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Trait Galore adds several new traits to spice up your game: [table] [tr] [th]Name[/th] [th]Type[/th] [th]Incompatible[/th] [th]Effect[/th] [th]Frequency[/th] [/tr][tr] [td]Anxious[/td][td]Flaw[/td][td]Composed[/td][td]-2 sanity whenever unable to immediately satisfy an interest.[/td][td]Normal[/td][/tr][tr] [td]Argumentative[/td][td]Flaw[/td][td]Listener[/td][td]Both this an another argumentative colonist in the same residence will lose 5 sanity each day.[/td][td]Normal[/td][/tr][tr] [td]Depressed[/td][td]Flaw[/td][td]Renegade[/td][td]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[/td][td]Very low[/td][/tr][tr] [td]Mean[/td][td]Flaw[/td][td]Kind[/td][td]-5 sanity to another random colonist in the same residence[/td][td]Normal[/td][/tr][tr] [td]Paranoid[/td][td]Flaw[/td][td]Composed[/td][td]-3 sanity when moving to a new location in or out of the Dome[/td][td]Low[/td][/tr][tr] [td]Fickle[/td][td]Perk[/td][td]Religious[/td][td]Alternates between different interests until it can satisfy one or goes to sleep. [/td][td]Low[/td][/tr][tr] [td]Fixer[/td][td]Perk[/td][td]Idiot[/td][td]Reduces the maintenance of any building it visits by 5%.[/td][td]Low[/td][/tr][tr] [td]Kind[/td][td]Perk[/td][td]Mean[/td][td]A random colonist in the same residence gets +5 Sanity. [/td][td]Normal[/td][/tr][tr] [td]Mentor[/td][td]Perk[/td][td]Loner[/td][td]Coworkers gain +20 performance and a moderate chance of losing the Idiot flaw; unless the Mentor is also an Idiot.[/td][td]Low[/td][/tr][tr] [td]Thrifty[/td][td]Perk[/td][td]Lazy[/td][td]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.[/td][td]Low[/td][/tr][tr] [td]Brawler[/td][td]Quirk[/td][td]Composed[/td][td]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.[/td][td]Normal[/td][/tr][tr] [td]Cynical[/td][td]Quirk[/td][td]Enthusiast[/td][td]All sanity gains and losses are halved (stacks with Composed)[/td][td]Low[/td][/tr][tr] [td]Early Bird[/td][td]Quirk[/td][td]Night Owl[/td][td]+5 comfort when working the morning or afternoon shift. -5 comfort when working at night[/td][td]Low[/td][/tr][tr] [td]Listener[/td][td]Quirk[/td][td]Argumentative[/td][td]The colonist with the lowest sanity in the residence gets +8 sanity. But this colonist will lose 4 sanity.[/td][td]Normal[/td][/tr][tr] [td]Night Owl[/td][td]Quirk[/td][td]Early Bird[/td][td]+5 comfort when working the afternoon or night shift. -5 comfort when working on the day shift. Regains sanity lost from night shifts.[/td][td]Low[/td][/tr][/table] [b]Clarifications [/b] [list] [*]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. [/list] [h2] Mod Integration [/h2] Seniors with Benefits[/url] mod, then Seniors will be able to remove the new Flaws. You can find that information on that mod.
v8 - Released 2022-05-10
Sorted traits and removed unnecessary code
v7 - Released 2022-04-30
Fixed the train freeze
v6 - Released 2022-04-28
Maybe fixed a freeze problem with trains.
v5 - Released 2022-04-18
Brawlers will fight every day, as long as there are healthy people in the dome
v4 - Released 2021-09-29
Fixed some issues with Early Bird and Night Owl introduced by the Picard hotfixes. Amount of comfort/sanity gained from Early Bird and Night Owl fixed.
v3 - Released 2021-09-20
Lowered bonuses and penalties from Listener
v2 - Released 2021-09-08
Lowered sanity losses from Anxious and Paranoid; they were too much.
REQUIREMENTS
Surviving Mars
Full game
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