RimWorld

RimWorld

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Hauts' Added Traits
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Mod, 1.5, 1.6
File Size
Posted
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12.574 MB
7 Feb @ 9:06am
23 Jul @ 7:42am
65 Change Notes ( view )

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Hauts' Added Traits

Description
For 1.5 or 1.6. 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.
- Odyssey adds 7 traits.

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, 5, 7, or 8, children spawned between ages 3-13 will have slightly 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
Popular Discussions View All (1)
2
16 Jul @ 6:59am
xpbase bug since July 14th update
Airlewe
191 Comments
NandoGIP 16 hours ago 
incredibly cool mod, mega mega mega underrated.
Hauts  [author] 24 Jul @ 2:36pm 
@Wraith Hawkins unfortunately, any further pathing issues with Woodpecker are due to however Vanilla Expanded Framework's phasing movement works, as that's literally all it's doing to modify movement.

@AzureStella hi! The ripple that surrounds transcendents can be turned off in the mod settings, but the smaller one that surrounds recently awakened pawns can't be, since it's tied to a temporary effect that will 1) fade out on its own anyways and 2) is important to keep track of, since it inflicts a 90% consciousness cap for a while.
AzureStella 24 Jul @ 1:48pm 
To be more clear it’s the aura affect with the ripple when you awaken
AzureStella 24 Jul @ 1:47pm 
Hi love the mod. Question since I don’t know if this is intentional or it’s just me from my mod list, but a pawn rng’d the fossilized psychic transcendent but is permanently having this ripple affect around them? If not would you know a way to possibly turn it off thanks
Wraith Hawkins 24 Jul @ 12:29pm 
Hello, hi again. Noticed that the Psychic Woodpecker still slows down while leading animals to pens and caravan hitching posts, though it seems if the destination is within the normal lead range, the slow down doesn't happen. If they are walking through a thick segment of wall, the lead breaks and causes an infinite loop of collecting and breaking the lead. If it is a thin wall, but there is a long path around, the colonist doesn't break the lead, but the animals will stretch the lead massively to go around while the colonist waits. Only this mod and it's prerequisites were active, though I do have a lot inactive, idk if that might affect it. Continuing to be an awesome mod
Hauts  [author] 23 Jul @ 2:33pm 
@Gurigura aura visibility should no longer reset when pawns are picked up. Let me know if you have any further issues with it resetting!
Gurigura 23 Jul @ 9:46am 
@Haut I think it might be linked to being carried in/out of bed, because I got an awakened baby who's aura reset whenever they were picked up to be breastfed. I'll check & let you know when I get the chance.
Hauts  [author] 23 Jul @ 9:09am 
Hi @Gurigura, it sounds like I just need to tighten up the code for the turn-off. It should no longer reset during world travel, but I was unable to replicate it resetting to visibility on taking damage or giving birth, so I'll need your help for this. Can you tell me if it also resets when the Luminary gains or loses a health condition by some other means, like having a pawn-affecting psycast other than Stun cast on them, being exposed to rot stink, or similar?
Gurigura 23 Jul @ 6:57am 
Hi Haut, thanks for the great mod. Would it be possible for you to add an option/for me to make some change so that the "luminary aura" is always invisible? I know you can turn it off per pawn, but that seems to reset itself whenever the pawn travels or gets injured/gives birth. So if there was an option to just turn it off, like with the visible distortion, that would be cool.
Skibidipula69420 22 Jul @ 12:04am 
Ah ok, that sure is one way. Thank you!