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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.
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!
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).
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