RimWorld

RimWorld

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Fallout Traits
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4
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Posted
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813.029 KB
Nov 23, 2017 @ 10:24am
Nov 29, 2022 @ 10:49pm
27 Change Notes ( view )

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Fallout Traits

Description
Adds 71 new perks to Rimworld based on the theme from fallout games

Also available on GitHub[github.com]

Traits
Strong Back: +50 carry capacity
Very Strong Back: +75 carry capacity
Charismatic: +2 social, +10% social impact/negotiation and +5% trade+drug prices
Very Charismatic: +4 social, +20% social impact/negotiation and +10% trade+drug prices
Intimidating: +1 social, +10% social impact/negotiation/arrest and +5% trade+drug prices
Very Intimidating: +2 social, +20% social impact/negotiation/arrest and +10% trade+drug prices
Poor Aim: -2 shooting, -10% shooting accuracy and melee hit
Steady Aim: +2 shooting, +10% shooting accuracy
Great Aim: +4 shooting, +15% shooting accuracy
Artisan: +3 crafting/construction, +5 artistic, +25% smoothing speed, +10% labor/construction speed and construct/repair success rate
Iron Stomach: -30% hunger rate, +10% pain threshold and immunity
Packin' Light: +0.15 move speed, -15 carry capacity
Pack Rat: +30 carry capacity
Agile: +2 melee, +0.2 move speed, +5% melee hit, +10% melee dodge, +20% hunting stealth, -20% trap spring
Ninja: +4 melee, +0.4 move speed, +10% melee hit, +20% melee dodge, +40% hunting stealth, -40% trap spring
Intelligent: +3 intellectual, +1 medicine, +10% learning speed, +5% research speed/negotiation/trade+drug prices
Very Intelligent: +4 intellectual, +2 medicine, +20% learning speed, +10% research speed/negotiation/trade+drug prices
Perceptive: +1 intellectual/medicine/social, +5% social impact/negotiation/trade+drug prices and -5% food poison chance
Very Perceptive: +2 intellectual/medicine/social, +10% social impact/negotiation/trade+drug prices and -10% food poison chance
Dodgy: +0.1 move speed, +10% melee dodge, -20% trap spring
Evasive: +0.2 move speed, +20% melee dodge, -40% trap spring
Traveler: +1 social, +0.1 move speed, +10 carry capacity, -10% hunger rate, +0.5 foraging
Explorer: +2 social, +0.15 move speed, +25 carry capacity, -15% hunger rate, +0.75 foraging
Adventurer: +3 social, +0.2 move speed, +50 carry capacity, -20% hunger rate, +1 foraging
Bandolier: +2 shooting, +25 carry capacity. -10% aiming time
Scientific: +2 intellectual, +1 medicine, +15% learning speed, +10% research speed
Very Scientific: +3 intellectual, +2 medicine, +30% learning speed, +20% research speed
Enduring: -10% incoming damage/mental threshold and +10% pain threshold/immunity
Very Enduring: -20% incoming damage/mental threshold and +20% pain threshold/immunity
Bargainer: +3 social, +5% negotiation and +10% trade+drug prices
Hard Bargainer: +4 social, +10% negotiation and +15% trade+drug prices
Uninspiring: -1 social, -10% learning speed/social impact/negotiation
Inspirational: +2 social, +1 intellectual, +10% learning speed/social impact/negotiation
Very Inspirational: +3 social, +2 intellectual, +20% learning speed/social impact/negotiation
Generous: +2 social, +10% social impact/negotiation and -5% trade+drug prices
Overly Generous: +3 social, +15% social impact/negotiation and -10% trade+drug prices
Scrapper: +2 construction/crafting, +25% construction/smelting/mechanoid butchery speed, +10% construct/repair success rate and mechanoid butchery yield
Natural Leader: +5 social, +15% social impact/negotiation and -10% mental threshold
Rad Resistant: 0.7 toxic sensitivity factor and +10% immunity
Rad Tolerant: 0.4 toxic sensitivity factor and +10% immunity
Action Boy: +0.2 move speed, +20% work/eating speed and +10% rest rate
Action Girl: +0.2 move speed, +20% work/eating speed and +10% rest rate
Quick Hands: +2 melee, +20% work speed, -10% aiming time, +5% melee hit
Gun Nut: +3 shooting, -10% aiming time, +5% shooting accuracy
Scrounger: +20% mining/drilling/plant/animal gather+butchery speeds and +50% to eating speed
Sturdy Frame: -10% incoming damage, +10% pain threshold and +25 carry capacity
Survivalist: +2 plants, -10% incoming damage, +10% immunity/healing factor/plant yield and +0.5 foraging
Blitz: +2 melee, +0.25 move speed, +25% work speed, +10% melee hit
Philanthropist: +3 social, +15% social impact/negotiation and +5% trade price
Healing Hands: +5 medicine, +2 cooking, +10% tending speed+quality/operation speed+success, -10% food poison chance
Rooted: +2 melee, -0.2 move speed, -10% incoming damage, +10% pain threshold and plant work speed
Lead Belly: -30% hunger rate, -20% toxic sensitivity, +10% immunity
Bear Arms: +3 melee/mining, +25 carry capacity, +10% work/mining/drilling speed
Serendipitous: +8 mood, 0.5 trap spring factor, +10% melee dodge/shooting accuracy
Green Thumb: +4 plants, +10% plant work speed/yield, +1 foraging
Tenderizer: +4 melee, +2 melee dps, +1 beauty, +20% arrest success/animal gather+butchery speed
Fortune Finder: +10% mining+animal+plant+drug+butchery yields, +1 foraging
Bountiful Butcher: +4 cooking, +20% animal gather+butchery speed, +10% animal gather+butchery yield
Animal Friend: +4 animals, +1% animal bond chance, +25% animal gather speed, +10% animal gather yield, +5% animal train/tame chance
Magnetic: +2 social/crafting, +2 beauty, +10% social impact/negotiation, +20% smelting/mining/drilling speed, +10% arrest success
Lifegiver: +5 medicine, +2 plants, +10% tending speed+quality/operation speed/immunity, +5% operation success rate
Spritual healer: +3 medicine/plants, +2 social, +10% tending speed+quality/drug synthesizing speed+harvest yield/social impact
Frail back: -25 carry capacity
Ghoulish: -3 social/animals, 0 toxic sensitivity factor, -25% incoming damage, +25% immunity/healing speed, -3 beauty, -20% social impact, -25% animal tame/train chance
Idiot Savant: +150% learning speed, -25% work speed, incapable of caring/intellectual/social tasks
Stupid: -2 intellectual/medicine, -10% research speed, -20% learning speed, -5% construct/repair success rate
Oblivious: -1 intellectual/medicine/social/animals -20% learning speed, -10% melee dodge, -5% animal tame/train chance
Woodchucker: +3 plants/construction/artistic, +30% construction+plant work speed, +10% plant yield, -1 beauty, -10% social impact
Wrecking ball: +3 melee/mining, +1 construction, +50% construction speed, +20% mining/drilling speed, +20% arrest success, -10% construct/repair success rate
Perfectionist: +4 construction/artistic, +20% construct/repair success rate, -20% construction speed, -10% general labor speed, -10% smoothing speed
Iron fist: +4 melee, -4 shooting, +3 melee dps, +10% melee hit, +20% arrest success

Supported mods
- Combat Extended
- Rimatomics
- Trait Value

Supported Languages
- German -Pandalaria
- Russian -Toca Dor
- Japanese -proxyer
210 Comments
Reg Feb 16 @ 5:37am 
Can this be added midsave?
Cheeseburger Aug 28, 2024 @ 11:42am 
Welcome to Camp Navarro. So, you're the new replacement...
YOU ARE OUT OF UNIFORM SOLDIER! WHERE IS YOUR POWER ARMOR?
Atlas Jun 4, 2024 @ 1:58pm 
I uploaded a version for 1.5 that corrects the XML issues. If Fuglypump wants to update, I can take it down. You can find it here: https://steamcommunity.com/sharedfiles/filedetails/?id=3261284554
vincentlo9012 Jun 3, 2024 @ 10:51am 
Thanks guys! Don't forget the negative value.

Find:
<li><key>(\w+)<\/key><value>-(\d+)<\/value><\/li>

Replace
<$1>-$2<\/$1>
Ali50 Jun 1, 2024 @ 2:59pm 
If you want a Regex to easily apply @Rekalty's suggestion in Notepad++ you can use:

Find what:
<li><key>(\w+)<\/key><value>(\d+)<\/value><\/li>

Replace with:
<$1>$2<\/$1>
Rekalty May 31, 2024 @ 4:20am 
As far as what I found to be the issue, the format for skill gains changed from something like:
<li><key>Animals</key><value>4</value></li> to this: <Animals>4</Animals>
I just went though the traits.xml and replaced every instance of skill gains to fit the new format and as far as I can tell, the mod works fine now, at least I haven't run into any glaring issues.
TracerFoxTEK May 30, 2024 @ 9:53am 
Haven't peeked under the hood of this one in a while, are there any assemblies in the mod folder? If so, those will need to be recompiled and any errors fixed.
If it's *just* XML files, then what Rekalty has done should be all that's necessary.
Rekalty May 30, 2024 @ 4:20am 
What exactly is the issue preventing this mod from running in 1.5? I went though traits.xml and updated all the skills and that seems to make it work, but I'm not even going to pretend that I know what I'm doing so it's probably not the right way to fix it.
The Realest Nooblet May 27, 2024 @ 10:15pm 
SOMEONE UPDATE THIS FOR THE AUTHOR WHILE HE IS AFK
miragea May 22, 2024 @ 8:03pm 
Can this work well with 1.5? Does anyone have tried it?