RimWorld

RimWorld

Precepts and Memes
128 Comments
Mikki 5 Jan, 2023 @ 10:07am 
@Mlie Thanks for taking care of so many abandoned mods, your work is incredible!
Mlie 28 Nov, 2022 @ 2:40am 
Drago Duval 8 Nov, 2022 @ 2:12pm 
Nope, the dev is busy working on 1.5.
Rude 22 Oct, 2022 @ 9:22am 
we getting 1.4 update?
Thetaprime 29 Jul, 2022 @ 8:08am 
Good features in this mod, but it seems abandoned, along with the ritual framework.
Soraya 12 Apr, 2022 @ 6:20pm 
The image has an icon for for a precept called orthodoxy, which isn't mentioned in the description. Is that a part of this mod as well?
Jacque Pott 8 Jan, 2022 @ 4:26am 
I've found a compatibility problem with Pawnmorpher. Turning a pawn into an animal causes a null reference exception and stops them from being transformed. I've managed decompile and fix the problem by adding some null checks to the offending patch:

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");
}
}
}
Zezz  [author] 4 Dec, 2021 @ 11:55am 
@RedCell You could get Visual Studio, change the number to whatever you want, and recompile the .dll. Maybe you could edit it straight from the .dll with a program like dnSpy. That's as much as I can help, and probably the easiest way.
Akahige 3 Dec, 2021 @ 1:08pm 
I understand that, but is it possible to have a scaling difficulty proportionate to how many colonists I choose to have instead of a mood debuff that caps at a mere 15 compared to the 37+ Colonists I've recruited because I have no reason to not recruit more other than my PC's processing power?
Zezz  [author] 3 Dec, 2021 @ 9:35am 
@RedCell you can change the base mood debuff on the defs, so no need to touch the C# code for that. But remember that the number you put there is going to be multiplied by the amount of people over the threshold. you would probably want a -3, or even a -4 for some real challenge.
Akahige 30 Nov, 2021 @ 8:36pm 
Hey, the custom difficulties thing only has an arbitrary permanent 20 mood malus.

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 \;-;/
Zezz  [author] 30 Nov, 2021 @ 2:37pm 
And I'm only fixing small bugs or game breaking stuff for now. I may come back some day to add new stuff, but knowing me it's more likely that I won't. Plus, the vanilla expanded team already did a lot of the stuff that I was thinking about and people were requesting, so I also don't see much of a point.
Zezz  [author] 30 Nov, 2021 @ 2:36pm 
@RedCell Haven't played in a while and I don't know if I recall correctly, but you can add a mood offset in custom difficulties. You should probably use that if you want to up the challenge.
Akahige 27 Nov, 2021 @ 5:04am 
Just checking, are you still maintaining this mod?
Akahige 22 Nov, 2021 @ 6:27pm 
Could you add an option to edit the maximum amount of stacks for the -2 modifier to more than just 15 colonists (30 max negative mood?)

I have a *Very* large colony and I want it to be balanced because everyone's mood is maxed out.
Akahige 22 Nov, 2021 @ 6:01pm 
Does the "Small populace" Precept max out negative mood at -30?

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.
Zezz  [author] 16 Nov, 2021 @ 1:52pm 
@Mythophile yes. All thanks to their effort.
Skele₊ 15 Nov, 2021 @ 7:41am 
That is certainly possible, not the solution I was hoping for but defo there as an alternative
Mythophile 15 Nov, 2021 @ 5:07am 
Compatible with Vanilla Ideology Expanded mods?
Zezz  [author] 12 Nov, 2021 @ 7:23am 
@SkeleMann IIRC you can modifyt the ideologies of other factions before landing. I know It's a little tedious, but that a possible workaround.

I don't even know how feasible it is to have a config menu to disable Ideos tho.
Skele₊ 11 Nov, 2021 @ 11:57am 
It's that the other ideologies use them..
Sarg Bjornson 11 Nov, 2021 @ 11:40am 
Then... don't use them?
Skele₊ 11 Nov, 2021 @ 10:59am 
True, but I kind of just don't feel like using any of the memes, I'm only interested in the death and population precepts tbh 😅
Sarg Bjornson 11 Nov, 2021 @ 10:09am 
@SkeleMann: No, I added a compat patch and made the memes compatible, so you can use both
Skele₊ 11 Nov, 2021 @ 9:53am 
Would like an option like in Mod Settings which allows you to turn off some things, with the new VE there are some duplicate-ish memes :mhwgood:
Mitokandria (Tricks) 26 Oct, 2021 @ 4:01pm 
Yay! I was worried I'd have to pick between the two. Glad that's not going to be the case!
Everfearful 25 Oct, 2021 @ 11:04pm 
Look at this...two modding teams in overlapping territory sorting it out without acting like catty high school girls. It warms my heart.
Sarg Bjornson 25 Oct, 2021 @ 10:43am 
Just pushed the update to Oskar right now :)
Zezz  [author] 25 Oct, 2021 @ 10:10am 
Didn't knew about that last thing. Always bothered me when incompatibilities due to that popped up. I'll try to make some time and fix that up. Thanks again for all the effort.
Sarg Bjornson 25 Oct, 2021 @ 9:03am 
Sarg Bjornson 25 Oct, 2021 @ 9:03am 
On your part, there is a thing that you can change to make your mod compatible, not only with ours, but with any future ones: you are patching base game memes in a direct way. It is much better to do conditional patching, let me show you an example:

<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>
Sarg Bjornson 25 Oct, 2021 @ 9:01am 
Ok, I did the following:

- 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 :)
Zezz  [author] 25 Oct, 2021 @ 7:43am 
@Sarg Bjornson sure enough. I wouldn't mind it. I also think It would be good for people who want to add this to an already running colony without it looking too wonky.

And great job with the mod, lot's of stuff there making me want to throw algebra out the window and play some rimworld.
Sarg Bjornson 25 Oct, 2021 @ 2:55am 
Indeed, that was the one I change the image name for
InFeaRn0 25 Oct, 2021 @ 2:50am 
@Sarg Bjornson - Also "Death - Don't Care" precept
Sarg Bjornson 25 Oct, 2021 @ 2:45am 
afaik the only duplicate with this mod would be Trader. I can easily make an XML patch that changes the name and flavour of our meme if this mod is detected, too. Zezz, what do you think?
InFeaRn0 25 Oct, 2021 @ 2:43am 
@Sarg Bjornson
Thanks for the info!
Sarg Bjornson 25 Oct, 2021 @ 2:32am 
@InFeaRn0: No need to migrate, you can safely use both. Think of duplicate memes as "flavours" of it
Sarg Bjornson 25 Oct, 2021 @ 2:31am 
Hola man!

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
InFeaRn0 25 Oct, 2021 @ 1:09am 
Would be nice if someone'll provide a way to safely migrate from this mod to VE one.

But I need to say - I appreciate your work here.
Zezz  [author] 24 Oct, 2021 @ 6:02pm 
@TurtleShroom those first two aren't from me, but from other author.

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.
TurtleShroom 24 Oct, 2021 @ 5:46pm 
Nomadicism and Pacifism, among others, were the Memes they duplicated from your end. HOWEVER, your Altruism Mod continues to stand alone as a fully functioning Mod.

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.
Zezz  [author] 24 Oct, 2021 @ 4:34pm 
@TurtleShroom I knew it was coming anyways. I wasn't going to update this anytime soon, so It's a weight off my back they took care of. Plus some stuff there looks quite dope.

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.
TurtleShroom 24 Oct, 2021 @ 1:37pm 
Well, my friend, it looks like the Vanilla Expanded group has decided to kick you right in the balls: https://www.steamcommunity.com/sharedfiles/filedetails/?id=2636329500 .

I congratulate you on making something so good that they stole it from you.
thewanderingoutsider 23 Oct, 2021 @ 7:42pm 
I'm still hoping that someone can figure out a way to have custom rituals and precepts for different "classes" in your colony, but this looks good so far.
D-UD 14 Oct, 2021 @ 9:30pm 
@Vinland
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.
Vinland 14 Oct, 2021 @ 5:43pm 
Suggestion:
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".
Jessi 6 Oct, 2021 @ 12:18am 
I dunno if you take requests, but - would greatly appreciate a Pescatarian; akin to the meat-eating, but a strictly fish based diet (or anti-fish, depending on the setting).

Though I do realize that it would be dependent on one of the fishing mods, so I understand if you'd rather not.
Signozes 22 Sep, 2021 @ 6:04am 
Hey, i have a few suggestions to make, the first is if you have some kind of plan on doing a meme based around fire and having a pyromaniac is kind of sublime, just like the blindess meme, also this is not to here but since some kind of ritual where people use a kinda a drug would be funny too, like a social where people use a lot of yayo or smokeleave joints
im_robertb 18 Sep, 2021 @ 6:22pm 
FYI, there appears to be an issue with the Trader precept. It looks like if you make a trade, save your game, exit Rimworld completely, then reopen Rimworld and load your save, the fact that you made a trade is forgotten. This can result in saving with the full +18 mood buff, and then loading with a -18. I've put some details in the Bug Reports thread, thought i should mention here since... everyone else seems to be doing so.