RimWorld

RimWorld

744 ratings
Persistent Precepts
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Mod, 1.4, 1.5
File Size
Posted
Updated
75.729 KB
Mar 10, 2023 @ 1:09am
Apr 8, 2024 @ 5:01am
2 Change Notes ( view )
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Persistent Precepts

Description
Persistent Precepts adds a simple toggle to the Ideology edit screen that prevents the re-randomization of Ideology precepts, rituals, buildings etc. when you change structure or memes.

With this mod, you can ensure that your carefully crafted Ideology remains intact, even if you go back and change structure/memes. This also means your saved ideoligions can better act as templates when you load them in.

When the toggle is on, ideology re-randomization for the player is blocked for:
  • Precepts
  • Roles
  • Rituals
  • Buildings
  • Relics
  • Weapons
  • Venerated Animals
  • Preferred Xenotypes
  • Preferred Apparel
  • Appearance (Hair, Beards, Tattoos)


Please note: The confirmation warning of re-randomizing precepts still comes up, please ignore it for now while I work out how to change the confirmation dialogue.

If you start a new game and forget to turn the toggle off, your faction's ideology will be generated without any precepts/rituals etc. This is easily fixed by flicking the toggle back off and selecting "Randomize Precepts" button. Other factions generated at world creation and as part of events are not impacted.

Compatibility
The mod uses harmony to patch a few methods related to player actions on the ideology edit screen and precept randomization. It touches nothing else besides adding the checkbox so should be highly compatible with other mods.

Thanks
Mute for reviewing my code and being generally awesome with guidance, especially with how to approach limiting the toggle to only affect player actions.
Mile for giving me advice and a friendly space to get help and feedback.
Rimworld modding community, this is my first ever mod and I couldn't have done it without the supportive people in discord.

Credits
Thumbnail dice icon: by Delapouite (games-icons.net)
Thumbnail font: Marnador's fan made font[ludeon.com]

Github[github.com]

113 Comments
Raggsockan Apr 5 @ 3:52pm 
Loading this before VFE Tribals solves any issues, if you are using mod managers just add a custom rule and its done.
$h@d0w_M@$t3r Feb 22 @ 3:57pm 
load before vanilla factions expanded tribals or it will break tribal gatherings
𝒩𝑜𝑒𝓉𝓍𝑒𝓁 Nov 29, 2024 @ 4:52pm 
Gotta test without 350 other mods enabled in order to know if it conflcts with other mods.
𝒩𝑜𝑒𝓉𝓍𝑒𝓁 Nov 29, 2024 @ 4:45pm 
Mod causing %50 random recruit reward not working for social festivals.
VitaKaninen Nov 3, 2024 @ 3:02am 
The option to have this enabled by default is not working properly. When I look at the config file, nothing really is being saved in it.

I am not sure what it is supposed to look like, but this is all that is in there, and the setting is not saved between reloads.

<SettingsBlock>
<ModSettings Class="PersistentPrecepts.PersistentPreceptsSettings" />
</SettingsBlock>
Good Old Jim Oct 30, 2024 @ 6:54pm 
SHUT UP AND TAKE MY MONEY, is what I would say, IF I HAD ANY
tmo97 Oct 14, 2024 @ 9:15pm 
Who would've thought adding transhumanist would require reclicking hundreds of options, thanks Tynan, you feckin ballop footer.
tmo97 Oct 14, 2024 @ 9:12pm 
Hellhaunt is right, it still randomizes hairs and tattoos. I can't be arsed to reclick hundreds of different options, fix please.
Your Local Inquisitor Oct 13, 2024 @ 4:19pm 
@Graved

Fr.
Graved Oct 4, 2024 @ 1:44am 
It's funny that this shit isn't basegame