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@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.
*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".
@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.
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
https://gist.github.com/HugsLibRecordKeeper/d10ef29ca47d4b7a9fb83f958d65b878
@FrozenSnowFox should be fixed now.
https://gist.github.com/HugsLibRecordKeeper/fca4b3e701c37e95cd6c35ca05bbfef1
As for Odyssey, there will definitely be some things that need addressing once it actually comes out, mostly pertaining to how this mod's caravan travel mechanics will interact with space travel. I have a list of things I need to test out as soon as the DLC drops.
Is it fine to set everything up before a colony's properly started using CE as long as I use devmode for any mid-colony trait removals/additions? And does this have any weird interaction with CharEdit's saved pawn system?
Sidenote, nice to see its already updated for 1.6, heres to hoping that Odyssey doesn't blow anything up.
1) All transcendence methods are usable by all awakened pawns. The revelation each one has is just a clue - it doesn't mean that pawn can only use that method. So the pawn you're talking about could also transcend by, say, being the one to finish Anomaly's final quest.
2) If a non-Royalty DLC adds an endgame quest, there's a 100% guaranteed transcendence method that involves it (so I'll design a new one for Odyssey and its mechhive quest). Aside from those, there's only one transcendence method that works 100% of the time.
3) Pawns w/ awakened genes, but no awakened traits, have a reduced chance to transcend (adjustable in mod settings). This reduced chance applies even to ordinarily guaranteed transcendence methods.
I have a question though : when a pawn awakens, he gets the opportunity to transcend if certains conditions are met. If the conditions are met, is it 100% chance he transcends ? One of my pawn got the death/resurrection revelation and i don't want to take the risk
If you spot any further patch issues, please continue to notify me. It will save me some time hunting down everything that needs an update.
file: c:\program files (x86)\steam\steamapps\workshop\content\294100\3422847391\1.6\Patches\Patches_heavyWeapons.xml
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.PatchOperation:Complete (string)
Verse.LoadedModManager:ClearCachedPatches ()
Verse.LoadedModManager:LoadAllActiveMods (bool)
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__10_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__28_0 ()
[Hauts' Added Traits - Start of stack trace]
Verse.PatchOperationAdd(xpath="/Defs/ThingDef/modExtensions/li[@Class="HeavyWeapons.HeavyWeapon"]/supportedTraits[li="Tough"]"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=1
Verse.PatchOperationFindMod(Vanilla Weapons Expanded - Heavy Weapons): Error in <match>
[End of stack trace]
The top operation is the one that failed, the ones below it are the parents
Source file: c:\program files (x86)\steam\steamapps\workshop\content\294100\3422847391\1.6\Patches\Patches_heavyWeapons.xml
As for the pink button, have you turned on Dev Mode, turned on God Mode, and selected a pawn capable of having traits?
I dont see this
Nothing should have broken catastrophically, since I just spent all my free time for the last four days testing every feature of this mod, but testing in a controlled environment is a very different thing from live play. If you notice something is broken, tell me ASAP.