![]() If you really want to change traits in the game, all you need is a copy of Notepad++ and a little technical know-how. However, we’ve got some good news to go with the bad news. Short of using a mod (more on this later), there is absolutely no way you can change the traits while playing the game. There is no cheat code you can enter on the keyboard or setting you can toggle in the dev mode. The bad news, in this case, is that there is no way to change a pawn’s traits in “vanilla” Rimworld. I’m a big believer in getting the bad news out of the way first. The game doesn’t really give you any info about how to get started.įortunately, our guide on how to remove traits in Rimworld will help you get started right away! The Bad News Sometimes, though, you need to change a pawn’s traits. In short, the traits make a pawn who they really are. So you don't need De-generalize Work, Additional Traits can and will function entirely without it, however, there will be a few traits that are modified or don't show up at all due to their use of stats that were removed.What would you say really brings your pawns to life in Rimworld? The best answer for this is their traits.ĭifferent traits in the game can affect everything from a pawn’s speed and accuracy all the way to their personality. Without these stats, traits such as Natural Tailor can't buff tailoring speed without also buffing smithing speed (which defeats the whole point of the trait). ![]() Q: What is De-generalize Work and why do I need it?Ī: De-generalize Work adds back the stats (SculptingSpeed, SmithingSpeed, and TailorSpeed) that were merged into GeneralLaborSpeed by the 1.1 update. This does come with a word or warning though: disabling traits used by your save will cause the game to report an error that the traits could not be loaded when reloading your save, these errors can be dismissed/ cleared and will not reoccur after saving again, and anyone that previously had a disabled trait will be randomly assigned a new one in its place. Instead I have added settings to the mod that allow you to disable the traits (from my mod) that you would prefer not to have in play. It's not because I want to force traits on people that they may believe to be overpowered (although I addressed that in a previous comment), but rather that splitting the mod like that is a really good way to end up in a development/distribution situation where where things get lost between having two near identical copies of what is essentially the same thing. Q: Will you also be updating the one without heroes and gods?Ī: No, I have no plans to update the non heroes/gods version. As I don't have time to test every mod for the game, I would appreciate if you would test that for me, if it works fantastic! If not drop me a bug report and I'll look into it. In any case, until your issue is properly reported in the bug reports discussion, I WILL NOT investigate it.Ī: I have no idea, I'm going to guess probably, maybe, possibly. Q: What if I want to leave my bug/issue/problem in the comments section?Ī: Bug reports in the comments section will be ignored, deleted, or I might just make fun of you for not reading the FAQ. Q: I found a bug/issue/problem, where should I report that?Ī: I have a discussions page just for that, it's pinned, but here's the link anyway: De-generalize Work is not required for this mod and Additional Traits can and will function entirely without it, there will just be a few traits that are modified or don't show up at all.Ī: Let it henceforth be engraved in silicon and copper, so that it may be known to all who will ignore this part and ask anyway: this mod is saved game compatible. RimWorld 1.1 removed some of the statdefs (the part of the game that says the colonist gets a buff or nerf to a particular task or skill) that this mod uses, I rather liked the traits that were affected (Natural Tailor, Eccentric Artist, Vulcan's Fire) and would hate to drastically alter them or scrap them entirely, as such I have reimplemented the removed statdefs in my De-generalize Work mod as other modders seemed to be experiencing the same thing. This mod adds several new traits to the game, all of which can be disabled/ enabled through mod settings (and a game restart) Have you ever felt that there aren't enough traits to immersify your game-play? Well, I've got just the mod for you with Additional Traits! ![]()
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