RimWorld

RimWorld

Hauts' Added Traits
190 Comments
Hauts  [author] 1 hour ago 
@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 2 hours ago 
To be more clear it’s the aura affect with the ripple when you awaken
AzureStella 2 hours ago 
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 3 hours ago 
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!
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
Hauts  [author] 12 Jul @ 10:43am 
@Arctic I have a fix for the mechanoid thing ready. However, I'm unable to find any circumstance in which Electrophorus causes such issues (although it seems to be able to summon lightning under roofs in 1.6, which I need to fix...), so if you could describe those in a little more detail, that would be much more appreciated.
Arctic 12 Jul @ 8:45am 
it also seems to be a bug with psychic electrophorus causing the game to "crash" (not really crashing to desktop but becoming unresponsive with the typical porcessing well)
Arctic 12 Jul @ 8:18am 
also, the slow ocours only if the mechanoid is in the control range, if you let it behind it stops slowing even if selected again
Arctic 12 Jul @ 8:16am 
@haunts unselected drafted mechanoids do not slow the game, just when selected
Hauts  [author] 12 Jul @ 7:28am 
@Arctic I think I have some idea of what it is, thanks to Dubs Performance Analyzer. However, can you help me out by checking if there's a difference in the slowness between selected and unselected drafted mechanoids?
Arctic 12 Jul @ 4:52am 
seems to have a bug related to this mod where game is heavily slowed down (no log error) when a mechanoid is drafted
Hauts  [author] 11 Jul @ 1:41pm 
Nevermind, figured it out. It's a bad interaction between floating movement and phasing movement. Patch going up in a couple minutes.
Hauts  [author] 11 Jul @ 12:56pm 
@Wraith Hawkins huh. I forgot about the slowness thing; it suddenly happened to all phasing pawns in 1.5. They're not *supposed* to be slow going through objects, so ideally I'll find a way to stop that from being the case. If I can't, then I'll add the toggle.
Wraith Hawkins 11 Jul @ 12:53pm 
Are you able to add a toggle for the pathfinding effect of Psychic Woodpecker, or adjust the pathfinding values of solid objects? They prefer to go through walls rather than doors, even when opened by another colonist, unless it is toggled held open. They will travel through a line of walls rather than go along side it. Since moving through solid objects is so slow, it takes them hours just to get food. I like the balance of it being slow but the preference to take hours to get through 5 walls instead of walking through 1 door kind of makes the colonist not exist unless micromanaged. Awesome mod regardless
Hauts  [author] 11 Jul @ 7:11am 
@FrozenSnowFox good catch. To preempt you on a couple of the others I found while addressing that, I've also found issues with Psychic Emperor Penguin, Lovebug, and War Queen while despawned. If you find any others, keep passing them along - I want to check some stuff in Odyssey first before releasing a new patch.
FrozenSnowFox 11 Jul @ 1:48am 
I just did a dev test checking some other unrelated stuff when I had this issue come up. It looks the error is coming from the Sea Ice Psychic trait. The trait randomly spawned itself on the Empire faction leader and threw errors until I used Character Editor to remove it.

https://gist.github.com/HugsLibRecordKeeper/d10ef29ca47d4b7a9fb83f958d65b878
Hauts  [author] 8 Jul @ 6:32pm 
@SculptedFool yes, partly to visually differentiate it some more from the Lost Tribe start scenario, and partly because the flavor text is that your starter pawns are escapees from some Imperial holding facility.

@FrozenSnowFox should be fixed now.
FrozenSnowFox 8 Jul @ 4:09pm 
There's a load of errors appearing with the new Vanilla Races Expanded Highmate update.

https://gist.github.com/HugsLibRecordKeeper/fca4b3e701c37e95cd6c35ca05bbfef1
SculptedFool 8 Jul @ 3:42pm 
Is it intentional that the latent psychic tribal start has the basic start gear?
Carter 7 Jul @ 9:52am 
Haven't even tried the mod yet, but reading the full description with goals/notes/etc was actually very enjoyable and to see the care for balance was nice
Hauts  [author] 6 Jul @ 11:02am 
@Evan Yes, using CE before the game starts works just fine. I don't know how CE's saved pawn system works, but it *should* work fine if all the system does is save and load existing data.

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.
Evan 6 Jul @ 10:24am 
A stupid question I have is regarding Character Editor and adding traits.

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.
AnTout6226 5 Jul @ 12:38pm 
Thank you for the answer ! :necroheart:
Hauts  [author] 4 Jul @ 8:18am 
@AnTout6226 it depends on the method. As that particular revelation says, neither death nor resurrection are guaranteed (exact chances are 5% and 30%, respectively). Three notes:
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.
AnTout6226 4 Jul @ 7:35am 
Love the mod, it's awesome :necroheart:

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 :yygSad:
Hauts  [author] 2 Jul @ 8:36pm 
Ok I lied, I fixed up that patch today. Again, let me know if you spot any other issues. Cheers!
Hauts  [author] 2 Jul @ 3:57pm 
@azrazalea the compatibility patches haven't been updated to 1.6 yet, so there will be some issues like that. I'm going to be tackling them over the weekend.

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.
azrazalea 2 Jul @ 2:44pm 
[Hauts' Added Traits] Patch operation Verse.PatchOperationFindMod(Vanilla Weapons Expanded - Heavy Weapons) failed
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 ()
azrazalea 2 Jul @ 2:44pm 
Seeing an error patching the 1.6 version of VWE Heavy Weapons

[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
Hauts  [author] 25 Jun @ 6:02pm 
@Baha "HautsTraitsRoyalty" is the assembly name of the code that governs most Royalty-related aspects of this mod, so you'll have to be more specific.

As for the pink button, have you turned on Dev Mode, turned on God Mode, and selected a pawn capable of having traits?
Baha 25 Jun @ 5:14pm 
"pink X button labeled "Dev: Fix TraitGrantedStuff""
I dont see this
Baha 25 Jun @ 5:12pm 
Wjat is HautsTraitsRoyalty.HautsTraitRoyalty refering to?
chewyderbs 22 Jun @ 12:53pm 
I absolutely love this mod. Aside from adding an Outdoorsy trait (which is why I added this mod to begin with, going for a rough living scenario), I was surprised by an Awaken Psychic/Titan. She has turned into an absolute beast even though she has no useful skills lol. This mod completely changed my colony. Rather than focusing on basic survival, we are catering our needs to make sure psycaster needs are fully met. I dont think Ill ever play without this mod again. Ty for your contribution to story crafting.
Hauts  [author] 20 Jun @ 11:52pm 
Oh right, Vanilla Expanded Framework hasn't put their 1.6 version out on Steam yet. D'oh. Please wait for it to update to 1.6 before using this in 1.6, as currently their phasing-pathing locks pawns in place, and loading a save file while already in-game will cause a lot of red errors pertaining to duplicate fields in some Shield system of theirs.
Hauts  [author] 20 Jun @ 11:21pm 
1.6 version is up. This update also contains a few bugfixes for 1.5 as well.

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.
Reddeyfish 15 Jun @ 5:42pm 
Yay, thank you, DEv; Fix TraightGrantedStuff worked!
Realm Imp 14 Jun @ 9:17am 
I cleared all my mod list cause I am having a problem with standing bug. I am now at 11 mods+ your mods and there is no problem. No overlapping text or whatever.