RimWorld

RimWorld

215 ratings
Conservationist and Polluter - Mort's Ideologies: Memes and Precepts
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
531.254 KB
21 Feb, 2023 @ 2:55pm
14 Jun @ 9:24pm
11 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Conservationist and Polluter - Mort's Ideologies: Memes and Precepts

In 1 collection by Mort Strudel
Mort's Ideologies
8 items
Description
Preserve your natural ecosystem! Or just pollute it even more.

-------

This mod adds two new memes to the Mort's Ideologies mod series, centered around Biotech's pollution mechanic: Conservationist and Polluter!



Conservationists seek to protect the natural world around them, and despise pollution as a result. Conservationists get a positive thought when their base is clean of pollution. They also get access to the Cleanup Specialist - a special role with faster cleaning speed, better tox resistance, and the ability to improve the cleaning speed and tox resistance of those around them.

In exchange, Conservationists also get negative moods for living in polluted environments, and get negative memories for dumping toxic waste abroad. Conservationists will also get negative thoughts for having Toxifier generators in their colony. A more extreme precept is also available, which also provides negative thoughts for having a Carbon generator in the colony (Wood-fired generator or Chemfuel-powered generator).



Polluter, a meme common among Waster societies, is all about enriching the world with waste chemicals, terraforming it into a toxic oasis - regardless of everyone else's opinions on the matter. Polluters get a mood bonus for living in a polluted environment and a mood debuff for living in an unpolluted one. They also get a positive memory whenever they dump pollution elsewhere in the world, have the Mechanoid Labor: Enhanced precept from Biotech, and start with the Toxifier Generator already researched.

-------

Both Conservationists and Polluters get variations on the World Pollution precept - they each get a mood debuff or buff respectively when the world is highly polluted, and the opposite when the world is free of pollution. This has a limited effect without any other mods, as it's very difficult to change the overall pollution level of the world in vanilla Rimworld, but with other mods that let you clean world tiles, like 'Caravans can Clean' (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3068703838), your pawns will react to the changing pollution levels of the world as you play.

-------

It always seemed odd to me that there weren't any memes or even precepts related to pollution, when there's multiple nature-based memes and an industrialist one. Originally, this mod was going to be essentially a revamped version of the Nature and Human primacy memes, made to better fit into the Environmentalist and Industrialist political roles. Ultimately I decided that there was no need for redundancy, so these memes are paired down to specifically focus on pollution and mechanoids. This means the the Nature and Human Primacy memes still fill their own little niche of providing Plant and Production specialist roles.



-------
Q&A
-------
Q: Why would a society be focused around polluting for its own sake? A society might make a lot of pollution, but even the most polluting societies in real life make pollution as a means to an end, not because they just like pollution. 'Polluters' isn't a real ideology like Conservationism.
A: That's true, but in the universe of Rimworld, technology has opened an ideological 'niche' here. Because of genetic engineering, large populations of people in the Rimworld universe actually benefit from pollution, through pollution stimulus genes. In that context, it makes sense that some waster societies would want to terraform their world to become more polluted - to them it's actually healthy. Naturally, if you take the Polluters meme, it makes the most roleplay and gameplay sense to start as either Wasters or a custom xenotype that also has antitoxic traits. Either way, this is pretty extremist, so Polluters is set as a High Impact meme.

Thank you to 'Ferris' on Discord for helping with some optimization!
Popular Discussions View All (1)
1
21 Feb, 2023 @ 5:45pm
How many modules are planned?
The creator
34 Comments
Sakujo 23 hours ago 
Thanks for update. Looking forward to my 1.6 waste playthrough
Mort Strudel  [author] 11 Jul @ 1:02pm 
@lexcpa324 The waster pirates can have the polluters meme, and if I recall correctly they should always start with it by default. I think it's forced on them so they have to have it.
lexcpa324 10 Jul @ 7:07pm 
hey quick question because im too lazy to check first: will waster pirates get the polluter meme?
Roque the Rogue 26 Jun @ 8:56am 
Mr Mort, can you add a compat patch for Vanilla Recycling Expanded?
where the Conservationists spawn with the recycling tech so they can start cleaning right away, if possible I would also ask for a crafter/tailor bonus role to help with recycle jobs.

Thank you so much for your mods
MercuryDoll 17 Apr @ 5:10am 
I would love to use this in my next scenario, but i fear Conservationist is just extreme punishment from the start that you have to work against with desperate measures if you start on a polluted tile with the intend to clean it up. It would be nice if each tile of pollution cleaned on the map would cause a stacking moodlet, otherwise i dont know how to counter getting on a map that is mostly polluted already without massive abuse of drugs.
gunns22 1 Feb @ 9:33am 
@Mort Strudel Hello. May I request compatibility with the Wastepacks Don't Anger Wasters mod? The compatibility patch I am requesting expands the quirk of Wasters accepting Toxic Wastepacks as a good gift (Toxic Wastepack deliveries actually make Waster factions happy) to apply to ANY Faction with the Pollution: Preferred, World Pollution: Desired, or Toxic Wastepack Dumping: Respected Precept (if not the straight Polluter Meme).

Link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3296293048&searchtext=Wasters
Harmonea 28 Jan @ 5:55pm 
That sounds like an awesome ideal implementation. I sympathize with it being a coding difficulty. Thanks for your consideration anyway!
Mort Strudel  [author] 28 Jan @ 11:59am 
@Harmonea Nah it's just that properly implementing a system to incentivize what you're describing is a lot trickier to implement. If I had better technical skills I might try something more ambitious, but as it stands it works well enough to make conservationists at least very diligent about keeping their home clean. Ideally I'd make it so:

- A toxpack degrading on the map causes negative mood
- Pollution on the map causes a negative mood, but only if no one has cleaned pollution in the past week. If they have, they get a rising mood buff based on how much has been cleaned in the past week
- Cleaning the world with the Caravans Can Clean mod also applies to this mood bonus

Requiring a totally nomadic playstyle would I think be too extreme for a mod like this, but if players were encouraged to start somewhere polluted, clean up their map, then start cleaning the world map, that would be ideal. At the moment I just don't have anything that advanced implemented.
Harmonea 28 Jan @ 10:46am 
"In exchange, Conservationists also get negative moods for living in polluted environments" - It seems to me like a conservationist should want to move to polluted areas, clean them up, and restore the natural biome, and receive negative thoughts if their colonists haven't cleaned pollution in a while -- which can't happen if they live in a clean place with no tox production.

Your implementation makes them proud to not mess up an already clean place, but it disincentivizes "getting their hands dirty" and making actual positive change. I can't help but wonder if this is a commentary on how you view real conservation efforts?
Mort Strudel  [author] 26 Jan @ 8:09pm 
@ColossalFossil Yeah I noticed that, I'll fix it tomorrow when I have access to my main machine