


I added a third slot to the mod just for fun. When characters are randomly generated in vanilla, they are given one or two traits. Traits are defined in XML files in the Core mod now (/Mods/Core/Defs/TraitDefs) and should therefore be mod-able. Are they deleted from the game or are they just not found by your mod? Or what?ĭo you think you could create a separate tool to export the traits, child/adulthoods, all the stuff that defines a pawn? I'd like to have a spreadsheet with the descriptions and effects of each trait and childhood and stuff.Īs far as I can tell, when traits started having an impact on gameplay in Alpha 7 (or was it Alpha 6?), they changed, and a lot of the ones that you mention from the earlier versions were removed. These used to be the traits I could find before, but some appear not to show up in your mod. I can't tell if some are missing from the game or not, last time I played (ages back in Alpha 2 and 3), the game had a lot more traits, and you could have 4 traits rather than 3. Please report any problems that you may have.Quote from: Vas on November 10, 2014, 01:47:08 PMĭoes your DLL scan the game for traits? Or does it have traits listed in the DLL it's self? As always, mod compatibility issues continue to crop up.This will guarantee that any bugs in this release will not corrupt your favorite preset. Customize your RimWorld colonists, choose your gear and prepare carefully for your crash landing Use the optional point limits to try to create a balanced start or keep points disabled to build the starting group that you always wanted to try. I recommend that if you are re-saving presets after making changes with this release, save them as new files with a different name instead of overwriting the existing presets.Fixed an issue where relationships would disappear after some time due to the world pawn garbage collection process.It should now display head graphics properly. If the character was loaded later when the mod was no longer enabled, the pawn would have a missing head graphic. Fixed an issue where a character's head graphics were broken when loading a character that used certain modded alien races.Fixed hediffs related to Psylink abilities.Added an error message if you are running a version of RimWorld less than the version required by the mod.Fixed Prepare Carefully compatibility issue- animals changing genders on reroll Geyser arrows will not be automatically hidden while the game is paused Added encounter map size (75x75) Assets 3 UnlimitedHugs v2.4.0 1a3cded Compare 2.4.0: Updated to Rimworld 1. When loading a single pawn, it will always be assigned to the ideoligion of the colony. This and future releases are compatible with both Rimworld 1.1 and 1.0.After saving a preset where pawns have an ideoligion different from that of the colony, it will attempt to find a similar ideoligion by looking at its culture and memes.Configure the pawn's ideoligion certainty using the certainty slider.Select from the ideoligions available in the world.So they can see all the stuff without loading the game to see the stats. That way a friend can create a character that I can then import into the game. This allows more flexibility for adding more panels to the layout. Basically, I wanted to make your prepare carefully mod work outside the game either from a site or program. Reworked the user interface so that it now consists of scrolling columns.
