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Game keeps throwing infinite error:
"Root level exception in Update(): System.InvalidCastException: Specified cast is not valid.
[Ref 58EF06D7] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
"
One of my favorite mods, hoping for a fix
I am having an issue you may be able to help explain, however: after deconditioning a colonist, the trait is successfully removed from them and their bio page. However, the trait is still listed as removable in the conditioning pod, and their maintenance time remains unchanged. I've tried removing traits multiple times, only to still find them in the list for removal and condition maintenance time still unchanged.
Should I just ignore the traits that are removed, but still listed as removable? Is the maintenance time listed no longer accurate? Is there a fix for this?
Any help is appreciated.
Man, Rimworld is a wild game. XD
The success chance is not defined in the c# code however, that is defined in the XML files for the recipes
Praise authors like you for keeping/maintaining these mods.
https://rimworldwiki.com/wiki/Modding_Tutorials/Writing_custom_code
The full source is available on the GitHub repo linked in the description.
Appreciate all you do for us!
I suspect that's a base game limitation. Traits that add skill levels do so on chargen. If added after chargen, no skill levels are added (under the assumption that the skills were already added). Changing this would require an extensive overhaul of trait-skill interactions (which don't exist in vanilla).
This behavior is why many trait mods choose to add +surgery success to medical traits instead of +skill.
Everyone is going to want to neural cement eventually anyways, all the extra work is just pointless.
Just make trait changes super expensive to do.