RimWorld

RimWorld

787 ratings
Persistent Precepts
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
75.781 KB
10 Mar, 2023 @ 1:09am
21 Jun @ 7:45pm
3 Change Notes ( view )
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Persistent Precepts

Description
Persistent Precepts adds a simple toggle to the Ideology edit screen that prevents the re-randomization of Ideology precepts, rituals, buildings etc. when you change structure or memes.

With this mod, you can ensure that your carefully crafted Ideology remains intact, even if you go back and change structure/memes. This also means your saved ideoligions can better act as templates when you load them in.

When the toggle is on, ideology re-randomization for the player is blocked for:
  • Precepts
  • Roles
  • Rituals
  • Buildings
  • Relics
  • Weapons
  • Venerated Animals
  • Preferred Xenotypes
  • Preferred Apparel
  • Appearance (Hair, Beards, Tattoos) (this one is currently not working)


Please note: The confirmation warning of re-randomizing precepts still comes up, please ignore it for now while I work out how to change the confirmation dialogue.

If you start a new game and forget to turn the toggle off, your faction's ideology will be generated without any precepts/rituals etc. This is easily fixed by flicking the toggle back off and selecting "Randomize Precepts" button. Other factions generated at world creation and as part of events are not impacted.

Compatibility
The mod uses harmony to patch a few methods related to player actions on the ideology edit screen and precept randomization. It touches nothing else besides adding the checkbox so should be highly compatible with other mods.

Thanks
Mute for reviewing my code and being generally awesome with guidance, especially with how to approach limiting the toggle to only affect player actions.
Mile for giving me advice and a friendly space to get help and feedback.
Rimworld modding community, this is my first ever mod and I couldn't have done it without the supportive people in discord.

Credits
Thumbnail dice icon: by Delapouite (games-icons.net)
Thumbnail font: Marnador's fan made font[ludeon.com]

Github[github.com]

115 Comments
Alleykat  [author] 21 Jun @ 11:32pm 
Tested this mod for 1.6 unstable with only harmony and current dlc loaded. Seems to be working fine and I've updated the version tags. I'll do a full megamod–list test playthrough once the new DLC drops, but it should be safe for now.

I made Persistent Precepts with bloated modlists in mind as that's how I enjoy to play. But it's >2 yrs old and I'm not an active modder. This is my first/only mod for any game. If your favorite mod is doing something very niche with the exact UI methods that this one temporarily patches, that's probably beyond my skills to resolve.

Thanks again for the support and especially to those who’ve taken the time to help others in the comments. The lovely messages have been appreciated.
Alleykat  [author] 21 Jun @ 11:31pm 
I don’t expect any conflicts with 1.6 or (hopefully) the new DLC but I'm posting the info below to get ahead of the big update.

Why this mod probably isn't breaking your favorite mods:

- Only wraps methods called from the ideo-editor UI, so it only triggers on direct player actions (eg button clicks) in that screen or when the player’s ideology is first generated at game start.
- NPC ideologies (worldgen factions, raid events, etc) never touch those UI methods, so they stay unchanged.
- Even then, behavior only activates when the Persistent Precepts toggle is on.

This mod uses minimal Harmony patching, full source is available on GitHub (link bottom of description).

There is a Known issue : the toggle isn’t stopping apparel re-randomisation in Ideology edit screen. Sorry about that! It's been ongoing for a while, I want to fix this but I'm very time poor these days. Marked it as "currently not working", hope to come back to it in the future.
Raggsockan 5 Apr @ 3:52pm 
Loading this before VFE Tribals solves any issues, if you are using mod managers just add a custom rule and its done.
$h@d0w_M@$t3r 22 Feb @ 3:57pm 
load before vanilla factions expanded tribals or it will break tribal gatherings
مُتَّقِينَMUTTAKIIN 29 Nov, 2024 @ 4:52pm 
Gotta test without 350 other mods enabled in order to know if it conflcts with other mods.
مُتَّقِينَMUTTAKIIN 29 Nov, 2024 @ 4:45pm 
Mod causing %50 random recruit reward not working for social festivals.
VitaKaninen 3 Nov, 2024 @ 3:02am 
The option to have this enabled by default is not working properly. When I look at the config file, nothing really is being saved in it.

I am not sure what it is supposed to look like, but this is all that is in there, and the setting is not saved between reloads.

<SettingsBlock>
<ModSettings Class="PersistentPrecepts.PersistentPreceptsSettings" />
</SettingsBlock>
Good Old Jim 30 Oct, 2024 @ 6:54pm 
SHUT UP AND TAKE MY MONEY, is what I would say, IF I HAD ANY
tmo97 14 Oct, 2024 @ 9:15pm 
Who would've thought adding transhumanist would require reclicking hundreds of options, thanks Tynan, you feckin ballop footer.
tmo97 14 Oct, 2024 @ 9:12pm 
Hellhaunt is right, it still randomizes hairs and tattoos. I can't be arsed to reclick hundreds of different options, fix please.