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I contacted the VE team, they will take a look
Maybe you want to add a note to the description mentioning that colonists may disappear while loading if they have that "submissive" trait and have been forced to do work while saving.
Greetings!
wow, thanks for your effort :)
I will ask the Vanilla Expanded guys if they are willing to change their code.
Will give a report.
So the problem come from the fact my mod don't save the trait but readd them from the pawn characteristic when the game is loaded.
But when a trait is added VTE have a patch that will check all trait of the pawn and if a pawn have some trait it try to create an hediff.
But creating an hediff when you load the game make it bug.
So the pawn load fail, and don't spawn.
From my observation the easiest way to solve the problem would be to change the VTE patch to check if the trait added if from their mod first.
You can ask them if there willing to change their patch to something like this :
'''
public static class GainTrait_Patch
{
private static void Postfix(Pawn ___pawn, Trait trait)
{
if(trait.def.defName.Contains("VTE")) SpawnSetup_Patch.AddPawn(___pawn);
}
}
'''
found a rare but kind of gamebreaking incompatibility with "Vanilla Traits Expanded".
If a pawn with the trait "submissive" is forced to do some work and the game is saved/loaded the pawn disappears.
But only if the relevant pawn suffers from something like "old gunshot" or "scar".
Not sure which health problems exactly cause the issue (pain?). But healthy pawns did not disappear in my testings.
My latest test with 5 colonists: 2x 9% pain disappeard. Old gunshot scar no pain disappeared. 8% pain still here. Healthy guy still here.
Would be nice to know if you can/want to fix this, if I should report it to the Vanilla Expanded guys or if I have to live with that problem :)
Greetings!
https://gist.github.com/0c2e8eaca654874e0a1c87555c3e24a8
Normally the only way characteristic aren't generated is if you add the mod to a save, and if I remember well the only way they are generated then is if a relative pawn is generated.
So I guess CSL prevent my transpiler to run.
The stats in these screenshoot seem to not be sorted, maybe since it don't find the charac there an error that break the execution.
For the error line 2635, it problaly happen cause the pawn don't have characteristic.
I will add a characteristic check to prevent the last error to show, it will maybe prevent the weird sorting issue.
But I'm a bit less active in modding rimworld, I don't really feel to search a workaround to fix the transpiler to generate characteristic with CSL.
I Don't know if you feel to take a look, but here the source. [github.com]