RimWorld

RimWorld

Keep Converting
80 Comments
Skullywag 17 Jul @ 1:52pm 
Ive got a high mate moral guide whos refusing to auto convert a fellow colonist, he was fine doing it to prisoners, cant see any errors or anything and i can manually do it still, no bigee just thought it weird.
Ms Adequate 17 Jul @ 12:39pm 
God's own utility mod. o7
VitaKaninen 16 Jul @ 4:22pm 
Thanks!
Linnun  [author] 16 Jul @ 4:21pm 
UPDATE:
- Pawns should no longer path through danger to auto-convert their target
- Added missing check for allowed area
Linnun  [author] 16 Jul @ 3:43pm 
@Iteration Zero
Thank you for that report. I will look into that!
Fedral 16 Jul @ 10:59am 
This is one of the greatest quality of life mods ever made. I got sick and tired of keeping track of reset times on conversion. Thanks so much for your wonderful work.
Iteration Zero 15 Jul @ 4:28am 
Letting you know that it seems to defy assigned areas. which I don't normally mind.. until my suit-less moral guide sprints into space to convert someone, and predictably, dies immediately and painfully.
REFUNDED YOU 14 Jul @ 12:37pm 
1 thank you
Vanasonic 14 Jul @ 8:07am 
I kneel.
Bradical Terrorist 12 Jul @ 10:48am 
This comment is awaiting analysis by our automated content check system. It will be temporarily hidden until we verify that it does not contain harmful content (e.g. links to websites that attempt to steal information).
Vesparian 12 Jul @ 10:41am 
An eighth of a million thanks
Bosh 12 Jul @ 2:18am 
a quarter of a million thanks
Lee Townage 11 Jul @ 10:43am 
half a million thanks
Trekkie Jonny 4 Jul @ 5:25pm 
A million thank yous
Shazza 4 Jul @ 7:09am 
Massive W for QoL, I was running into this exact issue today with a very stubborn new recruit who was taking literal months to convert (and I didn't wanna spend the shard to Wipe them)!
CanAdam420 4 Jul @ 3:23am 
Hello, love the mod. Was wondering if it would it be possible to have an indicator for unconverted pawns? Either way, awesome mod.Thanks.
Pooh 2 Jul @ 12:08am 
This is such a good QoL idea... Thanks!
Linnun  [author] 27 Jun @ 11:04pm 
UPDATE:
- Fixed an issue where mod modifications to meme requirements of ideology abilities could lead to unexpected behavior.

This fix is applied to 1.5 and 1.6. It might be the last update for 1.5.


@yrthrtu @isiarca I think I finally managed to reproduce your issue, and was able to solve it. Please test and report back :)
Stupid Sexy Rat 24 Jun @ 4:35pm 
so maybe those with this issue can try to run just Auto Convert and the required mods for VIE Memes and Structures and see if it is still broken
Stupid Sexy Rat 24 Jun @ 4:33pm 
the mod that adds Exalted Priesthood is Vanilla Ideology Expanded - Memes and Structures, mind i dont use this mod, i just prefer to imprison and auto convert that way, but id thought it would would help isolate the issue if everyone knew what mod added Exalted Priesthood
isiarca 20 Jun @ 5:17pm 
I've also experienced the bug ythrtu reported. That said, I use hundreds of mods, so the possibility that the bug is caused by interactions between several mods in conjunction can't be ruled out.
Linnun  [author] 18 Jun @ 5:28am 
@yrthrtu I can not reproduce that issue. In testing my ideology leaders don't have the ability to Convert or Keep Converting. They also don't randomly try to convert anyone. There must be some other mod that you use which causes this conflict. It would be great if you could narrow it down to which other mod causes that problem.
ythrtu 15 Jun @ 4:46am 
if you have exalted priesthood, it work fine , but if not , the leader still can convert and have no cooldown
Linnun  [author] 15 Jun @ 2:23am 
@yrhrtu Do you mean Exhaulted Priesthood in particular? I tested with that one specifically and it works as intended for me. If you can figure out which other mod might cause the conflict for you, I'll gladly look into making a compatibility patch.
ythrtu 14 Jun @ 8:53am 
conflict with vanilla ideology expanded, the leader can convert pawn without cooldown.
t0m4s1t0 14 Jun @ 12:11am 
I just tested it and it cools down perfectly, must be a mod conflict.
sewercʌt 13 Jun @ 1:55pm 
Looks like there still isn't a cooldown on conversion
Linnun  [author] 11 Jun @ 2:12pm 
UPDATE:
- Added support for 1.6
Linnun  [author] 9 Jun @ 10:02am 
@Macky I can not reproduce that

@Kuberr This mod periodically triggers the normal Convert ability. I tried to improve the reliability of that though. Please let me know if your problem persists.

@StarAustin Please let me know if the problem persists for you after this update.

@sven That should not happen. But please let me know if the problem persists for you after this update.
Linnun  [author] 9 Jun @ 9:59am 
UPDATE:
- Improved reliability and compatibility
xelus 5 Jun @ 2:15pm 
Removes the cooldown of converting, definitely not right.
StarAustin 5 Jun @ 2:08am 
BUG: my leader (who cant convert) when i use the button that appears on him he triple converts back to back, even after he succeeds with his phantom conversion done, he tries to persuade AGAINST his religion
Kuberr 30 May @ 12:24pm 
converts pawns almost instantly

idk if its supposed to be this way
Macky 22 May @ 9:03pm 
I've noticed that pawns without the natural ability to convert still have the option to keep converting, I tested to see if it would work and it does grant them the ability to convert others. Any pawn with a leadership position in an ideology will just continuously keep converting a selected pawn despite not actually having the ability. It counts progress toward the conversion too.
Gerewoatle 18 May @ 10:07am 
@Solarius: That makes sense, I didn't consider it being read like that.
Solarius Scorch 18 May @ 2:49am 
@Gerewoatle: That's probably because of the English notation. They decided to swap the comma and the dot around, constantly confusing everyone else.
At a glance, this looks like 287 THOUSANDS 365 KB to me as well.
Gerewoatle 12 May @ 9:11am 
@Kyoss - Are you somehow misreading "KB" as "MB"?
Kyoss 12 May @ 2:05am 
Why does this mod have over 250MB?
How?
galesdeloscien 6 May @ 3:09pm 
Pretty useful mod, thanks for your service.
Linnun  [author] 4 May @ 3:30am 
@Blaze This mod does not grant the base Convert ability. It just adds an "Keep Convert" option IF the convert ability is found for that pawn (or their ideo role).
Do you have any mods that alter Convert behavior in any way?
VitaKaninen 3 May @ 4:58pm 
@Blaze, are you using a mod that allows pawns to get inspired conversions?
Blaze 3 May @ 2:18pm 
My leader has the ability to convert when it shouldn't, and cooldown is almost not existent (converted 2 times in less the 10 seconds apart), is it intended?
SunGod 3 May @ 6:26am 
Oh bless you for making this. I've always resorted to having to imprison my colonists when I want to convert them because I always get distracted by other things -- SQUIRREL! This should help me in my quest to expunge all the infidels from my colony!
Linnun  [author] 28 Apr @ 10:21pm 
@icytux I haven't tested it, but I doubt that it works with multiplayer. They probably need to add a compatibility patch for that.
icytux 28 Apr @ 9:16pm 
Does this work with zetriths multiplayer?
Santtinen 27 Apr @ 11:00pm 
Thank you for the update ^^
Linnun  [author] 27 Apr @ 12:16pm 
UPDATE:
- Added compatibility for Leader's conversion ability (from VIEMeme's Exalted Priesthood)
- Fixed a case where autoconvert would not work properly when loading the game with a saved autoconvert target


@Santtinen Yes :)
Santtinen 27 Apr @ 3:19am 
Would it be possible to get support for the leader convert ability added by the Exalted Priesthood meme in Vanilla Ideology Expanded - Memes and Structures?
VitaKaninen 27 Apr @ 2:12am 
Thanks!
Linnun  [author] 26 Apr @ 11:19pm 
UPDATE:
- Convert Target is now remembered when the game gets saved/loaded
- When setting a autoconvert target, the first check is done in the very next tick. This should feel a lot more intuitive
- Added gizmo feedback sound when cancelling the autoconvert target
- Changed the cancel autoconvert icon. Instead of a different icon, it now uses an autocast overlay icon. If VFE is loaded, it will use their autocast icon instead to make the ui feel consistent (similar to how my other mod Auto-Cast Specialist Commands handles this)