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Character editor's randomization creates wacky pawns, whereas this mod makes realistic pawns using the games existing pawn generation code.
@StendhalKnight The feature you requested has been implemented along with a few other goodies.
@Tryclyde I added the filter that you requested :)
Almost a year ago and I completely missed this, sorry and thanks :)
I hope you'll update for 1.6 if needed. I'm definitely using your mod when the new dlc is released.
Cheers
TL:DR; this is a feature request that I'm aware of and have looked into, but it's the type of thing that I'd only implement with a major version release (and I only do those when new RimWorld versions come out).
As far as the weapons go, I have no clue what could be causing that. Maybe try verifying the integrity of your game files? Nobody else has reported a similar issue and this mod doesn't touch any code related to the starting resources or scenarios.
A small tutorial that shows what you can do with the mod would be cool.
It is already possible to select from a pool of traits by putting all of the "has trait" filter parts inside of an OR logic gate.
Thank you for your hard work as well!
The slowdown is an issue from vanilla RimWorld, players just don't encounter it since they don't randomize as many pawns as they do with this mod. I can't do anything to fix it.
Leaving that aside it works fine with everything else, thanks
Vanilla Skills Expanded
Vanilla Aspirations Expanded
Vanilla Traits Expanded
???