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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]
(Line 2635, Syr Traits is just having a fit over the tip text being screwed over, nothing else)
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I updated the description too, the first one was a bit ligth and wobbly.
Problably more poeple would picked up the mod if I release it with a better image and description
@Jdalt40
Just retested and you are rigth, fixed it.
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Characteristics are fixed at pawn generation, you can see them like trait but instead of a yes/no scenario, they have some granularity.
Every pawn have and inherit characteristic, animal are also pawn,and they reproduce.
It also work for human generated with parent relationship, they will inherit characteristic from the relative.
For human reproduction, you effectively need another mod.
You have a good day! :)
It seem I checked your mod source too fast, I should not be so expeditious, sorry.
So the only thing who won't work well is the characteristique is mean to be the base stats, but it won't be used for the levelup value.
[quote=Level This Code]
if (settings.HealthScalingType == "Compounding Health")
{
__result *= (1 * Mathf.Pow(LevelUpRate, Level));
return;
}
if (settings.HealthScalingType == "Simple Health")
{
__result *= (1 + (RoundedRate * Level));
return;
}
[/quote]
[quote=Characteristic Code]
__result += __instance.ageTracker.CurLifeStage.healthScaleFactor * __instance.Characteristic().GetStatOffset(BCStatsDefOf.HealthScaleOffset);
[/quote]
Let me know if I've missed something, but I think both mods should work fine (as Level This has worked for a while with mods also changing HealthScale)
I was thinking about adding more trait that just serve as indicator basically like how I changed jogger or hard worker trait.
The numbers mod really helps, as you can lay out everyone's work proficiencies in one big, sorted table: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1414302321
Ideally, the numbers tab would show characteristics as well. I guess that would have to be patched into the numbers mod?
From what do "RPG lvl style" it should work without problem.
I wasn't sure for "Level this" so I checked the source and it won't work well with it since this mod don't use the pawn healthscale getter. I'm pretty confident it should use it, I won't be surprised if this mod have odd behaviour with child pawn.
I tried different method to optimize it, I'm a bit dubtfull about the analyser value, I got odd value in some case, so I just change it to not use the normal stats check but to directly find my stat.
I did the same for bodysize.
@brucethemoose It's just stats check it should only happen when the game need the stats so it's not every tick, except when you open the information tab, but it auto pause the game anyway.
134ms came out when I was watching
I keep these trait as indicator and to not distrub other mod that would use them.
I just remove the stats offset and stats factor of these trait.
For some trait like abrasive and kind I did patch the trait check to change it with a stat check.
Psychopath is a good example, it don't change any stat but it have some effect for a pawn who have it. (actually I would like to change that, so it use the empathy characteristic and instead of a can have mood scenario, the mood would be factored by this characteristic )
@brucethemoose The main calculation is at pawn generation, performance wise for stat check it should be less expensive then an individual heddif. The mod does add some "new" stats but it shouldn't be an issue.
So except for a very late game tribal raid it should be fine.
I ask because this seemingly adds quite a few modifiers to many stats, but I don't know how often these stats are updated.
> The side effects of these traits are still functional.
Does this mod account for other mods adding custom traits (with custom side-effects) ?
This mod looks very intriguing, thank you very much for sharing it with us.
The second is an indicator, it's the value for a deviation egal to 1.
Offset is a simple addition.
Factor first add together then factor the stats.