RimWorld

RimWorld

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Ritual Size Attenuation [1.5+]
   
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Mod, 1.4, 1.5, 1.6
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157.032 KB
5 Jun, 2024 @ 6:46pm
21 Jun @ 10:23pm
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Ritual Size Attenuation [1.5+]

Description
Continued for Rimworld 1.5 by Delmain

Licensed (as original) under MIT. Code available on Github[github.com]

Original details below:

================================================

Automatically scales the required population count in rituals to accomodate different sized colonies.

This will currently affect:
  • Required participants in most rituals
  • Drums in drum parties (only ever scaled down)

Features
A configurable population percentage in the mod settings controls how much of your population is necessary for rituals. Defaulting to 75%, this will allow a few colonists to miss a ritual in smaller colonies without suffering quality loss.

By default, this mod will scale down ritual participation requirements for small colonies, but leave the default cap in place. So long as you have a large enough population to support the default requirements (taking the population percentage into account), ritual behavior will be identical to vanilla.

However, there are a few options available for uncapping rituals in large colonies.

  • Scaled: Scales up the ritual requirements in the same way they're scaled down. Larger colonies will require additional participants to maximize quality.
  • Bonus: Once the default cap is reached, adding extra participants will confer a configurable quality bonus, with diminishing returns. Hopelessly unbalanced, but someone might find a use for it.

Compatibility
This is a tiny Harmony mod that patches a few ritual outcome comps to override how they calculate attendence requirements and quality, and should be compatible with most other mods. It doesn't add anything additional to the game or your save. You should be able to freely add or remove it at any time. Mods that add custom rituals may or may not be scaled depending on whether they use some sort of custom attendance tracking.

Support
If you find any issues that I don't notice myself or have suggestions for additional features, open up a discussion and I'll take a look as soon as I have a chance.
Popular Discussions View All (1)
0
6 Jun, 2024 @ 6:34pm
PINNED: Bug Reports
Delmain
21 Comments
Delmain  [author] 24 Jun @ 11:17pm 
If it breaks for some new Odyssey ritual, I won't know until release.
Delmain  [author] 24 Jun @ 11:17pm 
But yeah, it appears to be working, but I didn't play an actual game with it (I pretty much always wait for the actual release), but I did load into a test game and run some role change rituals via the debug tools. Seems to be good.
Delmain  [author] 24 Jun @ 11:15pm 
Shhhh don't tell them that.
Mac 22 Jun @ 11:55am 
(he updated it anyway)
Delmain  [author] 16 Jun @ 5:12pm 
1.6 isn't out yet
lordmizou98 16 Jun @ 10:29am 
any plan for an update ?
Ratatoskr 1 Feb @ 1:48pm 
For some reason I'm not seeing this affect the Role Change ritual.
Delmain  [author] 24 Jan @ 2:33pm 
Yeah, it actually affects any rituals, which can include ones added by mods for whatever reason (I'm not sure if the game lets you use Rituals with *just* the base game, but that's outside the scope of this mod to manage).
Victor 24 Jan @ 4:53am 
Oh ok, I was thinking this was only about Ideology's rituals
Delmain  [author] 23 Jan @ 5:09pm 
There is no way in the Steam menu or the About.xml to say "at least one of these is required", which is what would be needed for rituals, because any of the DLCs that add them will make the subsystem work. It requires Royalty OR Ideology OR Biotech, and there's not a way to put that.

That said... this mod only modifies Ritual content, so if you don't have access to Rituals, there is no reason to have this mod installed at all.