边缘世界 RimWorld

边缘世界 RimWorld

The Sims Traits
53 条留言
Swaggy 59 分钟以前 
Really creative and interesting traits. I'd recommend to change the name of the mod because at first glance it sounds like just a Sims fan mod when in reality this would be totally worthy of a name like "Vanilla Expanded Add-On - even more Traits". Also a note on performance would be nice in the description, I assume you took care of coding traits smartly but seeing a 10 meter long list of features always scares me a little
爱生活爱自己 3 小时以前 
汉化一下啊大佬们
Altogolik 3 小时以前 
@Goji To maintain balance (rather than just having one table in the colony that can be exploited for a powerful buff), give the pawn a temporary buff after gambling (let them spend 20-200 coins), but this would be preferable to losing legendary armor or weapons for 5,000 coins.
Let it have a cooldown before it wants to play again.
toetruckthetrain 5 小时以前 
does insane have any effects on VAE: insanity?
月羽狐 7 小时以前 
never gonna give you up🎵never gonna let you down
Theron Iscarin' 8 小时以前 
This is top freaking notch.
Gilded Wraith 10 小时以前 
Absolutely love the new traits. It's incredible how much more interesting they are than vanilla or other mods.

There is a trait I'm wondering why it isn't in vanilla, but I'm also not sure what the effects would even be? It's "Boisterous", to represent a pawn having a similarly loud and outgoing personality to Bobby B from Game of Thrones.
Ttv/Murrocity 10 小时以前 
HA-!

Man, I love the Rimworld modding community. I need more game crossover mods.

Great work!
Goji  [作者] 11 小时以前 
@zanaikin @bean After talking to taran, we’ve confirmed that there will be a toggle-off function to disable my patch to VE. It might take a few days though because his schedule is absolutely packed.

@Altogolik The workaround is to have the poker table but zone the pawn out. However, I’m starting to feel inclined toward your suggestion because I think people either don’t read or won’t think of that, which causes them to lose important items and then come back complaining. So, thanks for the suggestion
fnx 12 小时以前 
Peak
Altogolik 12 小时以前 
Make it so that gamblers lose money to the colony rather than items. Otherwise, you'll have to abuse it or walk around with a bad attitude.
Reestock 13 小时以前 
can't tell why this mod makes my game crash on startup when I use it
bean 14 小时以前 
@Goji Thank you for this mod, I love all of these traits! I wanted to ask if it would be possible to maybe have a setting to enable/disable the VE patch? I like your traits but I like VE's how it is.
Schocker_Face 15 小时以前 
Damn
It is really cool mod
:steamthumbsup:
zanaikin 15 小时以前 
@Goji oddly enough, Submissive is the one trait I really wish this didn't overwrite, as I've found I really like that trait on production specialists - the reduced workspeed keeps them slower so they don't go through all my craft orders too quickly, all the while training up their XP. And when I do need them to crank out something fast I just force order it. It's also mechanically meaningful as the exact opposite to Rebel
Hugalafutro 17 小时以前 
@Goji thanks for the fix and I understand about the colors it's no problem.
Goji  [作者] 18 小时以前 
@恰似宛然一笑生花 Thank you for your hard work. If you ever need help with the intro page, I can also provide the original text of the infographics to translate. I feel players could get a bit lost without knowing exactly what each trait does.

Regarding the bug, it should now be fixed. It was an embarrassing typo that others have just reported. Thank you for letting me know
恰似宛然一笑生花 18 小时以前 
Hello Goji, that's an interesting mod. So I created a mod "The Sims Traits" that adds a Chinese translation for your mod and published it on the workshop. Thank you for your contribution! Keep on keeping on!:dslike:

BTW, there's a bug report:

Could not resolve cross-reference to RimWorld.TraitDef named Whip (wanter=conflictingTraits)
Goji  [作者] 19 小时以前 
@Hugalafutro Oo, thanks for catching that! That’s a bit embarrassing. it’s not an actual conflict, I just made a typo while manually adding conflict traits in the XML (Whip --> Wimp). I’ll fix it as soon as I get home.

Regarding your second question, I had a look and think it’s a nice little mod, but I feel it might be difficult to implement exactly what you want. If you’ve read through the infographic, you’ll see most traits are designed with major trade-offs or situational benefits. For example, Spiritual would suck for a fighter since they can’t initiate attacks, but it’s great for your psycaster. Therefore I’d suggest using the other mod’s settings to decide how valuable each trait is for your own play style.
Goji  [作者] 19 小时以前 
@zanaikin Thank you, that’s honestly not a bad idea. I’ll probably ask the coder to add a setting so players can turn off my patch if they prefer the original VE trait. I never intended to replace them anyway, as I mentioned before. All of my patches are additive, except for Submissive, which I haven’t been able to salvage in a way that fits my playstyle.
Hugalafutro 20 小时以前 
Hi, I'm getting a red error I suppose a conflict with one of my mods
Could not resolve cross-reference to RimWorld.TraitDef named Whip (wanter=conflictingTraits)

Full log: https://gist.github.com/HugsLibRecordKeeper/bd296fe00767109c837d55be31d21d9a

Also I was wondering, would you perhaps consider adding support for [SYR] Trait Value (Continued) ?
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3340833768

Thanks for the mod so nice to see a pawn with traits I don't know!
Kaijp 11 月 16 日 下午 8:07 
For how many of those are added they are crazy interesting - great job on the designs!
zanaikin 11 月 16 日 下午 5:10 
These traits are amazing, very creative and many add new interesting dynamics to the game (adults entering giggling mental state to represent them being a mood-booster for the colony is such a good idea!).

Unlike Holgast, I hope your changes are VE traits are only additive (as you've suggested in comment) and not replace. VE traits mod already offers option to disable traits that we don't like, so I don't see any reason to replace them instead of just adding a new one (unless there's also have a selector making replacing VE traits an option).
Reel 11 月 16 日 下午 4:52 
Looks incredible cant wait to try it
Goji  [作者] 11 月 16 日 下午 3:47 
@Holgast Thank you!

For you question, it’s a combination of both, but I think the majority is adding to them. As you mentioned, most of these traits are ‘bad’ or purely detrimental, yet can be very flavourful for roleplay. I wanted to find a way to make them useful while retaining the original VE design. For example, a big-boned pawn would still damage furniture, but the added HP to body parts could make them more ideal as a melee tank. A clumsy pawn would still occasionally hurt themselves but would tend to their cuts and wounds more efficiently. I want players to start using these traits on colonists, instead of them being random traits only found on enemy cannon fodder
Holgast 11 月 16 日 下午 3:19 
this is awesome. lots of great ideas and implementation. can I ask if your VE patches straight up replace the VE skills or just add to them? lots of the ones you patched are a pain in the ass to deal with and it would be nice to replace them with much less annoying ones
兜鸡 11 月 16 日 下午 3:00 
Neat! I love how every trait comes with a flavorful gimmick instead of blatant stat increase, making each pawn unique and fun. Thank you for sharing this mod
Gapho™ 11 月 16 日 下午 1:48 
very cool
Goji  [作者] 11 月 16 日 下午 1:14 
@Pheace Well, you can always zone them out of the poker table to 'help' with the addiction
Pheace 11 月 16 日 下午 12:56 
Gambler losing an item in inventory is scary as hell, who knows what they happen to be hauling for you
Goji  [作者] 11 月 16 日 下午 12:52 
@zeus57007 It will most likely work mid-save. You can always make a backup save without this mod and try
zeus57007 11 月 16 日 下午 12:48 
possibly a dumb question, but do the changes to VE traits work mid-save? Or do I have to restart my Elder Scrolls campaign?
Eight3 11 月 16 日 上午 10:12 
sims was sold to saudi arabia so im gonna turn rimworld into sims lmao.Thank you for making the mod and sharing it <3
dOPa 11 月 16 日 上午 8:28 
I suggest you to change the "XXX" intro XYZ

In my opinion "XXX" looks wrong. :steamhappy:
Reestock 11 月 16 日 上午 7:46 
Slowly remove the need to play the sims by putting sims features into other games.
Ihmislehma 11 月 16 日 上午 7:39 
Alas, I have a mod that already adds a trait "Virtuoso", and while I doubt they'd cause errors... It'd be a bit silly to run with two traits with the same name.

Love the uniqueness of these btw!
Eselt 11 月 16 日 上午 5:17 
Yesssss!!!!! These are great, and it's so good to see other Sims players moving in to the Rimworld arena.
oinko sploinko 11 月 16 日 上午 4:40 
I didn't have an equivalent to the hugslib logs thing installed so it didn't throw any visible errors, I'll try again later with an error log tracker and see what I can dig up.
Goji  [作者] 11 月 16 日 上午 4:25 
@oinko sploinko you’ll need to attach an error log. I’ve done extensive testing for every single trait in this mod with minimal mods list to make sure they all work and safe. Whatever is causing the issue is likely a compatibility one and coder cannot work it out without seeing the log.
Halituis Amaricanous 11 月 16 日 上午 3:32 
Huh that is pretty smart. sims is a great fit.
oinko sploinko 11 月 16 日 上午 3:32 
Giving me an error that completely disables the Needs tab. Not sure why this would be causing such an issue.
Pavlentine 11 月 15 日 下午 11:35 
I'm so glad to finally see more actually funny and unique traits rather than only just lame "+X skill +Y% effect" ahh traits from many other mods, amazing job, much obliged!
Kokorocodon 11 月 15 日 下午 10:16 
I see Det's been Detting
someonesneaky 11 月 15 日 下午 4:15 
The sort of mod that makes you wonder why nobody did it before
TheSevenSins 11 月 15 日 下午 4:10 
Instead of doing an entire map reveal, it could also have a chance of trigering a "area reveal" hen doing some kind of observation based interaction (telescope, hacking a terminal, etc). I picture the pawn as noticing a room-looking shape on a mountain that is a ancient danger, or them finding a secret camera feed while hacking.
The Lost Cake 11 月 15 日 下午 3:03 
Honestly the existing effects seem easily powerful enough, you could just remove the map reveal and it would be fine
Goji  [作者] 11 月 15 日 下午 2:37 
@SqueakyBatBoi You are right, I might change it with the next update, thanks for the advice

@Tleno The defog is not a single time reveal, it's per map (quest map, ruin etc.) Though I agree it's a bit too much and I was honestly having a hard time designing it. I love your idea of using the telescope. Will try to come up with something next update, thanks
Tleno 11 月 15 日 下午 1:18 
Wow, this is super cool, both translating concepts from another game and the way what possible scenarios some of these may introduce.

May I remark though, Observant feels somewhat... odd? I mean without Anomaly or VE you only get a single-time reveal and it feels powerful but unusual for a natural skill to just reveal so much. How about giving this sort of pawn a special recreation type involving the walks outside or using telescope that has a chance to trigger some particular effect? Also may give them higher speed when performing resource scanning activities maybe?
The Lost Cake 11 月 15 日 下午 12:20 
I mean it should be shouldn't it i don't see why not
niewielebrakowalo 11 月 15 日 上午 11:17 
thats awesome! does anybody know if they are compatibke with ce?