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Additional Traits (Heroes + Gods Optional)

Положительные голоса99%604 голосов игроков
Подписчики24,5 тыс.24 502 в Steam Workshop
Размер файла16,58 МБЗагрузка через Steam
Обновление автора10 июл. 2025 г.Дата обновления материала
Additional Traits (Heroes + Gods Optional)

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О материале

«Additional Traits (Heroes + Gods Optional)» — материал мастерской RimWorld. Моды для колонии: новые возможности, предметы и удобство игры. Данные Steam, описание автора и ссылка для установки через подписку. Совместимость редакцией не проверена.

Описание автора

v1.0 update of Gewen/Swenzi's Additional Traits (w/ Heroes + Gods)


Description:

Have you ever felt that there aren't enough traits to immersify your game-play? Well, I've 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 rather liked the traits that were affected (Natural Tailor, Eccentric Artist, Vulcan's Fire) and would hate to drastically alter them or scrap them entirely, as such I have reimplemented the removed statdefs in my De-generalize Work mod as other modders seemed to be experiencing the same thing. De-generalize Work is not required for this mod and Additional Traits can and will function entirely without it, there will just be a few traits that are modified or don't show up at all.


Credits:

Gewen (Dennis)- Original author Swenzi- A17-B18 Maintainer The Rimworld Discord- for being wonderful people


FAQ

Q: Is it save game compatible? A: Let it henceforth be engraved in silicon and copper, so that it may be known to all who will ignore this part and ask anyway: this mod is saved game compatible.

Q: I found a bug/issue/problem, where should I report that? A: I have a discussions page just for that, it's pinned, but here's the link anyway: Bug Reports. Q: What if I want to leave my bug/issue/problem in the comments section? A: Bug reports in the comments section will be ignored, deleted, or I might just make fun of you for not reading the FAQ. In any case, until your issue is properly reported in the bug reports discussion, I WILL NOT investigate it.

Q: Is it compatible with XYZ mod? A: I have no idea, I'm going to guess probably, maybe, possibly. As I don't have time to test every mod for the game, I would appreciate if you would test that for me, if it works fantastic! If not drop me a bug report and I'll look into it.

Q: Will you also be updating the one without heroes and gods? A: No, I have no plans to update the non heroes/gods version. It's not because I want to force traits on people that they may believe to be overpowered (although I addressed that in a previous comment), but rather that splitting the mod like that is a really good way to end up in a development/distribution situation where where things get lost between having two near identical copies of what is essentially the same thing. Instead I have added settings to the mod that allow you to disable the traits (from my mod) that you would prefer not to have in play. This does come with a word or warning though: disabling traits used by your save will cause the game to report an error that the traits could not be loaded when reloading your save, these errors can be dismissed/ cleared and will not reoccur after saving again, and anyone that previously had a disabled trait will be randomly assigned a new one in its place.

Q: What is De-generalize Work and why do I need it? A: De-generalize Work adds back the stats (SculptingSpeed, SmithingSpeed, and TailorSpeed) that were merged into GeneralLaborSpeed by the 1.1 update. Without these stats, traits such as Natural Tailor can't buff tailoring speed without also buffing smithing speed (which defeats the whole point of the trait). So you don't need De-generalize Work, Additional Traits can and will function entirely without it, however, there will be a few traits that are modified or don't show up at all due to their use of stats that were removed.

Q: Do I have to use XML Extensions? A: This mod uses XML Extensions to help ensure broader compatibility with other mods, particularity those who add new nullifyingTraits tags via patching (if multiple mods try to patch add the same tag, the game will complain about there being copies of the tag). While there is a pure vanilla way to handle this (via a sequence of patches to check if the tag already exists or needs to be added), it's rater cumbersome to implement and XML Extensions provides a much more robust and streamlined approach (and I'm lazy). That said, I understand that some mods use XML Extensions in a manner that is less than stable, if this is the case for you, feel free to use the v4.0.0 version of Additional Traits, which can be found on my GitHub releases (note: this version has known conflicts with Hospitality and is provided purely for combability).


Links: Github link for non-steam users and archive links

Оригинал в Steam Workshop

Как установить и запустить

Откройте оригинальную страницу в Steam Workshop, проверьте версию игры, зависимости и порядок загрузки в описании автора. Нажмите «Подписаться» и дождитесь загрузки Steam. Включите материал в меню модификаций или контента игры, если это требуется. Совместимость и запуск редакцией не проверены.

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