RimWorld

RimWorld

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Hauts' Added Traits
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Mod, 1.5, 1.6
File Size
Posted
Updated
12.573 MB
7 Feb @ 9:06am
21 Jul @ 4:27pm
64 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
182 Comments
Skibidipula69420 22 Jul @ 12:04am 
Ah ok, that sure is one way. Thank you!
Hauts  [author] 21 Jul @ 8:10am 
@Skibidipula69420 other than opening the save file in a text editor and looking at the degree of the Latent Psychic trait (from 1-6, with them being numbered in the order they're presented in the doc), no.
Skibidipula69420 20 Jul @ 11:47pm 
Is there any way to know which category I have to trigger or do I just have to try all of them?
Hauts  [author] 20 Jul @ 8:20pm 
Hi @ZAX, it's a perfectly good question to ask! Slower Pawn Tick Rate should work with HAT. HAT and my Framework almost entirely use the new TickInterval system where possible*; even prior to 1.6, most per-tick functions already used a very similar system of hash tick interval gating. However, the most performance-hungry things in my mods are actually per-draw functions (e.g. the stats skip range factor, jump range factor, and up until recently mech command radius), which can't benefit from TickInterval (and therefore can't benefit from SPTR) because drawing game graphics obviously has to occur in real time.

*A full list of things I transferred to TickInterval system can be found in the patch notes doc ( https://docs.google.com/document/d/1Fylr2cnjV92d5j7U7qTki2S7RAUvpkMsxgsz9Ayoy1E/edit?tab=t.0 ), under header "2025-06-20", subheader "Necessary 1.6 updates", point "Delta tickening various hash interval tick checks".
ZAX 20 Jul @ 1:26pm 
Hi Hauts! I haven’t tested it out yet, but I’m wondering how much your mod is optimized for the new pawn tick rate system. Will performance boosts from mods like “Performance - Slower Pawn Tick Rate” be fully utilized? I don’t know much about code, so sorry if this is a primitive question.
Hauts  [author] 20 Jul @ 9:08am 
@mikester112 ooh, it updated already? Excellent, and fixed as per your advice.

@Skibidipula69420 having just had one of my own pawns awaken from a marriage proposal and another one awaken from reaching max psylink level, yes, I can confirm they work. However, to quote the bolded section in the doc, "Each Latent Psychic can only awaken from one criterion category, randomly assigned when the trait is gained". If you have an LP that's met all criteria in all six categories and still hasn't awakened, that would be an issue, yes, but otherwise it means you've just found categories those LP(s) of yours don't belong to.
Skibidipula69420 20 Jul @ 8:39am 
Does the latent psychic trait even work at all? I've checked the information on the docs and tried a lot of stuff from there. Killing the pawn, having them reach high skills, mental breaks, nothing works. Also it says that death should resurrect them but it doesn't and no awakening happens anyway.
mikester112 20 Jul @ 3:12am 
change Mashed_Ashlands_AshStorm_Blighted to Mashed_Ashlands_AshStormBlighted and Mashed_Ashlands_AshStorm_Metallic to Mashed_Ashlands_AshStormMetallic seems to do the trick since I just did it on my end and it fixed it.
mikester112 20 Jul @ 3:06am 
There seems to have been some renaming in the defs you're patching in mashed's ashlands which is causing a patch failure.
Arctic 12 Jul @ 1:37pm 
mmm it had more mods, like psycasts expanded, that one was fixed by just removing that feat, others seem to work correcly (for now) - it was a mechanitor too and has quite high psy sensitivity

i have another bug where the game slows when the pawns are meditating, but not to the unplayable level

Ill keep you updated if i find more details