RimWorld

RimWorld

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1trickPwnyta's Ideology Patch
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Mod, 1.4, 1.5, 1.6
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Feb 25, 2022 @ 7:18am
Jul 3 @ 8:08pm
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1trickPwnyta's Ideology Patch

Description
Support for version 1.6 is confirmed, but more testing is needed. Please report any bugs in the comments. Thank you!

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. Each tweak can be toggled on or off in the mod settings.

Ideology Memes and Precepts
  • Sets the default physical love precept to free so that people can have premarital sex like they did before Ideology.
  • Sets the default female clothing requirement for ideologies to groin covering only, as it is for men.
  • Changes the nudity precept "Pants at most" to "Pants only", which does the same thing but is worded correctly.
  • 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.
  • Adds the Corpses: Don't Care precept to the Bloodfeeding meme (because cannibalism).
  • 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).
  • Newly built lights default to darklight setting if the player's primary ideology prefers darklight.
  • 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.

Slaves
  • Slaves do not count as quest-related guests, ever. This fixes an issue where enslaving a quest-related guest, such as a refugee, prevents you from doing many things with them, such as sending them on caravans, extracting their genes, assigning them apparel policies, etc.
  • Slaves will begrudgingly put on human leather slave gear instead of running around naked, as long as it's allowed in their apparel policies.
  • Slaves can no longer run wild.

Ideological Practices
  • 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.
  • 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.
  • 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.

Miscellaneous
  • 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.
  • 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.
  • If your ideology has only one relic and you bring it with you to a new colony in the archonexus quest, it will not retrigger the "all relics collected" moost boost.
  • Corpses that spawn near archonexus structures are forbidden by default.
  • Faction relationship levels start inside their natural range, so you won't get annoyed by early-game messages telling you that some rough outlander faction relation has soured out of nowhere.
  • Spikecore plates and floor slabs are now paintable.



Updates
07/03/2025: Fixed bug that causes faction relations to reset on game reload
06/14/2025: Categorized the settings UI
06/13/2025: Update to 1.6
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
28 Comments
Crazy Cat Gentleman Jul 3 @ 8:27pm 
awesome, can confirm that it's fixed. thanks!
1trickPwnyta  [author] Jul 3 @ 8:09pm 
@Crazy Cat Gentleman Oops! Dumb mistake on my part. I just updated the mod with a fix for that. Nice catch!
Crazy Cat Gentleman Jul 3 @ 6:50pm 
it seems that when goodwill with another faction is 100, at least some events that increase goodwill will wrap it around to -100 and cause the faction to become hostile. this happens in both Rimworld 1.5 and 1.6. I podded some gifts to the "rough pig" faction to get the goodwill to 100 and then performed a ritual with "nearby faction goodwill" as the possible outcome, and when the ritual is good enough to trigger that outcome, the pigs go to -100 and are hostile.
I'm blind as ♥♥♥♥ Jun 13 @ 5:03am 
I remember the "look change desired" disappearing at some point and didn't think much of it, just that it was gone like the mood debuffs pawns would suffer from not doing a yearly ritual in time. Not that i really miss either of those, just thought it was weird
1trickPwnyta  [author] Jun 9 @ 5:11am 
@Nishe I'm going to see if I can fix that in the next update.
Nishe Jun 9 @ 3:29am 
I like the look change thing but yeah, had to turn it off for the same reason as @Nem. My genie crafter constantly running across the map to the styling station in an attempt to force her genetically bald head to grow hair was no bueno.
1trickPwnyta  [author] May 28 @ 6:13am 
@Nem You're right. Biotech changed it so that if their current look matches what their genes say then they won't want a look change. This mod changes that so they will still want a look change if their look doesn't match their ideology.

But this does lead to some pawns, such as those with the no hair gene, to have hard conflicts between their ideology and their genes that cannot be resolved, so they will permanently desire a look change and periodically attempt to change their look at a styling station to no avail. This probably isn't the best solution, but of course you can disable this feature in the mod settings if you like.
Nem May 28 @ 12:28am 
I think the reason why look change desired was removed in Biotech is because certain genes also cause restrictions on appearance, and they don't stack well. I currently have a pawn with the "no hair" gene wanting to change his hairstyle. Sorry bud.
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.