RimWorld

RimWorld

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Precepts and Memes
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Mod, 1.3
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16.409 MB
22 Aug, 2021 @ 3:06pm
26 Oct, 2021 @ 11:49am
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Precepts and Memes

Description
ATTENTION: All rituals now belong to their own separate mod, as they have their own dependencies. It still requires this mod to be fully used.

Rituals mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=2586107221

For those that are missing the colonist duel ritual, it is contained on that mod now, albeit with some alterations.

If the last update somehow broke your game, heres the original version. Remove this one and add that one to your load order: https://github.com/00Zezz/MemesAndP/releases/tag/1.0

Adds new precepts and some memes to the game to spice up your ideologies.

Note: If you're using any other precepts mod and get an xml error with the exclusion tags please ignore it. It's harmless at worst.

Precepts:

Population. Either small or large. Will give you a bonus or malus when below 5 colonists, and a bonus or malus for each colonist above 5. A good compensation for those who want small colonies, or a nice helper for those that want gigantic ones.

Trading: Either honored or respected. Will give you better trading prices, but will make it so that you need to trade every few days or you'll get a penalty. There's also a penalty on global work speed for both of these. Require trader meme.

Death: Either don't care or Revered. Don't care is justs that, you don't care. Revered give you a mood buff when one of you colonists die. Both of these also incur a penalty on tending.


Memes:

Necrolatry: You love death. Gives you access to the melee and shooting specialist, and the precept Death: Revered.

Traders: Trade is paramount, Charity isn't. Gives access to trading precepts.

Altruism. From my other mod of the same name. Charity is important or better, and blocks most "bad people" precepts.

Ritual:

Colonist duel: Also from my other mod. Allows two colonists and/or slaves to fight each other.



I'll be adding more things as I get more Ideas. Leave any sugestion in the comment.

The source files are included. And you're free to use them as you like as long as you give credit back.


Due to extreme pressure from a friend of mine, I've set up a Kofi page. Send some Yayo Love this way if you feel like it.

https://ko-fi.com/zezz_

Popular Discussions View All (1)
27
30 Nov, 2021 @ 12:40am
Bug reports
Zezz
128 Comments
Mikki 5 Jan, 2023 @ 10:07am 
@Mlie Thanks for taking care of so many abandoned mods, your work is incredible!
Mlie 28 Nov, 2022 @ 2:40am 
Drago Duval 8 Nov, 2022 @ 2:12pm 
Nope, the dev is busy working on 1.5.
Rude 22 Oct, 2022 @ 9:22am 
we getting 1.4 update?
Thetaprime 29 Jul, 2022 @ 8:08am 
Good features in this mod, but it seems abandoned, along with the ritual framework.
Soraya 12 Apr, 2022 @ 6:20pm 
The image has an icon for for a precept called orthodoxy, which isn't mentioned in the description. Is that a part of this mod as well?
Jacque Pott 8 Jan, 2022 @ 4:26am 
I've found a compatibility problem with Pawnmorpher. Turning a pawn into an animal causes a null reference exception and stops them from being transformed. I've managed decompile and fix the problem by adding some null checks to the offending patch:

public static class MemoryPatch
{
private static void Prefix(ref MemoryThoughtHandler __instance, ref Thought_Memory newThought, Pawn otherPawn = null)
{
if (newThought != null && __instance.pawn != null && __instance.pawn.Ideo != null)
{
if (newThought.sourcePrecept == null || !__instance.pawn.Ideo.HasPrecept(PreceptDefOfDeath.Orthodoxy))
return;
newThought.moodPowerFactor *= 2f;
Log.Message("hello");
}
}
}
Zezz  [author] 4 Dec, 2021 @ 11:55am 
@RedCell You could get Visual Studio, change the number to whatever you want, and recompile the .dll. Maybe you could edit it straight from the .dll with a program like dnSpy. That's as much as I can help, and probably the easiest way.
Akahige 3 Dec, 2021 @ 1:08pm 
I understand that, but is it possible to have a scaling difficulty proportionate to how many colonists I choose to have instead of a mood debuff that caps at a mere 15 compared to the 37+ Colonists I've recruited because I have no reason to not recruit more other than my PC's processing power?
Zezz  [author] 3 Dec, 2021 @ 9:35am 
@RedCell you can change the base mood debuff on the defs, so no need to touch the C# code for that. But remember that the number you put there is going to be multiplied by the amount of people over the threshold. you would probably want a -3, or even a -4 for some real challenge.