RimWorld

RimWorld

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1trickPwnyta's Ideology Patch
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Mod, 1.4, 1.5
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527.537 KB
Feb 25, 2022 @ 7:18am
Dec 12, 2024 @ 4:47pm
21 Change Notes ( view )
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1trickPwnyta's Ideology Patch

Description
This mod makes a handful of small tweaks to the Ideology DLC that are intended to make the game a bit more enjoyable without changing the gameplay too much.

Full list of tweaks:
  • Ranchers no longer get upset about planting "human food crops". They already get a mood penalty for eating vegetables; they don't need another one just for planting them. Besides, who says you're planting them in order to eat them? Maybe you just want to make chemfuel. Or you want to have food onhand that you can use to train your animals.
  • Dryads no longer wander further from their tree than the building radius warning (12 tiles -> 7.9 tiles). This makes it more intuitive to build a wall around the tree just outside the warning radius to keep the dryads safe from raiders.
  • When you receive a letter for finishing converting a prisoner, the Jump to location link selects the prisoner that was converted rather than the person who did the converting. This makes it easier to select a new prisoner interaction such as Recruit.
  • Starting research that unlocks things that "require memes that none of your people believe" no longer triggers a pop-up unless ALL of the unlocked things require such memes. In other words, you won't be bothered if there's anything that you CAN build.
  • When beginning a role change ritual, the role selected by default will be an unfilled role unless all roles are filled so you don't accidentally assign the moral guide role twice and make someone unhappy, for example.
  • Sets the default female clothing requirement for ideologies to groin covering only, as it is for men.
  • Sets the default physical love precept to free so that people can have premarital sex like they did before Ideology.
  • Disables the darkness mood debuff for the Tunneler meme (specifically the Fungus: Preferred precept, because if you like fungus you shouldn't hate planting it).
  • Adds the Corpses: Don't Care precept to the Bloodfeeding meme (because cannibalism).
  • Changes the nudity precept "Pants at most" to "Pants only", which does the same thing but is worded correctly.
  • Pawns with an ideology that prohibit recreational drugs will no longer randomly use recreational drugs unless they have a chemical need trait.
  • Gauranlen tree-connected pawns will no longer ignore their needs for hours at a time while pruning the tree. It's not like the tree is the golden cube.
  • Newly built lights default to darklight setting if the player's primary ideology prefers darklight.
  • Shows a message when an ideology ritual comes off cooldown so you don't forget to perform it again.
  • Brings back the "Look change desired" mechanic that mysteriously disappears with Biotech enabled.
  • Pawns with ideologies that prefer "negative" apparel such as blindfolds will now automatically wear that apparel anyway without being forced.



Updates
12/12/2024: Fix the "Look change desired" mechanic with Biotech enabled and add negative apparel desire feature
10/22/2024: Add message for ideology ritual cooldown ending
08/02/2024: Remove patch from 1.4 version
06/25/2024: Use darklight by default in darkness ideologies
06/11/2024: Add settings to toggle each tweak
05/24/2024: Remove artificial enhancement calculation change. Genies were not bugged after all.
04/29/2024: Prevent pawns from pruning the tree non-stop while ignoring their own needs
04/09/2024: Stopped pawns against recreational drug use from using recreational drugs
03/20/2024: Update to 1.5
08/28/2023: Fixed prosthetics count bug
08/18/2023: Renamed Pants at most to Pants only
08/17/2023: Disabled the darkness thought for fungus: preferred, associate corpses: don't care with bloodfeeding meme
10/26/2022: Removed debugging messages from the dev log
10/26/2022: Added the default physical love precept

Credits
20 Comments
Cockylida Apr 1 @ 11:49pm 
Great mod. I have one additional suggestion- make drugs the pawn has a genetic dependency on (from Biotech) count as medical for the drug use precept.
Amroth Mar 28 @ 7:04am 
Well, I take my comment back. It appears all changes are optional and can be changed in mod settings.
Amroth Mar 27 @ 2:41pm 
Not sure why default female clothing requirement was changed, it made total sense the way it was. I don't know many cultures where women would feel totally comfortable going topless on a dangerous planet with pirates, bandits and cannibals, lol.
The_Last_Mando Mar 18 @ 5:00am 
Any chance you could add the "load saved ideology" to the fluid option when setting ideology?
Cause right now only the fixed one has that option:steamfacepalm:
Taemaly Jan 31 @ 3:11pm 
Thank you for bringing back look change desired . really missed it
Temmaki Nov 23, 2024 @ 12:47pm 
Thank you so much for this Patch it helped my Colonist be more move faster without them complaining about the light being too bright
femoral2 Nov 10, 2024 @ 6:28am 
@1trickPwnyta, Yes please, you are very good at removing minor annoyances with your tweaks
1trickPwnyta  [author] Oct 31, 2024 @ 3:49pm 
@Futstub cool, sounds good! I only currently have two DLC patches on steam. This one and anomaly. I plan to release mods for the other two DLCs in the future.
Futstub Oct 31, 2024 @ 12:54pm 
Honestly, I just didn't remember if there were hauling dryads in vanilla... :>

But hey, cool, I will definitely use all of your DLC patches mods in my next playthrough! Can't hurt to bring a bit of logic to the rim... :]
1trickPwnyta  [author] Oct 31, 2024 @ 10:10am 
@Futstub Yes, every tweak has a setting you can disable. I probably should specify in the description that this doesn't prevent hauling dryads from hauling. It only prevents dryads from wandering away from the tree when they aren't doing some kind of work. Although I have no idea how hauling dryads from VE differ from vanilla hauling dryads and what that might mean in the context of this mod.