RimWorld

RimWorld

Hauts' Framework
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Update: Jun 5 @ 9:32pm

v1.1.21
==Mod compatibilities==
Existing compat for YM_ManiacTraits updated to work for YM_ManiacTraits2.0

==New modding tools==
HautsUtility.LearnLanguage(Pawn, Pawn, float) does nothing unless you are also running Rim Languages. Otherwise, if the first Pawn (hereafter the "learner") is of the player faction, it grants the float field (hereafter the "xp") as progress (note that default progress from prisoner interaction or language book reading effect is 0.03) towards learning the dialect of the second Pawn (hereafter the "teacher"), scaling off the appropriate stats (learner's language learning ability, and teacher's negotiation ability). If there IS no teacher, the dialect chosen is instead a random one which the player does not already fully know (using the same calculations as language book reading). In case the learner is incapable of Social, it assumes a value of 0.1 for language learning ability

Update: May 31 @ 10:51pm

v1.1.20
==Hediff comp improvements==
HediffComp_Aura’s visibility-adjusting button (as enabled by setting canToggleVisualization to true in its Props) is no longer a toggle. The button now brings up a float menu to set the aura’s visibility to one of four options: “Always visible”, “Visible while drafted”, “Visible while selected”, and “Not visible”

Update: May 25 @ 8:34pm

v1.1.19
==Improved hediff comps/UI/VFX==
HediffCompProperties_Aura now has fields defining a toggle-gizmo which appears when selecting the pawn, turning on/off the visibility of the aura radius when pressed

Update: May 22 @ 7:11am

v1.1.18
==Bugfixes==
* The display for the “Boredom Decay” stat now sums the base amount from current expectation level with the amount gained from other sources properly (this is purely a UI change; calculation was correctly handled)
* The “Extract hemogen” surgical operation is once more correctly available on non-hemogenic pawns and unavailable on hemogenic pawns, rather than the other way around

==Optimizations==
* The replacement worker for the “Extract hemogen” surgical operation now inherits most of its properties from the original recipe, making it a couple hundred of lines of code smaller. (In the future this will be replaced by an even smaller transpiler)

==Mod compatibility==
YM_ManiacTraits
* Data Supremacist and Lazy Genius now require the “Intellectual” work type
* Genocide Machine and Silent Expert require the “Violent” work type
* Data Supremacist and Confident Beauty now correctly heighten mental break threshold (this is a nerf) instead of lowering it (which would be a buff); Jobber now correctly lowers instead of heightens it
* Power Supremacist now gains 1.2x melee damage factor, making up for the fact that its intrinsic multiplier to the melee DPS stat does nothing

Update: May 16 @ 10:00pm

v1.1.17
==New modding tools==
- HautsUtility.CanBeHitByAirToSurface(IntVec3, Map, bool) returns false if the specified position on the specified map is under a roof (if bool is false, roof must be thick or incapable of collapse) or is within the radius of a high-shield; otherwise, returns true
- HautsUtility.AnalogHasActiveGene(Pawn_GeneTracker, GeneDef) is literally just HasActiveGene, you know, the method that was introduced in 1.5 and so therefore anyone using my mods who isn’t one of my friends should therefore have a functioning copy of this method in their RimWorld install but apparently at least one person doesn’t so I had to go replicate a vanilla feature

==Improved modding tools==
- HautsUtility.AllowCheckPMEs (checks if specified pawn is acceptable by a permit’s PMEs) can now make use of allowedPawnKinds and disallowedPawnKinds; if the former is not empty, it only evaluates whether the pawn is within that List; if the latter isn’t empty, it returns false if the pawn is within that List; then it proceeds to its original list of evaluators

==Bugfixes==
- HautsUtility.AllowCheckPMEs now properly returns true if allowAnyFlesh is true for flesh pawns, and true if allowAnyNonFlesh is true for non-flesh pawns, without needing to consult the other evaluators

Update: May 10 @ 10:04pm

The patch notes for all Hauts' mods, including soft- or un-released mods, are now linked in the About.xml. I'm tired of splitting them up, hoss, y'all just get to see my modder guts.

v1.1.16
==New modding tools==
-HediffCompProperties_SatisfiesNeeds uses a Dictionary<NeedDef,float> needsSatisfied field to add the corresponding amount of value to each specified need every float periodicity ticks, but only if virtual bool ConditionsMetToSatisfyNeeds is met (default true). If bool satisfiesDrugAddictions is true, it will also add float drugAddictionSatisfaction to each drug addiction need whenever it triggers
-CooldownModifier_WorkTags is a DME that can be added to RimWorld.AbilityDefs or AbilityGroupDefs. An ACM will apply to that ability or any member of that ability group if it affects the work tag of this DME’s WorkTags affectedByAnyACMwithThisWorkTag field. The VIEMS mod compat that hardcoded various roles’ abilities to count as having a specific WorkTags for ACM purposes are now handled in this way

==Mod compatibilities==
-Obsidia Expansion - Axotl Xenotype: Axotl Spit abilities are tagged as spew abilities
-Obsidia Expansion - Ceratons Xenotype: Cry abilities are regarded as social for the purposes of ACMs
-Obsidia Expansion - Drakonids Xenotype: Dragon Breath is tagged as a spew ability
-Vanilla Ideology Expanded - Memes and Structures: Enable Self-Destruct is now also tagged as an Intellectual ability for ACM purposes

Update: May 10 @ 10:00pm

[Auto-generated text]: Update on 5/10/2025 10:00:50 PM.

Update: May 1 @ 2:46pm

v1.1.15
==Hediff comps==
HediffComp_SkillAdjustment now respects Great Memory when inflicting skill xp loss

==Mod compatibilities==
x Vanilla Skills Expanded: HediffComp_SkillAdjustment now respects forgetting speed from VSE's new passions system when inflicting skill xp loss

Update: Apr 24 @ 10:34pm

v1.1.14
== New stat ==
- Hauts_ApparelWearRateFactor is a stat (default 100%, min 0%) which multiplies the rate at which the pawn’s worn apparel decays

== Mod settings ==
Crafting skill affects apparel wear rate factor (bool, default false) if enabled, -1% apparel wear rate factor per Crafting skill level

== SFX/VFX ==
Skipfrag damage now has defined SFX and VFX for explosions

== Mod compatibilities ==
VRE Sanguophage: Hauts_HemogenContentFactor now works with corpsefeeding
VFE Tribal: enables the “Guardians of the Garment” cornerstone, which grants -10% apparel wear rate factor

Update: Apr 18 @ 1:38pm

v1.1.13
-UI tweaks-
Opening the gizmo to select new permits for a pawn now displays whichever faction they have the most unspent points in. Tiebreakers are settled based on whichever faction they have a higher title in.

-Utility methods: new-
'HautsUtility.MissingHitPointPercentageFor(Pawn)' returns how close the pawn is to meeting their lethal damage threshold. 0% is full health, 100% is they should be dead.

-Permit mechanics: improvements-
HautsFramework.PermitMoreEffects now has List<string> tradeTags and List<string> forbiddenTradeTags fields.
RoyalTitlePermitWorker_DropResourcesOfCategory will now drop items from its PME's targetableThings field if it has any entries, ignoring all other fields that normally govern what items it drops. Otherwise, dropped items must now also have at least one of the tradeTags (if specified in PME) and none of the forbiddenTradeTags.