Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Any known conflicts or odd bits about these traits that could explain why they aren't available in the list?
Converting every pawn to a different one just to convert them back afterwards and get that new trait is unnecessarily painful, not to mention is highly problematic without extra mods.
Out of curiosity, why is 1 unlikley? Thanks!
1. Disabling traits is unlikely
2. Removing the added trait on conversion away may happen at some point, I decided it needs to handle the edge-case when a pawn already had that trait and thats more complex, then never got round to it again
3. Theres a mod option to apply to non-player factions
1. could you make it so traits can be disabled by idealodies too?
2. Could you "save" their traits, so if a trait is added, and they convert to a different ideologion, that trait goes away? (configurable)
3. Could you make other factions use this too?
Thanks!
With my most recent save, I am having an issue with PTEI:
https://gist.githubusercontent.com/HugsLibRecordKeeper/2d97c189fe6922ab251533efa3a77bfd/raw/ae8880f90577e4fc4cf9651af41060e3c50bbc25/output_log.txt
It happens as I am generating the world. I have never seen this happen before and I am unsure if it is a mod conflict.
Parameter name: key
at System.Collections.Generic.SortedList`2[TKey,TValue].Add (TKey key, TValue value) [0x00041] in <ef151b6abb5d474cb2c1cb8906a8b5a4>:0
at PTEI.PTEISettings.DoListTraits (Verse.Listing_Standard options) [0x0004e] in <14a45f69b7e5400c8d7bf037670446a6>:0
at PTEI.PTEISettings.DoSettingsWindowContents (UnityEngine.Rect inRect) [0x0016c] in <14a45f69b7e5400c8d7bf037670446a6>:0
at PTEI.PTEIMod.DoSettingsWindowContents (UnityEngine.Rect inRect) [0x00001] in <14a45f69b7e5400c8d7bf037670446a6>:0
at HugsLib.Settings.Dialog_VanillaModSettings.DoWindowContents (UnityEngine.Rect inRect) [0x000e4] in <a56dbe2cf5184fe991f5fb736b3081b0>:0
- Added mod option to apply to non-player factions. Will only apply to newly generated pawns
@qux Thats added now
I suspect most people convert prisoners before they recruit them and applying both prisoner and colonist traits wouldn't be the right thing to do, but it needs some thought what to do in that situation, ideally without over-complicating the mod
- New mod setting to enable any additional traits that exist. Adding additional traits *requires* a restart of rimworld
- The custom trait settings now hidden (as the traits can now be enabled normally instead), but the current settings should be preserved for existing saves
It should work with modded traits as long as they've above PTEI, but I've not tested it. If you run into any issues enable debug logging and grab the bits from your player.log
But i wish you would do a update to the mod that let you use more custom traits, and added traits from other trait mods to use as well :)
- Allow overriding conflicting traits (e.g. teetotal -> cheminterest). May produce some odd results if custom traits are being used, as the conflict detection logic needs some work
- Add likelihood based trait gen as requested by @NeoXero -- done via a slider to set a custom percent per gender, default is 100%
Should also cull the logspam as debug stuffs now under an option