Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2894625496
Hope it helps anyone!
public static class MemoryPatch
{
private static void Prefix(ref MemoryThoughtHandler __instance, ref Thought_Memory newThought, Pawn otherPawn = null)
{
if (newThought != null && __instance.pawn != null && __instance.pawn.Ideo != null)
{
if (newThought.sourcePrecept == null || !__instance.pawn.Ideo.HasPrecept(PreceptDefOfDeath.Orthodoxy))
return;
newThought.moodPowerFactor *= 2f;
Log.Message("hello");
}
}
}
I don't suppose it's possible for you to just change the number "15" in that Population.cs file in the Source folder to something like 100 and run it through the system?
I would do it myself but I don't know how to "compile" it or whatever to turn this code into something that Rimworld Could read \;-;/
I have a *Very* large colony and I want it to be balanced because everyone's mood is maxed out.
Is there a way to change this? I want to make the game balanced to deal with the 33+ Colonists/slaves I have total instead of it capping out.
I don't even know how feasible it is to have a config menu to disable Ideos tho.
<Operation Class="PatchOperationConditional">
<success>Always</success>
<xpath>/Defs/MemeDef[defName = "Raider"]/exclusionTags</xpath>
<nomatch Class="PatchOperationAdd">
<xpath>/Defs/MemeDef[defName = "Raider"]</xpath>
<value>
<exclusionTags>
<li>ExampleTag</li>
</exclusionTags>
</value>
</nomatch>
<match Class="PatchOperationAdd">
<xpath>/Defs/MemeDef[defName = "Raider"]/exclusionTags</xpath>
<value>
<li>ExampleTag</li>
</value>
</match>
</Operation>
- Our Trader meme changes name to Wealthy, can only be selected if your Trader meme is chosen first, and provides some extra things to gameplay, while removing its Trading: Required precept (so effectively using yours)
- Our Death precepts use your Issue, so they can't be chosen together. Our Death: Don't care precept changes name to Death: Extremely irrelevant
The rest is already compatible as is :)
And great job with the mod, lot's of stuff there making me want to throw algebra out the window and play some rimworld.
Thanks for the info!
If anything gets reported that is needed for compat, feel free to tell me directly! I changed the image names of our precepts so they don't conflict with yours.
A tester made a Trader, Trader, Nomad, Nomad, Pacifist, Pacifist ideo, it was amazing XDD
But I need to say - I appreciate your work here.
You can just grab the source files and make a fork version compatible with Vanilla expanded if you want. But I'm sure they'll eventually cover all that's in this mod eventually, and I already gave them the greenlight to go at it.
I suggest that you add the Vanilla Ideology Memes Expanded Mod as Exclusions to your Altruism Mod. If you don't, I will do it for you, if you don't mind.
And before anyone asks, I don't have a single clue if these two are compatible. If they somehow used the same def names that I did then it won't.
I congratulate you on making something so good that they stole it from you.
Yea, I can't help but feel like the Ideology DLC is unfinished sometimes. The memes go so off the rails that they forget the basic stuff, and it does feel like more precepts should exist, particularly for psycasting.
It's odd that in the base DLC there is precept for things as insignificant as a "skull spike", but not some major elements of the game, especially the ones added in Royalty, like: psycasts(or psycasters), royal titles, or anima trees. Maybe this mod can fill in those blanks?
Hard to imagine everyone's attitude toward literal magic or a slaver empire is unanimously "meh, no comment".
Though I do realize that it would be dependent on one of the fishing mods, so I understand if you'd rather not.