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That being said, since Toxic Sensitivity was reported to cause problems and I am aware that it plays a bigger role on Biotech, I, for now, removed it, so it shouldn't cause any problems.
On my end the game loads without any errors on 1.4, let me know if there are still issues.
Since I used my local file for updating there are some further changes:
I nerfed a few of the values a little - most notably learning and sleeping rate buffs are somewhat weaker than they were.
There's also a compatibility patch for [SYR] Trait Value, giving these traits a value for 50, which should always put them alongside the stronger traits as far as the coloring scheme from that mod goes.
"Could not resolve cross-reference: No RimWorld StatDef named ToxicSensitivity found to give to RimWorld.StatModifier (null stat)"
Showed up with this as the only mod enabled. Did it get renamed or moved for Biotech? Thanks for any insight!
Version number warning can be ignored.
For future reference - unless something actually breaks, the "wrong" version warning can be ignored.
This is a very simple mod so unless something actually changes in the way traits are done it's unlikely it'll ever actually require an update.
Supported Version is set for both 1.0 and 1.1.
Let me know if there anything else that needs to be fixed.
Or download a different mod to reroll the colonist's traits.
If on a non modded game or without prepare carefully - you can do it with debug mode.
I'm assuming the upload got borked somehow.
I uploaded it again, let me know if something is still wrong.
Although nothing else should have changed, as in the traits are still the same and still do the same.
You can try resubscribing to see if that solves it. But I'll take a look either way.
Great mod though, simple enough and interesting choices. Seems like the combat one outperforms the other by quite a margin!
I'll add it to the description just in case, thank you for the heads up.
I love em OP :)
There were some differences on the way some stat factors were calculated.
I removed all stats not present on vanilla traits (not sure if they were working at the current version), and added the new "rest multiplier".
I did some testing and it appears to be working, without any error messages.
I get error messages about aiming time and stuff when loading up the game and when im in prepare carefully it messes up the trait selection. (only the first GE is shown.. then 10 empty lines and then it continues... if i scroll down it even gets worse)
C:\Steam\SteamApps\workshop\content\294100\848783738\Defs\TraitDefs
and change the top and bottom /traitdef to /def and that should fix it
The Personel trait now is better at social interactions
The Marine Trait now has a chance to dodge melee attacks and is resistant to toxic fallout (not immune).
Not really a major change but it should allow new things (more viable melee for one).
Although no vanilla traits do anything like that so I really have no clue on how to do it.