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Sacrificial Ritual
   
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Mod, 1.5
File Size
Posted
Updated
1.155 MB
Mar 21 @ 2:08pm
Apr 10 @ 4:36pm
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Sacrificial Ritual

Description
A new ritual!

People die, people live, the Gods give gifts.

Basically everything about the ritual can be customized in settings. If there is something you want to change but can't, let me know and I'll add it in.

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Modstate Notes
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Seems stable.
  • Romy's Trait Extractor/Injector The Sacrificial Ritual will not spawn trait injectors without it. I also have patched some functions so the trait injectors work waaay smoother. They also can be used on enemies. Take that. ya wimp.

  • if you just started a game and can't add any pawns to the ritual, that is not a bug, by default a pawn has to be a colonist or slave for 30 days before being able to join the ritual. This is mainly to cause minimal conflicts with quest pawns and anomalies. If it is too annoying it can be changed in settings.

  • if a colonist dies during the ritual it can cause an error message. The only effect of the error will be that the ritual will have no sacrifice at the end and no extra effects (gifts, memories, etc).


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Preamble
Why did I make this?
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Personally I am trying to make a slightly niche generations playthrough (x15 aging rate, x0.3 global learning rate) but some of the issues I ran into are...
  • I want more ways for long time colonists to pass on their legacy. Even in tribal times.
  • I want more ways to spoil my favorite colonists.
  • I want a way to mild-moderately extend the lifespan of favorite colonists. Even in tribal times.
  • I want more ways to bond pawns, to build social relations. In my case, to offset the aging rate.
  • I want another avenue for pregnancies. In my case, to offset how pawns are 30-40 by the time they end up in a relationship and pregnant for the first time.
  • I want more things to do with random prisoners/recruits. More ability to whittle them down. More reason to have them around if they survive.

Since some of those goals may be relevant to one person and not another I put in tons of settings to toggle off or tweak every bit of the mod. But I personally am using it to have a run where early generations are pretty shoddy at most things (huge minus to global learning rate), but through generations and sacrifices they pass on enough knowledge to get some really well trained colonists (long time colonists likely drop trainers for their best skill(s)).

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with no further adeau....
What is this?
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A Ritual.

Start a ritual, choose some participants. Choose a likely sacrifice. Let everyone mingle. Most of the time the intended sacrifice then dies. But sometimes no one dies. Sometimes someone else dies. The Gods are fickle. The only certainty is that the thrill of it all makes a hell of party.

Those who survive the ritual are invigorated for days (stat buffs), have formed a couple strong social bonds (social memories), and, if the Intended Sacrifice survived, that pawn is inspired(inspiration), or possibly even religiously enlightened from their brush against the divine(psychic powers). Praise Be!

Oh, and gifts! Do not think the Gods don't appreciate and reward a good sacrificial shindig. If the sacrifice merits it, there can be presents of Neurotrainers, Age Reversing Serums, Trait injectors...

And pregnancies can happen. So can miracles.

Its a real good time.

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Details
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Gifts!?!?? It depends on the sacrifice.
-Neurotrainers: For each skill, the more NON-GENETIC ability the sacrifice has in the skill, the more likely a neurotrainer of that skill will result. Exceptional pawns may gift multiple. Unremarkable likely gift none. Time as colonist increases the odds.
-Trait Inject: For each trait they have, there is a chance an injector of said trait will be gifted for their sacrifice. Time as colonist increases the odds.
-Age Reversing Serum: The younger the sacrifice is, the more likely an age reversing serum will be gifted.

Who Dies? The leader of the ritual will not die. The Intended Sacrifice will likely die. If they are not sacrificed, then any other normal participant may be chosen by the Gods to die. Those who weren't interacting much with others, those who weren't living life to the fullest during the ritual will be more likely to be chosen by the Gods as the alternate sacrifice.

Are interactions random? Partly. I put a lot of work into the interaction system. Depending on how interesting a pawn is to another pawn (gender preferences, mood, age, age gap, beauty, strong opinions, social impact, labor speed) they are more likely to interact during the ritual.

Say you want to use the ritual to kick off a pawn relationship, you can gear up and drug up a couple pawns for some high mood, social impact, and labor speed... they are likely to interact and deeply connect. Which can be cool. If they both survive.

Buffs For Participating All colonists risking death receive a bunch of small stat buff for participating. For the thrill of risking their life. For embracing life. For embracing the fervor of religion. If the Intended Sacrifice survives, they experience those things ten fold. They get a large stat buff and an inspiration, on rare occasions they may even develop psychic powers. From a gameplay perspective, this is so even a crappy pawn who was intended to die, if they survive, until the next ritual they may actually be surprisingly useful.

Quality of Ritual Depending on the quality of the ritual there will be more and stronger connections forged between pawns. Higher quality rituals also may leave a participant inspired.

Cooldown The Ritual has a 20 day cooldown. It cannot be used while on cooldown. That means up to 3 rituals a year. Which seems, to me, fine enough. I also have no idea how to change the cooldown. So it better be fine enough.
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Adding/Removing
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Safe to add.

The mod adds...
  • 1 item (sacrificial age reversing serum)
  • 1 ritual (is not part of any religion unless manually added)
  • 2 buffs (last 10/30 days after sacrificial ritual)
  • 11 pawn memories (last 12-30 days after sacrificial ritual)
  • 1 record (time as slave)
If the ritual and its items/buffs do not exist anywhere in a game, it should be fine to remove.
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Compatibility
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The only incompatibility I can think of is a small soft incompatibility. Anything that introduces a new gender preference system. If someone really wants compatibility with a certain mod when it comes to these, ask and I may be able to oblige.
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Other
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If anyone has any request for addition elements. Especially miracles that may result from the ritual, I am more than happy to add things in.

Oh and I suck at art. If anyone wants to add images for things I am more than happy to work it into the main mod and split credit or post links to the art update mods here.
16 Comments
Lunar Nepneus Nov 3 @ 7:52pm 
Will you update this? I'm sure many would appreciate!
Torhem Jun 28 @ 11:17am 
Can you sacrifice children 0+ years old with this mod? Or only 3+ years old?
Prometheus May 25 @ 2:21am 
@Black Halo If you wanna try babies, you can always cut off their tongue/jaw for them to stop crying/giggling. Works all the time.
royfromvt Apr 11 @ 2:46am 
thank you <3
Black Halo  [author] Apr 10 @ 4:37pm 
@royfromvt. You can now sacrifice children. I tried to do babies, but they kept crying which caused the ritual to cancel.

I also added in a few more checks to make sure the ritual can function (all the necessary pawns can reach the location). I also made the intended sacrifice try and walk there instead of only waiting to be carried.
Black Halo  [author] Apr 10 @ 2:11pm 
@Tstil1987 When the ritual doesn't work, is there anything odd about your ritual leader or likely sacrifice? Like can they not haul? or do they not have arms? It is likely some part of the Blinding ritual code I use causing whatever is happening, the code is purely vanilla rimworld and says 'the leader of the ritual walks to the likely sacrifice and carries them to the ritual. Then when the leader carries them there, the ritual starts'. Something in that may be causing an issue.
Tstil1987 Apr 9 @ 6:29am 
I'm also having the issue of the ritual being cancelled in the first few secs, when it passes that 2 second mark it goes through though. things that help it pass the 2 second mark is if i give all the participants a full blank schedule and forbid the exits of the ritual room so they have nothing else to do, hope this helps?
royfromvt Apr 5 @ 2:29pm 
can you add a setting to allow sacrificing children pls
Lunar Nepneus Mar 25 @ 10:12pm 
Added to my playthrough looking forward to it :D
Black Halo  [author] Mar 22 @ 8:21pm 
Odd. Haven't seen that problem yet. Just ran it in my 200~ mod game and it seems to work fine. If anyone else is having issues please let me know.

And it's fine, I have no issue with making the mod a bit more flexible. I just updated some stuff along with the likely sacrifice changes as described.