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Changed mod to treat any trait (defaults to Sanatorium traits).
Trait mod ids have been changed, so you'll need to reset the ones you've chosen.
first of all, nice work on contributing so much to the game.
Slight feedback to this specific mod: Wouldn't it be more balanced to lock this building behind a tech - either as part of a breakthrough (maybe "Interplanetary Learning") or at least a regular tech (like "Behavioral Shaping" or maybe better "Behavioral Melding")?
Apart from the gameplay, in the builders menu the icon for the building doesn't show up for me. I don't know if thats a problem on my side or if other people have the same problem.
that should hopefully do it
Added mod option for Whiners and Introverts
Fixed icon not showing up (Thanks Numlock).
I added additional grunts and introverts to the mod. If the psychiatric hospital can heal idiots, it should and can heal grunts and introverts all the more:)
!!! p.s. The mod, by the way, has a little bug. You need to add a slash in the path of the icon to display the icon in the construction panel.
----------Fix--------
"display_icon", CurrentModPath .. "UI/PsychiatricHospital.png",
fix icon:
"display_icon", CurrentModPath .. "/UI/PsychiatricHospital.png",
___________
add Whiner, Introvert:
DefineClass.ChoGGi_PsychiatricHospital = {
__parents = {
"Sanatorium",
},
max_traits = 3,
}
....
"trait1", "Idiot",
"trait2", "Whiner",
"trait3", "Introvert",
...
function ChoGGi_PsychiatricHospital:GetSanatoriumTraits()
return {"Idiot", "Whiner", "Introvert"}
end