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I made Persistent Precepts with bloated modlists in mind as that's how I enjoy to play. But it's >2 yrs old and I'm not an active modder. This is my first/only mod for any game. If your favorite mod is doing something very niche with the exact UI methods that this one temporarily patches, that's probably beyond my skills to resolve.
Thanks again for the support and especially to those who’ve taken the time to help others in the comments. The lovely messages have been appreciated.
Why this mod probably isn't breaking your favorite mods:
- Only wraps methods called from the ideo-editor UI, so it only triggers on direct player actions (eg button clicks) in that screen or when the player’s ideology is first generated at game start.
- NPC ideologies (worldgen factions, raid events, etc) never touch those UI methods, so they stay unchanged.
- Even then, behavior only activates when the Persistent Precepts toggle is on.
This mod uses minimal Harmony patching, full source is available on GitHub (link bottom of description).
There is a Known issue : the toggle isn’t stopping apparel re-randomisation in Ideology edit screen. Sorry about that! It's been ongoing for a while, I want to fix this but I'm very time poor these days. Marked it as "currently not working", hope to come back to it in the future.
I am not sure what it is supposed to look like, but this is all that is in there, and the setting is not saved between reloads.
<SettingsBlock>
<ModSettings Class="PersistentPrecepts.PersistentPreceptsSettings" />
</SettingsBlock>
Fr.
One small annoyance is that it breaks enforcement of required precepts when changing memes.
If you are still working on features, it would be awesome if the mod was able to stop re-randomization but would add/remove required precepts based on the current memes.
Thanks for the work!
In my own testing persistent precepts is generally compatible with other mods that generate maps, factions and ideologies. The mod was for my personal enjoyment and I love the Vanilla Expanded series, so I wanted to make sure it was compatible with faction-heavy mods.
I had a look at the log posted on Discord. There are 300+ mods in that one so it's hard to determine what could be causing the issue. Does a minimal mod list and/or changing the load order fix it?
For reference the source of the persistent precepts mod is on github (link at bottom of mod description). The code targets a couple of methods with harmony that involve randomizing precepts, with prefixes to target player action on the ideo screen, not general ideo generation (at least that's the intention). If another mod has done something with these methods that could explain a conflict. In any case, that's probably beyond my ability to remedy.
PSA - this mod seems to break map-gen in certain scenarios. Not spawning in structures/buildings on encounter & quest-maps at least tied to some specific maps from VOID Faction and also VE Base Generation. Potentially conflicting with other stuff as well.
If the author needs more info about that, they can hit me up on the RW Discord - I can give you the links to the cases in the troubleshooting-channel if you want to look into it.
little question tho, would it be possible to also lock deities in a possible future update?
I hope you let the RimPy team know what order it should be loaded in.
Thanks for the great job.