边缘世界 RimWorld

边缘世界 RimWorld

Hauts' Added Traits
298 条留言
Hauts  [作者] 16 小时以前 
@Warachia Thanks for the heads-up, I've replaced/removed all references to them in 1.6!
Warachia 18 小时以前 
@Hauts
Hi, this might be unnecessary to point out as you’d most likely notice it soon anyway, but VEF recently removed VEF_MeleeAttackSpeedFactor and VEF_RangeAttackSpeedFactor, which this mod has a few references to. (Thanks for a lot of updates!)
Hauts  [作者] 11 月 15 日 下午 8:09 
@7v_5 Great, I'll take a look into it. I've also uploaded a patch which should make Yellowjacket's range unable to fall below its base range - please tell me if that fixed the issue or not.
7v_5 11 月 15 日 下午 3:00 
@Haut sent you an email, titled it "Psychic Barb Issues"
Hauts  [作者] 11 月 14 日 上午 8:39 
@xkuripuri Yes, traits and genes that up the number of transcendences a pawn can have add that onto the mod setting. E.g. if you have the max set to 5, an Awakened Erudite could have up to 7 transcendences.

@7v_5 Odd. Please send me your modlist, either to the github linked above or to lasertoothliger@gmail.com.
7v_5 11 月 14 日 上午 7:05 
@Hauts Sorry for the extremely late response! Yes, it brought up the targeting reticle. I can target enemies from far away, but it only actually fires whenever he is close to them. (literally 1 tile away). He has 190% psychic sensitivity.
xkuripuri 11 月 14 日 上午 1:06 
For some clarification, when it comes to the slider on 'max transcendent' things, this isn't a hard limit, right? Like the traits/gene that give you +2/+1 transcendent psychic powers still apply right?

This has really been one of my favorites to have though. I'm surprised with my awakenings, I've only gotten the same transcendent ability like, once so far. (Across playthroughs I mean)
Hauts  [作者] 11 月 13 日 上午 11:58 
@7v_5 did it bring up the targeting reticle, or did it just cancel outright? If he's psychically sensitive enough, the weapon range may be too high for RimWorld to draw the targeting circle, but you should still be able to select targets. If you did attempt to select a target but nothing happened, I'll need your modlist to investigate further, as it's working fine on my end.
7v_5 11 月 12 日 下午 7:05 
Hey so I got him to transcend, he has an aura around him, more consciousness etc, he got "yellowjacket" but whenever I attempt to use psychic barb it just doesn't shoot out, and he stands still.
7v_5 11 月 12 日 上午 8:35 
@Hauts alright thank you so much!
Hauts  [作者] 11 月 12 日 上午 7:28 
@7v_5 the exact text of that revelation reads "Experiencing the full brunt of a neuroquake has a chance to force transcendence on awakened individuals.", emphasis on the chance. Not all methods are guaranteed to work. Also, make sure she's in the radius of effect, not the safe zone or beyond its reach.
7v_5 11 月 12 日 上午 6:59 
I have 2 latent psychics that I awoke, one through extreme illness and another through her husband dying, and I got the "revelation" dialogue, one of them was to use a ton of psyfocus in one year, and the other was something about neuroquake. I *finally* unlocked neuroquake, then I used it, but it still didn't transcend her.
Hauts  [作者] 11 月 8 日 上午 10:58 
@brynolv cool, I'll get on it.
brynolv 11 月 8 日 上午 10:26 
@Hauts Oh, yes. I wrote Apocriton out explicitly at first and then it seems to have been eaten during editing.
Hauts  [作者] 11 月 8 日 上午 10:12 
@brynolv whoops on the cornerstone, fix will go up today. A bugfix I did for Leviathan a couple weeks ago has the unfortunate side effect of making that pawn no longer send messages on acquiring additional awakenings, which is a shame but ultimately better than Leviathan failing to become more woke in the first place. Did not know that about the max VPE level - it's never come into play for me, and apparently that limit is placed on VPE's level-up protocols rather than the psylink hediff itself, so dev mode and XML reading did not make that apparent. I'll edit the manual to be less wrong, but HAT's psylink-granting methods being able to reach beyond it is enough of an edge case I won't be making a fix for that.

As for the mechanoid Lords, are you referring to the mind control from Psychic Apocriton or something else?
brynolv 11 月 8 日 上午 10:00 
PS: There is a max level in VPE, it can be changed from the default (and max value) of 300 in the settings and prevents using Psy-Links or doing Anima-Tree linking. Doesn't prevent reching higher levels than that from awakening, though :)
brynolv 11 月 8 日 上午 9:49 
Wonderful mod. There are some things I assume aren't intended, though. So far I've noticed: (from the framework) the 1% Psyfocus/day cornerstone is a Factor rather than Offset making it actively bad, Leviathan + Emperor Penguin seems to have eaten the awakening message (still adds it properly) and (for me at least) if you have Psycasts that affect mechanoids (such as Assisted Control from VPE - Mechanitor) the spawned Lord never goes away meaning the mechs will guard specific spot until out of power and the instant they get 0.15% power run away to guard it again (and are also unavailable for caravans and other work-modes).
I can work around them by def-editing, Localization-reading and save-editing respectively, but I thought it wouldn't hurt to report them.
whenwrašk 11 月 3 日 下午 2:45 
@Hauts
huh. neat. thank you for entertaining my inane questions, and thank you for the mod! now excuse me while i fail to figure out cryptography...
Hauts  [作者] 11 月 3 日 下午 2:40 
@whenwrašk nope. ("Nope" covers a wide range of scenarios, including "what if someone other than the corpse kills the original?", "what if we use dev mode to remove the Awakened Corpse condition from the corpse?", etc.).
whenwrašk 11 月 3 日 下午 2:04 
@Hauts
...does it linger after killing the original?
Hauts  [作者] 11 月 3 日 下午 1:15 
@whenwrašk yes, but actually no. Even if the unnatural corpse becomes part of your faction, it will still engage in its normal behavior. You can even draft it, but this doesn't stop it from chasing the original and you can't issue any orders to it.
whenwrašk 11 月 3 日 上午 7:02 
now hold on. the design document mentions the Unnatural Corpse being affected by the latent psychic awakening. does that mean they become recruitable?
Fodofox 10 月 31 日 上午 2:45 
@Hauts There are some patches within CE that patch Careful Shooter and Trigger Happy, as well as Brawler, Nimble and Tough - perhaps you have any luck copying how it applies patches to those traits

Since I don't have all DLCs I didn't take a close look at all traits you cooked up (as I also don't quite understand the workings of the DLCs), so I may be missing some important cases
Fodofox 10 月 31 日 上午 2:34 
@Hauts I believe it is traits that increase precision and possibly even damage. I had asked on the CE discord and someone said "It's changing vanilla values, so for the most part those traits won't do anything. Could always cherrypick them". I rankly also don't understand it that well - but I believe it doesn't cause any errors?
Fodofox 10 月 31 日 上午 2:31 
You Sir get a spot on my Hall of Fame of people on the fridge
Hauts  [作者] 10 月 31 日 上午 12:01 
Hauts  [作者] 10 月 30 日 下午 4:51 
@Fodofox I can have a standalone version ready on Steam by tomorrow. In the meantime, can you point out the parts of this mod that aren't compatible with CE? I'm looking at the patching guide, but since you're actually familiar with CE I'd like your input.
Hauts  [作者] 10 月 29 日 下午 4:58 
@Warachia good call, I'll replace it with a patch that targets Hediff_BloodRage's PostAdd method instead. Why ExposedToBloodRain is evaluated every Pawn tick all the time, I have no idea... surely Ludeon Studios could've handled it via the blood rain GameCondition like I assumed it was...
Warachia 10 月 29 日 下午 2:16 
Hi, I noticed HautsTraitsTrans_ExposedToBloodRainPrefix has some performance impact when checked with Dub's Performance Analyzer (even with no other mods / no blood rain on map). Since it seems to be only used for blood rain immunity, I think the prefix might not be worth keeping.

Thanks for a great mod!
Fodofox 10 月 28 日 下午 12:13 
Wow, that would be absolutely awesome, I could finally play my modpack after two months of constructing, thanks a lot mate :ghsmile:
Hauts  [作者] 10 月 28 日 上午 8:52 
@Fodofox sure, I can make a standalone version. I am also thinking about biting the bullet and learning how to make things CE compatible. Both of those will have to wait until I finish up something else, though, which should take me until about the end of the week.
Fodofox 10 月 28 日 上午 3:25 
Do you have plans to ever release a standalone mod that only focuses on adjusting the amount of traits a pawn can have like this one already does? Because many modpacks already have a gigaton of traits or some traits of this mod are incompatible (not working) with stuff like CE for example.

The "More Trait Slots" mod is also causing game breaking issues for certain map generations due to its lower compatibility, which this mod seems to handle superbly.
Hauts  [作者] 10 月 27 日 下午 10:19 
@Six Feet Under the internal name for all four of them is HVT_Faithful.
Six Feet Under 10 月 27 日 下午 5:17 
How do I disable the traits Overly Credulous, Credulous, Adherent, Unquestioning Adherent using VTE? I can't find them in the VTE options.
Hauts  [作者] 10 月 8 日 下午 4:13 
@monkmith it's balanced with the idea that they should seriously injure/kill 1-2 of your starters unless you play well and have luck on your side, but rail guns and double hussar definitely skewed it in their favor lol. Typically, they have meh weapons, and the Empire's default xenotype distribution means that one of them is usually a genie.
monkmith 10 月 8 日 下午 2:06 
lol, that tribal scenario start was fun, spent an hour tailoring my 6 starter tribals and came into the map only to lose them to the instant empire raid. i'm guessing its weighted for vanilla because mine had two hussars spawn in with marine armor and rail guns...
ElysianEcho 10 月 2 日 下午 3:10 
the skulker raid is devious haha, i was not expecting raiders to appear in my animal pen
Hauts  [作者] 9 月 27 日 下午 6:05 
@Flurbel yep. It even adds a psycasting tree if you're running VPE.
Flurbel 9 月 27 日 下午 12:24 
Is this compatible with Vanilla Psycasts Expanded?
hoteldoor538 9 月 24 日 上午 2:18 
and thank you
hoteldoor538 9 月 24 日 上午 2:18 
im very close to awakening the monolith, i'll try that
Andreas 9 月 24 日 上午 12:58 
DRAGONHEART
Hauts  [作者] 9 月 23 日 下午 9:11 
@hoteldoor538 not without getting someone else to awaken, no. As a compensatory freebie: completing the Anomaly or Odyssey endgame quests can induce transcendence.
hoteldoor538 9 月 23 日 下午 5:21 
Yeah by the time i realized how important that message is, it already got buried in the history tab after 1 year and the message was deleted

Is there another way to check the transcendent requirement again?
Hauts  [作者] 9 月 23 日 上午 7:44 
@hoteldoor538 they should just stick around in the Messages sub-tab of your History tab (https://rimworldwiki.com/wiki/Menus#Messages) . I've never pinned a message, but apparently that's something you can do to keep them around indefinitely?
hoteldoor538 9 月 23 日 上午 2:37 
Those revelations messages i mean
hoteldoor538 9 月 22 日 下午 10:38 
is there a way to see those transcendent messages at the start again so that i know how to awaken my transcendant?
Promise 9 月 20 日 下午 7:29 
Thanks for the hard work, great mod!
Hauts  [作者] 9 月 20 日 下午 2:09 
@Promise that did the trick; it has to do with a recent backend change I made to Everliving so it would be better compatible w other mods. Should be fixed now.
Promise 9 月 20 日 上午 8:14 
I was actually wrong, it wasn't awakened undying and cockroach, but more since it happens when a pawn has both awakened undying, cockroach, evergreen psychic and everliving.