边缘世界 RimWorld

边缘世界 RimWorld

Hauts' Added Traits
262 条留言
ElysianEcho 11 小时以前 
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.
Hauts  [作者] 9 月 19 日 下午 3:36 
@Promise question - can you replicate the issue by doing nothing else with Character Editor other than adding those two traits? I haven't loaded your full modlist yet (because I need to borrow a beefier computer to try it out) but with about half of it up I still have yet to get the error, and your provided error log implies that during the new-game-start process Hauts' Framework did something that either killed a different pawn or created a new one.
Hauts  [作者] 9 月 17 日 下午 11:26 
@Promise I'll take a look into it. In the meantime, use dev mode or CE and give yourself two psylinks on the house.
Promise 9 月 17 日 下午 10:24 
Ehh, I have like 500 mods sorted with rimsort so I was expecting something to break.It's no problem if it's too much trying to figure this out. https://gist.github.com/HugsLibRecordKeeper/25c3762a089b6302d99c8f21b0e4c690
The actual log error is:
.Update_Patch1 (Verse.Root_Play)
MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch3 (Verse.Game)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
Hauts  [作者] 9 月 17 日 下午 2:17 
@Promise the pawn should get two psylink levels from Awakened Undying, yes, but they'll only show up when the game starts, not in the Character Editor screen. I just tried it myself and it seems to be working, so if your pawn still didn't get any psylink levels after starting the game, then that would be a bug (in which case send me your error log, mod list, yadda yadda).
Promise 9 月 17 日 上午 10:41 
Added awakened undying and psychic cockroach through CE before starting game, just wondering if any traits are supposed to give me psylink levels without having to do anything?
Hauts  [作者] 9 月 7 日 下午 11:13 
@TheAshenHat side note, very few mods have comprehensive, accurate documentation, and most don't have any documentation at all. The encryption of a portion of HAT's documentation is not an obstacle to debugging, because if that were true then nobody would ever be able to understand why their modlists break. So no.

To address the other point of order, this is indeed unfortunate. However, as noted in a (plaintext) section of the document, I have no interest in touching anything related to A RimWorld of Magic. You may provide more detail about what HAT "messes up", ideally with error logs (if any) and mod list (send to lasertoothliger@gmail.com or post issue in GitHub if too long for comments), but if the issue ends up somewhere in RWoM's code I will not resolve it.
TheAshenHat 9 月 7 日 下午 10:43 
side note, if you make separate mod documentation describing traits added, then obfuscate said added traits within said documentation, it makes it REALLY HARD to find out what mod is breaking my modlist.

this is the mod.
messes up rimworld of magic trait selection in prepare carefully.

ciphered text is quirky and all, but could you please include a non obfuscated version?
Hauts  [作者] 9 月 7 日 上午 8:27 
@dr.kristian.west No it is not, good catch. It's supposed to agree w/ Monastic, and Prideful is supposed to disagree w/ Monastic, but I wrote Staid in both entries on accident. Fix goes up sometime today.
dr.kristian.west 9 月 6 日 下午 11:48 
Hey, just noticed that the Staid trait, in its description, says that it both "agrees with" and "conflicts with" Alpha Memes' Monastic meme. Is that intended?
slurpme 9 月 6 日 下午 3:13 
also this made me find the 1.6 github version of mechanoid spots and i am sure i can figure out the rest
slurpme 9 月 6 日 下午 3:07 
sure thank you for trying and at the very least i know what's causing the problem :)
Hauts  [作者] 9 月 6 日 上午 7:54 
@slurpme I can only reproduce the on-startup error, which seems to occur because [AV] Mechanoid Spots hasn't updated to 1.6 while the [AV] Framework has. No clue what mod interactions cause your info page error, sorry - this is just the kind of thing that happens when you're running 887 mods at once (and especially when some of them aren't updated for the current version of the game).
Stalker of the Week 9 月 5 日 下午 12:17 
@Hauts Yeah, it's working fine with the unedited xml after the patch! Thanks!
slurpme 9 月 5 日 上午 11:45 
whenever i try to use the info page of a pawn it is blank a it sends a bunch of error in my log
slurpme 9 月 5 日 上午 11:43 
so i have a bug happening with my game and it's only when i put this mod in my modlist https://gist.github.com/HugsLibRecordKeeper/4f48d2c8c1c54780a3120ca1ee3bd95c
baka_shuo 9 月 5 日 上午 7:17 
Thank you.
Hauts  [作者] 9 月 5 日 上午 6:51 
@baka_shuo revelation is described in the "Awakenings" section of the wiki; whenever one of your colonists awakens, or whenever you recruit an awakened pawn, you get a letter describing a vision they had of one possible means of attaining transcendence. All transcendences grant additional psychic sensitivity and 2x consciousness, but beyond that knowing what each one does is a little bit of a secret. Play and find out.

The Personality Neuroformatter is sold by exotic/shaman traders, offered as a quest reward, and can occasionally be found in ancient ruins. The archite genes are sold/found anywhere you can normally find archite genes.
baka_shuo 9 月 5 日 上午 4:15 
Hello,I very like your mod but I have some questions.
I want to know what's the transcendences psychic traits. In your wiki the introduction seems like to be a language but i can't know the meaning of them. I don't know how revelation works, how can I get the transcendences and what's the transcendences can actually do. Could you please update your wiki when you have time?
And where can I get the Personality Neuroformatter and archite genes?
Hauts  [作者] 9 月 4 日 下午 10:12 
@Stalker of the Week can you see if it still does that with the unedited XML? The patch I put up just now should prevent forced body types from working on non-humans.
Oxirane 9 月 4 日 下午 7:34 
Hah, that's one way to make sure it's working. Thanks, I'll see if it's working better tomorrow.
Stalker of the Week 9 月 4 日 下午 6:08 
If anyone else has an issue with the good old red boxes of missing textures on HAR pawns with the "mighty" or "herculean" traits from this mod it's because they force the Hulk BodyType and a good number of HAR mods do not include textures for that one.
You can edit it out with zero problems in the Traits.xml by searching for the trait def and it won't force the bodytype anymore. (It should be fairly obvious what part to edit out)
Hauts  [作者] 9 月 3 日 下午 9:21 
@Oxirane it's likely because when I was testing the update to 1.6, I changed the chance to generate a good event per 0.1 hours from 1% to 1001%, and then just forgot to set it back afterward. I just fixed that two minutes ago, so if you're still getting this issue, then it's a mod conflict thing and I'll need your modlist to investigate further.
Oxirane 9 月 3 日 下午 4:50 
I think Indigo Bunting has a potential infinite loop situation going on (possibly due to a mod conflict on my end?). Mine tried using a telescope and I decided to reload the save at 50 events coming out of like 1 hour of telescope usage (events were continuing well into the next day).

I looked over the log and the only trace in it was a pawn generation error (which was for a wanderer join Indigo Bunting caused).

Let me know if there's any info I can give you to help debug. I do have 199 active mods so this could totally be a weird mod conflict totally out of your control.
Hauts  [作者] 8 月 27 日 下午 3:07 
@NightLorde no worries, I was able to replicate the issue. It should be fixed now; PNFs will not offer the Latent Psychic option to awakened pawns, so there's no need for the special "don't consume charges" exception.
NightLorde 8 月 27 日 上午 7:57 
It seems like if you use a personality neuroformatter to add the latent psychic trait, and the pawn immediately awakens, it doesn't actually use any of the charges. I assume this is because it says on the google doc it's free to attempt adding latent psychic if you're already awakened. I'd add my error log and mod list, but I'm not sure how to.
Hauts  [作者] 8 月 24 日 上午 7:41 
@ItsKairoKay having more loadBefores and/or loadAfters than actually needed is a bad idea, because once someone starts running enough mods, they're eventually going to end up with some combo of mods with a set of LBs/LAs that can't be resolved. My standard for a 'needed' LB or LA is when this mod will literally not work if in the wrong order, or for which large amounts of content will be disabled if in the wrong order.

On the other hand, the issue with putting Integrated Implants below HAT is a very minor one - it only triggers if you have two specific DLCs, and only negates one benefit of one bionic and one benefit of one hediff caused by a particular transcendence. Frankly, you can run HAT and II in the wrong order without noticing the issue for an entire playthrough.
ItsKairoKay 8 月 24 日 上午 6:20 
Could a loadbefore be added to the about xml, its mainly a issue with auto sorting but this mod page states it needs to be placed before integrated implants so i have to manually drag it below everytime i auto sort
squidd 8 月 22 日 上午 6:17 
seems resolved, thank you :er_heart:
Hauts  [作者] 8 月 21 日 上午 10:31 
@squidd no worries. It should be fixed now, tell me if you're still getting issues.
squidd 8 月 21 日 上午 8:02 
i did some testing and it turns out to be a bad interaction between this + Natural Genetic Focus + b&s sapient animals spawning. apologies for not investigating more thoroughly !!
Hauts  [作者] 8 月 21 日 上午 7:18 
@squidd I'm gonna need more to go on before I can fix those errors, as I wasn't able to trigger any using the cogni-fi myself. Please send an error log (if it's too long to paste in the comments, send to lasertoothliger@gmail.com).
squidd 8 月 21 日 上午 12:03 
seems to throw errors when creating sapient animals with b&s sapient animals
TemplarSpartan 8 月 20 日 下午 1:16 
I haven't gotten to actually play with this yet, but I wanted to say what a pleasure it was to read through the Google doc and mod description. It's so awesome when mods are so well documented and it was interesting to see your insight that went into each trait. Fantastic job, really.
Hauts  [作者] 8 月 19 日 上午 8:54 
@Coolchilion added a gene for VPE Biotech Integration (sorry for the art, I can't do art either). Genies, highmates, sanguophages (regular and bruxa variants), Re:Splice Charmweavers, and Alpha Genes' animusen, forsaken, mind devourers, and taukai.
Coolchilion 8 月 18 日 下午 11:09 
Is there anyway to disable the added psycast tree? Currently playing with Vanilla Psycast Expanded - Biotech Integration but since I don't have the skill to make art for a gene nor do I have any ideas on which xenotypes to place it on, I'd rather have the entire psycast tree disabled.
Oxirane 8 月 14 日 下午 8:13 
Great mod! I've only seen 2 Transcendences so far in my Latent Psionic start (and one was on an enemy) but it's a very cool concept. Looking forward to seeing more of your stuff in the future!