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Prevent (starting) pawns from having both Nomadism and Undergrounder traits #8
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I think RimWorld is aware of the declared conflict in the Nomadism trait, but this might get overridden by backstories, as the vanilla definition for Undergrounder notes:
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Rolling the dice for a couple starting pawns, those backstories are probably forcing Undergrounder:
Next up:
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Backstories that force Undergrounder
In Royalty:
In Biotech: |
The ConflictingTraits code in TraitDef looks sane, so the backstory obviously has higher prio. Looking for ways to exclude Undergrounder backstories in the scenario now. (Alternatively: stop bothering.. ?) |
possibly:
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Maybe easiest to define backstoryFilters in a new Faction.
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oh man, spawnCategories is at the level of "Tribal", would have needed it to be on the defName level or so.. this way I can only exclude all tribal backstories and not cherry-pick single backstories :( |
Asked in the RimWorld modding discord, and got some pointers from Killathon and Aelanna.
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Using the tribe definitions as parents for the custom faction and the custom tribe fails..
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Changing from inheritance to just copying... that'll generate a todo to clean that up later and get rid of the redundancy. |
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Unfortunately, copying works - too bad, had hoped for inheritance. |
Faction and Pawn Kind look good in the pawn generator screen, even sure backstory bets for Undergrounder no longer make it show up. |
started cropping up again.. maybe from the trait "request" in the pawn kind def... |
* Changed scenario to be based on a new tribe faction * Added new nomad tribe faction based on a new pawn kind * Added new nomad pawn kind to disallow Undergrounder trait, which is added by certain backstories, despite the Nomadic trait declaring a conflict with Undergrounder. The disallow in the pawnkind def takes precedent over the backstory. This fixes #8.Prevent Undergrounder trait for Nomads * Changed scenario to be based on a new tribe faction * Added new nomad tribe faction based on a new pawn kind * Added new nomad pawn kind to disallow Undergrounder trait, which is added by certain backstories, despite the Nomadic trait declaring a conflict with Undergrounder. The disallow in the pawnkind def takes precedent over the backstory. This fixes #8.
* Changed scenario to be based on a new tribe faction * Added new nomad tribe faction based on a new pawn kind * Added new nomad pawn kind to disallow Undergrounder trait, which is added by certain backstories, despite the Nomadic trait declaring a conflict with Undergrounder. The disallow in the pawnkind def takes precedent over the backstory. This fixes #8.
Consider removing degrees for the trait altogether if possible |
Also shows up in the Xenotype editor when hovering over the inherently nomadic/sedentary genes, fix this with #4, or get rid of the degrees, as mentioned before.. |
Moving forced trait from scenario to pawnkind -- forcing in pawnkind definitely leads to the trait always being added first, cool. Checking if declaration in scenario is now redundant. |
Tried renaming the traits' defnames so they make more sense regarding the new factions and pawnkinds, but that'd break existing savegames, so we'll take care of this somewhen else, see #18. |
Moving the forced traits from the scenario to the factions worked for both nomadic and sedentary, and might even help with the inheritance stuff I was going for with the genes - might make the genes redundant, need to test. |
During playtesting the Nomadism scenario in v.1.0.0, we had random starting pawns that had both the Nomadic and Undergrounder traits, despite Nomadic declaring a conflict with Undergrounder. Research why the conflict is ignored by the scenario manager.
Do I need to use a fully qualified defname for the vanilla trait "Undergrounder"?
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