边缘世界 RimWorld

边缘世界 RimWorld

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The Sims Traits
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Mod, 1.5, 1.6
文件大小
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更新日期
1.023 MB
11 月 12 日 下午 12:52
11 月 14 日 下午 7:22
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The Sims Traits

描述
This mod has two parts:

Part I – Adds traits inspired by The Sims games, I plan to add more in the future.

Part II – Patches some of my favourite traits from the Vanilla Expanded mod to make them more useful. You’ll still need to install the original VE mod for this part to work.

Social















Mental





















Lifestyle



















Physical







Skill









Patched VE Traits























Q: Will you add more traits?
A: Yes, as mentioned in the first part.

Q: Can you add XYZ traits?
A: You can leave a comment with your ideas, but I cannot guarantee anything since I’m just a commissioner. I also have my own personal preferences, so if I don’t like an idea, it’s unlikely to be added. You can always go to the market Discord and commission your own mod.

Q: Is XYZ compatible?
A: I don’t know. I don’t play with CE, and my mod list is fairly light (250+). If errors occur, please leave a log, but I’m unlikely to create compatibility patches from my end.

Credit:
Coding – Taranchuk
Preview & Infographics – DetVisor
Design – Goji
Special thanks to the original Vanilla Expanded trait mod and the Sims series for all the ideas and inspiration.

GitHub Link: https://github.com/Goji-2337/The-Sims-Traits
Licensed under Creative Commons[creativecommons.org]. You have our explicit permission to readopt and readapt.


35 条留言
Goji  [作者] 3 分钟以前 
@Hugalafutro Oo, thanks for catching that! That’s a bit embarrassing. it’s not an actual conflict, I just made a typo while manually adding conflict traits in the XML (Whip --> Wimp). I’ll fix it as soon as I get home.

Regarding your second question, I had a look and think it’s a nice little mod, but I feel it might be difficult to implement exactly what you want. If you’ve read through the infographic, you’ll see most traits are designed with major trade-offs or situational benefits. For example, Spiritual would suck for a fighter since they can’t initiate attacks, but it’s great for your psycaster. Therefore I’d suggest using the other mod’s settings to decide how valuable each trait is for your own play style.
Goji  [作者] 3 分钟以前 
@zanaikin Thank you, that’s honestly not a bad idea. I’ll probably ask the coder to add a setting so players can turn off my patch if they prefer the original VE trait. I never intended to replace them anyway, as I mentioned before. All of my patches are additive, except for Submissive, which I haven’t been able to salvage in a way that fits my playstyle.
Hugalafutro 49 分钟以前 
Hi, I'm getting a red error I suppose a conflict with one of my mods
Could not resolve cross-reference to RimWorld.TraitDef named Whip (wanter=conflictingTraits)

Full log: https://gist.github.com/HugsLibRecordKeeper/bd296fe00767109c837d55be31d21d9a

Also I was wondering, would you perhaps consider adding support for [SYR] Trait Value (Continued) ?
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3340833768

Thanks for the mod so nice to see a pawn with traits I don't know!
Kaijp 6 小时以前 
For how many of those are added they are crazy interesting - great job on the designs!
zanaikin 9 小时以前 
These traits are amazing, very creative and many add new interesting dynamics to the game (adults entering giggling mental state to represent them being a mood-booster for the colony is such a good idea!).

Unlike Holgast, I hope your changes are VE traits are only additive (as you've suggested in comment) and not replace. VE traits mod already offers option to disable traits that we don't like, so I don't see any reason to replace them instead of just adding a new one (unless there's also have a selector making replacing VE traits an option).
Reel 9 小时以前 
Looks incredible cant wait to try it
Goji  [作者] 10 小时以前 
@Holgast Thank you!

For you question, it’s a combination of both, but I think the majority is adding to them. As you mentioned, most of these traits are ‘bad’ or purely detrimental, yet can be very flavourful for roleplay. I wanted to find a way to make them useful while retaining the original VE design. For example, a big-boned pawn would still damage furniture, but the added HP to body parts could make them more ideal as a melee tank. A clumsy pawn would still occasionally hurt themselves but would tend to their cuts and wounds more efficiently. I want players to start using these traits on colonists, instead of them being random traits only found on enemy cannon fodder
Holgast 11 小时以前 
this is awesome. lots of great ideas and implementation. can I ask if your VE patches straight up replace the VE skills or just add to them? lots of the ones you patched are a pain in the ass to deal with and it would be nice to replace them with much less annoying ones
兜鸡 11 小时以前 
Neat! I love how every trait comes with a flavorful gimmick instead of blatant stat increase, making each pawn unique and fun. Thank you for sharing this mod
Gapho™ 12 小时以前 
very cool