RimWorld

RimWorld

EasyIdeoSwitching
31 Comments
Svela 22 Jul @ 12:23am 
Thank you for the update! This makes is so much easier to prevent my custom ideology from disappearing if all the pawns that follow it have died. Now if at least one of them is able to revive then the ideology is still there for them to retain it.
PotatoBro 28 Jun @ 8:55pm 
pretty nice, but now I need to assign a warden of said ideoligion. Glad it does this but still kinda sad. Got this specifically for an extinct ideoligion, maybe I can get lucky.
Caramel 26 Jun @ 12:02pm 
if your mech stuck, remove this mod and rebuild one
Caramel 26 Jun @ 12:00pm 
1.6 map gen error, may break save (cant spawn mech)
Sverd 28 Mar @ 4:31pm 
Lifesaver mod, utterly essential for multi-ideo colonies with a smaller primary group
Kirbington 6 Jan @ 4:22am 
Absolutely fine mate! Still a great mod and I'm not getting any debuffs for missing leaders which is fine.
Taggerung  [author] 5 Jan @ 2:58pm 
Intended is a strong word but not unexpected. There can be only one leader RimRim considers them all combined
Kirbington 5 Jan @ 8:11am 
Potential error, though this may be intended.
Using dev mode to assign an ideo leader (or doing the in game assign role ritual) removes the leader role from any other pawns in my colony, regardless of their ideoligion.

i.e. I have 3 pawns in Ideology A, I assign leader and guide. Then I have 3 pawns join from Ideology B which makes their roles active. Upon assigning a leader to Ideology B, the leader of Ideology A loses their role. Doesn't matter which I have set as my primary, same issue results. Is this intended?
Pillowkitty 11 Sep, 2024 @ 5:29pm 
Repeated thanks for the timely fix! Update indeed calmed my debug log out.
Taggerung  [author] 11 Sep, 2024 @ 3:05pm 
if you have an actual error log maybe that would help?
Taggerung  [author] 11 Sep, 2024 @ 3:05pm 
It's perfectly possible to have multiple sets of rituals that's not a problem, if you have at least 3 chars of any ideo their ideos will be active. I've just done exactly what you said and had no issues, make baby from parents, baby spawns, one popup about ideo changing, no errors no spam, leave on fast forward, spawn a few more colonists, no errors no further popups
Pillowkitty 11 Sep, 2024 @ 2:16pm 
Was using the option to spawn a baby between two parents. Just a pair of simple baseliners. Left the game on super speed for a bit then added a colonist or tamed an animal which would then trigger the alert system (flashing yellow message over and over nonstop) Saw a mention of roles

Another odd thing I noticed was in my mega modded run my Wild Man tribe (VFET) after forming an Ideology had two sets of roles and rituals which on further tests no longer occurs with this mod removed.
Taggerung  [author] 11 Sep, 2024 @ 1:55pm 
Can you give exact steps to reproduce please? I can't reproduce that issue. I started a new game, spawned in like 20 newborns, then hit the button and it worked fine. Tried making a pawn pregnant and triggering natural birth too, all fine, no errors
Pillowkitty 11 Sep, 2024 @ 8:35am 
Heads up this mod is broken! Took me ages to weed out the culprit behind Exception in UIRootUpdate: System.NullReferenceException: Object reference not set to an instance of an object spam. Removed ALL my other mods and only loaded this one and lo and behold the error spam reoccured. The trigger is babies and if you dev mode them all into children it will stop the errors and the UI will return to normal.
discord.gg/metaverse 23 May, 2024 @ 10:52pm 
Oh yeah I saw that one already, unfortunately I'm trying to make to possible to actually seamlessly do multi-ideo runs without using dev mode to hijack a generated ideo for your second ideo.

That mod just allows you to save ideos without having to go through the New Game screens.
Taggerung  [author] 23 May, 2024 @ 3:46pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2973951983&searchtext=create+ideology+button I think can be used for what you're talking about it may again not quite match but it's most of what you need
discord.gg/metaverse 23 May, 2024 @ 9:05am 
Do mention me if this already exists though. I feel like it should but just couldn't find anything.
discord.gg/metaverse 23 May, 2024 @ 8:56am 
And sorry about the comments lol I'm not really a coder myself so I probably haven't touched my Github in years.
discord.gg/metaverse 23 May, 2024 @ 8:54am 
Thanks for the reply. Yeah I had heard UI was horrifically hard to do from one guy after seeing if I could commission someone to code this mod.

Someone else did say they'd be willing to do it though. Will let you know if that doesn't work out.
Taggerung  [author] 23 May, 2024 @ 8:35am 
UI is horrifically hard to do XD by far the hardest part of mod making lol. That said I’ll see what I can do both of those seem like decent ideas, I’d be fine just adding them to this one instead. Probably won’t get to it for a few weeks with my current backlog but I’ll see about it. Just make an issue on the GitHub for now so we don’t have to pollute steam comments with this discussion. I swear there’s already a mod to let you make loads of custom ideos though… will have to check.
discord.gg/metaverse 22 May, 2024 @ 5:17pm 
I need a design outline because I'm a complicated person. The mod is incredibly simple I promise XD
Taggerung  [author] 22 May, 2024 @ 4:39pm 
If you need a design outline it probably isn't simple XD feel free to suggest the features though, I might do them if I have time and they seem doable. Stick them on the linked github as issues perhaps.
discord.gg/metaverse 22 May, 2024 @ 3:39pm 
Would you be interested in coding a simple mod that makes it easier to run multi-ideo colonies? I have a bare bones design outline for it involving just two features.
Taggerung  [author] 7 Jul, 2023 @ 6:36am 
Interesting I’ll see if there’s something that can be done about that. I don’t think it’s something I can fix globally because it’s just the code looking at the primary ideo but I think I can fix it case by case, please report any other cases like that you find as I’m sure they’ll all need manual twiddling
Hykal 6 Jul, 2023 @ 8:37pm 
@Author

There's a bit of a bug/oversight. If there are two Ideos in one colony, and both Ideos have the leader/moral guide, the non-primary Ideo will be upset because they're being 'led' by the opposite Ideo.

So a pawn with Ideo A will be upset being led by a pawn from Ideo B, even if the colony has two Ideos and both Ideos have the Leader and Moral Guide for both. The game doesn't seem to recognise the difference.
Sean 26 Jun, 2023 @ 12:34am 
Finally. Trying to have an elite nobility with an underclass of trash was difficult because the ideoligion of the underclass became the dominant one
Wolfy 23 Jun, 2023 @ 1:00am 
Thank you!! <3
I was frustrate with this running a nobility ideology alongside a peasant underclass ideology.
wafflesandwhiskey 22 Jun, 2023 @ 9:58am 
Thank you Feldoh!
Latex Santa 22 Jun, 2023 @ 5:19am 
This mod should be a feature of the IDEOLOGY DLC. No ifs or buts.
SariusSkelrets 22 Jun, 2023 @ 5:10am 
At long last my slaves' ideology won't be the primary one, no matter how many they are

Thanks!
nothing to see here 21 Jun, 2023 @ 6:36pm 
thank you for this now essential unTynaning of a bad game design decision