RimWorld

RimWorld

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Inspired Conversion
   
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Mod, 1.2, 1.3, 1.4, 1.5, 1.6
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117.046 KB
19 Aug, 2022 @ 7:46pm
12 Jun @ 9:41pm
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Inspired Conversion

In 1 collection by SkunkPlaysGames
A Light Mod Pack
51 items
Description
Adds an additional inspiration to the game that functions like Inspired Recruitment but for ideological conversion.

Inspired pawns gain an ability called Instant Convert which functions nearly the same as the regular Convert ability held by pawns with the "Moralist" title. Using Instant Convert on a pawn will drop their conviction down to 0% immediately converting them to the Inspired Pawns Ideoligion.

Once the ability has been used or the inspiration expires, the ability will be removed from the pawn.
32 Comments
Yoann 12 Oct, 2024 @ 11:59pm 
The check for anomaly was not required, it comes from the ideology conversion ability who doesn't have a check (I haven't Anomaly).

Thank you for your mod :)
SkunkPlaysGames  [author] 12 Oct, 2024 @ 8:47pm 
Okay, I have implemented your suggests re: show when drafted, hostile, capable of violence, the missing fields for the comp property, and target mutants. Everything is fully functional and simpatico with Anomaly. It checks for Anomaly for the relevant code so Anomaly remains not required to function. Thanks again for the tip.
Yoann 9 Oct, 2024 @ 8:51am 
After some attempts, I fixed it by adding the fields of <li Class="CompProperties_AbilityConvert"> that you omitted.

There is also a <canTargetMutants>false</canTargetMutants> to add for Anomaly compatibility I think.
Yoann 9 Oct, 2024 @ 8:23am 
Yoann 9 Oct, 2024 @ 8:20am 
You should update your def with:
<showWhenDrafted>false</showWhenDrafted>
<hostile>false</hostile>
<casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>

My pawn wasn't able to use the ability because incapable of violence.
whenwrašk 14 Sep, 2024 @ 5:14pm 
does this work with Enhanced Beliefs?
SkunkPlaysGames  [author] 8 May, 2024 @ 9:46am 
I don't know if something has changed or if people were experiencing a mod conflict but I only get 1 ideoligion point for a successful conversion when I use this ability with a fluid ideoligion. I will continue testing it a bit to see if I run into the same issue but it doesn't seem to be an issue.
SkunkPlaysGames  [author] 7 May, 2024 @ 8:24pm 
Yeah I have been kicking around a few ideas and that's a really good solution, it would be rather easy to isolate, but I haven't really used a fluid ideology before. If anyone can suggest a good upper limit, whatever the highest rewarded by the game as is, let me know, I'll try to hammer something out.
TheFounder 7 May, 2024 @ 7:56pm 
could add some code that checks the amount of points within a given time frame that is obtained and if points continue to gather past a set limit then you could code it to stop. just an idea if at all helpful
SkunkPlaysGames  [author] 9 Dec, 2023 @ 10:34pm 
Yes the fluid ideology issue still exists. I would recommend only using this mod for fixed ideologies.