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Hauts' Increased Trait Limit

What this mod does A standalone version of the increased trait limit settings from [i]Hauts' Added Traits[/i]. Allows you to enforce a minimum of 1-3 traits, and a maximum of 3-9. If you have the Biotech DLC, increasing the maximum also increases the number of growth moments that kids have. Certain traits (such as 'Warcasket' from Vanilla Factions Expanded - Pirates) do not count against the trait limit. Frequently Asked Questions [b]Combat Extended compatible?[/b] Yes, I think. That's actually the entire reason this standalone exists. [b]Why does this require a framework mod?[/b] [i]Hauts' Framework[/i] has a list of traits which shouldn't count as traits for the purposes of things like trait limits. I'm not going to write and maintain a separate copy of the list just because some people don't like downloading frameworks. [b]What does this offer over other trait limit-increasing mods?[/b] 1) It affects Biotech's child growth system so that children can also attain traits up to the modded trait limit. Most other such mods don't do this. 2) It hews as close to the base game's pawn generation logic as possible - it respects the relative commonalities of different traits, won't grant sexuality traits (even modded ones) or traits like Warcasket, etc. etc. A nice side effect of this is that it's very failure-proof; virtually any scenario in which [i]HIT Limit[/i] fails is one in which the base game would fail to generate a pawn as well (e.g. attempting to create a trade caravan guard with a trait that grants an incapability for violence). [b]Why are you so confident this works?[/b] I've been playing with this code since early 2023, I've iterated on it through feedback and bug reports from [i]Hauts' Added Traits[/i] where it originated, and uh... I know a lot about trait generation. (You know the page about traits on the RimWorld wiki? I wrote the entire Mechanics section. The rest of the page is not my original authorship, but I've reviewed and edited those parts as well.) But hey, something can always go wrong! [b]If you have a bug report, put it in the comments, along with your modlist and the error log.[/b] Safety Info [b]For 1.6. Safe to add mid-playthrough; do not remove mid-playthrough.[/b] Incompatible with: [i]Hauts' Added Traits[/i] - it contains all the code of this mod, so there's no need to run both of them. If you like the traits in that mod, use it instead! Known Issues - If you have Biotech and the mod settings are configured so max traits per pawn is 4, 5, 7, or 8, children spawned between ages 3-13 will have slightly lower growth scores than the median. Since babies spawn at age 0, children born in your colony are unaffected by this bug. I recently figured out how to fix this, but the fix would add more of a performance cost to pawn generation than I'm comfortable with for such a minor issue.