Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
some really cool traits in this group and amazing ideas overall. I especially like Outrider (been learning the advantage of cavalry archers vs raids), Taskmaster (great for construction gangs/mining caravans, exceptional flavor for nobles), and Teacher.
Beastmaster's carry capacity is bit weird. Does that mean animals drop their load once they've left the AOE? Bonuses also too strong considering the huge range.
Cheerleader would serve better giving a mood buff than a break threshold reduction. That way colonists cheer up within range, and that mood slowly drops away after they leave the area.
Fire Brigadier is extremely nitche. I can see it being a big deal during a fire disaster but I've never had a major fire due to stone-heavy construction.
Research assistant is a cool idea but... doesn't play out well, as it stands, you're encouraged to make a crafter/artist of sorta out of that pawn and put their workbench in the research lab.
Kind worried this'll slow the game down by spamming auras all over the place. With a large raid, that's a lot of potential aura effects the game has a constantly calculate. To be honest I'm afraid to add this mod due to the potent early introduction of late-game lag.
{
bool tryThisHediff = HediffGiverUtility.TryApply(possibleFacPawn, GBKT_DefinitionTypes.GBKT_DefinitionTypes_Hediff.GBKT_DamselInTrouble, GBKT_BodyPartDef);
}
if (GBKT_TraitDef == GBKT_DefinitionTypes.GBKT_DefinitionTypes_Traits.GBKT_Damsel)
{
string PawnsCurrentJob = "Null";
if (possibleFacPawn.CurJobDef != null)
{
PawnsCurrentJob = possibleFacPawn.CurJobDef.ToString();
}
if (PawnsCurrentJob == "TendPatient" && possibleFacPawn.CurJob.targetA == pawn)
{
bool tryThisHediff = HediffGiverUtility.TryApply(possibleFacPawn, GBKT_DefinitionTypes.GBKT_DefinitionTypes_Hediff.GBKT_DamselBeingTended, GBKT_BodyPartDef);
}
}
}
Now this is an utterly massive modded game. But i seem to get some nice red errors every time new pawns enter the map with aura traits from both of your trait mods. I've seen it with survivors from drop pods as well as raiders.
https://cdn.discordapp.com/attachments/257987178834034688/633179766471655444/unknown.png
https://gist.github.com/5d1080f7abf6d931bcb22e013b3baa91
System.NullReferenceException: Object reference not set to an instance of an object
at GBKT_Defs.GBKT_TraitChecker.WorldComponentTick () [0x00000] in <filename unknown>:0
at RimWorld.Planet.WorldComponentUtility.WorldComponentTick (RimWorld.Planet.World world) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
RimWorld.Planet.WorldComponentUtility:WorldComponentTick(World)
RimWorld.Planet.World:WorldTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update_Patch1(Object)
At some point they make the game unplayable and crash it.