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Might be my modlist conflicting somewhere though, so grain of salt :3
When the window for trait selection shows up, you can't do anything else until you chose a trait. That's kinda bad if you have a couple of colonists and need to check what exactly they do before selecting a trait. But you simply can't do that. :>
Sorry for late reply. Only got back into RW. To clarify, was curious if you've considered a toggle to make the trait selection randomized instead of manual selection (for immersion).
This is an add-on mod for VE social interaction mod. If the original VE mod is compatible, then this should be too.
However, since I haven’t tested myself, do make a copy/ back up your save if you were going to add this.
Thanks for the comment!
I'm a bit confused what do you mean by wanting me to include vanilla growth moment; doesn't it already give you a trait selection window? In fact this mod is pretty much inspired by it. Or do you mean you want to define your own trait pool for vanilla growth moment instead of random?
It started working again now. No idea what went wrong. I had three pawns develop traits after a raid, not get any pop up for them and they were assigned traits randomly, but now playing again this evening, I've had a pawn develop one after illness and one after being recruited and both gave the pop up as normal.
Since I have not done any update on my end, and rimworld has not got any update itself; I suspect it's other mods breaking the compatibility.
Could you go to your subscription page, sort you mod by update date and try to test and disable the newly updated ones? Also in case like this, your mod list and game log will always be helpful for me to pass on to the coder.
I‘ll see what I can do, I do want some kind of restriction as well and your idea sound like a good alternative if we couldn't figure out the aforementioned bug. Only problem is it will take time as the coder is very busy. Plus you should try giving a shout on the VSIE page, traits accumulation comes with the original mod after all.
I completely understand the issue (Once had a pawn got 3 traits from infection events in two years, playing on a swamp map).
In fact it was our plan to include a toggleable restriction on pawns so they can only gain 1 trait per event.
Unfortunately, Taranchuk said that there may be a bug with "pawn list with additional traits doesn't save correctly" and we are currently unable to locate the source of the problem, which means we are unable to implement a fix at this time.
It’s on our to-do list but Taranchuk is quite busy with other quests so the priority is low here.
In the meantime, my suggestion is to make self-imposed restrictions before we eventually make a fix. (I know it is hard). The way I do it, I cancel any trait obtained if it’s a repeated event for the same pawn. Hope this helps.
TL;DR: We have a fix planned, but it may take a while. Before it comes, cancel any repeated trait gains to self-impose a restriction.
I can relate to this.. lol
There is an option in mod setting where you can turn off the pop-up window, that way traits will still be drawn from the relevant trait pool but as random in original VSIE
and certain trait pool (such as losing family member) definitely has a higher number of negative traits in its respective pool than catharsis, that's as much I can do at the moment.
It would be nice if it would do a dice roll on if the pawn perceived a positive or negative catharsis and presented you traits according to that (either positive or negative). I guess that would take a lot of work categorizing the traits and implementing the logic and it's probably out-of-scope here. Still appreciate this mod more than completely random traits though.
Trait limit? Do you mean the max amount of traits a pawn can have? This is a patch on Vanilla Social Interaction Expanded so if the original mod doesn't break the game I don’t think this patch will.
The trait change based on age is an interesting idea, I can see where you are coming from -- like when a pawn gets older they lose ‘fun-loving’ and become ‘world weary’.
I don’t think I will be able to implement it, though. In the base game there is no age tag for pawns other than child, teenager and adult. A mechanic like that will require the coder to define the age group and manually sort the traits out again…
and as I mentioned in the mod description I commissioned Taranchuk for this mod as a simple patch. I don't think I could go my way out to commission a whole new mechanic which is likely to cost a small fortune.
Hey there, what Liara suggested has been implemented, there is a toggle function in mod setting allow you to just cancel getting a new trait
I believe the "get one random trait among relevant trait pool" is also available there as a toggle setting. That was specifically designed for people who don't want to choose op trait so the game become too easy.
Regarding the text description, I'll see what I can do. I do agree sometimes the box just come out of nowhere and I don't even realise what happened; but after you choose the trait you should receive the event letter on bottom right screen tell you what was the event.