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so dont drink the coolaid on that
https://de.wikipedia.org/wiki/Eugenik
This mod purpose is to flesh out your pawn, to make them more unique by giving them their own DNA.
That effectively enables the possibility to start an eugenic program.
Fixed it !
I understand why that is. but most people might end up using a trait mod that still has traits that give stat offsets, or just prefer the more set in stone stat offsets that come from stuff like industrious and jogger, for balance or just for knowing what the exact ammount is. i love the mod as just a general random deviation of stats for all animals, but id prefer if it was something taht i could use with trait mods and generally as a complementary system that goes ontop of traits rather than somewhat replacing the direct stat offsets from some traits. if it was as an option or maybe as a characteristiics lite mod, id appreciate it. maybe others would aswell.
I also downed some more colonists and it seems like they die less often :)
Thanks a lot for your effort noenear!
The freeze come from VEE it doesn't handle that the pawn can die, I don't know exactly where the freeze happen in their code, but adding a death check in their method VEE_AnimalPodCrash should prevent it, you can ask them to add it.
The occurence to have a death on a crashing pod was still high so I checked what could cause it, the pain shock threshold impact from the bravery characteristic was a bit high.
I reduced it and I added a cap on the pain shock check so it don't reach 100% from the charac impact alone.
From this change, the podcrash death can still happen, but at a much lower rate.
1/2
Here is a log with the red error if I use dev mode "damage until down" on colonists.
Happend 5 times while testing it on 100 colonists. Only Characteristics loaded:
https://gist.github.com/bd2e2bd867914e9f5057c1fa17fc59e3
Cant reproduce this in vanilla.
Here is a log before i force the VEE_AnimalPodCrash incident (before the freeze), only Characteristics and Vanilla Events loaded:
https://gist.github.com/dbd3b2746e845e04ae4623f7f3ec8336
Here is a playerlog after the freeze. Cant provide a hugslib log because the game does not respond anymore. Only Characteristics and Vanilla Events loaded:
https://pastebin.com/4WUYAZX0
Cant reproduce this with only Vanilla Events loaded.
Steps to reproduce the freeze:
1. Load Characteristics and Vanilla Events
2. Start a new game.
3. Dev mode -> Do Incident x10 (Map) -> VEE_AnimalPodCrash (needs to be done until it freezes; sometimes it happens on first try; but one time I had to repeat it like 10 times)
4. Freeze
Greetings!
Hey !
I took a look at the DamageUntilDowned and my code, I could get more insigth with the full log but I don't think the freeze and crash is due to this mod.
It's possible that a pawn with very high bravery would die to this, since it's pain shock threshold would be really close to his death threshold, it should effectively return an error in this case but it shouldn't cause a crash.
Glad you like the mod :)
with this mod enabled it can happen that a pawn that should get "damage until downed" dies while doing so.
If you use "damage until down" from the dev mode options on pawns you can check that sometimes they die and a red error is thrown.
Vanilla Events Expanded is adding the incident VEE_AnimalPodCrash where they use HealthUtility.DamageUntilDowned(pawn, true) in their code.
If that event is happening and the created animal dies during "damage until downed" the game freezes and wont recover.
The last thing in the player.log is something like this:
Sheep7637 died during GiveInjuriesToForceDowned
-(CharacImpact ticksSinceCreation=0)
-(Cut head ticksSinceCreation=0)
-(Cut body ticksSinceCreation=0)
Probably not important enough to change something on your side or on Vanilla Expanded.
Just wanted to tell you and maybe someone with the same problem will find this.
PS: Probably the most underrated mod on the workshop... Love it :)
It's not due to this mod that you don't see that trait.
This mod only affect appearance rate of vanilla trait that have a direct link to a characteristic or are redondant with the characteristic's stats.
It's actually the purpose of this mod to make trait reflect the pawn characteristic.
Typically a pawn will have the jogger trait cause is characteristic (stamina, heigth, diligence) make it able and willing to move fast.
There none, I made this mod to make trait non-linear, it's the purpose of the mod to rework how these trait work.
I added the hediff as an additionnal UI, it just show the main stats change.
There any option to disable the trait changes but keep the hediffs?
Well, trait that linked to charac are updated on load, but these trait don't give any stats, it just indicate the main charac change.
Charac are also specially made so it transfer to a pawn's child with a small difference.
If you want to have one of these trait for your pawn, you will need a mod like randomPlus and pick the trait so it will find a pawn with charac set to give it.
A way to disable trait changes is a must have feature for people with certain types of modlists
Glad you like the mod, well to help a bit with the randomness you can use the mod "RandomPlus" to target a trait linked to characteristic ( check that it use the normal pawn generation if you do it )
I would need more info.
Do you have the related error in the console?
It's the charac hediff who have that bugged tip? or you can see theses pawn characteristic when you open the info tab?
Do that error appear at pawn selection or only after you start the game?
About the problem with dissapearing colonist, so far i havent got that bug again. i tested yesterday and it seems to be fixed or i have been just lucky lol. Will let know if it happens again
That seems to have allowed me to reload my old save where the pawns wouldn't load. Thank you. I'll see if it happens again. Now to track down my taming/AI bug related to something else lol.
If it's a vanilla trait or one from this mod, it will add it if the stats change reach a specific threshold, but it won't add a trait from another mod.
@Zapier
I did a fix, but you need to try if it work for you.
There a patch on another mod when you add an hediff and it broke the pawn load when done to early.
I made so the charac hediff is put directly in the hediff list preventing anything to trigger when it's added.
@Hans
I'm pretty sure this mod can't make these type of bug.
I may not be able to explain it too much and I do have like 360ish mods so, it isn't fair to say it's this mod completely that makes the pawns no want to reload properly. I do know that as I got this to happen again, once I removed characteristics and loaded the game, the pawn properly loaded back in. Hopefully, you can make something of it.
Not sure I understood
But the trait don't add any stats, but it show their some high stats impact from the pawn charac.
i.e.beautifull don't give beauty but if a pawn get the trait it mean he got a high amount of beauty from his charac.
like for example does it select an example trait that adds a +50 pain resistant if the pawn has a high strength characteristic
@Zapier
Their problably an error when the pawn load who break the spawn.
I could check it if you send me your log.