RimWorld

RimWorld

Op Trait
64 Comments
foolzardy Jun 19, 2023 @ 7:36pm 
I beg of you PLEASE add this to one point four PLEASEEEEE
filuks the wolf Dec 11, 2022 @ 5:46am 
you need to remove food and toxic for 1.4
tommyrift Oct 13, 2022 @ 11:52am 
The typo where it says "Go" instead of "God" under Traits, is due to a missing semicolon after the "d" in the XML file. Thanks for the mod!
Doomdrvk  [author] Jul 13, 2022 @ 6:57am 
Yes, XML is more set in stone and the game also has an easier time adding backwards compatibility.
Thrice Jul 13, 2022 @ 3:02am 
Im not terribly caught up on programming.... Does it being XML mean itll still work in 1.3?
Doomdrvk  [author] May 25, 2022 @ 7:33pm 
That was never my intention.
MAVERICK May 25, 2022 @ 6:32pm 
Wont make them stronger though (fist damage)
Doomdrvk  [author] Feb 18, 2022 @ 6:42pm 
Mod is all xml it still works fine. Very simple mod.
Masterchiefdog7 Feb 12, 2022 @ 5:18pm 
does this still work in 1.3?
🏳️🏴🏳️🏴🏳 Dec 11, 2021 @ 10:31pm 
Does the mod require updating to 1.3?
It's still 1.1 which it shouldn't be.
Sugoona, King of Sigma Oct 10, 2021 @ 2:15am 
epic mod thanks to the creater
StaSec Feb 22, 2021 @ 4:56am 
doese it gets updates?
Killer23 Jan 3, 2021 @ 2:14pm 
yeah sorry it was another mod
Doomdrvk  [author] Jan 3, 2021 @ 1:16pm 
The mod lowers colonist value, not sure what you're seeing. I specifically made it do so when I made it.
Killer23 Jan 3, 2021 @ 1:00am 
this trait makes the colonist extremely expensive,please make this trit cheap
ToxicG Sep 19, 2020 @ 1:40am 
i discovered this mod back when i tried to make the most OP colonist using prosthetics and implants... lets just say he could tank an endgame empire raid by himself
SYNYSTERLY tachyon Aug 14, 2020 @ 5:00pm 
Oh
Doomdrvk  [author] Aug 14, 2020 @ 4:37pm 
This mod is all xml, it is still functional in 1.2
SYNYSTERLY tachyon Aug 14, 2020 @ 3:24pm 
I really Like Your Mod Can You Please Update It To 1.2?
nex May 4, 2020 @ 12:29am 
@Fish & Chips & Chicken Salt idk if that was sarcasm but if not:

i combine this with the ascended vampire from rimofmagic to make them speed >1000 and truly unkillable (except when they run out of blood or get crushed by overhead mountain.
Doomdrvk  [author] May 3, 2020 @ 6:52pm 
Love the insult but this is just how I decided I enjoyed it.
McDonald's Triple Cheese Burger May 3, 2020 @ 6:45am 
Hm..
Good trait, but not strong enough.. Needs improving so it Isn't so 'garbage'
Doomdrvk  [author] Apr 20, 2020 @ 1:46pm 
I wouldn't really know where this comes from, it's pretty odd, maybe due to the italics or bolding.
nex Apr 20, 2020 @ 3:30am 
thanks for updating to 1.1. even though it worked fine as is i'd like to report a "bug" i've been encountering since the 1.1 update. in the character sheet it only says "Go".

see this screenshot for proof:
https://steamcommunity.com/sharedfiles/filedetails/?id=2067938927

overall not exactly game-breaking i just thought i'd mention it. thank you for this great mod!
RumireGale Mar 6, 2020 @ 10:34pm 
I think you should make a version of of this trait with high pychic sensitivity since the royalty dlc added psychic abilities. Also love the mod!
Doomdrvk  [author] Feb 24, 2020 @ 5:33pm 
This works perfectly fine, it's an xml file with just an extra trait.
Doomdrvk  [author] Jan 22, 2020 @ 12:18pm 
The game maxes armor at 200% I use such large factors and offsets just because I can and it prevents any mod from interfering what ever it may be. If I were to uncap the armor stat then all enemies would have it uncapped. This is a pure xml trait mod.
Putti I Jan 21, 2020 @ 5:17pm 
The overall armor seem to be off. A heavly armored raider can survive better than my pawns with god trait + Heavy armor :( Their Vanilla weapons and melee keep hitting most of the time. Just a few raider can bust my pawns to. Also the hit percentage may be off. Other than that this mod is a need to have ^^
Doomdrvk  [author] Dec 17, 2019 @ 2:23am 
It's a trait and it uses all xml.
Cookie Monster 117 Dec 16, 2019 @ 8:55am 
Hey! Does this conflict with any pre-existing saves?
Tank Commander Aug 28, 2019 @ 4:29pm 
HOLY SHIT OF THE MOTHERFUCKING GOD I CANT BELIEVE IT THE RAID BOSS I GOT HAD THIS TRAIT
Doomdrvk  [author] Aug 22, 2019 @ 12:35pm 
It's always 0.01 because that's the max I can do without having the game complain about it. Meaning if someone spawns with the trait you have to be impossibly lucky.
Freeasabird🕊 Aug 22, 2019 @ 8:52am 
what do you mean extremely rare? like it's almost unheard of for an AI pawn to have this trait or once every two or three raids or so?
Doomdrvk  [author] Jun 2, 2019 @ 9:20am 
The mod is xml only I'm not going to uncap stats because that uncaps it entirely. Maybe later on I'll do something in C# which reduces damage reduction by 99% similar to how the tough trait works.
believor in Prawn Jun 1, 2019 @ 10:30pm 
could you upgrade this a bit?

i had a naked god try to face 100 raiders and he failed

too weak for this kinda of mod
Doomdrvk  [author] May 16, 2019 @ 9:29am 
Well I just added the link to make it more obvious, it was not there before so you're not going blind.
herman925 May 15, 2019 @ 9:27pm 
@Doomdrvk oh my god I might have as well be blind coz I didn't see that CE version link until you told me and that I looked carefully into your description!

My apologies!!!! And let me check that out right away. Thank you so so much
Doomdrvk  [author] May 15, 2019 @ 11:11am 
@herman925 funny enough I already have a version for that, do you mind if it also has suppression 0?
herman925 May 15, 2019 @ 10:16am 
Hi @Doomdrvk do you mind making a version that works with CE? (mostly on the bulk capacity and carrying weight)
Goose Apr 7, 2019 @ 6:46am 
How about something a bit better: DemiGods

They got all the same bonuses as the God, but split in half
Sinaminanim Apr 6, 2019 @ 7:25pm 
new trait idea: Underling (red text for moody stuff)
the exact opposite of the god trait. basically kill the pawn instantly tho so yeah this idea aint gonna work lol
Doomdrvk  [author] Apr 5, 2019 @ 8:48pm 
0.01%
Natt4 Apr 4, 2019 @ 7:56pm 
So you say "Due to its extremely low commonality this trait is only meant to be obtainable with a mod or with dev mode," does that mean there is still a small chance a raiding pawn with the god trait could spawn and kill my colony just with his fist?
Chardog Mar 17, 2019 @ 9:31am 
I'm trying to theorycraft ways to take this guy on, just hypothetically. Obviously if you defeated half of the raid he's from the AI would make him flee. But if you wanted to capture him alive, things get much more difficult.
My go-to for consistently capturing high value targets are shock lances, but that's not an option here since he has no psychic sensitivity. I guess your only choice would be to pray he spawns with a melee weapon, lure him in somewhere and wall him up until he gets exhausted. Then you'd have probably 1 or 2 seconds to capture him while he's downed before he gets rested up again. If you've got this guy in your jail, chop of his legs ASAP and consider keeping him permanently sedated just to be safe.
Can anyone think of a better, more consistent plan to capture him?
Doomdrvk  [author] Mar 2, 2019 @ 9:01am 
It's commonality is the as low as the Rimworld xml parser will allow which is 0.01, it's extremely unlikely they will show up with this.
Goose Mar 1, 2019 @ 4:05pm 
Taking this just to make Shaggy

(Also, can raiders spawn with this trait? hope not)
Lord Of Scissors Feb 23, 2019 @ 7:52am 
I play rimworld with dev mode too lol
Shouravik Feb 22, 2019 @ 8:05pm 
I think just doing your best to make the pawn invulnerable, I am entirely ignorant of how those mechanics work, so hopefully you can provide insight.
Doomdrvk  [author] Feb 22, 2019 @ 6:21pm 
@Tyrannus Primus I'm willing to make the trait but I need a few details. Like do you want pain shock threshold maxed out or maybe make them invulnerable to psychic phenomenon.
Doomdrvk  [author] Feb 21, 2019 @ 7:36pm 
Life expectancy isn't part of a stat therefore I can't edit it without C# which I have no intention of doing right now. This mod is 46 lines of xml.