RimWorld

RimWorld

Relic Overhaul Mod?
So I recently acquired a relic in my colony, set up a nice room for it too. Large with many braziers, Marble Columns, A Masterwork Jade Grand Statue, and a Jade Reliquary. When the time came to place the relic in its place I watched anxiously as the colonist placed it in, only to immediately want to die. "+2 mood to any ceremonies done in this room". It was such a slap to the face and while I've already decided it will remain I have to ask if there is any mod that will allow me to get use out of it. Also currently relics seem rather worthless if that is all you get. At the time I bothered to get it my colonists were already euphoric due to me filling out my other memes, a +2 mood boost for ~15% of the year is worthless.
Originally posted by Wish Granter:
They are worthless but thats not suprising. Acient dangers are worthless too, the ones you get from quests. As with everything in vanilla, you most of the time need about 5 mods to make it meaningful. Ive yet to find any streamers thats like: "YES ANCIENT DANGER LETS GO THERE" after opening his first ancient danger and realising the loot there is worse then a 1 day trip with a camp in a forest tile.

30 herbal medicine
25 Survival rations.

He had to fight about 15 mechs, 25 insects and 2 pirate raids, had to hour long beat out fires and multiple breakdowns on pawns. For that ^^ reward.

So dont be suprised if all future mechanics in future DLCS are gonne be complete rip off without mods too.
Thats why we have mods.

If you want to change it yourself simply visit the core folder, make a backup, go into ideology, search there for the relics and then change theire mood boost to higher then +2.

The rich people it attracts are complete nonsense too. its a half naked tribal that sits there meditates for 2 hours, no interaction whatsoever and leaves again, future reward to never be seen again.

Oh...and if you ever play charity preset, turn of beggars, if you dont want a -8 mood debuff all the time cause you said no to 3 naked people that were demanding 187 Industrial medicine to make ONE OPERATION on somone.
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Showing 1-12 of 12 comments
coyo7e Dec 11, 2021 @ 4:15pm 
If you play with fluid ideos, you can remove and create new relics at will when you reform.
The author of this thread has indicated that this post answers the original topic.
Wish Granter Dec 12, 2021 @ 12:26am 
They are worthless but thats not suprising. Acient dangers are worthless too, the ones you get from quests. As with everything in vanilla, you most of the time need about 5 mods to make it meaningful. Ive yet to find any streamers thats like: "YES ANCIENT DANGER LETS GO THERE" after opening his first ancient danger and realising the loot there is worse then a 1 day trip with a camp in a forest tile.

30 herbal medicine
25 Survival rations.

He had to fight about 15 mechs, 25 insects and 2 pirate raids, had to hour long beat out fires and multiple breakdowns on pawns. For that ^^ reward.

So dont be suprised if all future mechanics in future DLCS are gonne be complete rip off without mods too.
Thats why we have mods.

If you want to change it yourself simply visit the core folder, make a backup, go into ideology, search there for the relics and then change theire mood boost to higher then +2.

The rich people it attracts are complete nonsense too. its a half naked tribal that sits there meditates for 2 hours, no interaction whatsoever and leaves again, future reward to never be seen again.

Oh...and if you ever play charity preset, turn of beggars, if you dont want a -8 mood debuff all the time cause you said no to 3 naked people that were demanding 187 Industrial medicine to make ONE OPERATION on somone.
Last edited by Wish Granter; Dec 12, 2021 @ 12:29am
MadArtillery Dec 12, 2021 @ 12:30am 
Good to know the relics are as disappointing as the blow up all the loot complexes. Atleast the ideology system itself is a lot of fun to play with.
ichifish Dec 12, 2021 @ 4:32am 
I haven’t gotten any relics yet as every time I get the “kill a bunch of peaceful villagers to learn about your relic” quest and I don’t do it ‘cause I’m not a psychopath.

Everything about ideology is kinda ♥♥♥♥♥♥ up, IMO.
Cheet4h Dec 12, 2021 @ 6:39am 
Originally posted by ichifish:
I haven’t gotten any relics yet as every time I get the “kill a bunch of peaceful villagers to learn about your relic” quest and I don’t do it ‘cause I’m not a psychopath.

Everything about ideology is kinda ♥♥♥♥♥♥ up, IMO.

Huh, never had that kind of quest, only those where you need to head to an ancient complex, or where you have to call down a satellite to hack.
Originally posted by ichifish:
I haven’t gotten any relics yet as every time I get the “kill a bunch of peaceful villagers to learn about your relic” quest and I don’t do it ‘cause I’m not a psychopath.

Everything about ideology is kinda ♥♥♥♥♥♥ up, IMO.
You don't have to kill them, simply lock yourselves in the room, grab the terminal, then break down the wall and make a run for it. If your colonist gets shot through the leg by a pila and you have to slaughter them like the primitives they are, that's their fault for resisting.
Astasia Dec 12, 2021 @ 9:37am 
That's not the main benefit of having your relic. Finding your relic strengthens your ideology in the world and causes new reliquary pilgrims incidents to trigger which will visit your map and occasionally offer you gifts or join you. It's basically like getting free quest rewards randomly for as long as you maintain the relic.

There's also all the advanced components, techprints, neurotrainers and bionics you get from ancient complexes along the way, which are basically threat free even at max scaling.
Originally posted by Astasia:
That's not the main benefit of having your relic. Finding your relic strengthens your ideology in the world and causes new reliquary pilgrims incidents to trigger which will visit your map and occasionally offer you gifts or join you. It's basically like getting free quest rewards randomly for as long as you maintain the relic.

There's also all the advanced components, techprints, neurotrainers and bionics you get from ancient complexes along the way, which are basically threat free even at max scaling.
Are you trying to get people's expeditions wiped? Even early game ancient complexes have randomly spawning infestations and mechs. During late game they add another factor with random and unpredictable raids appearing hours after you land in the tile or immediately after you clear the complex. Complexes arn't worth it in the slightest. A colonist worth 1000 silver is equivalent to 2-3 tech prints from most sellers no? It is infinity more cost effective to buy them then risk colonists in dangerous areas where the object in question isn't even guaranteed.
Hykal Dec 12, 2021 @ 7:38pm 
I've literally sent tribals with plate armor and swords to ancient complexes. It's not THAT hard.
Originally posted by Hykal:
I've literally sent tribals with plate armor and swords to ancient complexes. It's not THAT hard.
Yeah, now that i think about it my earliest attempt that I remember had my colonists outfitted with 2 heavy smgs, 1 bolt, and 1 powerclaw. Needless to say that isn't early game, so naturally I think my perspective is a bit warped... sorry
Astasia Dec 12, 2021 @ 8:48pm 
Originally posted by IHateTheReportSystem:
Are you trying to get people's expeditions wiped? Even early game ancient complexes have randomly spawning infestations and mechs. During late game they add another factor with random and unpredictable raids appearing hours after you land in the tile or immediately after you clear the complex. Complexes arn't worth it in the slightest.

Fairly certain you can't get mechs in there early game, the threats inside are scaled based on colony wealth just like most things in the game, and caravan threats are significantly smaller than normal threats. Even on max scaling with an ancient complex that covers most of the map in rooms with like 20+ loot crates in them, you only get a handful of enemies and they can be cleared by 2-3 pawns doing one room at a time. They are basically free loot.

Originally posted by IHateTheReportSystem:
A colonist worth 1000 silver is equivalent to 2-3 tech prints from most sellers no? It is infinity more cost effective to buy them then risk colonists in dangerous areas where the object in question isn't even guaranteed.

I really don't know what you mean by this. Selling prisoners you get like maybe 500s on average, a techprint has a base market value of ~1000 and buying them comes with a large price markup. The crates also drop bionics rarely, and fairly often you can get joywires or stacks of luci.

Here's an example of a max scale ancient complex. The colony has millions of wealth, 20 colonists and the difficulty is set to 500%.

https://steamcommunity.com/sharedfiles/filedetails/?id=2681181563

That's 6 pikemen and 3 lancers, spread out over 4 rooms. Interacting with the console spawns a raid of 3 human raiders with pistols. There were 15 hermetic crates, got unlucky on luci drops with only one stack of 5, usually it's more like 20-40. The three security crates all dropped advanced components this time. 16 advanced components and 5 luci for killing 9 weak mechanoids 2-3 at a time, how would anyone consider that unrewarding? That one test colonist in cataphract armor, a shield belt, and a normal quality plasteel longsword actually solo'd the entire complex and the raid that came in. I wouldn't normally send just one colonist, but that's how easy these things are.
Last edited by Astasia; Dec 12, 2021 @ 10:40pm
Originally posted by Astasia:
Originally posted by IHateTheReportSystem:
Are you trying to get people's expeditions wiped? Even early game ancient complexes have randomly spawning infestations and mechs. During late game they add another factor with random and unpredictable raids appearing hours after you land in the tile or immediately after you clear the complex. Complexes arn't worth it in the slightest.

Fairly certain you can't get mechs in there early game, the threats inside are scaled based on colony wealth just like most things in the game, and caravan threats are significantly smaller than normal threats. Even on max scaling with an ancient complex that covers most of the map in rooms with like 20+ loot crates in them, you only get a handful of enemies and they can be cleared by 2-3 pawns doing one room at a time. They are basically free loot.

Originally posted by IHateTheReportSystem:
A colonist worth 1000 silver is equivalent to 2-3 tech prints from most sellers no? It is infinity more cost effective to buy them then risk colonists in dangerous areas where the object in question isn't even guaranteed.

I really don't know what you mean by this. Selling prisoners you get like maybe 500s on average, a techprint has a base market value of ~1000 and buying them comes with a large price markup. The crates also drop bionics rarely, and fairly often you can get joywires or stacks of luci.

Here's an example of a max scale ancient complex. The colony has millions of wealth, 20 colonists and the difficulty is set to 500%.

https://steamcommunity.com/sharedfiles/filedetails/?id=2681181563

That's 6 pikemen and 3 lancers, spread out over 4 rooms. Interacting with the console spawns a raid of 3 human raiders with pistols. There were 15 hermetic crates, got unlucky on luci drops with only one stack of 5, usually it's more like 20-40. The three security crates all dropped advanced components this time. 16 advanced components and 5 luci for killing 9 weak mechanoids 2-3 at a time, how would anyone consider that unrewarding? That one test colonist in cataphract armor, a shield belt, and a normal quality plasteel longsword actually solo'd the entire complex and the raid that came in. I wouldn't normally send just one colonist, but that's how easy these things are.
You know, I really should play more vanilla. 1st assumption: My game spawned in modded centipedes in place of pikeman, thought this was common. 2nd assumption: Oops my memory isn't infallible, its not 350, its 1350, etc. 3rd: My experiences are universal, ultimately I've cleared like 3 mid tier dangers and 2 high tier, obviously not a high enough sample size to claim their worthlessness.

So yeah, I was wrong.
To clarify however when i was talking about colonist worth, colonists are worth a set amount of silver based on levels, traits, age and bionics. While arbitrary to use to describe actual worth, I decided to use it to say basically 'I don't find it worth it to put a colonist in a highly dangerous position for an object that is worth less than them'
Last edited by IHateTheReportSystem; Dec 13, 2021 @ 4:34pm
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Date Posted: Dec 11, 2021 @ 3:21pm
Posts: 12