Mods / Extra Traits Expansion

Tags: #Other #Tweak #Utility
Author: KarmaAvec1C
Side: Both
Created: Feb 4th at 1:09 AM
Last modified: 5 days ago
Downloads: 436
Follow Unfollow 3

Recommended download (for Vintage Story 1.21.6):
ExtraTraitsExpansion_1.0.2.zip  1-click install


📖 Overview

This mod is a tool meant to work off the back of Combat Overhaul to allow the addition of new stats and traits related to combat (player, armor, etc.).

🛠️ Dependencies

This mod relies on the following mods to function:

  1. Combat Overhaul (REQUIRED)

💡 Inspiration & Credits

This mod builds upon the systems and concepts found in:

 

⚡ New attributes

1. Armor Manipulation Effectiveness

Follows the penalty to manipulation speed applied by wearing armor, allowing it to be tweaked relative to the armor each player is wearing.

2. Armor Aim Clumsiness Amount

Follows the penalty to aiming precision applied by wearing armor, allowing it to be tweaked relative to the armor each player is wearing.

3. Out of Combat Timer

Follows the damage received by a player, then after a set duration, lets the increased natural healing take effect.

4. Increased Natural Healing

Allows a faster natural healing with a rate of +2HP/s.

5. Increased Healing Satiation Cost

Balances accelerated healing by applying an additional resource drain when active:

  • -100 satiation per second while increased healing is applied


6. Vanilla-Compatible Damage Bridges

Ensures melee and ranged damage bonuses from traits apply correctly by routing them through vanilla-compatible logic, bypassing limitations imposed by Combat Overhaul where necessary.

This guarantees:

  • Ranged damage bonuses function as expected

  • Melee damage bonuses use the same consistent application path


7. Farming Tool Behavior (Groundwork)

Introduces a new Farming Tool behavior system that allows traits to affect tools such as hoes and scythes.

This system currently serves as groundwork for future farming-related proficiencies and traits.


🧩 Intended Usage

This mod is not meant to be a standalone content mod.

It exists primarily to provide infrastructure for other mods - currently only Racial Classes Overhaul - by exposing systems and hooks that would otherwise require invasive patches or hard overrides.

This mod was vibe-coded using Google Antigravity. I am in no way trying to advertise this mod as entirely made by me. It was made out of necessity for a specific use case on a specific server. All credit goes to the original authors of the mods and dependencies.

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.0.2 extratraitsexpansion 233 5 days ago ExtraTraitsExpansion_1.0.2.zip 1-click install

🧬 Extra Traits Expansion — Changelog

Version 1.0.2 (from 1.0.1)


⚙️ Core Systems

  • Ranged damage bonuses now apply correctly
    Added a VanillaRangedDamageBridgeSystem to bypass Combat Overhaul logic that previously prevented ranged damage modifiers from being applied. Ranged damage bonuses now behave the same way as vanilla stat modifiers.

  • Melee damage bridge added for consistency
    Introduced VanillaMeleeDamageBridgeSystem to ensure melee damage modifiers are applied through the same vanilla-compatible pathway as ranged damage.


🌱 Farming & Tool Proficiencies

  • Farming Tool system added
    Introduced a new FarmingToolBehavior collectible behavior.

  • New farming tool patch file

    • Added assets/extratraitsexpansion/patches/farming_tools.json

    • Enables farming-related traits to hook into tool behavior (hoes, scythes, etc.)

  • API registration

    • Farming tools are now registered through RegisterCollectibleBehaviorClass, enabling trait-driven tool speed and interaction logic.


❤️ Health Regeneration System

  • Health regeneration behavior refined

    • Simplified internal logic in EntityBehaviorHealthRegen

    • Removed unused comments and legacy scaffolding

    • Added internal state tracking (isHurt, ignoreThreshold) for more reliable regen activation

  • Regen safety cap preserved

    • Hard cap of 2 HP/s remains in place to prevent extreme trait values from causing instant heals

  • Combat cooldown unchanged

    • Regen still requires being out of combat for 120 seconds


🧹 Internal Cleanup

  • Removed legacy documentation comments from regen behavior now that the system is stable

  • General internal refactor for clarity and future extensibility

1.0.1 extratraitsexpansion 152 Feb 5th at 3:54 AM ExtraTraitsExpanded_1.0.1.zip 1-click install
  • Added new stat "naturalHealthRegen"
  • Added new stat "naturalHealthRegenCost"
  • Added system to follow out of combat individuals before applying the Regen
1.0.0 extratraitsexpansion 51 Feb 4th at 1:10 AM Empty ExtraTraitsExpansion_1.0.0.zip 1-click install

6 Comments (oldest first | newest first)

KarmaAvec1C , 6 days ago

BreakdownBrkdwn this is exactly my thought. I know AI is trained on other people's creations and data and I could never feel good not mentioning it, because I am using a tool that was created through stolen work and labour.

BreakdownBrkdwn, 6 days ago

AI is a tool for people to use. I think that NOT mentioning that AI was utilized would be dishonest, since the general assumption is that code was entirely written by the creator.

Shinji170981, Feb 5th at 3:42 PM (modified Feb 5th at 3:43 PM)

I do think that AI usage should be communicated. Even though I am not a big fan of vibe coding, I do understand that new/inexperienced modders have ideas, which no one has created so far.
If you are getting better, you can always improve on your own code and get rid of the AI remnants with future updates but as a small nudge from someone with product management experience in online games, I would recommend you to focus on fewer projects and improve that one project first, so you have a more solid foundation for future projects, which could interact with it.
I will keep an eye on the project and see how the development continues :)

Maoman, Feb 5th at 6:12 AM (modified Feb 5th at 6:14 AM)

Frankly I would just not mention the AI assistance at all. It's invites a lot of needless dissent and anger for basically zero gain. AI is a tool and, let's be honest, this mod would likely never have existed without it (that's not a dunk on you, just a simple fact of actually learning coding being hard and time consuming therefore most people don't do it, even when they want to).

KarmaAvec1C , Feb 4th at 11:34 AM (modified Feb 4th at 12:04 PM)

ConfusedJ I am aware of this. I currently don't have the time to do so since I'm working on a very tight deadline, but once all of this is done and I have more time on my hands I will definitly turn to the rest of the modding community to properly learn C# and json.

I already have some basics in code generally, so even if I don't fully understand the code itself I manage to get around. I don't use Antigravity for everything and blindly copy-paste all is spews out, I actually verify what I can before trying implementations.

ConfusedJ, Feb 4th at 3:15 AM

I'm gonna be so real with you boss, before the less polite Anti-AI crowd shows up to put it in harsher words. Please take some time to learn C# and JSON scripting. Vibecoding will only get you 50% of the way there 30% of the time, with no way to actually fix issues if you don't understand what the mod is doing at a code level.