RimWorld

RimWorld

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Hauts' Added Traits
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Mod, 1.5
File Size
Posted
Updated
8.422 MB
Feb 7 @ 9:06am
Jun 5 @ 9:32pm
43 Change Notes ( view )

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Hauts' Added Traits

Description
For 1.5 only. Safe to add mid-playthrough; do not remove mid-playthrough.
Do not deactivate any DLC while using this mod.

You don't need the following mods, but if you have them, they must go above HAT: DD Traits Expanded, Vanilla Factions Expanded - Pirates, Vanilla Races Expanded - Highmate. (Auto-sort should do this for you)
Incompatible with: More Traits.

What this mod does
Adds 43 fun traits for pawns. Most have unique mechanics, such as activatable combat abilities, new ways to get inspirations, and more.

Adds a new mech serum that lets you add traits of your choosing to pawns.

Has settings to adjust the minimum (1-3) and maximum (3-9) number of traits a pawn can spawn with. Increasing the max number of traits also affects how growth moments work for children in Biotech - children will gain growth points faster, and they'll have more growth moments, so that they can reach the max number of traits.

The more DLCs you have, the more you get:
- Ideology adds 15 more traits. Several traits also have certainty loss factor modifiers, and some agree or disagree with certain memes.
- Biotech adds 7 traits. It also adds over 20 genes (exact number varies depending on what other DLCs you have) which grant certain traits from this mod or else provide identical effects.
- Anomaly adds 6 traits for normal pawns, and 4 traits exclusive to creepy joiners.
- Royalty adds 4 traits, one of which is the "Latent Psychic". Exposing a Latent Psychic to extraordinary or traumatic events may 'awaken' them, transforming them into one of twelve different types of Awakened Psycasters with psylinks and powerful psycasting-related buffs. Awakened psychics may, through even rarer and stranger events, develop unique non-psycast psychic powers known as Transcendences. A new start scenario lets you start with six Latent Psychics, either at an industrial or tribal tech level.

See the full description here
https://docs.google.com/document/d/1AjWjya-8knskExfpUYtH3eyMT3oHOg1_BPJzgBO_3FE/edit?usp=sharing

Known issues
Gameplay-irrelevant, purely cosmetic issues are listed in the Google Doc, but not described here for brevity.
- If you have Biotech and the mod settings are configured so max traits per pawn is 4 or 5, children spawned between ages 3-13 will usually have lower growth scores than the median. This does not affect children spawned at ages outside that range, so babies are unaffected by this bug.
- Character Editor does not play nice with traits that use the TraitGrantedStuff system from Hauts' Framework. You can safely use it when setting up a new game, but if you use it to add or remove traits mid-game, you will need to follow it up by turning on dev mode, toggling on God Mode, clicking on the affected pawn, and pressing the “DEV: Fix TraitGrantedStuff” button. The full list of traits Character Editor cannot properly grant or remove by itself can be found in the Google Doc.
- If you have Anomaly AND Royalty AND load this above Integrated Implants, Blacksight and some transcendences that nullify the mood malus from being in the dark won't work. So load this below Integrated Implants.

FAQ
I’d like to report an error.
Read the relevant section in the Google Doc first (if any) to determine if said error is actually an intended feature. If not, send me a description of what happened, your error log, and your mod list. If you don’t send these things, I will not be able to fix your problem.
Could you implement X trait idea I had?
I likely won’t say yes… but there’s no harm in asking.
Could you do a patch for X mod?
I might not say yes… but there’s no harm in asking.
Can I make a patch of your mod?
Go right ahead! If there’s something I can do to help, ask, and I’ll consider it.
I don’t like X trait from this mod. How can I stop that trait from spawning?
Use Cherry Picker or Vanilla Traits Expanded. Both have the option to disable specific traits. I cannot recommend Cherry Picker enough, it is such a good all-rounder tool for any mod enjoyer.
Could you make a gene that grants X trait from this mod?
I’ll consider it. The main issue is actually getting art for the gene icon - the only art I make for my mods are the thumbnails, so I’d have to commission one of my friends to do that.
What’s up with the tooltips for some of these traits showing “permanent mood effects” when their mood effects actually change based on circumstance?
In such cases, it’s easier (more performant, smaller file size, and/or reduces load times) to use permanent mood effects than write custom code. Note that the trait tooltip displays the “default” value of these permanent mood effects, not their actual current values.
Won’t Radical Thinkers add too much bloat to my save file with all the ideoligions they generate?
Rad Ts can only come up with new ideos while in a map or in a caravan, so you only have to worry about pawns you know about making new ideos. Also, ideos disappear once they have no more followers.
I turned on dev tools and noticed some hidden hediffs (health conditions), what are you hiding from me?
These hediffs make certain traits work. Nothing is being hidden from you - everything these hediffs do is covered by the descriptions of the traits that inflict them. Making these hediffs invisible reduces clutter and potential confusion for players who aren't snoops.
Why have max-trait-per-pawn settings when other mods already do that?
I am not presently aware of any other mod which offers this in a manner truly, fully compatible with Biotech.
Combat Extended compatible?
Never played with it, no idea how it works, not interested in spending the time to make it so.

GitHub
https://github.com/LaserToothLiger/Hauts-Added-Traits
137 Comments
Reddeyfish 55 minutes ago 
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