RimWorld

RimWorld

Conservationist and Polluter - Mort's Ideologies: Memes and Precepts
34 Comments
Sakujo 12 Jul @ 2:42pm 
Thanks for update. Looking forward to my 1.6 waste playthrough
Mort Strudel  [author] 11 Jul @ 1:02pm 
@lexcpa324 The waster pirates can have the polluters meme, and if I recall correctly they should always start with it by default. I think it's forced on them so they have to have it.
lexcpa324 10 Jul @ 7:07pm 
hey quick question because im too lazy to check first: will waster pirates get the polluter meme?
Roque the Rogue 26 Jun @ 8:56am 
Mr Mort, can you add a compat patch for Vanilla Recycling Expanded?
where the Conservationists spawn with the recycling tech so they can start cleaning right away, if possible I would also ask for a crafter/tailor bonus role to help with recycle jobs.

Thank you so much for your mods
MercuryDoll 17 Apr @ 5:10am 
I would love to use this in my next scenario, but i fear Conservationist is just extreme punishment from the start that you have to work against with desperate measures if you start on a polluted tile with the intend to clean it up. It would be nice if each tile of pollution cleaned on the map would cause a stacking moodlet, otherwise i dont know how to counter getting on a map that is mostly polluted already without massive abuse of drugs.
gunns22 1 Feb @ 9:33am 
@Mort Strudel Hello. May I request compatibility with the Wastepacks Don't Anger Wasters mod? The compatibility patch I am requesting expands the quirk of Wasters accepting Toxic Wastepacks as a good gift (Toxic Wastepack deliveries actually make Waster factions happy) to apply to ANY Faction with the Pollution: Preferred, World Pollution: Desired, or Toxic Wastepack Dumping: Respected Precept (if not the straight Polluter Meme).

Link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3296293048&searchtext=Wasters
Harmonea 28 Jan @ 5:55pm 
That sounds like an awesome ideal implementation. I sympathize with it being a coding difficulty. Thanks for your consideration anyway!
Mort Strudel  [author] 28 Jan @ 11:59am 
@Harmonea Nah it's just that properly implementing a system to incentivize what you're describing is a lot trickier to implement. If I had better technical skills I might try something more ambitious, but as it stands it works well enough to make conservationists at least very diligent about keeping their home clean. Ideally I'd make it so:

- A toxpack degrading on the map causes negative mood
- Pollution on the map causes a negative mood, but only if no one has cleaned pollution in the past week. If they have, they get a rising mood buff based on how much has been cleaned in the past week
- Cleaning the world with the Caravans Can Clean mod also applies to this mood bonus

Requiring a totally nomadic playstyle would I think be too extreme for a mod like this, but if players were encouraged to start somewhere polluted, clean up their map, then start cleaning the world map, that would be ideal. At the moment I just don't have anything that advanced implemented.
Harmonea 28 Jan @ 10:46am 
"In exchange, Conservationists also get negative moods for living in polluted environments" - It seems to me like a conservationist should want to move to polluted areas, clean them up, and restore the natural biome, and receive negative thoughts if their colonists haven't cleaned pollution in a while -- which can't happen if they live in a clean place with no tox production.

Your implementation makes them proud to not mess up an already clean place, but it disincentivizes "getting their hands dirty" and making actual positive change. I can't help but wonder if this is a commentary on how you view real conservation efforts?
Mort Strudel  [author] 26 Jan @ 8:09pm 
@ColossalFossil Yeah I noticed that, I'll fix it tomorrow when I have access to my main machine
ColossalFossil 24 Jan @ 12:01pm 
@Mort Strudel - Hi there. I am getting an error on startup. I noticed that the MI_CleanupCommandBuff Hediff is still referencing MI_Mote_CleanupCommandLinkLine, which was just removed in the January 22 release.

https://gist.github.com/HugsLibRecordKeeper/e3ef8226b23040179145d63825c6e5d5
Mort Strudel  [author] 25 Jul, 2024 @ 10:10pm 
[Auto-generated text]: Update on 7/25/2024 10:02:14 PM.

Optimized the code calculating world pollution. Thank you to 'Ferris' on Discord for figuring out how to speed things up!
silverskene 11 Dec, 2023 @ 9:00am 
Is there any way to clean the planet - other than literally visiting every tile?
CTH2004 9 Oct, 2023 @ 8:20am 
You know, come to think of it, the Polluters work amazing in conjunction with the " Tox Dependency Genes as the can make pawns require toxins to live!
average AI 11 Aug, 2023 @ 1:27pm 
somebody tell reggie about this
Tubbs 17 May, 2023 @ 11:18am 
Will "carbon generator" mood penalty apply to any modded chem generators like Rimefeller, or just to vanilla ones?
Overkill 17 May, 2023 @ 12:32am 
Now I just need a new medicine to help cure toxic buildup so I’m not constantly under threat of death before I can genetically modify my colonists
Valdrax 16 May, 2023 @ 7:32pm 
Is there any interaction with Rimefeller or Rimatomics?

Do Wasters get the Polluter meme automatically?
Twitxx 19 Apr, 2023 @ 12:40am 
That's weird. I get the "20% light pollution" one while on my map, but as soon as I go caravaning there is 0% pollution on the map and therefore I get a mood debuff for the people on the caravan. I wonder if it's possible that there's a mod conflict. I do have set up camp and the Alpha Memes mods. Do you know of any possible incompatibilities?
Mort Strudel  [author] 18 Apr, 2023 @ 5:37pm 
@Twitxx I can't seem to replicate this. While travelling on the world pawns don't seem to get the pollution thought. They get the thought when they actually enter a map, but this is intended behavior. They don't like being in unpolluted places.
Twitxx 18 Apr, 2023 @ 7:45am 
Just to let you now that I tested it and I still get the -10 "No map pollution" thought whenever I'm caravaning.
Twitxx 16 Apr, 2023 @ 11:27am 
I will! Thanks a lot for the active development of the mod. This is by far my most ambitious playthrough so surely a mod like this should have a huge impact on it.
Mort Strudel  [author] 13 Apr, 2023 @ 6:25pm 
@Twitxx Thanks for the feedback! I just pushed an update that totally rebalances the pollution thoughts, now incrementing by 10% so you can get thoughts from smaller changes to the map's pollution level. The pollution thought is also disabled whenever a pawn isn't currently on a map now. Let me know how it plays now!
Twitxx 13 Apr, 2023 @ 12:14pm 
Half of my map is polluted and my people still get 0% mood boost due to "light pollution". Also, no one gets mood boost for dumping waste because my mechs do it. And can we do something about the permanent -10 mood on caravans? I play a waster colony and the impact is none to bad atm.
glass_jellyfish 19 Mar, 2023 @ 1:55pm 
it would be nice if the conservationist meme also reduced (or completely eliminated) the amount of pollution mechanoids made, though i do not know if that would be too overpowered or not
Caz 28 Feb, 2023 @ 5:04am 
This would go great with Yayo's Pollution mod!
SmArtKar 26 Feb, 2023 @ 3:47am 
I have a feeling that mood boosts from having pollution are really weird while -8% work speed is almost unnoticable, perhaps it could be something akin to +3/+6/+9 and -20%?
HighKingRoku 25 Feb, 2023 @ 11:30am 
NEED MORE POLLUTION!! Lol I wanna make the Pollutioneers from Captain Planet green with Envy!!!
Eagle 25 Feb, 2023 @ 10:19am 
Mort coming in clutch with another great ideology mod
Kokorocodon 24 Feb, 2023 @ 8:50am 
Let's go anno 2070 feelings gg finna dez nuts
Blutdrachen 23 Feb, 2023 @ 6:24am 
I was about to start a Lootn and Pollutn play through so this looks neat. Any way to get this working with Yayo's Pollution? Global level ideology spread would be fun.
Yakubian Tricknologist 21 Feb, 2023 @ 11:06pm 
cool. epic.
Ranger Dimitri 21 Feb, 2023 @ 5:45pm 
Got to say this looks rather interesting. Will you prevent the planet from becoming polluted, or do you desire to see the world little more than a toxic wasteland that you can rule? In any case it should be rather interesting to include in future games all the same! Wish there was a version of the Mechanoid Labor precept that didn't have the malus to work speed for Pawn's though. Then again I haven't really played around with Mechanitor's yet. And I really should do that.
4ydra 21 Feb, 2023 @ 4:33pm 
Good idea!