RimWorld

RimWorld

[SYR] Trait Value (Continued)
46 Comments
DxGGG | Megalomancer 18 Aug @ 1:56pm 
thanks for all your work keeping mods updated, Mlie, you're a pillar of the community!
Schadenfreude 15 Aug @ 4:24pm 
Thank you, @Mlie
Mlie  [author] 15 Aug @ 12:08pm 
@Schadenfreude Fixed now
Schadenfreude 14 Aug @ 2:30pm 
@Mlie
I see, so it's the "packagedId"?

In that case the IDs are:

Mlie.BadCanBeGood
Side1iner.TraitsPlus
VanillaExpanded.VanillaTraitsExpanded
Mlie  [author] 14 Aug @ 9:23am 
@Schadenfreude All mods have it, for example this mods seen here is Mlie.SYRTraitValue

https://github.com/emipa606/SYRTraitValue/blob/main/About/About.xml
Schadenfreude 14 Aug @ 8:11am 
@Mlie
I opened Trait Plus' About Folder, opened the About File, but I don't see any number identifying their ID, there was a file called Published Field that also just shows the Steam ID.

Not sure how to identify the mod ID.
Mlie  [author] 14 Aug @ 6:47am 
@Schadenfreude Modids can be found in the about-file. The numbers is the steam id
Schadenfreude 14 Aug @ 6:44am 
@Mlie
I'm confused, I thought those are the IDs? I added them.
Isn't that the last number that identifies the mod's folder you were asking for?

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2889440091
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2564461841
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2296404655
Mlie  [author] 14 Aug @ 6:20am 
@Schadenfreude Again, please post the mod-ids of these mods, or at least link to them
Schadenfreude 14 Aug @ 6:03am 
@Mlie
For the sake of brevity, the highest mod affecting traits on my list is "Bad can be good":
2889440091

This one is so far up, it probably would suffice to work with most mods, if someone runs it.

The next highest on the list is Traits Plus:
2564461841

But something that I imagine would concern most people is Vanilla "Traits Expanded":
2296404655
Mlie  [author] 13 Aug @ 3:39pm 
@Schadenfreude Sure, if it has to load before a mod you can post the modid of that mod
Schadenfreude 13 Aug @ 3:35pm 
@Mlie
Makes sense. I know you're busy, but may I suggest a list of mods that this one should position ontop of?
Mlie  [author] 13 Aug @ 2:27pm 
@Schadenfreude There is no mod-sorting option for that. A mod can only have directives to load after or before other specific mods.
Schadenfreude 13 Aug @ 1:55pm 
Would it be possible, that when auto sorting mods, this one tried to stay close to the top of the list?

When auto sorting it automatically tries to stay close to the bottom, preventing it from working properly, and thus requires manual realignment.
Kailer 13 Jul @ 5:00am 
@Mlie
If trait has female localization label (labelFemale) mod not working properly: on male pawn such trait is colored, but on female pawn - white.
Mlie  [author] 18 Jun @ 4:12am 
@Carabao Please see the Reporting Issues section described above
Carabao 18 Jun @ 3:02am 
I have an issue. I loaded this one before medieval talent traits. My hope was to use the custom colors from this mod rather than using the rimtraits color. But it doesnt seem to be working the way I thought it would with rimtraits medieval talents.
jikulopo 6 Apr @ 4:55am 
Thanks!
Mlie  [author] 5 Apr @ 1:54pm 
@jokulimy Added a toggle to hide the warnings about traits missing color info
jikulopo 23 Mar @ 8:48am 
Can i request for you to add a toggle in settings to not log unsupported traits? Or at least do not log traits with manually assigned value?
SkillerDankOP 23 Feb @ 12:46pm 
@D3ATHCOM5 Hey there! Turns out VTE actually supports Trait Value natively, just not Mlie's continued version of the mod. So if you're okay with making a tiny edit to a XML file, here goes:

1) Go into the VTE mod directory. [.../Steam/steamapps/workshop/content/294100/2296404655]
2) Open the TraitValue.xml file. [.../1.5/Patches/ModPatches/TraitValue.xml]
3) Change the <li> content of line 5 from "[SYR] Trait Value" to "[SYR] Trait Value (Continued)".
4) Make sure to save the file!

Whole path:
.../Steam/steamapps/workshop/content/294100/2296404655/1.5/Patches/ModPatches/TraitValue.xml
D3ATHCOM5 3 Feb @ 10:14am 
Alright, thanks for the suggest! I will go ask
Mlie  [author] 3 Feb @ 9:52am 
@D3ATHCOM5 I think its better for them to add the patch as they can probably better define the correct value for each trait
D3ATHCOM5 3 Feb @ 9:08am 
My brain did a poof for individuality, I meant could you add VTE support to Trait Values. When I launch the game with both mods Trait Values says that VTE does not have trait values correctly setup for Trait Values
Mlie  [author] 3 Feb @ 8:10am 
@D3ATHCOM5 In what way?
D3ATHCOM5 3 Feb @ 8:02am 
Hey Mlie, I know you maintain and update a lot of mods, but do you think you could add support to this and Individuality for Vanilla Traits Expanded?
Mlie  [author] 2 Nov, 2024 @ 12:22am 
@notbuddhanuff Should be fine
not_buddhanuff 1 Nov, 2024 @ 5:28pm 
Can I use trait mods that you don't have listed with this? By adjusting the values myself
Mlie  [author] 18 Oct, 2024 @ 11:05am 
@Soaryn ツ Tested with that mod and my settings stayed the same between loads
Soaryn ツ 17 Oct, 2024 @ 4:09pm 
I found out which mod it is. It's "Export and Import Mod Settings". Whenever I have it loaded, your settings get reset when I load the game.
Soaryn ツ 17 Oct, 2024 @ 6:02am 
I'll try to figure out which one it is, thanks.
Mlie  [author] 17 Oct, 2024 @ 5:09am 
@Soaryn ツ Works when I test it, you may have a mod-conflict
Soaryn ツ 15 Oct, 2024 @ 2:45pm 
My settings for this mod specifically aren't saving (the trait values). I don't have any errors as well. :(
Toby 6 Oct, 2024 @ 9:37am 
il leave you alone now
Toby 6 Oct, 2024 @ 9:37am 
well the problem is i dont have discord
Mlie  [author] 6 Oct, 2024 @ 8:44am 
@Toby Not sure why you are posting here. If you want help with modding I think the main Rimworld discord is a better place to ask.
Toby 6 Oct, 2024 @ 8:02am 
on the logs it says Error in static constructor of Zlevels.Harmonylnit System.Typeintalizationexeption The type Intalizer for Zlevels.Harmonylnit threw an exeption ---> HarmonyLib.HarmonyException: Patching exception in method in red text
Toby 6 Oct, 2024 @ 7:54am 
hmm well ive just tested z-levels and all its doing is glitching out the build tab and show the thing you see when you ereas that is blocked off naturally
Toby 4 Oct, 2024 @ 4:41am 
ok
Mlie  [author] 4 Oct, 2024 @ 4:40am 
@Toby No, any assemblies that do not have the source available can usually be decompiled with minimal issues. The work is mostly getting it to work with the changes in the new version of the game.
Toby 4 Oct, 2024 @ 3:48am 
just a quick question when you update a mod do you have to redo all the coding?
Toby 3 Oct, 2024 @ 11:26am 
hmm ok well if you do i wish you the best of luck
Mlie  [author] 3 Oct, 2024 @ 9:56am 
@Toby Its been requested already, but I doubt it. A bit beyond by skill
Toby 3 Oct, 2024 @ 8:02am 
Mlie may i ask you to revive Z-levels?
Mlie  [author] 1 Oct, 2024 @ 1:25am 
@VitaKaninen It should, it colors any call for the trait-label
VitaKaninen 1 Oct, 2024 @ 12:41am 
Will this also color the traits in places such as the Numbers tab, or is it only shown in the bio tab?