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Messages - Rimrue

#31
Yep, I read it all too. If even half of these suggestions were implemented, the game would be 1000 times better.
#32
Quote from: NoImageAvailable on July 06, 2017, 01:41:23 PMFor my part I still think the best way to solve this is to drop the trait system entirely and instead repurpose vanilla's incapable of interface. Replace its function with the one from this mod so that way traits are completely untouched and you don't get an entire unused Incapable of section in the character tab.

Alternatively if you absolutely must go with traits you could always rewrite the character tab to replace the now unneeded incapable of section with additional space for traits, so as to break the 4 trait limit.

We are looking at both these options. :)

Thanks!
#33
Probably, but I am not sure how. I will look into it. Thanks!
#34
Thanks for the constructive feedback, Skully.
:)

Quote from: skullywag on July 06, 2017, 08:33:19 AM
The other issue i have is that im finding myself simply avoiding the work they dont want to do anyway due to the penalties involved, in a pinch it might be useful but day to day im doing exactly what i did in the vanilla trait game.

That is WAD. They are capable, but only barely. Lol But seriously, they are meant to have their work assignments turned off most of the time, only being enabled in emergency or temporary situations.

Quoteok so after using this in a CE playthrough, I have a few things to report:

Seriously, I have read the points above and yes thats all valid, the issue isnt so much that theres too many traits to cover the incapabilities its that they take up space the good traits normally would. I have 20 guys in my colony, I dont have any traits that I would class as good, no sanguines, no fast walkers, none with faster work speeds, no green thumbs. I even for the 1st game in forever have literally nobody good at crafting (everyone on 3 skill no passion, bar 2 of my starters i rolled specifically to battle this issue). No idea why this is the case bar terribad RNG possibly.

This is a valid concern, however. You have the latest update 3.0? In earlier versions negative traits were generating far too frequently.  But they should only really show up on pawns with backstories that have them now. In my latest colonies (both testing and not), I have only a few colonists with negative traits. Nearly all my pawns have vanilla traits. That being said, we may have discovered a bug where pirates don't generate traits aside from the negative ones. So if all your colonists are ex-pirates, that may be why. :/

QuoteI like the idea of the mod, but due to restrictions from the base game my personal feeling is that it doesnt work...for me...which annoys me, cuz i want it to work. :)

We will keep tweaking. :)

Thanks!
#35
I watched one of my iguanas walk right out of its animal zone, into my fridge, consume some luciferium, then waddle back into its animal zone again. And no, it wasn't starving. If it's a game mechanic, it's stupid. It makes animals even less worth keeping when we were promised they were supposed to be moreso in this update.

And, no, I'm no drug baron. I grow some smokeleaf and hops and that's about it. I put all pawns through detox if they show up addicted. And if they are luciferium addicts I don't recruit them.
#36
Seconded on the zombabies. Hilarious!

Tenshi-Akari, that is a known vanilla bug. :/
#37
Oh, yes. We are both in full agreement there. Waaayyy too many incapabilities in the backstories, especially the player-created ones.  ::)
#38
But you must pay attention to the "incapable of" section of the character tab? If I get a character (Sherriff, Model, Assassin, etc.) who is incapable of dumb labour, manual labour, and any other type of work, even if they are a beautiful, optimistic careful shooter, I'm going to hit the randomize button. And if they show up as prisoners? Strong chance they'll end up executed or sold as slaves. Lol
#39
All the negative traits are directly corresponding to the incapabilities they replace. If we were, say, to remove Slob, then Cleaning would become an incapability again. I tried to keep the number of negative traits to the bare minimum necessary to replace incapabilities, but, yes, it is still a fair few. There really was no getting around it.

However, Rainbeau and I are discussing if there is a way to generate more of the vanilla traits on top of the negative traits generated by the incapabilities. Unfortunately, as I keep repeating, due to the ridiculously high number of incapabilities in the backstories, these traits generate quite frequently on pawns. If there were fewer incapabilities in the game, we'd have fewer negative traits generating on pawns. :/

I'm sorry you think Neat Freak is a boring trait. It happens to be one of my favourites. It's tough enough to get a clean base in this game, so having a pawn that loves to clean is always a bonus for me. ;)

It (and Rockhound) are based off the Green Thumb trait (another favourite of mine). Early Bird is the opposite of Night Owl (as someone married to a bona fide Early Bird, it seemed odd that only people who like to be up at night would get a mood bonus). And Outdoorsy and Shut-in are also based off Night Owl (again, seemed odd that people wouldn't get a mood bonus based on whether they prefer being indoors or out). They are all set to appear quite rarely, though. As an example, in my current colony of 14, I have one Rockhound and none of the other additional traits at all. Even in my testing, it can take a LOT of re-rolling to find these traits. So I do not think they are appearing to frequently.

Anyway, as I said above, we are looking into it and will see what we can do.
#40
Okay, so it seems I don't need the ingestible part at all for hay, so I've removed it and now there shouldn't be an error about feeding prisoners anymore. :)
#41
I haven't  managed to blackscreen the game yet. Lol Usually just get the old corrupted mod error. Or page long log of red errors. :P

To fix the prisoner error it needs <socialpropernessmatters>True</socialpropernessmatters> added to the ingestiblity tag. But since the error never caused any issues I just never got around to fixing it. I'll add it to the patch you shared. :)

Also, I should add hay smoothies now. Lol
#42
If enough of you guys want a mod option to disable the additional traits, we could probably do that if it's not too difficult.
#43
Oh, wow! Thanks for the help! I have been struggling with patching. I know it is pretty straight forward, but I somehow always generate a ton of errors. :/

I'll update both mods with those patches today. :)

As for hay being ingestible, as I recall when I made the mod, animals didn't seem to want to eat it unless I added the ingestible tags. But I could test again without it. Maybe that's an A17 change I missed or something.

Thanks! :D
#44
Moonra, the mod replaces incapabilities which are hardcoded into the backstories. So if you are seeing a lot of negative traits it's because there are a LOT of incapabilities in the backstories. The game allows up to 4 slots for traits, so unfortunately, if the backstories have 4 or more incapabilities then all of the trait slots will be taken up by the corresponding negative traits.

Often the game will add on a third or fourth random trait if there is space. But raiders, unfortunately are the worst for having vanilla incapabilities and therefore this mod's negative traits. :/