RimWorld

RimWorld

Hauts' Added Traits
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Update: Apr 8 @ 6:52pm

v1.0.19
==UI==
-[Biotech] Mod settings for Xenotypists now refer to them by the correct name, instead of calling them Gene Purists (the pre-release name for the trait)
-[Biotech] Text describing the mod settings for Xenotypists' and Monster Lovers' opinions of nonhuman pawns now no longer wrongly implies that their function is gated behind having Humanoid Alien Races activated, as this is not true; they work with any mod that adds non-human sophonts

Update: Mar 27 @ 9:31am

v1.0.17-1.0.18
==PNF balance==
-Personality neuroformatter base market value 3750→3500→4000
-Individual PNFs occupy individual rows in the trading window
-Traders no longer sell stacks of PNFs, but rather one at a time; this reduces the number of PNFs you can encounter through trade, but not the number of traders that will sell them. This will be more noticeable to players who use mods which increase the size of trader inventories
-You can now sell PNFs to traders
-Market value now = [base market value*percent of max charges remaining]

Update: Mar 23 @ 9:18pm

v1.0.16
==Trait balance==
-Mariner speed-in-water multiplier 2x->2.4x. (This change does not apply if you are running SwimmingKit or Pathfinding Framework)

Update: Mar 21 @ 8:20am

v1.0.15
==PNF balance/new mod settings==
-PNF base market value 4750→3750
-PNF charge cost to grant Tough trait 6→5
-There are now mod settings to control how many charges PNFs start w/ in the mod settings (1-10) in case you want weaker ones for some reason

==Mod compats==
-El’s Archeology x [Royalty]: Psychic Rook gains 1.1x archeology speed (i forgor when giving this stat to some other transes earlier)
-Integrated Implants x [R]: Psychic Mayfly gains 1.5x deathrest effectiveness factor
-RPG Flavour Adventure Pack x [Biotech]: renames the Mechaphile to “Golemphile”, Mechaphobe to “Golemphobe”, & Xenotypist to “Bloodline Purist” along w/ various other naming changes r/t those traits

Update: Mar 18 @ 8:35am

v1.0.14
==Trait balance==
-[Biotech] Mechaphile nerf: mood from being a mechanitor +20→+10; mood per bandwidth of controlled mech in colony +1→+0.5, caps at +20
-[Biotech] Mechaphobe buff: mood per bandwidth of controlled mech in colony caps at -40

==PNF balance==
-Persona neuroformatter base market value 3500→4750
-[Royalty] Awakened archite gene market value multiplier 2.5x→2x

Update: Mar 16 @ 8:25pm

v1.0.13b
==Bugfix==
-[Royalty] Reverted a temporary super-buff I made to one of the transcendences, which I had done to test compatibility between Hauts' Framework's "delayed resurrection" system and Savegame Shrinker

Update: Mar 16 @ 2:46pm

v1.0.13
==Bugfix==
-[Royalty] Random wildlife deaths no longer awaken Loss-type latent psychics; once again the LP must have a bond w/ the animal

Update: Mar 13 @ 11:51pm

v1.0.12
==QoL==
-[Royalty] Psychic War Queen has a pink Dev button that appears if God Mode is enabled, which allows one to reroll the species of spawned animals. This vanishes all prior spawned animals and immediately creates a rerolled one

==Bugfixes==
-[R] Psychic Polux can no longer turn terrain into water (an issue that could theoretically occur w/ mods that create fertile water terrain types or endow existing water terrain types w/ fertility)
-[R] Psychic War Queen can no longer spawn dryads

Update: Mar 7 @ 9:58am

v1.0.11
==...==
-[Royalty] Added a really small mod compatibility for El's Archaeology to force a reset of the mod data on Steam, allowing me to upload preview images again

Update: Mar 5 @ 7:56am

v1.0.10
==Mod compatibilities==
-Integrated Implants: Metabolic Freak nullifies the mood bonus from eating w/ an installed Gourmand Tongue