Note to self: the file is
\Mods\Core\Defs\ThingDefs_Items\Items_Resource_Stuff_Leather.xml
and the parameter is <statOffsets><Beauty>, which goes inside <stuffProps>.
Currently playing a Random game on Builder. Started with three colonists, and with the help of Prisoner quests, Refugee events and some reloading, the colony made it to 22 people, with nobody dying. I'm pretty sure a few prisoners have joined, too, but it feels like very few of them did. Anyway, after the colony got to 15+ colonists, I started dismissing the prisoners, except for the really-really good ones. Oh, and a fun fact? Most of the current colonists are women. Only five are guys.
I started with Prepare Carefully, making the three colonists all sisters, just because I could. They had a wide range of skills, none of them over 6 (if I remember well), but with a decent amount of passions. Tyspin was a Nudist, good at building and shooting, and became the base's main builder and recruiter. Little came out of her burning passion for Research, though. Tina was good with melee, cooking, plants, and had burning passion for Mining. Almost immediately after the first recruits joined she became the base's main cook. And Rebecca, who's main job was hunting and animal care, because that's where her burning passions were. She just now started to develop her Crafting skill. Oh, and Zoya, the Alpha-Muffalo, because I wanted to play with that genetics mod.
Most of the early start was a mess of too much to do, and too few colonists for doing that. Which, I assume, is normal for mosts starts. Settling in the starting cave involved cleaning out the bugs, which hospitalized Tyspin (I think). The first two quests were about rescuing prisoners, but with one colonist hospitalized, I wouldn't spare anyone to run them. Then Carrie joined the colony, a former Urbworld Teacher, with a passion for Art, Firearms, Social and Intellectual. All the right skills for a teacher, but not exactly good for survival in wilderness. All her other stats average below 3. So I've sent her (and Rebecca) to rescue the prisoners, hoping to gain some more workers. Also, because the timer on one quest was running out. Both prisoners turned out to be a Sickly Child turned Sailor, wich disables Skilled Labor. Which includes mining, constructing AND farming, all the skills that were so heavily needed at the time. So Lisa (the one with the Intellectual passion) became a full-time lab-rat and medic; and Brady, the one with the passion for Ranged and Animals became the other hunter. And a medic as well.
Some time later, Brady's mom Inessa joined the colony, a 60-year-old teetotaler, who also used to be a sickly child. She didn't approve of her dauther's interest in pills and Smokeleaf, but had a wide range of good skills with passion, so she stayed to help out. Brady's aunt and Inessa's sister, called Bucky, a man-hating ex-officer, also joined the colony at some time. Then Alpha, a cannibal actor (guy), who became the main trader. Then Master, the elderly rancher, who eventually became Inessa's lover. There's Sparkles, a student, and Helena, a test-subject, another set of sisters. There's Kevin, a misogynistic orphan, who quickly became the main tailor/crafter and secondary researcher. I tried to hook him up with Carrie, but she rejected his proposal. There's also Gray, a man from some cave tribe (Cave Child bio + Undergrounder trait), and two lesbians from the same tribe, Billa and Boar. They aren't together yet.
The last batch of recruits were Leslie, a sanguinic cult child, and Lenka, a child soldier and POW, whom I intend to turn into tailors. There's also Klomster, a weirdo, and Dalila, a nudist bartender. They were supposed to go back to their tribe(s), but fell in love while in prison, so I took them in.
I'm probably going to cyber-up all my foxes and wolves, sell most other animals, and jump on a starship. And then start a new game. Speaking of which, do any of y'all know any decent mods with shields? As in, hand-held medieval armor (or modern police tools).