RimWorld

RimWorld

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Breeding Ritual
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Mod, 1.5
Content Descriptors: General Mature Content, Some Nudity or Sexual Content
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390.113 KB
Jan 6 @ 5:20am
Feb 3 @ 10:38am
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Breeding Ritual

Description
Breeding Ceremony

This mod adds a new type of ritual to the Ideology system: a breeding ceremony. Two eligible pawns must be assigned to the same bed, which will cause a new button to appear on the bed's selection panel. This button opens the planning window for the new ritual. The two pawns will meet in bed and do Lovin' continuously until they're exhausted, while spectators (optional) will encourage them with dances and music.

Discussion

The mod was designed with a tribal society in mind, but advanced colonies can also use it. It can be performed outdoors without any actual furniture - a Double Sleeping Spot will suffice. Spectators will automatically play any instruments that they can find nearby. Ideoligion rules are implicitly respected - you can't force a married pawn into an adulterous breeding ceremony, because they'll simply refuse to share their bed with a stranger. The mod fits well with an individualist free-love society. If your society follows strict precepts then this ceremony could be used to schedule a session of monogamous procreation (behind locked doors, zero spectators, all lights extinguished, both participants blindfolded and clad in cataphract armor, etc).

The mod does not merely allow the couple to act according to their preferences (as would normally occur with co-sleeping pawns). At the appropriate stage of the ritual, the two pawns are forced to begin Lovin'. The code is very simple; it does not care about marital fidelity or libido or sexual preferences. Hence, this mod can be used to bypass consent and setup morally-dubious scenarios. I've included an option which warns players if they've inadvertently ordered a gay/ace pawn to participate. But you control the buttons you press[x.com]. If you decide to force two mindscrewed slaves to conceive a child atop a pile of corpses then I can't stop you.

Because this mod relies on a new Precept, the safest approach is to include it in a new playthrough. If you generate a new Ideoligion from scratch (or edit a pre-saved one) then you can incorporate Breeding as one of your society's rituals. There's also an option to splice the ritual into your existing game if you don't want to start over. A similar feature can be used to excise the ritual from your game if you'd like to cleanly uninstall the mod.

The mod relies on a few Biotech stats relating to fertility and pregnancy, so it focuses on heterosexual couples. We could add support for queer pairings, but the result would be somewhat homophobic. The mod would tend to evaluate those rituals as Disappointing or Terrible because they don't generate any pregnancies. If you have suggestions for better inclusion then let me know. In the meantime you may find the Manual Lovin' mod useful. Manual Lovin' can be used alongside this mod without any conflicts.

Psybreeding is also included in this mod. It's a variation of the breeding ritual, which can be used by psychically-bonded couples. It's expensive (in terms of time and psyfocus) and it's risky (because it inflicts neural heat). But if it succeeds then your psycaster will awaken their partner's psychic powers. The in-game mod options page provides more information.

Source code can be found on Github[github.com].

This mod was designed to work with:
  • Vanilla Psycasts Expanded - awakening a pawn's abilities via Psybreeding will give them access to the VPE skill trees as usual
  • Vanilla Furniture Expanded - VFE beds (ergonomic, royal poster, etc) can serve as the location for a breeding ritual
  • Manual Lovin - very useful if you want one of your colonists to share beds with a guest or prisoner
  • Hospitality - guests can participate in breeding rituals. Integration isn't perfect so it's disabled by default, but feel free to "Allow Guest breeding" and try it out
34 Comments
Indigo Cactus Apr 13 @ 3:38pm 
So this is actually a very cool mod. I figured it was just "force two pawns to do lovin" but there's really a lot more to it than that, which was a very pleasant surprise.

I will note though that, while it still worked without any obvious gamebreaking bugs, I assume an animabreeding ritual isn't supposed to involve 7,411 rounds of lovin'.

I was using RJW, which probably breaks it a little due to how much (I assume) it affects the vanilla Lovin'. Just figured I'd mention it. Thanks for the mod, this really adds a lot to ideology!
UncleRippu Apr 10 @ 7:40am 
thank you for removing the royalty requirement!
GulMadred  [author] Feb 15 @ 6:18pm 
@Cassius
>I was expecting that a ceremony lasting 4 hours of constant "breeding" would have a very high chance of pregnancy
The "Detailed Fertility Report" option can show you the cumulative probability. 4 hours will yield (on average) 8 Lovin' sessions. Let's assume 100% fertility and "try for baby" approach. (0.8)^8=0.167. The couple has 83% chance of pregnancy.

If you get *consistently* poor results (even with long rituals, different couples, savescumming, etc), then a mod conflict is the likely culprit. Are you running anything which overhauls pawn relationships, physical love, or childbearing? Are there any red entries in the log?

IIRC pawns will interrupt their ritual tasks if they're in serious danger (e.g. starvation). Interrupted Lovin' tasks won't produce children.
Cassius Feb 14 @ 3:15pm 
@GulMadred Okay so the odds are supposed to be that low then! I was expecting that a ceremony lasting 4 hours of constant "breeding" would have a very high chance of pregnancy fml
RyXan Feb 14 @ 1:39pm 
Giggty ritual
GulMadred  [author] Feb 14 @ 12:37pm 
@Cassius
>Why are the odds so low?
The odds of pregnancy in RimWorld are low. The baseline is 5% chance of pregnancy per Lovin'. With "Try for Baby", a young+healthy couple can reach 20%. You can extend the duration of a Breeding ritual, so that the couple gets more chances (additional RNG rolls).

>And why is there a successful breeding 50% bonus?
The Planning window shows the expected QUALITY of the ritual.

The goal of a breeding ceremony is to create a pregnancy. If it achieves that goal then the participants are likely to remember it fondly (hence, it gets a big boost to quality). If no pregnancy occurs, then they'll probably be disappointed.

>am i missing something here?
If you have Royalty DLC, consider Animabreeding. It's a "magical" option which can guarantee pregnancy, but it's more expensive. You can also adjust Mod Options so that standard breeding rituals always produce pregnancies (this is marked as a cheat, but it might fit your storytelling goals).
Cassius Feb 12 @ 1:05pm 
Why are the odds so low? And why is there a successful breeding 50% bonus? Like what does that one even mean, Im playing a neolithic generations and the odds of a successful breeding ritual the highest ive had is 20% and has never resulted in a pregnancy, am i missing something here?
GulMadred  [author] Feb 2 @ 9:59am 
Updated to version 1.3.
○ Royalty DLC is now optional. It's needed for psybreeding and animabreeding, but regular breeding rituals can be performed without it.
○ NEW: Anima Breeding ritual. Meditate at the anima tree to generate grass, then "spend" the grass to perform a miraculous feat of reproduction. Allows homosexual couples to conceive without high-tech assistance. Allows parthenogenesis. Allows male pregnancy.
○ Fitness is now shown during ritual planning (it previously used Movement Speed as a proxy).
○ An engaged couple can now "elope" via a breeding ritual. This allows fiancés to quickly become spouses instead of waiting for a random marriage ceremony. You miss out on the wedding-related Mood boost, of course.
○ Rituals can now be evaluated using Beauty instead of Room Impressiveness. This is most relevant for low-tech tribes who do a lot of outdoor breeding. If you choose a pleasant spot and plant some flowers, ritual quality will improve slightly.
RAD EMERALD Jan 28 @ 12:11am 
huh, really add RimJobWorld?
GulMadred  [author] Jan 25 @ 9:30pm 
@Balandin
>Baby just pops into existance (because magic)
If the Biotech pregnancy system is omitted, then we're straying too far from the "breeding" theme.

>Ritualistic IVF Procedure like you suggested
I imagine a standard IVF procedure. *Afterwards* the player could setup a breeding ritual for the lesbian couple. The player (and/or the characters) could "pretend" that the child was conceived during the ritual. Normally the child would consider the ovum donor to be their second mother, but the mod could ensure that lesbian-partner is also "Mom".

We can imagine a *magical* lesbian breeding ritual in which the mod partially overrides the game logic. Instead of relying on IVF, the player would simply put a lesbian couple in bed and let them mingle genes. Such rituals could end with BOTH participants becoming pregnant. I'd probably copy the anima linking cost - this is basically a miracle, so the whole tribe must spend days *praying* before it can happen.