RimWorld

RimWorld

Custom Ritual Framework
161 kommentarer
these people  [ophavsmand] 13. juli kl. 14:33 
All right, this has been updated for 1.6.

Please note that you will likely have to update your XMLs for rituals, and also note that the separate mod, Sample Rituals, has likewise not yet been updated.
dfifd 12. juli kl. 7:54 
nevermind, found your discord
dfifd 12. juli kl. 7:51 
and still, I would like to talk to you, is there any way I can contact you?
dfifd 11. juli kl. 8:23 
Glad to hear then
these people  [ophavsmand] 11. juli kl. 8:15 
@dfifd I was actually waiting for the Odyssey release to update this. Originally I was going to try to do it ASAP but I ran into some logistics issues. So don't worry, it's still coming
dfifd 11. juli kl. 7:44 
HI! I would like to talk about some things.
kongkim 26. juni kl. 14:23 
Sounds really good :) Look forward to it.
these people  [ophavsmand] 26. juni kl. 14:05 
@kongkim Yes! I am planning on updating it to 1.6. I was planning on doing it last week but my day job has been pretty busy. I will probably have to have two assembly files, one for 1.5 and one for 1.6 and I have forgotten how to do that, but I think I'll figure it out. Soon (tm)
kongkim 26. juni kl. 12:33 
My Research Theory mod requires this to work, and have updated the mod to 1.6.
Will you be updating the framework? :)
Lord Rugdumph 2. mar. kl. 6:45 
The add trait reward only seems to give people ascetic :(
The Bard of Hearts 8. jan. kl. 13:30 
Much appreciated. I'm sure I could figure it out. but I figured the standard was a little out there. Thanks for hearing me. Game on!:megamanjump::steamthumbsup:
these people  [ophavsmand] 8. jan. kl. 4:31 
Whoa did I really set it to 90? I might have - the intention is that it's supposed to be an example for you to make your own rituals rather than something that was meant for actual use so it's a pretty simple XML change, but I will get to changing that to a more reasonable number.
The Bard of Hearts 7. jan. kl. 21:22 
The idea that you eat over 90 meals just to get a +50% on the overall Feast score is an astronomical amount of food and resources to waste on something that can ultimately still have over a 25% chance of ending poorly for you. Is there some way we can get a mod option for how many meals need to be eaten or something? This ritual sounds cool but just isn't ever worth it.
Rastem 31. dec. 2024 kl. 6:58 
@SilkMoth There should be a ritual in the ideology builder menu where you pick all your festivals called "adoption ritual" or something similar. Just add that to your ideology and you should be able to adopt the kid.
SilkMoth 29. dec. 2024 kl. 13:55 
I read that this mod can be used to make one pawn addopt a kid trough a ritual. Any tutorials on how to do that? I got a event with a paralitic abasia kid 3 ingame years ago and both of them have +100 relations now.
(≡◉‿‿◉≡) 18. dec. 2024 kl. 3:42 
I wish someone would create a ritual that transforms a baseliner to a preferred xenotype :)
these people  [ophavsmand] 13. nov. 2024 kl. 9:41 
@MerlinCross Yes! That would be pretty easy. Remember that these ritual rewards are only an example, and if you download the Sample Rituals you can see how to create an entirely new ritual. Remember this was intended to be a way for you to create your own rituals, and you can add as many rituals (or ritual rewards) as you like.

For everyone else: I've somewhat lost track of where I'm at and what I'm still supposed to be tracking for future updates. Post-health issues I have since been putting a lot of my effort into improving and maintaining my physical and mental health, sorry this journey has been taking me a lot more than I expected
MerlinCross 11. nov. 2024 kl. 15:01 
Would it be possible to set up a selection of Trait adding Rituals? By that I mean 1 Ritual gives you Ascetic and another gives you Fast Walker? As it is, seems you can only make the Ritual Reward give only 1 hard locked trait that you need to go in and edit.
kongkim 1. okt. 2024 kl. 2:51 
Yah would love a fix for the thisn @Yoann is talking about :)
Yoann 28. sep. 2024 kl. 14:37 
I'm playing with Research Data Theory and I'm running into 2 small problems:
_My researcher who performs the ritual gains social skill (it's a ritual performed alone), no gain or gain intellectual skill would be more relevant. There is already a way to change it?
_The reward seems to can't spawn under overhead mountain roof, I guess it's because it use the drop pod code?
these people  [ophavsmand] 15. sep. 2024 kl. 15:29 
@Yoann - sorry about that, I thought I had removed those rituals from the base and only kept them in Sample Rituals. I'll take a look at that when I can! But your save file should be fine, particularly if you are not using any of those rituals/outcomes in your Ideology. There might be some auto-generated Ideologies that use them, but you can safely just ignore those. Pawns will never attempt to autonomously run rituals. (Unless that was added in another update or by another mod)
Yoann 15. sep. 2024 kl. 15:09 
I added this framework (required by another mod) without thinking it will comes with content, I thought the content was only in 'Sample Rituals'.
I understood from what the harvest bonus hediff and the big number of Go frenzy inspirations came when I reformed my ideology...

I guess I should have read better, but it's a bit strange to get stuff added like "adds a trait (Ascetic for this example) to pawns involved in the ritual", "this outcome is mostly used to test and showcase features" or outcomes who add psylink and ascetic trait...

I edited the rituals in my curent save before deleting the Defs files to keep only assemblies. I got one red error about RandomBuffPerPawn with many yellows errors, then nothing when I loaded my savegame a second time.
My savegame is safe or I'm better start a new game?

Thank you for the framework anyway
Kalmorph 2. sep. 2024 kl. 20:37 
I think it's the kind of little detail that lot of people think it's not that useful or desired, but once they try it out, they can't play without it. I'm sure the game has a somewhat base behaviour you could analyse the code or reuse in some form, like marriages (once the event start, people often gather up first after a while that the event actually start). Anyways, glad this is of your interest as I find that very aligned with your ideas for the mod, I wish I was coder so I could help it out, but it may take a while before I take big feats such as these.
these people  [ophavsmand] 2. sep. 2024 kl. 18:15 
@Kalmorph Ahh that's a misinterpretation of scheduling. That was about how certain rituals would have triggers to be run on specific days. It'd be a bit of effort to add that kind of functionality and I still haven't quite gotten back into the swing of working on anything outside of my day job. But I'll put that on the list!
Kalmorph 2. sep. 2024 kl. 17:53 
As an example, most of rituals takes 2 ingame hours, so I could set an ritual to start at 10pm (22h) so the event end up exactly at 00h, and everybody would start gethering in ritual room once it's 9:30pm
Kalmorph 2. sep. 2024 kl. 17:51 
Hey man, not related, but just to let you know that your mod shows up 3rd on a google search regarding scheduling rituals. Dunno if that's actually a thing on your mod (?) but if not, that would be awesome! I was looking for something that where I could start an ritual, but instead of starting imediately, I could set what ingame time of the day it should start, and make pawns gather up for the ritual 30 ingame minutes before starting.
these people  [ophavsmand] 4. aug. 2024 kl. 11:20 
I'd like to, but have had some trouble scrounging up the motivation to work on stuff lately. I am really hoping that I will eventually though
Toothy 3. aug. 2024 kl. 13:31 
Do you plan to make framework (or expand this one) for Anomaly rituals?
these people  [ophavsmand] 29. juli 2024 kl. 11:10 
@maxdbg I didn't get a chance to read it, sorry, but glad you got it working! Feel free to join the Discord if you'd like any further input. You probably could make your own mods, my only real skill is googling.
maxdbg 29. juli 2024 kl. 11:08 
(in case you saw my deleted comment) nvm I figured it out. More complicated than I thought but very cool. Makes me think I could make my own mods after getting this to work lol
these people  [ophavsmand] 8. juli 2024 kl. 10:28 
Thank you for letting me know! That sounds like a strange one because I didn't think 1.4 would have any Anomaly stuff in it.
TurtleShroom 8. juli 2024 kl. 10:24 
This Mod, in the V1.4 version, calls the "Anomaly" Expansion Pack's " MUTANTDEF " Thing Def, which does not exist in V1.4 and breaks the Development Mode system. I found the error in a file called " ASSEMBLY-CSHARP.DLL ".
kongkim 2. juli 2024 kl. 6:36 
Ok i joined the discord :)
these people  [ophavsmand] 2. juli 2024 kl. 6:33 
I can probably help you out sometime, but I can't promise when right now unfortunately. Here's the invite link to this framework's Discord: https://discord.gg/qmCastvk

It isn't particularly active but you can find me there
kongkim 2. juli 2024 kl. 6:21 
@these people i know you said you had health issues, so don't really like to bother you if you not feel up for it :) But would really like your help on Discord if you feel for it.

I found the flag spawnNearRitual, but it still spawn with droppod and outside, but close to the ritual.
these people  [ophavsmand] 2. juli 2024 kl. 6:15 
For one pawn, you may be able to omit the spectator role. And yes, you should be able to spawn items without it coming from a drop! There is a flag, spawnNearRitual, that you can set to true to cause it to spawn indoors without punching a hole through the roof
kongkim 2. juli 2024 kl. 3:08 
Hi again :) Really learned a lot from your framework :)
But just have one problem, is it possible to spawn items without it comming with a droppod?
I want it to spawn inside the building close to the ritual?
kongkim 1. juli 2024 kl. 6:01 
@these people Ok thx for the anwer :) and hope you get better.
Do you know if its possible to limit so only 1 pawn can join and to the ritual?
these people  [ophavsmand] 1. juli 2024 kl. 5:57 
@kongkim - #2 is possible there, but the rest of those are not currently factors. #1 might be but I'd have to think about that a bit. Once I work through some health issues I've been dealing with I need to get back to this thing.
kongkim 1. juli 2024 kl. 3:31 
Hi there, I'm considering making a new research type of ritual to go together as a side mod for my Research Data mod.
But I have never made rituals before :)

Are these things possible with this framework and XML only?
1: Make so only pawns with a specific intelligence level can participate in the ritual.
2: Make so that depending on the ritual's outcome different items are given/spawned where the ritual is held.
3: Make so cleanness level and also count how good the outcome is.
4: Is it possible to make research speed count toward the outcome?
these people  [ophavsmand] 15. juni 2024 kl. 13:56 
@Wilhelm no, the only issue with having these DLLs here is bloat. They are just copies of DLLs already included in the game. It's not impossible that something in my actual code is causing it though, so feel free to send any debug logs
Wilhelm 15. juni 2024 kl. 12:08 
could they lead to stack overflow errors? currently searching for a culprit in my modlist
these people  [ophavsmand] 8. juni 2024 kl. 7:42 
@sidfu1 Ahh shoot, thanks for letting me know. I'll clean that up, there should really be no need to have any of those in there. It also shouldn't be causing issues, though
sidfu1 8. juni 2024 kl. 2:24 
MAJOR issue. you included like 75 dll from when you compiled 1.5 in the 1.4 folder.
these people  [ophavsmand] 4. juni 2024 kl. 15:24 
Not at the moment! I was super excited to expand this when it first came out, but I have been a bit busy for side projects at the moment. I am hoping to get into that but in the meantime, I invite anyone who wants to contribute to contact me! That's usually a good way to get me motivated for a project
Antharann Fireblade 31. maj 2024 kl. 6:57 
Does this framework also support Anomaly Rituals?
these people  [ophavsmand] 19. apr. 2024 kl. 5:42 
@Leaf no, once the adoption is complete the pawns just act like natural-born family. It would likely be a good bit of effort to flag a pawn as adopted
Ms. Leaf the III 18. apr. 2024 kl. 22:11 
does this mod have like a thing that shows when a pawn is adopted?
these people  [ophavsmand] 11. apr. 2024 kl. 17:12 
Thank you for that update!
crigcrag 11. apr. 2024 kl. 16:40 
Looks like the issue was the mod failing to update, deleting the mod folder and reinstalling it manually seems to be the fix.