Mods / Extra Traits Expansion
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:
- Combat Overhaul (REQUIRED)
- Overhaul Lib (for Combat Overhaul)
💡 Inspiration & Credits
This mod builds upon the systems and concepts found in:
- Aldi's Classes Race Patch & Racial Ability: For the concept and ideas of the current (and future) custom attributes.
- Combat Overhaul: For the insane groundwork this incredible mod laid out.
⚡ 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 Identifier | For 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 — ChangelogVersion 1.0.2 (from 1.0.1)⚙️ Core Systems
🌱 Farming & Tool Proficiencies
❤️ Health Regeneration System
🧹 Internal Cleanup
| |||||||
| 1.0.1 | extratraitsexpansion | 152 | Feb 5th at 3:54 AM | ExtraTraitsExpanded_1.0.1.zip | 1-click install | ||
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| 1.0.0 | extratraitsexpansion | 51 | Feb 4th at 1:10 AM | Empty | ExtraTraitsExpansion_1.0.0.zip | 1-click install | |
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.
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.
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 :)
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).
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.
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.