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I've been busy updating other mods now, will update it after other mods' updates come to an end.
Exception filling tab RimWorld.ITab_Pawn_Health: System.MissingMethodException: !!1 Verse.GenCollection.TryGetValue<!0,!1>(System.Collections.Generic.IDictionary`2<!!0, !!1>,!!0,!!1)
[Ref D50627C1]
at Verse.RecipeWorker.AvailableReport (Verse.Thing thing, Verse.BodyPartRecord part) [0x00000] in <957a20e0be784a65bc32cf449445b937>:0
at RimWorld.HealthCardUtility+<>c__DisplayClass27_0.<DrawMedOperationsTab>b__0 () [0x0003c] in <957a20e0be784a65bc32cf449445b937>:0
at RimWorld.BillStack.DoListing (UnityEngine.Rect rect, System.Func`1[TResult] recipeOptionsMaker, UnityEngine.Vector2& scrollPosition, System.Single& viewHeight) [0x00059] in <957a20e0be784a65bc32cf449445b937>:0
also lower the death rate, but slightly increase default failed rate(which can be lower by skill, medicine tier etc.).
It would also be great to set the chance of success and failure for the children separately. Because children are usually more easily change their personality than grown-ups.
For settings need more debugs.
Please correct the description on this Steam page - it still shows the version of the Mod, 1.2, 1.3 .
And in the options menu window of the game it is just an empty (blank) window without any settings.
I agree 100%, found this while looking for that exact thing
It would also be great to have a mod that replaces one trait for another.
doctor, i think we need to apply "OOGA BOOGA"
However it doesn't offer an option to remove a trait, so I made this mod to remove the traits.
Currently I'm putting my modding focused on Starsector. Maybe I'll start modding Rimworld again when I'm back to Rimworld.
If you insist to remove specific traits you can select the traits you want to KEEP in mod menu. Only left the trait you don't want blank equals you choose to remove that trait (not really good though).
There is a specialized mod for that:
LGBTQIA-
It's not updated for 1.2, but version for 1.1 works just fine.
Now can select the trait you want to keep in colonists in Settings(default to all removable).
Hmm maybe use mod setting to define what are 'bad traits' personally is better than define them by me.
I'll try to implement it later.
Unfortunately this mod doesn't provide that kind of usefulness.
The worship of RNGesus (aka save-scumming) isn't really how I want to explore the tree of possibilities.