RimWorld

RimWorld

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Ideology: More Precepts
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
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Updated
2.711 MB
28 Jul, 2021 @ 6:55am
11 Jul @ 8:39pm
53 Change Notes ( view )
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Ideology: More Precepts

In 1 collection by llunak
llunak's RimWorld mods
12 items
Description
This mod provides additional precepts, memes and rituals for ideoligions in the Ideology DLC.

Description

Precepts
  • Alcohol - If Alcohol precept is set, it controls alcohol usage instead of the more generic vanilla Drug use precept.
  • Barracks - Barracks can be preferred, making pawns like them more but bedrooms less, or barracks can be despised.
  • Comfort - Added values that make pawns want comfortable furniture for sleeping and sitting, pawns will try harder to find suitable furniture, very demanding pawns may refuse to use facilities that do not have sufficient furniture.
  • Compassion - Allied, not hostile, not guilty or all incapacitated pawns should not be left to die helplessly.
  • Drug posession - Pawns will dislike presence and trading of hard, social (non-alcohol) or all non-medical drugs.
  • Elderly - Old people may be viewed with respect or contempt. Results in mood and social buffs and debuffs. When elders are respected, too young pawns are considered inexperienced for important roles.
  • Newcomer attitude - Pawns may be excited when new pawns join the colony (even temporarily) but will get bored if that does not happen for a while, or will be distrustful of newcomers, especially if they walk around the colony armed. Affects the severity of denied joining and colonist banished mood debuffs for recently joined pawns. If slaves are used, Time As a Slave mod is necessary to properly count their stay at the colony.
  • Nomadism - Pawns will dislike abandoning their settlement or want to do it regularly.
  • Superstition - Strong, mild or contempt. Superstitious pawns will get mood changes from some events, pawns with contempt will dislike others being superstitious.
  • Taking from downed - Pawns will dislike stripping incapacitated pawns in order to take their equipment.
  • Traps - Use of traps may be disapproved. Analogous to the 'Autonomous weapons' precept, but for traps.
  • Violence - Harming other people, ranging from pacifists that refuse to harm others to essential that makes pawns unhappy after a while of no violence. Includes a defense-only option. Affects only direct harm, does not affect other ways such as using turrets or animals.

Memes
  • Nomadism - Hight impact, requires Nomadism:Essential or Nomadism:Wanted. Unlocks animal specialist role.
  • Pacifism - High impact, requires Violence:Pacifism or Violence:Horrible.

Rituals
  • Animal duel - Like gladiator duel, but one of the participants is an animal.
  • Drinking party - A party focused on drinking, pawns will gather and drink what drinks are allowed and available (such as on shelves in the same room).
  • Feast - A party focused on eating meals, pawns will gather and eat available meals.
  • Funeral pyre - An alternative to funeral, body is burned on a pyre.

Ritual outcomes
  • Raid - Colony may get raided after a noticeable ritual (drum party, sacrificing a prisoner or symbol burning). Chance is higher for Violence:Wanted or Violence:Essential precepts.
  • Venerated animals wander in - Like farm animals wandering in outcome, but for venerated animals.

Compatibility
This mod should generally work with other Ideology mods, as long as they do not add precepts that are the same or similar in functionality. Mods that have such conflicts could possibly still work, but it is recommended to use the Cherry Picker mod to disable conflicting precepts from one of the mods.

Mods that change chair search radius replace game's chair searching code and thus break the increased chair search radius of the Comfort precept.

Related mods:

Notes

This is work in progress, more are planned.

If you want to report a bug or suggest another precept to implement, please do so in the pinned conversations.

For changelog see the 'Change Notes' tab.

GitHub: https://github.com/llunak/rimworld-moreprecepts
Popular Discussions View All (3)
40
28 Jun @ 1:38pm
PINNED: Suggestions
llunak
12
10 hours ago
PINNED: Bugreports
llunak
6
30 Jun @ 9:40am
PINNED: Feedback/balance
llunak
246 Comments
llunak  [author] 25 Jun @ 10:25pm 
Updated for 1.6.

Since this mod is quite a lot of complex code, it's hard to verify everything works properly, so in case you encounter a problem, see the bugreports section above.
Head 18 May @ 8:50pm 
Great mod!
Amyxts36 23 Mar @ 7:46pm 
Gotcha, alright then ty anyways!
llunak  [author] 23 Mar @ 6:50pm 
It's really the same, just fewer options.
Amyxts36 23 Mar @ 6:47pm 
Alrighty! If that's too hard then dw about it, but out of curiosity how easy would it be to make one where you can modify it by type only? (Like for example they would dislike wearing hats, or only want to wear masks, etc etc?)
llunak  [author] 23 Mar @ 5:20pm 
@Amyxts36 : The precept itself would be presumably rather easy, but the configuration part would be quite a hassle.
Amyxts36 23 Mar @ 4:13pm 
Out of curiosity, how difficult would it be to make a precept where you can fully customize which apparel pawns want? (Like they may like jackets but hate Parkas, or stuff like that)
llunak  [author] 30 Jan @ 12:36am 
@furel87: I have added a map check, see if that helps.
furel87 20 Jan @ 4:57am 
Hi, my colony has the Compassion: All precept, and they randomly get sad because someone died, but there's no one there. Is it because a raider died off-map? It wouldn't make sense.
llunak  [author] 20 Jan @ 12:52am 
@weregamer: I still don't see any actual problem that would not be solved by what the compatibility section says.