边缘世界 RimWorld

边缘世界 RimWorld

VSIE - Rational Trait Development
57 条留言
toetruckthetrain 9 月 17 日 上午 12:42 
beautiful might make sense for sickness, women would sometimes be viewed as more attractive thanks to the large eyes, glossy skin, and skinniness that came with the disease
тетеря, блин 8 月 22 日 下午 2:31 
maybe there's some incompatibility with «Toughness Skill»:

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3448693012

https://gist.github.com/HugsLibRecordKeeper/65087b43db3585f541d56e347ec88eb7

Failed to find Verse.RulePackDef named VSIE_Teaching_Toughness. There are 667 defs of this type loaded.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
тетеря, блин 7 月 30 日 上午 7:20 
just started a playthrough, someone killed a pet:

System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object
[Ref B7C1A9E0]
<0x252db6cd850 + 0x001ac> <unknown method>
at DwOverhaul.Grudge.AddGrudgeAnimalOwn (Verse.Pawn wronged, Verse.Pawn target, RimWorld.Faction factionWrong, Verse.Pawn victim)
...
https://gist.github.com/HugsLibRecordKeeper/51599a04caed1cd7c6d6a4a83a18a61d

I paste it here, because I'm not sure it's «Grudges!» problem – your mod's popup showed at the same time.
Manluke 7 月 30 日 上午 5:55 
Thank you for the update.
Valerea 7 月 24 日 下午 11:39 
Thank you!
MiN - M⟁X | Losahᵃᶠ 7 月 23 日 下午 2:13 
thanks for the update!
just when I was checking in lol
Monique_L33T 7 月 23 日 下午 1:56 
Thanks for the update!
Auld 7 月 23 日 下午 1:32 
Yee haw 🤠
Ghostmare 7 月 22 日 上午 6:20 
Thank you so much for your work, Goji. Take care of yourself, cause health is the most important. We'll patiently wait for update. Much love fort you!
JACK 7 月 21 日 下午 7:31 
people o7ing you is funny as hell unfortunately. take your time, and good luck with your job. that sounds like a stressful field to be in these days
Aeternuslee 7 月 21 日 下午 1:37 
@Goji Other then to stop the flood of people spamming o7 and what not I do not think there is any rush. As far as I can tell after some testing this is working more or less as expected.
Goji  [作者] 7 月 21 日 上午 1:19 
This mod is not abandoned and will be updated. Please be patient. I work in healthcare and had an extremely busy past month. Plus the coders I’ve been collaborating with are currently swamped with updates for old mods. I have to get in queue. Thank you
PolyPoky 7 月 20 日 上午 8:24 
o7
gunns22 7 月 13 日 上午 6:58 
@Goji

Any chance of the 1.6 update happening?

@LZIM

The hell do you MEAN "o7?" There's no evidence this mod's dead in the slightest!
LZIM 7 月 12 日 上午 6:04 
o7
Marty in the multyvers 7 月 11 日 上午 8:25 
1.6?
FlorestNerd 2024 年 7 月 4 日 上午 11:59 
hey, could you add a randomizer button? because i use this as a "non idiot function" when my gay pawn becomes a misandrist, but sometimes the choice isnt as absurd and i would be ok with it being random
Lys 2024 年 6 月 19 日 上午 6:14 
For my case, it was a conflict between Individuality and Way Better Romance (disabling Individuality's romance is the fix)
Lys 2024 年 6 月 15 日 下午 12:17 
It seems to also be whenever the pawn gets spawned in (from load game, from a caravan entering a map), as that's two times I've observed it happening without any other causes.
Might be my modlist conflicting somewhere though, so grain of salt :3
Tikotitok 2024 年 6 月 2 日 上午 3:53 
Hooray, now my pawns shall no longer decide they're psychically dull AFTER a bestowing ceremony!
Goji  [作者] 2024 年 6 月 2 日 上午 2:46 
For people who've been reporting the extra trait issues. Taranchuk has just got around and is looking into it now. It will be fixed soon.
Kayawolf 2024 年 6 月 1 日 下午 1:40 
I also have the same issue. One of my pawns all of a sudden had 3 extra traits. Besides a wedding, nothing of big importance happened either
FailPail 2024 年 5 月 16 日 上午 8:30 
got a similar thing on 1.4 where after a raid (and party) my colonist got a trait without the menu showing up
Crilltic 2024 年 5 月 14 日 上午 11:24 
I've had a similar issue where the box for trait selection isn't popping up (it seemed it was prompted by blowing up a mech cluster) and its just picking a new trait. I've had it happen a couple of times but its pretty rare
Goji  [作者] 2024 年 4 月 28 日 上午 1:49 
@CiXwOw This actually happened to me to (albeit only once so I just thought it was some one-time thing). I'll let the coder know but it may take some time to investigate. Thanks for reporting
CiXwOw 2024 年 4 月 27 日 上午 1:34 
I also just realised that the colonist was a Ghoul
CiXwOw 2024 年 4 月 27 日 上午 1:30 
I just had a colonist obtain a random trait (no menu appeared). Weirdly, it says it was because of a difficult raid, however this is day 2 of a new save and I haven't had any raids yet. I did just have a Sightseer even from Anomaly though. Difficult to say if it's an issue with this mod, or VSIE. On the one hand, Sightseers being counted as raids is a VSIE issue, but the fact that it didn't trigger this mod could mean an issue here. Mod settings are unchanged from default.
Futstub 2024 年 4 月 15 日 上午 7:44 
One thing to improve:

When the window for trait selection shows up, you can't do anything else until you chose a trait. That's kinda bad if you have a couple of colonists and need to check what exactly they do before selecting a trait. But you simply can't do that. :>
Winter 2024 年 3 月 3 日 下午 6:00 
@Goji
Sorry for late reply. Only got back into RW. To clarify, was curious if you've considered a toggle to make the trait selection randomized instead of manual selection (for immersion).
baHTheske 2024 年 1 月 21 日 上午 7:16 
well i have test but it work perfectly fine for me, at least, you should test for yourself too.
Goji  [作者] 2024 年 1 月 21 日 上午 4:33 
@baHTheske

This is an add-on mod for VE social interaction mod. If the original VE mod is compatible, then this should be too.

However, since I haven’t tested myself, do make a copy/ back up your save if you were going to add this.
baHTheske 2024 年 1 月 21 日 上午 1:16 
is this compaitible with 1-2-3 personalities mod?
Inquisition 2023 年 11 月 24 日 上午 1:33 
Thanks for this.
Goji  [作者] 2023 年 11 月 18 日 下午 2:15 
@Winterwolf

Thanks for the comment!

I'm a bit confused what do you mean by wanting me to include vanilla growth moment; doesn't it already give you a trait selection window? In fact this mod is pretty much inspired by it. Or do you mean you want to define your own trait pool for vanilla growth moment instead of random?
Winter 2023 年 11 月 15 日 下午 6:13 
G'day Goji. Great mod. Curious if you guys ever considered including vanilla growth moments.
Juniper Soda 2023 年 10 月 31 日 下午 4:22 
@Goji

It started working again now. No idea what went wrong. I had three pawns develop traits after a raid, not get any pop up for them and they were assigned traits randomly, but now playing again this evening, I've had a pawn develop one after illness and one after being recruited and both gave the pop up as normal.
Goji  [作者] 2023 年 10 月 31 日 下午 3:20 
@Juniper Soda

Since I have not done any update on my end, and rimworld has not got any update itself; I suspect it's other mods breaking the compatibility.

Could you go to your subscription page, sort you mod by update date and try to test and disable the newly updated ones? Also in case like this, your mod list and game log will always be helpful for me to pass on to the coder.
Juniper Soda 2023 年 10 月 31 日 下午 1:02 
This has suddenly and randomly stopped working for me and I have no idea why. It worked earlier today, and now it doesn't, and I don't get a prompt for picking a trait.
Goji  [作者] 2023 年 3 月 16 日 上午 3:21 
@Leaguenet

I‘ll see what I can do, I do want some kind of restriction as well and your idea sound like a good alternative if we couldn't figure out the aforementioned bug. Only problem is it will take time as the coder is very busy. Plus you should try giving a shout on the VSIE page, traits accumulation comes with the original mod after all.
Leaguenet 2023 年 3 月 15 日 上午 6:11 
I am playing with random trait selection, so unfortunately I can't manually restrict myself. I don't understand the intricacies of coding for the mod, but can there be a possibility of randomly selecting "no trait" when random selection is turned on, with probability based on the number of current traits the pawn has?
Goji  [作者] 2023 年 3 月 15 日 上午 2:49 
@Leaguenet,

I completely understand the issue (Once had a pawn got 3 traits from infection events in two years, playing on a swamp map).

In fact it was our plan to include a toggleable restriction on pawns so they can only gain 1 trait per event.

Unfortunately, Taranchuk said that there may be a bug with "pawn list with additional traits doesn't save correctly" and we are currently unable to locate the source of the problem, which means we are unable to implement a fix at this time.

It’s on our to-do list but Taranchuk is quite busy with other quests so the priority is low here.

In the meantime, my suggestion is to make self-imposed restrictions before we eventually make a fix. (I know it is hard). The way I do it, I cancel any trait obtained if it’s a repeated event for the same pawn. Hope this helps.

TL;DR: We have a fix planned, but it may take a while. Before it comes, cancel any repeated trait gains to self-impose a restriction.
Leaguenet 2023 年 3 月 15 日 上午 1:43 
If I may (and I know this is basically how the original feature works as well) a request. Over time, this mechanic tends to lead to accumulation of lots of traits, especially with stuff that tends to happen relatively often, such as immunity or catharsis. Can we get a sort of diminishing returns where the probability of getting any trait at all is inversely affected by the number of traits a pawn already has? To me, it has both gameplay and logical sense, as something that might be life-changing for a 14-year old can fail to make an impression on someone who's seen it all.
KemonoAmigo 2023 年 3 月 2 日 下午 4:26 
"Damn, dad's gone... At least I'm gorgeous now."
тетеря, блин 2023 年 2 月 26 日 上午 6:30 
should we still hope some generic text will be added in relevance to the occurred event? :)
Goji  [作者] 2023 年 2 月 25 日 下午 6:46 
@Rickety Cricket

I can relate to this.. lol

There is an option in mod setting where you can turn off the pop-up window, that way traits will still be drawn from the relevant trait pool but as random in original VSIE
and certain trait pool (such as losing family member) definitely has a higher number of negative traits in its respective pool than catharsis, that's as much I can do at the moment.
Cricket 2023 年 2 月 24 日 上午 7:32 
Love the mod but I always find myself gravitating towards the positive traits. Stupid brain.

It would be nice if it would do a dice roll on if the pawn perceived a positive or negative catharsis and presented you traits according to that (either positive or negative). I guess that would take a lot of work categorizing the traits and implementing the logic and it's probably out-of-scope here. Still appreciate this mod more than completely random traits though.
Goji  [作者] 2023 年 2 月 6 日 下午 7:28 
@тетеря, блин

Trait limit? Do you mean the max amount of traits a pawn can have? This is a patch on Vanilla Social Interaction Expanded so if the original mod doesn't break the game I don’t think this patch will.


The trait change based on age is an interesting idea, I can see where you are coming from -- like when a pawn gets older they lose ‘fun-loving’ and become ‘world weary’.


I don’t think I will be able to implement it, though. In the base game there is no age tag for pawns other than child, teenager and adult. A mechanic like that will require the coder to define the age group and manually sort the traits out again…
and as I mentioned in the mod description I commissioned Taranchuk for this mod as a simple patch. I don't think I could go my way out to commission a whole new mechanic which is likely to cost a small fortune.
тетеря, блин 2023 年 2 月 6 日 上午 6:28 
btw, does it change trait limit? and if it does, does it conflict with biotech? because, for example, [KV] More Traits Slots is reported to be incompatible with that DLC, even though "Tweaks Galore" is reported to work just fine. However... I just wanted to drop another quick suggestion, if you have time for it. Already left it for the mods mentioned above. Here it is: maybe it could be another interesting mechanic, if number of current traits could be in relation with a pawn's age? Like, until some age is reached, there's a limit. When a pawn gets older, the limit refreshes, and here we go, the closer this pawn gets to another age limit, the higher chance of getting a new trait. I can also imagine that some of these thresholds may allow swapping one trait for another when really young pawn becomes adult.
тетеря, блин 2023 年 2 月 5 日 下午 5:16 
thanks 👍
Goji  [作者] 2023 年 2 月 5 日 下午 4:30 
@тетеря, блин

Hey there, what Liara suggested has been implemented, there is a toggle function in mod setting allow you to just cancel getting a new trait

I believe the "get one random trait among relevant trait pool" is also available there as a toggle setting. That was specifically designed for people who don't want to choose op trait so the game become too easy.

Regarding the text description, I'll see what I can do. I do agree sometimes the box just come out of nowhere and I don't even realise what happened; but after you choose the trait you should receive the event letter on bottom right screen tell you what was the event.