RimWorld

RimWorld

Additional Traits (Heroes + Gods Optional)
 This topic has been pinned, so it's probably important
Alias  [developer] 11 Jan, 2019 @ 11:30am
Bug Reports
Found a bug (or a cleverly disguised feature) that's just not working for you?

Please refer to the following guidelines and post your issue here: https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=725234314

Bug reports in the comments section will be ignored / deleted

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Showing 1-15 of 47 comments
Freeasabird🕊 18 Feb, 2019 @ 12:40am 
Quite a few of your traits have screwy descriptions...


Careful Surgeon
[Name] is a pretty good surgeon, but THEY TAKES a bit more time to complete a surgery.

They takes? whose "They"? why not change this to He/she takes a bit more time to complete a surgery?.


Athletic
[Name] has honed HIM mind and body for most of HIM life? ..what?

It seems normal if you add this perk to a female however.
[Name] has honed her mind and body for most of her life.


Avid artist
[Name] is an avid artist, THEIR sculpting speed is greatly increased, but THEY have a weaker constitution and mind.

O_o? wth does that mean? how does being proficient in the arts make you more likely to get sick, or make you more susceptible to psychic phenomena? :/

Suggestion
Being a popular and professional artist and sculptor for the upper echelons of his/her home Glitterworld his/Her sculpting speed is second to none. his/her art can and often does fetch quite a price.


Efficient Builder
[Name] doesn't like to waste materials. THEY take care in THERE work.

Suggestion
[Name] doesn't like to waste materials. He/she takes care in his/her work.


Fast Miner
No issues besides [Name] knows how to exploit the cleavage of rocks?. Cleavage? uhm, not sure that's the word that's most appropriate for the sentence. Knows how to dig a mine? Is an expert miner? knows how to properly exploit ore deposits? you know something like that.


Genius Inventor
its sound, up until the end of the description where it says THEY always seem distracted.

You're not describing the trait itself, you're describing the person with the trait. so He/She always seems distracted would be more appropriate.


Goddess of the Hunt

[Name]'s natural instinct to protect and nurture the people led HER / HE to champion the hunt.

the name of the perk doesn't change if you try and add this perk to a male pawn, its still Goddess it should be God if selecting a male Pawn.


Invulnerable

Its the River Styx actually in Greek mythology.


Professional Butcher/tailor

You're describing the trait, not the person with the trait leave that to the stats section below the description.

Shooting amateur/inthusiast

The gender pronouns are mixed up "him" instead of "his" for example.


Spirit of Nature

The male version of this perk has a "Him instead of "His" its fine on the female side.


Tucker??

i don't get it. :l


Uncouth

I think you mixed up the actual word name and the code version of Name for the characters name because it says

"Subtle is the Joey of the game of diplomacy, and subtle Joey is not." as example.


Very diplomatic

Gender pronoun mix up


And that's about it i think, any chance you could sort these issues out? Please and thank you.
Alias  [developer] 18 Feb, 2019 @ 7:36pm 
@Freeasabird🕊, First up, reminder: I'm not the original creator, I just updated the mod to play nicely with v1.0. Screwy descriptions happen and not every bug/ typo is an attempt to offend the delicate sensibilities of the English language, parts of speech are weird little buggers and the only rules are "what rules?". Also note that the original mod dates back to a16, where the syntax for trait descriptions was drastically different.

Final note, as I have been saying in the comments I don't have a whole lot of time right now, so don't expect any changes/updates any time super soon.

  • Careful Surgeon- who's they? "They" accurately refers to the pawn, the real issue is with "takes"- will fix in next update
  • Athletic- Probably an issue with the part of speech in the xml- will fix in next update
  • Avid artist- again, not the original author, but I like this trait. Not, because I think all people who are gifted in the arts are sickly or weak minded, but because it embodies the spirit of the mod quite well. That is: to add extra traits to the pool to give pawns just a little bit more depth while still remaining fairly balanced. So, sure, you can have your well-adjusted burning passion artist, but at the same time you can also have that one artist that will sometimes neglect personal hygiene and rationality, but somehow whips out art like nobody's business. I will agree that "avid" isn't quite the right work I think I'll rename this one to "eccentric artist" and maybe retool the description some. I appreciate the suggestion, however being a popular artist from a glitterworld isn't a trait, its a background, and doesn't mesh well with the nerfs applied to the trait to keep everything balanced- will fix in next update
  • Efficient Builder- reads "they take care in their work", the appropriate possessive is applied, and while your distaste for the word "they" is evident, the meaning is still clear- low priority fix
  • Fast minor- Nope, cleavage is fully appropriate and in the context of geology[flexiblelearning.auckland.ac.nz] refers to how rocks crack. Could it be better, maybe. Is it worth prioritizing over the million other things I have to do, nope.
  • Goddess of the Hunt- refers to Artemis, who is a she. I'm considering reworking the names on hero/god traits to be more direct in their associations "Artemis' Blessing" or "Spirit of Artemis"- Focal point of next update
  • Invulnerable- No really?! It's almost like the trait is modeled after Achilles or something...
  • Professional Butcher/tailor- I get what you're saying, and I'll agree that those two descriptions don't really fit well, but at the same time I view it as similar to the way there are "math people" who are are great at numbers, but take an eternity to read a book or write an essay. It's very difficult to describe what a "math person" is as a category without also mentioning the drawback it comes with- will fix when I think of something better
  • Shooting amateur/enthusiast- See Athletic
  • Spirit of Nature- See Athletic
  • Tucker- I don't get it either- will fix when I think of something better
  • Uncouth- Yeah, not sure whats up with that one- will fix in next update
  • Very diplomatic- See Athletic
Last edited by Alias; 19 Feb, 2019 @ 1:06pm
I get 1 red code Heavy Sleeper
Alias  [developer] 22 Feb, 2019 @ 2:33pm 
@daltonscats, that's nice, but the existence of an error tells me absolutely nothing about what it is or if it's even my mod. Please refer to the reporting guidelines (also linked above) and try again. If you need to share your save or any other files, you can post a link here (preferred) or email me at: Alias.RimWorld@gmail.com
Gamma 29 Aug, 2019 @ 5:20pm 
Current update bricks Dubs Rimatomics, replimat, mint menu, and also SS batteries, as well as vanilla batteries. This was a quick troubleshooting and isolation, it could also be affecting more.

Edit: Solved issues by putting mod lower in list than previously affected mods.
Last edited by Gamma; 29 Aug, 2019 @ 5:29pm
Alias  [developer] 29 Aug, 2019 @ 5:41pm 
@Gamma, Its almost like I have am attached guide on how to report these kinds of things, I wonder why I could have possibly done that. I'd also be thoroughly impressed if my trait mod managed to singlehandedly takeout mods from both Dubs and Spdskatr
New update causes issue with Prepare Carefully, and I can't load Prepare Carefully with your mod :(
Alias  [developer] 30 Aug, 2019 @ 12:34pm 
@Erotic Rice Ball, saying that there are issues only tells me that you are having issues, it does not in any help me solve the problem (if one exists). What are your issues? Is there anything in the log? Does the game outright crash? Did you disable any traits? What mods are you running?

I just loaded with Prepare Carefully (I loaded it above Additional Traits)- so without any extra information the most I can do to help you is curse profusely.
Stychis 5 Sep, 2019 @ 5:32pm 
Not sure what this is doing to the game yet, but I did get this error.

Could not execute post-long-event action. Exception: System.TypeInitializationException: An exception was thrown by the type initializer for Gewen_AdditionalTraits.AdditionalTraits ---> System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2[System.String,Gewen_AdditionalTraits.GAT_FileInfo].get_Item (System.String key) [0x00000] in <filename unknown>:0
at Gewen_AdditionalTraits.GAT_TraitSettings.HandleChanges () [0x00000] in <filename unknown>:0
at Gewen_AdditionalTraits.AdditionalTraits..cctor () [0x00000] in <filename unknown>:0
--- End of inner exception stack trace ---
at (wrapper managed-to-native) System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor (intptr) <0x00065>
at (wrapper dynamic-method) System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor_Patch1 (System.RuntimeTypeHandle) <0x00073>
at (wrapper dynamic-method) Verse.StaticConstructorOnStartupUtility.CallAll_Patch1 () <0x000ce>
at Verse.PlayDataLoader.<DoPlayLoad>m__2 () <0x00032>
at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () <0x001c3>

Verse.Log:Error(String, Boolean)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

I'm gonna experiment with load orders and other such to see what happens, and I'll get back to you.

EDIT 1: I can confirm that this mod is breaking Prepare Carefully. May or may not be related to breaking other things, but the Hypothesis is that due to it not initializing it accidentally stops everything else placed after it in the mod load order from loading.

EDIT 2: Confirmed to be breaking any mod loaded after it due to the initialization error. Temporary remedy is to have it placed at the end of the load order. Unclear if this makes the mod work at all or not. Due to several mods having end-of-list dependency though, its best to just go without it.

Hugslib Output: https://gist.github.com/HugsLibRecordKeeper/452bab88278e43391fa09c12091f53ed
Last edited by Stychis; 5 Sep, 2019 @ 6:21pm
Alias  [developer] 5 Sep, 2019 @ 9:49pm 
@PC@P, finally someone who knows how to post a bug report! This is something I can actually work with to figure out what's breaking and fix it. Any chance I could get a copy of your save and the mod settings files (by windows default they are in "C:\Users\%USERNAME%\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios" Your save is in the "Saves" folder and settings is in "Config" and should be named something like "mod_1621571024") so that I can see exactly what mods are loaded try to replicate what's going on?

Also, did you manually delete any files from the mod?
Last edited by Alias; 5 Sep, 2019 @ 10:17pm
Stychis 6 Sep, 2019 @ 3:23am 
I don't currently 'have' a save (I start new colonies whenever I make big changes to mod lists) but I can provide the mods settings file if you think it'll help. Though I did not edit or delete parts of the mod in any form, and I had not touched it in mod options since you implemented them.

Here is the contents of mod_1621571024: https://pastebin.com/gb7qH69Q
Alias  [developer] 6 Sep, 2019 @ 11:42am 
@PC@P, HAH! Found it! Its Psychology- turns out their Heavy Sleeper trait and my heavy sleeper trait have the same defName, which causes the game to pit the two against each other in glorious combat to the death and in the process confuses the crap out my mod settings (because it's expecting the trait to exist and it doesn't).

I'll try to have a hotfix out as soon as I can, but changing defNames is a surefire way to screw up saves (if the game can't find the trait when it loads the save it assigns another random trait in it's place), so I'll need to figure out a way to not do that.
Stychis 6 Sep, 2019 @ 2:37pm 
Ah, I see. Good thing it was registered, then.

Was that a recent change? Prior to the update I didn't run into any conflict like that myself. Depending on the scenario you could just reload into the old version until the new versions conflict is fixed, seeing as how the previous iteration runs fine.
Last edited by Stychis; 6 Sep, 2019 @ 2:43pm
Alias  [developer] 6 Sep, 2019 @ 6:16pm 
@PC@P, yes, thank you for registering a proper bug report, because I'd have never found the problem with just "you mod causes issues with X".
The conflict has always been there (at least as long as Psychology has had a Heavy Sleeper trait), but the game just handled it quietly in the background so no one knew about it. The reason it's popping up now is because I added settings to the mod in the last update (among many other things (see any of the change logs for specifics)), those settings are dynamically built from on the traits the game has loaded from my mod (so that I can add, modify, and remove traits without ever needing to update the C# code), but when the defNames conflict like that the game isn't guaranteed to have the def loaded (or at least the def that my mod is expecting).
Stychis 6 Sep, 2019 @ 6:42pm 
Well ♥♥♥♥. So there's no easy way to go about it without causing a little bit of chaos.

In the end you'll probably have to bite the bullet I guess, cause doing something roundabout like publishing it separately to avoid being bombarded with "THIS BROKE MY SAVE????" would likely be troublesome.
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