I ask only that you let me know about it. If you're a modpack maker and want to include "More Trait Slots" in your pack, or if you're a modder and want to use it as the basis of a derivative mod, please feel free to do so. The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.) Well, Ive got just the mod for you with Additional Traits This mod adds several new traits to the game, all of which can be disabled/ enabled through mod settings (and a game restart) RimWorld 1.1 removed some of the statdefs (the part of the game that says the colonist gets a buff or nerf to a particular task or skill) that this mod uses, I. And you should have no other issues when using the two mods together. If you're using "EdB Prepare Carefully," you might see a warning message if you assign more traits to a pawn than the vanilla character tab would be able to display, but you can safely ignore that message. "More Trait Slots" can safely be added to or deleted from a game in progress, and shouldn't conflict with any other mods. It also adjusts the character display tab so that up to seven (or up to nine with a smaller font) traits can actually be seen. It doesn't add new traits to the game, but it will work well with mods that do, as it allows you to configure the minimum and maximum number of traits that pawns will start with. "More Trait Slots" is a pretty simple mod. If youre using 'EdB Prepare Carefully,' you might see a warning message if you assign more traits to a pawn than the vanilla character tab would be able to display, but you can safely ignore that message. Will take it down if requested by the original author. 'More Trait Slots' can safely be added to or deleted from a game in progress, and shouldnt conflict with any other mods. Yes, probably the moods will be deeply affected to pawns ideology and his aderency to beliefs.An updated version from KV. These traits can single-handedly cost you a game or have gigantic negative effects (body purist is -35 mood), Slowpokes can’f chase with melee and can’t kite. Or it's possible just some things can't be changed after start like the basic concepts of the ideology, those big 3 icons at the top of every ideology for example. I mean there is a LOT to customize, if you had to pick all of it at game start that would be a bit much. IE with an existing colony changing a rule might have some sort of cost, while before starting the game it might be free or use a pool of free points. I could not get any research done in RimWorld. You might have a bit more control to make some changes "freely" at game start or the ability to use the randomize option, which is what it sounds to me like you can't do after game start. Good traits dont matter too much - whilst helpful, the game is playable. Originally posted by Astasia:I'm pretty confident there is some way to adjust ideology as you play, I imagine there is some progression system to it allowing you to unlock additional jobs and rituals, declare artifacts, unlock new structures/gear, etc., as you play, as well as change some of the rules for your colony. The more devoted they are to the colony devotion the more likely they are to agree with the rules I think, a new colonist in a nudist colony might not be comfortable naked, but as they participate in rituals and you build up their devotion eventually they will accept it, maybe. Something else I noticed and forgot about, each colonist has a "bar" for their ideology, looks sort of like a need bar, which I think represents their devotion to it. Autumn loves to flaunt her beautiful physical traits, and her body measurements. IE with an existing colony changing a rule might have some sort of cost, while before starting the game it might be free or use a pool of free points. The following traits used statdefs that were removed by 1.1, as such they are now dependent on the De-generalize Work mod. You might have a bit more control to make some changes "freely" at game start or the ability to use the randomize option, which is what it sounds to me like you can't do after game start. That would make sense, but we have no idea and probably wont until it comes out on Tuesday. I'm pretty confident there is some way to adjust ideology as you play, I imagine there is some progression system to it allowing you to unlock additional jobs and rituals, declare artifacts, unlock new structures/gear, etc., as you play, as well as change some of the rules for your colony. There is probably some changes to mood based on ideology, perhaps colonists with the nudist trait are extra happy in a nudist colony, while colonists without the trait are less unhappy (or not unhappy at all).
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