RimWorld

RimWorld

Hauts' Added Traits
141 Comments
Realm Imp 6 hours ago 
I cleared all my mod list cause I am having a problem with standing bug. I am now at 11 mods+ your mods and there is no problem. No overlapping text or whatever.
Hauts  [author] 7 hours ago 
@Realm Imp can you take a screenshot of it for me? I know what you're talking about, but depending on what UI mods you're running (if any) it may look different.
Realm Imp 8 hours ago 
i have problem with the bio tab where words are overlapping with the added abilities section. It is overlapping with the personality section
Hauts  [author] Jun 13 @ 3:05pm 
@Reddeyfish don't use Character Editor to add or remove traits mid-game; the way it alters pawns is very... funky... and its code cannot be directly interacted with by other mods, which prevents me from making it less funky. Learn how to use Dev Mode instead for adding or removing traits during the course of play.

If you turn on Dev Mode and then select the pawn, you should see a pink X button labeled "Dev: Fix TraitGrantedStuff". If you press it, it should get rid of the aura.

Unfortunately, I have no clue what's causing that vehicle caravan bug. I'm busy updating this mod and the Framework to be compatible with 1.6, so I can't help investigate it at the moment.
Reddeyfish Jun 13 @ 12:15pm 
is there an intended way to Debug-remove the Psychic Blank trait? I have a (hopefully?) unrelated bug that's additively regenerating the traits on pawns that go on vehicle caravans, and so far have been mitigating it by removing the traits via character editor.

The trait part of Psychic blank goes away, but the aura stays on the pawn. Are there any dev/debug steps for removing the aura?
Evan Jun 10 @ 10:00pm 
Y'know, 46656 psyfocus makes a lot more sense for "truly preposterous" than 466.56 does.

Guess I'm bullying the crap out of the angsty robot warlord.
Hauts  [author] Jun 10 @ 9:33pm 
@Evan there's an "intended" way to unscramble the text by assembling the encryption key, which is hidden throughout the rest of the user manual. This is intended to be time-consuming, since I'd rather players discover them through the ordinary course of play. There's also plenty of alternative, dataminer-like ways to get the info e.g. reading the entries in the Language folder of the mod. In-game, the "Revelation" letters you receive after awakening a pawn should tell you about individual ones.

As for the particular transcendence method you've brought up, I just tested it (with and without VPE, as VPE changes lots of things about how psycasting works) and it functions correctly. I apparently have an erroneous decimal point in there, as it should read 46656%, enough psyfocus for 1,167 casts of Word of Joy. Expect a fix for that typo alongside whatever updates I have to make for 1.6, which we'll be learning about tomorrow.
Evan Jun 10 @ 5:00pm 
Is there a way to unscramble the text that would explain how transcendences are achieved?

Secondly, I'm unsure if the one related to the number 466 is working correctly. At the very least testing it with devmode's +20 and -20 of the respective stat did not seem to grant it after the number was reached. I will test it again sometime with only this mod and requisite/relevant ones installed to see if the issue stems from some combination of mods and not the mod itself.
Hauts  [author] Jun 6 @ 8:37pm 
@Fae no worries, bug reporting is a big part of what the comments section is for. Anyways, it's because you have HAT loaded above Integrated Implants. If you move it below II or move II above HAT, the error should disappear.
Fae Jun 6 @ 10:55am 
Hello there! I hate to be a bother but whenever I end up downloading your mod I keep getting this red error. Now it could, of course, be something else and if it isn't related then I'm sorry! I did read the Google Doc but I may have simply overlooked if it was put there.

Now about the error. Its an red error about the thoughtdef defining the same field twice with nullifyinghediffs.

https://gist.github.com/HugsLibRecordKeeper/0c8a280cbfcbfcd9ad11ca13eb275ced

Here is the log!
Hauts  [author] Jun 5 @ 7:34am 
@xkuripuri yep. Originally they were labeled "Transcendent <Animal Here>", but I found these labels to be too lengthy.
xkuripuri Jun 5 @ 2:26am 
Are the "Psychic <Animal Here>" traits, the 'Transcendent' traits you can earn? I can kind of guess the "Awakened <Thing>" are related to well, awakenings at least.
I'm just curious for my own vague attempt to create super pawns to start with, but not ones that are TOO super, you know?

You really do add a bunch of pretty interesting traits.
Hauts  [author] Jun 1 @ 9:15pm 
@Head aside from it definitely being an issue with a transcendent Hornet, and that Hornet likely being a world pawn (i.e. not spawned), nope. I was unable to get a similar error putting a Hornet on a caravan, but I'll look into it more in a bit. In the meantime, please send your modlist. If it's too long to paste here, send it to lasertoothliger@gmail.com or put it as an Issue on the GitHub.
Head Jun 1 @ 8:16pm 
Any idea on what this error is? pastebin com r2GJKKUa

FieldInfo.SetValue has been called on 'public const System.Single Verse.VerbProperties::DefaultArmorPenetrationPerDamage'. This is a const that gets copied at compile time. An attempt at setting a value will always fail.

at HautsTraitsRoyalty.Hediff_HornetSting.PostTick () [0x00000] in <eb9952e282d44b3691309d862b3a3d3b>:0
Head Jun 1 @ 8:32am 
Thank you for adding the aura settings. Really appreciate this customization
Killian Jun 1 @ 12:02am 
Nice! Sorry, I meant to reply to your last message but got sidetracked. I only just started using your mods yesterday (as someone brought up the bionics in the CE discord) so apologies for not seeing the per-pawn toggle yet.
Hauts  [author] May 31 @ 11:28pm 
@Killian it turned out to be really easy to implement, so your suggestion is live now. As usual, tell me if you run into any bugs with it.
Hauts  [author] May 31 @ 8:43am 
@Killian I'll think about doing that when I have to do an update for the upcoming 1.6 (except for "Never", because then you'd just be left guessing why aura-related things are happening, in this case specifically "why is my psycaster so weak? Oh, they're standing next to Bob the Blank"). In the meantime, there's already a per-pawn toggle.
Killian May 31 @ 12:16am 
Not to speak for another, but I could see it adding to visual noise/clutter levels, particularly if you have a lot of pawns with those effects going, or multiple effects on a single pawn. Add in other effects like Ideo Commands, Shield Belts, Ritual Effects... you get the idea.

Might I suggest adding some kind of setting for it? Always, Never, Only When Selected, and Only When Drafted should cover most cases nicely. This could be set on the pawn level so you're always aware of auras on hostile pawns, but you can selectively toggle it off if you don't care about psy-blanks (perhaps because you have no psycasters of your own).
Hauts  [author] May 25 @ 8:37pm 
@rout interesting, why do you consider it to be an issue? I would think constantly knowing the radius is important on both tactical and logistical levels.

Anyways, just uploaded a patch that enables you to turn it off on a pawn-by-pawn basis. It is also possible to toggle visualization for Awakened Luminary auras as well, but I haven't bothered extending this function to any transcendence auras.
Head May 25 @ 8:30am 
For the psychic blank trait, is it possible to turn off the green aura visualization? My colonist spawned with it and they just always have the circle showing. Perhaps only when the pawn is selected it should show
Hauts  [author] May 18 @ 8:44pm 
@Realm Imp yep, each one corresponds to a different set of awakening methods.
Realm Imp May 18 @ 8:18pm 
There seem to multiple copy of latent physic trait
https://imgur.com/gallery/latent-physic-Abu1Ntm
Hauts  [author] May 16 @ 8:06pm 
@C-084 no clue. Try it out and see what happens.
C-084 May 16 @ 10:20am 
Does this work with multiplayer mods?
Head May 15 @ 3:26pm 
This mod is really good! I love the variety this adds to our colonists, and overall it feels very well-designed :)
Hauts  [author] May 14 @ 9:05am 
@3394276606 Not yet. Anyone is free to do translations. I've only seen Russian and Japanese translations, and neither of them are on Steam.
3394276606 May 14 @ 7:04am 
have Chinese?
Hauts  [author] May 12 @ 5:54pm 
@Realm Imp yep.
Realm Imp May 12 @ 4:19pm 
So it does cut my carry weight in half?
Realm Imp May 12 @ 3:58pm 
Oh I see then :lunar2019wavingpig:
Hauts  [author] May 12 @ 7:47am 
@Realm Imp so Moving and Move Speed are two different things ( https://rimworldwiki.com/wiki/Moving vs https://rimworldwiki.com/wiki/Move_Speed ) - Moving is an indicator of health, but Move Speed is what actually dictates how fast a pawn moves. Hotfoot works like the base game's Jogger or Fast Walker traits, modifying Move Speed. What you're seeing in your second image is Moving; Move Speed is found by clicking the "i" button on the box that appears when you select a pawn, then navigating to the "Stats" tab.
Realm Imp May 11 @ 11:36pm 
@Hauts yeah I misread it. I'll send a link of the images can you tell me if it is working? The carry capacity was cut in half and I don't see any changes in the stats

https://imgur.com/gallery/hotfoot-hauts-traits-WLRAErC
Hauts  [author] May 11 @ 7:15am 
@Realm Imp ...I don't have a trait called Hotshot? I did check Hotfoot just now, and it works.
Realm Imp May 11 @ 6:06am 
hotshot trait doesnt seem to work. i cant see the changes in the stats
electricaxe May 7 @ 10:08am 
This is a very cool mod. Thanks!
Hauts  [author] May 4 @ 8:21pm 
@meow Hi! You can send the full error either as an issue in the GitHub link above, or as an email to lasertoothliger@gmail.com. I was unable to replicate your bug in a testing environment, which means that to fix this I really do need to see the full error - and ideally also your modlist (a picture is fine, but an actual text list like HugsLib can provide is preferable).
meow May 4 @ 6:36pm 
Hi, I can no longer build from the misc tab after this mod,
i have no clue what anything means here in the error but its too long to send :(
Hi, I can no longer build from the misc tab after this mod,
this is the first part of error:

Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
[Ref E6FFB0C8]
at HautsTraitsRoyalty.HautsTraitsRoyalty.HautsTraitsAA_PawnCanUsePostfix (System.Boolean& __result, Verse.Pawn p, RimWorld.MeditationFocusDef type) [0x000e7] in <e509fc78d7234873ab38b40b923dc7ef>:0
at RimWorld.MeditationFocusTypeAvailabilityCache.PawnCanUse (Verse.Pawn p, RimWorld.MeditationFocusDef type) [0x00073] in <630e2863bc9a4a3493f2eff01e3a9556>:0
- POSTFIX rimworld.hautarche.hautstraitsroyalty.main: Void HautsTraitsRoyalty.HautsTraitsRoyalty:HautsTraitsAA_PawnCanUsePostfix(Boolean& __result,
ekisai May 4 @ 3:33am 
read the google doc for too long that i evolved and shed my humanity.. and became a crab, damn.
10/10
Hauts  [author] May 3 @ 9:41am 
@Rice Tripsy It's not a technical incompatibility, in the sense that neither mod overwrites each others' patches and they don't cause procedural errors when run together (as far as I know...). Rather, it's a "narrative" incompatibility. I don't have a full list of issues on hand, but the example that comes to mind is HAT's Lech trait. Lech' opinion modifiers occur between individuals of >=16 years of age; this makes sense in the base game's logic since that's the minimum age at which pawns can initiate or receive romance attempts, but this logic falls apart with Psychology, which makes romance much more complex*.

In short, you should be fine running both, there will just be some story weirdness. I'll update the description to make that clearer.

*Romance is separated into "dating" and "lovin'"; while the latter still has a default min age of 16, dating has a min age of 14, and these can be adjusted on a per-species basis (dating to as low as 12, and lovin' to as low as 15).
Rice Trispy May 3 @ 6:54am 
What exactly conflicts within psychology and this mod? I added this in before seeing the incompatibility listing but it seems to be playing nice thus far
Dragons May 1 @ 9:35am 
nice! looking forward to the next colony i make with this one on, these additions seem really thoughtful and a good time :)
Hauts  [author] May 1 @ 8:25am 
@Dragons it does not, no. My opinion is that it should, though, so I'll be fixing that in a future update.
Dragons May 1 @ 7:13am 
hi! wanted to ask, looking through the trait options rn and was wondering if Drudge played nice with the Frozen passion from Alpha Skills? i doubt it really matters in the end, just curious which would take precedent :)
Hauts  [author] Apr 29 @ 11:30pm 
@jmfrye516 thanks for the log, it was very informative! Please see if it works now. @Lady Vykeen hopefully this fixes your issue as well?
jmfrye516 Apr 29 @ 8:44pm 
I have the same issue as Vykeen. The burglary menu does not show up at all and instead throws an error. Narrowed it down to be caused by VFE Ancients. Here's the logs: https://pastebin.com/94mMdsVP
Lady Vykeen Apr 25 @ 9:35pm 
@Hauts thanks for your reply, the burglary menu isn't showing up at all, but I'll jump on soon and see if it throws up any errors in dev mode and if not I'll see if I can narrow down which mod is the culprit. I have a huuuge mod list so it's probably easier to try to figure it out on my end and then let you know what I find but if I can't find anything I'll email.
Hauts  [author] Apr 25 @ 11:50am 
@Based thank you for pointing the issue out in the first place.
Based Apr 25 @ 11:35am 
Thanks a ton for the update and for taking in my feedback, perfectly fixes what we were on about and threads the whole experience together nicely.
Hauts  [author] Apr 24 @ 9:36pm 
Ok, Steam, thanks for flagging imgur with parentheses as potentially malicious. Let's try this instead https://imgur.com/a/Ko59y2a