RimWorld

RimWorld

Vanilla Ideology Expanded - Memes and Structures
2,732 Comments
Sarg Bjornson  [author] 6 hours ago 
No, it still needs VE Fishing

As for the Nomad meme, in the future. Too much on my plate at the moment
//SlipperyPete:. 6 hours ago 
Sorry if this has already been asked and answered, but will the Fishing Culture meme be adjusted to be available by default now that the base game has fishing available?
JayleeVT 9 hours ago 
Could you make it so that flying to new locations in the gravship satisfies the Nomad meme? my Nomads are whining we've lived in the same place for 30 days but we have definitely moved many times lol
Lady Zoner 10 hours ago 
I don't think travelling in a Odyssey ship counts as traveling with the Nomad meme.
RAD EMERALD 10 Jul @ 9:44am 
THANK DUDE!!!!!
superniqui10 9 Jul @ 6:00pm 
Could you add a toggle is the settings to disable the replaced precept menu? I prefer the vanilla version and would like to turn it off.
Sarg Bjornson  [author] 9 Jul @ 12:10pm 
yep
Green Party Dew 9 Jul @ 12:08pm 
Dose the fishing meme change with the update?
Daemon Trooper 3 Jul @ 12:41pm 
My, I'm so sorry Sarg, you're seeing me a lot lately xD

I have another issue, I've just added the Republic as a new Meme, but not as initial, because I remember starting as Republic and not having this issue in previous runs; here adding this meme during the playthrough doesn't allow me to assign the "Second" and "Third Triumvir"s to anyone. The roles are greyed out in the "Beginning Role Change" ritual options.

I have a screenshot if ever needed, but I don't think so.
danzloblaha13 1 Jul @ 10:06am 
was really hyped up for the fleshcrafter, but was quite dissapointed by that randomness and how he picks even even sole fingers or jaws and not arms, legs or doesn´t prioritise bionics :steamsad:
input latency 30 Jun @ 6:43pm 
@么丨 Sloth certain precepts will add new ways of gaining development points, ie. "Charity" will give development points for doing charitable acts. if you hover over the development point counter in your ideology menu, it should tell you what actions will give you development points.

all ideologies gain development points from converting new members and doing rituals - the fewer rituals you have selected for your ideology, the more points you can get.
么丨 Sloth 29 Jun @ 12:22pm 
Hello, probably a stupid question but i'm pretty new with ideology :awkwardsmile:

Is there a way to know how to gain ideology point with certain meme ?

For example, i can see for Supremacist : Enslaved a prisoner : +1 but what about God Emperor for example ? Is there a wiki somewhere ? thanks !
Sarg Bjornson  [author] 29 Jun @ 10:20am 
No, the game's interface supports 8, to go above that limit you'd need someone to design a completely revamped UI for that screen, which is kind of a nightmare
Zippy 29 Jun @ 10:16am 
Any way I can up the meme limit beyond 8? theres a mod that uncaps the limit but it's not compatible with this
rickledge 24 Jun @ 11:01pm 
Thanks for the reply! I’m definitely ok waiting for it. I mainly am just curious since this mod is my all time favorite along with alpha memes. Ideology just isn’t quite the same without the combo after using them for a while. But I’m just stoked to see all the vanilla expanded mods being updated. Hoping this one is among the first to transition but it will be well worth the wait! I love playing permadeath with vastly different ideologies each run. Having the extra options from these mods adds so much. Sounds fun to do this as a nomadic space-bound crew in the new update. This is my thought process haha.
mrChnky 24 Jun @ 9:34pm 
@rickledge I think all mods have similar priority levels. They stopped coding new mods, but not designing, for now, to update all other mods. And don't forget, its 1.6 unstable, have patience ;)
rickledge 24 Jun @ 10:59am 
How high of a priority is this mod for 1.6? This is my favorite mod and I hope to see it updated. Thanks for the amazing mods!!
Level_1Suport 20 Jun @ 2:55pm 
and can you change it a bit so there's a mood buff/debuff for book amount in the colony? maybe it could scale with wealth as well
Level_1Suport 20 Jun @ 2:54pm 
Is vanilla books expanded still needed for the book meme?
Sarg Bjornson  [author] 13 Jun @ 3:21am 
We don't add Shinto
Bimbo Advocate 13 Jun @ 3:19am 
Why is Shinto spelled incorrectly? Pretty strange.
Muad'dib 11 Jun @ 2:09pm 
@Gedsparrow In the past there was a chance that it would randomly change to the new person that gained the highest level. I saw in the patch notes that has been fixed. So who ever got max level first should remain the leader. Now if they die... I have no clue how it picks a new leader if there are 2 with max to take over.
Gedsparrow 9 Jun @ 2:10pm 
question about psychic focus, i have my leader for this playthrough at max psycast level, and one of my other pawns is 1 level away from max level. what happens if they're both at max?
TheNamelessOne 9 Jun @ 10:28am 
Are the precepts "Meditation: Exquisite" and "Psyfocus gain: Doubled" redundant? Unless there is something else to them I'm missing they both grant psyfocus bonus just by different amounts. Thanks!
Sarg Bjornson  [author] 8 Jun @ 9:46am 
No, Vehicle Framework only
Ersatz 8 Jun @ 8:44am 
does the skyseekers meme actually function with aerocraft framework yet? i'd love to use it but there are practically no non-aerocraft vehicle mods with aircraft anymore.
Sarg Bjornson  [author] 8 Jun @ 8:25am 
Same thing
GREED 8 Jun @ 8:12am 
Am I misunderstanding something with the Merchant role? I have one but I am unsure how to call the trade caravan, is it not used like other abilities such as convert, reassure and stuff?

I have completely emptied my mod list and only had this mod and it's requirements active but i STILL couldn't figure out how the merchant works as I could not call a trade caravan. The only thing I can think of is that it doesn't work like an ability on the HUD and is something else.
Sarg Bjornson  [author] 4 Jun @ 11:00pm 
You have a bug
Dreams 4 Jun @ 4:25pm 
Hello, I set the Leader become moralist precept but my leader does not have the action bar to use the conversion ability
WJSabey 3 Jun @ 12:31pm 
I would like to request to please add styles for the wall lights added in 1.5.
Gideon 3 Jun @ 10:50am 
@Sarg, I submitted a pull request for a patch to this mod's code on GitHub. If you have a moment to discuss, I sent you a friend request for this purpose.
Big one - RUS74 31 May @ 3:35am 
why can't any of my pawns become a leader with an ideology with a meme of royal:steamfacepalm:
Sarg Bjornson  [author] 26 May @ 1:27am 
This mod doesn't add textures for spikecore
Dragonfly 25 May @ 1:10am 
I have a lot of problems with missing textures for spikecore.
Sarg Bjornson  [author] 23 May @ 1:52am 
No exploit. Memes are difficulty modifiers. This just makes mech bosses trivial
MrUglyFace 23 May @ 1:45am 
That certainly works but it kinda sucks. Why can’t it just be activated manually? It would completely solve the lag issue (which I assume is why it’s done like this)

Regardless, it doesn’t work on boss mechs, but it does work on their backup, which makes them sitting ducks since you can just instantly explode them. Apparently this exploit has existed since biotech released.
Sarg Bjornson  [author] 23 May @ 12:53am 
They tick every 20000 ticks (8 hours) and check the map for mechanoids having an assault job on the colony, and swap it for a "flee map" job. This only affects "regular" mech raids, things such as clusters won't be affected
MrUglyFace 23 May @ 12:04am 
How the hell do mechanoid effigies work? It says they make mechanoid raiders retreat, but from my experience they’re nothing more than expensive statues. Mechanoid raiders still attack me, and I have no idea why or what to do because the description for them is so incredibly vague

And before you ask, yes there are two per colonist
Goosey, the Whimsical 20 May @ 7:06am 
ooooooo so im actually compelled to do it, wonderful! thank you very much-
Sarg Bjornson  [author] 20 May @ 2:41am 
They will get mad if the ritual obligation is not fulfilled
Goosey, the Whimsical 20 May @ 2:38am 
with blood court will a pawn with a higher melee skill go "hey let me be leader!" and then i need to initiate the ritual and he will be mad if i dont or is it all up to me to decide when to do it? Its important
Sarg Bjornson  [author] 18 May @ 10:51pm 
Yes, that's the style
Jinn 18 May @ 4:20pm 
Does the Corporate aesthetic make loads of weapons white? I originally thought it was a bug from Weapons Expanded or something, but I'm thinking that might be the culprit now.
Sarg Bjornson  [author] 18 May @ 4:01am 
Well, now we know why the VE Quests - the Generator ability to turn components into ARC components fails too for some people lol
Icepick 18 May @ 3:45am 
Ok armed with that info I did some testing, and turns out the thing with the ingredients was a total coincidence that just happened to pan out every time I'd tried the ability. The actual issue is that if you target a meal that is on the same tile as a Hidden Conduit, the conduit is the first thing in the Things list, and so that is what is being targeted instead of the meal. As long as the meals aren't on the same tile as a hidden conduit, the ability works fine.
Sarg Bjornson  [author] 17 May @ 10:54pm 
Here's the code: https://github.com/Vanilla-Expanded/VanillaIdeologyExpanded-Memes/blob/main/1.5/Source/VanillaMemesExpanded/VanillaMemesExpanded/Abilities/CompAbilityMakeADessert.cs

It doesn't care about ingredients, just about the meal being in the correct category, and its preferability. If another mod changes those, the code won't work
Icepick 17 May @ 4:09pm 
I'm having trouble with the Sweet Tooth pattisier's power Make a Dessert - it doesn't seem to work on any meal that doesn't contain meat. It only works on meals with regular meet - jerky from VFE Classical and fish from Vanilla Fishing Expanded don't count, vegetarian meals don't work with the power at all. Every meal not containing regular meat gives a "This ability must target food categorised as a meal." Is this intended or am I getting a bug?
Sarg Bjornson  [author] 13 May @ 10:58pm 
It is
AlexStevens 13 May @ 1:48pm 
So I'm trying the city builder meme on my current colony and sending a guy to the next settlement hits him immediately with a -30 mood debuff for having left the city. That can't be the way it's supposed to be, can it?