RimWorld

RimWorld

Hauts' Framework
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Update: 16 May @ 10:00pm

v1.1.17
==New modding tools==
- HautsUtility.CanBeHitByAirToSurface(IntVec3, Map, bool) returns false if the specified position on the specified map is under a roof (if bool is false, roof must be thick or incapable of collapse) or is within the radius of a high-shield; otherwise, returns true
- HautsUtility.AnalogHasActiveGene(Pawn_GeneTracker, GeneDef) is literally just HasActiveGene, you know, the method that was introduced in 1.5 and so therefore anyone using my mods who isn’t one of my friends should therefore have a functioning copy of this method in their RimWorld install but apparently at least one person doesn’t so I had to go replicate a vanilla feature

==Improved modding tools==
- HautsUtility.AllowCheckPMEs (checks if specified pawn is acceptable by a permit’s PMEs) can now make use of allowedPawnKinds and disallowedPawnKinds; if the former is not empty, it only evaluates whether the pawn is within that List; if the latter isn’t empty, it returns false if the pawn is within that List; then it proceeds to its original list of evaluators

==Bugfixes==
- HautsUtility.AllowCheckPMEs now properly returns true if allowAnyFlesh is true for flesh pawns, and true if allowAnyNonFlesh is true for non-flesh pawns, without needing to consult the other evaluators

Update: 10 May @ 10:04pm

The patch notes for all Hauts' mods, including soft- or un-released mods, are now linked in the About.xml. I'm tired of splitting them up, hoss, y'all just get to see my modder guts.

v1.1.16
==New modding tools==
-HediffCompProperties_SatisfiesNeeds uses a Dictionary<NeedDef,float> needsSatisfied field to add the corresponding amount of value to each specified need every float periodicity ticks, but only if virtual bool ConditionsMetToSatisfyNeeds is met (default true). If bool satisfiesDrugAddictions is true, it will also add float drugAddictionSatisfaction to each drug addiction need whenever it triggers
-CooldownModifier_WorkTags is a DME that can be added to RimWorld.AbilityDefs or AbilityGroupDefs. An ACM will apply to that ability or any member of that ability group if it affects the work tag of this DME’s WorkTags affectedByAnyACMwithThisWorkTag field. The VIEMS mod compat that hardcoded various roles’ abilities to count as having a specific WorkTags for ACM purposes are now handled in this way

==Mod compatibilities==
-Obsidia Expansion - Axotl Xenotype: Axotl Spit abilities are tagged as spew abilities
-Obsidia Expansion - Ceratons Xenotype: Cry abilities are regarded as social for the purposes of ACMs
-Obsidia Expansion - Drakonids Xenotype: Dragon Breath is tagged as a spew ability
-Vanilla Ideology Expanded - Memes and Structures: Enable Self-Destruct is now also tagged as an Intellectual ability for ACM purposes

Update: 10 May @ 10:00pm

[Auto-generated text]: Update on 5/10/2025 10:00:50 PM.

Update: 1 May @ 2:46pm

v1.1.15
==Hediff comps==
HediffComp_SkillAdjustment now respects Great Memory when inflicting skill xp loss

==Mod compatibilities==
x Vanilla Skills Expanded: HediffComp_SkillAdjustment now respects forgetting speed from VSE's new passions system when inflicting skill xp loss

Update: 24 Apr @ 10:34pm

v1.1.14
== New stat ==
- Hauts_ApparelWearRateFactor is a stat (default 100%, min 0%) which multiplies the rate at which the pawn’s worn apparel decays

== Mod settings ==
Crafting skill affects apparel wear rate factor (bool, default false) if enabled, -1% apparel wear rate factor per Crafting skill level

== SFX/VFX ==
Skipfrag damage now has defined SFX and VFX for explosions

== Mod compatibilities ==
VRE Sanguophage: Hauts_HemogenContentFactor now works with corpsefeeding
VFE Tribal: enables the “Guardians of the Garment” cornerstone, which grants -10% apparel wear rate factor

Update: 18 Apr @ 1:38pm

v1.1.13
-UI tweaks-
Opening the gizmo to select new permits for a pawn now displays whichever faction they have the most unspent points in. Tiebreakers are settled based on whichever faction they have a higher title in.

-Utility methods: new-
'HautsUtility.MissingHitPointPercentageFor(Pawn)' returns how close the pawn is to meeting their lethal damage threshold. 0% is full health, 100% is they should be dead.

-Permit mechanics: improvements-
HautsFramework.PermitMoreEffects now has List<string> tradeTags and List<string> forbiddenTradeTags fields.
RoyalTitlePermitWorker_DropResourcesOfCategory will now drop items from its PME's targetableThings field if it has any entries, ignoring all other fields that normally govern what items it drops. Otherwise, dropped items must now also have at least one of the tradeTags (if specified in PME) and none of the forbiddenTradeTags.

Update: 6 Apr @ 9:17pm

v1.1.12
-Bugfixes-
The ‘skill gain from recreation’ stat now affects the Intellectual skill gain from reading any book
TraitGrantedStuff’s forcedBodyTypes forcibly applies to humanlike pawns when they reach adulthood

-Modding tools-
IMPROVED HediffCompProperties_Aura and CompProperties_AuraEmitter now have the bool scanByPawnListerNotByGrid field (default true); if true, evaluates all pawns in the map’s pawn lister; if false, evaluates pawns from the list of all Things in in-range cells
NEW HautsFramework.IgnoresNaturalGoodwill is a DME that can be applied to HistoryEventDefs; when goodwill would change w/ a faction due to such a history event, it bypasses the ‘CalculateAdjustedGoodwillChange’ step which would ordinarily magnify the goodwill change if moving in the direction of the faction’s natural goodwill

Update: 30 Mar @ 10:47pm

v1.1.11
IMPROVED HautsUtility.ReactsToEMP now also returns true if the victim has shield-granting apparel (e.g. a shield belt) or an EMP-breakable DamageNegationShield hediffs (e.g. projected shields from HUB)

Update: 27 Mar @ 9:31am

v1.1.10
CompProperties_ItemCharged has the bool priceScalesByRemainingCharges field (default true) which multiplies the item’s market value by the percentage of its remaining charges if true

Update: 23 Mar @ 9:18pm

v1.1.09
Made compatibilities between "Goji’s Fantasy Race: Merren" and …
"ReGrowth: Core"
- the Aquatic gene also nullifies the wet thoughts from this mod
"River Energy"
- the Water Turbine and Hydroelectric Power Station are both water meditation foci w/ 14% meditation focus strength offset
"Vanilla Furniture Expanded - Power"
- the Advanced Watermill Generator and Tidal Generator are both water meditation foci w/ 28% meditation focus strength offset