Careful Surgeon: NAM takes medicine very seriously.New Descriptions (the old ones are commented out in the xml files if for whatever reason there is a preference for them).Descriptions updated (incorrect parts of speech or other grammatical improvements).Spirit of nature -> Sylvanus' Blessing\.Goddess of the hunt -> Artemis' Blessing.Professional Butcher -> Natural Butcher.Anyone that previously had a disabled trait will be randomly assigned a new one in its place.)) These errors can safely be dismissed and will not reoccur after saving again. Traits (or entire files of traits) can now be enabled or disabled from within the mod (a game reboot is required for changes to take effect (Please note that disabling any traits currently in use by your save will cause a \"Could not load reference to RimWorld.TraitDef named\" error on reload for each trait disabled. AFAIK Character Editor is the ONLY way to change names of pawns that aren't part of your happy little collective. I don't think it's an option anymore the developer originally added it as a fundraising tool and seriously underestimated how many people wanted their RPG character as part of the official game. (Note that it was possible, for a fee, to have your favorite pawn or Mary Sue/Gary Stu or whomever added to the character pool as part of the main game. So if an inspired LPer wanted to rename pawns after, say, people who posted in her thread, Character Editor can make that happen. Character Editor is a mod that not only edits stats but hair and clothing styles and colors, inventory, names, and most importantly, allows dynamic editing. Prepare Carefully: If you don't want to keep hitting the reroll button to get a good pawn, this is a mod that lets you edit pawns from the ground up. Relations: Generally pawns have good relationships with blood relatives and poor relationships with former lovers and spouses. and they have corresponding in-game effects. Health: Pawns can have all kinds of health problems, from itchy scars to dementia, heart failure, asthma, etc. You don't want to start a game without someone at Cooking 4 unless you want your colony to get food poisoning all the time. Team skills: an overview of important skills and the value of the highest skilled member of your starting lineup. So it's possible for Vallow to become a highly skilled artist-he just has to work at it a lot harder than someone with a flame. No flames and the colonist is earning experience at 35%. A pawn with a one-flame skill is earing 100% experience. "Crafting" is a catchall for any skilled labor not specially named by other skills as well as smithing and tailoring. "Plants" affects sowing crops, harvesting edibles, and cutting down trees. Skills and flames: Skills determine how well a pawn can perform certain tasks. "Undergrounder" means Vallow doesn't take a mood hit for being inside all the time, "Masochist" gets a mood bonus for being injured, and "Stupid" is from the Fallout mod that gives Vallow penalties to tasks where smarts are involved, but since he's incapable of intellectual tasks anyway, this trait largely affects how successful he is at negotiating, trading, and making stuff. But I'm here to talk about what traits are in my game. I'll probably do a deep dive on how wonderful the Psychology mod is at some point, but I bring it up here to point out that in vanilla, unmodded Rimworld, a pawn's sexual orientation can take up a trait slot, and fuck that noise, the Psychology mod does away with that and creates a whole different system based on the Kinsey scale among other things. In Rimworld, traits affect pawn behaviors more than their raw stats. I even have a mod installed that adds Fallout perks as traits. Don't ask me why the game thinks blacksmiths can't manufacture drugs or work at research stations. Because of his Blacksmith adulthood backstory, Vallow here can't do intellectual tasks. Incapable of: This limitation forbids certain tasks or skill gains. Generally, these backstories add or subtract to relevant skills or can make you. The list in full is on the Rimworld wiki. Here's a breakdown of the character sheet.Ĭhildhood and adulthood: These are backstories that are to Rimworld what class/profession modifiers are to other RPGs. The ones left behind are still in the game world, and can be picked up by the other factions, so we may see these folks again. Three pawns come with, five get left behind.
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