RimWorld

RimWorld

Vanilla-Friendly Trait Expansion
15 Comments
Mlie 21 Aug, 2021 @ 1:12pm 
Domino 30 Jul, 2021 @ 11:56am 
I've been trying to learn enough to do a quick & dirty update of the mod myself since the author doesn't appear to be responsive, but I'm currently stuck. Plus, since I don't actually know how to code, I probably couldn't fix any (likely to appear) bugs that'd come from repackaging the mod for 1.3. Someone with a bit more knowledge would have to either help me or update it themself.
Vintage Fruitcake 29 Jul, 2021 @ 3:49am 
Is this still being supported?
Hydromancerx 21 Jul, 2021 @ 10:02am 
1.3?
ELLIOTTCABLE on Discord 17 May, 2021 @ 5:24pm 
Hm. So, "Vanilla Traits Expanded" includes a menu to disable the spawning of any unwanted traits from third-party mods like yours … and usually, that's enough.

However, given that your mod is (awesomely!) more complicated, and actually detours vanilla C# methods in an (apparently?) possibly-costly way; would it be reasonable to ask you to add your *own* settings-menu, in which I could, for example, totally disable "Animal Empathy" and all of its detours / associated performance-impact?
M.A.R.T.I.N. 4 Aug, 2020 @ 10:54pm 
Is it midsafe compatible?
Garthor  [author] 23 May, 2020 @ 1:13pm 
Yes, there could be performance issues. For example, Animal Empathy needs to patch a number of functions in order to enforce proper behavior: preventing the AI from selecting invalid targets, preventing the player from selecting invalid targets, and penalizing the pawn for accidentally or "accidentally" harming animals. The overall impact seems to be unnoticeable, but losing a frame or two during very large (~200) raids wouldn't be surprising. Most mods will have some amount of overhead.
Azerbaijan_Technology 23 May, 2020 @ 4:51am 
This sounds really interesting, could there be any performance issue arising from this?
Garthor  [author] 20 May, 2020 @ 6:18pm 
I believe I've fixed the issue: by mistake, the mod was relying on JecsTools without it being a dependency, causing it to error out if not present. I've properly encapsulated it so that JecsTools is optional.
5katz 20 May, 2020 @ 2:27pm 
below mentioned is still broken, yes i do use the latest version, yes i did resubscribe, nice mod idea but until that issue is fixed im gonna have to pass
Garthor  [author] 20 May, 2020 @ 11:05am 
Thank you for the report. The error was entirely my fault, not due to mod conflicts. I'm sorry if it impacted your play. I have uploaded a fix. Due to my poor planning, this fix includes a new, partially-implemented trait. It is not currently functional. It should not appear randomly, but I advise selecting it using Prepare Carefully or scenario rules.
Yootah 20 May, 2020 @ 7:17am 
I get an error in the log when trying to aim (weapons, turrets, mortars etc) manually. Where and whether would you like me to send you the details, perhaps you have a GitHub? It's most certainly because of an incompatibility with some other mod.
shadowk 18 May, 2020 @ 11:19am 
This mod is worth it for Drunken Master alone!
Sopel 18 May, 2020 @ 5:07am 
I just wanted to thank you for a great and balanced trait mod - these really expand and impact the whole gameplay of the RimWorld. "Drunken Master" is especially great as it links game mechanics with the story, as for proper use of that trait you risk turning your colonist into a raging alcoholic. I encourage you to create more! :D
OttersHoldHands 17 May, 2020 @ 11:28pm 
WOOO! Time to be a drunk monk that lives in a giant nest of spiders :D