RimWorld

RimWorld

Hauts' Added Traits
304 Comments
girk Nov 19 @ 6:30am 
Thanks man
Hauts  [author] Nov 18 @ 8:48pm 
@girk No, the pictured issue is that Steam hasn't given you the most recent update for HAT (which no longer has any references to BT_Brawler), while it has given you the most recent update for Basic Traits (which replaced the BT_Brawler trait with BT_MeleeExpert). Close RimWorld for a bit and let it finish downloading everything, and the error should be gone.
girk Nov 18 @ 6:26pm 
getting error after the update bro
Hauts  [author] Nov 18 @ 2:56pm 
@Warachia No worries. It isn't required for any reason; I think that's just some vestigial error from a folder-wide search-and-replace I did a long time ago. It's gone now, along with some other tiny reductions in XML file size.
Warachia Nov 18 @ 5:17am 
Hi, sorry to bother you again. It’s a small thing, but I noticed both HVT_Tranquil and HVT_Tranquil0 are added to disagreeableTraits for memes in VIE - M&S, but only HVT_Tranquil is added for memes in Alpha Memes. Since a dummy one also still show up on in-game meme description, probably it might be better to remove it for VIE - M&S as well? (or add it for Alpha Memes as well if it’s required for some reason?). Thanks!
Hauts  [author] Nov 17 @ 11:38am 
@Warachia Thanks for the heads-up, I've replaced/removed all references to them in 1.6!
Warachia Nov 17 @ 8:53am 
@Hauts
Hi, this might be unnecessary to point out as you’d most likely notice it soon anyway, but VEF recently removed VEF_MeleeAttackSpeedFactor and VEF_RangeAttackSpeedFactor, which this mod has a few references to. (Thanks for a lot of updates!)
Hauts  [author] Nov 15 @ 8:09pm 
@7v_5 Great, I'll take a look into it. I've also uploaded a patch which should make Yellowjacket's range unable to fall below its base range - please tell me if that fixed the issue or not.
7v_5 Nov 15 @ 3:00pm 
@Haut sent you an email, titled it "Psychic Barb Issues"
Hauts  [author] Nov 14 @ 8:39am 
@xkuripuri Yes, traits and genes that up the number of transcendences a pawn can have add that onto the mod setting. E.g. if you have the max set to 5, an Awakened Erudite could have up to 7 transcendences.

@7v_5 Odd. Please send me your modlist, either to the github linked above or to lasertoothliger@gmail.com.
7v_5 Nov 14 @ 7:05am 
@Hauts Sorry for the extremely late response! Yes, it brought up the targeting reticle. I can target enemies from far away, but it only actually fires whenever he is close to them. (literally 1 tile away). He has 190% psychic sensitivity.
xkuripuri Nov 14 @ 1:06am 
For some clarification, when it comes to the slider on 'max transcendent' things, this isn't a hard limit, right? Like the traits/gene that give you +2/+1 transcendent psychic powers still apply right?

This has really been one of my favorites to have though. I'm surprised with my awakenings, I've only gotten the same transcendent ability like, once so far. (Across playthroughs I mean)
Hauts  [author] Nov 13 @ 11:58am 
@7v_5 did it bring up the targeting reticle, or did it just cancel outright? If he's psychically sensitive enough, the weapon range may be too high for RimWorld to draw the targeting circle, but you should still be able to select targets. If you did attempt to select a target but nothing happened, I'll need your modlist to investigate further, as it's working fine on my end.
7v_5 Nov 12 @ 7:05pm 
Hey so I got him to transcend, he has an aura around him, more consciousness etc, he got "yellowjacket" but whenever I attempt to use psychic barb it just doesn't shoot out, and he stands still.
7v_5 Nov 12 @ 8:35am 
@Hauts alright thank you so much!
Hauts  [author] Nov 12 @ 7:28am 
@7v_5 the exact text of that revelation reads "Experiencing the full brunt of a neuroquake has a chance to force transcendence on awakened individuals.", emphasis on the chance. Not all methods are guaranteed to work. Also, make sure she's in the radius of effect, not the safe zone or beyond its reach.
7v_5 Nov 12 @ 6:59am 
I have 2 latent psychics that I awoke, one through extreme illness and another through her husband dying, and I got the "revelation" dialogue, one of them was to use a ton of psyfocus in one year, and the other was something about neuroquake. I *finally* unlocked neuroquake, then I used it, but it still didn't transcend her.
Hauts  [author] Nov 8 @ 10:58am 
@brynolv cool, I'll get on it.
brynolv Nov 8 @ 10:26am 
@Hauts Oh, yes. I wrote Apocriton out explicitly at first and then it seems to have been eaten during editing.
Hauts  [author] Nov 8 @ 10:12am 
@brynolv whoops on the cornerstone, fix will go up today. A bugfix I did for Leviathan a couple weeks ago has the unfortunate side effect of making that pawn no longer send messages on acquiring additional awakenings, which is a shame but ultimately better than Leviathan failing to become more woke in the first place. Did not know that about the max VPE level - it's never come into play for me, and apparently that limit is placed on VPE's level-up protocols rather than the psylink hediff itself, so dev mode and XML reading did not make that apparent. I'll edit the manual to be less wrong, but HAT's psylink-granting methods being able to reach beyond it is enough of an edge case I won't be making a fix for that.

As for the mechanoid Lords, are you referring to the mind control from Psychic Apocriton or something else?
brynolv Nov 8 @ 10:00am 
PS: There is a max level in VPE, it can be changed from the default (and max value) of 300 in the settings and prevents using Psy-Links or doing Anima-Tree linking. Doesn't prevent reching higher levels than that from awakening, though :)
brynolv Nov 8 @ 9:49am 
Wonderful mod. There are some things I assume aren't intended, though. So far I've noticed: (from the framework) the 1% Psyfocus/day cornerstone is a Factor rather than Offset making it actively bad, Leviathan + Emperor Penguin seems to have eaten the awakening message (still adds it properly) and (for me at least) if you have Psycasts that affect mechanoids (such as Assisted Control from VPE - Mechanitor) the spawned Lord never goes away meaning the mechs will guard specific spot until out of power and the instant they get 0.15% power run away to guard it again (and are also unavailable for caravans and other work-modes).
I can work around them by def-editing, Localization-reading and save-editing respectively, but I thought it wouldn't hurt to report them.
whenwrašk Nov 3 @ 2:45pm 
@Hauts
huh. neat. thank you for entertaining my inane questions, and thank you for the mod! now excuse me while i fail to figure out cryptography...
Hauts  [author] Nov 3 @ 2:40pm 
@whenwrašk nope. ("Nope" covers a wide range of scenarios, including "what if someone other than the corpse kills the original?", "what if we use dev mode to remove the Awakened Corpse condition from the corpse?", etc.).
whenwrašk Nov 3 @ 2:04pm 
@Hauts
...does it linger after killing the original?
Hauts  [author] Nov 3 @ 1:15pm 
@whenwrašk yes, but actually no. Even if the unnatural corpse becomes part of your faction, it will still engage in its normal behavior. You can even draft it, but this doesn't stop it from chasing the original and you can't issue any orders to it.
whenwrašk Nov 3 @ 7:02am 
now hold on. the design document mentions the Unnatural Corpse being affected by the latent psychic awakening. does that mean they become recruitable?
Fodofox Oct 31 @ 2:45am 
@Hauts There are some patches within CE that patch Careful Shooter and Trigger Happy, as well as Brawler, Nimble and Tough - perhaps you have any luck copying how it applies patches to those traits

Since I don't have all DLCs I didn't take a close look at all traits you cooked up (as I also don't quite understand the workings of the DLCs), so I may be missing some important cases
Fodofox Oct 31 @ 2:34am 
@Hauts I believe it is traits that increase precision and possibly even damage. I had asked on the CE discord and someone said "It's changing vanilla values, so for the most part those traits won't do anything. Could always cherrypick them". I rankly also don't understand it that well - but I believe it doesn't cause any errors?
Fodofox Oct 31 @ 2:31am 
You Sir get a spot on my Hall of Fame of people on the fridge
Hauts  [author] Oct 31 @ 12:01am 
@Fodofox ok, here's the standalone version. https://steamcommunity.com/sharedfiles/filedetails/?id=3596617774
Hauts  [author] Oct 30 @ 4:51pm 
@Fodofox I can have a standalone version ready on Steam by tomorrow. In the meantime, can you point out the parts of this mod that aren't compatible with CE? I'm looking at the patching guide, but since you're actually familiar with CE I'd like your input.
Hauts  [author] Oct 29 @ 4:58pm 
@Warachia good call, I'll replace it with a patch that targets Hediff_BloodRage's PostAdd method instead. Why ExposedToBloodRain is evaluated every Pawn tick all the time, I have no idea... surely Ludeon Studios could've handled it via the blood rain GameCondition like I assumed it was...
Warachia Oct 29 @ 2:16pm 
Hi, I noticed HautsTraitsTrans_ExposedToBloodRainPrefix has some performance impact when checked with Dub's Performance Analyzer (even with no other mods / no blood rain on map). Since it seems to be only used for blood rain immunity, I think the prefix might not be worth keeping.

Thanks for a great mod!
Fodofox Oct 28 @ 12:13pm 
Wow, that would be absolutely awesome, I could finally play my modpack after two months of constructing, thanks a lot mate :ghsmile:
Hauts  [author] Oct 28 @ 8:52am 
@Fodofox sure, I can make a standalone version. I am also thinking about biting the bullet and learning how to make things CE compatible. Both of those will have to wait until I finish up something else, though, which should take me until about the end of the week.
Fodofox Oct 28 @ 3:25am 
Do you have plans to ever release a standalone mod that only focuses on adjusting the amount of traits a pawn can have like this one already does? Because many modpacks already have a gigaton of traits or some traits of this mod are incompatible (not working) with stuff like CE for example.

The "More Trait Slots" mod is also causing game breaking issues for certain map generations due to its lower compatibility, which this mod seems to handle superbly.
Hauts  [author] Oct 27 @ 10:19pm 
@Six Feet Under the internal name for all four of them is HVT_Faithful.
Six Feet Under Oct 27 @ 5:17pm 
How do I disable the traits Overly Credulous, Credulous, Adherent, Unquestioning Adherent using VTE? I can't find them in the VTE options.
Hauts  [author] Oct 8 @ 4:13pm 
@monkmith it's balanced with the idea that they should seriously injure/kill 1-2 of your starters unless you play well and have luck on your side, but rail guns and double hussar definitely skewed it in their favor lol. Typically, they have meh weapons, and the Empire's default xenotype distribution means that one of them is usually a genie.
monkmith Oct 8 @ 2:06pm 
lol, that tribal scenario start was fun, spent an hour tailoring my 6 starter tribals and came into the map only to lose them to the instant empire raid. i'm guessing its weighted for vanilla because mine had two hussars spawn in with marine armor and rail guns...
ElysianEcho Oct 2 @ 3:10pm 
the skulker raid is devious haha, i was not expecting raiders to appear in my animal pen
Hauts  [author] Sep 27 @ 6:05pm 
@Flurbel yep. It even adds a psycasting tree if you're running VPE.
Flurbel Sep 27 @ 12:24pm 
Is this compatible with Vanilla Psycasts Expanded?
hoteldoor538 Sep 24 @ 2:18am 
and thank you
hoteldoor538 Sep 24 @ 2:18am 
im very close to awakening the monolith, i'll try that
Andreas Sep 24 @ 12:58am 
DRAGONHEART
Hauts  [author] Sep 23 @ 9:11pm 
@hoteldoor538 not without getting someone else to awaken, no. As a compensatory freebie: completing the Anomaly or Odyssey endgame quests can induce transcendence.
hoteldoor538 Sep 23 @ 5:21pm 
Yeah by the time i realized how important that message is, it already got buried in the history tab after 1 year and the message was deleted

Is there another way to check the transcendent requirement again?