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<modDependencies>
<li>
<packageId>ludeon.rimworld.ideology</packageId>
<displayName>Ideology [Official DLC]</displayName>
</li>
</modDependencies>
To the About.xml, so you can get a warning when sorting the mod after removing the dlc.
I never have understood people needing to come into mods like this and cry about balancing. It's a QOL mod for people, and if you think it makes the game too easy, just don't use it?
I see mods like this as an expanded settings menu, which in default Rimworld you can use to make the game a peaceful base-building simulator with zero challenge. It's not that big of a deal.
Imagine if you used the transhumanist meme but never left the stone age? There's would be no point. Ideology isn't just putting a sticker on your save file that says "We are ranchers! :)", the Ideology DLC is entirely designed to help you immerse yourself in the colony of your own design, but your idea of rancher/ farmers is too generic. There is really only 2 ways to get food that isn't farming/ ranching; you either buy all your food from traders or engage in cannibalism, and this mod actually gives you more meat from butchering human corpses.
So if I want a ranching-themed run with actual bonuses, why is my only choice to become turbo carnivores who reject vegetables? For a sandbox game there sure isn't a lot of freedom to choose.
>"Doesn't actually forbid eating plants"
>immediately points out that you can't eat plants without mood penalty
The worst part is the Rancher meme doesn't actually forbid eating plants, all you get is a -4 mood for 1 day for planting human food crops, no penalty for eating plants as long as your food has ~some~ meat in it
I really like ranching AND farming and I enjoy ideologies, but it has always driven me nuts that I couldn't take an ideology that likes ranching due to the diet restrictions. This is perfect.