RimWorld

RimWorld

Genetically Engineered Trait
55 Comments
< blank > 12 May, 2024 @ 11:45am 
do you have an intent to update this mod to 1.5? thank you for your time and have a good day :D
Anubis  [author] 31 Oct, 2022 @ 12:44pm 
I'm waiting until some of the mods I use update until I come back to actually play Biotech and since I didn't buy the DLC yet I'm not entirely certain as to what changes were made that can actually cause problems with these traits's effects.

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.
Vigil80 30 Oct, 2022 @ 5:45pm 
One of my longest subscribed mods, was going to try modifying it myself for my personal use. Seems to throw this error in the latest version with all xpacs:

"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!
King Harold 23 Oct, 2022 @ 6:39pm 
This mod no longer works on my playthroughs
PunicLunatic 1 Sep, 2022 @ 3:58pm 
Good mostly just said that for confirmation :steamthumbsup:
Anubis  [author] 30 Aug, 2022 @ 4:12pm 
As far as I know there's no reason for this to not be working.

Version number warning can be ignored.
PunicLunatic 30 Aug, 2022 @ 12:18am 
can this be updated pls?
Leonapp 22 Jul, 2021 @ 1:37pm 
Does this work with 1.3?
Anubis  [author] 19 Aug, 2020 @ 11:18am 
I updated the version number.

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.
g0jira 16 Aug, 2020 @ 2:51am 
1.2?
Dynamic 25 Feb, 2020 @ 2:56pm 
Thank you!

Anubis  [author] 24 Feb, 2020 @ 8:24pm 
I didn't really change anything but I updated the "About.xml" file to the 1.1 standard.

Supported Version is set for both 1.0 and 1.1.

Let me know if there anything else that needs to be fixed.
Dynamic 24 Feb, 2020 @ 5:16pm 
1.1?
Anubis  [author] 23 Feb, 2020 @ 8:25pm 
When already in play you can use the debug mode to add a trait.

Or download a different mod to reroll the colonist's traits.
Lance Pinciotti 22 Feb, 2020 @ 4:15am 
@anubis, I mean when already in play, like some sort of medical prosedure
Anubis  [author] 21 Feb, 2020 @ 6:55pm 
If on a modded game - you can do it with prepare carefully.

If on a non modded game or without prepare carefully - you can do it with debug mode.
Lance Pinciotti 21 Feb, 2020 @ 6:49am 
is it possible to give these traits to a colonist? because that would be great
Anubis  [author] 28 Oct, 2019 @ 4:08pm 
No problem - I'm still not sure if I did something wrong or if the upload itself went wrong - but it's working so that's something.
Mike 28 Oct, 2019 @ 4:07pm 
It's working now without issue, thanks for the quick fix.
Anubis  [author] 28 Oct, 2019 @ 4:00pm 
I was getting an error on load with the steam file, but the local file was fine.

I'm assuming the upload got borked somehow.

I uploaded it again, let me know if something is still wrong.
Mike 28 Oct, 2019 @ 3:26pm 
Just tried unsubscribing and resubscribing, nothing has changed it's still broken.
Anubis  [author] 28 Oct, 2019 @ 3:17pm 
I did push an update that removed some values that weren't doing anything despite saying they did, some leftover things from B19.

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.
Mike 28 Oct, 2019 @ 3:11pm 
I'm not sure what happened but all of a sudden the GE traits vanished from my game and I can't even find them with a character editor, and every colonist that had a GE trait has a random trait in it's place that changes every time I load my save
groovybluedog 22 Oct, 2018 @ 7:52am 
I have a few other mods which adds traits and wasn't expecting it to be as easy as finding the GE prefix :P

Great mod though, simple enough and interesting choices. Seems like the combat one outperforms the other by quite a margin!
Anubis  [author] 22 Oct, 2018 @ 7:34am 
I never really considered someone having that many traits that it becomes a problem, hahahaha.

I'll add it to the description just in case, thank you for the heads up.
groovybluedog 22 Oct, 2018 @ 6:01am 
For the benefit of others, the names are GEPersonnel and GEMarine.
groovybluedog 22 Oct, 2018 @ 5:59am 
It is all good saying that the trait works with prepare carefully, but without giving us the exact names, I have to troll the list until I find them because they're not named here xD
Anubis  [author] 19 Oct, 2018 @ 10:30pm 
Updated the version number, let me know if there are any problems caused by 1.0 itself.
Kiosuke 19 Oct, 2018 @ 8:59pm 
Hello, sorry to bother but, there is any hope to get this updated to 1.0? thank you very much!
S-4:「グレー」 22 Sep, 2018 @ 6:33pm 
Would love to see a more extreme version of these.
Akogooth 6 Sep, 2018 @ 8:50am 
Thx, will try it on my next colony.
I love em OP :)
995Joey 5 Sep, 2018 @ 5:29pm 
Thank you for updateing the mod!
Razahir_Draenorth 5 Sep, 2018 @ 4:04pm 
Had no problems going down the trait list, or any errors crop up. Thanks for the update and good job on the trait!
Anubis  [author] 5 Sep, 2018 @ 2:20pm 
Updated it again.

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.
Akogooth 5 Sep, 2018 @ 8:51am 
Yes, not working on my end either.
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)
Razahir_Draenorth 5 Sep, 2018 @ 8:20am 
For some reason, I get an error when trying to scroll down the trait tree.
Wolfryu 5 Sep, 2018 @ 7:28am 
Tooltips seem to be broken in the new version for me. Is it the same for anyone else or is it just me?
Matthew V 4 Sep, 2018 @ 1:33pm 
thank you
Anubis  [author] 3 Sep, 2018 @ 6:59pm 
I updated the version number. I haven't noticed anything on the recent changelogs that should prevent this from working, which means it should probably work the same way it did.
Matthew V 3 Sep, 2018 @ 4:51pm 
Any chance for an update so it works in the latest version? also thanks for making a enjoyable mod. Loved playing a genetically engineered super human.
brady 29 Nov, 2017 @ 7:01pm 
This is fantastic! Exactly what I wanted to expand my characters and add in a 'hero' type of survivor.
Anubis  [author] 22 Nov, 2017 @ 7:27am 
Made a quick test, should be working.
Anubis  [author] 22 Nov, 2017 @ 7:21am 
I've not been playing recently, but I'll fix that and update, thank you for the reminder.
TooSmalley 21 Nov, 2017 @ 8:24pm 
if you want this to work on b18 locate the mod

C:\Steam\SteamApps\workshop\content\294100\848783738\Defs\TraitDefs

and change the top and bottom /traitdef to /def and that should fix it
Anubis  [author] 29 May, 2017 @ 3:09pm 
Update: Added a few new things to each of the traits to fill previously unfilled roles while still keeping their number only at 2 traits.

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).
CapnCrunchBoi 27 May, 2017 @ 8:33am 
Thanks for the update!
Anubis  [author] 26 May, 2017 @ 8:55pm 
I updated the version number, I checked the vanilla traits, didn't look like this mod needs any new changes.
Anubis  [author] 26 May, 2017 @ 8:45pm 
It should still work just fine, I'll change the version number on the modfile just in case, not sure if it will need anything else.
CapnCrunchBoi 26 May, 2017 @ 5:56pm 
Hey are you going to update? I enjoy this mod alot and would love to see it again. I don't know if traits can mess with the new dodging in melee but you may want to look into that as it would go with the super soldier kindof thing. Great mod anyhow though!
Anubis  [author] 21 May, 2017 @ 9:44am 
There probably is a way it you know enough about coding.

Although no vanilla traits do anything like that so I really have no clue on how to do it.