Trait Galore

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Author: Tremualin

Last revision: 10 May, 2022 at 05:26 UTC

File size: 885.76 KB

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Description:

Trait Galore adds several new traits to spice up your game:

Name
Type
Incompatible
Effect
Frequency

Anxious
Flaw
Composed
-2 sanity whenever unable to immediately satisfy an interest.
Normal
Argumentative
Flaw
Listener
Both this an another argumentative colonist in the same residence will lose 5 sanity each day.
Normal
Depressed
Flaw
Renegade
80% chance of losing daily interest. Morale is set to 0. Chance for suicide and new flaws (affected by Supportive Community) every day unless assigned to a Sanatorium. -Social
Very low
Mean
Flaw
Kind
-5 sanity to another random colonist in the same residence
Normal
Paranoid
Flaw
Composed
-3 sanity when moving to a new location in or out of the Dome
Low
Fickle
Perk
Religious
Alternates between different interests until it can satisfy one or goes to sleep.
Low
Fixer
Perk
Idiot
Reduces the maintenance of any building it visits by 5%.
Low
Kind
Perk
Mean
A random colonist in the same residence gets +5 Sanity.
Normal
Mentor
Perk
Loner
Coworkers gain +20 performance and a moderate chance of losing the Idiot flaw; unless the Mentor is also an Idiot.
Low
Thrifty
Perk
Lazy
Reduces the amount of resources consumed by the workplace by 5%. If the building consumes no resources, then it will reduce the consumption of electricity instead.
Low
Brawler
Quirk
Composed
Once a day, if health > 70, this an another non-child with health > 70 will both lose 10 health; then both colonists regain 5 sanity.
Normal
Cynical
Quirk
Enthusiast
All sanity gains and losses are halved (stacks with Composed)
Low
Early Bird
Quirk
Night Owl
+5 comfort when working the morning or afternoon shift. -5 comfort when working at night
Low
Listener
Quirk
Argumentative
The colonist with the lowest sanity in the residence gets +8 sanity. But this colonist will lose 4 sanity.
Normal
Night Owl
Quirk
Early Bird
+5 comfort when working the afternoon or night shift. -5 comfort when working on the day shift. Regains sanity lost from night shifts.
Low

Clarifications

  • Fixer, Kind, Mentor and Thrifty can be learned in School, but not Fickle.
  • Anxious, Depressed, and Paranoid can be gained via sanity breakdown, but not Argumentative or Mean.
  • All flaws can be cured in the Sanatorium.
  • Quirks cannot be learned in Schools, nor cured in the Sanatorium.
  • Thrifty can reduce Electronic Factories Rare Metals consumption from 0.3 to 0.15 if all workers are Thrifty; the UI however will show 0.2 because it rounds up, but it’s still 0.15.
  • Thrifty also reduces consumption of Grocers, Diners, Electronic/Art Stores, and Workshops.
  • Fixer colonists are great in the late game if you want to move everyone into Smart Residences. They’re also great for Science Domes which cost a lot of Electronics, and for Blue Sun Corporation and Paradox Interactive, whose unique buildings consume Electronics.
  • Early Birds and Night Owls gain +5 comfort no matter what if assigned to the right shifts. Unfortunately, I had to disable the shift switching code since Picard update.

Mod Integration

If you have my Crime and Vindication mod, all flaws in this mod can be gained as a result of Domestic Violence.

If you have my Seniors with Benefits mod, then Seniors will be able to remove the new Flaws. You can find that information on that mod.

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