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Nontheless, I'd like to suggest a few ideas:
- Exerciser
LEONARDO never likes to stay in one place, and hates work that makes them sit in one place, they prefer hauling and short-term tasks over construction work.
Colonist is 25% faster than normal.
Colonist prefers short-term tasks (like hauling) over others, and will get a minor mood penalty for doing them. Never can get passions in long-term tasks.
- Bully
RUBY always insults someone to increase their happiness whenever she can, although usually alone with nobody to hear. She dislikes work and is more likely to social fight with others.
Colonist Insults someone atleast once or twice per day, and gets a minor mood buff for doing so, which can stack - and a minor mood penalty for being unable to insult anybody.
Slightly less global work speed.
25% more chance to start a fight with other colonists.
- Peaceful
MAX doesn't like being hateful to each other, and is always kind to other humans, including enemies and animals. They hate fighting - never insult anybody, and is unable to start a social fight.
Colonist has a strong mood debuff when forced to hit someone, even bigger one if forced to kill someone.
Refuses to slaughter animals or humans - unless a cannibal or psychopath, then they can buther humans.
Unable to hunt animals.
Bigger mood penalty when seeing a dead animal or corpse than usually.
Unable to insult.
Unable to start a social fight.
Priorities to rescue downed animals and raiders over any other task if nearby, unless in a toxic fallout or in a raid, but afterwards they will try to rescue them - if not dead.
- Resistant
MAX is suprisingly resistant to starvation, and can suprise around 50% longer without eating food, and stays up longer for 25% more time without much consequence - Although this makes them a little panicky.
Colonist can survive a full day with eating only one or two meals.
Colonist can stay awake for 2 more additional hours without penalties.
Slightly higher chance to have a mental break.
- Insider
ROBOMUMMY loves staying indoors with a little track of rain, but sometimes going outside for a walk through a calm breeze is what they need.
Colonist is immune to "Indoors", but not "Cabin Fever".
Colonist has a medium-large mood bonus when its raining when they're inside.
Colonist has a higher chance to have a mental break.
(Props to Obsidian29 for this suggestion)
- Joyfull
EM has no feelings for sadness, in their childhood coma, their feeling for sadness has been removed, rendering them unable to feel it - but they're inable to do some complex tasks.
Colonist unable to perform "Violence"
Colonist unable to perform "Cooking"
Colonist unable to perform "Intelligence/Research"
Colonist has a 50% additional workspeed to cleaning.
Colonist can never go on a mental break, but their "happiness" metre isn't high enough to cause "Inspirations" - for that you need to give additional mood buffers, like fancy meals and rooms.
Colonist has a "Thankyou." minor mood buff when performing "Social" with others.
Colonist when rescuing a person or animal which is going to die - if they're succesfsull - have a medium-major mood buff, "They don't have to Feel My Pain."
- Shy
MAX is.. ..undoubtedly a shy person, they don't like talking to people much and mostly enjoy researching - they're less likely to have a partner, but much happier when they meet their love.
Colonist 50% less likely to have a lover.
Colonist has 15% faster global work speed
Colonist works 25% faster at a research table.
Colonist has "Really?" significant mood buff when someone proposes to them. During "lovin'" they have a slightly bigger mood buff than usual.
Colonist has a Significantly High mood bonus when their lover proposes to marry them.
Colonist never cheats on their lover/husband/married person.
Colonist 5% more likely to have a mental break.
- Perfectionist
In ROBODAD's eyes, everything has to be perfect. Anything unclean and not in the right place will make HIM go mad, fixing it immediately if possible to do so. Anything that isn't perfect is a disgrace in their eyes and will be unhappy.
Every room of each Colonist has to be atleast the quality of "Decent", if all the rooms are better than "Decent", the Colonist will have a minor mood buff, which lasts forever, as long as the rooms are kept above Decent quality, and if all the rooms are the same quality.
Colonist has a 'I love my work.' when cleaning.
Colonist will have 3+ higher planting skill.
Colonist will refill plant plots if they have the skill to do it, after they finish their current task.
- Calm
MONKEYBOY is one with nature. He's excellent at plants and likes being outdoors. They're pretty shy, but likes a good talk.
Colonist has a 4+ mood buff when staying outdoors. "Outside."
Colonist has a 6+ mood buff which lasts an hour when planting. "I like planting."
Colonist has -2 social.
Colonist is 35% less likely to get a partner.
Colonist has a lower chance of getting a mental break.
Colonist has 6+ skill in plants.
- Creative
MAX has a beautiful sense for creativity. He loves art and construction work and always wants to create something new - He loves it so much, that making something new for him is like watching tv!
Colonist has 45% more global work speed when doing:
- Building / Deconstruction
- Making Weapons
- Making Art
- Making Clothes / Armour / Shield Belts / etc.
Colonist slowly full fills their recreation need when doing Building or making items - although this acts like any other recreation need, so they still need recreation variety. It isn't a permanent replacement.
Colonist has +6 Construction Skill
Colonist has +5 Art Skill
Colonist has +3 Mining Skill
Colonist has -6 Research Skill
Colonist has -4 Plants Skill
Colonist has -4 Medical Skill
Colonist has minor mood penalty (-3) when cleaning. "Same ol' bland." which lasts for an hour but only stacks 3 times.
- Torturer
RUBY loves to see the suffering of others nearby her, especially to her enemies. She is nearly incapable to have friends, although they'll like other Colonists with the same trait. She is unable to have a lover.
Colonist has -2 Medical Skill
Colonist is fine with wearing dead people's clothes.
Colonist has a 4+ mood boost when wearing clothes made out of Human Skin. Effect stacks.
Colonist will have a +15 mood boost (only stacks twice) when someone is killed in the colony. Prisoner or not.
Colonist will be happy to see someone dead in front of their eyes, unless its their friend.
Colonist is unable to have a lover, unless they have the same Torturer trait.
- Technology Inclined
MAX loves technology, and absolutely dreams about getting good prosthetics - but no peg leg will satisfy his transhumanist needs. Although the longer they aren't near technology or have prosthetics, they will progressively get unhappier until they reach the minor break threshold.
Colonists has a +3 mood bonus when near things that require power which lasts an hour.
Colonist is happy with technological prosthetics (such as a Bionic Leg) but hates simple prosthetics like peg legs - instead having a minor mood penalty.
Colonist gets progressively unhappier when they aren't near technology, or have any prosthetics - it continues until they reach their minor break threshold.
Colonist has a +6 mood bonus when watching telivision - but only a +3 mood bonus when they're "bored" of it.
- Technology Disinclined
GRANDMA doesn't quite understand technology, and believe it isn't good for the human body. They don't mind simple prosthetics, simple power things (such as lights and workbenches) but is confused by prosthetics (such as Bionic Legs) - and gets a -7 mood debuff when having one or two bionics, but slowly progresses into a slightly possitive mood bonus after some time.
Colonist has a major mood penalty when installed with complicated prosthetics (such as Bionic Legs or Arms) but it slowly turns into a slightly possitive mood bonus after some time.
Colonist slightly likes telivision, unless they're bored of it.
Colonist doesn't mind workbenches, lights or anything simple that requires power.
Colonist has a -35 mood penalty when consuming drugs - unless they have an addiction.
- Bloodline Architect
BOB is an architect that never leaves work not completed. He won't rest until whatever he was working on is complete. He only accepts construction as a carreer and dislikes doing anything else. He knows how to construct things perfectly to the perfect size of wood and strength.
Colonist will have a +5 "I like what I do" mood bonus when either Constructing, Crafting, Smithing or Stonecutting - which stacks with passion mood bonuses.
Colonist will have a +25% global work bonus speed when doing either Constructing, Crafting, Smithing or Stonecutting.
Colonist will have a -25% global work penalty when doing anything else, except cleaning and hauling - which will remain the same.
Colonist will have a -8 "I dislike doing these things." when doing anything except Constructing, Crafting, Smithing, Stone Cutting, Hauling, Cleaning or Plant Cutting (Tree's mainly)
Colonist will rest 25% slower when doing construction related tasks (like Constructing, Crafting, Smithing or Stonecutting) but will have a "Tired" -6 mood penalty after in the next day - which will last 24 - 48 hours.
Thanks for reading! I'll probably write down more ideas when i have nothing more to do.
I hope you have a nice day! :D
JANE is obsessed with protecting HER health, and that of HER fellow colonists.
- Learns medical skill more quickly
- Suffers a mood penalty in the presence of sick or injured pawns
- Suffers an additional mood penalty if anyone in the colony is ill with flu or plague; "What if it spreads?"
- Has a random chance to wake up with a negative 18hr moodlet; "I think I might be sick".
- Has a significant buff to work-speed when cleaning
---
Suggestion: Insomniac
JOHN's circadian rhythm has not adapted well to this planet's solar cycle, and HE finds that he is up at all hours.
- Suffers a mood penalty "Restless" when forced to rest in bed (while recovering from an injury).
- Loses energy significantly more slowly than other pawns.
TURTLE loves to create tools, sculpt art, and weave clothes, although he profoundly dislikes manual labour.
- Crafts 20% faster.
- Has a mood bonus when crafting or making art.
- Suffers a mood penalty when doing non-crafting tasks, especially hauling and cleaning.
OBSIDIAN loves rain. Whether it be a sprinkle or a downpour, THEY will enjoy being outside in the rain and will never mind being wet. However, if it goes a long time without raining, OBSIDIAN will become increasingly unhappy.
- Slight mood boost in rain (analogous to Aurora boost perhaps)
- No mood penalty from being wet
- Stacking (but balanced) mood penalty if it goes a long time without raining.
[Colonist] has always been a little obsessed with death and decay, and as an adult, [HE/SHE] even kept some..... morbid trophies of the "natural order" in [HIS/HER] room. Even the loss of friends or family won't bother [HIM/HER].
+2 Medical, and Cooking (usually has interest/passion)
LOVES butchering/organ harvesting
LOVES being around corpses (especially humanoid, or when in colonist's room)
Mental Break "Corpse Obsession" happens randomly
No Mood Debuff when colonists/family/prisoners die
anti-social (random insults to non-Necrophiles)
Stacking Mood DEBUFF if no corpses nearby
Dislikes being indoors for too long
-Necrophobe
[Colonist] had a traumatic experience early in life, where [HE/SHE] was the only survivor of [HIS/HER] former home. Ever since, [HE/SHE] has always been afraid of the dead, and will go to great lengths to avoid the subject.
-2 Medical (never has interest/passion)
+2 Plant, Handling
Non-violent, can't hunt
HATES seeing corpses (double if it's humanoid)
HATES when colonists/family/prisoners die
Will very likely panic and flee if near creature/humanoid when it dies
Likes clean, beautiful areas
LOVES plant work and animal handling
I realize that the mod has 2 similar traits already like this already, but this is just a suggestion thread, so might as well :D
LEXI can feel the outdoors calling to HER. SHE loves being outside, but will feel cooped up if SHE goes too long without being outside.
Mood buff from being outside
Mood debuff from being inside
'Outdoors' need goes down twice as fast
Suggestion: Clausterphobic
CYRIL cannot stand to be closed in or trapped in a small space. To HIM, even being in a small breakfast nook or a thin hallway feels like being trapped in a coat closet. HE may flee when faced with such small areas.
Mood debuff from smaller rooms
May panic if in a 'cramped' or smaller room
If 80% or more of allowed area is indoors (roofed or unroofed), may panic
WILBUR does not have time for all this knob and hinge city-slicker non-sense. He'll be going back into that room soon anyway, so don't get your knickers in a knot!
Pawrn door opening speed +100%
Chance that door pawn passes through switches to [Hold Open]
Pawn filth rate +0.1
Pawn does not suffer Disturbed Sleep debuff.
**Junker**
DENISE knows that we'll definitely need these cad plated half-inch washers somewhere down the line. And most people don't know this, but you can melt computer parts into trace amounts of glittering gold!
Deconstruction speed x0.3
Non-structural deconstruction return +20%
Chance of spawning extra rare minerals and components from non-buildable neutral structures such as crashes space junk.
MORGAN finds the solutions to life's challenges that Nature manifests as fascinating and inspirational. She fantasizes about curing cancer or inventing the next replacement for chemfuel; all he needs are more... subjects.
Research speed gain of +1% per unique colony animal, Max +40%
Research speed loss of -40% if pawn does not perform an Animal Handling job for more -than a few days.
Animal Handling has an 80% chance of applying a benign (0.1) wound to the animal.
+2 Intelligence
+2 Animals
**Gold (or any one precious metal) lover**
ELLE abhors the thought of those precious bars collecting dust in some musty back room or growing moss in those unworthy outdoor stockpiles. She is ready and delighted to volunteer.
Critical, hidden, gold-only stockpiles will mysteriously and randomly generate in this pawn's bedroom.
+1 quality boost to objects created with gold stuff
Mood debuff from selling gold or gold stuff objects
I have yet to use the mod(need to clear my schedule to get into Rimworld), but I do have some suggestions and observations judging from the traits presented so far:
I don't find "Brave" the right word for it's description and effects. Seeing as it's even stronger than Iron-willed + higher pain threshold, I'd personally use something along the lines of "Dogged." "Headstrong," (<== Fits nice with the description) or "Bullheaded" comically.
Thank you for considering.
Hates their fellow man equally. Gets a mood debuff for every other Pawn in the colony. Higher tendency to insult people. Doesn't mind being mean to prisoners or anything like that.
- Cynical -
Expect the worst and you won't be disappointed. Positive mood debuffs are halved, but so are negative ones. Have trouble doing social stuff.
- Pacifist -
Get a mood debuff if holding a weapon. Killing Pawns grants more mood debuff. Basically works like a reverse bloodlust.
-Mr Streamer-
Gives a boost to the effectiveness of all electronic entertainments in the colony tv's arcades ect and gets a research and art bonus ..... however this pawn will get random minor injuries and won't accept bed rest as a priority .
Inspired by Roll1D2 on YT
or a more generalised version
-Content Creator-
Gives a boost to electronic entertainments and comes with a research and art bonus .
Reacts badly to any insults with a heavy mood debuff and more prone to work frenzy on mental breaks .