAME has a passion for animals. HECAP has spent as much time with HIS pets as possible.<br />
| Animal skill +4, Social skill -2 <br><br />
+8 mood boost for being nuzzled(default is +4)<br />
| Allergic<br />
Psychopath<br />
|-<br />
! Medical Savant<br />
| NAME understands the art of medicine like no one else can. However, they don't understand people half as well.<br />
| Medicine skill +6, Social skill -4, Artistic skill -4<br />
| Technical Savant<br />
Artistic Savant<br />
|-<br />
! Technical Savant<br />
| NAME has always been able to intuitively figure out how devices work and come together. Unfortunately HE doesn't have the same insight when it comes to people.<br />
| Crafting skill +6, Social skill -4, Artistic skill -4<br />
| Medical Savant<br />
Artistic Savant<br />
|-<br />
! Artistic Savant<br />
| NAME has always been able to reach people on an emotional level with HIS work.<br />
| Artistic skill +6, Social skill -4, Crafting skill -4<br />
| Technical Savant<br />
Medical Savant<br />
|-<br />
! DIY Enthusiast<br />
| NAME enjoys working with HIS hands and building things.<br />
| Contruction skill +4, Growing skill +2, Medicine skill -4<br />
| -<br />
|-<br />
! Naive<br />
| NAME is a generally happy and likable person, but death bothers HIM more than others.<br />
| Social skill +2<br />
Permanent +12 mood modifier<br />
| Hardened, Survivor, Veteran, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, Medic, Reaver, Marksman, Elite, Rookie, Commando, Numb<br />
|-<br />
! Numb<br />
| NAME is emotionally numb and as such is very non-expressive about most things.<br />
| Social skill -2<br />
Mental break threshold -7% <br/><br />
Permanent -2 mood modifier<br />
| Psychopath<br />
Naive<br />
|-<br />
! Focused<br />
| NAME has an easy time staying focused, and gets things done faster than the average person.<br />
| Work speed +10%<br />
| Forgetful<br />
ADHD<br />
|-<br />
! Forgetful<br />
| NAME is forgetful at the worst of times, reducing overall work speed.<br />
| Work speed -10%<br />
| Focused<br />
ADHD<br />
|-<br />
! RimWorlder<br />
| For most people the Rimworlds are a dangerous, hostile place. Not for NAME, as no decision is too dark, no situation can not provide either profit or humour for HIM, often at the expense of others. Where others think HE's gone too far, HECAP doesnt think HE's gone far enough yet. This is HIS planet, it just doesn't know it yet.<br />
| Mental break threshold -7% <br/><br />
Mood not affected by prisoners sold into slavery or butchering of people<br />
| Hardened, Survivor, Veteran, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, Medic, Reaver, Marksman, Elite, Rookie, Killer, Naive, Numb, Paranoid, Confident<br />
|-<br />
! Slaver<br />
| For NAME, people are money and as such HECAP hates seeing good merchandise damaged.<br />
| Mood not affected by prisoners sold into slavery<br />
| Rookie, Hardened, Naive, Commando, Killer, Marksman, Veteran, Reaver, Psychopath<br />
|-<br />
! Killer<br />
| NAME likes to fight but more importantly, HECAP likes to kill. HISCAP main focus in life is to take it away from as many opposing individuals as possible. To this end HECAP has honed his fighting skills, and is slightly more deadly both up close and at range.<br />
| Melee skill +4, Shooting skill +4 <br/><br />
Melee hit chance +25% <br/><br />
10% Faster aiming, 10% Higher accuracy <br/><br />
Mood not affected by sight of death, unburied corpses<br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Rookie, Hardened, Naive, Commando, Killer, Marksman, Veteran, Reaver, Psychopath<br />
|-<br />
! Silver Tongue<br />
| NAME likes to talk and hates to fight, fortunately for HIM, HE's good at talking HIS way out of almost anything. <br />
| Social skill +6, Shooting skill -6, Melee skill -6<br />
| Psychopath<br />
Asperger <br/><br />
Introvert<br />
|-<br />
! Hero<br />
| NAME is the hero of this story, or at least HE's trying to be, and has been all HIS life. <br />
| Social skill +3, Shooting skill +3, Melee skill +3 <br/><br />
Growing skill -3, Crafting skill -3, Research skill -3, Cooking skill -3, Construction skill -3<br />
| Psychopath<br />
Asperger <br/><br />
Introvert<br />
|-<br />
! Born Leader<br />
| NAME has been a leader since the first time HECAP made a friend, people are drawn to HIM naturally.<br />
| Social skill +6<br />
| Psychopath<br />
Asperger <br/><br />
Introvert<br />
|-<br />
! Strong<br />
| NAME is abnormally strong and has worked on being even stronger. <br />
| Melee skill +8<br />
| -<br />
|-<br />
! Tough<br />
| NAME is a lot tougher than most think HECAP is. <br />
| Melee skill +4<br />
Mental break threshold -4% <br/><br />
Comfy Temp. Min/Max: -14 / +14 <br/><br />
Mood not affected by sleeping outside<br />
| -<br />
|-<br />
! Quick<br />
| NAME is abnormally quick. <br />
| Work speed +25%, Movement speed +25%<br />
| -<br />
|-<br />
! Shy<br />
| NAME is exceptionally shy.<br />
| Social skill -4<br />
| -<br />
|-<br />
! Ignorant<br />
| NAME is not a fan of knowledge and is stubborn. A truly unfortunate situation. <br />
| Social skill -4, Research skill -4 <br><br />
Learining speed -20%<br />
| Too Smart<br />
Chaotic Genius <br><br />
Dumb<br />
|-<br />
! Paranoid<br />
| NAME believes that everyone is out to get HIM and for the first time in HIS life, HE seems to be right.<br />
| Social skill -2<br />
Mental break threshold +5%<br />
| Confident<br />
|-<br />
! Confident<br />
| NAME is fairly confident that everything is going to be alright. <br />
| Social skill +2<br />
Mental break threshold -5%<br />
| Paranoid<br />
|-<br />
! Survivor<br />
| NAME can and will do anything to survive...<br />
| Animal skill -3, Medicine skill -3, Artistic skill -3, Cooking skill -3, Mining skill -3, Growing skill -3, Social skill -3, Research skill -3, Construction skill -3<br />
Mood not affected by sight of death, unburied corpses, prisoners sold into slavery, sleeping outside <br/><br />
Mood loss from cannibalism -50%<br />
| Hardened, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, RimWorlder, Slaver<br />
|-<br />
! Pragmatist<br />
| NAME is practical, and will cross any line if it serves HIM best. HE isn't bothered by limiting moral choices, after all, HE is just looking out for number 1.<br />
| Social skill -2 <br/><br />
Mood not affected by sight of death, unburied corpses, prisoners sold into slavery, butchering of people <br/><br />
Mood loss from cannibalism -50%<br />
| Hardened, Survivor, Veteran, Doomsday Prepper, Psychopath, Cannibal, RimWorlder, Slaver<br />
|-<br />
! Doomsday Prepper<br />
| NAME is prepared for death and destruction. HE has honed his prepping skills and neglected other area's.<br />
| Growing skill +1, Crafting skill +1, Shooting skill +1 <br/><br />
Social skill -2, Animal skill -2, Artistic skill -2<br />
| Hardened, Survivor ,Veteran, Pragmatist, Psychopath, Cannibal, Rimworlder<br />
|-<br />
! Slacker<br />
| NAME is set in HIS ways of doing as little as possible, as slow as possible.<br />
| Work speed -10%, Movement speed -10%<br />
| Hard Worker<br />
Focused <br><br />
Forgetful<br />
|-<br />
! Photophobia<br />
| NAME has an aversion to light, prefering the safety of the dark.<br />
| +3 mood when in darkness(instead of normal -3 mood)<br />
| -<br />
|-<br />
! Agoraphobia<br />
| NAME has a fear of open spaces, while HE can manage relatively fine in them, HE is much more comfortable indoors.<br />
| Minor cabin fever gives +7 mood(instead of normal -7 mood)<br />
Serious cabin fever gives +15 mood(instead of normal -15 mood)<br />
| -<br />
|-<br />
|}<br />
<br />
= Added traits v1.2 =<br />
<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Name<br />
! Description<br />
! Effect<br />
! Conflicting Traits<br />
|-<br />
! Aspergers Syndrome<br />
| Born with Aspergers Syndrome, NAME has slowly learnt to handle HIS setback.<br />
| Social skill -3 <br><br />
Learning speed +70% <br><br />
Movement speed -5% <br><br />
Shooting accuracy -15% <br><br />
| ADHD<br />
|-<br />
! ADHD<br />
| NAME has ADHD and finds it extremely hard to stay focused on anyone task for long. HECAP is constantly flitting around as a result.<br />
| Learning speed -20% <br><br />
Movement speed +15% <br><br />
Work speed -10%<br />
| Focused<br />
Forgetful<br />
|-<br />
! Lazyeye'd<br />
| NAME has a rather unfortunate disability for being on a RimWorld. HECAP has a lazy-eye, making hitting anything much harder<br />
| Work Speed -5% <br>'<br />
Shooting accuracy -30%<br />
| Elite, Hardened, Numb, Commando, Killer, Marksman, Veteran, Reaver, Rookie<br />
|-<br />
! Allergic<br />
| NAME has never liked animals, which isn't helped by the endless sneezing fits HE goes into when in close proximity to one.<br />
| -4 mood loss for being nuzzled <br><br />
(default is +4)<br />
| Animal Lover<br />
|-<br />
! Party Animal<br />
| NAME is the life of the party and at times it seems that all HE lives for is to party.<br />
| Social skill +4 <br><br />
Work speed -10%<br />
| Introvert<br />
|-<br />
! Religious<br />
| NAME has found faith and peace of mind in HIS religion and is more prepared for what may come than others.<br />
| Mental break threshold +5% <br><br />
Permanent +8 mood modifier<br />
| Fanatic<br />
Cultist<br />
|-<br />
! Fanatic<br />
| NAME has found religon and is prepared to do what ever is required to make others accept its truth.<br />
| Social skill -2, Melee skill +2 <br><br />
Shooting skill +2 <br><br />
Mental break threshold +3% <br><br />
Permanent +2 mood modifier<br />
| Religious<br />
Cultist<br />
|-<br />
! Cultist<br />
| NAME has heard the call constantly since HE was young. HECAP has followed it across the galaxy, worshipping the soothing sound until HE finally found its source. However on the planet that houses HIS god the call is intermitant, and only occasionally can HE hear its soothing song.<br />
| Social skill -2 <br><br />
Psychic drones give positive instead of negative mood boost.<br />
| Psychic Sensitivity<br />
|-<br />
! Dumb<br />
| NAME isn't exactly the sharpest tool in the shed, but they didn't get to where they are by letting that hold them back.<br />
| Research skill -8 <br><br />
Learning speed -50% <br><br />
Work speed +33%<br />
| Too Smart<br />
Volatile Genius<br />
|-<br />
! Volatile Genius<br />
| NAME is unbelievably smart, however HE is also extremely unstable.<br />
| Learning speed +100% <br><br />
Mental break threshold +20% <br><br />
Thrice as likely to start social fights<br />
| Too Smart<br />
Dumb<br />
|-<br />
! Viking wannabe<br />
| NAME has read all the stories, myths and legends HE could find about the ancient vikings, and while they've never painted an accurate picture of the vikings, NAME knows that HE wants to be one more than anything.<br />
| Melee skill +4 <br><br />
Melee hit chance +10% <br><br />
Comfy Temp. Min/Max: -10 / -1<br />
| Elite, Hardened, Numb, Commando, Marksman, Veteran<br />
|-<br />
! Fat<br />
| NAME hates exercise, and despite the fact that HE eats as much as a normal person, HIS sedentary lifestyle has made HIM exceptionally fat.<br />
| Melee skill -4 <br><br />
Movement speed -30% <br />
| Fit<br />
Fast <br><br />
Speed Offsets<br />
|-<br />
! Fit<br />
| NAME loves exercise, and HIS time spent conditioning HIS body has paid off.<br />
| Melee skill +4 <br><br />
Movement speed +30%<br />
| Fat<br />
|-<br />
! Workaholic<br />
| NAME has worked hard to get where HE is and HE doesn't plan on stopping now.<br />
| Work speed +40%<br />
| Slacker<br />
|-</div>Peppsenhttps://rimworldwiki.com/index.php?title=More_Traits_(mod)&diff=38673More Traits (mod)2016-05-24T17:57:13Z<p>Peppsen: </p>
<hr />
<div>{{infobox custom|mod<br />
|name = More Traits<br />
|state = released<br />
|logo = <br />
|forum = 20166<br />
|author = [[User:TheFlameTouched|TheFlameTouched]]<br />
|version = v1.2<br />
|comp = Alpha 13<br />
|firstrelease = 2016-05-16<br />
}}<br />
<br />
Traits grant special bonuses or conditions to your colonists in addition to adding flavor and allowing more complex player-conceived stories based on those characters. <br/><br />
These are traits added by TheFlameTouched in his mod called More Traits<br />
<br />
<br />
'''Change log:''' <br><br />
v.1 - Initial Release. <br><br />
v.1.1 - Typo fixes and slight rebalancing, fixed errors. <br><br />
v.1.2 - Added more traits, fixed issues <br><br />
<br />
=All traits v1=<br />
<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Name<br />
! Description<br />
! Effect<br />
!Conflicting Traits<br />
|-<br />
! Hardened<br />
| NAME has become accustomed to the harsh reality of death and the horrible things that sometimes need to be done. This has made HIM more mentally stable.<br />
| Mental break threshold -3<br />
Mood not affected by sight of death, unburied corpses, prisoners sold into slavery, sleeping outside <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Psychopath<br />
Cannibal<br />
Slaver<br />
|-<br />
! Veteran<br />
| NAME is no stranger to battle and death, HE doesn't mind the sight of death or killing.<br />
| Melee skill +3, Shooting skill +3, Medicine skill -3, Growing skill -3, Crafting skill -3 <br/><br />
Mood not affected by sight of death or unburied corpses <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Psychopath<br />
Hardened<br />
|-<br />
! Rookie<br />
| NAME has been training with weapons for a while now, and while HE is not anything special with them, HE is more proficient at killing than most individuals.<br />
| Melee skill +2, Shooting skill +2 <br/><br />
Melee hit chance +10% <br/><br />
5% Faster aiming, 5% Higher accuracy <br/><br />
Mood not affected by sight of death, unburied corpses<br/> <br />
| Elite, Hardened, Numb, Commando, Killer, Marksman, Veteran, Reaver, LazyEye<br />
|-<br />
! Elite<br />
| NAME has been training to fight for a long time, and HE has grown into a formidable opponent.<br />
| Melee skill +6, Shooting skill +6 <br/><br />
Melee hit chance +50% <br/><br />
25% Faster aiming, 25% Higher accuracy <br/><br />
Mood not affected by sight of death, unburied corpses<br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Rookie, Hardened, Numb, Commando, Killer, Marksman, Veteran, Reaver, LazyEye<br />
|-<br />
! Commando<br />
| NAME has been forged in the fires of battle and is a true threat on any battlefield.<br />
| Melee skill +8, Shooting skill +8 <br/><br />
Melee hit chance +100% <br/><br />
50% Faster aiming, 50% Higher accuracy <br/><br />
Mental break threshold -7%, Movement speed +20% <br/><br />
Mood not affected by sight of death or unburied corpses <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Elite, Hardened, Numb, Rookie, Killer, Marksman, Veteran, Reaver, LazyEye<br />
|-<br />
! Marksman<br />
| NAME has a natural affinity with any ranged weapon and has spent HIS time honing HIS natural abilities further.<br />
| Melee skill -6, Shooting skill +8 <br/><br />
25% Higher accuracy <br/><br />
Mood not affected by sight of death or unburied corpses <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Elite, Hardened, Numb, Rookie, Killer, Commando, Veteran, Reaver, LazyEye<br />
|-<br />
! Reaver<br />
| NAME prefers to be where the blood flows most freely in battle. In accordance with this HE has focused on mastering melee weapons.<br />
| Melee skill +8, Shooting skill -6 <br/><br />
Melee hit chance +75% <br/><br />
Mood not affected by sight of death or unburied corpses <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Elite, Hardened, Numb, Rookie, Killer, Commando, Veteran, Marksman, LazyEye<br />
|-<br />
! Combat Medic<br />
| NAME has been training to heal the men he serves with from a young age, HE is proficient in both healing and killing, creating a deadly combo for the unsuspecting foe.<br />
| Medicine skill +6, Shooting skill +4 <br/><br />
5% Faster aiming, 5% Higher accuracy <br/><br />
Mood not affected by sight of death, unburied corpses<br/><br />
| Elite, Hardened, Commando, Veteran, Marksman, LazyEye<br />
|-<br />
! Animal Lover<br />
| NAME has a passion for animals. HECAP has spent as much time with HIS pets as possible.<br />
| Animal skill +4, Social skill -2 <br><br />
+8 mood boost for being nuzzled(default is +4)<br />
| Allergic<br />
Psychopath<br />
|-<br />
! Medical Savant<br />
| NAME understands the art of medicine like no one else can. However, they don't understand people half as well.<br />
| Medicine skill +6, Social skill -4, Artistic skill -4<br />
| Technical Savant<br />
Artistic Savant<br />
|-<br />
! Technical Savant<br />
| NAME has always been able to intuitively figure out how devices work and come together. Unfortunately HE doesn't have the same insight when it comes to people.<br />
| Crafting skill +6, Social skill -4, Artistic skill -4<br />
| Medical Savant<br />
Artistic Savant<br />
|-<br />
! Artistic Savant<br />
| NAME has always been able to reach people on an emotional level with HIS work.<br />
| Artistic skill +6, Social skill -4, Crafting skill -4<br />
| Technical Savant<br />
Medical Savant<br />
|-<br />
! DIY Enthusiast<br />
| NAME enjoys working with HIS hands and building things.<br />
| Contruction skill +4, Growing skill +2, Medicine skill -4<br />
| -<br />
|-<br />
! Naive<br />
| NAME is a generally happy and likable person, but death bothers HIM more than others.<br />
| Social skill +2<br />
Permanent +12 mood modifier<br />
| Hardened, Survivor, Veteran, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, Medic, Reaver, Marksman, Elite, Rookie, Commando, Numb<br />
|-<br />
! Numb<br />
| NAME is emotionally numb and as such is very non-expressive about most things.<br />
| Social skill -2<br />
Mental break threshold -7% <br/><br />
Permanent -2 mood modifier<br />
| Psychopath<br />
Naive<br />
|-<br />
! Focused<br />
| NAME has an easy time staying focused, and gets things done faster than the average person.<br />
| Work speed +10%<br />
| Forgetful<br />
ADHD<br />
|-<br />
! Forgetful<br />
| NAME is forgetful at the worst of times, reducing overall work speed.<br />
| Work speed -10%<br />
| Focused<br />
ADHD<br />
|-<br />
! RimWorlder<br />
| For most people the Rimworlds are a dangerous, hostile place. Not for NAME, as no decision is too dark, no situation can not provide either profit or humour for HIM, often at the expense of others. Where others think HE's gone too far, HECAP doesnt think HE's gone far enough yet. This is HIS planet, it just doesn't know it yet.<br />
| Mental break threshold -7% <br/><br />
Mood not affected by prisoners sold into slavery or butchering of people<br />
| Hardened, Survivor, Veteran, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, Medic, Reaver, Marksman, Elite, Rookie, Killer, Naive, Numb, Paranoid, Confident<br />
|-<br />
! Slaver<br />
| For NAME, people are money and as such HECAP hates seeing good merchandise damaged.<br />
| Mood not affected by prisoners sold into slavery<br />
| Rookie, Hardened, Naive, Commando, Killer, Marksman, Veteran, Reaver, Psychopath<br />
|-<br />
! Killer<br />
| NAME likes to fight but more importantly, HECAP likes to kill. HISCAP main focus in life is to take it away from as many opposing individuals as possible. To this end HECAP has honed his fighting skills, and is slightly more deadly both up close and at range.<br />
| Melee skill +4, Shooting skill +4 <br/><br />
Melee hit chance +25% <br/><br />
10% Faster aiming, 10% Higher accuracy <br/><br />
Mood not affected by sight of death, unburied corpses<br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Rookie, Hardened, Naive, Commando, Killer, Marksman, Veteran, Reaver, Psychopath<br />
|-<br />
! Silver Tongue<br />
| NAME likes to talk and hates to fight, fortunately for HIM, HE's good at talking HIS way out of almost anything. <br />
| Social skill +6, Shooting skill -6, Melee skill -6<br />
| Psychopath<br />
Asperger <br/><br />
Introvert<br />
|-<br />
! Hero<br />
| NAME is the hero of this story, or at least HE's trying to be, and has been all HIS life. <br />
| Social skill +3, Shooting skill +3, Melee skill +3 <br/><br />
Growing skill -3, Crafting skill -3, Research skill -3, Cooking skill -3, Construction skill -3<br />
| Psychopath<br />
Asperger <br/><br />
Introvert<br />
|-<br />
! Born Leader<br />
| NAME has been a leader since the first time HECAP made a friend, people are drawn to HIM naturally.<br />
| Social skill +6<br />
| Psychopath<br />
Asperger <br/><br />
Introvert<br />
|-<br />
! Strong<br />
| NAME is abnormally strong and has worked on being even stronger. <br />
| Melee skill +8<br />
| -<br />
|-<br />
! Tough<br />
| NAME is a lot tougher than most think HECAP is. <br />
| Melee skill +4<br />
Mental break threshold -4% <br/><br />
Comfy Temp. Min/Max: -14 / +14 <br/><br />
Mood not affected by sleeping outside<br />
| -<br />
|-<br />
! Quick<br />
| NAME is abnormally quick. <br />
| Work speed +25%, Movement speed +25%<br />
| -<br />
|-<br />
! Shy<br />
| NAME is exceptionally shy.<br />
| Social skill -4<br />
| -<br />
|-<br />
! Ignorant<br />
| NAME is not a fan of knowledge and is stubborn. A truly unfortunate situation. <br />
| Social skill -4, Research skill -4 <br><br />
Learining speed -20%<br />
| Too Smart<br />
Chaotic Genius <br><br />
Dumb<br />
|-<br />
! Paranoid<br />
| NAME believes that everyone is out to get HIM and for the first time in HIS life, HE seems to be right.<br />
| Social skill -2<br />
Mental break threshold +5%<br />
| Confident<br />
|-<br />
! Confident<br />
| NAME is fairly confident that everything is going to be alright. <br />
| Social skill +2<br />
Mental break threshold -5%<br />
| Paranoid<br />
|-<br />
! Survivor<br />
| NAME can and will do anything to survive...<br />
| Animal skill -3, Medicine skill -3, Artistic skill -3, Cooking skill -3, Mining skill -3, Growing skill -3, Social skill -3, Research skill -3, Construction skill -3<br />
Mood not affected by sight of death, unburied corpses, prisoners sold into slavery, sleeping outside <br/><br />
Mood loss from cannibalism -50%<br />
| Hardened, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, RimWorlder, Slaver<br />
|-<br />
! Pragmatist<br />
| NAME is practical, and will cross any line if it serves HIM best. HE isn't bothered by limiting moral choices, after all, HE is just looking out for number 1.<br />
| Social skill -2 <br/><br />
Mood not affected by sight of death, unburied corpses, prisoners sold into slavery, butchering of people <br/><br />
Mood loss from cannibalism -50%<br />
| Hardened, Survivor, Veteran, Doomsday Prepper, Psychopath, Cannibal, RimWorlder, Slaver<br />
|-<br />
! Doomsday Prepper<br />
| NAME is prepared for death and destruction. HE has honed his prepping skills and neglected other area's.<br />
| Growing skill +1, Crafting skill +1, Shooting skill +1 <br/><br />
Social skill -2, Animal skill -2, Artistic skill -2<br />
| Hardened, Survivor ,Veteran, Pragmatist, Psychopath, Cannibal, Rimworlder<br />
|-<br />
! Slacker<br />
| NAME is set in HIS ways of doing as little as possible, as slow as possible.<br />
| Work speed -10%, Movement speed -10%<br />
| Hard Worker<br />
Focused <br><br />
Forgetful<br />
|-<br />
! Photophobia<br />
| NAME has an aversion to light, prefering the safety of the dark.<br />
| +3 mood when in darkness(instead of normal -3 mood)<br />
| -<br />
|-<br />
! Agoraphobia<br />
| NAME has a fear of open spaces, while HE can manage relatively fine in them, HE is much more comfortable indoors.<br />
| Minor cabin fever gives +7 mood(instead of normal -7 mood)<br />
Serious cabin fever gives +15 mood(instead of normal -15 mood)<br />
| -<br />
|-<br />
|}<br />
<br />
= Added traits v1.2 =<br />
<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Name<br />
! Description<br />
! Effect<br />
! Conflicting Traits<br />
|-<br />
! Aspergers Syndrome<br />
| Born with Aspergers Syndrome, NAME has slowly learnt to handle HIS setback.<br />
| Social skill -3 <br><br />
Learning speed -30% <br><br />
Movement speed -5% <br><br />
Shooting accuracy -15% <br><br />
| ADHD<br />
|-<br />
! ADHD<br />
| NAME has ADHD and finds it extremely hard to stay focused on anyone task for long. HECAP is constantly flitting around as a result.<br />
| Learning speed -20% <br><br />
Movement speed +15% <br><br />
Work speed -10%<br />
| Focused<br />
Forgetful<br />
|-<br />
! Lazyeye'd<br />
| NAME has a rather unfortunate disability for being on a RimWorld. HECAP has a lazy-eye, making hitting anything much harder<br />
| Work Speed -5% <br>'<br />
Shooting accuracy -30%<br />
| Elite, Hardened, Numb, Commando, Killer, Marksman, Veteran, Reaver, Rookie<br />
|-<br />
! Allergic<br />
| NAME has never liked animals, which isn't helped by the endless sneezing fits HE goes into when in close proximity to one.<br />
| -4 mood loss for being nuzzled <br><br />
(default is +4)<br />
| Animal Lover<br />
|-<br />
! Party Animal<br />
| NAME is the life of the party and at times it seems that all HE lives for is to party.<br />
| Social skill +4 <br><br />
Work speed -10%<br />
| Introvert<br />
|-<br />
! Religious<br />
| NAME has found faith and peace of mind in HIS religion and is more prepared for what may come than others.<br />
| Mental break threshold +5% <br><br />
Permanent +8 mood modifier<br />
| Fanatic<br />
Cultist<br />
|-<br />
! Fanatic<br />
| NAME has found religon and is prepared to do what ever is required to make others accept its truth.<br />
| Social skill -2, Melee skill +2 <br><br />
Shooting skill +2 <br><br />
Mental break threshold +3% <br><br />
Permanent +2 mood modifier<br />
| Religious<br />
Cultist<br />
|-<br />
! Cultist<br />
| NAME has heard the call constantly since HE was young. HECAP has followed it across the galaxy, worshipping the soothing sound until HE finally found its source. However on the planet that houses HIS god the call is intermitant, and only occasionally can HE hear its soothing song.<br />
| Social skill -2 <br><br />
Psychic drones give positive instead of negative mood boost.<br />
| Psychic Sensitivity<br />
|-<br />
! Dumb<br />
| NAME isn't exactly the sharpest tool in the shed, but they didn't get to where they are by letting that hold them back.<br />
| Research skill -8 <br><br />
Learning speed -50% <br><br />
Work speed +33%<br />
| Too Smart<br />
Volatile Genius<br />
|-<br />
! Volatile Genius<br />
| NAME is unbelievably smart, however HE is also extremely unstable.<br />
| Learning speed +100% <br><br />
Mental break threshold +20% <br><br />
Thrice as likely to start social fights<br />
| Too Smart<br />
Dumb<br />
|-<br />
! Viking wannabe<br />
| NAME has read all the stories, myths and legends HE could find about the ancient vikings, and while they've never painted an accurate picture of the vikings, NAME knows that HE wants to be one more than anything.<br />
| Melee skill +4 <br><br />
Melee hit chance +10% <br><br />
Comfy Temp. Min/Max: -10 / -1<br />
| Elite, Hardened, Numb, Commando, Marksman, Veteran<br />
|-<br />
! Fat<br />
| NAME hates exercise, and despite the fact that HE eats as much as a normal person, HIS sedentary lifestyle has made HIM exceptionally fat.<br />
| Melee skill -4 <br><br />
Movement speed -30% <br />
| Fit<br />
Fast <br><br />
Speed Offsets<br />
|-<br />
! Fit<br />
| NAME loves exercise, and HIS time spent conditioning HIS body has paid off.<br />
| Melee skill +4 <br><br />
Movement speed +30%<br />
| Fat<br />
|-<br />
! Workaholic<br />
| NAME has worked hard to get where HE is and HE doesn't plan on stopping now.<br />
| Work speed +40%<br />
| Slacker<br />
|-</div>Peppsenhttps://rimworldwiki.com/index.php?title=More_Traits_(mod)&diff=38672More Traits (mod)2016-05-24T17:44:29Z<p>Peppsen: </p>
<hr />
<div>{{infobox custom|mod<br />
|name = More Traits<br />
|state = released<br />
|logo = <br />
|forum = 20166<br />
|author = [[User:TheFlameTouched|TheFlameTouched]]<br />
|version = v1.2<br />
|comp = Alpha 13<br />
|firstrelease = 2016-05-16<br />
}}<br />
<br />
Traits grant special bonuses or conditions to your colonists in addition to adding flavor and allowing more complex player-conceived stories based on those characters. <br/><br />
These are traits added by TheFlameTouched in his mod called More Traits<br />
<br />
<br />
'''Change log:''' <br><br />
v.1 - Initial Release. <br><br />
v.1.1 - Typo fixes and slight rebalancing, fixed errors. <br><br />
v.1.2 - Added more traits, fixed issues <br><br />
<br />
=All traits v1=<br />
<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Name<br />
! Description<br />
! Effect<br />
!Conflicting Traits<br />
|-<br />
! Hardened<br />
| NAME has become accustomed to the harsh reality of death and the horrible things that sometimes need to be done. This has made HIM more mentally stable.<br />
| Mental break threshold -3<br />
Mood not affected by sight of death, unburied corpses, prisoners sold into slavery, sleeping outside <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Psychopath<br />
Cannibal<br />
Slaver<br />
|-<br />
! Veteran<br />
| NAME is no stranger to battle and death, HE doesn't mind the sight of death or killing.<br />
| Melee skill +3, Shooting skill +3, Medicine skill -3, Growing skill -3, Crafting skill -3 <br/><br />
Mood not affected by sight of death or unburied corpses <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Psychopath<br />
Hardened<br />
|-<br />
! Rookie<br />
| NAME has been training with weapons for a while now, and while HE is not anything special with them, HE is more proficient at killing than most individuals.<br />
| Melee skill +2, Shooting skill +2 <br/><br />
Melee hit chance +10% <br/><br />
5% Faster aiming, 5% Higher accuracy <br/><br />
Mood not affected by sight of death, unburied corpses<br/> <br />
| Elite, Hardened, Numb, Commando, Killer, Marksman, Veteran, Reaver, LazyEye<br />
|-<br />
! Elite<br />
| NAME has been training to fight for a long time, and HE has grown into a formidable opponent.<br />
| Melee skill +6, Shooting skill +6 <br/><br />
Melee hit chance +50% <br/><br />
25% Faster aiming, 25% Higher accuracy <br/><br />
Mood not affected by sight of death, unburied corpses<br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Rookie, Hardened, Numb, Commando, Killer, Marksman, Veteran, Reaver, LazyEye<br />
|-<br />
! Commando<br />
| NAME has been forged in the fires of battle and is a true threat on any battlefield.<br />
| Melee skill +8, Shooting skill +8 <br/><br />
Melee hit chance +100% <br/><br />
50% Faster aiming, 50% Higher accuracy <br/><br />
Mental break threshold -7%, Movement speed +20% <br/><br />
Mood not affected by sight of death or unburied corpses <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Elite, Hardened, Numb, Rookie, Killer, Marksman, Veteran, Reaver, LazyEye<br />
|-<br />
! Marksman<br />
| NAME has a natural affinity with any ranged weapon and has spent HIS time honing HIS natural abilities further.<br />
| Melee skill -6, Shooting skill +8 <br/><br />
25% Higher accuracy <br/><br />
Mood not affected by sight of death or unburied corpses <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Elite, Hardened, Numb, Rookie, Killer, Commando, Veteran, Reaver, LazyEye<br />
|-<br />
! Reaver<br />
| NAME prefers to be where the blood flows most freely in battle. In accordance with this HE has focused on mastering melee weapons.<br />
| Melee skill +8, Shooting skill -6 <br/><br />
Melee hit chance +75% <br/><br />
Mood not affected by sight of death or unburied corpses <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Elite, Hardened, Numb, Rookie, Killer, Commando, Veteran, Marksman, LazyEye<br />
|-<br />
! Combat Medic<br />
| NAME has been training to heal the men he serves with from a young age, HE is proficient in both healing and killing, creating a deadly combo for the unsuspecting foe.<br />
| Medicine skill +6, Shooting skill +4 <br/><br />
5% Faster aiming, 5% Higher accuracy <br/><br />
Mood not affected by sight of death, unburied corpses<br/><br />
| Elite, Hardened, Commando, Veteran, Marksman, LazyEye<br />
|-<br />
! Animal Lover<br />
| NAME has a passion for animals. HECAP has spent as much time with HIS pets as possible.<br />
| Animal skill +4, Social skill -2 <br><br />
+8 mood boost for being nuzzled(default is +4)<br />
| Allergic<br />
Psychopath<br />
|-<br />
! Medical Savant<br />
| NAME understands the art of medicine like no one else can. However, they don't understand people half as well.<br />
| Medicine skill +6, Social skill -4, Artistic skill -4<br />
| Technical Savant<br />
Artistic Savant<br />
|-<br />
! Technical Savant<br />
| NAME has always been able to intuitively figure out how devices work and come together. Unfortunately HE doesn't have the same insight when it comes to people.<br />
| Crafting skill +6, Social skill -4, Artistic skill -4<br />
| Medical Savant<br />
Artistic Savant<br />
|-<br />
! Artistic Savant<br />
| NAME has always been able to reach people on an emotional level with HIS work.<br />
| Artistic skill +6, Social skill -4, Crafting skill -4<br />
| Technical Savant<br />
Medical Savant<br />
|-<br />
! DIY Enthusiast<br />
| NAME enjoys working with HIS hands and building things.<br />
| Contruction skill +4, Growing skill +2, Medicine skill -4<br />
| -<br />
|-<br />
! Naive<br />
| NAME is a generally happy and likable person, but death bothers HIM more than others.<br />
| Social skill +2<br />
Permanent +12 mood modifier<br />
| Hardened, Survivor, Veteran, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, Medic, Reaver, Marksman, Elite, Rookie, Commando, Numb<br />
|-<br />
! Numb<br />
| NAME is emotionally numb and as such is very non-expressive about most things.<br />
| Social skill -2<br />
Mental break threshold -7% <br/><br />
Permanent -2 mood modifier<br />
| Psychopath<br />
Naive<br />
|-<br />
! Focused<br />
| NAME has an easy time staying focused, and gets things done faster than the average person.<br />
| Work speed +10%<br />
| Forgetful<br />
ADHD<br />
|-<br />
! Forgetful<br />
| NAME is forgetful at the worst of times, reducing overall work speed.<br />
| Work speed -10%<br />
| Focused<br />
ADHD<br />
|-<br />
! RimWorlder<br />
| For most people the Rimworlds are a dangerous, hostile place. Not for NAME, as no decision is too dark, no situation can not provide either profit or humour for HIM, often at the expense of others. Where others think HE's gone too far, HECAP doesnt think HE's gone far enough yet. This is HIS planet, it just doesn't know it yet.<br />
| Mental break threshold -7% <br/><br />
Mood not affected by prisoners sold into slavery or butchering of people<br />
| Hardened, Survivor, Veteran, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, Medic, Reaver, Marksman, Elite, Rookie, Killer, Naive, Numb, Paranoid, Confident<br />
|-<br />
! Slaver<br />
| For NAME, people are money and as such HECAP hates seeing good merchandise damaged.<br />
| Mood not affected by prisoners sold into slavery<br />
| Rookie, Hardened, Naive, Commando, Killer, Marksman, Veteran, Reaver, Psychopath<br />
|-<br />
! Killer<br />
| NAME likes to fight but more importantly, HECAP likes to kill. HISCAP main focus in life is to take it away from as many opposing individuals as possible. To this end HECAP has honed his fighting skills, and is slightly more deadly both up close and at range.<br />
| Melee skill +4, Shooting skill +4 <br/><br />
Melee hit chance +25% <br/><br />
10% Faster aiming, 10% Higher accuracy <br/><br />
Mood not affected by sight of death, unburied corpses<br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Rookie, Hardened, Naive, Commando, Killer, Marksman, Veteran, Reaver, Psychopath<br />
|-<br />
! Silver Tongue<br />
| NAME likes to talk and hates to fight, fortunately for HIM, HE's good at talking HIS way out of almost anything. <br />
| Social skill +6, Shooting skill -6, Melee skill -6<br />
| Psychopath<br />
Asperger <br/><br />
Introvert<br />
|-<br />
! Hero<br />
| NAME is the hero of this story, or at least HE's trying to be, and has been all HIS life. <br />
| Social skill +3, Shooting skill +3, Melee skill +3 <br/><br />
Growing skill -3, Crafting skill -3, Research skill -3, Cooking skill -3, Construction skill -3<br />
| Psychopath<br />
Asperger <br/><br />
Introvert<br />
|-<br />
! Born Leader<br />
| NAME has been a leader since the first time HECAP made a friend, people are drawn to HIM naturally.<br />
| Social skill +6<br />
| Psychopath<br />
Asperger <br/><br />
Introvert<br />
|-<br />
! Strong<br />
| NAME is abnormally strong and has worked on being even stronger. <br />
| Melee skill +8<br />
| -<br />
|-<br />
! Tough<br />
| NAME is a lot tougher than most think HECAP is. <br />
| Melee skill +4<br />
Mental break threshold -4% <br/><br />
Comfy Temp. Min/Max: -14 / +14 <br/><br />
Mood not affected by sleeping outside<br />
| -<br />
|-<br />
! Quick<br />
| NAME is abnormally quick. <br />
| Work speed +25%, Movement speed +25%<br />
| -<br />
|-<br />
! Shy<br />
| NAME is exceptionally shy.<br />
| Social skill -4<br />
| -<br />
|-<br />
! Ignorant<br />
| NAME is not a fan of knowledge and is stubborn. A truly unfortunate situation. <br />
| Social skill -4, Research skill -4<br />
| Too Smart<br />
Chaotic Genius <br><br />
Dumb<br />
|-<br />
! Paranoid<br />
| NAME believes that everyone is out to get HIM and for the first time in HIS life, HE seems to be right.<br />
| Social skill -2<br />
Mental break threshold +5%<br />
| Confident<br />
|-<br />
! Confident<br />
| NAME is fairly confident that everything is going to be alright. <br />
| Social skill +2<br />
Mental break threshold -5%<br />
| Paranoid<br />
|-<br />
! Survivor<br />
| NAME can and will do anything to survive...<br />
| Animal skill -3, Medicine skill -3, Artistic skill -3, Cooking skill -3, Mining skill -3, Growing skill -3, Social skill -3, Research skill -3, Construction skill -3<br />
Mood not affected by sight of death, unburied corpses, prisoners sold into slavery, sleeping outside <br/><br />
Mood loss from cannibalism -50%<br />
| Hardened, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, RimWorlder, Slaver<br />
|-<br />
! Pragmatist<br />
| NAME is practical, and will cross any line if it serves HIM best. HE isn't bothered by limiting moral choices, after all, HE is just looking out for number 1.<br />
| Social skill -2 <br/><br />
Mood not affected by sight of death, unburied corpses, prisoners sold into slavery, butchering of people <br/><br />
Mood loss from cannibalism -50%<br />
| Hardened, Survivor, Veteran, Doomsday Prepper, Psychopath, Cannibal, RimWorlder, Slaver<br />
|-<br />
! Doomsday Prepper<br />
| NAME is prepared for death and destruction. HE has honed his prepping skills and neglected other area's.<br />
| Growing skill +1, Crafting skill +1, Shooting skill +1 <br/><br />
Social skill -2, Animal skill -2, Artistic skill -2<br />
| Hardened, Survivor ,Veteran, Pragmatist, Psychopath, Cannibal, Rimworlder<br />
|-<br />
! Slacker<br />
| NAME is set in HIS ways of doing as little as possible, as slow as possible.<br />
| Work speed -10%, Movement speed -10%<br />
| Hard Worker<br />
Focused <br><br />
Forgetful<br />
|-<br />
! Photophobia<br />
| NAME has an aversion to light, prefering the safety of the dark.<br />
| +3 mood when in darkness(instead of normal -3 mood)<br />
| -<br />
|-<br />
! Agoraphobia<br />
| NAME has a fear of open spaces, while HE can manage relatively fine in them, HE is much more comfortable indoors.<br />
| Minor cabin fever gives +7 mood(instead of normal -7 mood)<br />
Serious cabin fever gives +15 mood(instead of normal -15 mood)<br />
| -<br />
|-<br />
|}<br />
<br />
= Added traits v1.2 =<br />
<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Name<br />
! Description<br />
! Effect<br />
! Conflicting Traits<br />
|-<br />
! Aspergers Syndrome<br />
| Born with Aspergers Syndrome, NAME has slowly learnt to handle HIS setback.<br />
| Social skill -3 <br><br />
Learning speed -30% <br><br />
Movement speed -5% <br><br />
Shooting accuracy -15% <br><br />
| ADHD<br />
|-<br />
! ADHD<br />
| NAME has ADHD and finds it extremely hard to stay focused on anyone task for long. HECAP is constantly flitting around as a result.<br />
| Learning speed -20% <br><br />
Movement speed +15% <br><br />
Work speed -10%<br />
| Focused<br />
Forgetful<br />
|-<br />
! Lazyeye'd<br />
| NAME has a rather unfortunate disability for being on a RimWorld. HECAP has a lazy-eye, making hitting anything much harder<br />
| Work Speed -5% <br>'<br />
Shooting accuracy -30%<br />
| Elite, Hardened, Numb, Commando, Killer, Marksman, Veteran, Reaver, Rookie<br />
|-<br />
! Allergic<br />
| NAME has never liked animals, which isn't helped by the endless sneezing fits HE goes into when in close proximity to one.<br />
| -4 mood loss for being nuzzled <br><br />
(default is +4)<br />
| Animal Lover<br />
|-<br />
! Party Animal<br />
| NAME is the life of the party and at times it seems that all HE lives for is to party.<br />
| Social skill +4 <br><br />
Work speed -10%<br />
| Introvert<br />
|-<br />
! Religious<br />
| NAME has found faith and peace of mind in HIS religion and is more prepared for what may come than others.<br />
| Mental break threshold +5% <br><br />
Permanent +8 mood modifier<br />
| Fanatic<br />
Cultist<br />
|-<br />
! Fanatic<br />
| NAME has found religon and is prepared to do what ever is required to make others accept its truth.<br />
| Social skill -2, Melee skill +2 <br><br />
Shooting skill +2 <br><br />
Mental break threshold +3% <br><br />
Permanent +2 mood modifier<br />
| Religious<br />
Cultist<br />
|-<br />
! Cultist<br />
| NAME has heard the call constantly since HE was young. HECAP has followed it across the galaxy, worshipping the soothing sound until HE finally found its source. However on the planet that houses HIS god the call is intermitant, and only occasionally can HE hear its soothing song.<br />
| Social skill -2 <br><br />
Psychic drones give positive instead of negative mood boost.<br />
| Psychic Sensitivity<br />
|-<br />
! Dumb<br />
| NAME isn't exactly the sharpest tool in the shed, but they didn't get to where they are by letting that hold them back.<br />
| Research skill -8 <br><br />
Learning speed -50% <br><br />
Work speed +33%<br />
| Too Smart<br />
Volatile Genius<br />
|-<br />
! Volatile Genius<br />
| NAME is unbelievably smart, however HE is also extremely unstable.<br />
| Learning speed +100% <br><br />
Mental break threshold +20% <br><br />
Thrice as likely to start social fights<br />
| Too Smart<br />
Dumb<br />
|-<br />
! Viking wannabe<br />
| NAME has read all the stories, myths and legends HE could find about the ancient vikings, and while they've never painted an accurate picture of the vikings, NAME knows that HE wants to be one more than anything.<br />
| Melee skill +4 <br><br />
Melee hit chance +10% <br><br />
Comfy Temp. Min/Max: -10 / -1<br />
| Elite, Hardened, Numb, Commando, Marksman, Veteran<br />
|-<br />
! Fat<br />
| NAME hates exercise, and despite the fact that HE eats as much as a normal person, HIS sedentary lifestyle has made HIM exceptionally fat.<br />
| Melee skill -4 <br><br />
Movement speed -30% <br />
| Fit<br />
Fast <br><br />
Speed Offsets<br />
|-<br />
! Fit<br />
| NAME loves exercise, and HIS time spent conditioning HIS body has paid off.<br />
| Melee skill +4 <br><br />
Movement speed +30%<br />
| Fat<br />
|-<br />
! Workaholic<br />
| NAME has worked hard to get where HE is and HE doesn't plan on stopping now.<br />
| Work speed +40%<br />
| Slacker<br />
|-</div>Peppsenhttps://rimworldwiki.com/index.php?title=More_Traits_(mod)&diff=38669More Traits (mod)2016-05-24T16:39:07Z<p>Peppsen: </p>
<hr />
<div>{{infobox custom|mod<br />
|name = More Traits<br />
|state = released<br />
|logo = <br />
|forum = 20166<br />
|author = [[User:TheFlameTouched|TheFlameTouched]]<br />
|version = v1.2<br />
|comp = Alpha 13<br />
|firstrelease = 2016-05-16<br />
}}<br />
<br />
Traits grant special bonuses or conditions to your colonists in addition to adding flavor and allowing more complex player-conceived stories based on those characters. <br/><br />
These are traits added by TheFlameTouched in his mod called More Traits<br />
<br />
<br />
'''Change log:''' <br><br />
v.1 - Initial Release. <br><br />
v.1.1 - Typo fixes and slight rebalancing, fixed errors. <br><br />
v.1.2 - Added more traits, fixed issues <br><br />
<br />
=All traits v1=<br />
<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Name<br />
! Description<br />
! Effect<br />
!Conflicting Traits<br />
|-<br />
! Hardened<br />
| NAME has become accustomed to the harsh reality of death and the horrible things that sometimes need to be done. This has made HIM more mentally stable.<br />
| Mental break threshold -3<br />
Mood not affected by sight of death, unburied corpses, prisoners sold into slavery, sleeping outside <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Psychopath<br />
|-<br />
! Veteran<br />
| NAME is no stranger to battle and death, HE doesn't mind the sight of death or killing.<br />
| Melee skill +3, Shooting skill +3, Medicine skill -3, Growing skill -3, Crafting skill -3 <br/><br />
Mood not affected by sight of death or unburied corpses <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Psychopath<br />
Hardened<br />
|-<br />
! Rookie<br />
| NAME has been training with weapons for a while now, and while HE is not anything special with them, HE is more proficient at killing than most individuals.<br />
| Melee skill +2, Shooting skill +2 <br/><br />
Melee hit chance +10% <br/><br />
5% Faster aiming, 5% Higher accuracy <br/><br />
Mood not affected by sight of death, unburied corpses<br/> <br />
| Elite<br />
Hardened <br/><br />
Numb<br />
|-<br />
! Elite<br />
| NAME has been training to fight for a long time, and HE has grown into a formidable opponent.<br />
| Melee skill +6, Shooting skill +6 <br/><br />
Melee hit chance +50% <br/><br />
25% Faster aiming, 25% Higher accuracy <br/><br />
Mood not affected by sight of death, unburied corpses<br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| -<br />
|-<br />
! Commando<br />
| NAME has been forged in the fires of battle and is a true threat on any battlefield.<br />
| Melee skill +8, Shooting skill +8 <br/><br />
Melee hit chance +100% <br/><br />
50% Faster aiming, 50% Higher accuracy <br/><br />
Mental break threshold -7%, Movement speed +20% <br/><br />
Mood not affected by sight of death or unburied corpses <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| -<br />
|-<br />
! Marksman<br />
| NAME has a natural affinity with any ranged weapon and has spent HIS time honing HIS natural abilities further.<br />
| Melee skill -6, Shooting skill +8 <br/><br />
25% Higher accuracy <br/><br />
Mood not affected by sight of death or unburied corpses <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| -<br />
|-<br />
! Reaver<br />
| NAME prefers to be where the blood flows most freely in battle. In accordance with this HE has focused on mastering melee weapons.<br />
| Melee skill +8, Shooting skill -6 <br/><br />
Melee hit chance +75% <br/><br />
Mood not affected by sight of death or unburied corpses <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| -<br />
|-<br />
! Combat Medic<br />
| NAME has been training to heal the men he serves with from a young age, HE is proficient in both healing and killing, creating a deadly combo for the unsuspecting foe.<br />
| Medicine skill +6, Shooting skill +4 <br/><br />
5% Faster aiming, 5% Higher accuracy <br/><br />
Mood not affected by sight of death, unburied corpses<br/><br />
| -<br />
|-<br />
! Animal Lover<br />
| NAME has a passion for animals. HECAP has spent as much time with HIS pets as possible.<br />
| Animal skill +4, Social skill -2<br />
| -<br />
|-<br />
! Medical Savant<br />
| NAME understands the art of medicine like no one else can. However, they don't understand people half as well.<br />
| Medicine skill +6, Social skill -4, Artistic skill -4<br />
| -<br />
|-<br />
! Technical Savant<br />
| NAME has always been able to intuitively figure out how devices work and come together. Unfortunately HE doesn't have the same insight when it comes to people.<br />
| Crafting skill +6, Social skill -4, Artistic skill -4<br />
| -<br />
|-<br />
! Artistic Savant<br />
| NAME has always been able to reach people on an emotional level with HIS work.<br />
| Artistic skill +6, Social skill -4, Crafting skill -4<br />
| -<br />
|-<br />
! DIY Enthusiast<br />
| NAME enjoys working with HIS hands and building things.<br />
| Contruction skill +4, Growing skill +2, Medicine skill -4<br />
| -<br />
|-<br />
! Naive<br />
| NAME is a generally happy and likable person, but death bothers HIM more than others.<br />
| Social skill +2<br />
Permanent +12 mood modifier<br />
| Hardened, Survivor, Veteran, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, Medic, Reaver, Marksman, Elite, Rookie, Commando<br />
|-<br />
! Numb<br />
| NAME is emotionally numb and as such is very non-expressive about most things.<br />
| Social skill -2<br />
Mental break threshold -7% <br/><br />
Permanent -2 mood modifier<br />
| Psychopath<br />
|-<br />
! Focused<br />
| NAME has an easy time staying focused, and gets things done faster than the average person.<br />
| Work speed +10%<br />
| -<br />
|-<br />
! Forgetful<br />
| NAME is forgetful at the worst of times, reducing overall work speed.<br />
| Work speed -10%<br />
| -<br />
|-<br />
! RimWorlder<br />
| For most people the Rimworlds are a dangerous, hostile place. Not for NAME, as no decision is too dark, no situation can not provide either profit or humour for HIM, often at the expense of others. Where others think HE's gone too far, HECAP doesnt think HE's gone far enough yet. This is HIS planet, it just doesn't know it yet.<br />
| Mental break threshold -7% <br/><br />
Mood not affected by prisoners sold into slavery or butchering of people<br />
| Hardened, Survivor, Veteran, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, Medic, Reaver, Marksman, Elite, Rookie, Killer<br />
|-<br />
! Slaver<br />
| For NAME, people are money and as such HECAP hates seeing good merchandise damaged.<br />
| Mood not affected by prisoners sold into slavery<br />
| -<br />
|-<br />
! Killer<br />
| NAME likes to fight but more importantly, HECAP likes to kill. HISCAP main focus in life is to take it away from as many opposing individuals as possible. To this end HECAP has honed his fighting skills, and is slightly more deadly both up close and at range.<br />
| Melee skill +4, Shooting skill +4 <br/><br />
Melee hit chance +25% <br/><br />
10% Faster aiming, 10% Higher accuracy <br/><br />
Mood not affected by sight of death, unburied corpses<br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| -<br />
|-<br />
! Silver Tongue<br />
| NAME likes to talk and hates to fight, fortunately for HIM, HE's good at talking HIS way out of almost anything. <br />
| Social skill +6, Shooting skill -6, Melee skill -6<br />
| Psychopath<br />
|-<br />
! Hero<br />
| NAME is the hero of this story, or at least HE's trying to be, and has been all HIS life. <br />
| Social skill +3, Shooting skill +3, Melee skill +3 <br/><br />
Growing skill -3, Crafting skill -3, Research skill -3, Cooking skill -3, Construction skill -3<br />
| Psychopath<br />
|-<br />
! Born Leader<br />
| NAME has been a leader since the first time HECAP made a friend, people are drawn to HIM naturally.<br />
| Social skill +6<br />
| Psychopath<br />
|-<br />
! Strong<br />
| NAME is abnormally strong and has worked on being even stronger. <br />
| Melee skill +8<br />
| -<br />
|-<br />
! Tough<br />
| NAME is a lot tougher than most think HECAP is. <br />
| Melee skill +4<br />
Mental break threshold -4% <br/><br />
Comfy Temp. Min/Max: -14 / +14 <br/><br />
Mood not affected by sleeping outside<br />
| -<br />
|-<br />
! Quick<br />
| NAME is abnormally quick. <br />
| Work speed +25%, Movement speed +25%<br />
| -<br />
|-<br />
! Shy<br />
| NAME is exceptionally shy.<br />
| Social skill -4<br />
| -<br />
|-<br />
! Ignorant<br />
| NAME is not a fan of knowledge and is stubborn. A truly unfortunate situation. <br />
| Social skill -4, Research skill -4<br />
| -<br />
|-<br />
! Paranoid<br />
| NAME believes that everyone is out to get HIM and for the first time in HIS life, HE seems to be right.<br />
| Social skill -2<br />
Mental break threshold +5%<br />
| -<br />
|-<br />
! Confident<br />
| NAME is fairly confident that everything is going to be alright. <br />
| Social skill +2<br />
Mental break threshold -50%<br />
| -<br />
|-<br />
! Survivor<br />
| NAME can and will do anything to survive...<br />
| Animal skill -3, Medicine skill -3, Artistic skill -3, Cooking skill -3, Mining skill -3, Growing skill -3, Social skill -3, Research skill -3, Construction skill -3<br />
Mood not affected by sight of death, unburied corpses, prisoners sold into slavery, sleeping outside <br/><br />
Mood loss from cannibalism -50%<br />
| Hardened, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, RimWorlder<br />
|-<br />
! Pragmatist<br />
| NAME is practical, and will cross any line if it serves HIM best. HE isn't bothered by limiting moral choices, after all, HE is just looking out for number 1.<br />
| Social skill -2 <br/><br />
Mood not affected by sight of death, unburied corpses, prisoners sold into slavery, butchering of people <br/><br />
Mood loss from cannibalism -50%<br />
| Hardened, Survivor, Veteran, Doomsday Prepper, Psychopath, Cannibal, RimWorlder<br />
|-<br />
! Doomsday Prepper<br />
| NAME is prepared for death and destruction. HE has honed his prepping skills and neglected other area's.<br />
| Growing skill +1, Crafting skill +1, Shooting skill +1 <br/><br />
Social skill -2, Animal skill -2, Artistic skill -2<br />
| Hardened, Survivor ,Veteran, Pragmatist, Psychopath, Cannibal, Rimworlder<br />
|-<br />
! Slacker<br />
| NAME is set in HIS ways of doing as little as possible, as slow as possible.<br />
| Work speed -10%, Movement speed -10%<br />
| -<br />
|-<br />
! Photophobia<br />
| NAME has an aversion to light, prefering the safety of the dark.<br />
| +3 mood when in darkness(instead of normal -3 mood)<br />
| -<br />
|-<br />
! Agoraphobia<br />
| NAME has a fear of open spaces, while HE can manage relatively fine in them, HE is much more comfortable indoors.<br />
| Minor cabin fever gives +7 mood(instead of normal -7 mood)<br />
Serious cabin fever gives +15 mood(instead of normal -15 mood)<br />
| -<br />
|-<br />
|}<br />
<br />
= Added traits v1.2 =<br />
<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Name<br />
! Description<br />
! Effect<br />
! Conflicting Traits<br />
|-<br />
! <br />
| <br />
|<br />
| <br />
|-</div>Peppsenhttps://rimworldwiki.com/index.php?title=More_Traits_(mod)&diff=38668More Traits (mod)2016-05-24T16:32:23Z<p>Peppsen: </p>
<hr />
<div>{{infobox custom|mod<br />
|name = More Traits<br />
|state = released<br />
|logo = <br />
|forum = 20166<br />
|author = [[User:TheFlameTouched|TheFlameTouched]]<br />
|version = v1.2<br />
|comp = Alpha 13<br />
|firstrelease = 2016-05-16<br />
}}<br />
<br />
Traits grant special bonuses or conditions to your colonists in addition to adding flavor and allowing more complex player-conceived stories based on those characters. <br/><br />
These are traits added by TheFlameTouched in his mod called More Traits<br />
<br />
Change log: <br />
v.1 - Initial Release.<br />
v.1.1 - Typo fixes and slight rebalancing, fixed errors.<br />
v.1.2 - Added more traits, fixed issues<br />
<br />
=All traits(so far)=<br />
<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Name<br />
! Description<br />
! Effect<br />
!Conflicting Traits<br />
|-<br />
! Hardened<br />
| NAME has become accustomed to the harsh reality of death and the horrible things that sometimes need to be done. This has made HIM more mentally stable.<br />
| Mental break threshold -3<br />
Mood not affected by sight of death, unburied corpses, prisoners sold into slavery, sleeping outside <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Psychopath<br />
|-<br />
! Veteran<br />
| NAME is no stranger to battle and death, HE doesn't mind the sight of death or killing.<br />
| Melee skill +3, Shooting skill +3, Medicine skill -3, Growing skill -3, Crafting skill -3 <br/><br />
Mood not affected by sight of death or unburied corpses <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Psychopath<br />
Hardened<br />
|-<br />
! Rookie<br />
| NAME has been training with weapons for a while now, and while HE is not anything special with them, HE is more proficient at killing than most individuals.<br />
| Melee skill +2, Shooting skill +2 <br/><br />
Melee hit chance +10% <br/><br />
5% Faster aiming, 5% Higher accuracy <br/><br />
Mood not affected by sight of death, unburied corpses<br/> <br />
| Elite<br />
Hardened <br/><br />
Numb<br />
|-<br />
! Elite<br />
| NAME has been training to fight for a long time, and HE has grown into a formidable opponent.<br />
| Melee skill +6, Shooting skill +6 <br/><br />
Melee hit chance +50% <br/><br />
25% Faster aiming, 25% Higher accuracy <br/><br />
Mood not affected by sight of death, unburied corpses<br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| -<br />
|-<br />
! Commando<br />
| NAME has been forged in the fires of battle and is a true threat on any battlefield.<br />
| Melee skill +8, Shooting skill +8 <br/><br />
Melee hit chance +100% <br/><br />
50% Faster aiming, 50% Higher accuracy <br/><br />
Mental break threshold -7%, Movement speed +20% <br/><br />
Mood not affected by sight of death or unburied corpses <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| -<br />
|-<br />
! Marksman<br />
| NAME has a natural affinity with any ranged weapon and has spent HIS time honing HIS natural abilities further.<br />
| Melee skill -6, Shooting skill +8 <br/><br />
25% Higher accuracy <br/><br />
Mood not affected by sight of death or unburied corpses <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| -<br />
|-<br />
! Reaver<br />
| NAME prefers to be where the blood flows most freely in battle. In accordance with this HE has focused on mastering melee weapons.<br />
| Melee skill +8, Shooting skill -6 <br/><br />
Melee hit chance +75% <br/><br />
Mood not affected by sight of death or unburied corpses <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| -<br />
|-<br />
! Combat Medic<br />
| NAME has been training to heal the men he serves with from a young age, HE is proficient in both healing and killing, creating a deadly combo for the unsuspecting foe.<br />
| Medicine skill +6, Shooting skill +4 <br/><br />
5% Faster aiming, 5% Higher accuracy <br/><br />
Mood not affected by sight of death, unburied corpses<br/><br />
| -<br />
|-<br />
! Animal Lover<br />
| NAME has a passion for animals. HECAP has spent as much time with HIS pets as possible.<br />
| Animal skill +4, Social skill -2<br />
| -<br />
|-<br />
! Medical Savant<br />
| NAME understands the art of medicine like no one else can. However, they don't understand people half as well.<br />
| Medicine skill +6, Social skill -4, Artistic skill -4<br />
| -<br />
|-<br />
! Technical Savant<br />
| NAME has always been able to intuitively figure out how devices work and come together. Unfortunately HE doesn't have the same insight when it comes to people.<br />
| Crafting skill +6, Social skill -4, Artistic skill -4<br />
| -<br />
|-<br />
! Artistic Savant<br />
| NAME has always been able to reach people on an emotional level with HIS work.<br />
| Artistic skill +6, Social skill -4, Crafting skill -4<br />
| -<br />
|-<br />
! DIY Enthusiast<br />
| NAME enjoys working with HIS hands and building things.<br />
| Contruction skill +4, Growing skill +2, Medicine skill -4<br />
| -<br />
|-<br />
! Naive<br />
| NAME is a generally happy and likable person, but death bothers HIM more than others.<br />
| Social skill +2<br />
Permanent +12 mood modifier<br />
| Hardened, Survivor, Veteran, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, Medic, Reaver, Marksman, Elite, Rookie, Commando<br />
|-<br />
! Numb<br />
| NAME is emotionally numb and as such is very non-expressive about most things.<br />
| Social skill -2<br />
Mental break threshold -7% <br/><br />
Permanent -2 mood modifier<br />
| Psychopath<br />
|-<br />
! Focused<br />
| NAME has an easy time staying focused, and gets things done faster than the average person.<br />
| Work speed +10%<br />
| -<br />
|-<br />
! Forgetful<br />
| NAME is forgetful at the worst of times, reducing overall work speed.<br />
| Work speed -10%<br />
| -<br />
|-<br />
! RimWorlder<br />
| For most people the Rimworlds are a dangerous, hostile place. Not for NAME, as no decision is too dark, no situation can not provide either profit or humour for HIM, often at the expense of others. Where others think HE's gone too far, HECAP doesnt think HE's gone far enough yet. This is HIS planet, it just doesn't know it yet.<br />
| Mental break threshold -7% <br/><br />
Mood not affected by prisoners sold into slavery or butchering of people<br />
| Hardened, Survivor, Veteran, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, Medic, Reaver, Marksman, Elite, Rookie, Killer<br />
|-<br />
! Slaver<br />
| For NAME, people are money and as such HECAP hates seeing good merchandise damaged.<br />
| Mood not affected by prisoners sold into slavery<br />
| -<br />
|-<br />
! Killer<br />
| NAME likes to fight but more importantly, HECAP likes to kill. HISCAP main focus in life is to take it away from as many opposing individuals as possible. To this end HECAP has honed his fighting skills, and is slightly more deadly both up close and at range.<br />
| Melee skill +4, Shooting skill +4 <br/><br />
Melee hit chance +25% <br/><br />
10% Faster aiming, 10% Higher accuracy <br/><br />
Mood not affected by sight of death, unburied corpses<br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| -<br />
|-<br />
! Silver Tongue<br />
| NAME likes to talk and hates to fight, fortunately for HIM, HE's good at talking HIS way out of almost anything. <br />
| Social skill +6, Shooting skill -6, Melee skill -6<br />
| Psychopath<br />
|-<br />
! Hero<br />
| NAME is the hero of this story, or at least HE's trying to be, and has been all HIS life. <br />
| Social skill +3, Shooting skill +3, Melee skill +3 <br/><br />
Growing skill -3, Crafting skill -3, Research skill -3, Cooking skill -3, Construction skill -3<br />
| Psychopath<br />
|-<br />
! Born Leader<br />
| NAME has been a leader since the first time HECAP made a friend, people are drawn to HIM naturally.<br />
| Social skill +6<br />
| Psychopath<br />
|-<br />
! Strong<br />
| NAME is abnormally strong and has worked on being even stronger. <br />
| Melee skill +8<br />
| -<br />
|-<br />
! Tough<br />
| NAME is a lot tougher than most think HECAP is. <br />
| Melee skill +4<br />
Mental break threshold -4% <br/><br />
Comfy Temp. Min/Max: -14 / +14 <br/><br />
Mood not affected by sleeping outside<br />
| -<br />
|-<br />
! Quick<br />
| NAME is abnormally quick. <br />
| Work speed +25%, Movement speed +25%<br />
| -<br />
|-<br />
! Shy<br />
| NAME is exceptionally shy.<br />
| Social skill -4<br />
| -<br />
|-<br />
! Ignorant<br />
| NAME is not a fan of knowledge and is stubborn. A truly unfortunate situation. <br />
| Social skill -4, Research skill -4<br />
| -<br />
|-<br />
! Paranoid<br />
| NAME believes that everyone is out to get HIM and for the first time in HIS life, HE seems to be right.<br />
| Social skill -2<br />
Mental break threshold +5%<br />
| -<br />
|-<br />
! Confident<br />
| NAME is fairly confident that everything is going to be alright. <br />
| Social skill +2<br />
Mental break threshold -50%<br />
| -<br />
|-<br />
! Survivor<br />
| NAME can and will do anything to survive...<br />
| Animal skill -3, Medicine skill -3, Artistic skill -3, Cooking skill -3, Mining skill -3, Growing skill -3, Social skill -3, Research skill -3, Construction skill -3<br />
Mood not affected by sight of death, unburied corpses, prisoners sold into slavery, sleeping outside <br/><br />
Mood loss from cannibalism -50%<br />
| Hardened, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, RimWorlder<br />
|-<br />
! Pragmatist<br />
| NAME is practical, and will cross any line if it serves HIM best. HE isn't bothered by limiting moral choices, after all, HE is just looking out for number 1.<br />
| Social skill -2 <br/><br />
Mood not affected by sight of death, unburied corpses, prisoners sold into slavery, butchering of people <br/><br />
Mood loss from cannibalism -50%<br />
| Hardened, Survivor, Veteran, Doomsday Prepper, Psychopath, Cannibal, RimWorlder<br />
|-<br />
! Doomsday Prepper<br />
| NAME is prepared for death and destruction. HE has honed his prepping skills and neglected other area's.<br />
| Growing skill +1, Crafting skill +1, Shooting skill +1 <br/><br />
Social skill -2, Animal skill -2, Artistic skill -2<br />
| Hardened, Survivor ,Veteran, Pragmatist, Psychopath, Cannibal, Rimworlder<br />
|-<br />
! Slacker<br />
| NAME is set in HIS ways of doing as little as possible, as slow as possible.<br />
| Work speed -10%, Movement speed -10%<br />
| -<br />
|-<br />
! Photophobia<br />
| NAME has an aversion to light, prefering the safety of the dark.<br />
| +3 mood when in darkness(instead of normal -3 mood)<br />
| -<br />
|-<br />
! Agoraphobia<br />
| NAME has a fear of open spaces, while HE can manage relatively fine in them, HE is much more comfortable indoors.<br />
| Minor cabin fever gives +7 mood(instead of normal -7 mood)<br />
Serious cabin fever gives +15 mood(instead of normal -15 mood)<br />
| -<br />
|-</div>Peppsenhttps://rimworldwiki.com/index.php?title=More_Traits_(mod)&diff=38653More Traits (mod)2016-05-19T12:24:40Z<p>Peppsen: </p>
<hr />
<div>{{infobox custom|mod<br />
|name = More Traits<br />
|state = released<br />
|logo = <br />
|forum = 20166<br />
|author = [[User:TheFlameTouched|TheFlameTouched]]<br />
|version = v1<br />
|comp = Alpha 13<br />
|firstrelease = 2016-05-16<br />
}}<br />
<br />
Traits grant special bonuses or conditions to your colonists in addition to adding flavor and allowing more complex player-conceived stories based on those characters. <br/><br />
These are traits added by TheFlameTouched in his mod called More Traits v1<br />
<br />
=All traits(so far)=<br />
<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Name<br />
! Description<br />
! Effect<br />
!Conflicting Traits<br />
|-<br />
! Hardened<br />
| NAME has become accustomed to the harsh reality of death and the horrible things that sometimes need to be done. This has made HIM more mentally stable.<br />
| Mental break threshold -3<br />
Mood not affected by sight of death, unburied corpses, prisoners sold into slavery, sleeping outside <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Psychopath<br />
|-<br />
! Veteran<br />
| NAME is no stranger to battle and death, HE doesn't mind the sight of death or killing.<br />
| Melee skill +3, Shooting skill +3, Medicine skill -3, Growing skill -3, Crafting skill -3 <br/><br />
Mood not affected by sight of death or unburied corpses <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Psychopath<br />
Hardened<br />
|-<br />
! Rookie<br />
| NAME has been training with weapons for a while now, and while HE is not anything special with them, HE is more proficient at killing than most individuals.<br />
| Melee skill +2, Shooting skill +2 <br/><br />
Melee hit chance +10% <br/><br />
5% Faster aiming, 5% Higher accuracy <br/><br />
Mood not affected by sight of death, unburied corpses<br/> <br />
| Elite<br />
Hardened <br/><br />
Numb<br />
|-<br />
! Elite<br />
| NAME has been training to fight for a long time, and HE has grown into a formidable opponent.<br />
| Melee skill +6, Shooting skill +6 <br/><br />
Melee hit chance +50% <br/><br />
25% Faster aiming, 25% Higher accuracy <br/><br />
Mood not affected by sight of death, unburied corpses<br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| -<br />
|-<br />
! Commando<br />
| NAME has been forged in the fires of battle and is a true threat on any battlefield.<br />
| Melee skill +8, Shooting skill +8 <br/><br />
Melee hit chance +100% <br/><br />
50% Faster aiming, 50% Higher accuracy <br/><br />
Mental break threshold -7%, Movement speed +20% <br/><br />
Mood not affected by sight of death or unburied corpses <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| -<br />
|-<br />
! Marksman<br />
| NAME has a natural affinity with any ranged weapon and has spent HIS time honing HIS natural abilities further.<br />
| Melee skill -6, Shooting skill +8 <br/><br />
25% Higher accuracy <br/><br />
Mood not affected by sight of death or unburied corpses <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| -<br />
|-<br />
! Reaver<br />
| NAME prefers to be where the blood flows most freely in battle. In accordance with this HE has focused on mastering melee weapons.<br />
| Melee skill +8, Shooting skill -6 <br/><br />
Melee hit chance +75% <br/><br />
Mood not affected by sight of death or unburied corpses <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| -<br />
|-<br />
! Combat Medic<br />
| NAME has been training to heal the men he serves with from a young age, HE is proficient in both healing and killing, creating a deadly combo for the unsuspecting foe.<br />
| Medicine skill +6, Shooting skill +4 <br/><br />
5% Faster aiming, 5% Higher accuracy <br/><br />
Mood not affected by sight of death, unburied corpses<br/><br />
| -<br />
|-<br />
! Animal Lover<br />
| NAME has a passion for animals. HECAP has spent as much time with HIS pets as possible.<br />
| Animal skill +4, Social skill -2<br />
| -<br />
|-<br />
! Medical Savant<br />
| NAME understands the art of medicine like no one else can. However, they don't understand people half as well.<br />
| Medicine skill +6, Social skill -4, Artistic skill -4<br />
| -<br />
|-<br />
! Technical Savant<br />
| NAME has always been able to intuitively figure out how devices work and come together. Unfortunately HE doesn't have the same insight when it comes to people.<br />
| Crafting skill +6, Social skill -4, Artistic skill -4<br />
| -<br />
|-<br />
! Artistic Savant<br />
| NAME has always been able to reach people on an emotional level with HIS work.<br />
| Artistic skill +6, Social skill -4, Crafting skill -4<br />
| -<br />
|-<br />
! DIY Enthusiast<br />
| NAME enjoys working with HIS hands and building things.<br />
| Contruction skill +4, Growing skill +2, Medicine skill -4<br />
| -<br />
|-<br />
! Naive<br />
| NAME is a generally happy and likable person, but death bothers HIM more than others.<br />
| Social skill +2<br />
Permanent +12 mood modifier<br />
| Hardened, Survivor, Veteran, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, Medic, Reaver, Marksman, Elite, Rookie, Commando<br />
|-<br />
! Numb<br />
| NAME is emotionally numb and as such is very non-expressive about most things.<br />
| Social skill -2<br />
Mental break threshold -7% <br/><br />
Permanent -2 mood modifier<br />
| Psychopath<br />
|-<br />
! Focused<br />
| NAME has an easy time staying focused, and gets things done faster than the average person.<br />
| Work speed +10%<br />
| -<br />
|-<br />
! Forgetful<br />
| NAME is forgetful at the worst of times, reducing overall work speed.<br />
| Work speed -10%<br />
| -<br />
|-<br />
! RimWorlder<br />
| For most people the Rimworlds are a dangerous, hostile place. Not for NAME, as no decision is too dark, no situation can not provide either profit or humour for HIM, often at the expense of others. Where others think HE's gone too far, HECAP doesnt think HE's gone far enough yet. This is HIS planet, it just doesn't know it yet.<br />
| Mental break threshold -7% <br/><br />
Mood not affected by prisoners sold into slavery or butchering of people<br />
| Hardened, Survivor, Veteran, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, Medic, Reaver, Marksman, Elite, Rookie, Killer<br />
|-<br />
! Slaver<br />
| For NAME, people are money and as such HECAP hates seeing good merchandise damaged.<br />
| Mood not affected by prisoners sold into slavery<br />
| -<br />
|-<br />
! Killer<br />
| NAME likes to fight but more importantly, HECAP likes to kill. HISCAP main focus in life is to take it away from as many opposing individuals as possible. To this end HECAP has honed his fighting skills, and is slightly more deadly both up close and at range.<br />
| Melee skill +4, Shooting skill +4 <br/><br />
Melee hit chance +25% <br/><br />
10% Faster aiming, 10% Higher accuracy <br/><br />
Mood not affected by sight of death, unburied corpses<br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| -<br />
|-<br />
! Silver Tongue<br />
| NAME likes to talk and hates to fight, fortunately for HIM, HE's good at talking HIS way out of almost anything. <br />
| Social skill +6, Shooting skill -6, Melee skill -6<br />
| Psychopath<br />
|-<br />
! Hero<br />
| NAME is the hero of this story, or at least HE's trying to be, and has been all HIS life. <br />
| Social skill +3, Shooting skill +3, Melee skill +3 <br/><br />
Growing skill -3, Crafting skill -3, Research skill -3, Cooking skill -3, Construction skill -3<br />
| Psychopath<br />
|-<br />
! Born Leader<br />
| NAME has been a leader since the first time HECAP made a friend, people are drawn to HIM naturally.<br />
| Social skill +6<br />
| Psychopath<br />
|-<br />
! Strong<br />
| NAME is abnormally strong and has worked on being even stronger. <br />
| Melee skill +8<br />
| -<br />
|-<br />
! Tough<br />
| NAME is a lot tougher than most think HECAP is. <br />
| Melee skill +4<br />
Mental break threshold -4% <br/><br />
Comfy Temp. Min/Max: -14 / +14 <br/><br />
Mood not affected by sleeping outside<br />
| -<br />
|-<br />
! Quick<br />
| NAME is abnormally quick. <br />
| Work speed +25%, Movement speed +25%<br />
| -<br />
|-<br />
! Shy<br />
| NAME is exceptionally shy.<br />
| Social skill -4<br />
| -<br />
|-<br />
! Ignorant<br />
| NAME is not a fan of knowledge and is stubborn. A truly unfortunate situation. <br />
| Social skill -4, Research skill -4<br />
| -<br />
|-<br />
! Paranoid<br />
| NAME believes that everyone is out to get HIM and for the first time in HIS life, HE seems to be right.<br />
| Social skill -2<br />
Mental break threshold +5%<br />
| -<br />
|-<br />
! Confident<br />
| NAME is fairly confident that everything is going to be alright. <br />
| Social skill +2<br />
Mental break threshold -50%<br />
| -<br />
|-<br />
! Survivor<br />
| NAME can and will do anything to survive...<br />
| Animal skill -3, Medicine skill -3, Artistic skill -3, Cooking skill -3, Mining skill -3, Growing skill -3, Social skill -3, Research skill -3, Construction skill -3<br />
Mood not affected by sight of death, unburied corpses, prisoners sold into slavery, sleeping outside <br/><br />
Mood loss from cannibalism -50%<br />
| Hardened, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, RimWorlder<br />
|-<br />
! Pragmatist<br />
| NAME is practical, and will cross any line if it serves HIM best. HE isn't bothered by limiting moral choices, after all, HE is just looking out for number 1.<br />
| Social skill -2 <br/><br />
Mood not affected by sight of death, unburied corpses, prisoners sold into slavery, butchering of people <br/><br />
Mood loss from cannibalism -50%<br />
| Hardened, Survivor, Veteran, Doomsday Prepper, Psychopath, Cannibal, RimWorlder<br />
|-<br />
! Doomsday Prepper<br />
| NAME is prepared for death and destruction. HE has honed his prepping skills and neglected other area's.<br />
| Growing skill +1, Crafting skill +1, Shooting skill +1 <br/><br />
Social skill -2, Animal skill -2, Artistic skill -2<br />
| Hardened, Survivor ,Veteran, Pragmatist, Psychopath, Cannibal, Rimworlder<br />
|-<br />
! Slacker<br />
| NAME is set in HIS ways of doing as little as possible, as slow as possible.<br />
| Work speed -10%, Movement speed -10%<br />
| -<br />
|-<br />
! Photophobia<br />
| NAME has an aversion to light, prefering the safety of the dark.<br />
| +3 mood when in darkness(instead of normal -3 mood)<br />
| -<br />
|-<br />
! Agoraphobia<br />
| NAME has a fear of open spaces, while HE can manage relatively fine in them, HE is much more comfortable indoors.<br />
| Minor cabin fever gives +7 mood(instead of normal -7 mood)<br />
Serious cabin fever gives +15 mood(instead of normal -15 mood)<br />
| -<br />
|-</div>Peppsenhttps://rimworldwiki.com/index.php?title=More_Traits_(mod)&diff=38652More Traits (mod)2016-05-19T12:23:34Z<p>Peppsen: Should be done</p>
<hr />
<div>{{infobox custom|mod<br />
|name = More Traits<br />
|state = released<br />
|logo = <br />
|forum = 20166<br />
|author = [[User:TheFlameTouched|TheFlameTouched]]<br />
|version = v1<br />
|comp = Alpha 13<br />
|firstrelease = 2016-05-16<br />
}}<br />
<br />
Traits grant special bonuses or conditions to your colonists in addition to adding flavor and allowing more complex player-conceived stories based on those characters. <br/><br />
These are traits added by TheFlameTouched in his mod called More Traits v1<br />
<br />
=All traits(so far)=<br />
<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Name<br />
! Description<br />
! Effect<br />
!Conflicting Traits<br />
|-<br />
! Hardened<br />
| NAME has become accustomed to the harsh reality of death and the horrible things that sometimes need to be done. This has made HIM more mentally stable.<br />
| Mental break threshold -3<br />
Mood not affected by sight of death, unburied corpses, prisoners sold into slavery, sleeping outside <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Psychopath<br />
|-<br />
! Veteran<br />
| NAME is no stranger to battle and death, HE doesn't mind the sight of death or killing.<br />
| Melee skill +3, Shooting skill +3, Medicine skill -3, Growing skill -3, Crafting skill -3 <br/><br />
Mood not affected by sight of death or unburied corpses <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Psychopath<br />
Hardened<br />
|-<br />
! Rookie<br />
| NAME has been training with weapons for a while now, and while HE is not anything special with them, HE is more proficient at killing than most individuals.<br />
| Melee skill +2, Shooting skill +2 <br/><br />
Melee hit chance +10% <br/><br />
5% Faster aiming, 5% Higher accuracy <br/><br />
Mood not affected by sight of death, unburied corpses<br/> <br />
| Elite<br />
Hardened <br/><br />
Numb<br />
|-<br />
! Elite<br />
| NAME has been training to fight for a long time, and HE has grown into a formidable opponent.<br />
| Melee skill +6, Shooting skill +6 <br/><br />
Melee hit chance +50% <br/><br />
25% Faster aiming, 25% Higher accuracy <br/><br />
Mood not affected by sight of death, unburied corpses<br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| -<br />
|-<br />
! Commando<br />
| NAME has been forged in the fires of battle and is a true threat on any battlefield.<br />
| Melee skill +8, Shooting skill +8 <br/><br />
Melee hit chance +100% <br/><br />
50% Faster aiming, 50% Higher accuracy <br/><br />
Mental break threshold -7%, Movement speed +20% <br/><br />
Mood not affected by sight of death or unburied corpses <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| -<br />
|-<br />
! Marksman<br />
| NAME has a natural affinity with any ranged weapon and has spent HIS time honing HIS natural abilities further.<br />
| Melee skill -6, Shooting skill +8 <br/><br />
25% Higher accuracy <br/><br />
Mood not affected by sight of death or unburied corpses <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| -<br />
|-<br />
! Reaver<br />
| NAME prefers to be where the blood flows most freely in battle. In accordance with this HE has focused on mastering melee weapons.<br />
| Melee skill +8, Shooting skill -6 <br/><br />
Melee hit chance +75% <br/><br />
Mood not affected by sight of death or unburied corpses <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| -<br />
|-<br />
! Combat Medic<br />
| NAME has been training to heal the men he serves with from a young age, HE is proficient in both healing and killing, creating a deadly combo for the unsuspecting foe.<br />
| Medicine skill +6, Shooting skill +4 <br/><br />
5% Faster aiming, 5% Higher accuracy <br/><br />
Mood not affected by sight of death, unburied corpses<br/><br />
| -<br />
|-<br />
! Animal Lover<br />
| NAME has a passion for animals. HECAP has spent as much time with HIS pets as possible.<br />
| Animal skill +4, Social skill -2<br />
| -<br />
|-<br />
! Medical Savant<br />
| NAME understands the art of medicine like no one else can. However, they don't understand people half as well.<br />
| Medicine skill +6, Social skill -4, Artistic skill -4<br />
| -<br />
|-<br />
! Technical Savant<br />
| NAME has always been able to intuitively figure out how devices work and come together. Unfortunately HE doesn't have the same insight when it comes to people.<br />
| Crafting skill +6, Social skill -4, Artistic skill -4<br />
| -<br />
|-<br />
! Artistic Savant<br />
| NAME has always been able to reach people on an emotional level with HIS work.<br />
| Artistic skill +6, Social skill -4, Crafting skill -4<br />
| -<br />
|-<br />
! DIY Enthusiast<br />
| NAME enjoys working with HIS hands and building things.<br />
| Contruction skill +4, Growing skill +2, Medicine skill -4<br />
| -<br />
|-<br />
! Naive<br />
| NAME is a generally happy and likable person, but death bothers HIM more than others.<br />
| Social skill +2<br />
Permanent +12 mood modifier<br />
| Hardened, Survivor, Veteran, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, Medic, Reaver, Marksman, Elite, Rookie, Commando<br />
|-<br />
! Numb<br />
| NAME is emotionally numb and as such is very non-expressive about most things.<br />
| Social skill -2<br />
Mental break threshold -7% <br/><br />
Permanent -2 mood modifier<br />
| Psychopath<br />
|-<br />
! Focused<br />
| NAME has an easy time staying focused, and gets things done faster than the average person.<br />
| Work speed +10%<br />
| -<br />
|-<br />
! Forgetful<br />
| NAME is forgetful at the worst of times, reducing overall work speed.<br />
| Work speed -10%<br />
| -<br />
|-<br />
! RimWorlder<br />
| For most people the Rimworlds are a dangerous, hostile place. Not for NAME, as no decision is too dark, no situation can not provide either profit or humour for HIM, often at the expense of others. Where others think HE's gone too far, HECAP doesnt think HE's gone far enough yet. This is HIS planet, it just doesn't know it yet.<br />
| Mental break threshold -7% <br/><br />
Mood not affected by prisoners sold into slavery or butchering of people<br />
| Hardened, Survivor, Veteran, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, Medic, Reaver, Marksman, Elite, Rookie, Killer<br />
|-<br />
! Slaver<br />
| For NAME, people are money and as such HECAP hates seeing good merchandise damaged.<br />
| Mood not affected by prisoners sold into slavery<br />
| -<br />
|-<br />
! Killer<br />
| NAME likes to fight but more importantly, HECAP likes to kill. HISCAP main focus in life is to take it away from as many opposing individuals as possible. To this end HECAP has honed his fighting skills, and is slightly more deadly both up close and at range.<br />
| Melee skill +4, Shooting skill +4 <br/><br />
Melee hit chance +25% <br/><br />
10% Faster aiming, 10% Higher accuracy <br/><br />
Mood not affected by sight of death, unburied corpses<br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| -<br />
|-<br />
! Silver Tongue<br />
| NAME likes to talk and hates to fight, fortunately for HIM, HE's good at talking HIS way out of almost anything. <br />
| Social skill +6, Shooting skill -6, Melee skill -6<br />
| Psychopath<br />
|-<br />
! Hero<br />
| NAME is the hero of this story, or at least HE's trying to be, and has been all HIS life. <br />
| Social skill +3, Shooting skill +3, Melee skill +3 <br/><br />
Growing skill -3, Crafting skill -3, Research skill -3, Cooking skill -3, Construction skill -3<br />
| Psychopath<br />
|-<br />
! Born Leader<br />
| NAME has been a leader since the first time HECAP made a friend, people are drawn to HIM naturally.<br />
| Social skill +6<br />
| Psychopath<br />
|-<br />
! Strong<br />
| NAME is abnormally strong and has worked on being even stronger. <br />
| Melee skill +8<br />
| -<br />
|-<br />
! Tough<br />
| NAME is a lot tougher than most think HECAP is. <br />
| Melee skill +4<br />
Mental break threshold -4% <br/><br />
Comfy Temp. Min/Max: -14 / +14 <br/><br />
Mood not affected by sleeping outside<br />
| -<br />
|-<br />
! Quick<br />
| NAME is abnormally quick. <br />
| Work speed +25%, Movement speed +25%<br />
| -<br />
|-<br />
! Shy<br />
| NAME is exceptionally shy.<br />
| Social skill -4<br />
| -<br />
|-<br />
! Ignorant<br />
| NAME is not a fan of knowledge and is stubborn. A truly unfortunate situation. <br />
| Social skill -4, Research skill -4<br />
| -<br />
|-<br />
! Paranoid<br />
| NAME believes that everyone is out to get HIM and for the first time in HIS life, HE seems to be right.<br />
| Social skill -2<br />
Mental break threshold +5%<br />
| -<br />
|-<br />
! Confident<br />
| NAME is fairly confident that everything is going to be alright. <br />
| Social skill +2<br />
Mental break threshold -50%<br />
| -<br />
|-<br />
! Survivor<br />
| NAME can and will do anything to survive...<br />
| Animal skill -3, Medicine skill -3, Artistic skill -3, Cooking skill -3, Mining skill -3, Growing skill -3, Social skill -3, Research skill -3, Construction skill -3<br />
Mood not affected by sight of death, unburied colonists, prisoners sold into slavery, sleeping outside <br/><br />
Mood loss from cannibalism -50%<br />
| Hardened, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, RimWorlder<br />
|-<br />
! Pragmatist<br />
| NAME is practical, and will cross any line if it serves HIM best. HE isn't bothered by limiting moral choices, after all, HE is just looking out for number 1.<br />
| Social skill -2 <br/><br />
Mood not affected by sight of death, unburied corpses, prisoners sold into slavery, butchering of people <br/><br />
Mood loss from cannibalism -50%<br />
| Hardened, Survivor, Veteran, Doomsday Prepper, Psychopath, Cannibal, RimWorlder<br />
|-<br />
! Doomsday Prepper<br />
| NAME is prepared for death and destruction. HE has honed his prepping skills and neglected other area's.<br />
| Growing skill +1, Crafting skill +1, Shooting skill +1 <br/><br />
Social skill -2, Animal skill -2, Artistic skill -2<br />
| Hardened, Survivor ,Veteran, Pragmatist, Psychopath, Cannibal, Rimworlder<br />
|-<br />
! Slacker<br />
| NAME is set in HIS ways of doing as little as possible, as slow as possible.<br />
| Work speed -10%, Movement speed -10%<br />
| -<br />
|-<br />
! Photophobia<br />
| NAME has an aversion to light, prefering the safety of the dark.<br />
| +3 mood when in darkness(instead of normal -3 mood)<br />
| -<br />
|-<br />
! Agoraphobia<br />
| NAME has a fear of open spaces, while HE can manage relatively fine in them, HE is much more comfortable indoors.<br />
| Minor cabin fever gives +7 mood(instead of normal -7 mood)<br />
Serious cabin fever gives +15 mood(instead of normal -15 mood)<br />
| -<br />
|-</div>Peppsenhttps://rimworldwiki.com/index.php?title=More_Traits_(mod)&diff=38650More Traits (mod)2016-05-18T19:17:58Z<p>Peppsen: </p>
<hr />
<div>{{infobox custom|mod<br />
|name = More Traits<br />
|state = released<br />
|logo = <br />
|forum = 20166<br />
|author = [[User:TheFlameTouched|TheFlameTouched]]<br />
|version = v1<br />
|comp = Alpha 13<br />
|firstrelease = 2016-05-16<br />
}}<br />
<br />
Traits grant special bonuses or conditions to your colonists in addition to adding flavor and allowing more complex player-conceived stories based on those characters. <br/><br />
These are traits added by TheFlameTouched in his mod called More Traits v1<br />
<br />
=All traits(so far)=<br />
<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Name<br />
! Description<br />
! Effect<br />
!Conflicting Traits<br />
|-<br />
! Hardened<br />
| NAME has become accustomed to the harsh reality of death and the horrible things that sometimes need to be done. This has made HIM more mentally stable.<br />
| Mental break threshold -3<br />
Mood not affected by sight of death, unburied colonists, prisoners sold into slavery, sleeping outside <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Psychopath<br />
|-<br />
! Veteran<br />
| NAME is no stranger to battle and death, HE doesn't mind the sight of death or killing.<br />
| Melee skill +3, Shooting skill +3, Medicine skill -3, Growing skill -3, Crafting skill -3 <br/><br />
Mood not affected by sight of death or unburied colonists <br/><br />
+3 mood for being wounded in action<br />
| Psychopath<br />
Hardened<br />
|-<br />
! Rookie<br />
| NAME has been training with weapons for a while now, and while HE is not anything special with them, HE is more proficient at killing than most individuals.<br />
| Melee skill +2, Shooting skill +2 <br/><br />
Melee hit chance +10% <br/><br />
5% Faster aiming, 5% Higher accuracy <br />
| Elite<br />
Hardened <br/><br />
Numb<br />
|-<br />
! Elite<br />
| NAME has been training to fight for a long time, and HE has grown into a formidable opponent.<br />
| Melee skill +6, Shooting skill +6 <br/><br />
Melee hit chance +50% <br/><br />
25% Faster aiming, 25% Higher accuracy<br />
| -<br />
|-<br />
! Commando<br />
| NAME has been forged in the fires of battle and is a true threat on any battlefield.<br />
| Melee skill +8, Shooting skill +8 <br/><br />
Melee hit chance +100% <br/><br />
50% Faster aiming, 50% Higher accuracy <br/><br />
Mental break threshold -7%, Movement speed +20%<br />
| -<br />
|-<br />
! Marksman<br />
| NAME has a natural affinity with any ranged weapon and has spent HIS time honing HIS natural abilities further.<br />
| Melee skill -6, Shooting skill +8 <br/><br />
25% Higher accuracy<br />
| -<br />
|-<br />
! Reaver<br />
| NAME prefers to be where the blood flows most freely in battle. In accordance with this HE has focused on mastering melee weapons.<br />
| Melee skill +8, Shooting skill -6 <br/><br />
Melee hit chance +75%<br />
| -<br />
|-<br />
! Combat Medic<br />
| NAME has been training to heal the men he serves with from a young age, HE is proficient in both healing and killing, creating a deadly combo for the unsuspecting foe.<br />
| Medicine skill +6, Shooting skill +4 <br/><br />
5% Faster aiming, 5% Higher accuracy<br />
| -<br />
|-<br />
! Animal Lover<br />
| NAME has a passion for animals. HECAP has spent as much time with HIS pets as possible.<br />
| Animal skill +4, Social skill -2<br />
| -<br />
|-<br />
! Medical Savant<br />
| NAME understands the art of medicine like no one else can. However, they don't understand people half as well.<br />
| Medicine skill +6, Social skill -4, Artistic skill -4<br />
| -<br />
|-<br />
! Technical Savant<br />
| NAME has always been able to intuitively figure out how devices work and come together. Unfortunately HE doesn't have the same insight when it comes to people.<br />
| Crafting skill +6, Social skill -4, Artistic skill -4<br />
| -<br />
|-<br />
! Artistic Savant<br />
| NAME has always been able to reach people on an emotional level with HIS work.<br />
| Artistic skill +6, Social skill -4, Crafting skill -4<br />
| -<br />
|-<br />
! DIY Enthusiast<br />
| NAME enjoys working with HIS hands and building things.<br />
| Contruction skill +4, Growing skill +2, Medicine skill -4<br />
| -<br />
|-<br />
! Naive<br />
| NAME is a generally happy and likable person, but death bothers HIM more than others.<br />
| Social skill +2<br />
Permanent +12 mood modifier<br />
| Hardened, Survivor, Veteran, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, Medic, Reaver, Marksman, Elite, Rookie, Commando<br />
|-<br />
! Numb<br />
| NAME is emotionally numb and as such is very non-expressive about most things.<br />
| Social skill -2<br />
Mental break threshold -7% <br/><br />
Permanent -2 mood modifier<br />
| Psychopath<br />
|-<br />
! Focused<br />
| NAME has an easy time staying focused, and gets things done faster than the average person.<br />
| Work speed +10%<br />
| -<br />
|-<br />
! Forgetful<br />
| NAME is forgetful at the worst of times, reducing overall work speed.<br />
| Work speed -10%<br />
| -<br />
|-<br />
! RimWorlder<br />
| For most people the Rimworlds are a dangerous, hostile place. Not for NAME, as no decision is too dark, no situation can not provide either profit or humour for HIM, often at the expense of others. Where others think HE's gone too far, HECAP doesnt think HE's gone far enough yet. This is HIS planet, it just doesn't know it yet.<br />
| Mental break threshold -7%<br />
| Hardened, Survivor, Veteran, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, Medic, Reaver, Marksman, Elite, Rookie, Killer<br />
|-<br />
! Slaver<br />
| For NAME, people are money and as such HECAP hates seeing good merchandise damaged.<br />
| <br />
| -<br />
|-<br />
! Killer<br />
| NAME likes to fight but more importantly, HECAP likes to kill. HISCAP main focus in life is to take it away from as many opposing individuals as possible. To this end HECAP has honed his fighting skills, and is slightly more deadly both up close and at range.<br />
| Melee skill +4, Shooting skill +4 <br/><br />
Melee hit chance +25% <br/><br />
10% Faster aiming, 10% Higher accuracy<br />
| -<br />
|-<br />
! Silver Tongue<br />
| NAME likes to talk and hates to fight, fortunately for HIM, HE's good at talking HIS way out of almost anything. <br />
| Social skill +6, Shooting skill -6, Melee skill -6<br />
| Psychopath<br />
|-<br />
! Hero<br />
| NAME is the hero of this story, or at least HE's trying to be, and has been all HIS life. <br />
| Social skill +3, Shooting skill +3, Melee skill +3 <br/><br />
Growing skill -3, Crafting skill -3, Research skill -3, Cooking skill -3, Construction skill -3<br />
| Psychopath<br />
|-<br />
! Born Leader<br />
| NAME has been a leader since the first time HECAP made a friend, people are drawn to HIM naturally.<br />
| Social skill +6<br />
| Psychopath<br />
|-<br />
! Strong<br />
| NAME is abnormally strong and has worked on being even stronger. <br />
| Melee skill +8<br />
| -<br />
|-<br />
! Tough<br />
| NAME is a lot tougher than most think HECAP is. <br />
| Melee skill +4<br />
Mental break threshold -4% <br/><br />
Comfy Temp. Min/Max: -14 / +14<br />
| -<br />
|-<br />
! Quick<br />
| NAME is abnormally quick. <br />
| Work speed +25%, Movement speed +25%<br />
| -<br />
|-<br />
! Shy<br />
| NAME is exceptionally shy.<br />
| Social skill -4<br />
| -<br />
|-<br />
! Ignorant<br />
| NAME is not a fan of knowledge and is stubborn. A truly unfortunate situation. <br />
| Social skill -4, Research skill -4<br />
| -<br />
|-<br />
! Paranoid<br />
| NAME believes that everyone is out to get HIM and for the first time in HIS life, HE seems to be right.<br />
| Social skill -2<br />
Mental break threshold +5%<br />
| -<br />
|-<br />
! Confident<br />
| NAME is fairly confident that everything is going to be alright. <br />
| Social skill +2<br />
Mental break threshold -50%<br />
| -<br />
|-<br />
! Survivor<br />
| NAME can and will do anything to survive...<br />
| Animal skill -3, Medicine skill -3, Artistic skill -3, Cooking skill -3, Mining skill -3, Growing skill -3, Social skill -3, Research skill -3, Construction skill -3<br />
Mood not affected by sight of death, unburied colonists, prisoners sold into slavery, sleeping outside <br/><br />
Mood loss from cannibalism -50%<br />
| Hardened, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, RimWorlder<br />
|-<br />
! Pragmatist<br />
| NAME is practical, and will cross any line if it serves HIM best. HE isn't bothered by limiting moral choices, after all, HE is just looking out for number 1.<br />
| Social skill -2<br />
| Hardened, Survivor, Veteran, Doomsday Prepper, Psychopath, Cannibal, RimWorlder<br />
|-<br />
! Doomsday Prepper<br />
| NAME is prepared for death and destruction. HE has honed his prepping skills and neglected other area's.<br />
| Growing skill +1, Crafting skill +1, Shooting skill +1 <br/><br />
Social skill -2, Animal skill -2, Artistic skill -2<br />
| Hardened, Survivor ,Veteran, Pragmatist, Psychopath, Cannibal, Rimworlder<br />
|-<br />
! Slacker<br />
| NAME is set in HIS ways of doing as little as possible, as slow as possible.<br />
| Work speed -10%, Movement speed -10%<br />
| -<br />
|-<br />
! Photophobia<br />
| NAME has an aversion to light, prefering the safety of the dark.<br />
| +3 mood when in darkness(instead of normal -3 mood)<br />
| -<br />
|-<br />
! Agoraphobia<br />
| NAME has a fear of open spaces, while HE can manage relatively fine in them, HE is much more comfortable indoors.<br />
| Minor cabin fever gives +7 mood(instead of normal -7 mood)<br />
Serious cabin fever gives +15 mood(instead of normal -15 mood)<br />
| -<br />
|-</div>Peppsenhttps://rimworldwiki.com/index.php?title=More_Traits_(mod)&diff=38649More Traits (mod)2016-05-18T19:10:30Z<p>Peppsen: </p>
<hr />
<div>{{infobox custom|mod<br />
|name = More Traits<br />
|state = released<br />
|logo = <br />
|forum = 20166<br />
|author = [[User:TheFlameTouched|TheFlameTouched]]<br />
|version = v1<br />
|comp = Alpha 13<br />
|firstrelease = 2016-05-16<br />
}}<br />
<br />
Traits grant special bonuses or conditions to your colonists in addition to adding flavor and allowing more complex player-conceived stories based on those characters. <br/><br />
These are traits added by TheFlameTouched in his mod called More Traits v1<br />
<br />
=All traits(so far)=<br />
<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Name<br />
! Description<br />
! Effect<br />
!Conflicting Traits<br />
|-<br />
! Hardened<br />
| NAME has become accustomed to the harsh reality of death and the horrible things that sometimes need to be done. This has made HIM more mentally stable.<br />
| Mental break threshold -3<br />
Mood not affected by sight of death, unburied colonists, prisoners sold into slavery, sleeping outside <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Psychopath<br />
|-<br />
! Veteran<br />
| NAME is no stranger to battle and death, HE doesn't mind the sight of death or killing.<br />
| Melee skill +3, Shooting skill +3, Medicine skill -3, Growing skill -3, Crafting skill -3 <br/><br />
Mood not affected by sight of death or unburied colonists <br/><br />
+3 mood for being wounded in action<br />
| Psychopath<br />
Hardened<br />
|-<br />
! Rookie<br />
| NAME has been training with weapons for a while now, and while HE is not anything special with them, HE is more proficient at killing than most individuals.<br />
| Melee skill +2, Shooting skill +2 <br/><br />
Melee hit chance +10% <br/><br />
5% Faster aiming, 5% Higher accuracy <br />
| Elite<br />
Hardened <br/><br />
Numb<br />
|-<br />
! Elite<br />
| NAME has been training to fight for a long time, and HE has grown into a formidable opponent.<br />
| Melee skill +6, Shooting skill +6 <br/><br />
Melee hit chance +50% <br/><br />
25% Faster aiming, 25% Higher accuracy<br />
| -<br />
|-<br />
! Commando<br />
| NAME has been forged in the fires of battle and is a true threat on any battlefield.<br />
| Melee skill +8, Shooting skill +8 <br/><br />
Melee hit chance +100% <br/><br />
50% Faster aiming, 50% Higher accuracy <br/><br />
Mental break threshold -7%, Movement speed +20%<br />
| -<br />
|-<br />
! Marksman<br />
| NAME has a natural affinity with any ranged weapon and has spent HIS time honing HIS natural abilities further.<br />
| Melee skill -6, Shooting skill +8 <br/><br />
25% Higher accuracy<br />
| -<br />
|-<br />
! Reaver<br />
| NAME prefers to be where the blood flows most freely in battle. In accordance with this HE has focused on mastering melee weapons.<br />
| Melee skill +8, Shooting skill -6 <br/><br />
Melee hit chance +75%<br />
| -<br />
|-<br />
! Combat Medic<br />
| NAME has been training to heal the men he serves with from a young age, HE is proficient in both healing and killing, creating a deadly combo for the unsuspecting foe.<br />
| Medicine skill +6, Shooting skill +4 <br/><br />
5% Faster aiming, 5% Higher accuracy<br />
| -<br />
|-<br />
! Animal Lover<br />
| NAME has a passion for animals. HECAP has spent as much time with HIS pets as possible.<br />
| Animal skill +4, Social skill -2<br />
| -<br />
|-<br />
! Medical Savant<br />
| NAME understands the art of medicine like no one else can. However, they don't understand people half as well.<br />
| Medicine skill +6, Social skill -4, Artistic skill -4<br />
| -<br />
|-<br />
! Technical Savant<br />
| NAME has always been able to intuitively figure out how devices work and come together. Unfortunately HE doesn't have the same insight when it comes to people.<br />
| Crafting skill +6, Social skill -4, Artistic skill -4<br />
| -<br />
|-<br />
! Artistic Savant<br />
| NAME has always been able to reach people on an emotional level with HIS work.<br />
| Artistic skill +6, Social skill -4, Crafting skill -4<br />
| -<br />
|-<br />
! DIY Enthusiast<br />
| NAME enjoys working with HIS hands and building things.<br />
| Contruction skill +4, Growing skill +2, Medicine skill -4<br />
| -<br />
|-<br />
! Naive<br />
| NAME is a generally happy and likable person, but death bothers HIM more than others.<br />
| Social skill +2<br />
Permanent +12 mood modifier<br />
| Hardened, Survivor, Veteran, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, Medic, Reaver, Marksman, Elite, Rookie, Commando<br />
|-<br />
! Numb<br />
| NAME is emotionally numb and as such is very non-expressive about most things.<br />
| Social skill -2<br />
Mental break threshold -7% <br/><br />
Permanent -2 mood modifier<br />
| Psychopath<br />
|-<br />
! Focused<br />
| NAME has an easy time staying focused, and gets things done faster than the average person.<br />
| Work speed +10%<br />
| -<br />
|-<br />
! Forgetful<br />
| NAME is forgetful at the worst of times, reducing overall work speed.<br />
| Work speed -10%<br />
| -<br />
|-<br />
! RimWorlder<br />
| For most people the Rimworlds are a dangerous, hostile place. Not for NAME, as no decision is too dark, no situation can not provide either profit or humour for HIM, often at the expense of others. Where others think HE's gone too far, HECAP doesnt think HE's gone far enough yet. This is HIS planet, it just doesn't know it yet.<br />
| Mental break threshold -7%<br />
| Hardened, Survivor, Veteran, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, Medic, Reaver, Marksman, Elite, Rookie, Killer<br />
|-<br />
! Slaver<br />
| For NAME, people are money and as such HECAP hates seeing good merchandise damaged.<br />
| <br />
| -<br />
|-<br />
! Killer<br />
| NAME likes to fight but more importantly, HECAP likes to kill. HISCAP main focus in life is to take it away from as many opposing individuals as possible. To this end HECAP has honed his fighting skills, and is slightly more deadly both up close and at range.<br />
| Melee skill +4, Shooting skill +4 <br/><br />
Melee hit chance +25% <br/><br />
10% Faster aiming, 10% Higher accuracy<br />
| -<br />
|-<br />
! Silver Tongue<br />
| NAME likes to talk and hates to fight, fortunately for HIM, HE's good at talking HIS way out of almost anything. <br />
| Social skill +6, Shooting skill -6, Melee skill -6<br />
| Psychopath<br />
|-<br />
! Hero<br />
| NAME is the hero of this story, or at least HE's trying to be, and has been all HIS life. <br />
| Social skill +3, Shooting skill +3, Melee skill +3 <br/><br />
Growing skill -3, Crafting skill -3, Research skill -3, Cooking skill -3, Construction skill -3<br />
| Psychopath<br />
|-<br />
! Born Leader<br />
| NAME has been a leader since the first time HECAP made a friend, people are drawn to HIM naturally.<br />
| Social skill +6<br />
| Psychopath<br />
|-<br />
! Strong<br />
| NAME is abnormally strong and has worked on being even stronger. <br />
| Melee skill +8<br />
| -<br />
|-<br />
! Tough<br />
| NAME is a lot tougher than most think HECAP is. <br />
| Melee skill +4<br />
Mental break threshold -4% <br/><br />
Comfy Temp. Min/Max: -14 / +14<br />
| -<br />
|-<br />
! Quick<br />
| NAME is abnormally quick. <br />
| Work speed +25%, Movement speed +25%<br />
| -<br />
|-<br />
! Shy<br />
| NAME is exceptionally shy.<br />
| Social skill -4<br />
| -<br />
|-<br />
! Ignorant<br />
| NAME is not a fan of knowledge and is stubborn. A truly unfortunate situation. <br />
| Social skill -4, Research skill -4<br />
| -<br />
|-<br />
! Paranoid<br />
| NAME believes that everyone is out to get HIM and for the first time in HIS life, HE seems to be right.<br />
| Social skill -2<br />
Mental break threshold +5%<br />
| -<br />
|-<br />
! Confident<br />
| NAME is fairly confident that everything is going to be alright. <br />
| Social skill +2<br />
Mental break threshold -50%<br />
| -<br />
|-<br />
! Survivor<br />
| NAME can and will do anything to survive...<br />
| Animal skill -3, Medicine skill -3, Artistic skill -3, Cooking skill -3, Mining skill -3, Growing skill -3, Social skill -3, Research skill -3, Construction skill -3<br />
| Hardened, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, RimWorlder<br />
|-<br />
! Pragmatist<br />
| NAME is practical, and will cross any line if it serves HIM best. HE isn't bothered by limiting moral choices, after all, HE is just looking out for number 1.<br />
| Social skill -2<br />
| Hardened, Survivor, Veteran, Doomsday Prepper, Psychopath, Cannibal, RimWorlder<br />
|-<br />
! Doomsday Prepper<br />
| NAME is prepared for death and destruction. HE has honed his prepping skills and neglected other area's.<br />
| Growing skill +1, Crafting skill +1, Shooting skill +1 <br/><br />
Social skill -2, Animal skill -2, Artistic skill -2<br />
| Hardened, Survivor ,Veteran, Pragmatist, Psychopath, Cannibal, Rimworlder<br />
|-<br />
! Slacker<br />
| NAME is set in HIS ways of doing as little as possible, as slow as possible.<br />
| Work speed -10%, Movement speed -10%<br />
| -<br />
|-<br />
! Photophobia<br />
| NAME has an aversion to light, prefering the safety of the dark.<br />
| +3 mood when in darkness<br />
| -<br />
|-<br />
! Agoraphobia<br />
| NAME has a fear of open spaces, while HE can manage relatively fine in them, HE is much more comfortable indoors.<br />
| Minor cabin fever gives +7 mood(instead of normal -7 mood)<br />
Serious cabin fever give +15 mood(instead of normal -15 mood)<br />
| -<br />
|-</div>Peppsenhttps://rimworldwiki.com/index.php?title=More_Traits_(mod)&diff=38648More Traits (mod)2016-05-18T19:10:13Z<p>Peppsen: </p>
<hr />
<div>{{infobox custom|mod<br />
|name = More Traits<br />
|state = released<br />
|logo = <br />
|forum = 20166<br />
|author = [[User:TheFlameTouched|TheFlameTouched]]<br />
|version = v1<br />
|comp = Alpha 13<br />
|firstrelease = 2016-05-16<br />
}}<br />
<br />
Traits grant special bonuses or conditions to your colonists in addition to adding flavor and allowing more complex player-conceived stories based on those characters. <br/><br />
These are traits added by TheFlameTouched in his mod called More Traits v1<br />
<br />
=All traits(so far)=<br />
<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Name<br />
! Description<br />
! Effect<br />
!Conflicting Traits<br />
|-<br />
! Hardened<br />
| NAME has become accustomed to the harsh reality of death and the horrible things that sometimes need to be done. This has made HIM more mentally stable.<br />
| Mental break threshold -3<br />
Mood not affected by sight of death, unburied colonists, prisoners sold into slavery, sleeping outside <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Psychopath<br />
|-<br />
! Veteran<br />
| NAME is no stranger to battle and death, HE doesn't mind the sight of death or killing.<br />
| Melee skill +3, Shooting skill +3, Medicine skill -3, Growing skill -3, Crafting skill -3 <br/><br />
Mood not affected by sight of death or unburied colonists <br/><br />
+3 mood for being wounded in action<br />
| Psychopath<br />
Hardened<br />
|-<br />
! Rookie<br />
| NAME has been training with weapons for a while now, and while HE is not anything special with them, HE is more proficient at killing than most individuals.<br />
| Melee skill +2, Shooting skill +2 <br/><br />
Melee hit chance +10% <br/><br />
5% Faster aiming, 5% Higher accuracy <br />
| Elite<br />
Hardened <br/><br />
Numb<br />
|-<br />
! Elite<br />
| NAME has been training to fight for a long time, and HE has grown into a formidable opponent.<br />
| Melee skill +6, Shooting skill +6 <br/><br />
Melee hit chance +50% <br/><br />
25% Faster aiming, 25% Higher accuracy<br />
| -<br />
|-<br />
! Commando<br />
| NAME has been forged in the fires of battle and is a true threat on any battlefield.<br />
| Melee skill +8, Shooting skill +8 <br/><br />
Melee hit chance +100% <br/><br />
50% Faster aiming, 50% Higher accuracy <br/><br />
Mental break threshold -7%, Movement speed +20%<br />
| -<br />
|-<br />
! Marksman<br />
| NAME has a natural affinity with any ranged weapon and has spent HIS time honing HIS natural abilities further.<br />
| Melee skill -6, Shooting skill +8 <br/><br />
25% Higher accuracy<br />
| -<br />
|-<br />
! Reaver<br />
| NAME prefers to be where the blood flows most freely in battle. In accordance with this HE has focused on mastering melee weapons.<br />
| Melee skill +8, Shooting skill -6 <br/><br />
Melee hit chance +75%<br />
| -<br />
|-<br />
! Combat Medic<br />
| NAME has been training to heal the men he serves with from a young age, HE is proficient in both healing and killing, creating a deadly combo for the unsuspecting foe.<br />
| Medicine skill +6, Shooting skill +4 <br/><br />
5% Faster aiming, 5% Higher accuracy<br />
| -<br />
|-<br />
! Animal Lover<br />
| NAME has a passion for animals. HECAP has spent as much time with HIS pets as possible.<br />
| Animal skill +4, Social skill -2<br />
| -<br />
|-<br />
! Medical Savant<br />
| NAME understands the art of medicine like no one else can. However, they don't understand people half as well.<br />
| Medicine skill +6, Social skill -4, Artistic skill -4<br />
| -<br />
|-<br />
! Technical Savant<br />
| NAME has always been able to intuitively figure out how devices work and come together. Unfortunately HE doesn't have the same insight when it comes to people.<br />
| Crafting skill +6, Social skill -4, Artistic skill -4<br />
| -<br />
|-<br />
! Artistic Savant<br />
| NAME has always been able to reach people on an emotional level with HIS work.<br />
| Artistic skill +6, Social skill -4, Crafting skill -4<br />
| -<br />
|-<br />
! DIY Enthusiast<br />
| NAME enjoys working with HIS hands and building things.<br />
| Contruction skill +4, Growing skill +2, Medicine skill -4<br />
| -<br />
|-<br />
! Naive<br />
| NAME is a generally happy and likable person, but death bothers HIM more than others.<br />
| Social skill +2<br />
Permanent +12 mood modifier<br />
| Hardened, Survivor, Veteran, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, Medic, Reaver, Marksman, Elite, Rookie, Commando<br />
|-<br />
! Numb<br />
| NAME is emotionally numb and as such is very non-expressive about most things.<br />
| Social skill -2<br />
Mental break threshold -7% <br/><br />
Permanent -2 mood modifier<br />
| Psychopath<br />
|-<br />
! Focused<br />
| NAME has an easy time staying focused, and gets things done faster than the average person.<br />
| Work speed +10%<br />
| -<br />
|-<br />
! Forgetful<br />
| NAME is forgetful at the worst of times, reducing overall work speed.<br />
| Work speed -10%<br />
| -<br />
|-<br />
! RimWorlder<br />
| For most people the Rimworlds are a dangerous, hostile place. Not for NAME, as no decision is too dark, no situation can not provide either profit or humour for HIM, often at the expense of others. Where others think HE's gone too far, HECAP doesnt think HE's gone far enough yet. This is HIS planet, it just doesn't know it yet.<br />
| Mental break threshold -7%<br />
| Hardened, Survivor, Veteran, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, Medic, Reaver, Marksman, Elite, Rookie, Killer<br />
|-<br />
! Slaver<br />
| For NAME, people are money and as such HECAP hates seeing good merchandise damaged.<br />
| <br />
| -<br />
|-<br />
! Killer<br />
| NAME likes to fight but more importantly, HECAP likes to kill. HISCAP main focus in life is to take it away from as many opposing individuals as possible. To this end HECAP has honed his fighting skills, and is slightly more deadly both up close and at range.<br />
| Melee skill +4, Shooting skill +4 <br/><br />
Melee hit chance +25% <br/><br />
10% Faster aiming, 10% Higher accuracy<br />
| -<br />
|-<br />
! Silver Tongue<br />
| NAME likes to talk and hates to fight, fortunately for HIM, HE's good at talking HIS way out of almost anything. <br />
| Social skill +6, Shooting skill -6, Melee skill -6<br />
| Psychopath<br />
|-<br />
! Hero<br />
| NAME is the hero of this story, or at least HE's trying to be, and has been all HIS life. <br />
| Social skill +3, Shooting skill +3, Melee skill +3 <br/><br />
Growing skill -3, Crafting skill -3, Research skill -3, Cooking skill -3, Construction skill -3<br />
| Psychopath<br />
|-<br />
! Born Leader<br />
| NAME has been a leader since the first time HECAP made a friend, people are drawn to HIM naturally.<br />
| Social skill +6<br />
| Psychopath<br />
|-<br />
! Strong<br />
| NAME is abnormally strong and has worked on being even stronger. <br />
| Melee skill +8<br />
| -<br />
|-<br />
! Tough<br />
| NAME is a lot tougher than most think HECAP is. <br />
| Melee skill +4<br />
Mental break threshold -4% <br/><br />
Comfy Temp. Min/Max: -14 / +14<br />
| -<br />
|-<br />
! Quick<br />
| NAME is abnormally quick. <br />
| Work speed +25%, Movement speed +25%<br />
| -<br />
|-<br />
! Shy<br />
| NAME is exceptionally shy.<br />
| Social skill -4<br />
| -<br />
|-<br />
! Ignorant<br />
| NAME is not a fan of knowledge and is stubborn. A truly unfortunate situation. <br />
| Social skill -4, Research skill -4<br />
| -<br />
|-<br />
! Paranoid<br />
| NAME believes that everyone is out to get HIM and for the first time in HIS life, HE seems to be right.<br />
| Social skill -2<br />
Mental break threshold +5%<br />
| -<br />
|-<br />
! Confident<br />
| NAME is fairly confident that everything is going to be alright. <br />
| Social skill +2<br />
Mental break threshold -50%<br />
| -<br />
|-<br />
! Survivor<br />
| NAME can and will do anything to survive...<br />
| Animal skill -3, Medicine skill -3, Artistic skill -3, Cooking skill -3, Mining skill -3, Growing skill -3, Social skill -3, Research skill -3, Construction skill -3<br />
| Hardened, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, RimWorlder<br />
|-<br />
! Pragmatist<br />
| NAME is practical, and will cross any line if it serves HIM best. HE isn't bothered by limiting moral choices, after all, HE is just looking out for number 1.<br />
| Social skill -2<br />
| Hardened, Survivor, Veteran, Doomsday Prepper, Psychopath, Cannibal, RimWorlder<br />
|-<br />
! Doomsday Prepper<br />
| NAME is prepared for death and destruction. HE has honed his prepping skills and neglected other area's.<br />
| Growing skill +1, Crafting skill +1, Shooting skill +1 <br/><br />
Social skill -2, Animal skill -2, Artistic skill -2<br />
| Hardened, Survivor ,Veteran, Pragmatist, Psychopath, Cannibal, Rimworlder<br />
|-<br />
! Slacker<br />
| NAME is set in HIS ways of doing as little as possible, as slow as possible.<br />
| Work speed -10%, Movement speed -10%<br />
| -<br />
|-<br />
! Photophobia<br />
| NAME has an aversion to light, prefering the safety of the dark.<br />
| +3 mood when in darkness<br />
| -<br />
|-<br />
! Agoraphobia<br />
| NAME has a fear of open spaces, while HE can manage relatively fine in them, HE is much more comfortable indoors.<br />
| Minor cabin fever gives +7 mood(instead of normal -7 mood)<br />
Serious cabin fever give +15 mood(instead of normal -15 mood<br />
| -<br />
|-</div>Peppsenhttps://rimworldwiki.com/index.php?title=More_Traits_(mod)&diff=38647More Traits (mod)2016-05-18T19:03:43Z<p>Peppsen: </p>
<hr />
<div>{{infobox custom|mod<br />
|name = More Traits<br />
|state = released<br />
|logo = <br />
|forum = 20166<br />
|author = [[User:TheFlameTouched|TheFlameTouched]]<br />
|version = v1<br />
|comp = Alpha 13<br />
|firstrelease = 2016-05-16<br />
}}<br />
<br />
Traits grant special bonuses or conditions to your colonists in addition to adding flavor and allowing more complex player-conceived stories based on those characters. <br/><br />
These are traits added by TheFlameTouched in his mod called More Traits v1<br />
<br />
=All traits(so far)=<br />
<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Name<br />
! Description<br />
! Effect<br />
!Conflicting Traits<br />
|-<br />
! Hardened<br />
| NAME has become accustomed to the harsh reality of death and the horrible things that sometimes need to be done. This has made HIM more mentally stable.<br />
| Mental break threshold -3<br />
Mood not affected by sight of death, unburied colonists, prisoners sold into slavery, sleeping outside <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Psychopath<br />
|-<br />
! Veteran<br />
| NAME is no stranger to battle and death, HE doesn't mind the sight of death or killing.<br />
| Melee skill +3, Shooting skill +3, Medicine skill -3, Growing skill -3, Crafting skill -3 <br/><br />
Mood not affected by sight of death or unburied colonists <br/><br />
+3 mood for being wounded in action<br />
| Psychopath<br />
Hardened<br />
|-<br />
! Rookie<br />
| NAME has been training with weapons for a while now, and while HE is not anything special with them, HE is more proficient at killing than most individuals.<br />
| Melee skill +2, Shooting skill +2 <br/><br />
Melee hit chance +10% <br/><br />
5% Faster aiming, 5% Higher accuracy <br />
| Elite<br />
Hardened <br/><br />
Numb<br />
|-<br />
! Elite<br />
| NAME has been training to fight for a long time, and HE has grown into a formidable opponent.<br />
| Melee skill +6, Shooting skill +6 <br/><br />
Melee hit chance +50% <br/><br />
25% Faster aiming, 25% Higher accuracy<br />
| -<br />
|-<br />
! Commando<br />
| NAME has been forged in the fires of battle and is a true threat on any battlefield.<br />
| Melee skill +8, Shooting skill +8 <br/><br />
Melee hit chance +100% <br/><br />
50% Faster aiming, 50% Higher accuracy <br/><br />
Mental break threshold -7%, Movement speed +20%<br />
| -<br />
|-<br />
! Marksman<br />
| NAME has a natural affinity with any ranged weapon and has spent HIS time honing HIS natural abilities further.<br />
| Melee skill -6, Shooting skill +8 <br/><br />
25% Higher accuracy<br />
| -<br />
|-<br />
! Reaver<br />
| NAME prefers to be where the blood flows most freely in battle. In accordance with this HE has focused on mastering melee weapons.<br />
| Melee skill +8, Shooting skill -6 <br/><br />
Melee hit chance +75%<br />
| -<br />
|-<br />
! Combat Medic<br />
| NAME has been training to heal the men he serves with from a young age, HE is proficient in both healing and killing, creating a deadly combo for the unsuspecting foe.<br />
| Medicine skill +6, Shooting skill +4 <br/><br />
5% Faster aiming, 5% Higher accuracy<br />
| -<br />
|-<br />
! Animal Lover<br />
| NAME has a passion for animals. HECAP has spent as much time with HIS pets as possible.<br />
| Animal skill +4, Social skill -2<br />
| -<br />
|-<br />
! Medical Savant<br />
| NAME understands the art of medicine like no one else can. However, they don't understand people half as well.<br />
| Medicine skill +6, Social skill -4, Artistic skill -4<br />
| -<br />
|-<br />
! Technical Savant<br />
| NAME has always been able to intuitively figure out how devices work and come together. Unfortunately HE doesn't have the same insight when it comes to people.<br />
| Crafting skill +6, Social skill -4, Artistic skill -4<br />
| -<br />
|-<br />
! Artistic Savant<br />
| NAME has always been able to reach people on an emotional level with HIS work.<br />
| Artistic skill +6, Social skill -4, Crafting skill -4<br />
| -<br />
|-<br />
! DIY Enthusiast<br />
| NAME enjoys working with HIS hands and building things.<br />
| Contruction skill +4, Growing skill +2, Medicine skill -4<br />
| -<br />
|-<br />
! Naive<br />
| NAME is a generally happy and likable person, but death bothers HIM more than others.<br />
| Social skill +2<br />
Permanent +12 mood modifier<br />
| Hardened, Survivor, Veteran, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, Medic, Reaver, Marksman, Elite, Rookie, Commando<br />
|-<br />
! Numb<br />
| NAME is emotionally numb and as such is very non-expressive about most things.<br />
| Social skill -2<br />
Mental break threshold -7% <br/><br />
Permanent -2 mood modifier<br />
| Psychopath<br />
|-<br />
! Focused<br />
| NAME has an easy time staying focused, and gets things done faster than the average person.<br />
| Work speed +10%<br />
| -<br />
|-<br />
! Forgetful<br />
| NAME is forgetful at the worst of times, reducing overall work speed.<br />
| Work speed -10%<br />
| -<br />
|-<br />
! RimWorlder<br />
| For most people the Rimworlds are a dangerous, hostile place. Not for NAME, as no decision is too dark, no situation can not provide either profit or humour for HIM, often at the expense of others. Where others think HE's gone too far, HECAP doesnt think HE's gone far enough yet. This is HIS planet, it just doesn't know it yet.<br />
| Mental break threshold -7%<br />
| Hardened, Survivor, Veteran, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, Medic, Reaver, Marksman, Elite, Rookie, Killer<br />
|-<br />
! Slaver<br />
| For NAME, people are money and as such HECAP hates seeing good merchandise damaged.<br />
| <br />
| -<br />
|-<br />
! Killer<br />
| NAME likes to fight but more importantly, HECAP likes to kill. HISCAP main focus in life is to take it away from as many opposing individuals as possible. To this end HECAP has honed his fighting skills, and is slightly more deadly both up close and at range.<br />
| Melee skill +4, Shooting skill +4 <br/><br />
Melee hit chance +25% <br/><br />
10% Faster aiming, 10% Higher accuracy<br />
| -<br />
|-<br />
! Silver Tongue<br />
| NAME likes to talk and hates to fight, fortunately for HIM, HE's good at talking HIS way out of almost anything. <br />
| Social skill +6, Shooting skill -6, Melee skill -6<br />
| Psychopath<br />
|-<br />
! Hero<br />
| NAME is the hero of this story, or at least HE's trying to be, and has been all HIS life. <br />
| Social skill +3, Shooting skill +3, Melee skill +3 <br/><br />
Growing skill -3, Crafting skill -3, Research skill -3, Cooking skill -3, Construction skill -3<br />
| Psychopath<br />
|-<br />
! Born Leader<br />
| NAME has been a leader since the first time HECAP made a friend, people are drawn to HIM naturally.<br />
| Social skill +6<br />
| Psychopath<br />
|-<br />
! Strong<br />
| NAME is abnormally strong and has worked on being even stronger. <br />
| Melee skill +8<br />
| -<br />
|-<br />
! Tough<br />
| NAME is a lot tougher than most think HECAP is. <br />
| Melee skill +4<br />
Mental break threshold -4% <br/><br />
Comfy Temp. Min/Max: -14 / +14<br />
| -<br />
|-<br />
! Quick<br />
| NAME is abnormally quick. <br />
| Work speed +25%, Movement speed +25%<br />
| -<br />
|-<br />
! Shy<br />
| NAME is exceptionally shy.<br />
| Social skill -4<br />
| -<br />
|-<br />
! Ignorant<br />
| NAME is not a fan of knowledge and is stubborn. A truly unfortunate situation. <br />
| Social skill -4, Research skill -4<br />
| -<br />
|-<br />
! Paranoid<br />
| NAME believes that everyone is out to get HIM and for the first time in HIS life, HE seems to be right.<br />
| Social skill -2<br />
Mental break threshold +5%<br />
| -<br />
|-<br />
! Confident<br />
| NAME is fairly confident that everything is going to be alright. <br />
| Social skill +2<br />
Mental break threshold -50%<br />
| -<br />
|-<br />
! Survivor<br />
| NAME can and will do anything to survive...<br />
| Animal skill -3, Medicine skill -3, Artistic skill -3, Cooking skill -3, Mining skill -3, Growing skill -3, Social skill -3, Research skill -3, Construction skill -3<br />
| Hardened, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, RimWorlder<br />
|-<br />
! Pragmatist<br />
| NAME is practical, and will cross any line if it serves HIM best. HE isn't bothered by limiting moral choices, after all, HE is just looking out for number 1.<br />
| Social skill -2<br />
| Hardened, Survivor, Veteran, Doomsday Prepper, Psychopath, Cannibal, RimWorlder<br />
|-<br />
! Doomsday Prepper<br />
| NAME is prepared for death and destruction. HE has honed his prepping skills and neglected other area's.<br />
| Growing skill +1, Crafting skill +1, Shooting skill +1 <br/><br />
Social skill -2, Animal skill -2, Artistic skill -2<br />
| Hardened, Survivor ,Veteran, Pragmatist, Psychopath, Cannibal, Rimworlder<br />
|-<br />
! Slacker<br />
| NAME is set in HIS ways of doing as little as possible, as slow as possible.<br />
| Work speed -10%, Movement speed -10%<br />
| -<br />
|-<br />
! Photophobia<br />
| NAME has an aversion to light, prefering the safety of the dark.<br />
| <br />
| -<br />
|-<br />
! Agoraphobia<br />
| NAME has a fear of open spaces, while HE can manage relatively fine in them, HE is much more comfortable indoors.<br />
| <br />
| -<br />
|-</div>Peppsenhttps://rimworldwiki.com/index.php?title=More_Traits_(mod)&diff=38646More Traits (mod)2016-05-18T18:55:58Z<p>Peppsen: </p>
<hr />
<div>{{infobox custom|mod<br />
|name = More Traits<br />
|state = released<br />
|logo = <br />
|forum = 20166<br />
|author = [[User:TheFlameTouched|TheFlameTouched]]<br />
|version = v1<br />
|comp = Alpha 13<br />
|firstrelease = 2016-05-16<br />
}}<br />
<br />
Traits grant special bonuses or conditions to your colonists in addition to adding flavor and allowing more complex player-conceived stories based on those characters. <br/><br />
These are traits added by TheFlameTouched in his mod called More Traits v1<br />
<br />
=All traits(so far)=<br />
<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Name<br />
! Description<br />
! Effect<br />
!Conflicting Traits<br />
|-<br />
! Hardened<br />
| NAME has become accustomed to the harsh reality of death and the horrible things that sometimes need to be done. This has made HIM more mentally stable.<br />
| Mental break threshold -3<br />
Mood not affected by sight of death, unburied colonists, prisoners sold into slavery, sleeping outside <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Psychopath<br />
|-<br />
! Veteran<br />
| NAME is no stranger to battle and death, HE doesn't mind the sight of death or killing.<br />
| Melee skill +3, Shooting skill +3, Medicine skill -3, Growing skill -3, Crafting skill -3 <br/><br />
Mood not affected by sight of death or unburied colonists <br/><br />
+3 mood for being wounded in action<br />
| Psychopath<br />
Hardened<br />
|-<br />
! Rookie<br />
| NAME has been training with weapons for a while now, and while HE is not anything special with them, HE is more proficient at killing than most individuals.<br />
| Melee skill +2, Shooting skill +2 <br/><br />
Melee hit chance +10% <br/><br />
5% Faster aiming, 5% Higher accuracy <br />
| Elite<br />
Hardened <br/><br />
Numb<br />
|-<br />
! Elite<br />
| NAME has been training to fight for a long time, and HE has grown into a formidable opponent.<br />
| Melee skill +6, Shooting skill +6 <br/><br />
Melee hit chance +50% <br/><br />
25% Faster aiming, 25% Higher accuracy<br />
| -<br />
|-<br />
! Commando<br />
| NAME has been forged in the fires of battle and is a true threat on any battlefield.<br />
| Melee skill +8, Shooting skill +8 <br/><br />
Melee hit chance +100% <br/><br />
50% Faster aiming, 50% Higher accuracy <br/><br />
Mental break threshold -7%, Movement speed +20%<br />
| -<br />
|-<br />
! Marksman<br />
| NAME has a natural affinity with any ranged weapon and has spent HIS time honing HIS natural abilities further.<br />
| Melee skill -6, Shooting skill +8 <br/><br />
25% Higher accuracy<br />
| -<br />
|-<br />
! Reaver<br />
| NAME prefers to be where the blood flows most freely in battle. In accordance with this HE has focused on mastering melee weapons.<br />
| Melee skill +8, Shooting skill -6 <br/><br />
Melee hit chance +75%<br />
| -<br />
|-<br />
! Combat Medic<br />
| NAME has been training to heal the men he serves with from a young age, HE is proficient in both healing and killing, creating a deadly combo for the unsuspecting foe.<br />
| Medicine skill +6, Shooting skill +4 <br/><br />
5% Faster aiming, 5% Higher accuracy<br />
| -<br />
|-<br />
! Animal Lover<br />
| NAME has a passion for animals. HECAP has spent as much time with HIS pets as possible.<br />
| Animal skill +4, Social skill -2<br />
| -<br />
|-<br />
! Medical Savant<br />
| NAME understands the art of medicine like no one else can. However, they don't understand people half as well.<br />
| Medicine skill +6, Social skill -4, Artistic skill -4<br />
| -<br />
|-<br />
! Technical Savant<br />
| NAME has always been able to intuitively figure out how devices work and come together. Unfortunately HE doesn't have the same insight when it comes to people.<br />
| Crafting skill +6, Social skill -4, Artistic skill -4<br />
| -<br />
|-<br />
! Artistic Savant<br />
| NAME has always been able to reach people on an emotional level with HIS work.<br />
| Artistic skill +6, Social skill -4, Crafting skill -4<br />
| -<br />
|-<br />
! DIY Enthusiast<br />
| NAME enjoys working with HIS hands and building things.<br />
| Contruction skill +4, Growing skill +2, Medicine skill -4<br />
| -<br />
|-<br />
! Naive<br />
| NAME is a generally happy and likable person, but death bothers HIM more than others.<br />
| Social skill +2<br />
Permanent mood modifier<br />
| Hardened, Survivor, Veteran, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, Medic, Reaver, Marksman, Elite, Rookie, Commando<br />
|-<br />
! Numb<br />
| NAME is emotionally numb and as such is very non-expressive about most things.<br />
| Social skill -2<br />
Mental break threshold -7% <br/><br />
Permanent mood modifier<br />
| Psychopath<br />
|-<br />
! Focused<br />
| NAME has an easy time staying focused, and gets things done faster than the average person.<br />
| Work speed +10%<br />
| -<br />
|-<br />
! Forgetful<br />
| NAME is forgetful at the worst of times, reducing overall work speed.<br />
| Work speed -10%<br />
| -<br />
|-<br />
! RimWorlder<br />
| For most people the Rimworlds are a dangerous, hostile place. Not for NAME, as no decision is too dark, no situation can not provide either profit or humour for HIM, often at the expense of others. Where others think HE's gone too far, HECAP doesnt think HE's gone far enough yet. This is HIS planet, it just doesn't know it yet.<br />
| Mental break threshold -7%<br />
| Hardened, Survivor, Veteran, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, Medic, Reaver, Marksman, Elite, Rookie, Killer<br />
|-<br />
! Slaver<br />
| For NAME, people are money and as such HECAP hates seeing good merchandise damaged.<br />
| <br />
| -<br />
|-<br />
! Killer<br />
| NAME likes to fight but more importantly, HECAP likes to kill. HISCAP main focus in life is to take it away from as many opposing individuals as possible. To this end HECAP has honed his fighting skills, and is slightly more deadly both up close and at range.<br />
| Melee skill +4, Shooting skill +4 <br/><br />
Melee hit chance +25% <br/><br />
10% Faster aiming, 10% Higher accuracy<br />
| -<br />
|-<br />
! Silver Tongue<br />
| NAME likes to talk and hates to fight, fortunately for HIM, HE's good at talking HIS way out of almost anything. <br />
| Social skill +6, Shooting skill -6, Melee skill -6<br />
| Psychopath<br />
|-<br />
! Hero<br />
| NAME is the hero of this story, or at least HE's trying to be, and has been all HIS life. <br />
| Social skill +3, Shooting skill +3, Melee skill +3 <br/><br />
Growing skill -3, Crafting skill -3, Research skill -3, Cooking skill -3, Construction skill -3<br />
| Psychopath<br />
|-<br />
! Born Leader<br />
| NAME has been a leader since the first time HECAP made a friend, people are drawn to HIM naturally.<br />
| Social skill +6<br />
| Psychopath<br />
|-<br />
! Strong<br />
| NAME is abnormally strong and has worked on being even stronger. <br />
| Melee skill +8<br />
| -<br />
|-<br />
! Tough<br />
| NAME is a lot tougher than most think HECAP is. <br />
| Melee skill +4<br />
Mental break threshold -4% <br/><br />
Comfy Temp. Min/Max: -14 / +14<br />
| -<br />
|-<br />
! Quick<br />
| NAME is abnormally quick. <br />
| Work speed +25%, Movement speed +25%<br />
| -<br />
|-<br />
! Shy<br />
| NAME is exceptionally shy.<br />
| Social skill -4<br />
| -<br />
|-<br />
! Ignorant<br />
| NAME is not a fan of knowledge and is stubborn. A truly unfortunate situation. <br />
| Social skill -4, Research skill -4<br />
| -<br />
|-<br />
! Paranoid<br />
| NAME believes that everyone is out to get HIM and for the first time in HIS life, HE seems to be right.<br />
| Social skill -2<br />
Mental break threshold +5%<br />
| -<br />
|-<br />
! Confident<br />
| NAME is fairly confident that everything is going to be alright. <br />
| Social skill +2<br />
Mental break threshold -50%<br />
| -<br />
|-<br />
! Survivor<br />
| NAME can and will do anything to survive...<br />
| Animal skill -3, Medicine skill -3, Artistic skill -3, Cooking skill -3, Mining skill -3, Growing skill -3, Social skill -3, Research skill -3, Construction skill -3<br />
| Hardened, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, RimWorlder<br />
|-<br />
! Pragmatist<br />
| NAME is practical, and will cross any line if it serves HIM best. HE isn't bothered by limiting moral choices, after all, HE is just looking out for number 1.<br />
| Social skill -2<br />
| Hardened, Survivor, Veteran, Doomsday Prepper, Psychopath, Cannibal, RimWorlder<br />
|-<br />
! Doomsday Prepper<br />
| NAME is prepared for death and destruction. HE has honed his prepping skills and neglected other area's.<br />
| Growing skill +1, Crafting skill +1, Shooting skill +1 <br/><br />
Social skill -2, Animal skill -2, Artistic skill -2<br />
| Hardened, Survivor ,Veteran, Pragmatist, Psychopath, Cannibal, Rimworlder<br />
|-<br />
! Slacker<br />
| NAME is set in HIS ways of doing as little as possible, as slow as possible.<br />
| Work speed -10%, Movement speed -10%<br />
| -<br />
|-<br />
! Photophobia<br />
| NAME has an aversion to light, prefering the safety of the dark.<br />
| <br />
| -<br />
|-<br />
! Agoraphobia<br />
| NAME has a fear of open spaces, while HE can manage relatively fine in them, HE is much more comfortable indoors.<br />
| <br />
| -<br />
|-</div>Peppsenhttps://rimworldwiki.com/index.php?title=More_Traits_(mod)&diff=38644More Traits (mod)2016-05-18T18:24:40Z<p>Peppsen: Almost done</p>
<hr />
<div>{{infobox custom|mod<br />
|name = More Traits<br />
|state = released<br />
|logo = <br />
|forum = 20166<br />
|author = [[User:TheFlameTouched|TheFlameTouched]]<br />
|version = v1<br />
|comp = Alpha 13<br />
|firstrelease = 2016-05-16<br />
}}<br />
<br />
Traits grant special bonuses or conditions to your colonists in addition to adding flavor and allowing more complex player-conceived stories based on those characters. <br/><br />
These are traits added by TheFlameTouched in his mod called More Traits v1<br />
<br />
=All traits(so far)=<br />
<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Name<br />
! Description<br />
! Effect<br />
!Conflicting Traits<br />
|-<br />
! Hardened<br />
| NAME has become accustomed to the harsh reality of death and the horrible things that sometimes need to be done. This has made HIM more mentally stable.<br />
| Mental break threshold -3<br />
Mood not affected by sight of death, unburied colonists, prisoners sold into slavery, sleeping outside <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Psychopath<br />
|-<br />
! Veteran<br />
| NAME is no stranger to battle and death, HE doesn't mind the sight of death or killing.<br />
| Melee skill +3, Shooting skill +3, Medicine skill -3, Growing skill -3, Crafting skill -3 <br/><br />
Mood not affected by sight of death or unburied colonists <br/><br />
+3 mood for being wounded in action<br />
| Psychopath<br />
Hardened<br />
|-<br />
! Rookie<br />
| NAME has been training with weapons for a while now, and while HE is not anything special with them, HE is more proficient at killing than most individuals.<br />
| Melee skill +2, Shooting skill +2 <br/><br />
Melee hit chance +10% <br/><br />
5% Faster aiming, 5% Higher accuracy <br />
| Elite<br />
Hardened <br/><br />
Numb<br />
|-<br />
! Elite<br />
| NAME has been training to fight for a long time, and HE has grown into a formidable opponent.<br />
| Melee skill +6, Shooting skill +6 <br/><br />
Melee hit chance +50% <br/><br />
25% Faster aiming, 25% Higher accuracy<br />
| -<br />
|-<br />
! Commando<br />
| NAME has been forged in the fires of battle and is a true threat on any battlefield.<br />
| Melee skill +8, Shooting skill +8 <br/><br />
Melee hit chance +100% <br/><br />
50% Faster aiming, 50% Higher accuracy <br/><br />
Mental break threshold -7%, Movement speed +20%<br />
| -<br />
|-<br />
! Marksman<br />
| NAME has a natural affinity with any ranged weapon and has spent HIS time honing HIS natural abilities further.<br />
| Melee skill -6, Shooting skill +8 <br/><br />
25% Higher accuracy<br />
| -<br />
|-<br />
! Reaver<br />
| NAME prefers to be where the blood flows most freely in battle. In accordance with this HE has focused on mastering melee weapons.<br />
| Melee skill +8, Shooting skill -6 <br/><br />
Melee hit chance +75%<br />
| -<br />
|-<br />
! Combat Medic<br />
| NAME has been training to heal the men he serves with from a young age, HE is proficient in both healing and killing, creating a deadly combo for the unsuspecting foe.<br />
| Medicine skill +6, Shooting skill +4 <br/><br />
5% Faster aiming, 5% Higher accuracy<br />
| -<br />
|-<br />
! Animal Lover<br />
| NAME has a passion for animals. HECAP has spent as much time with HIS pets as possible.<br />
| Animal skill +4, Social skill -2<br />
| -<br />
|-<br />
! Medical Savant<br />
| NAME understands the art of medicine like no one else can. However, they don't understand people half as well.<br />
| <br />
| -<br />
|-<br />
! Technical Savant<br />
| NAME has always been able to intuitively figure out how devices work and come together. Unfortunately HE doesn't have the same insight when it comes to people.<br />
| <br />
| -<br />
|-<br />
! Artistic Savant<br />
| NAME has always been able to reach people on an emotional level with HIS work.<br />
| <br />
| -<br />
|-<br />
! DIY Enthusiast<br />
| NAME enjoys working with HIS hands and building things.<br />
| <br />
| -<br />
|-<br />
! Naive<br />
| NAME is a generally happy and likable person, but death bothers HIM more than others.<br />
| <br />
| Hardened, Survivor, Veteran, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, Medic, Reaver, Marksman, Elite, Rookie, Commando<br />
|-<br />
! Numb<br />
| NAME is emotionally numb and as such is very non-expressive about most things.<br />
| <br />
| Psychopath<br />
|-<br />
! Focused<br />
| NAME has an easy time staying focused, and gets things done faster than the average person.<br />
| <br />
| -<br />
|-<br />
! Forgetful<br />
| NAME is forgetful at the worst of times, reducing overall work speed.<br />
| <br />
| -<br />
|-<br />
! RimWorlder<br />
| For most people the Rimworlds are a dangerous, hostile place. Not for NAME, as no decision is too dark, no situation can not provide either profit or humour for HIM, often at the expense of others. Where others think HE's gone too far, HECAP doesnt think HE's gone far enough yet. This is HIS planet, it just doesn't know it yet.<br />
| <br />
| Hardened, Survivor, Veteran, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, Medic, Reaver, Marksman, Elite, Rookie, Killer<br />
|-<br />
! Slaver<br />
| For NAME, people are money and as such HECAP hates seeing good merchandise damaged.<br />
| <br />
| <br />
|-<br />
! Killer<br />
| NAME likes to fight but more importantly, HECAP likes to kill. HISCAP main focus in life is to take it away from as many opposing individuals as possible. To this end HECAP has honed his fighting skills, and is slightly more deadly both up close and at range.<br />
| <br />
| <br />
|-<br />
! Silver Tongue<br />
| NAME likes to talk and hates to fight, fortunately for HIM, HE's good at talking HIS way out of almost anything. <br />
| <br />
| Psychopath<br />
|-<br />
! Hero<br />
| NAME is the hero of this story, or at least HE's trying to be, and has been all HIS life. <br />
| <br />
| Psychopath<br />
|-<br />
! Born Leader<br />
| NAME has been a leader since the first time HECAP made a friend, people are drawn to HIM naturally.<br />
| <br />
| Psychopath<br />
|-<br />
! Strong<br />
| NAME is abnormally strong and has worked on being even stronger. <br />
| <br />
| -<br />
|-<br />
! Tough<br />
| NAME is a lot tougher than most think HECAP is. <br />
| <br />
| -<br />
|-<br />
! Quick<br />
| NAME is abnormally quick. <br />
| <br />
| -<br />
|-<br />
! Shy<br />
| NAME is exceptionally shy.<br />
| <br />
| -<br />
|-<br />
! Ignorant<br />
| NAME is not a fan of knowledge and is stubborn. A truly unfortunate situation. <br />
| <br />
| -<br />
|-<br />
! Paranoid<br />
| NAME believes that everyone is out to get HIM and for the first time in HIS life, HE seems to be right.<br />
| <br />
| -<br />
|-<br />
! Confident<br />
| NAME is fairly confident that everything is going to be alright. <br />
| <br />
| -<br />
|-<br />
! Survivor<br />
| NAME can and will do anything to survive...<br />
| <br />
| Hardened, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, RimWorlder<br />
|-<br />
! Pragmatist<br />
| NAME is practical, and will cross any line if it serves HIM best. HE isn't bothered by limiting moral choices, after all, HE is just looking out for number 1.<br />
| <br />
| Hardened, Survivor, Veteran, Doomsday Prepper, Psychopath, Cannibal, RimWorlder<br />
|-<br />
! Doomsday Prepper<br />
| NAME is prepared for death and destruction. HE has honed his prepping skills and neglected other area's.<br />
| <br />
| Hardened, Survivor ,Veteran, Pragmatist, Psychopath, Cannibal, Rimworlder<br />
|-<br />
! Slacker<br />
| NAME is set in HIS ways of doing as little as possible, as slow as possible.<br />
| <br />
| -<br />
|-<br />
! Photophobia<br />
| NAME has an aversion to light, prefering the safety of the dark.<br />
| <br />
| -<br />
|-<br />
! Agoraphobia<br />
| NAME has a fear of open spaces, while HE can manage relatively fine in them, HE is much more comfortable indoors.<br />
| <br />
| -<br />
|-</div>Peppsenhttps://rimworldwiki.com/index.php?title=More_Traits_(mod)&diff=38643More Traits (mod)2016-05-18T11:12:04Z<p>Peppsen: </p>
<hr />
<div>{{infobox custom|mod<br />
|name = More Traits<br />
|state = released<br />
|logo = <br />
|forum = 20166<br />
|author = [[User:TheFlameTouched|TheFlameTouched]]<br />
|version = v1<br />
|comp = Alpha 13<br />
|firstrelease = 2016-05-16<br />
}}<br />
<br />
Traits grant special bonuses or conditions to your colonists in addition to adding flavor and allowing more complex player-conceived stories based on those characters. <br/><br />
These are traits added by TheFlameTouched in his mod called More Traits v1<br />
<br />
=All traits(so far)=<br />
<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Name<br />
! Description<br />
! Effect<br />
!Conflicting Traits<br />
|-<br />
! Hardened<br />
| NAME has become accustomed to the harsh reality of death and the horrible things that sometimes need to be done. This has made HIM more mentally stable.<br />
| Mental break threshold -3<br />
Mood not affected by sight of death, unburied colonists, prisoners sold into slavery, sleeping outside <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Psychopath<br />
|-<br />
! Veteran<br />
| NAME is no stranger to battle and death, HE doesn't mind the sight of death or killing.<br />
| Melee skill +3, Shooting skill +3, Medicine skill -3, Growing skill -3, Crafting skill -3 <br/><br />
Mood not affected by sight of death or unburied colonists <br/><br />
+3 mood for being wounded in action<br />
| Psychopath<br />
Hardened<br />
|-<br />
! Rookie<br />
| NAME has been training with weapons for a while now, and while HE is not anything special with them, HE is more proficient at killing than most individuals.<br />
| Melee skill +2, Shooting skill +2 <br/><br />
Melee hit chance +10% <br/><br />
5% faster aiming <br/><br />
5% higher accuracy <br />
| Elite<br />
Hardened <br/><br />
Numb<br />
|-<br />
! Elite<br />
| NAME has been training to fight for a long time, and HE has grown into a formidable opponent.<br />
| <br />
| -<br />
|-<br />
! Commando<br />
| NAME has been forged in the fires of battle and is a true threat on any battlefield.<br />
| <br />
| -<br />
|-<br />
! Marksman<br />
| NAME has a natural affinity with any ranged weapon and has spent HIS time honing HIS natural abilities further.<br />
| <br />
| -<br />
|-<br />
! Reaver<br />
| NAME prefers to be where the blood flows most freely in battle. In accordance with this HE has focused on mastering melee weapons.<br />
| <br />
| -<br />
|-<br />
! Medic<br />
| NAME has been training to heal the men he serves with from a young age, HE is proficient in both healing and killing, creating a deadly combo for the unsuspecting foe.<br />
| <br />
| -<br />
|-<br />
! Animal Lover<br />
| NAME has a passion for animals. HECAP has spent as much time with HIS pets as possible.<br />
| <br />
| -<br />
|-<br />
! Medical Savant<br />
| NAME understands the art of medicine like no one else can. However, they don't understand people half as well.<br />
| <br />
| -<br />
|-<br />
! Technical Savant<br />
| NAME has always been able to intuitively figure out how devices work and come together. Unfortunately HE doesn't have the same insight when it comes to people.<br />
| <br />
| -<br />
|-<br />
! Artistic Savant<br />
| NAME has always been able to reach people on an emotional level with HIS work.<br />
| <br />
| -<br />
|-<br />
! DIY Enthusiast<br />
| NAME enjoys working with HIS hands and building things.<br />
| <br />
| -<br />
|-<br />
! Naive<br />
| NAME is a generally happy and likable person, but death bothers HIM more than others.<br />
| <br />
| Hardened, Survivor, Veteran, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, Medic, Reaver, Marksman, Elite, Rookie, Commando<br />
|-<br />
! Numb<br />
| NAME is emotionally numb and as such is very non-expressive about most things.<br />
| <br />
| Psychopath<br />
|-<br />
! Focused<br />
| NAME has an easy time staying focused, and gets things done faster than the average person.<br />
| <br />
| -<br />
|-<br />
! Forgetful<br />
| NAME is forgetful at the worst of times, reducing overall work speed.<br />
| <br />
| -<br />
|-<br />
! RimWorlder<br />
| For most people the Rimworlds are a dangerous, hostile place. Not for NAME, as no decision is too dark, no situation can not provide either profit or humour for HIM, often at the expense of others. Where others think HE's gone too far, HECAP doesnt think HE's gone far enough yet. This is HIS planet, it just doesn't know it yet.<br />
| <br />
| Hardened, Survivor, Veteran, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, Medic, Reaver, Marksman, Elite, Rookie, Killer<br />
|-<br />
! Slaver<br />
| For NAME, people are money and as such HECAP hates seeing good merchandise damaged.<br />
| <br />
| <br />
|-<br />
! Killer<br />
| NAME likes to fight but more importantly, HECAP likes to kill. HISCAP main focus in life is to take it away from as many opposing individuals as possible. To this end HECAP has honed his fighting skills, and is slightly more deadly both up close and at range.<br />
| <br />
| <br />
|-<br />
! Silver Tongue<br />
| NAME likes to talk and hates to fight, fortunately for HIM, HE's good at talking HIS way out of almost anything. <br />
| <br />
| Psychopath<br />
|-<br />
! Hero<br />
| NAME is the hero of this story, or at least HE's trying to be, and has been all HIS life. <br />
| <br />
| Psychopath<br />
|-<br />
! Born Leader<br />
| NAME has been a leader since the first time HECAP made a friend, people are drawn to HIM naturally.<br />
| <br />
| Psychopath<br />
|-<br />
! Strong<br />
| NAME is abnormally strong and has worked on being even stronger. <br />
| <br />
| -<br />
|-<br />
! Tough<br />
| NAME is a lot tougher than most think HECAP is. <br />
| <br />
| -<br />
|-<br />
! Quick<br />
| NAME is abnormally quick. <br />
| <br />
| -<br />
|-<br />
! Shy<br />
| NAME is exceptionally shy.<br />
| <br />
| -<br />
|-<br />
! Ignorant<br />
| NAME is not a fan of knowledge and is stubborn. A truly unfortunate situation. <br />
| <br />
| -<br />
|-<br />
! Paranoid<br />
| NAME believes that everyone is out to get HIM and for the first time in HIS life, HE seems to be right.<br />
| <br />
| -<br />
|-<br />
! Confident<br />
| NAME is fairly confident that everything is going to be alright. <br />
| <br />
| -<br />
|-<br />
! Survivor<br />
| NAME can and will do anything to survive...<br />
| <br />
| Hardened, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, RimWorlder<br />
|-<br />
! Pragmatist<br />
| NAME is practical, and will cross any line if it serves HIM best. HE isn't bothered by limiting moral choices, after all, HE is just looking out for number 1.<br />
| <br />
| Hardened, Survivor, Veteran, Doomsday Prepper, Psychopath, Cannibal, RimWorlder<br />
|-<br />
! Doomsday Prepper<br />
| NAME is prepared for death and destruction. HE has honed his prepping skills and neglected other area's.<br />
| <br />
| Hardened, Survivor ,Veteran, Pragmatist, Psychopath, Cannibal, Rimworlder<br />
|-<br />
! Slacker<br />
| NAME is set in HIS ways of doing as little as possible, as slow as possible.<br />
| <br />
| -<br />
|-<br />
! Photophobia<br />
| NAME has an aversion to light, prefering the safety of the dark.<br />
| <br />
| -<br />
|-<br />
! Agoraphobia<br />
| NAME has a fear of open spaces, while HE can manage relatively fine in them, HE is much more comfortable indoors.<br />
| <br />
| -<br />
|-</div>Peppsenhttps://rimworldwiki.com/index.php?title=More_Traits_(mod)&diff=38642More Traits (mod)2016-05-18T11:11:28Z<p>Peppsen: </p>
<hr />
<div>{{infobox custom|mod<br />
|name = More Traits<br />
|state = released<br />
|logo = <br />
|forum = 20166<br />
|author = [[User:TheFlameTouched|TheFlameTouched]]<br />
|version = v1<br />
|comp = Alpha 13<br />
|firstrelease = 2016-05-16<br />
}}<br />
<br />
Traits grant special bonuses or conditions to your colonists in addition to adding flavor and allowing more complex player-conceived stories based on those characters. <br/><br />
These are traits added by TheFlameTouched in his mod called More Traits v1<br />
<br />
=All traits(so far)=<br />
<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Name<br />
! Description<br />
! Effect<br />
!Conflicting Traits<br />
|-<br />
! Hardened<br />
| NAME has become accustomed to the harsh reality of death and the horrible things that sometimes need to be done. This has made HIM more mentally stable.<br />
| Mental break threshold -3<br />
Mood not affected by sight of death, unburied colonists, prisoners sold into slavery, sleeping outside <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Psychopath<br />
|-<br />
! Veteran<br />
| NAME is no stranger to battle and death, HE doesn't mind the sight of death or killing.<br />
| Melee skill +3, Shooting skill +3, Medicine skill -3, Growing skill -3, Crafting skill -3 <br/><br />
Mood not affected by sight of death or unburied colonists <br/><br />
+3 mood for being wounded in action<br />
| Psychopath<br />
Hardened<br />
|-<br />
! Rookie<br />
| NAME has been training with weapons for a while now, and while HE is not anything special with them, HE is more proficient at killing than most individuals.<br />
| Melee skill +2, Shooting skill +2 <br/><br />
Melee hit chance +10%<br />
5% faster aiming<br />
5% higher accuracy <br />
| Elite<br />
Hardened <br/><br />
Numb<br />
|-<br />
! Elite<br />
| NAME has been training to fight for a long time, and HE has grown into a formidable opponent.<br />
| <br />
| -<br />
|-<br />
! Commando<br />
| NAME has been forged in the fires of battle and is a true threat on any battlefield.<br />
| <br />
| -<br />
|-<br />
! Marksman<br />
| NAME has a natural affinity with any ranged weapon and has spent HIS time honing HIS natural abilities further.<br />
| <br />
| -<br />
|-<br />
! Reaver<br />
| NAME prefers to be where the blood flows most freely in battle. In accordance with this HE has focused on mastering melee weapons.<br />
| <br />
| -<br />
|-<br />
! Medic<br />
| NAME has been training to heal the men he serves with from a young age, HE is proficient in both healing and killing, creating a deadly combo for the unsuspecting foe.<br />
| <br />
| -<br />
|-<br />
! Animal Lover<br />
| NAME has a passion for animals. HECAP has spent as much time with HIS pets as possible.<br />
| <br />
| -<br />
|-<br />
! Medical Savant<br />
| NAME understands the art of medicine like no one else can. However, they don't understand people half as well.<br />
| <br />
| -<br />
|-<br />
! Technical Savant<br />
| NAME has always been able to intuitively figure out how devices work and come together. Unfortunately HE doesn't have the same insight when it comes to people.<br />
| <br />
| -<br />
|-<br />
! Artistic Savant<br />
| NAME has always been able to reach people on an emotional level with HIS work.<br />
| <br />
| -<br />
|-<br />
! DIY Enthusiast<br />
| NAME enjoys working with HIS hands and building things.<br />
| <br />
| -<br />
|-<br />
! Naive<br />
| NAME is a generally happy and likable person, but death bothers HIM more than others.<br />
| <br />
| Hardened, Survivor, Veteran, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, Medic, Reaver, Marksman, Elite, Rookie, Commando<br />
|-<br />
! Numb<br />
| NAME is emotionally numb and as such is very non-expressive about most things.<br />
| <br />
| Psychopath<br />
|-<br />
! Focused<br />
| NAME has an easy time staying focused, and gets things done faster than the average person.<br />
| <br />
| -<br />
|-<br />
! Forgetful<br />
| NAME is forgetful at the worst of times, reducing overall work speed.<br />
| <br />
| -<br />
|-<br />
! RimWorlder<br />
| For most people the Rimworlds are a dangerous, hostile place. Not for NAME, as no decision is too dark, no situation can not provide either profit or humour for HIM, often at the expense of others. Where others think HE's gone too far, HECAP doesnt think HE's gone far enough yet. This is HIS planet, it just doesn't know it yet.<br />
| <br />
| Hardened, Survivor, Veteran, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, Medic, Reaver, Marksman, Elite, Rookie, Killer<br />
|-<br />
! Slaver<br />
| For NAME, people are money and as such HECAP hates seeing good merchandise damaged.<br />
| <br />
| <br />
|-<br />
! Killer<br />
| NAME likes to fight but more importantly, HECAP likes to kill. HISCAP main focus in life is to take it away from as many opposing individuals as possible. To this end HECAP has honed his fighting skills, and is slightly more deadly both up close and at range.<br />
| <br />
| <br />
|-<br />
! Silver Tongue<br />
| NAME likes to talk and hates to fight, fortunately for HIM, HE's good at talking HIS way out of almost anything. <br />
| <br />
| Psychopath<br />
|-<br />
! Hero<br />
| NAME is the hero of this story, or at least HE's trying to be, and has been all HIS life. <br />
| <br />
| Psychopath<br />
|-<br />
! Born Leader<br />
| NAME has been a leader since the first time HECAP made a friend, people are drawn to HIM naturally.<br />
| <br />
| Psychopath<br />
|-<br />
! Strong<br />
| NAME is abnormally strong and has worked on being even stronger. <br />
| <br />
| -<br />
|-<br />
! Tough<br />
| NAME is a lot tougher than most think HECAP is. <br />
| <br />
| -<br />
|-<br />
! Quick<br />
| NAME is abnormally quick. <br />
| <br />
| -<br />
|-<br />
! Shy<br />
| NAME is exceptionally shy.<br />
| <br />
| -<br />
|-<br />
! Ignorant<br />
| NAME is not a fan of knowledge and is stubborn. A truly unfortunate situation. <br />
| <br />
| -<br />
|-<br />
! Paranoid<br />
| NAME believes that everyone is out to get HIM and for the first time in HIS life, HE seems to be right.<br />
| <br />
| -<br />
|-<br />
! Confident<br />
| NAME is fairly confident that everything is going to be alright. <br />
| <br />
| -<br />
|-<br />
! Survivor<br />
| NAME can and will do anything to survive...<br />
| <br />
| Hardened, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, RimWorlder<br />
|-<br />
! Pragmatist<br />
| NAME is practical, and will cross any line if it serves HIM best. HE isn't bothered by limiting moral choices, after all, HE is just looking out for number 1.<br />
| <br />
| Hardened, Survivor, Veteran, Doomsday Prepper, Psychopath, Cannibal, RimWorlder<br />
|-<br />
! Doomsday Prepper<br />
| NAME is prepared for death and destruction. HE has honed his prepping skills and neglected other area's.<br />
| <br />
| Hardened, Survivor ,Veteran, Pragmatist, Psychopath, Cannibal, Rimworlder<br />
|-<br />
! Slacker<br />
| NAME is set in HIS ways of doing as little as possible, as slow as possible.<br />
| <br />
| -<br />
|-<br />
! Photophobia<br />
| NAME has an aversion to light, prefering the safety of the dark.<br />
| <br />
| -<br />
|-<br />
! Agoraphobia<br />
| NAME has a fear of open spaces, while HE can manage relatively fine in them, HE is much more comfortable indoors.<br />
| <br />
| -<br />
|-</div>Peppsenhttps://rimworldwiki.com/index.php?title=More_Traits_(mod)&diff=38641More Traits (mod)2016-05-18T10:34:23Z<p>Peppsen: </p>
<hr />
<div>{{infobox custom|mod<br />
|name = More Traits<br />
|state = released<br />
|logo = <br />
|forum = 20166<br />
|author = [[User:TheFlameTouched|TheFlameTouched]]<br />
|version = v1<br />
|comp = Alpha 13<br />
|firstrelease = 2016-05-16<br />
}}<br />
<br />
Traits grant special bonuses or conditions to your colonists in addition to adding flavor and allowing more complex player-conceived stories based on those characters. <br/><br />
These are traits added by TheFlameTouched in his mod called More Traits v1<br />
<br />
=All traits(so far)=<br />
<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Name<br />
! Description<br />
! Effect<br />
!Conflicting Traits<br />
|-<br />
! Hardened<br />
| NAME has become accustomed to the harsh reality of death and the horrible things that sometimes need to be done. This has made HIM more mentally stable.<br />
| Mental break threshold -3<br />
Mood not affected by sight of death, unburied colonists, prisoners sold into slavery, sleeping outside <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Psychopath<br />
|-<br />
! Veteran<br />
| NAME is no stranger to battle and death, HE doesn't mind the sight of death or killing.<br />
| Melee skill +3, Shooting skill +3, Medicine skill -3, Growing skill -3, Crafting skill -3 <br/><br />
Mood not affected by sight of death or unburied colonists <br/><br />
+3 mood for being wounded in action<br />
| Psychopath<br />
Hardened<br />
|-<br />
! Rookie<br />
| NAME has been training with weapons for a while now, and while HE is not anything special with them, HE is more profiecient at killing than most individuals.<br />
| <br />
| Elite<br />
Hardened <br/><br />
Numb<br />
|-<br />
! Elite<br />
| NAME has been training to fight for a long time, and HE has grown into a formidable opponent.<br />
| <br />
| -<br />
|-<br />
! Commando<br />
| NAME has been forged in the fires of battle and is a true threat on any battlefield.<br />
| <br />
| -<br />
|-<br />
! Marksman<br />
| NAME has a natural affinity with any ranged weapon and has spent HIS time honing HIS natural abilities further.<br />
| <br />
| -<br />
|-<br />
! Reaver<br />
| NAME prefers to be where the blood flows most freely in battle. In accordance with this HE has focused on mastering melee weapons.<br />
| <br />
| -<br />
|-<br />
! Medic<br />
| NAME has been training to heal the men he serves with from a young age, HE is proficient in both healing and killing, creating a deadly combo for the unsuspecting foe.<br />
| <br />
| -<br />
|-<br />
! Animal Lover<br />
| NAME has a passion for animals. HECAP has spent as much time with HIS pets as possible.<br />
| <br />
| -<br />
|-<br />
! Medical Savant<br />
| NAME understands the art of medicine like no one else can. However, they don't understand people half as well.<br />
| <br />
| -<br />
|-<br />
! Technical Savant<br />
| NAME has always been able to intuitively figure out how devices work and come together. Unfortunately HE doesn't have the same insight when it comes to people.<br />
| <br />
| -<br />
|-<br />
! Artistic Savant<br />
| NAME has always been able to reach people on an emotional level with HIS work.<br />
| <br />
| -<br />
|-<br />
! DIY Enthusiast<br />
| NAME enjoys working with HIS hands and building things.<br />
| <br />
| -<br />
|-<br />
! Naive<br />
| NAME is a generally happy and likable person, but death bothers HIM more than others.<br />
| <br />
| Hardened, Survivor, Veteran, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, Medic, Reaver, Marksman, Elite, Rookie, Commando<br />
|-<br />
! Numb<br />
| NAME is emotionally numb and as such is very non-expressive about most things.<br />
| <br />
| Psychopath<br />
|-<br />
! Focused<br />
| NAME has an easy time staying focused, and gets things done faster than the average person.<br />
| <br />
| -<br />
|-<br />
! Forgetful<br />
| NAME is forgetful at the worst of times, reducing overall work speed.<br />
| <br />
| -<br />
|-<br />
! RimWorlder<br />
| For most people the Rimworlds are a dangerous, hostile place. Not for NAME, as no decision is too dark, no situation can not provide either profit or humour for HIM, often at the expense of others. Where others think HE's gone too far, HECAP doesnt think HE's gone far enough yet. This is HIS planet, it just doesn't know it yet.<br />
| <br />
| Hardened, Survivor, Veteran, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, Medic, Reaver, Marksman, Elite, Rookie, Killer<br />
|-<br />
! Slaver<br />
| For NAME, people are money and as such HECAP hates seeing good merchandise damaged.<br />
| <br />
| <br />
|-<br />
! Killer<br />
| NAME likes to fight but more importantly, HECAP likes to kill. HISCAP main focus in life is to take it away from as many opposing individuals as possible. To this end HECAP has honed his fighting skills, and is slightly more deadly both up close and at range.<br />
| <br />
| <br />
|-<br />
! Silver Tongue<br />
| NAME likes to talk and hates to fight, fortunately for HIM, HE's good at talking HIS way out of almost anything. <br />
| <br />
| Psychopath<br />
|-<br />
! Hero<br />
| NAME is the hero of this story, or at least HE's trying to be, and has been all HIS life. <br />
| <br />
| Psychopath<br />
|-<br />
! Born Leader<br />
| NAME has been a leader since the first time HECAP made a friend, people are drawn to HIM naturally.<br />
| <br />
| Psychopath<br />
|-<br />
! Strong<br />
| NAME is abnormally strong and has worked on being even stronger. <br />
| <br />
| -<br />
|-<br />
! Tough<br />
| NAME is a lot tougher than most think HECAP is. <br />
| <br />
| -<br />
|-<br />
! Quick<br />
| NAME is abnormally quick. <br />
| <br />
| -<br />
|-<br />
! Shy<br />
| NAME is exceptionally shy.<br />
| <br />
| -<br />
|-<br />
! Ignorant<br />
| NAME is not a fan of knowledge and is stubborn. A truly unfortunate situation. <br />
| <br />
| -<br />
|-<br />
! Paranoid<br />
| NAME believes that everyone is out to get HIM and for the first time in HIS life, HE seems to be right.<br />
| <br />
| -<br />
|-<br />
! Confident<br />
| NAME is fairly confident that everything is going to be alright. <br />
| <br />
| -<br />
|-<br />
! Survivor<br />
| NAME can and will do anything to survive...<br />
| <br />
| Hardened, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, RimWorlder<br />
|-<br />
! Pragmatist<br />
| NAME is practical, and will cross any line if it serves HIM best. HE isn't bothered by limiting moral choices, after all, HE is just looking out for number 1.<br />
| <br />
| Hardened, Survivor, Veteran, Doomsday Prepper, Psychopath, Cannibal, RimWorlder<br />
|-<br />
! Doomsday Prepper<br />
| NAME is prepared for death and destruction. HE has honed his prepping skills and neglected other area's.<br />
| <br />
| Hardened, Survivor ,Veteran, Pragmatist, Psychopath, Cannibal, Rimworlder<br />
|-<br />
! Slacker<br />
| NAME is set in HIS ways of doing as little as possible, as slow as possible.<br />
| <br />
| -<br />
|-<br />
! Photophobia<br />
| NAME has an aversion to light, prefering the safety of the dark.<br />
| <br />
| -<br />
|-<br />
! Agoraphobia<br />
| NAME has a fear of open spaces, while HE can manage relatively fine in them, HE is much more comfortable indoors.<br />
| <br />
| -<br />
|-</div>Peppsenhttps://rimworldwiki.com/index.php?title=More_Traits_(mod)&diff=38640More Traits (mod)2016-05-18T10:13:12Z<p>Peppsen: </p>
<hr />
<div>{{infobox custom|mod<br />
|name = More Traits<br />
|state = released<br />
|logo = <br />
|forum = 20166<br />
|author = [[User:TheFlameTouched|TheFlameTouched]]<br />
|version = v1<br />
|comp = Alpha 13<br />
|firstrelease = 2016-05-16<br />
}}<br />
<br />
Traits grant special bonuses or conditions to your colonists in addition to adding flavor and allowing more complex player-conceived stories based on those characters. <br/><br />
These are traits added by TheFlameTouched in his mod called More Traits v1<br />
<br />
=All traits(so far)=<br />
<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Name<br />
! Description<br />
! Effect<br />
!Conflicting Traits<br />
|-<br />
! Hardened<br />
| NAME has become accustomed to the harsh reality of death and the horrible things that sometimes need to be done. This has made HIM more mentally stable.<br />
| Mental break threshold -3<br />
Mood not affected by sight of death, unburied colonists, prisoners sold into slavery, sleeping outside <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Psychopath<br />
|-<br />
! Veteran<br />
| NAME is no stranger to battle and death, HE doesn't mind the sight of death or killing.<br />
| Melee skill +3, Shooting skill +3, Medicine skill -3, Growing skill -3, Crafting skill -3 <br/><br />
Mood not affected by sight of death or unburied colonists <br/><br />
+3 mood for being wounded in action<br />
| Psychopath<br />
Hardened<br />
|-<br />
! Rookie<br />
| NAME has been training with weapons for a while now, and while HE is not anything special with them, HE is more profiecient at killing than most individuals.<br />
| <br />
| <br />
|-<br />
! Elite<br />
| NAME has been training to fight for a long time, and HE has grown into a formidable opponent.<br />
| <br />
| <br />
|-<br />
! Commando<br />
| NAME has been forged in the fires of battle and is a true threat on any battlefield.<br />
| <br />
| <br />
|-<br />
! Marksman<br />
| NAME has a natural affinity with any ranged weapon and has spent HIS time honing HIS natural abilities further.<br />
| <br />
| <br />
|-<br />
! Reaver<br />
| NAME prefers to be where the blood flows most freely in battle. In accordance with this HE has focused on mastering melee weapons.<br />
| <br />
| <br />
|-<br />
! Medic<br />
| NAME has been training to heal the men he serves with from a young age, HE is proficient in both healing and killing, creating a deadly combo for the unsuspecting foe.<br />
| <br />
| <br />
|-<br />
! Animal Lover<br />
| NAME has a passion for animals. HECAP has spent as much time with HIS pets as possible.<br />
| <br />
| <br />
|-<br />
! Medical Savant<br />
| NAME understands the art of medicine like no one else can. However, they don't understand people half as well.<br />
| <br />
| <br />
|-<br />
! Technical Savant<br />
| NAME has always been able to intuitively figure out how devices work and come together. Unfortunately HE doesn't have the same insight when it comes to people.<br />
| <br />
| <br />
|-<br />
! Artistic Savant<br />
| NAME has always been able to reach people on an emotional level with HIS work.<br />
| <br />
| <br />
|-<br />
! DIY Enthusiast<br />
| NAME enjoys working with HIS hands and building things.<br />
| <br />
| <br />
|-<br />
! Naive<br />
| NAME is a generaly happy and likable person, but death bothers HIM more than others.<br />
| <br />
| <br />
|-<br />
! Numb<br />
| NAME is emotionally numb and as such is very non-expressive about most things.<br />
| <br />
| <br />
|-<br />
! Focused<br />
| NAME has an easy time staying focused, and gets things done faster than the average person.<br />
| <br />
| <br />
|-<br />
! Forgetful<br />
| NAME is forgetful at the worst of times, reducing overall work speed.<br />
| <br />
| <br />
|-<br />
! RimWorlder<br />
| For most people the Rimworlds are a dangerous, hostile place. Not for NAME, as no decision is too dark, no situation can not provide either profit or humour for HIM, often at the expense of others. Where others think HE's gone too far, HECAP doesnt think HE's gone far enough yet. This is HIS planet, it just doesn't know it yet.<br />
| <br />
| <br />
|-<br />
! Slaver<br />
| For NAME, people are money and as such HECAP hates seeing good merchandise damaged.<br />
| <br />
| <br />
|-<br />
! Killer<br />
| NAME likes to fight but more importantly, HECAP likes to kill. HISCAP main focus in life is to take it away from as many opposing individuals as possible. To this end HECAP has honed his fighting skills, and is slightly more deadly both up close and at range.<br />
| <br />
| <br />
|-<br />
! Silver Tongue<br />
| NAME likes to talk and hates to fight, fortunately for HIM, HE's good at talking HIS way out of almost anything. <br />
| <br />
| <br />
|-<br />
! Hero<br />
| NAME is the hero of this story, or at least HE's trying to be, and has been all HIS life. <br />
| <br />
| <br />
|-<br />
! Born Leader<br />
| NAME has been a leader since the first time HECAP made a friend, people are drawn to HIM naturally.<br />
| <br />
| <br />
|-<br />
! Strong<br />
| NAME is abnormally strong and has worked on being even stronger. <br />
| <br />
| <br />
|-<br />
! Tough<br />
| NAME is a lot tougher than most think HECAP is. <br />
| <br />
| <br />
|-<br />
! Quick<br />
| NAME is abnormally quick. <br />
| <br />
| <br />
|-<br />
! Shy<br />
| NAME is exceptionally shy.<br />
| <br />
| <br />
|-<br />
! Ignorant<br />
| NAME is not a fan of knowledge and is stubborn. A truely unfortunate situation. <br />
| <br />
|-<br />
! Paranoid<br />
| NAME believes that everyone is out to get HIM and for the first time in HIS life, HE seems to be right.<br />
| <br />
| <br />
|-<br />
! Confident<br />
| NAME is fairly confident that everything is going to be alright. <br />
| <br />
| <br />
|-<br />
! Survivor<br />
| NAME can and will do anything to survive...<br />
| <br />
| <br />
|-<br />
! Pragmatist<br />
| NAME is practical, and will cross any line if it serves HIM best. HE isn't bothered by limiting moral choices, after all, HE is just looking out for number 1.<br />
| <br />
| <br />
|-<br />
! Doomsday Prepper<br />
| NAME is prepared for death and destruction. HE has honed his prepping skills and neglected other area's.<br />
| <br />
| <br />
|-<br />
! Slacker<br />
| NAME is set in HIS ways of doing as little as possible, as slow as possible.<br />
| <br />
| <br />
|-<br />
! Photophobia<br />
| NAME has an aversion to light, prefering the safety of the dark.<br />
| <br />
| <br />
|-<br />
! Agoraphobia<br />
| NAME has a fear of open spaces, while HE can manage relatively fine in them, HE is much more comfortable indoors.<br />
| <br />
| <br />
|-</div>Peppsenhttps://rimworldwiki.com/index.php?title=More_Traits_(mod)&diff=38639More Traits (mod)2016-05-18T10:12:04Z<p>Peppsen: </p>
<hr />
<div>{{infobox custom|mod<br />
|name = More Traits v1<br />
|state = released<br />
|logo = <br />
|forum = 20166<br />
|author = [[User:TheFlameTouched|TheFlameTouched]]<br />
|version = v1<br />
|comp = Alpha 13<br />
|firstrelease = 2016-05-16<br />
}}<br />
<br />
Traits grant special bonuses or conditions to your colonists in addition to adding flavor and allowing more complex player-conceived stories based on those characters. <br/><br />
These are traits added by TheFlameTouched in his mod called More Traits v1<br />
<br />
=All traits(so far)=<br />
<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Name<br />
! Description<br />
! Effect<br />
!Conflicting Traits<br />
|-<br />
! Hardened<br />
| NAME has become accustomed to the harsh reality of death and the horrible things that sometimes need to be done. This has made HIM more mentally stable.<br />
| Mental break threshold -3<br />
Mood not affected by sight of death, unburied colonists, prisoners sold into slavery, sleeping outside <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Psychopath<br />
|-<br />
! Veteran<br />
| NAME is no stranger to battle and death, HE doesn't mind the sight of death or killing.<br />
| Melee skill +3, Shooting skill +3, Medicine skill -3, Growing skill -3, Crafting skill -3 <br/><br />
Mood not affected by sight of death or unburied colonists <br/><br />
+3 mood for being wounded in action<br />
| Psychopath<br />
Hardened<br />
|-<br />
! Rookie<br />
| NAME has been training with weapons for a while now, and while HE is not anything special with them, HE is more profiecient at killing than most individuals.<br />
| <br />
| <br />
|-<br />
! Elite<br />
| NAME has been training to fight for a long time, and HE has grown into a formidable opponent.<br />
| <br />
| <br />
|-<br />
! Commando<br />
| NAME has been forged in the fires of battle and is a true threat on any battlefield.<br />
| <br />
| <br />
|-<br />
! Marksman<br />
| NAME has a natural affinity with any ranged weapon and has spent HIS time honing HIS natural abilities further.<br />
| <br />
| <br />
|-<br />
! Reaver<br />
| NAME prefers to be where the blood flows most freely in battle. In accordance with this HE has focused on mastering melee weapons.<br />
| <br />
| <br />
|-<br />
! Medic<br />
| NAME has been training to heal the men he serves with from a young age, HE is proficient in both healing and killing, creating a deadly combo for the unsuspecting foe.<br />
| <br />
| <br />
|-<br />
! Animal Lover<br />
| NAME has a passion for animals. HECAP has spent as much time with HIS pets as possible.<br />
| <br />
| <br />
|-<br />
! Medical Savant<br />
| NAME understands the art of medicine like no one else can. However, they don't understand people half as well.<br />
| <br />
| <br />
|-<br />
! Technical Savant<br />
| NAME has always been able to intuitively figure out how devices work and come together. Unfortunately HE doesn't have the same insight when it comes to people.<br />
| <br />
| <br />
|-<br />
! Artistic Savant<br />
| NAME has always been able to reach people on an emotional level with HIS work.<br />
| <br />
| <br />
|-<br />
! DIY Enthusiast<br />
| NAME enjoys working with HIS hands and building things.<br />
| <br />
| <br />
|-<br />
! Naive<br />
| NAME is a generaly happy and likable person, but death bothers HIM more than others.<br />
| <br />
| <br />
|-<br />
! Numb<br />
| NAME is emotionally numb and as such is very non-expressive about most things.<br />
| <br />
| <br />
|-<br />
! Focused<br />
| NAME has an easy time staying focused, and gets things done faster than the average person.<br />
| <br />
| <br />
|-<br />
! Forgetful<br />
| NAME is forgetful at the worst of times, reducing overall work speed.<br />
| <br />
| <br />
|-<br />
! RimWorlder<br />
| For most people the Rimworlds are a dangerous, hostile place. Not for NAME, as no decision is too dark, no situation can not provide either profit or humour for HIM, often at the expense of others. Where others think HE's gone too far, HECAP doesnt think HE's gone far enough yet. This is HIS planet, it just doesn't know it yet.<br />
| <br />
| <br />
|-<br />
! Slaver<br />
| For NAME, people are money and as such HECAP hates seeing good merchandise damaged.<br />
| <br />
| <br />
|-<br />
! Killer<br />
| NAME likes to fight but more importantly, HECAP likes to kill. HISCAP main focus in life is to take it away from as many opposing individuals as possible. To this end HECAP has honed his fighting skills, and is slightly more deadly both up close and at range.<br />
| <br />
| <br />
|-<br />
! Silver Tongue<br />
| NAME likes to talk and hates to fight, fortunately for HIM, HE's good at talking HIS way out of almost anything. <br />
| <br />
| <br />
|-<br />
! Hero<br />
| NAME is the hero of this story, or at least HE's trying to be, and has been all HIS life. <br />
| <br />
| <br />
|-<br />
! Born Leader<br />
| NAME has been a leader since the first time HECAP made a friend, people are drawn to HIM naturally.<br />
| <br />
| <br />
|-<br />
! Strong<br />
| NAME is abnormally strong and has worked on being even stronger. <br />
| <br />
| <br />
|-<br />
! Tough<br />
| NAME is a lot tougher than most think HECAP is. <br />
| <br />
| <br />
|-<br />
! Quick<br />
| NAME is abnormally quick. <br />
| <br />
| <br />
|-<br />
! Shy<br />
| NAME is exceptionally shy.<br />
| <br />
| <br />
|-<br />
! Ignorant<br />
| NAME is not a fan of knowledge and is stubborn. A truely unfortunate situation. <br />
| <br />
|-<br />
! Paranoid<br />
| NAME believes that everyone is out to get HIM and for the first time in HIS life, HE seems to be right.<br />
| <br />
| <br />
|-<br />
! Confident<br />
| NAME is fairly confident that everything is going to be alright. <br />
| <br />
| <br />
|-<br />
! Survivor<br />
| NAME can and will do anything to survive...<br />
| <br />
| <br />
|-<br />
! Pragmatist<br />
| NAME is practical, and will cross any line if it serves HIM best. HE isn't bothered by limiting moral choices, after all, HE is just looking out for number 1.<br />
| <br />
| <br />
|-<br />
! Doomsday Prepper<br />
| NAME is prepared for death and destruction. HE has honed his prepping skills and neglected other area's.<br />
| <br />
| <br />
|-<br />
! Slacker<br />
| NAME is set in HIS ways of doing as little as possible, as slow as possible.<br />
| <br />
| <br />
|-<br />
! Photophobia<br />
| NAME has an aversion to light, prefering the safety of the dark.<br />
| <br />
| <br />
|-<br />
! Agoraphobia<br />
| NAME has a fear of open spaces, while HE can manage relatively fine in them, HE is much more comfortable indoors.<br />
| <br />
| <br />
|-</div>Peppsenhttps://rimworldwiki.com/index.php?title=More_Traits_(mod)&diff=38638More Traits (mod)2016-05-18T10:11:24Z<p>Peppsen: All traits listed</p>
<hr />
<div>{{infobox custom|mod<br />
|name = More Traits v1<br />
|state = released<br />
|logo = <br />
|forum = 20166<br />
|author = [[User:TheFlameTouched|TheFlameTouched]]<br />
|version = v1<br />
|comp = Alpha 13<br />
|firstrelease = 2016-05-16<br />
}}<br />
<br />
Traits grant special bonuses or conditions to your colonists in addition to adding flavor and allowing more complex player-conceived stories based on those characters. <br/><br />
These are traits added by TheFlameTouched in his mod called More Traits v1<br />
<br />
=More traits=<br />
<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Name<br />
! Description<br />
! Effect<br />
!Conflicting Traits<br />
|-<br />
! Hardened<br />
| NAME has become accustomed to the harsh reality of death and the horrible things that sometimes need to be done. This has made HIM more mentally stable.<br />
| Mental break threshold -3<br />
Mood not affected by sight of death, unburied colonists, prisoners sold into slavery, sleeping outside <br/><br />
+10 mood for killing strangers <br/><br />
+3 mood for being wounded in action<br />
| Psychopath<br />
|-<br />
! Veteran<br />
| NAME is no stranger to battle and death, HE doesn't mind the sight of death or killing.<br />
| Melee skill +3, Shooting skill +3, Medicine skill -3, Growing skill -3, Crafting skill -3 <br/><br />
Mood not affected by sight of death or unburied colonists <br/><br />
+3 mood for being wounded in action<br />
| Psychopath<br />
Hardened<br />
|-<br />
! Rookie<br />
| NAME has been training with weapons for a while now, and while HE is not anything special with them, HE is more profiecient at killing than most individuals.<br />
| <br />
| <br />
|-<br />
! Elite<br />
| NAME has been training to fight for a long time, and HE has grown into a formidable opponent.<br />
| <br />
| <br />
|-<br />
! Commando<br />
| NAME has been forged in the fires of battle and is a true threat on any battlefield.<br />
| <br />
| <br />
|-<br />
! Marksman<br />
| NAME has a natural affinity with any ranged weapon and has spent HIS time honing HIS natural abilities further.<br />
| <br />
| <br />
|-<br />
! Reaver<br />
| NAME prefers to be where the blood flows most freely in battle. In accordance with this HE has focused on mastering melee weapons.<br />
| <br />
| <br />
|-<br />
! Medic<br />
| NAME has been training to heal the men he serves with from a young age, HE is proficient in both healing and killing, creating a deadly combo for the unsuspecting foe.<br />
| <br />
| <br />
|-<br />
! Animal Lover<br />
| NAME has a passion for animals. HECAP has spent as much time with HIS pets as possible.<br />
| <br />
| <br />
|-<br />
! Medical Savant<br />
| NAME understands the art of medicine like no one else can. However, they don't understand people half as well.<br />
| <br />
| <br />
|-<br />
! Technical Savant<br />
| NAME has always been able to intuitively figure out how devices work and come together. Unfortunately HE doesn't have the same insight when it comes to people.<br />
| <br />
| <br />
|-<br />
! Artistic Savant<br />
| NAME has always been able to reach people on an emotional level with HIS work.<br />
| <br />
| <br />
|-<br />
! DIY Enthusiast<br />
| NAME enjoys working with HIS hands and building things.<br />
| <br />
| <br />
|-<br />
! Naive<br />
| NAME is a generaly happy and likable person, but death bothers HIM more than others.<br />
| <br />
| <br />
|-<br />
! Numb<br />
| NAME is emotionally numb and as such is very non-expressive about most things.<br />
| <br />
| <br />
|-<br />
! Focused<br />
| NAME has an easy time staying focused, and gets things done faster than the average person.<br />
| <br />
| <br />
|-<br />
! Forgetful<br />
| NAME is forgetful at the worst of times, reducing overall work speed.<br />
| <br />
| <br />
|-<br />
! RimWorlder<br />
| For most people the Rimworlds are a dangerous, hostile place. Not for NAME, as no decision is too dark, no situation can not provide either profit or humour for HIM, often at the expense of others. Where others think HE's gone too far, HECAP doesnt think HE's gone far enough yet. This is HIS planet, it just doesn't know it yet.<br />
| <br />
| <br />
|-<br />
! Slaver<br />
| For NAME, people are money and as such HECAP hates seeing good merchandise damaged.<br />
| <br />
| <br />
|-<br />
! Killer<br />
| NAME likes to fight but more importantly, HECAP likes to kill. HISCAP main focus in life is to take it away from as many opposing individuals as possible. To this end HECAP has honed his fighting skills, and is slightly more deadly both up close and at range.<br />
| <br />
| <br />
|-<br />
! Silver Tongue<br />
| NAME likes to talk and hates to fight, fortunately for HIM, HE's good at talking HIS way out of almost anything. <br />
| <br />
| <br />
|-<br />
! Hero<br />
| NAME is the hero of this story, or at least HE's trying to be, and has been all HIS life. <br />
| <br />
| <br />
|-<br />
! Born Leader<br />
| NAME has been a leader since the first time HECAP made a friend, people are drawn to HIM naturally.<br />
| <br />
| <br />
|-<br />
! Strong<br />
| NAME is abnormally strong and has worked on being even stronger. <br />
| <br />
| <br />
|-<br />
! Tough<br />
| NAME is a lot tougher than most think HECAP is. <br />
| <br />
| <br />
|-<br />
! Quick<br />
| NAME is abnormally quick. <br />
| <br />
| <br />
|-<br />
! Shy<br />
| NAME is exceptionally shy.<br />
| <br />
| <br />
|-<br />
! Ignorant<br />
| NAME is not a fan of knowledge and is stubborn. A truely unfortunate situation. <br />
| <br />
|-<br />
! Paranoid<br />
| NAME believes that everyone is out to get HIM and for the first time in HIS life, HE seems to be right.<br />
| <br />
| <br />
|-<br />
! Confident<br />
| NAME is fairly confident that everything is going to be alright. <br />
| <br />
| <br />
|-<br />
! Survivor<br />
| NAME can and will do anything to survive...<br />
| <br />
| <br />
|-<br />
! Pragmatist<br />
| NAME is practical, and will cross any line if it serves HIM best. HE isn't bothered by limiting moral choices, after all, HE is just looking out for number 1.<br />
| <br />
| <br />
|-<br />
! Doomsday Prepper<br />
| NAME is prepared for death and destruction. HE has honed his prepping skills and neglected other area's.<br />
| <br />
| <br />
|-<br />
! Slacker<br />
| NAME is set in HIS ways of doing as little as possible, as slow as possible.<br />
| <br />
| <br />
|-<br />
! Photophobia<br />
| NAME has an aversion to light, prefering the safety of the dark.<br />
| <br />
| <br />
|-<br />
! Agoraphobia<br />
| NAME has a fear of open spaces, while HE can manage relatively fine in them, HE is much more comfortable indoors.<br />
| <br />
| <br />
|-</div>Peppsenhttps://rimworldwiki.com/index.php?title=More_Traits_(mod)&diff=38637More Traits (mod)2016-05-18T09:35:48Z<p>Peppsen: Made a page for a mod</p>
<hr />
<div>{{infobox custom|mod<br />
|name = More Traits v1<br />
|state = released<br />
|logo = <br />
|forum = 20166<br />
|author = [[User:TheFlameTouched|TheFlameTouched]]<br />
|version = v1<br />
|comp = Alpha 13<br />
|firstrelease = 2016-05-16<br />
}}<br />
<br />
Traits grant special bonuses or conditions to your colonists in addition to adding flavor and allowing more complex player-conceived stories based on those characters. <br/><br />
These are traits added by TheFlameTouched in his mod called More Traits v1<br />
<br />
=More traits=<br />
<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Name<br />
! Description<br />
! Effect<br />
!Conflicting Traits<br />
|-<br />
! Hardened<br />
| NAME has become accustomed to the harsh reality of death and the horrible things that sometimes need to be done. This has made HIM more mentally stable.<br />
| Mental break threshold -3<br />
Mood not affected by sight of death, unburied colonists, prisoners sold into slavery, sleeping outside<br />
| Psychopath<br />
|-</div>Peppsenhttps://rimworldwiki.com/index.php?title=RimWorld_Wiki:To-do&diff=38633RimWorld Wiki:To-do2016-05-17T13:08:41Z<p>Peppsen: /* List */</p>
<hr />
<div>There are many, many things to be done on this wiki to make it better. Mark incomplete pages or pages needing work with [[:Category:Unfinished pages]] or use [[Template:UC]] to make our job a bit easier.<br />
<br />
If you want to suggest something that needs to be done, '''sign your post!''' - [[User:Zesty|Zesty]] ([[User talk:Zesty|talk]])<br />
<br />
==List==<br />
Needs to be done list: (Feel free to do these if you know how!) (''italic'' = minor, '''bold''' = major)<br />
<br />
*'''Quickstart_Guide''': Revised plan: guide based on generalized temperate landing with Extreme Cold and Extreme Heat biomes given separate pages. Work in progress. [[User:Darkphoenyx27|Darkphoenyx27]]<br />
*''Events page'': Needs updating/more descriptions. <br />
*''AI storyteller'': Needs updating. '''I updated all the code specifics for Alpha 13, don't know if anything else needs updating''' 16 May 2016 [[User:Peppsen|Peppsen]] ([[User talk:Peppsen|talk]])<br />
*''Wiki Consistency'': Some pages are not consistent with the current wiki's style. Find and update those pages. <br />
*''Alpha 9 Updates'': Nearly all Alpha 9 updates have been added but a few still remain.<br />
*''Alpha 10 updates'': "Joy System" All of the newly implemented features and tweaks<br />
*''Alpha 11 Updates'': "Sappers and Traps" Same as above but for Alpha 11<br />
*''Alpha 12 Updates'': "Animal Taming" All changes from blog post are listed below.<br />
*''Mods'': Please keep adding mods from the forum to the Alpha 8 mod list<br />
*'''Defs''': Def elements might be something useful to add in for technical reference/modder wannabes. This stuff is being constantly revised and constructed upon, so it's your choice whether to make it its own page or to integrate it as part of another page (e.g. [[Colonist]]). I've only covered a small amount of defs (see [[:Category:Defs]] for a list), and that was ''a year ago''. [[User:Longbyte1|Longbyte1]] ([[User talk:Longbyte1|talk]]) 05:05, 16 February 2015 (UTC)<br />
*''Main Page'': RimWorld Logo needs updating to current. [[User:elStrages|elStrages]] '''Appears to be current logo already, the top left logo can't be changed. [[User:Fernbhoy|Fernbhoy]] ([[User talk:Fernbhoy|talk]])<br />
*''Wiki Icon'': The 'O' icon needs updating to the one in the left nav or the one fomr the new logo [[User:elStrages|elStrages]]<br />
*''Updated Wiki Navigation''(Right side complete): I am in the process of adding navigation to the top of each page, It came about from the poor navigation bog at the bottom of the Architect page. [[User:elStrages|elStrages]]<br />
*''Organs and Implants'': Needs a page either in items or in the health tab. '''Place feedback bellow on ideas''' DONE, except for some regular body parts, Eye, Arm, Leg. (see [[Medical Items]] by [[User:Crystalline Cat|Crystalline Cat]]) ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:15, 31 March 2015 (UTC)<br />
*"Drafting": Soldier page needs to be removed and drafting should be expanded. [[User:CheesusGamer|CheesusGamer]]<br />
** ''feedback here''<br />
*** Please note that pages for human body parts (i.e. Bionic arm) list a subtype of 'body part'. A page for 'Body part' doesn't currently exist. This term in this context infers <em>human body part</em>. However, a page named as 'Body part' should be written to either include or disambiguate from body parts of all pawns, including animals and mechanoids. And one detail to consider is whether to name the page as 'Body part' or 'Body part<em>s</em>'. One other relevant note, there is a page 'Table of human body parts'. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:15, 31 March 2015 (UTC)<br />
* Need a better way to display data on tables without having to update the tables themselves. What's the best way to pull stats and stuff from pages to a table on another page? [[User:Zesty|Zesty]] ([[User talk:Zesty|talk]])<br />
* Could uses a page on [[Pawn|pawns]], if there isn't already one somewhere on the modding pages. [[User:Zesty|Zesty]] ([[User talk:Zesty|talk]])<br />
* Need a page describing cleanness and how it affects health/infections. [[User:Freakycrafter|Freakycrafter]]<br />
<br />
== Updates from Previous Alphas ==<br />
<br />
This is the list of changes from the Alpha 9, 10, 11, and 12 blog posts, for purposes of checking off items.<br />
<br />
=== Basics and Concepts ===<br />
<br />
==== Overview ====<br />
* <del>[10a] New: outfits manager system added. You can design ‘outfits’ (restrictions on what a colonist is allowed to a wear) and assign them to colonists in a central interface. Colonists will then independently work to find the best apparel possible given their outfit and the current season. They will automatically switch out damaged apparel for better apparel, or poor-quality apparel for high-quality apparel. If the player manually assigns apparel, the colonist will never remove it until the manual assignment is cleared.</del> DONE. Added to Overview and referenced in Clothing and Armor. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:54, 26 April 2015 (UTC)<br />
* <del>[10a] New: timetable system added. You can assign each colonist a daily timetable which describes when they should sleep, work, have joy, or decide on their own.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:54, 26 April 2015 (UTC)<br />
* <del>[10a] Passion flames are now displayed subtly on the work overview screen.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:54, 26 April 2015 (UTC)<br />
<br />
==== Trading ====<br />
* <del>[10a] New: Television (purchasable)</del> DONE. Added in Trade and Joy. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 05:15, 2 May 2015 (UTC)<br />
* <del>[10a] New: Telescope for astronomy (purchasable)</del> DONE. Added in Trade and Joy. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 05:15, 2 May 2015 (UTC)<br />
* [11a] Slave trader changed to pirate merchant, can still show up to buy slaves even when your population is high (though they may not carry any).<br />
* [11b] We no longer allow buying back prisoners you just sold as a way to insta-recruit anyone.<br />
* [11b] Can no longer sell rotten items.<br />
* [11b] Fixed pirate merchants only bringing slaves when population is high. This should be reversed<br />
* <del>[11b] Reworked how slave prices are calculated so they take injuries, capacities, and skills into account better.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:42, 19 August 2015 (UTC)<br />
<br />
==== Combat ====<br />
* <del>[10a] Reworked how melee verbs are selected so they’ll be selected with a bit more randomness. e.g. Someone with one scyther blade hand won’t use it exclusively; you’ll need to get them two if you want a true killing machine.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 18:52, 25 April 2015 (UTC)<br />
* <del>[10a] Beer can now be wielded as a weapon (like wood).</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:44, 25 April 2015 (UTC)<br />
* <del>[10a] Characters will now sometimes resist arrest.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 05:22, 4 May 2015 (UTC)<br />
* [11a] Pawns check for job override when taking damage. It will no longer be possible to bug out the centipede enemy and kill him at close range while he tries to take a firing position.<br />
* [11a] Enemies no longer take unpowered player turrets as primary targets.<br />
<br />
==== Enemies ====<br />
* <del>[9a] Siegers will come with shells to use to bombard you.</del><br />
* <del>[9e] Balanced sieges to be slightly weaker.</del><br />
* <del>[9a] Cryptosleep caskets are now sealed, come with warnings, and can contain deadly ancient defenders.</del><br />
* <del>[9d] Raiders will no longer eat from players’ nutrient paste dispensers.</del> '''Should be sorted now but if you see any other pages, let me know [[User:Fernbhoy|Fernbhoy]] ([[User talk:Fernbhoy|talk]]) 23:16, 25 April 2015 (UTC)<br />
* <del>[11a] Sappers added, killbox avoidance</del> ''done'' [[User:Cabmoomoo|Caleb B.]] ([[User talk:Cabmoomoo|talk]]) 01:11, 19 June 2015 (UTC)<br />
* <del>[11a] Wargs added to the game.</del> DONE ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 18:20, 5 July 2015 (UTC)<br />
* <del>[11a] Enemies now flee things that are about to explode.</del> -Daman453 2015/09/20<br />
* <del>[11a] Enemies remember trap positions that their faction has encountered before, and avoid them.</del> DONE! -Daman453 2015/09/20<br />
* <del>[11a] Raiders opportunistically ignite crops on fire.</del> DONE! -Daman453 2015/09/20<br />
* <del>[11b] Sapper now avoid mining high-health ore while finding tunneling paths.</del> DONE! -Daman453 2015/09/20<br />
* <del>[11b] Enemies (especially wargs) now ignore unpowered unmanned turrets and mortars.</del> DONE! -Daman453 2015/09/20<br />
* <del>[11b] Siegers will never have only melee weapons (too exploitable).</del> -Daman453 2015/09/20<br />
<br />
==== Thoughts and Mood ====<br />
* <del>[9a] New: beer drinking</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:27, 20 May 2015 (UTC)<br />
* <del>[9a] New: inebriated thoughts</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 06:55, 18 May 2015 (UTC)<br />
* <del>[9a] New: inebriated ability impacts</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 06:55, 18 May 2015 (UTC)<br />
* <del>[9a] New: ‘binge’ mental breaks</del> DONE. Added by [[User:Havan IronOak|Havan IronOak]] ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:54, 22 May 2015 (UTC)<br />
* <del>[9a] New: hangovers</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 06:55, 18 May 2015 (UTC)<br />
* <del>[9a] Colonists are now bothered by people walking around inside the room while they sleep.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:09, 22 May 2015 (UTC)<br />
* [9e] Various tuning adjustments to several thought mood effects.<br />
* <del>[10a] New: joy need added. Colonists want to have “joy”, which means anything that lets the stop working and enjoy themselves for a while. There are various kinds of joy. Repeated use of the same kind of joy builds up a tolerance, reducing its impact. Colonists will prefer joy sources they are not already tolerant to. Result: it’s beneficial to provide a variety of joy sources.</del> DONE. Created Joy! ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 07:25, 28 April 2015 (UTC)<br />
* [10a] New: Skygazing --- Added Joy page. Activity needs description. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 07:25, 28 April 2015 (UTC)<br />
* [10a] New: Meditating/praying --- Added Joy page. Activity needs description. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 07:25, 28 April 2015 (UTC)<br />
* [10a] New: Social relaxation around campfire or table, with or without beer --- Added Joy page. Activity needs description. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 07:25, 28 April 2015 (UTC)<br />
* <del>[10a] New: Horseshoes game</del> DONE. ~ [[User:Cabmoomoo|Caleb B.]] ([[User talk:Cabmoomoo|talk]]) 01:02, 20 May 2015 (UTC)<br />
* <del>[10a] New: Chess</del> DONE. ~ [[User:Cabmoomoo|Caleb B.]] ([[User talk:Cabmoomoo|talk]]) 01:02, 20 May 2015 (UTC)<br />
* <del>[10a] New: Billiards</del> DONE. ~ [[User:Cabmoomoo|Caleb B.]] ([[User talk:Cabmoomoo|talk]]) 01:02, 20 May 2015 (UTC)<br />
* [10a] New: Television (purchasable) --- Added Joy page. Activity needs description. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 07:25, 28 April 2015 (UTC)<br />
* [10a] New: Telescope for astronomy (purchasable) --- Added Joy page. Activity needs description. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 07:25, 28 April 2015 (UTC)<br />
* <del>[10a] Pain now creates unhappiness.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:37, 22 May 2015 (UTC)<br />
* [12] Dazed broken pawns will now randomly strip off clothes and drop things.<br />
* <del>[12] New thought: Crowded – In a space with too many people.</del> DONE. [[User:Skraps|Skraps]] ([[User talk:Skraps|talk]]) 02:34, 22 September 2015 (UTC)<br />
<br />
==== Health ====<br />
* <del>[9a] People newly woken from cryptosleep have cryptosleep sickness for a while.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 05:41, 10 June 2015 (UTC)<br />
* <del>[9a] Surgery can fail now, sometimes catastrophically. Failure chance is related to the surgeon’s medical skill and the quality of the medicine.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 05:55, 10 June 2015 (UTC)<br />
* [9a] You can now rescue incapacitated neutral people and heal them. Their faction will be appreciative.<br />
* <del>[9a] Vomiting: Some diseases, drunkenness, cryptosleep sickness, and hangovers now cause people to vomit.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:42, 13 June 2015 (UTC)<br />
* <del>[9a] People can now get food poisoning. Bad cooks are more likely to accidentally poison meals.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 05:25, 15 June 2015 (UTC)<br />
* [10a] Colonists can fall unconscious on their own if over-exhausted.<br />
* [10a] Reworked food search so it smoothly integrates information about food distance, taste, and psychological preference to get the most optimal food source.<br />
* <del>[10a] Health tab now displays overall bleeding rate.</del> DONE. [[User:Cabmoomoo|Caleb B.]] ([[User talk:Cabmoomoo|talk]]) 01:47, 19 June 2015 (UTC)<br />
* <del>[10a] Starvation and blood loss are now staged and affect consciousness as they worsen.</del> DONE. [[User:Cabmoomoo|Caleb B.]] ([[User talk:Cabmoomoo|talk]]) 01:47, 19 June 2015 (UTC)<br />
* [10a] Visitors will now carry away wounded guests from their faction.<br />
* <del>[10a] Doctors now automatically rescue downed colonists.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:37, 25 July 2015 (UTC)<br />
* [12] Added heart attacks. People or animals approaching or past their life expectancy will have a chance of heart attack, which will progress and resolve in a random way. Heart attack is emergency-treatable to improve outcomes.<br />
* [12] Refactored and slightly rebalanced medical treatment quality system.<br />
* [12] Added way to enable/deny medicine in different qualities to any colonist, prisoner, or tame animal, from a the health tab.<br />
<br />
==== Work and Skills ====<br />
* <del>[9a] Colonists will now go to extinguish nearby fires even if someone else is already coming to do it. </del> DONE. [[User:Cabmoomoo|Caleb B.]] ([[User talk:Cabmoomoo|talk]]) 01:53, 19 June 2015 (UTC)<br />
* <del>[9e] While firefighting, colonists will now fight any fire they walk into. </del> DONE. [[User:Cabmoomoo|Caleb B.]] ([[User talk:Cabmoomoo|talk]]) 01:53, 19 June 2015 (UTC)<br />
* [9a] Reworked the ‘do until you have X’ option on bills; it now works for more bills and shows the number you currently have.<br />
* <del>[9a] Eating now takes priority even over emergency work (doctoring, firefighting) if a colonist is starving.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 19:27, 1 August 2015 (UTC)<br />
* [9a] Colonists, when hauling to stockpiles, always haul the max amount they can carry, and drop the extra nearby if the target cell can’t hold it all.<br />
* [9e] Fixed a bug that prevented prisoners from using nutrient paste dispensers in their cells.<br />
* [9a] Player can no longer magically toggle power on any item. Rather, you designate power to be toggled and the colonists go do it.<br />
* [10a] Reduced skill degradation rate.<br />
* [10a] Hunters will now approach and execute downed animals at close range.<br />
* [10a] Hunted animals will occasionally fight back. Some animals always fight back.<br />
* [10a] Reworked how skills generate so there will be more initial skill variation and age affect starting skills more.<br />
* [10a] Generalized toggle power interaction to ‘switch flicking’ and applied it to power switch toggling and door locking as well as building power on/off.<br />
* [10a] You can now set a minimum skill level on bills.<br />
* [11a] Pawns can now do ‘job override’ checks to see if a new job should start before ending their current job. These are now used liberally to have pawns respond faster and more intelligently to changing conditions (especially in combat).<br />
* [11b] Colonists now harvest planted trees on their own.<br />
* [12] Unskilled or injured growers can fail at harvesting, destroying the harvest for one plant.<br />
* [12] Added animals skill. <br />
* [12] Animal handling success rates are governed by the new Animals skill.<br />
* [12] Colonists with the Animal Handler work type will now interact with animals.<br />
* [12] Handlers can tame animals. They approach designated wild animals with food and attempt to tame them to make them part of the colony.<br />
* [12] Handlers can train animals as designated in tame animals’ Training tab. Animal training looks like taming, requires food, and trains one “trainable skill” at a time. Not all animals can learn anything; they need sufficient trainable intelligence.<br />
<br />
==== New incidents ====<br />
* <del>[11a] New incident: Toxic fallout. A toxic cloud that lasts for days or weeks. It kills plants, rots food, and slowly poisons people outside. Toxic buildup in characters leads to vomiting, dementia, and eventually death.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:54, 6 September 2015 (UTC)<br />
* <del>[11a] New incident: Volcanic winter. Lasts weeks or months and significantly reduces temperatures and light levels, leading to poorer harvests.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:54, 6 September 2015 (UTC)<br />
* [11a] <del>New incident: Manhunter pack. A pack of deadly wargs arrives and stalks the local area for a while before moving on. Fight them or hide inside from them.</del> -Done a long time ago? Crossed out on 2015/09/20<br />
* <del>[11a] New incident: Chased refugee. A refugee radios and offers to join the colony if you’ll fight the raiders on his tail.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:05, 30 July 2015 (UTC)<br />
* <del>[11a] New incident: Psychic soothe. The opposite of a psychic drone.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:05, 30 July 2015 (UTC)<br />
* [12] <del>New incident: Farm Animals Wander In (some tame farm animals wander to and join the colony)</del> -DONE! Daman453 2015/09/20<br />
* [12] <del>New incident: Self Tame (random wild animal on map becomes tame).</del> -DONE! Daman453 2015/09/20<br />
* [12] <del>New incident: Poison ship. A variation on the psychic drone ship that kills plants in an expanding circle.</del> -DONE! Daman453 2015/09/20<br />
* [12] <del>New Flashstorm: A localized, intense lightning storm in one area of the map. Causes big fires.</del> -DONE! Daman453 2015/09/20<br />
* [12] <del>Manhunter pack incident can use animals besides wargs.</del>- Done by someone, noticed on 2015/09/20<br />
<br />
==== Storyteller changes ====<br />
* [11a] Storytellers will never entirely disallow events because of population.<br />
* [11a] Randy’s event chances are affected by population (somewhat).<br />
* [11a] Re-tuned storyteller population intent based on new output tables for smoother population gain with higher maximum and better recovery at small populations<br />
* [12] Slightly relaxed threat frequency for Cassandra.<br />
<br />
=== Game Objects ===<br />
<br />
==== Items ====<br />
* <del>[9a] There are now three tiers of sculpture: small, large, and grand. Grand sculptures are 2×2 cells.</del> Added by [[User:Crystalline Cat|Crystalline Cat]] ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 03:30, 7 May 2015 (UTC)<br />
* <del>[9c] Balance: Adjusted frequency of tales so your statues aren’t all of people hunting and vomiting.</del> Not actionable. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 03:51, 8 June 2015 (UTC)<br />
* <del>[9a] Sculptures now have generated descriptions of what they depict.</del> DONE. [[User:Cabmoomoo|Caleb B.]] ([[User talk:Cabmoomoo|talk]]) 02:02, 19 June 2015 (UTC)<br />
* <del>[9a] Sculptures will depict events that happened earlier in a colony’s life, include: killings, drunkenness,vomiting, landing in drop pods, artwork created, struck ore, person captured, person recruited, animal hunted, surgery done, someone was on fire, someone went psychotic, someone gave up</del> DONE. [[User:Cabmoomoo|Caleb B.]] ([[User talk:Cabmoomoo|talk]]) 02:02, 19 June 2015 (UTC)<br />
* <del>[10a] New: Added armchair and dining chair</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 15:27, 6 July 2015 (UTC)<br />
* [12] Recipes can be defined to have different ingredients satisfy their ingredients at different ratios, based on any value calculated from the ingredient def. This lets us make a meal from 2 eggs, but 10 potatoes, because we base recipe value on nutrition, and the nutrition value of an egg is 0.25 while the nutrition of a potato is 0.05.<br />
* [12] Art for elephant tusk, thrumbo horn.<br />
* [12] New installable implant: Painstopper. Prevents all pain, but reduces consciousness permanently.<br />
* [12] New installable implant: Joywire. Large permanent happiness boost, but reduces consciousness permanently.<br />
* [12] Ancient artifacts with psychic powers can be bought, sold, and found in ancient crypts. Artifacts are one-use. Psychic powers work at any range through obstacles.<br />
* [12] Artifact: Psychic insanity lance – drives a single target insane<br />
* [12] Artifact: Psychic shock lance – drops a single target asleep<br />
* [12] Artifact: Psychic animal pulser – drives animals berserk map-wide<br />
* [12] Artifact: Psychic soothe pulser – gives a temporary mood boost to everyone on the map<br />
<br />
==== Resources ====<br />
* <del>[9a] Uranium ore now appears as a minable natural rock.</del> done<br />
<br />
==== Buildings ====<br />
* <del>[9c] Balance: Heaters and coolers are somewhat more powerful to match new heat loss mechanics.</del> Not actionable. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 03:51, 8 June 2015 (UTC)<br />
* <del>[9c] Balance: Wind turbines are now much more powerful.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:34, 25 April 2015 (UTC)<br />
* <del>[9a] Wind varies over time (not just with weather changes), and so will the power output of wind turbines.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:34, 25 April 2015 (UTC)<br />
* <del>[8a] Ancient cryptosleep shrines now generate on the map. Open the cryptosleep caskets if you dare – the occupants may not be friendly.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 05:12, 25 August 2015 (UTC)<br />
* <del>[9a] New: Recipe for shells at machining table.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 03:11, 6 May 2015 (UTC)<br />
* <del>[9a] New: beer brewing</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:34, 25 April 2015 (UTC)<br />
* <del>10a] Butcher table, sculptor’s table, and stonecutter’s table can now be made of various stuffs.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:37, 7 May 2015 (UTC)<br />
* <del>[11a] Traps now added to the game</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 15:27, 6 July 2015 (UTC)<br />
* [11b] Smelt slag recipe can use do until you have X.<br />
* [12] Added animal sleeping spot, animal box, and animal bed. Only usable by animals of appropriate sizes.<br />
* [12] New graphics for research bench and other buildings.<br />
* [12] New floors: gold tile, sterile tile, cream carpet, dark gray carpet.<br />
* [12] All furniture is now ‘minifiable’ like televisions and telescopes. This means beds, chairs, etc can be moved without being rebuilt, bought, and sold.<br />
* [12] Furniture can now be art engraved.<br />
* [12] Added ‘facilities’ – passive buildings that give bonuses to nearby buildings:<br />
* [12] Added Facility: Vitals monitor (improves healing in adjacent medical bed)<br />
* [12] Added Facility: Tool cabinet (improves production at nearby work table)<br />
* [12] Added Facility: Multi-analyzer (speeds research at nearby research bench)<br />
* [12] Graves are no longer just glorified storage slots; colonists must actually ‘bury’ corpses.<br />
* [12] Can now build sarcophagi out of solid materials. High-quality sarcophagi are art items.<br />
* [12] Colonists will visit graves of dead colonists for a joy activity.<br />
* [12] Room roles and stats: Rooms now have ‘roles’ and stats based on what is inside them. These are automatically-defined values that, in turn, passively affect thoughts and events in the room. Room roles and stats can be inspected with a new inspection tool (bottom right of screen).<br />
* <del>[12] Room roles are:<br />
**Bedroom<br />
**Barracks<br />
**Prison bedroom<br />
**Prison barracks<br />
**Dining room<br />
**Hospital<br />
**Laboratory<br />
**Kitchen<br />
**Rec room<br />
**Tomb<br />
</del> DONE. [[User:Skraps|Skraps]] ([[User talk:Skraps|talk]]) 21:15, 24 September 2015 (UTC)<br />
* <del>[12] Room stats are:<br />
**Impressiveness (most important stat; an aggregate of other stats, mostly for pride psychology)<br />
**Wealth<br />
**Space<br />
**Beauty<br />
**Cleanliness (has a direct effect on medical outcomes)<br />
</del> DONE. [[User:Skraps|Skraps]] ([[User talk:Skraps|talk]]) 11:24, 9 October 2015 (UTC)<br />
* <del>[12] Room stats affect things like:<br />
**Immunity gain speed<br />
**Medical treatment quality<br />
**Room stats create many variants on thoughts like:<br />
**Ate in impressive dining room<br />
**Own impressive bedroom<br />
**Own bed in impressive barracks<br />
**Did joy activity in impressive rec room<br />
</del> DONE. [[User:Skraps|Skraps]] ([[User talk:Skraps|talk]]) 11:24, 9 October 2015 (UTC)<br />
<br />
==== Weapons ====<br />
* <del>[9a] Change: Guns now have quality levels which affect accuracy.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 05:40, 12 July 2015 (UTC)<br />
* <del>[9a] Change: High-quality weapons have art engraved into them.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 05:40, 12 July 2015 (UTC)<br />
* <del>[9a] All weapons now have quality levels, including guns and bows.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 05:40, 12 July 2015 (UTC)<br />
<br />
==== Apparel ====<br />
* <del>[9a] New: psychic foil helmet</del> Added to Armor. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 18:38, 17 May 2015 (UTC)<br />
* <del>[9a] New: Personal shields</del> Added to Armor. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 18:38, 17 May 2015 (UTC)<br />
* [9a] Change: Apparel becomes damaged when owner dies from violence.<br />
* [9a] Change: Apparel actually takes the damage it absorbs as armor.<br />
* <del>[9a] Change: Apparel wears out over very long periods of use.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 05:40, 12 July 2015 (UTC)<br />
<br />
==== Characters ====<br />
* <del>[9a] Old characters have gray hair and more fleshed-out old age illnesses.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:03, 26 May 2015 (UTC)<br />
* <del>[9a] Old characters tend to spawn with higher skills.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:03, 26 May 2015 (UTC)<br />
* <del>[9a] Since people don’t age in cryptosleep, characters now have both chronolotical age and biological age. Even animals and mechanoids have ages.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:03, 26 May 2015 (UTC)<br />
* [11a] Guests are smarter and no longer walk out of the colony bleeding.<br />
* [11a] Added new hairs donated by Shinzy.<br />
* [12] Added trait: Greedy: Unhappy without a very impressive room.<br />
* [12] Added trait: Jealous: Unhappy if anyone has a room noticeably better than him.<br />
* [12] Added trait: Ascetic: Unhappy unless he has a very crappy room.<br />
* <del>[12] New trait: Night owl. Happy when awake at night, sad if awake around midday.</del> DONE.<br />
<br />
==== Plants ====<br />
* <del>[10a] Reworked plant growth in relation to light levels so plants can still grow slowly in dim light (e.g. tundra summers).</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 15:26, 24 April 2015 (UTC)<br />
* [12] Refactored and slightly rebalanced crop yields so crops want a bit more space.<br />
* [12] Added hay (animal food only, for getting through winter). Added haygrass (long growing, high yield of hay).<br />
<br />
==== Animals ====<br />
* <del>[12] Added Animals main tab, which lists all colony animals and provides interfaces to set their master and area restriction.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:36, 19 September 2015 (UTC)<br />
* <del>[12] Animal handlers can slaughter tame animals.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:36, 19 September 2015 (UTC)<br />
* <del>[12] Tame animals respect their allowed areas if they have them.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:36, 19 September 2015 (UTC)<br />
* [12] Added nuzzle: Animal approaches colonist and nuzzles him, giving him a happy memory. Different animals do this with different frequencies, and have different “nuzzle powers” which change their mood impact.<br />
* [12] Animals can be named when tamed or when nuzzling. Names are drawn from a large bank of animal names.<br />
* <del>[12] Traders carry tame animals and you can purchase them. Exotic traders carry few exotic animals, while bulk goods traders carry many prosaic animals.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:36, 19 September 2015 (UTC)<br />
* <del>[12] You can sell your tame animals.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:36, 19 September 2015 (UTC)<br />
* <del>[12] Appropriate tame female animals (muffalo, cow, camel) are milkable and your colonists will periodically milk them to yield milk, a raw food resource.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:36, 19 September 2015 (UTC)<br />
* <del>[12] Some animals (alpaca, muffalo, camel) can be shorn for wool that can be crafted into apparel.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:36, 19 September 2015 (UTC)<br />
* <del>[12] Female animals can be pregnant and give birth. Animals are made pregnant when a male approaches and mates with a female.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:36, 19 September 2015 (UTC)<br />
* [12] Added amniotic fluid spray to birth.<br />
* [12] Pawns have life stages (baby, juvenile, adult) related to their ages. Baby animals are tiny and weak, juveniles somewhat larger, and adults are full size. They can only reproduce in some stages.<br />
* [12] Life stage changes body size, health scale, hunger rate, meat amount, leather amount, move speed.<br />
* [12] Animals have different market values at different life stages.<br />
* [12] Very young ages are written in months, days, or hours.<br />
* [12] Pawns have different graphics for different life stages.<br />
* [12] Pawns have different call/anger/wounded/death sounds for different life stages.<br />
* <del>[12] Wild animals can be tamed by designating it so. As with prisoners, handler ‘speaks’ with the animal and has a chance of taming it every attempt. This is related to the handler’s social skill, stats, and the animal’s natural wildness. You can only try to tame an animal every so often.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:36, 19 September 2015 (UTC)<br />
* [12] Animals have a minimum handling skill. Player is warned if they designate taming an animal that no handler can actually tame.<br />
* <del>[12] Some animals may attack on a failed taming attempt.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:36, 19 September 2015 (UTC)<br />
* [12] Newly tamed animals get numerical designations so you can tell them apart (“Muffalo 1”, “Muffalo 2”, etc.)<br />
* [12] Only mature animals are milkable.<br />
* [12] Baby animal voice sounds are automatically pitched higher if they’re not defined specifically for the LifeStageDef.<br />
* [12] Some animals give birth to litters. Probability of different child counts is defined on a curve.<br />
* [12] Colonists use food to tame animals.<br />
* [12] Some kinds of animals get names upon being tamed.<br />
* <del>[12] Animals have a rest need and sleep to replenish it.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:36, 19 September 2015 (UTC)<br />
* [12] You can now build animal beds and animal boxes and place animal sleeping spots.<br />
* [12] Added a toggle to display colony animal names on the map like colonists.<br />
* [12] Some animals (chicken, cobra, iguana, tortoise, etc) can now lay eggs. Fertilized eggs will hatch. All eggs can be eaten or cooked.<br />
* [12] Fertilized eggs count down over time and hatch when ready.<br />
* [12] Pawns now support gender-specific name (hen, rooster, buck, ewe, sow), lifestage-specific named (piglet, warg puppy) and gender/lifestage-specific names (cockerel).<br />
* [12] You can rescue downed animals (tame or wild) and carry them to an animal bed.<br />
* [12] Tamers drop unused food after a while.<br />
* [12] We now support different animal graphics per gender. Chickens, deer, pigs and some others look different per gender.<br />
* <del>[12] Added new warg graphics.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 06:43, 30 August 2015 (UTC)<br />
* <del>[12] New squirrel graphics.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 06:43, 30 August 2015 (UTC)<br />
* [12] Added male deer graphic with antlers.<br />
* <del>[12] Added Training: Obedience, Attack, Rescue, Haul. Animals’ training options are limited by body size and trainable intelligence.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:36, 19 September 2015 (UTC)<br />
* <del>[12] Animal training can be fully configured and colonists will train animals using food. Success chance is based on a new stat, Animal Train Success Chance.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:36, 19 September 2015 (UTC)<br />
* [12] Animal training can take several steps.<br />
* [12] Animal training trainables are indented on the list under their prerequisites.<br />
* <del>[12] Added trainable: obedience: Can be assigned a master, who he follows and defends while master is drafted.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:36, 19 September 2015 (UTC)<br />
* [12] Animals trained for rescue will now rescue nearby downed colonists.<br />
* <del>[12] Animal master colonists have a “release animals” toggle on them. When active, their animals trained in ‘charge’ will freely go forth and attack any enemy in a wide radius.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:36, 19 September 2015 (UTC)<br />
* [12] Animals trained for hauling will intermittently haul items.<br />
* [12] Trainables do not show on the training ITab if they can never be done by the selected animal.<br />
* [12] Added <trainableTags> so modders can force specific animals to be trainable in specific Trainable skills using tags, outside the “trainable intelligence” system.<br />
* [12] Obeying animals only attack enemies very close to their master.<br />
<br />
* [12] Wildness is output on info card with explanation.<br />
<br />
* [12] Colony starts with a random pet.<br />
* [12] Rebalanced animal hunger rates.<br />
* [12] Animals produce animal filth, proportional to body size, inversely proportional to petness.<br />
* [12] Animals have life expectancies and can contract chronic diseases as they age, just like humans.<br />
* [12] Broad animals rebalance to size, health, damage, speed, points, market value, and wildness aided by new calculated animal stats tables.<br />
* <del>[12] Carrying capacity is now a stat. Creatures can haul in amounts proportional to their body size and manipulation capacity.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:36, 19 September 2015 (UTC)<br />
* [12] Wounded colony animals go to bed for treatment (if no critical combat tasks are pressing).<br />
* [12] Doctors will treat animals’ wounds if the animal is in a colony bed.<br />
* <del>[12] New animal: Boomalope (large fragile animal that explodes and sets fires on death)</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 06:43, 30 August 2015 (UTC)<br />
* <del>[12] New animal: Thrumbo (giant peaceful powerful creature with amazing fur and horn)</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 06:43, 30 August 2015 (UTC)<br />
* <del>[12] New animal: Chinchilla (very valuable fur)</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 06:43, 30 August 2015 (UTC)<br />
* <del>[12] New animal: Capybara</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 06:43, 30 August 2015 (UTC)<br />
* <del>[12] New animal: Cow</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 06:43, 30 August 2015 (UTC)<br />
* <del>[12] New animal: Pig</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 06:43, 30 August 2015 (UTC)<br />
* <del>[12] New animal: Chicken</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 06:43, 30 August 2015 (UTC)<br />
* <del>[12] New animal: Yorkshire terrier</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 06:43, 30 August 2015 (UTC)<br />
* <del>[12] New animal: Labrador retriever</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:31, 22 August 2015 (UTC)<br />
* <del>[12] New animal: Husky</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 06:43, 30 August 2015 (UTC)<br />
* <del>[12] New animal: Elephant</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 06:43, 30 August 2015 (UTC)<br />
<br />
=== Other ===<br />
* [9a] Reworked ship takeoff sequence into a proper whiteout with nice credits.<br />
* <del>[9a] Reworked auto-tutor to rely more on passive alerts and less on in-your-face interrupting modal dialogs.</del> Not actionable.<br />
* <del>[9e] Removed “buildings need power” alert as it is annoying to see it when a power switch is off.</del> Not actionable. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 03:51, 8 June 2015 (UTC)<br />
* <del>[11a] Allowed areas - Assign colonists to allowed areas.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:05, 30 July 2015 (UTC)<br />
* [11a] Every item and location outside the allowed area is considered forbidden.<br />
* [11b] Colonists will now try to avoid pathing outside their allowed area.<br />
* [11a] Added strip designator to reduce stripping micromanagement.<br />
* <del>[11a] You can toggle allowing sowing in a growing zone.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:09, 1 August 2015 (UTC)<br />
* [11a] Doors can be held open.<br />
* [11a] Door locking is now door forbidding (it’s clearer).<br />
* [11b] Open doors equalize temperature faster.<br />
* [11a] Added copy/paste functionality for storage zone/building settings.<br />
* [11a] World data now saves into map file to prevent game state confusion with multiple saves on one world.<br />
* <del>[11a] Added new joy activity: build snowman.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:05, 30 July 2015 (UTC)<br />
* [11a] You can now perform surgery on guests. Violating surgery will anger their faction.<br />
* <del>[11a] Ice sheet biome is now playable.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:05, 30 July 2015 (UTC)<br />
* [11b] Mods config page shows load order of mods.<br />
* [11b] Reorganized and clean up options menu and graphics settings.<br />
* [12] Factored together allowed areas, home area, no roof area, and snow clear area under a single AreaManager. Home area can now be assigned as an allowed area.<br />
* [12] Added a new overview tab to assign animal areas.<br />
* [12] Separated animal allowed areas and humanlike allowed areas.<br />
* [12] Improvements to trade interface: better layout, expands vertically to use all screen space, increment/decrement buttons and launch/drop all buttons added.<br />
* [12] Refactored how Hediffs are randomly given for birthdays and at other times.<br />
* [12] Game start now has a “select random landing site” button if you don’t want to choose.<br />
* [12] Game will auto-reset mods config on startup crash to try to recover.<br />
* [12] Main tabs like Work, Outfits, World, Factions, etc are now tabs permanently displayed along the bottom of the screen instead of being buried in an Overview window.<br />
* [12] Some tabs, like Work, will not take more space than they need to given the number of entries (colonists) to display.<br />
* [12] Improvements to trade interface: better layout, expands vertically to use all screen space, increment/decrement buttons and launch/drop all buttons added.<br />
* [12] Added ‘open’ designator for opening cryptosleep caskets, graves, sarcophagi, and other containers.<br />
* [12] Commands are shown if there is at least 1 selected object with this command, instead of requiring all selected things be able to accept the command.</div>Peppsenhttps://rimworldwiki.com/index.php?title=RimWorld_Wiki:To-do&diff=38632RimWorld Wiki:To-do2016-05-17T13:07:43Z<p>Peppsen: /* List */</p>
<hr />
<div>There are many, many things to be done on this wiki to make it better. Mark incomplete pages or pages needing work with [[:Category:Unfinished pages]] or use [[Template:UC]] to make our job a bit easier.<br />
<br />
If you want to suggest something that needs to be done, '''sign your post!''' - [[User:Zesty|Zesty]] ([[User talk:Zesty|talk]])<br />
<br />
==List==<br />
Needs to be done list: (Feel free to do these if you know how!) (''italic'' = minor, '''bold''' = major)<br />
<br />
*'''Quickstart_Guide''': Revised plan: guide based on generalized temperate landing with Extreme Cold and Extreme Heat biomes given separate pages. Work in progress. [[User:Darkphoenyx27|Darkphoenyx27]]<br />
*''Events page'': Needs updating/more descriptions. <br />
*''AI storyteller'': Needs updating. I updated all the code specifics for Alpha 13, don't know if anything else needs updating 16 May 2016 [[User:Peppsen|Peppsen]] ([[User talk:Peppsen|talk]])<br />
*''Wiki Consistency'': Some pages are not consistent with the current wiki's style. Find and update those pages. <br />
*''Alpha 9 Updates'': Nearly all Alpha 9 updates have been added but a few still remain.<br />
*''Alpha 10 updates'': "Joy System" All of the newly implemented features and tweaks<br />
*''Alpha 11 Updates'': "Sappers and Traps" Same as above but for Alpha 11<br />
*''Alpha 12 Updates'': "Animal Taming" All changes from blog post are listed below.<br />
*''Mods'': Please keep adding mods from the forum to the Alpha 8 mod list<br />
*'''Defs''': Def elements might be something useful to add in for technical reference/modder wannabes. This stuff is being constantly revised and constructed upon, so it's your choice whether to make it its own page or to integrate it as part of another page (e.g. [[Colonist]]). I've only covered a small amount of defs (see [[:Category:Defs]] for a list), and that was ''a year ago''. [[User:Longbyte1|Longbyte1]] ([[User talk:Longbyte1|talk]]) 05:05, 16 February 2015 (UTC)<br />
*''Main Page'': RimWorld Logo needs updating to current. [[User:elStrages|elStrages]] '''Appears to be current logo already, the top left logo can't be changed. [[User:Fernbhoy|Fernbhoy]] ([[User talk:Fernbhoy|talk]])<br />
*''Wiki Icon'': The 'O' icon needs updating to the one in the left nav or the one fomr the new logo [[User:elStrages|elStrages]]<br />
*''Updated Wiki Navigation''(Right side complete): I am in the process of adding navigation to the top of each page, It came about from the poor navigation bog at the bottom of the Architect page. [[User:elStrages|elStrages]]<br />
*''Organs and Implants'': Needs a page either in items or in the health tab. '''Place feedback bellow on ideas''' DONE, except for some regular body parts, Eye, Arm, Leg. (see [[Medical Items]] by [[User:Crystalline Cat|Crystalline Cat]]) ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:15, 31 March 2015 (UTC)<br />
*"Drafting": Soldier page needs to be removed and drafting should be expanded. [[User:CheesusGamer|CheesusGamer]]<br />
** ''feedback here''<br />
*** Please note that pages for human body parts (i.e. Bionic arm) list a subtype of 'body part'. A page for 'Body part' doesn't currently exist. This term in this context infers <em>human body part</em>. However, a page named as 'Body part' should be written to either include or disambiguate from body parts of all pawns, including animals and mechanoids. And one detail to consider is whether to name the page as 'Body part' or 'Body part<em>s</em>'. One other relevant note, there is a page 'Table of human body parts'. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:15, 31 March 2015 (UTC)<br />
* Need a better way to display data on tables without having to update the tables themselves. What's the best way to pull stats and stuff from pages to a table on another page? [[User:Zesty|Zesty]] ([[User talk:Zesty|talk]])<br />
* Could uses a page on [[Pawn|pawns]], if there isn't already one somewhere on the modding pages. [[User:Zesty|Zesty]] ([[User talk:Zesty|talk]])<br />
* Need a page describing cleanness and how it affects health/infections. [[User:Freakycrafter|Freakycrafter]]<br />
<br />
== Updates from Previous Alphas ==<br />
<br />
This is the list of changes from the Alpha 9, 10, 11, and 12 blog posts, for purposes of checking off items.<br />
<br />
=== Basics and Concepts ===<br />
<br />
==== Overview ====<br />
* <del>[10a] New: outfits manager system added. You can design ‘outfits’ (restrictions on what a colonist is allowed to a wear) and assign them to colonists in a central interface. Colonists will then independently work to find the best apparel possible given their outfit and the current season. They will automatically switch out damaged apparel for better apparel, or poor-quality apparel for high-quality apparel. If the player manually assigns apparel, the colonist will never remove it until the manual assignment is cleared.</del> DONE. Added to Overview and referenced in Clothing and Armor. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:54, 26 April 2015 (UTC)<br />
* <del>[10a] New: timetable system added. You can assign each colonist a daily timetable which describes when they should sleep, work, have joy, or decide on their own.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:54, 26 April 2015 (UTC)<br />
* <del>[10a] Passion flames are now displayed subtly on the work overview screen.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:54, 26 April 2015 (UTC)<br />
<br />
==== Trading ====<br />
* <del>[10a] New: Television (purchasable)</del> DONE. Added in Trade and Joy. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 05:15, 2 May 2015 (UTC)<br />
* <del>[10a] New: Telescope for astronomy (purchasable)</del> DONE. Added in Trade and Joy. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 05:15, 2 May 2015 (UTC)<br />
* [11a] Slave trader changed to pirate merchant, can still show up to buy slaves even when your population is high (though they may not carry any).<br />
* [11b] We no longer allow buying back prisoners you just sold as a way to insta-recruit anyone.<br />
* [11b] Can no longer sell rotten items.<br />
* [11b] Fixed pirate merchants only bringing slaves when population is high. This should be reversed<br />
* <del>[11b] Reworked how slave prices are calculated so they take injuries, capacities, and skills into account better.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:42, 19 August 2015 (UTC)<br />
<br />
==== Combat ====<br />
* <del>[10a] Reworked how melee verbs are selected so they’ll be selected with a bit more randomness. e.g. Someone with one scyther blade hand won’t use it exclusively; you’ll need to get them two if you want a true killing machine.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 18:52, 25 April 2015 (UTC)<br />
* <del>[10a] Beer can now be wielded as a weapon (like wood).</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:44, 25 April 2015 (UTC)<br />
* <del>[10a] Characters will now sometimes resist arrest.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 05:22, 4 May 2015 (UTC)<br />
* [11a] Pawns check for job override when taking damage. It will no longer be possible to bug out the centipede enemy and kill him at close range while he tries to take a firing position.<br />
* [11a] Enemies no longer take unpowered player turrets as primary targets.<br />
<br />
==== Enemies ====<br />
* <del>[9a] Siegers will come with shells to use to bombard you.</del><br />
* <del>[9e] Balanced sieges to be slightly weaker.</del><br />
* <del>[9a] Cryptosleep caskets are now sealed, come with warnings, and can contain deadly ancient defenders.</del><br />
* <del>[9d] Raiders will no longer eat from players’ nutrient paste dispensers.</del> '''Should be sorted now but if you see any other pages, let me know [[User:Fernbhoy|Fernbhoy]] ([[User talk:Fernbhoy|talk]]) 23:16, 25 April 2015 (UTC)<br />
* <del>[11a] Sappers added, killbox avoidance</del> ''done'' [[User:Cabmoomoo|Caleb B.]] ([[User talk:Cabmoomoo|talk]]) 01:11, 19 June 2015 (UTC)<br />
* <del>[11a] Wargs added to the game.</del> DONE ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 18:20, 5 July 2015 (UTC)<br />
* <del>[11a] Enemies now flee things that are about to explode.</del> -Daman453 2015/09/20<br />
* <del>[11a] Enemies remember trap positions that their faction has encountered before, and avoid them.</del> DONE! -Daman453 2015/09/20<br />
* <del>[11a] Raiders opportunistically ignite crops on fire.</del> DONE! -Daman453 2015/09/20<br />
* <del>[11b] Sapper now avoid mining high-health ore while finding tunneling paths.</del> DONE! -Daman453 2015/09/20<br />
* <del>[11b] Enemies (especially wargs) now ignore unpowered unmanned turrets and mortars.</del> DONE! -Daman453 2015/09/20<br />
* <del>[11b] Siegers will never have only melee weapons (too exploitable).</del> -Daman453 2015/09/20<br />
<br />
==== Thoughts and Mood ====<br />
* <del>[9a] New: beer drinking</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:27, 20 May 2015 (UTC)<br />
* <del>[9a] New: inebriated thoughts</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 06:55, 18 May 2015 (UTC)<br />
* <del>[9a] New: inebriated ability impacts</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 06:55, 18 May 2015 (UTC)<br />
* <del>[9a] New: ‘binge’ mental breaks</del> DONE. Added by [[User:Havan IronOak|Havan IronOak]] ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:54, 22 May 2015 (UTC)<br />
* <del>[9a] New: hangovers</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 06:55, 18 May 2015 (UTC)<br />
* <del>[9a] Colonists are now bothered by people walking around inside the room while they sleep.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:09, 22 May 2015 (UTC)<br />
* [9e] Various tuning adjustments to several thought mood effects.<br />
* <del>[10a] New: joy need added. Colonists want to have “joy”, which means anything that lets the stop working and enjoy themselves for a while. There are various kinds of joy. Repeated use of the same kind of joy builds up a tolerance, reducing its impact. Colonists will prefer joy sources they are not already tolerant to. Result: it’s beneficial to provide a variety of joy sources.</del> DONE. Created Joy! ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 07:25, 28 April 2015 (UTC)<br />
* [10a] New: Skygazing --- Added Joy page. Activity needs description. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 07:25, 28 April 2015 (UTC)<br />
* [10a] New: Meditating/praying --- Added Joy page. Activity needs description. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 07:25, 28 April 2015 (UTC)<br />
* [10a] New: Social relaxation around campfire or table, with or without beer --- Added Joy page. Activity needs description. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 07:25, 28 April 2015 (UTC)<br />
* <del>[10a] New: Horseshoes game</del> DONE. ~ [[User:Cabmoomoo|Caleb B.]] ([[User talk:Cabmoomoo|talk]]) 01:02, 20 May 2015 (UTC)<br />
* <del>[10a] New: Chess</del> DONE. ~ [[User:Cabmoomoo|Caleb B.]] ([[User talk:Cabmoomoo|talk]]) 01:02, 20 May 2015 (UTC)<br />
* <del>[10a] New: Billiards</del> DONE. ~ [[User:Cabmoomoo|Caleb B.]] ([[User talk:Cabmoomoo|talk]]) 01:02, 20 May 2015 (UTC)<br />
* [10a] New: Television (purchasable) --- Added Joy page. Activity needs description. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 07:25, 28 April 2015 (UTC)<br />
* [10a] New: Telescope for astronomy (purchasable) --- Added Joy page. Activity needs description. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 07:25, 28 April 2015 (UTC)<br />
* <del>[10a] Pain now creates unhappiness.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:37, 22 May 2015 (UTC)<br />
* [12] Dazed broken pawns will now randomly strip off clothes and drop things.<br />
* <del>[12] New thought: Crowded – In a space with too many people.</del> DONE. [[User:Skraps|Skraps]] ([[User talk:Skraps|talk]]) 02:34, 22 September 2015 (UTC)<br />
<br />
==== Health ====<br />
* <del>[9a] People newly woken from cryptosleep have cryptosleep sickness for a while.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 05:41, 10 June 2015 (UTC)<br />
* <del>[9a] Surgery can fail now, sometimes catastrophically. Failure chance is related to the surgeon’s medical skill and the quality of the medicine.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 05:55, 10 June 2015 (UTC)<br />
* [9a] You can now rescue incapacitated neutral people and heal them. Their faction will be appreciative.<br />
* <del>[9a] Vomiting: Some diseases, drunkenness, cryptosleep sickness, and hangovers now cause people to vomit.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:42, 13 June 2015 (UTC)<br />
* <del>[9a] People can now get food poisoning. Bad cooks are more likely to accidentally poison meals.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 05:25, 15 June 2015 (UTC)<br />
* [10a] Colonists can fall unconscious on their own if over-exhausted.<br />
* [10a] Reworked food search so it smoothly integrates information about food distance, taste, and psychological preference to get the most optimal food source.<br />
* <del>[10a] Health tab now displays overall bleeding rate.</del> DONE. [[User:Cabmoomoo|Caleb B.]] ([[User talk:Cabmoomoo|talk]]) 01:47, 19 June 2015 (UTC)<br />
* <del>[10a] Starvation and blood loss are now staged and affect consciousness as they worsen.</del> DONE. [[User:Cabmoomoo|Caleb B.]] ([[User talk:Cabmoomoo|talk]]) 01:47, 19 June 2015 (UTC)<br />
* [10a] Visitors will now carry away wounded guests from their faction.<br />
* <del>[10a] Doctors now automatically rescue downed colonists.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:37, 25 July 2015 (UTC)<br />
* [12] Added heart attacks. People or animals approaching or past their life expectancy will have a chance of heart attack, which will progress and resolve in a random way. Heart attack is emergency-treatable to improve outcomes.<br />
* [12] Refactored and slightly rebalanced medical treatment quality system.<br />
* [12] Added way to enable/deny medicine in different qualities to any colonist, prisoner, or tame animal, from a the health tab.<br />
<br />
==== Work and Skills ====<br />
* <del>[9a] Colonists will now go to extinguish nearby fires even if someone else is already coming to do it. </del> DONE. [[User:Cabmoomoo|Caleb B.]] ([[User talk:Cabmoomoo|talk]]) 01:53, 19 June 2015 (UTC)<br />
* <del>[9e] While firefighting, colonists will now fight any fire they walk into. </del> DONE. [[User:Cabmoomoo|Caleb B.]] ([[User talk:Cabmoomoo|talk]]) 01:53, 19 June 2015 (UTC)<br />
* [9a] Reworked the ‘do until you have X’ option on bills; it now works for more bills and shows the number you currently have.<br />
* <del>[9a] Eating now takes priority even over emergency work (doctoring, firefighting) if a colonist is starving.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 19:27, 1 August 2015 (UTC)<br />
* [9a] Colonists, when hauling to stockpiles, always haul the max amount they can carry, and drop the extra nearby if the target cell can’t hold it all.<br />
* [9e] Fixed a bug that prevented prisoners from using nutrient paste dispensers in their cells.<br />
* [9a] Player can no longer magically toggle power on any item. Rather, you designate power to be toggled and the colonists go do it.<br />
* [10a] Reduced skill degradation rate.<br />
* [10a] Hunters will now approach and execute downed animals at close range.<br />
* [10a] Hunted animals will occasionally fight back. Some animals always fight back.<br />
* [10a] Reworked how skills generate so there will be more initial skill variation and age affect starting skills more.<br />
* [10a] Generalized toggle power interaction to ‘switch flicking’ and applied it to power switch toggling and door locking as well as building power on/off.<br />
* [10a] You can now set a minimum skill level on bills.<br />
* [11a] Pawns can now do ‘job override’ checks to see if a new job should start before ending their current job. These are now used liberally to have pawns respond faster and more intelligently to changing conditions (especially in combat).<br />
* [11b] Colonists now harvest planted trees on their own.<br />
* [12] Unskilled or injured growers can fail at harvesting, destroying the harvest for one plant.<br />
* [12] Added animals skill. <br />
* [12] Animal handling success rates are governed by the new Animals skill.<br />
* [12] Colonists with the Animal Handler work type will now interact with animals.<br />
* [12] Handlers can tame animals. They approach designated wild animals with food and attempt to tame them to make them part of the colony.<br />
* [12] Handlers can train animals as designated in tame animals’ Training tab. Animal training looks like taming, requires food, and trains one “trainable skill” at a time. Not all animals can learn anything; they need sufficient trainable intelligence.<br />
<br />
==== New incidents ====<br />
* <del>[11a] New incident: Toxic fallout. A toxic cloud that lasts for days or weeks. It kills plants, rots food, and slowly poisons people outside. Toxic buildup in characters leads to vomiting, dementia, and eventually death.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:54, 6 September 2015 (UTC)<br />
* <del>[11a] New incident: Volcanic winter. Lasts weeks or months and significantly reduces temperatures and light levels, leading to poorer harvests.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:54, 6 September 2015 (UTC)<br />
* [11a] <del>New incident: Manhunter pack. A pack of deadly wargs arrives and stalks the local area for a while before moving on. Fight them or hide inside from them.</del> -Done a long time ago? Crossed out on 2015/09/20<br />
* <del>[11a] New incident: Chased refugee. A refugee radios and offers to join the colony if you’ll fight the raiders on his tail.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:05, 30 July 2015 (UTC)<br />
* <del>[11a] New incident: Psychic soothe. The opposite of a psychic drone.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:05, 30 July 2015 (UTC)<br />
* [12] <del>New incident: Farm Animals Wander In (some tame farm animals wander to and join the colony)</del> -DONE! Daman453 2015/09/20<br />
* [12] <del>New incident: Self Tame (random wild animal on map becomes tame).</del> -DONE! Daman453 2015/09/20<br />
* [12] <del>New incident: Poison ship. A variation on the psychic drone ship that kills plants in an expanding circle.</del> -DONE! Daman453 2015/09/20<br />
* [12] <del>New Flashstorm: A localized, intense lightning storm in one area of the map. Causes big fires.</del> -DONE! Daman453 2015/09/20<br />
* [12] <del>Manhunter pack incident can use animals besides wargs.</del>- Done by someone, noticed on 2015/09/20<br />
<br />
==== Storyteller changes ====<br />
* [11a] Storytellers will never entirely disallow events because of population.<br />
* [11a] Randy’s event chances are affected by population (somewhat).<br />
* [11a] Re-tuned storyteller population intent based on new output tables for smoother population gain with higher maximum and better recovery at small populations<br />
* [12] Slightly relaxed threat frequency for Cassandra.<br />
<br />
=== Game Objects ===<br />
<br />
==== Items ====<br />
* <del>[9a] There are now three tiers of sculpture: small, large, and grand. Grand sculptures are 2×2 cells.</del> Added by [[User:Crystalline Cat|Crystalline Cat]] ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 03:30, 7 May 2015 (UTC)<br />
* <del>[9c] Balance: Adjusted frequency of tales so your statues aren’t all of people hunting and vomiting.</del> Not actionable. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 03:51, 8 June 2015 (UTC)<br />
* <del>[9a] Sculptures now have generated descriptions of what they depict.</del> DONE. [[User:Cabmoomoo|Caleb B.]] ([[User talk:Cabmoomoo|talk]]) 02:02, 19 June 2015 (UTC)<br />
* <del>[9a] Sculptures will depict events that happened earlier in a colony’s life, include: killings, drunkenness,vomiting, landing in drop pods, artwork created, struck ore, person captured, person recruited, animal hunted, surgery done, someone was on fire, someone went psychotic, someone gave up</del> DONE. [[User:Cabmoomoo|Caleb B.]] ([[User talk:Cabmoomoo|talk]]) 02:02, 19 June 2015 (UTC)<br />
* <del>[10a] New: Added armchair and dining chair</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 15:27, 6 July 2015 (UTC)<br />
* [12] Recipes can be defined to have different ingredients satisfy their ingredients at different ratios, based on any value calculated from the ingredient def. This lets us make a meal from 2 eggs, but 10 potatoes, because we base recipe value on nutrition, and the nutrition value of an egg is 0.25 while the nutrition of a potato is 0.05.<br />
* [12] Art for elephant tusk, thrumbo horn.<br />
* [12] New installable implant: Painstopper. Prevents all pain, but reduces consciousness permanently.<br />
* [12] New installable implant: Joywire. Large permanent happiness boost, but reduces consciousness permanently.<br />
* [12] Ancient artifacts with psychic powers can be bought, sold, and found in ancient crypts. Artifacts are one-use. Psychic powers work at any range through obstacles.<br />
* [12] Artifact: Psychic insanity lance – drives a single target insane<br />
* [12] Artifact: Psychic shock lance – drops a single target asleep<br />
* [12] Artifact: Psychic animal pulser – drives animals berserk map-wide<br />
* [12] Artifact: Psychic soothe pulser – gives a temporary mood boost to everyone on the map<br />
<br />
==== Resources ====<br />
* <del>[9a] Uranium ore now appears as a minable natural rock.</del> done<br />
<br />
==== Buildings ====<br />
* <del>[9c] Balance: Heaters and coolers are somewhat more powerful to match new heat loss mechanics.</del> Not actionable. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 03:51, 8 June 2015 (UTC)<br />
* <del>[9c] Balance: Wind turbines are now much more powerful.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:34, 25 April 2015 (UTC)<br />
* <del>[9a] Wind varies over time (not just with weather changes), and so will the power output of wind turbines.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:34, 25 April 2015 (UTC)<br />
* <del>[8a] Ancient cryptosleep shrines now generate on the map. Open the cryptosleep caskets if you dare – the occupants may not be friendly.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 05:12, 25 August 2015 (UTC)<br />
* <del>[9a] New: Recipe for shells at machining table.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 03:11, 6 May 2015 (UTC)<br />
* <del>[9a] New: beer brewing</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:34, 25 April 2015 (UTC)<br />
* <del>10a] Butcher table, sculptor’s table, and stonecutter’s table can now be made of various stuffs.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:37, 7 May 2015 (UTC)<br />
* <del>[11a] Traps now added to the game</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 15:27, 6 July 2015 (UTC)<br />
* [11b] Smelt slag recipe can use do until you have X.<br />
* [12] Added animal sleeping spot, animal box, and animal bed. Only usable by animals of appropriate sizes.<br />
* [12] New graphics for research bench and other buildings.<br />
* [12] New floors: gold tile, sterile tile, cream carpet, dark gray carpet.<br />
* [12] All furniture is now ‘minifiable’ like televisions and telescopes. This means beds, chairs, etc can be moved without being rebuilt, bought, and sold.<br />
* [12] Furniture can now be art engraved.<br />
* [12] Added ‘facilities’ – passive buildings that give bonuses to nearby buildings:<br />
* [12] Added Facility: Vitals monitor (improves healing in adjacent medical bed)<br />
* [12] Added Facility: Tool cabinet (improves production at nearby work table)<br />
* [12] Added Facility: Multi-analyzer (speeds research at nearby research bench)<br />
* [12] Graves are no longer just glorified storage slots; colonists must actually ‘bury’ corpses.<br />
* [12] Can now build sarcophagi out of solid materials. High-quality sarcophagi are art items.<br />
* [12] Colonists will visit graves of dead colonists for a joy activity.<br />
* [12] Room roles and stats: Rooms now have ‘roles’ and stats based on what is inside them. These are automatically-defined values that, in turn, passively affect thoughts and events in the room. Room roles and stats can be inspected with a new inspection tool (bottom right of screen).<br />
* <del>[12] Room roles are:<br />
**Bedroom<br />
**Barracks<br />
**Prison bedroom<br />
**Prison barracks<br />
**Dining room<br />
**Hospital<br />
**Laboratory<br />
**Kitchen<br />
**Rec room<br />
**Tomb<br />
</del> DONE. [[User:Skraps|Skraps]] ([[User talk:Skraps|talk]]) 21:15, 24 September 2015 (UTC)<br />
* <del>[12] Room stats are:<br />
**Impressiveness (most important stat; an aggregate of other stats, mostly for pride psychology)<br />
**Wealth<br />
**Space<br />
**Beauty<br />
**Cleanliness (has a direct effect on medical outcomes)<br />
</del> DONE. [[User:Skraps|Skraps]] ([[User talk:Skraps|talk]]) 11:24, 9 October 2015 (UTC)<br />
* <del>[12] Room stats affect things like:<br />
**Immunity gain speed<br />
**Medical treatment quality<br />
**Room stats create many variants on thoughts like:<br />
**Ate in impressive dining room<br />
**Own impressive bedroom<br />
**Own bed in impressive barracks<br />
**Did joy activity in impressive rec room<br />
</del> DONE. [[User:Skraps|Skraps]] ([[User talk:Skraps|talk]]) 11:24, 9 October 2015 (UTC)<br />
<br />
==== Weapons ====<br />
* <del>[9a] Change: Guns now have quality levels which affect accuracy.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 05:40, 12 July 2015 (UTC)<br />
* <del>[9a] Change: High-quality weapons have art engraved into them.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 05:40, 12 July 2015 (UTC)<br />
* <del>[9a] All weapons now have quality levels, including guns and bows.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 05:40, 12 July 2015 (UTC)<br />
<br />
==== Apparel ====<br />
* <del>[9a] New: psychic foil helmet</del> Added to Armor. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 18:38, 17 May 2015 (UTC)<br />
* <del>[9a] New: Personal shields</del> Added to Armor. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 18:38, 17 May 2015 (UTC)<br />
* [9a] Change: Apparel becomes damaged when owner dies from violence.<br />
* [9a] Change: Apparel actually takes the damage it absorbs as armor.<br />
* <del>[9a] Change: Apparel wears out over very long periods of use.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 05:40, 12 July 2015 (UTC)<br />
<br />
==== Characters ====<br />
* <del>[9a] Old characters have gray hair and more fleshed-out old age illnesses.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:03, 26 May 2015 (UTC)<br />
* <del>[9a] Old characters tend to spawn with higher skills.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:03, 26 May 2015 (UTC)<br />
* <del>[9a] Since people don’t age in cryptosleep, characters now have both chronolotical age and biological age. Even animals and mechanoids have ages.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:03, 26 May 2015 (UTC)<br />
* [11a] Guests are smarter and no longer walk out of the colony bleeding.<br />
* [11a] Added new hairs donated by Shinzy.<br />
* [12] Added trait: Greedy: Unhappy without a very impressive room.<br />
* [12] Added trait: Jealous: Unhappy if anyone has a room noticeably better than him.<br />
* [12] Added trait: Ascetic: Unhappy unless he has a very crappy room.<br />
* <del>[12] New trait: Night owl. Happy when awake at night, sad if awake around midday.</del> DONE.<br />
<br />
==== Plants ====<br />
* <del>[10a] Reworked plant growth in relation to light levels so plants can still grow slowly in dim light (e.g. tundra summers).</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 15:26, 24 April 2015 (UTC)<br />
* [12] Refactored and slightly rebalanced crop yields so crops want a bit more space.<br />
* [12] Added hay (animal food only, for getting through winter). Added haygrass (long growing, high yield of hay).<br />
<br />
==== Animals ====<br />
* <del>[12] Added Animals main tab, which lists all colony animals and provides interfaces to set their master and area restriction.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:36, 19 September 2015 (UTC)<br />
* <del>[12] Animal handlers can slaughter tame animals.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:36, 19 September 2015 (UTC)<br />
* <del>[12] Tame animals respect their allowed areas if they have them.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:36, 19 September 2015 (UTC)<br />
* [12] Added nuzzle: Animal approaches colonist and nuzzles him, giving him a happy memory. Different animals do this with different frequencies, and have different “nuzzle powers” which change their mood impact.<br />
* [12] Animals can be named when tamed or when nuzzling. Names are drawn from a large bank of animal names.<br />
* <del>[12] Traders carry tame animals and you can purchase them. Exotic traders carry few exotic animals, while bulk goods traders carry many prosaic animals.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:36, 19 September 2015 (UTC)<br />
* <del>[12] You can sell your tame animals.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:36, 19 September 2015 (UTC)<br />
* <del>[12] Appropriate tame female animals (muffalo, cow, camel) are milkable and your colonists will periodically milk them to yield milk, a raw food resource.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:36, 19 September 2015 (UTC)<br />
* <del>[12] Some animals (alpaca, muffalo, camel) can be shorn for wool that can be crafted into apparel.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:36, 19 September 2015 (UTC)<br />
* <del>[12] Female animals can be pregnant and give birth. Animals are made pregnant when a male approaches and mates with a female.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:36, 19 September 2015 (UTC)<br />
* [12] Added amniotic fluid spray to birth.<br />
* [12] Pawns have life stages (baby, juvenile, adult) related to their ages. Baby animals are tiny and weak, juveniles somewhat larger, and adults are full size. They can only reproduce in some stages.<br />
* [12] Life stage changes body size, health scale, hunger rate, meat amount, leather amount, move speed.<br />
* [12] Animals have different market values at different life stages.<br />
* [12] Very young ages are written in months, days, or hours.<br />
* [12] Pawns have different graphics for different life stages.<br />
* [12] Pawns have different call/anger/wounded/death sounds for different life stages.<br />
* <del>[12] Wild animals can be tamed by designating it so. As with prisoners, handler ‘speaks’ with the animal and has a chance of taming it every attempt. This is related to the handler’s social skill, stats, and the animal’s natural wildness. You can only try to tame an animal every so often.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:36, 19 September 2015 (UTC)<br />
* [12] Animals have a minimum handling skill. Player is warned if they designate taming an animal that no handler can actually tame.<br />
* <del>[12] Some animals may attack on a failed taming attempt.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:36, 19 September 2015 (UTC)<br />
* [12] Newly tamed animals get numerical designations so you can tell them apart (“Muffalo 1”, “Muffalo 2”, etc.)<br />
* [12] Only mature animals are milkable.<br />
* [12] Baby animal voice sounds are automatically pitched higher if they’re not defined specifically for the LifeStageDef.<br />
* [12] Some animals give birth to litters. Probability of different child counts is defined on a curve.<br />
* [12] Colonists use food to tame animals.<br />
* [12] Some kinds of animals get names upon being tamed.<br />
* <del>[12] Animals have a rest need and sleep to replenish it.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:36, 19 September 2015 (UTC)<br />
* [12] You can now build animal beds and animal boxes and place animal sleeping spots.<br />
* [12] Added a toggle to display colony animal names on the map like colonists.<br />
* [12] Some animals (chicken, cobra, iguana, tortoise, etc) can now lay eggs. Fertilized eggs will hatch. All eggs can be eaten or cooked.<br />
* [12] Fertilized eggs count down over time and hatch when ready.<br />
* [12] Pawns now support gender-specific name (hen, rooster, buck, ewe, sow), lifestage-specific named (piglet, warg puppy) and gender/lifestage-specific names (cockerel).<br />
* [12] You can rescue downed animals (tame or wild) and carry them to an animal bed.<br />
* [12] Tamers drop unused food after a while.<br />
* [12] We now support different animal graphics per gender. Chickens, deer, pigs and some others look different per gender.<br />
* <del>[12] Added new warg graphics.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 06:43, 30 August 2015 (UTC)<br />
* <del>[12] New squirrel graphics.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 06:43, 30 August 2015 (UTC)<br />
* [12] Added male deer graphic with antlers.<br />
* <del>[12] Added Training: Obedience, Attack, Rescue, Haul. Animals’ training options are limited by body size and trainable intelligence.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:36, 19 September 2015 (UTC)<br />
* <del>[12] Animal training can be fully configured and colonists will train animals using food. Success chance is based on a new stat, Animal Train Success Chance.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:36, 19 September 2015 (UTC)<br />
* [12] Animal training can take several steps.<br />
* [12] Animal training trainables are indented on the list under their prerequisites.<br />
* <del>[12] Added trainable: obedience: Can be assigned a master, who he follows and defends while master is drafted.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:36, 19 September 2015 (UTC)<br />
* [12] Animals trained for rescue will now rescue nearby downed colonists.<br />
* <del>[12] Animal master colonists have a “release animals” toggle on them. When active, their animals trained in ‘charge’ will freely go forth and attack any enemy in a wide radius.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:36, 19 September 2015 (UTC)<br />
* [12] Animals trained for hauling will intermittently haul items.<br />
* [12] Trainables do not show on the training ITab if they can never be done by the selected animal.<br />
* [12] Added <trainableTags> so modders can force specific animals to be trainable in specific Trainable skills using tags, outside the “trainable intelligence” system.<br />
* [12] Obeying animals only attack enemies very close to their master.<br />
<br />
* [12] Wildness is output on info card with explanation.<br />
<br />
* [12] Colony starts with a random pet.<br />
* [12] Rebalanced animal hunger rates.<br />
* [12] Animals produce animal filth, proportional to body size, inversely proportional to petness.<br />
* [12] Animals have life expectancies and can contract chronic diseases as they age, just like humans.<br />
* [12] Broad animals rebalance to size, health, damage, speed, points, market value, and wildness aided by new calculated animal stats tables.<br />
* <del>[12] Carrying capacity is now a stat. Creatures can haul in amounts proportional to their body size and manipulation capacity.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:36, 19 September 2015 (UTC)<br />
* [12] Wounded colony animals go to bed for treatment (if no critical combat tasks are pressing).<br />
* [12] Doctors will treat animals’ wounds if the animal is in a colony bed.<br />
* <del>[12] New animal: Boomalope (large fragile animal that explodes and sets fires on death)</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 06:43, 30 August 2015 (UTC)<br />
* <del>[12] New animal: Thrumbo (giant peaceful powerful creature with amazing fur and horn)</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 06:43, 30 August 2015 (UTC)<br />
* <del>[12] New animal: Chinchilla (very valuable fur)</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 06:43, 30 August 2015 (UTC)<br />
* <del>[12] New animal: Capybara</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 06:43, 30 August 2015 (UTC)<br />
* <del>[12] New animal: Cow</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 06:43, 30 August 2015 (UTC)<br />
* <del>[12] New animal: Pig</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 06:43, 30 August 2015 (UTC)<br />
* <del>[12] New animal: Chicken</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 06:43, 30 August 2015 (UTC)<br />
* <del>[12] New animal: Yorkshire terrier</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 06:43, 30 August 2015 (UTC)<br />
* <del>[12] New animal: Labrador retriever</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:31, 22 August 2015 (UTC)<br />
* <del>[12] New animal: Husky</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 06:43, 30 August 2015 (UTC)<br />
* <del>[12] New animal: Elephant</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 06:43, 30 August 2015 (UTC)<br />
<br />
=== Other ===<br />
* [9a] Reworked ship takeoff sequence into a proper whiteout with nice credits.<br />
* <del>[9a] Reworked auto-tutor to rely more on passive alerts and less on in-your-face interrupting modal dialogs.</del> Not actionable.<br />
* <del>[9e] Removed “buildings need power” alert as it is annoying to see it when a power switch is off.</del> Not actionable. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 03:51, 8 June 2015 (UTC)<br />
* <del>[11a] Allowed areas - Assign colonists to allowed areas.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:05, 30 July 2015 (UTC)<br />
* [11a] Every item and location outside the allowed area is considered forbidden.<br />
* [11b] Colonists will now try to avoid pathing outside their allowed area.<br />
* [11a] Added strip designator to reduce stripping micromanagement.<br />
* <del>[11a] You can toggle allowing sowing in a growing zone.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:09, 1 August 2015 (UTC)<br />
* [11a] Doors can be held open.<br />
* [11a] Door locking is now door forbidding (it’s clearer).<br />
* [11b] Open doors equalize temperature faster.<br />
* [11a] Added copy/paste functionality for storage zone/building settings.<br />
* [11a] World data now saves into map file to prevent game state confusion with multiple saves on one world.<br />
* <del>[11a] Added new joy activity: build snowman.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:05, 30 July 2015 (UTC)<br />
* [11a] You can now perform surgery on guests. Violating surgery will anger their faction.<br />
* <del>[11a] Ice sheet biome is now playable.</del> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:05, 30 July 2015 (UTC)<br />
* [11b] Mods config page shows load order of mods.<br />
* [11b] Reorganized and clean up options menu and graphics settings.<br />
* [12] Factored together allowed areas, home area, no roof area, and snow clear area under a single AreaManager. Home area can now be assigned as an allowed area.<br />
* [12] Added a new overview tab to assign animal areas.<br />
* [12] Separated animal allowed areas and humanlike allowed areas.<br />
* [12] Improvements to trade interface: better layout, expands vertically to use all screen space, increment/decrement buttons and launch/drop all buttons added.<br />
* [12] Refactored how Hediffs are randomly given for birthdays and at other times.<br />
* [12] Game start now has a “select random landing site” button if you don’t want to choose.<br />
* [12] Game will auto-reset mods config on startup crash to try to recover.<br />
* [12] Main tabs like Work, Outfits, World, Factions, etc are now tabs permanently displayed along the bottom of the screen instead of being buried in an Overview window.<br />
* [12] Some tabs, like Work, will not take more space than they need to given the number of entries (colonists) to display.<br />
* [12] Improvements to trade interface: better layout, expands vertically to use all screen space, increment/decrement buttons and launch/drop all buttons added.<br />
* [12] Added ‘open’ designator for opening cryptosleep caskets, graves, sarcophagi, and other containers.<br />
* [12] Commands are shown if there is at least 1 selected object with this command, instead of requiring all selected things be able to accept the command.</div>Peppsenhttps://rimworldwiki.com/index.php?title=Phoebe_Chillax&diff=38630Phoebe Chillax2016-05-16T20:25:39Z<p>Peppsen: </p>
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{{stub}}<br />
<br />
{{infobox main|ai|<br />
|name = Phoebe Chillax<br />
|image = Phoebe.png|250px|Phoebe Basebuilder<br />
|info = "Let's chill and build." - Phoebe Chillax, RimWorld AI.<br />
|type = AI Storytellers{{!}}AI Storytellers<br />
}}<br />
<br />
<includeonly><br />
''Main Article: [[Phoebe Chillax]]''<br />
</includeonly><br />
<onlyinclude><br />
{{quote|"Phoebe gives lots of time between disasters to relax and build your colony. But beware - if she's set at a high challenge scale, she'll hit as hard as anyone."|In-game description}}<br />
<br />
Phoebe is a friendly AI that allows for successful base building. If she chooses a challenge to be presented to the colony, it will generally be a smaller threat than AI such as Cassandra. If Phoebe is the present Storyteller, then by editing her difficulty, you can get the closest to a true builder mode available.<br />
</onlyinclude><br />
{{clear}}<br />
==Code Specifics== <br />
{{:Version/0.13.1135}}<br />
desiredPopulationMin = 4<br />
desiredPopulationMax = 13<br />
desiredPopulationCritical = 18<br />
threatCycleLength = 17<br />
minDaysBetweenThreatBigs = 12.5<br />
classic_RandomEventMTBDays = 1.00<br />
classic_ThreatBigMTBDays = 8<br />
classic_ThreatSmallMTBDays = 1.25<br />
<br />
{{nav|ai}}<br />
[[Category:AI]]</div>Peppsenhttps://rimworldwiki.com/index.php?title=Cassandra_Classic&diff=38629Cassandra Classic2016-05-16T20:25:09Z<p>Peppsen: </p>
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<br />
{{infobox main|ai|<br />
|name = Cassandra Classic<br />
|image = Cassandra.png|250px|Cassandra Classic<br />
|info = "The essence of good storytelling is the perfect progression of intensifying struggle." - Cassandra Classic, RimWorld Primary AI.<br />
|type = AI Storytellers{{!}}AI Storytellers<br />
}}<br />
<br />
<includeonly><br />
<!--Top Nav Box--><br />
{| align=center<br />
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{| align=center<br />
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<hr><br />
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''Main Article: [[Cassandra Classic]]<br />
</includeonly><br />
<onlyinclude><br />
{{quote|"Cassandra creates story events on a steadily-increasing curve of challenge and tension."|In-game description}}<br />
<br />
Cassandra Classic is the standard storyteller for Rimworld, giving the game a gentle slope for the player to warm up to as the enemies, the challenges, and the events continue to progressively increase in difficulty. Starting from minor, low-count maddened animal events to major, high-count, heavily armed Raids, Cassandra is a learning players preferred storyteller. Despite her ability to bring strong forces, she also awards the player with plenty of resources via drop pods.<br />
</onlyinclude><br />
{{clear}}<br />
==Code Specifics== <br />
{{:Version/0.13.1135}}<br />
<br />
desiredPopulationMin = 4<br />
desiredPopulationMax = 13<br />
desiredPopulationCritical = 18<br />
threatCycleLength = 9.2<br />
minDaysBetweenThreatBigs = 1.9<br />
classic_RandomEventMTBDays = 1.00<br />
classic_ThreatBigMTBDays = 3.75<br />
classic_ThreatSmallMTBDays = 1.25<br />
<br />
{{nav|ai}}<br />
[[Category:AI]]</div>Peppsenhttps://rimworldwiki.com/index.php?title=Cassandra_Classic&diff=38628Cassandra Classic2016-05-16T20:24:22Z<p>Peppsen: </p>
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<br />
{{infobox main|ai|<br />
|name = Cassandra Classic<br />
|image = Cassandra.png|250px|Cassandra Classic<br />
|info = "The essence of good storytelling is the perfect progression of intensifying struggle." - Cassandra Classic, RimWorld Primary AI.<br />
|type = AI Storytellers{{!}}AI Storytellers<br />
}}<br />
<br />
<includeonly><br />
<!--Top Nav Box--><br />
{| align=center<br />
! {{MainSection_Nav}}<br />
|}<br />
{| align=center<br />
| {{AI_Storytellers_Nav}}<br />
|}<br />
<hr><br />
<!-- End Nav --><br />
''Main Article: [[Cassandra Classic]]<br />
</includeonly><br />
<onlyinclude><br />
{{quote|"Cassandra creates story events on a steadily-increasing curve of challenge and tension."|In-game description}}<br />
<br />
Cassandra Classic is the standard storyteller for Rimworld, giving the game a gentle slope for the player to warm up to as the enemies, the challenges, and the events continue to progressively increase in difficulty. Starting from minor, low-count maddened animal events to major, high-count, heavily armed Raids, Cassandra is a learning players preferred storyteller. Despite her ability to bring strong forces, she also awards the player with plenty of resources via drop pods.<br />
<br />
{{clear}}<br />
==Code Specifics== <br />
{{:Version/0.13.1135}}<br />
<br />
desiredPopulationMin = 4<br />
desiredPopulationMax = 13<br />
desiredPopulationCritical = 18<br />
threatCycleLength = 9.2<br />
minDaysBetweenThreatBigs = 1.9<br />
classic_RandomEventMTBDays = 1.00<br />
classic_ThreatBigMTBDays = 3.75<br />
classic_ThreatSmallMTBDays = 1.25<br />
</onlyinclude><br />
{{nav|ai}}<br />
[[Category:AI]]</div>Peppsenhttps://rimworldwiki.com/index.php?title=AI_Storytellers&diff=38627AI Storytellers2016-05-16T20:21:18Z<p>Peppsen: Update to Alpha 13</p>
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<br />
The AI storyteller creates events like pirate raids, resource drops, or animal attacks. Their choices will affect the story of your colony.<br />
<br />
The gameplay of '''RimWorld''' is driven by AI (Artificial Intelligence) Storytellers. The AI Storyteller that you choose will make decisions about what events it wants you to encounter and when, based on the situation you are currently in and on the biases of that particular AI.<br />
<br />
Choosing an AI is the first decision you make in '''RimWorld''', and will have a great influence on the narrative that is formed as you play. Difficulty is now selected separately from Storyteller but both are changeable in-game.<br />
{{clear}}<br />
==Current AI Storytellers== <br />
The storytellers that currently exist in the game are as follows:<br />
<br />
===Cassandra Classic=== <br />
{{:Cassandra Classic}}<br />
<br />
===Phoebe Chillax=== <br />
{{:Phoebe Chillax}}<br />
<br />
===Randy Random=== <br />
{{:Randy Random}}<br />
<br />
==Challenge Scale at Alpha 13==<br />
When the storyteller sends threats after you, they will be a set percentage as large as in Challenge mode (the default difficulty).<br />
<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Name !! Threat scale !! Colonist mood bonus !! Base sell price multiplier !! Crop yield multiplier !! Disease interval multiplier<br />
|-<br />
! Free Play<br />
| 0.05<br />
| +15<br />
| 0.70<br />
| 1.3<br />
| 3<br />
|-<br />
! Basebuilder<br />
| 0.35<br />
| +10<br />
| 0.60<br />
| 1.2<br />
| 1.5<br />
|-<br />
! Rough<br />
| 0.65<br />
| +0<br />
| 0.55<br />
| 1.0<br />
| 1.0<br />
|-<br />
! Challenge<br />
| 1.00<br />
| +0<br />
| 0.55<br />
| 1.0<br />
| 1.0<br />
|-<br />
! Extreme<br />
| 1.30<br />
| -10<br />
| 0.40<br />
| 0.9<br />
| 0.9<br />
|-<br />
|}<br />
<br />
'''Earlier Challenge Scale Naming'''<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Name !! Difficulty<br />
|-<br />
! Builder Mode<br />
| 5%<br />
|-<br />
! Casual<br />
| 25%<br />
|-<br />
! Rough<br />
| 60%<br />
|-<br />
! Challenge<br />
| 100%<br />
|-<br />
! Serious Challenge<br />
| 130%<br />
|-<br />
! Extreme Challenge<br />
| 160%<br />
|-<br />
|}<br />
<br />
{{nav|ai}}<br />
[[Category:AI]]</div>Peppsenhttps://rimworldwiki.com/index.php?title=Randy_Random&diff=38626Randy Random2016-05-16T20:18:38Z<p>Peppsen: </p>
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<br />
{{infobox main|ai|<br />
|name = Randy Random<br />
|image = Randy.png|250px|Randy Random<br />
|info = "The world is random, dude. Stories should be too! Hey, you got a light?" - Randy Random, RimWorld Accidental AI<br />
|type = AI Storytellers{{!}}AI Storytellers<br />
}}<br />
<br />
<includeonly><br />
''Main Article: [[Randy Random]]<br />
</includeonly><br />
<onlyinclude><br />
{{quote|"Randy doesn't follow rules. He'll generate random events, and he doesn't care if they make a story of triumph or utter hopelessness. It's all drama to him."|In-game description}}<br />
<br />
Randy is the wildcard AI. Any AI event could be triggered at any time with Randy. You may encounter insanely good trade deals, or you may find yourself faced with a raid during a storm while there is an eclipse as your power generator explodes, and your military members go insane. For those looking to ultimately lose to chaos among their attempts at order ''a la'' Dwarf Fortress, Randy Random may be the AI Storyteller for you.<br />
</onlyinclude><br />
<br />
{{clear}}<br />
==Code Specifics== <br />
{{:Version/0.13.1135}}<br />
<br />
desiredPopulationMin = 4<br />
desiredPopulationMax = 13<br />
desiredPopulationCritical = 50<br />
AverageIncidentsPerDay = 1.45<br />
GeneralWeight = 0.79<br />
ThreatSmallWeight = 0.095<br />
LargeThreatWeight = 0.095<br />
MaxThreatBigIntervalDays = 13<br />
{{nav|ai}}<br />
[[Category:AI]]</div>Peppsenhttps://rimworldwiki.com/index.php?title=Cassandra_Classic&diff=38625Cassandra Classic2016-05-16T20:16:10Z<p>Peppsen: </p>
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<hr><br />
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<br />
{{infobox main|ai|<br />
|name = Cassandra Classic<br />
|image = Cassandra.png|250px|Cassandra Classic<br />
|info = "The essence of good storytelling is the perfect progression of intensifying struggle." - Cassandra Classic, RimWorld Primary AI.<br />
|type = AI Storytellers{{!}}AI Storytellers<br />
}}<br />
<br />
<includeonly><br />
<!--Top Nav Box--><br />
{| align=center<br />
! {{MainSection_Nav}}<br />
|}<br />
{| align=center<br />
| {{AI_Storytellers_Nav}}<br />
|}<br />
<hr><br />
<!-- End Nav --><br />
''Main Article: [[Cassandra Classic]]<br />
</includeonly><br />
<onlyinclude><br />
{{quote|"Cassandra creates story events on a steadily-increasing curve of challenge and tension."|In-game description}}<br />
<br />
Cassandra Classic is the standard storyteller for Rimworld, giving the game a gentle slope for the player to warm up to as the enemies, the challenges, and the events continue to progressively increase in difficulty. Starting from minor, low-count maddened animal events to major, high-count, heavily armed Raids, Cassandra is a learning players preferred storyteller. Despite her ability to bring strong forces, she also awards the player with plenty of resources via drop pods.<br />
</onlyinclude><br />
<br />
{{clear}}<br />
==Code Specifics== <br />
{{:Version/0.13.1135}}<br />
<br />
desiredPopulationMin = 4<br />
desiredPopulationMax = 13<br />
desiredPopulationCritical = 18<br />
threatCycleLength = 9.2<br />
minDaysBetweenThreatBigs = 1.9<br />
classic_RandomEventMTBDays = 1.00<br />
classic_ThreatBigMTBDays = 3.75<br />
classic_ThreatSmallMTBDays = 1.25<br />
<br />
{{nav|ai}}<br />
[[Category:AI]]</div>Peppsenhttps://rimworldwiki.com/index.php?title=Phoebe_Chillax&diff=38624Phoebe Chillax2016-05-16T20:14:12Z<p>Peppsen: </p>
<hr />
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<hr><br />
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<br />
{{stub}}<br />
<br />
{{infobox main|ai|<br />
|name = Phoebe Chillax<br />
|image = Phoebe.png|250px|Phoebe Basebuilder<br />
|info = "Let's chill and build." - Phoebe Chillax, RimWorld AI.<br />
|type = AI Storytellers{{!}}AI Storytellers<br />
}}<br />
<br />
<includeonly><br />
''Main Article: [[Phoebe Chillax]]''<br />
</includeonly><br />
<onlyinclude><br />
{{quote|"Phoebe gives lots of time between disasters to relax and build your colony. But beware - if she's set at a high challenge scale, she'll hit as hard as anyone."|In-game description}}<br />
<br />
Phoebe is a friendly AI that allows for successful base building. If she chooses a challenge to be presented to the colony, it will generally be a smaller threat than AI such as Cassandra. If Phoebe is the present Storyteller, then by editing her difficulty, you can get the closest to a true builder mode available.<br />
<br />
{{clear}}<br />
==Code Specifics== <br />
{{:Version/0.13.1135}}<br />
desiredPopulationMin = 4<br />
desiredPopulationMax = 13<br />
desiredPopulationCritical = 18<br />
threatCycleLength = 17<br />
minDaysBetweenThreatBigs = 12.5<br />
classic_RandomEventMTBDays = 1.00<br />
classic_ThreatBigMTBDays = 8<br />
classic_ThreatSmallMTBDays = 1.25<br />
<br />
</onlyinclude><br />
{{nav|ai}}<br />
[[Category:AI]]</div>Peppsenhttps://rimworldwiki.com/index.php?title=Phoebe_Chillax&diff=38623Phoebe Chillax2016-05-16T20:13:40Z<p>Peppsen: </p>
<hr />
<div><!--Top Nav Box--><br />
{| align=center<br />
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|}<br />
{| align=center<br />
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|}<br />
<hr><br />
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<br />
{{stub}}<br />
<br />
{{infobox main|ai|<br />
|name = Phoebe Chillax<br />
|image = Phoebe.png|250px|Phoebe Basebuilder<br />
|info = "Let's chill and build." - Phoebe Chillax, RimWorld AI.<br />
|type = AI Storytellers{{!}}AI Storytellers<br />
}}<br />
<br />
<includeonly><br />
''Main Article: [[Phoebe Chillax]]''<br />
</includeonly><br />
<onlyinclude><br />
{{quote|"Phoebe gives lots of time between disasters to relax and build your colony. But beware - if she's set at a high challenge scale, she'll hit as hard as anyone."|In-game description}}<br />
<br />
Phoebe is a friendly AI that allows for successful base building. If she chooses a challenge to be presented to the colony, it will generally be a smaller threat than AI such as Cassandra. If Phoebe is the present Storyteller, then by editing her difficulty, you can get the closest to a true builder mode available.<br />
<br />
{{clear}}<br />
==Code Specifics== <br />
{{v|{{:Version/0.13.1135}}}}<br />
desiredPopulationMin = 4<br />
desiredPopulationMax = 13<br />
desiredPopulationCritical = 18<br />
threatCycleLength = 17<br />
minDaysBetweenThreatBigs = 12.5<br />
classic_RandomEventMTBDays = 1.00<br />
classic_ThreatBigMTBDays = 8<br />
classic_ThreatSmallMTBDays = 1.25<br />
<br />
</onlyinclude><br />
{{nav|ai}}<br />
[[Category:AI]]</div>Peppsenhttps://rimworldwiki.com/index.php?title=Phoebe_Chillax&diff=38622Phoebe Chillax2016-05-16T20:11:58Z<p>Peppsen: /* Code Specifics */</p>
<hr />
<div><!--Top Nav Box--><br />
{| align=center<br />
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|}<br />
{| align=center<br />
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|}<br />
<hr><br />
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<br />
{{stub}}<br />
<br />
{{infobox main|ai|<br />
|name = Phoebe Chillax<br />
|image = Phoebe.png|250px|Phoebe Basebuilder<br />
|info = "Let's chill and build." - Phoebe Chillax, RimWorld AI.<br />
|type = AI Storytellers{{!}}AI Storytellers<br />
}}<br />
<br />
<includeonly><br />
''Main Article: [[Phoebe Chillax]]''<br />
</includeonly><br />
<onlyinclude><br />
{{quote|"Phoebe gives lots of time between disasters to relax and build your colony. But beware - if she's set at a high challenge scale, she'll hit as hard as anyone."|In-game description}}<br />
<br />
Phoebe is a friendly AI that allows for successful base building. If she chooses a challenge to be presented to the colony, it will generally be a smaller threat than AI such as Cassandra. If Phoebe is the present Storyteller, then by editing her difficulty, you can get the closest to a true builder mode available.<br />
<br />
{{clear}}<br />
==Code Specifics== <br />
{{v|{{:Version history}}}}<br />
desiredPopulationMin = 4<br />
desiredPopulationMax = 13<br />
desiredPopulationCritical = 18<br />
threatCycleLength = 17<br />
minDaysBetweenThreatBigs = 12.5<br />
classic_RandomEventMTBDays = 1.00<br />
classic_ThreatBigMTBDays = 8<br />
classic_ThreatSmallMTBDays = 1.25<br />
<br />
</onlyinclude><br />
{{nav|ai}}<br />
[[Category:AI]]</div>Peppsen