RimWorld

RimWorld

Gwen's Gone Mental Traits
142 Comments
supasaiyajinrosekaiokenx Aug 31, 2024 @ 3:33am 
i believe this should work with 1.5 anyway. gonna try today.
Star Sanctioned Dreamer May 27, 2024 @ 5:14pm 
any 1.5 update plans?
SpaceDorf Dec 2, 2023 @ 4:30am 
Spiteful is listed twice in the description :)
Aetherlock Sep 12, 2023 @ 12:37pm 
@McTibu420 I noticed that too, along with a large number of grammatical errors. "is" instead of "are", "has" instead of "have", singulars where there needs to be plurals and vice versa. No biggie. I am not sure the modder author realizes or they don't speak english as a first language, maybe.
McTibu420 May 27, 2023 @ 9:50am 
Is spiteful supposed to be twice in the description?
GwenBlanketSpecter  [author] Nov 2, 2022 @ 12:14pm 
new traits new effects and as integrated into the DLC as i could make them all. looked for all the new things i'd need to patch for them.
GwenBlanketSpecter  [author] Nov 2, 2022 @ 12:13pm 
updated.
obsidian29 Sep 8, 2022 @ 1:27am 
Now rephrase your question to seem as if you have a clue that you aren't Gwen's boss. :P
YourAverageDude Sep 8, 2022 @ 12:50am 
Now make a version which makes mental breaks happen more
GwenBlanketSpecter  [author] Mar 8, 2022 @ 2:05pm 
oh i don't think tis required anymore
Hydromancerx Feb 25, 2022 @ 10:44am 
Do Gwen's Definition Patches work for 1.3?
GwenBlanketSpecter  [author] Jan 5, 2022 @ 1:23pm 
Osttruppen Aug 17, 2020 @ 9:47am 
Don't know why, but this mod eats up my FPS like no tomorrow. Dubs' analyzer shows that something called GBKTtraitchecker is eating up a lot of resources.
Mlie Jul 6, 2020 @ 9:57am 
@GwenBlanketKnight Sent you a friend-request. I made a temporary update of your other mod, the cooperative one, and I see you have updated your version as well. If you like for me to take a look at your other mods, just drop me a line :)
Think3r Apr 27, 2020 @ 5:04am 
@Mlie See author's message below?
GwenBlanketSpecter  [author] Apr 27, 2020 @ 3:10am 
id someone wants to help me maitnen these mods send me a freidn request and we wil discuss it
NRFBToyStore Apr 17, 2020 @ 5:54pm 
Looks like a great mod, can't wait till it's 1.1 ready! Keep rocking the blanket fort!
Think3r Apr 8, 2020 @ 2:39am 
You updated this, Gwen, but what about the definition patches? This mod still depends on it.
Sunlight88 Apr 7, 2020 @ 12:02pm 
Thank you for updating :)
Sleppy Apr 2, 2020 @ 10:49am 
watching for an update- I hope you're okay
Sunlight88 Mar 15, 2020 @ 9:54am 
Can you please update this to 1.1? :)
Dizzy Ioeuy Mar 9, 2020 @ 12:39am 
restrained myself but have to know now. Is there any 1.1 possibility?
soshp Feb 8, 2020 @ 7:54pm 
System.NullReferenceException: Object reference not set to an instance of an object
at GBKT_Defs.GBKT_TraitChecker.WorldComponentTick () [0x00000] in <filename unknown>:0
at RimWorld.Planet.WorldComponentUtility.WorldComponentTick (RimWorld.Planet.World world) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
RimWorld.Planet.WorldComponentUtility:WorldComponentTick(World)
RimWorld.Planet.World:WorldTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update_Patch1(Object)

Looks like this error is preventing traders from having the yellow question mark. Any idea on a fix?
IceMaverick Feb 3, 2020 @ 2:49pm 
'Psychically Inverted' has a pretty heavy typo in the Traits list. Instead of Psychically, it says "Pyschicly"
Atreidi Jan 29, 2020 @ 6:15pm 
Oblivious trait triggers errors. :(
cactus angel Nov 28, 2019 @ 2:07am 
So cool you're doing rimworld mods now! I hope you're doing alright, depression is a bitch
Drakon Oct 20, 2019 @ 4:43am 
Same as Kohakuren, could use a fix for that bcs it's lagging the game for about 2-3 secs
Lethice Oct 10, 2019 @ 8:32am 
Getting an error from that repeats itself about 100 times a second the message in question is :
System.NullReferenceException: Object reference not set to an instance of an object
at GBKT_Main.GBT_TraitChecker.WorldComponentTick () [0x00000] in <filename unknown>:0
at RimWorld.Planet.WorldComponentUtility.WorldComponentTick (RimWorld.Planet.World world) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
RimWorld.Planet.WorldComponentUtility:WorldComponentTick(World)
RimWorld.Planet.World:WorldTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update_Patch1(Object)
Ilmoran Oct 4, 2019 @ 5:16pm 
For anyone getting the DirtLover issue on load: It looks like Gwen has two other trait mods (Gone Joyful and Gone Cooperative), and the DirtLover trait is actually defined in Gone Joyful but has a reference in this mod. If you add Gone Joyful as well, it seems to stop the error.
Erbse Sep 30, 2019 @ 1:28pm 
Unfortunately I must agree with @Aurelius.

I've recived the same error numerous dozen of times but I've not actually gone into any game, so I cannot confirm the 'Any Trait' = 'DirtLover' (or everyone having 'DirtLover' for that matter) behavior.

The error message was kinda hard to track down but the trait part made me look up the handful of trait mods I've subscribed and the 'GBKT' prefix seems to line up with @GwenBlanketKnighT.

I suspect some silly oversight/bugfix that has gone awry without testing the release prior ;)

Deactivating the mods fixes the issue(s) obviously but may make existing saves unplayable for the time being.

I'll stay subscribed for future updates/fixes and re-activate it eventually.
Aurelius Sep 29, 2019 @ 4:24pm 
Here's the repeating error that I get:

Could not resolve cross-reference to RimWorld.TraitDef named GBKT_DirtLover (wanter=requiredTraits)
Verse.Log:Error(String, Boolean)
Verse.DirectXmlCrossRefLoader:TryResolveDef(String, FailMode, Object)
Verse.WantedRefForList`1:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(WorkshopItem)
Verse.ModLister:RebuildModList()
RimWorld.Page_ModsConfig:PreOpen_Patch1(Object)
Verse.WindowStack:Add(Window)
RimWorld.MainMenuDrawer:<DoMainMenuControls>m__6()
Verse.ListableOption:DrawOption(Vector2, Single)
Verse.OptionListingUtility:DrawOptionListing_Patch1(Rect, List`1)
RimWorld.MainMenuDrawer:DoMainMenuControls_Patch1(Rect, Boolean)
RimWorld.MainMenuDrawer:MainMenuOnGUI_Patch1()
Verse.UIRoot_Entry:DoMainMenu()
Verse.UIRoot_Entry:UIRootOnGUI()
Verse.Root:OnGUI()
Aurelius Sep 29, 2019 @ 4:23pm 
Hi, today's update seems to have broken the 'dirt lover' trait. Just to confirm, I am using Gwen's Definition Patches. In game, every single pawn seems to have the dirt lover trait. Hopefully it gets fixed soon, since the game doesn't seem super playable right now. I am also getting a repeating error whenever I open up my mod list. I'll paste the error in a separate post due to the 1000 character limit.

Otherwise, keep up the amazing work! Cheers!

"The" SeanMacLeod Sep 25, 2019 @ 5:06pm 
@Gwen
Thank you for replying! Look out, colony, here comes Sheldon lol
GwenBlanketSpecter  [author] Sep 25, 2019 @ 6:00am 
all trait mods are
"The" SeanMacLeod Sep 24, 2019 @ 9:45pm 
Compatible with [KV] More Trait Slots? I'm trying to create a Sheldon Cooper a la "The Big Bang Theory" analog lol
GwenBlanketSpecter  [author] Sep 24, 2019 @ 9:18am 
I"ll take it into consdieration.
Lapidus Sep 24, 2019 @ 4:54am 
Not sure if i can suggest a trait, but I was thinking one called quick healer, where they heal ~50% quicker but also has a much higher chance to get scars
obsidian29 Sep 12, 2019 @ 2:53pm 
I'm sorry to hear that about your health. I hope it gets to a better place soon. My aunt has gastroparesis from a car accident and have a small idea of how bad it can be, but I couldn't know exactly what it's llke of course. I don't know if there's anything I could do to help, but if there is, feel free to poke me.
GwenBlanketSpecter  [author] Sep 12, 2019 @ 7:27am 
the next two mods i want to make to learn c# and the games code better are taking longer than expected due to my health being a bit bad last two weeks. but i should finally get the next mod finished and then two after as I slowly expand my understanding. then i plan to revisit this mod and make a non xml version that enhances the existing traits and adds a couple more.
GwenBlanketSpecter  [author] Sep 12, 2019 @ 7:20am 
you can't with just xml. but I"m learning to do such things myself. I had a similar idea for the batch of mods I Was working on.I"ll let you know when i figure that out in c#.
obsidian29 Sep 10, 2019 @ 7:08pm 
Hey, nice looking mod! I look forward to seeing what else you create, both in this and in the future on the workshop.

I'm actually trying to add a trait to a mod I'm making myself, and I was wondering if you happen to know if it's possible to create a trait that alters work speed on things that the pawn is passionate about vs. not passionate, using just XML? If you could offer any help on that, I'd love it. :)
GwenBlanketSpecter  [author] Sep 9, 2019 @ 12:23pm 
I'll probably just give them bonus plant cut minus plant yield.
GwenBlanketSpecter  [author] Sep 9, 2019 @ 12:22pm 
sure i could fix that. just put it in balance and feedback so i don't forget later. have a lot going on.
Mirith Sep 9, 2019 @ 9:32am 
I love it so far!

One question tho: as for misotherist - how would you feel about not making them them incapable of cutting plants?
I like to clear field first before construction (otherwise they keep cutting one tree, putting a brick and so on... quite inefficient) and I'm using both 'work tab' and 'more than capable' mods, so I can put my pawn to do so - yet he seems very unhappy with the assignment. I rather think that slapping the nature with an axe wouldn't exactly make him feel bad.
lol Sep 7, 2019 @ 10:33am 
cool
GwenBlanketSpecter  [author] Sep 7, 2019 @ 5:51am 
yes. but I'm starting with some trait mods.
lol Sep 6, 2019 @ 8:30pm 
are you going to be doing any other kinds of mods for Rimworld, besides just traits?
Dead Thing Sep 4, 2019 @ 11:48am 
This looks fantastic and that leading image is both apt and adorable. Most trait mods always sound kind of "eh," but this sounds like my pawns will be a lot more...memorable.
GwenBlanketSpecter  [author] Sep 4, 2019 @ 4:50am 
reminder to put feedback https://steamcommunity.com/workshop/filedetails/discussion/1848518121/1638669204736171601/ and discuss feedback posted. the more discussion the better i can tweak things.
Dr. Uncredible Sep 4, 2019 @ 1:26am 
Ohh, will be curious to see what shows up! Will attempt to get some more hours in with the colony today/tomorrow!
Meanwhile the colonys name is now "Father Dagon´s Church of the Jolly Kipper", and Doc. Creepy has gotten her eerie, lightless science-shack by the beach, while we try to get a decent foundation set for what will be the future colony!