
Something that I cant seem to get through your head is that you dont get to decide what I think, and what answer I expect out of what I say. They don't mind at all if we alter the gameplay or "mess with" the story. The fact that they added moddability + dev menu demonstrates, with zero room for "interpretation" (whatever that crap was about) shows what's on the developers' minds. If the developers cared about preventing players from "messing up the storyline" they would not have given everybody access to the Dev menus.Įdit: the practical upshot of all this is, there's only one entity who gets to say what is "part of the game" or "how the game is meant to be played". Gut worms will make your colonists hungry more often, also the trait 'gourmand' will raise the hunger rate for that pawn by 50. Not sure if speed 3 is actually '3x' speed or not, but if that IS the case, then 45 seconds would be about 3 hours. Anybody who owns this game has the ability to edit the map, add stuff for free, tear buildings down for free, kill raiders, heal injuries. On normal speed, 1 in-game hour is about 42 seconds. The developers gave every player access to the Developer tools. Originally posted by Potato Flipper:Again, not an argumentTotal argument. \Users\*\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Saves Saves are stored in the following folder: That for example is the better skill learning speed trait, degree 1 is the less powerful learning speed trait, degree -1 is a learning speed penalty trait. Some traits might also have a degree to consider. You can look at other pawns in the save to see trait def name examples and just copy and paste one of them into the colonist you want to change. Some traits might also have a degree to consider, that's stored under the def and it changes between multiple traits on a trait line. The point RimWorld, much like all games, is to have fun. Replace the text between of the trait you want to change to the def of the trait you want. Once you find the of your colonist, scroll down and you will see followed by that colonist's traits. Determine the starting situation, type of community (tribe, colony), permanent map conditions, starting items, animals, health conditions, traits, and change special rules. Pretty sure the asexual trait in Rimworld has nothing to do with sex, but with attraction. The scenario system allows you to choose, randomize, and customize special situations to play in.
RIMWORLD TRAITS DEF MODS
I would say its from one of your mods that add traits/makes it possible to have so many traits at the same time and the consequences are unclear. You are looking for a nested inside a, make sure it's not a "Tale" there might be a bunch of them that contain a with your colonist's name referencing various actions they took in the past. The trait def xml lists gay, bisexual and asexual as exclusive to each other.
RIMWORLD TRAITS DEF HOW TO
Posting the game's log file somewhere (if you know how to do that) can help, but only do so if this if you've pared down the number of mods you're using to a minimum.Make a duplicate of your save in case you make a mistake, then open the save in Notepad++ and do a search for your colonist's name (first, last or nickname, whichever is more unique, they are stored on different lines so just look for one of them). In other cases, I have heard that some people have success with uninstalling and then reinstalling the game, but it's difficult for me to recommend that approach.
RIMWORLD TRAITS DEF MOD
Sometimes, an error while loading another mod that is before Prepare Carefully in the mod order causes Prepare Carefully not to load properly. This mod aims to add more minor traits that give each pawn a bit more uniqueness.

Some are constant, some only rarely triggered. Some are beneficial, some are harmful to the colonist or your colony as a whole. If you've got dozens of other mods installed, it can be difficult to know what's causing this. Get RimTraits - Vanilla Trait Colours to change your Trait Colours to match this mod This mod adds 46 traits defining a pawn's attributes, some are mutually exclusive to each other with increasing rarity for the higher tier traits. Traits provide physical or psychological abilities or limitations, likes/dislikes, behavior tendencies, personality quirks, and so on. The mod will not work with earlier versions of the 1.3 game. If you're running version 1.3 of RimWorld, make sure that you're running at least version. This will be obvious to experienced mod users, but if you're new to RimWorld mods, you need to go into the Mods menu when you start the game and explicitly enable a mod after you've subscribed to it.

Why doesn't the "Prepare Carefully" button appear for me?First and foremost, make sure that you've enabled the mod.
