RimWorld

RimWorld

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Custom Ritual Framework
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Mod, 1.3, 1.4, 1.5, 1.6
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22.891 MB
Jul 30, 2021 @ 3:33pm
Jul 13 @ 2:31pm
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Custom Ritual Framework

In 1 collection by these people
Custom Ritual Framework and new Rituals
7 items
Description
A currently new but growing framework for creating custom Ideology rituals and outcomes fully-definable with XML.



Background

Originally envisioned to support rituals that ensure bountiful harvests and call manna from heaven, I quickly wanted to make those more generic and so provided a framework through which it is relatively easy to add additional RitualAttachableOutcomeEffects. This grew out from that, adding similar functionality to RitualOutcomeEffects for defining new rituals, and then eventually expanding to add other new classes and modExtensions to support further customization of new rituals. It has become a general Custom Ritual Framework.

Most of the Attachable Outcomes and both of the new Rituals are used to showcase the features and as examples. The XML files for them have been commented as a kind of tutorial in creating new outcomes and new rituals in general.





FAQ

Q: So how do I create new rituals and outcomes?
A: Check out the XML files included in this pack. They are commented to help provide guidance, and easily obtained from Github (see below). Also check out the Github Wiki!

Q: I found a bug, how do I report it?
A: There are surely some issues, so please bring them up! An easy way to do that is in the #bug-reports channel of the Discord, linked below.

Q: How can I help?
A: If you'd like to help expand the framework, the best way to start is to head on to the Discord and post in the #collaborators channel.





Links

Now with some sample rituals outside of this modpack, for ease of enabling/disabling: https://steamcommunity.com/sharedfiles/filedetails/?id=2579343852






Additional Credits

Nin - Testing and design
kippetje2000 - Icons
twsta - Adoption ritual and enhancements to the Framework to support it
183 Comments
these people  [author] 3 hours ago 
@monkmith that sounds like a really cool ritual!

Each node that adds a hediff will add a specific hediff with a specific degree. However, you can have the ritual choose a random node from a list, with different weights. You could add one entry for each of those with a different degree and the same weight to have it choose a random entry. The one caveat is that this will add the same version to all pawns who have it added.

Check out the Gambler's Prayer example to see how to do a random outcome from a list of nodes.
monkmith Oct 27 @ 10:40am 
so i'm using hauts added traits and i'm wondering about the addtrait ritual. i want a ritual that adds the 'latent psychic' trait to a pawn, in hauts mod there are 6 different versions of that trait with hidden triggers. the traits are separated into degrees in the mods def file.

looking at the add trait ritual def i see a traitDegree entry, it says to specify degree or it defaults to 0. if i just pick one of the numbers then it will be the same hidden trait over and over, can i put in a range, like 1-6, and have it randomly pick from the 6 possible traits?
these people  [author] Oct 25 @ 8:47am 
@Zekundes - heck yeah!! I am pretty sure the github repo is up to date if you want to do a PR on it. If not, we can discuss it later. My next few days are pretty packed, so no real promises on when I can get to you
Zekundes Oct 25 @ 7:58am 
@these people - I made a short class "RitualRoleColonist_FemaleOnly" if you want to add it to your mod. I tested and works perfectly fine.
these people  [author] Oct 25 @ 4:41am 
@Zekundes there is not, thought that would be an interesting addition.
Zekundes Oct 25 @ 12:12am 
Is there a way to gate a specific pawn gender from a ritual?
these people  [author] Oct 12 @ 3:39pm 
@MeatBear - I believe so! Since installed implants are hediffs, you can make a ritual that adds a hediff, and then have the ritual 'sacrifice' the implant, similar to the Hungry God ritual in the Sample Rituals. The only caveat there is you'd need a specific ritual for each implant. Generalizing that sort of thing (or really, having a different outcome based on different input items) might be a cool idea for expanding the framework.
MeatBear Oct 12 @ 2:53pm 
Is it possible to create a ritual at the end of which an implant will be installed in the pawn? I just have an idea about playing as technocratic fanatics, and it would be cool to install some of the implants this way.
these people  [author] Oct 6 @ 2:04pm 
@Avericat - Yes! If you check out the Sample Rituals, I believe I have some examples that are kind of like that. The Hungry God ritual consumes meals, and I think it's one of the Darkness rituals that requires a Terror Sculpture
Avericat Sep 25 @ 6:00pm 
Is it possible to make rituals that require an item or building to be present in the ritual room? My guess is that one could use a RitualObligationTargetFilterDef with a RitualObligationTargetWorker_ConsumableBuilding workerClass with a thingDef that is meant to be destroyed at the ritual, right