RimWorld

RimWorld

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Hauts' Added Traits
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Mod, 1.5, 1.6
File Size
Posted
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10.637 MB
7 Feb @ 9:06am
1 Oct @ 5:36pm
90 Change Notes ( view )

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Hauts' Added Traits

Description
For 1.5 or 1.6. Safe to add mid-playthrough; do not remove mid-playthrough.
Do not deactivate any DLC while using this mod.

You don't need the following mods, but if you have them, they must go above HAT: DD Traits Expanded, Vanilla Factions Expanded - Pirates, Vanilla Races Expanded - Highmate. (Auto-sort should do this for you)
Incompatible with: More Traits.

What this mod does
Adds 45 fun traits for pawns. Most have unique mechanics, such as activatable combat abilities, new ways to get inspirations, and more.

Adds a new mech serum that lets you add traits of your choosing to pawns.

Has settings to adjust the minimum (1-3) and maximum (3-9) number of traits a pawn can spawn with. Increasing the max number of traits also affects how growth moments work for children in Biotech - children will gain growth points faster, and they'll have more growth moments, so that they can reach the max number of traits.

The more DLCs you have, the more you get:
- Ideology adds 15 more traits. Several traits also have certainty loss factor modifiers, and some agree or disagree with certain memes.
- Biotech adds 7 traits. It also adds over 20 genes (exact number varies depending on what other DLCs you have) which grant certain traits from this mod or else provide identical effects.
- Anomaly adds 6 traits for normal pawns, and 4 traits exclusive to creepy joiners.
- Royalty adds 4 traits, one of which is the "Latent Psychic". Exposing a Latent Psychic to extraordinary or traumatic events may 'awaken' them, transforming them into one of twelve different types of Awakened Psycasters with psylinks and powerful psycasting-related buffs. Awakened psychics may, through even rarer and stranger events, develop unique non-psycast psychic powers known as Transcendences. A new start scenario lets you start with six Latent Psychics, either at an industrial or tribal tech level.
- Odyssey adds 8 traits.

See the full description here
https://docs.google.com/document/d/1AjWjya-8knskExfpUYtH3eyMT3oHOg1_BPJzgBO_3FE/edit?usp=sharing

Known issues
Gameplay-irrelevant, purely cosmetic issues are listed in the Google Doc, but not described here for brevity.
- If you have Biotech and the mod settings are configured so max traits per pawn is 4, 5, 7, or 8, children spawned between ages 3-13 will have slightly lower growth scores than the median. This does not affect children spawned at ages outside that range, so babies are unaffected by this bug.
- Character Editor does not play nice with traits that use the TraitGrantedStuff system from Hauts' Framework. You can safely use it when setting up a new game, but if you use it to add or remove traits mid-game, you will need to follow it up by turning on dev mode, toggling on God Mode, clicking on the affected pawn, and pressing the “DEV: Fix TraitGrantedStuff” button. The full list of traits Character Editor cannot properly grant or remove by itself can be found in the Google Doc.
- If you have Anomaly AND Royalty AND load this above Integrated Implants, Blacksight and some transcendences that nullify the mood malus from being in the dark won't work. So load this below Integrated Implants.

FAQ
I’d like to report an error.
Read the relevant section in the Google Doc first (if any) to determine if said error is actually an intended feature. If not, send me a description of what happened, your error log, and your mod list. If you don’t send these things, I will not be able to fix your problem.
Could you implement X trait idea I had?
I likely won’t say yes… but there’s no harm in asking.
Could you do a patch for X mod?
I might not say yes… but there’s no harm in asking.
Can I make a patch of your mod?
Go right ahead! If there’s something I can do to help, ask, and I’ll consider it.
I don’t like X trait from this mod. How can I stop that trait from spawning?
Use Cherry Picker or Vanilla Traits Expanded. Both have the option to disable specific traits. I cannot recommend Cherry Picker enough, it is such a good all-rounder tool for any mod enjoyer.
Could you make a gene that grants X trait from this mod?
I’ll consider it. The main issue is actually getting art for the gene icon - the only art I make for my mods are the thumbnails, so I’d have to commission one of my friends to do that.
What’s up with the tooltips for some of these traits showing “permanent mood effects” when their mood effects actually change based on circumstance?
In such cases, it’s easier (more performant, smaller file size, and/or reduces load times) to use permanent mood effects than write custom code. Note that the trait tooltip displays the “default” value of these permanent mood effects, not their actual current values.
Won’t Radical Thinkers add too much bloat to my save file with all the ideoligions they generate?
Rad Ts can only come up with new ideos while in a map or in a caravan, so you only have to worry about pawns you know about making new ideos. Also, ideos disappear once they have no more followers.
I turned on dev tools and noticed some hidden hediffs (health conditions), what are you hiding from me?
These hediffs make certain traits work. Nothing is being hidden from you - everything these hediffs do is covered by the descriptions of the traits that inflict them. Making these hediffs invisible reduces clutter and potential confusion for players who aren't snoops.
Why have max-trait-per-pawn settings when other mods already do that?
I am not presently aware of any other mod which offers this in a manner truly, fully compatible with Biotech.
Combat Extended compatible?
Never played with it, no idea how it works, not interested in spending the time to make it so.

GitHub
https://github.com/LaserToothLiger/Hauts-Added-Traits
Popular Discussions View All (1)
2
16 Jul @ 6:59am
xpbase bug since July 14th update
Airlewe
264 Comments
Hauts  [author] 8 Oct @ 4:13pm 
@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 8 Oct @ 2:06pm 
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 2 Oct @ 3:10pm 
the skulker raid is devious haha, i was not expecting raiders to appear in my animal pen
Hauts  [author] 27 Sep @ 6:05pm 
@Flurbel yep. It even adds a psycasting tree if you're running VPE.
Flurbel 27 Sep @ 12:24pm 
Is this compatible with Vanilla Psycasts Expanded?
hoteldoor538 24 Sep @ 2:18am 
and thank you
hoteldoor538 24 Sep @ 2:18am 
im very close to awakening the monolith, i'll try that
Andreas 24 Sep @ 12:58am 
DRAGONHEART
Hauts  [author] 23 Sep @ 9:11pm 
@hoteldoor538 not without getting someone else to awaken, no. As a compensatory freebie: completing the Anomaly or Odyssey endgame quests can induce transcendence.
hoteldoor538 23 Sep @ 5:21pm 
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?