Stranded: Alien Dawn

Stranded: Alien Dawn

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Specialized Trait Collection
   
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19 Aug @ 8:44pm
3 Sep @ 1:57pm
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Specialized Trait Collection

In 1 collection by Mantastic
Mantastic's Stranded: Alien Dawn Mods
23 items
Description
The goal of this mod is to create a non-vanilla trait repository and serve as a dependancy for character mods that want to use them. With one consolidated source, it makes it much easier and cleaner, and will help prevent bugs and crashes.

Traits and modded characters have long had a history of not playing nice with each other for one reason or another. Some may include traits from other mods, but if players don't have those mods, the character just straight up breaks the game. Conversely, doing it the "right" way of having to create a copy with a different name can create a mess of redundant traits behind the scenes.

Because of ID conflicts and dupes, I can't directly include traits from already existing mods unless they're completely migrated to this one.

TO MODDERS: If you would like to migrate your traits here, please comment below!

TO USERS: If there's traits you'd like to be included here, also please comment below! I can create fascimilies of existing ones as well.


Currently included traits:

Skills Mastery Rewards:
  • Chief Physician - Medical treatments are 3x faster.
  • Elite Salvager - 2x more scrap metal from scavenging, 2x more electronics when salvaging, 2x work speed for both.
  • Fast Butcher - 3x butchering speed.
  • Geologist - 2x faster mining speed, +20 chance to finding ore/silicon in stone/ore deposits.
  • Master Explorer - Expeditions take less time and acquire one new undiscovered field research item per trip.
  • Master Assembler - 2x Soldering Assembly speed.
  • Master of General Crafting & Instruction - Gives you a bonus on Workshop table items only, none to Tailoring or Assembly. Teach other nearby survivors how to craft.
  • Master Mason - Build or craft structures using stone, bricks, or concrete 4x faster.
  • Master Metal Constructor - Build or craft structures using scrap metal or metal 4x faster.
  • Master of Archery - Attack with all bows and crossbows 4x faster, and do 25% more damage and increased accuracy. 3x speed penalty for all other weapons.
  • Master of Melee - Attack with all melee weapons 3x faster and do 25% more damage. 3x speed penalty to ranged weapons.
  • Master of Pistols - Attack with all pistols 4x faster, and do 50% more damage and 25% increased accuracy. 3x speed penalty for all other weapons.
  • Master of Rifles - Attack with all non-sniper rifles 2x faster, 25% more damage, accuracy and range. 3x speed penalty for all other weapons. NOTE, this is exclusive to weapons in Old Earth Tech - Redux and New Earth tech, e.g. Muskets, Bolt-Action, Semi-Auto, Bullpup, Plasma, and Atomic rifles.
  • Master of Shotguns - Attack with all pulse rifles and shotguns 2x faster, and do 25% more damage and increased accuracy. 3x speed penalty for all other weapons.
  • Master of Snipers - Attack with all sniper and long rifles 2x faster, and do 25% more damage and increased accuracy. 3x speed penalty for all other weapons.
  • Master Researcher - Rarely have an epiphany that gives you half of the total points needed to complete the current research project, and field observations are 3x faster.
  • Nimble - In combat, dodge 35% of melee attacks and 20% of ranged attacks.
  • Physically Efficient - 3x faster work speed for cutting, mining, scavenging, and salvaging.
  • Rehabilitation Specialist - Add a small bonus to health regen, pain tolerance, happiness, manipulation, and movement to a patient for two days after fully healing them.
  • Speedy - 50% faster movement speed.
  • Swift Cook - Cook meals 3x as fast.



Version: 1.02-006
5 Comments
Mantastic  [author] 29 Aug @ 8:59am 
I also recommend checking out the Better Mechs mod if you haven't already. It features more loadouts, with the double rocket one being particularly useful for handling large groups of strong mobs towards the end, with the caveat of it doing friendly fire.
Mantastic  [author] 29 Aug @ 8:47am 
Mechs are weird in the way that they function. They're technically buildings with how the game handles their traits and logic.

That said, I *might* be able to make a trait that can apply that if the code works out as unlike other buildings, there is colonists linked to them. I'll look into it.
China 29 Aug @ 12:23am 
It sounds crazy, but then increase the damage based on the level of the "combat" skill. (Although I haven't seen this yet)
Mantastic  [author] 28 Aug @ 7:16pm 
Unfortunately not because that's an animation speed thing, and they can't be altered. Shame that as there's other things tied to animation speed I'd like to do.
China 28 Aug @ 5:16pm 
I don't know if it's possible, but is there a trait that improves the control of mechs?