RimWorld

RimWorld

Gone Cooperative
 This topic has been pinned, so it's probably important
GwenBlanketSpecter  [developer] 26 Sep, 2019 @ 8:29am
Bug Reports and Feedback
IMPORTANT
  1. All mods will cap out at 15-20 traits
  2. if you want a patch with a mod that adds new thoughts let me know.
  3. if you want a translation patch you are free to do it yourself or find a translator as I only speak english
  4. Traits that are more detrimental than the worst vanilla will have upsides buffed
  5. Traits that are more good than the best vanilla trait will have their downsides buffed
  6. traits that aren't fitting theme theme very well are open to theme edit suggestions before balance
  7. At its core, i feel rimworld is about hard but interesting decisions and drama so i want traits to feel that way.
  8. [h1] use this command with the trait name you are talking about to avoid confusion. [/h1]
VANILLA
I am trying to balance things with vanilla to what little I can with this mod while still having them be interesting.
< >
Showing 1-9 of 9 comments
zanaikin 26 Sep, 2019 @ 11:12am 
Some feedback based on descriptions alone:

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.
Last edited by zanaikin; 26 Sep, 2019 @ 11:14am
GwenBlanketSpecter  [developer] 26 Sep, 2019 @ 12:02pm 
I haven't tested it enough to know myself. I'll take your balance feedback into consideration
GwenBlanketSpecter  [developer] 29 Sep, 2019 @ 7:25am 
going to try and implement all of your suggestions
GwenBlanketSpecter  [developer] 6 Oct, 2019 @ 2:33am 
//ALLIED COLONISTS RANGE 25 damsel if (possibleFacPawn.Position.DistanceTo(pawn.Position) < 26 && !pawn.InMentalState && !possibleFacPawn.InMentalState && possibleFacPawn.Awake() && pawn.Faction == possibleFacPawn.Faction) { //DAMSEL if (GBKT_TraitDef == GBKT_DefinitionTypes.GBKT_DefinitionTypes_Traits.GBKT_Damsel && pawn.Downed)
{
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);
}
}
}

Last edited by GwenBlanketSpecter; 6 Oct, 2019 @ 2:33am
Ashnal 12 Oct, 2019 @ 10:17pm 
https://gist.github.com/d9ee6cb0d3c3b842824bbcd641cad7ea

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.
123nick 13 Oct, 2019 @ 11:21pm 
also, i get this error whenever one of my pawns is tending too a prisoner when my pawn has the CAREgiver trait

https://cdn.discordapp.com/attachments/257987178834034688/633179766471655444/unknown.png

https://gist.github.com/5d1080f7abf6d931bcb22e013b3baa91
GwenBlanketSpecter  [developer] 14 Oct, 2019 @ 10:53am 
I"ll see what I can do. not doing too well at the moment so updates are slow. I"ll do my best to try and narrow it down. I"m not very good at coding.
DVeL 19 Dec, 2019 @ 1:28am 
This mod spams a lot of errors for me. All of this type:

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.
jupiterLILY 5 Feb, 2020 @ 5:48am 
I'm getting the same error as DVEL
< >
Showing 1-9 of 9 comments
Per page: 1530 50