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Rimworld traits mod1/12/2024 ![]() 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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