RimWorld

RimWorld

Ritual Size Attenuation [1.5+]
21 Comments
Delmain  [author] 24 Jun @ 11:17pm 
If it breaks for some new Odyssey ritual, I won't know until release.
Delmain  [author] 24 Jun @ 11:17pm 
But yeah, it appears to be working, but I didn't play an actual game with it (I pretty much always wait for the actual release), but I did load into a test game and run some role change rituals via the debug tools. Seems to be good.
Delmain  [author] 24 Jun @ 11:15pm 
Shhhh don't tell them that.
Mac 22 Jun @ 11:55am 
(he updated it anyway)
Delmain  [author] 16 Jun @ 5:12pm 
1.6 isn't out yet
lordmizou98 16 Jun @ 10:29am 
any plan for an update ?
Ratatoskr 1 Feb @ 1:48pm 
For some reason I'm not seeing this affect the Role Change ritual.
Delmain  [author] 24 Jan @ 2:33pm 
Yeah, it actually affects any rituals, which can include ones added by mods for whatever reason (I'm not sure if the game lets you use Rituals with *just* the base game, but that's outside the scope of this mod to manage).
Victor 24 Jan @ 4:53am 
Oh ok, I was thinking this was only about Ideology's rituals
Delmain  [author] 23 Jan @ 5:09pm 
There is no way in the Steam menu or the About.xml to say "at least one of these is required", which is what would be needed for rituals, because any of the DLCs that add them will make the subsystem work. It requires Royalty OR Ideology OR Biotech, and there's not a way to put that.

That said... this mod only modifies Ritual content, so if you don't have access to Rituals, there is no reason to have this mod installed at all.
Victor 23 Jan @ 2:38pm 
Hey, can you add the dlc in the required mods tag inside the About.xml?
Delmain  [author] 16 Jan @ 9:22pm 
When I built this game, I played with VFE-Empire and didn't have any problems, but it's been the better part of a year since I last played so it's possible there was a change.

That said... this mod is *very* simple. It just modifies a single value at the start of the ritual. VFE-Empire did something absolutely crazy based on the capacity, that's possible, but it'd be weird for it to conflict with this.

I am not playing Rimworld at the moment, but if you are able to recreate this issue on a minimal modlist (just VFE-Empire and it's prereqs and this), then I'll be happy to take a look.
b 16 Jan @ 5:47am 
i think this mod may be incompatible with VFE-Empire. once you start a ritual from that mod like grandball or art exhibit, the ritual just wont end and the participants will stay there till they starve. i also have [uncapped rituals] in my mod list tho i havent removed that one yet to see if it solves the issue since my loadings are very long.
Delmain  [author] 1 Sep, 2024 @ 1:01pm 
I'm not gonna make any promises because I'm not currently playing Rimworld (work very busy), but I'll look and see if the code is related. I'll post something if I add the feature.
Lurmey 30 Aug, 2024 @ 12:42pm 
Hey Delmain, not sure if you'd consider this within the scope of your mod but I'd love it if someone made it so rituals automatically select the maximum number of colonists the ritual actually asks for, instead of selecting *all* colonists. For instance I don't need 43 people attending a conversion ritual if 10 will do and there's no benefit to the chance by having more.

So where the ritual says "Participants 43/10" I'd want it to automatically cap the 43 down to the 10, pick pawns at random.
Delmain  [author] 13 Jun, 2024 @ 2:36pm 
The only thing this mod does is change the logic for the number of participants.

Say a ritual requires 10 pawns normally, which can give a total of 40% quality. That means that normally, having 1/10 pawns would be 4%, 2/10 would be 8%, etc.

What this does is scale it down. So say you only have 4 pawns, it would scale it down so that 4/4 still gives 40%, but having 1/4 gives 10% (instead of 4% like normal), and 2/4 gives 20% (instead of 8%).

If you are seeing the dialog for the ritual say something like 1/10 without this mod and 1/4 with this mod, then this mod should be doing everything it's supposed to do.
Xyllisa Meem Paradox Station 13 Jun, 2024 @ 10:42am 
I did a quick test and it seems to work, but the quality of the rituals doesn't seem impacted even when it only needs one colonist. Not sure if this is an issue due to your mod, VFE Tribal or both, but just letting you know.
Delmain  [author] 9 Jun, 2024 @ 1:04pm 
I have legitimately no idea. It fixes rituals that use the built-in Rimworld components, but if the VE team overrode something and made their own, there's a good chance it wouldn't be caught here. If you want to check and let me know if you find a ritual that isn't compatible with this, feel free to check and let me know here.
Xyllisa Meem Paradox Station 9 Jun, 2024 @ 12:20pm 
Hi, does this work with the VFE Tribal ritual?
Jaggid Edje 9 Jun, 2024 @ 3:23am 
Thank you very much for this. I was just bemoaning this aspect of rituals in the new game I started a few days ago. This mod is a godsend.
The Blind One 6 Jun, 2024 @ 12:08am 
Thank you kind stranger, we needed this.