RimWorld

RimWorld

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Alpha Memes
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Mod, 1.5, 1.6
File Size
Posted
Updated
39.975 MB
22 Nov, 2021 @ 3:08am
25 Jul @ 9:16am
84 Change Notes ( view )
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Alpha Memes

Description
[www.patreon.com]

Details

- Adds 13 new structures: Alienism, Jewish origins, Kemetic origins, Steampunk revival, Jain origins, Sikh origins, Corsair, Neolithic, Scavenger and Atheism. With Anomaly, you get Cubicism, Flesh cult and Void-Touched
- Adds 23 new memes: Vow of Nonviolence, Artist, Sadist, Youth, Madness, Biological corruptors, Biological defilers, Biological reconstructors, Psychic vampirism, Gauranlen supremacy, Bulwark, Sharpshooter, Gladiator, Iconoclast, Monastic, Vampire hunting, Epicurean, Water primacy, Tea primacy, Cowboys, Deforestation, Fertility and Prefab preference.
- So many additions to vanilla Ideology styles. SO. MANY. Like, hundreds

Known Issues

The abilities in Psychic Vampirism and Biological Reconstructors are added when a pawn joins an ideo with those memes, so they most likely will not work as intended with fluid ideos!

Walls were never meant to be styleable, so the blueprints of Steampunk walls will show as a weird blank coloured wall. Just a visual inconvenience! Once built they'll be fine

FAQ

Q: Can I add it mid-playthrough to an existing save?
A: Yes, albeit to no effect, as ideologies are only created upon starting a new game. You can however edit ideologies in dev-mode.

Q: I don’t like certain meme, can I remove it?
A: Use Owlchemist's Cherry Picker mod!

Q: I want more than 4 memes!
A: Check mod options for Vanilla Ideology Expanded - Memes and Structures! You can increases number of memes, styles, rituals, relics and ideo buildings.

Q: Can I suggest a new meme?
A: Without a doubt, I accept all suggestions. Please use the pinned Suggestions thread in Vanilla Ideology Expanded - Memes and Structures for it!

Q: Where should this mod be placed in the mod load order queue?
A: Under Ideology, our Framework and any mods that specifically mention having to be above this mod.

Q: Is it compatible with another mod that adds memes?
A: Depends on what memes such mod adds. Chances are, if someone else alters the same game components, our memes can become incompatible. It is obviously compatible with Vanilla Ideology Expanded.

Q: Vow of Nonviolence is too difficult!
A: Yes.

Q: Does this work with Combat Extended?
A: I have been told it is compatible. I've also been told the sharpshooter meme does weird things.

Q: Styled walls for Kemetic, Steampunk and Scavenger look weird when being built!
A: The game doesn't like walls being styled, but someone made this mod, use it! https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2957953663

Content

The design doc for this mod is public at: Google Docs[docs.google.com]


















































Credits

Thanks to Helixien, Pooler and Cassie for providing the textures for the Stargate inspired armours for the Kemetic style.

Allie built the entire Funeral Framework and a LOT of rituals work

Cassie did about 150% of the Steampunk and Corsair styles, the mad woman.

Luizi is listed as an author because he'll finish drawing something someday. Maybe.

The rest by Sarg Bjornson.

Corsair ritual song by Justin Marshall Elias:
https://www.justinmarshallelias.com/
https://www.imdb.com/name/nm3365402/?ref_=fn_al_nm_1
https://www.instagram.com/justinmarshallelias/?hl=en

Thanks to Oskar Potocki for being a good friend.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]
Popular Discussions View All (1)
593
22 Aug @ 6:09am
PINNED: Bug Reports
Sarg Bjornson
2,400 Comments
Yinyang107 25 Aug @ 5:03pm 
Playing a Cube-styled run and I somehow ended up with a bookcase that has "Style: Cubic" followed by "Style: Cubic", that is two say, two identical lines in the info card. i don't know for sure if this is Alpha Memes' fault because I'm tracking down some other ideo errors right now (pawns losing ideo on game load) but the bookcase seems to be the only affected object
Josh/Robus 24 Aug @ 9:48am 
My issue is similar to Яambus', but they bring the animal, just not the ocular dryad. Drafting and bringing the Dryad to the room wouldn't change it. It would just stay Standing and they wouldn't fetch the Ocular Dryad to start the ritual.

I also couldn't get the Corruptor Dryads to make a Corrupted Gauranlen Seed. They'd switch between Standing and Sleeping eternally. From my experience, it was the Dryads who were bugged, not the Seed Pod. Below are things I tried:

- Deleting the Pod and allowing it to regrow, changing the caste between.
- Killing the Dryads, allowing new ones to respawn.
- Using a different Gauranlen Seed, with a different pawn. (I spawned a Corrupted one specifically, as the first tree was from a normal Gauranlen Seed but it was corrupted when it grew)

My other Ideology mods are:
Vanilla Ideology Expanded - Memes and Structures (Bug was present before installing)
Vanilla Ideology Expanded - Relics and Artifacts
Sarg Bjornson  [author] 24 Aug @ 4:29am 
That gives me some hint
Яambus 24 Aug @ 2:36am 
So figured out a work around till the bug gets fixxed for the ocular ritual getting stuck. If the ritual spot is away from the animal pen and colonist won't get the animal then the ritual will get stuck. I just put the ritual spot in the pen with the animal to be converted and the ritual seems to be working.

Seems to be an error with the AI and retrieving the animal.
Necirays 23 Aug @ 5:53pm 
Please add the "morbid" meditation focus to the rum barrels ! They are a grave where bodies can be burried but pawns can't meditate near them
Яambus 23 Aug @ 3:49am 
Anyone else having issues with ocular ritual getting stuck (tried with rimworld original animals or boomalope or dromdary) and the colonist just bring the animal to the ritual stop and stand there. There is no errors popping up either :/
Sarg Bjornson  [author] 23 Aug @ 12:33am 
Cherry Picker is not supported. I don't even know how it does what it does
Gaaius 23 Aug @ 12:32am 
Disabling redwood or pristine limestone blocks via cherry picker causes the walls of most generated structures to be made of wood - even if they wouldnt have been been made of either material:
1.Redwood structures dont generate naturally (as far as i can tell)
2.Pristine limestone structures are much rarer then "most"
3.If such a structure would spawn while these things are disabled, an error "using default" appears, but that didnt happen during most tests, i.e. those realy werent pristine limestone structures
Would it be possible to have the existance of these materials only affect structure generation of structures that actually tried to be made out of either material?
girlkisser 20 Aug @ 2:13pm 
That does seem to be it, but it wasn't updated and the lite version is missing the stuff I like. Dang. Thank you for the help.
Sarg Bjornson  [author] 20 Aug @ 10:50am 
iirc Industrial Armoury