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Doctor: "so, how many traits do you want to get rid of?"
Patient: "yes."
Doctor: "uh.. how many?"
Patient: "yes."
I can only change one thing at a time, either remove, change or add, not all at once.
Thank you so much for this mod. I've been looking for something like this for so long. you are just gorgeous
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2044003955
Hope this helps anyone!
I probably should have said this months ago, but not having time is kind of my thing lately. I want to thank everyone one who has enjoyed my mods and apologize for failing to properly provide support for them. These mods where made a while ago when I was between jobs. Since then I’ve gotten a job, but lost all free time. I love the Rimworld community and seeing you guys enjoy the things I’ve created has made me indescribably happy and boosted my confidence as a programmer at a time when I was doubting my own skills. I am honestly sad and embarrassed that I haven’t been able to keep up with everyone’s comments and request. I hope one day to come back to Rimworld and make more fun things to share with you all, but I have no clue when that will be. So, I guess this is goodbye for now. It’s been real fun, and may Randy be kind to you in the days to come.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1978826592
Just a thought: Have you ever considered adding the ability to change a pawns backstory? It could be explained as something like in the Total Recall or Matrix movies, where someone is given memories of a fake past. A pawn's backstory can have a lot of impact, sometimes severely limiting their usefulness, such as being incapable of "Dumb Labor", "Violence" or "Social" interactions.
There's also the Mind Altering Device mod. However, while the updated version can still be used to change traits, it now lacks the ability to change backstories.
@Jaxx - pshoooo and @The_Johny_Way it looks like you are both using UI mods. I can't guarantee that this mod will work with all UI mods. If you link the ones that you are using in the Posible Mod Conflicts discussion then I will *maybe* do a fix for them. That's a pretty big maybe though since I have little time and UI stuff is always a huge pain.
@Tommy Gray x Land Raider This is technically a bug, but since people seem to like it I'm going to call it a feature. I just pushed a small update that will make it so the pods go back to being unowned if the pawn assigned to them is ever cured of conditioning.
Turns out the reconditioning can be sealed (need is removed) by the Regeneration Bay, making this mod a great complement to Reconditioning Pod. Of course ownership of pod remains but the pawn won't need to revisit the pod unless a fresh new reconditioning is needed.
@V Using cheat mode will not create the need for reconditioning. Cheat mode let's you edit traits completely for free, with no catch.
@Ernest the Otamatone Hmm, I'm going to need a bit more information. Under their health tab does it show them having the "Reconditioned" Hediff? Are they a race from a mod? Do you have any mods active that alter how traits work in the game?
@brine909 Each conditioning will make them have to return to the pod twice as frequently. The rate at when their conditioning deteriorates is doubled, meaning the amount of time they can spend away from a pod is cut in half. I'll take another look at the wording to see if I can clear it up.
A perfect summary of the Vietnam war
your awesome :)