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They’re not being used if you don’t have Carry Capacity Fixed (Continued) mod also installed. Check out the Change Notes from July of last year for more information.
I have looked into it, and with the way the game calculates Carrying Capacity, it changes a lot if you start messing with it. I would recommend using the Carrying Capacity Fixed (Continued) mod to give yourself some options to have higher carrying capacity.
Here is a link to the wiki on how it is calculated (basically all pawns have 75 unless they have manipulation enhancing effects, such as Bionic Arms): Link To Wiki [rimworldwiki.com]
If you want to keep those traits, you'll need to use the Carrying Capacity Fixed (Continued) mod!
Please give it a try and let me know if its working properly for you now!
I will look at fixing it, however, it will pop up some errors once I have it corrected and you load back into your save as those traits will be missing. You can installed the Carrying Capacity mod and it will keep those traits in and give them the extra carrying weight right now though, and when I make the changes you won’t have any issues.
I’ll work on it tomorrow as it’s about 4am where I am and I need to get some rest!
@Reg, you can probably add it mid save, it would just affect newly generated pawns, not anyone you had already made.
@Supergob, Thank you for bringing this to my attention. I just worked with what was already there for the most part, so I didn't dive too deep into the original creator's number choices. Nimble's MeleeDodgeChance is 15 in the TraitDefs. However, the trait defs in this mod were set as floats for percentage for some reason. I don't believe is correctly translating to what it was intended to be. I'll look at updating the mod soon and change those values to integer values instead and hope that interacts like we are hoping.
So I dove a little bit deeper and figured out that the Carrying Capacity attribute is actually vanilla and the only thing that CCF(C) does for the mod is make it so that when a pawn is in a caravan, that they can carry more weight. That trait doesn't use carrying capacity. Therefore, I added the traits back into the game again regardless of having Carrying Capacity Fixed (Continued) active and added some language about it. I'll update the mod again so you should have access to all 71 traits without CCF(C) installed!
Thank you for asking me. Learned some new things!
There may be a vanilla-ish way to add those back in, but it could impact other things. Carrying capacity, according to the RimWorld wiki, uses Manipulation and Pawn Size to determine carry capacity. Those can be increased, but they will have cascading effects to any other stats that use them. I'm not sure what the best route forward is yet, but I will at least get the mod updated to remove the dependency and I can look at what to do about the other traits.
Thanks!
Are you getting errors if you try to use it as is (outside of the GUI telling you it isn’t compatible with the version you’re using)?
I hope everyone enjoys it.