RimWorld

RimWorld

Call of Cthulhu - Cults (Continued)
264 Comments
IREFAIL Oct 19, 2024 @ 8:46am 
1.5 update please
katie kat May 25, 2024 @ 4:04pm 
the original is not updated if you feel like updating these mods ! thank you in advance and for the work done so far
stevehknight Aug 2, 2021 @ 12:07am 
last time i used this couple of weeks back , the only sacrifice working was the human .meats etc no response from button
Mlie  [author] Jul 29, 2021 @ 10:00pm 
@Emilio Lizardo As soon as Jecrell updates the original to 1.3 this will become unlisted and get a notice for users to switch back.
Emelio Lizardo Jul 29, 2021 @ 3:06pm 
Should we stay subscribed here or link back to Jecrell's original stuff?
The Real Sye Jul 25, 2021 @ 5:42pm 
Mlie, you have been a freaking champion with your work keeping these mods alive, and all of your work is deeply appreciated. Sincerely, thank you.
Hyperventilator Jul 25, 2021 @ 6:14am 
Thanks for all, Mlie! Means a lot that you helped us along
HF Jul 24, 2021 @ 6:30pm 
I agree with many others. Thanks for maintaining so many for so long. This was one of the things that brought me back to pre-ideology rimworld, so I really appreciate it!
Awesome Possum Jul 23, 2021 @ 6:00am 
Thank you for maintaining so many fan favs!
QPL22 Jul 22, 2021 @ 6:09pm 
I would love if he was back, Ideology seems to fit perfectly with the Cthulhu mods
D•SeisoN☠™ Jul 22, 2021 @ 1:13am 
for real he's back?
Mlie  [author] Jul 21, 2021 @ 2:05pm 
Jecrell (the original author) is back and has stated that he will pick up this mod with ideology.
God of Bread Jul 21, 2021 @ 1:28pm 
Honestly, with the new DLC, there's probably going to have to be a spin-off mod for this to really fit into Rimworld as is. There's a lot of potential to seriously elevate having a cult worshiping an Eldritch Being in Ideology with the idea of this mod, but this will probably be a mod mostly relevant to people without the DLC. To make the ideas from this mod work with Ideology would probably be too much for Millie alone, as (although I'm just guessing as to Millie's abilities here) Millie seems to be a wiz with hunting and fixing bugs, and I'm not totally sure how much Millie would want to totally construct a mod from the ground up.
medhathobo Jul 21, 2021 @ 1:21pm 
This should mix in so well with the new DLC. I can't wait.
ALE199 Jul 21, 2021 @ 10:06am 
I really hope there is a spin off of this mod.
Shade Jul 21, 2021 @ 8:17am 
Heh. I remember this took a while to get updated for 1.2. I got a feeling it might be a while before a 1.3 update, so im not in any hurry. I wonder if this mod could ever be integrated with the new theologies/memes in the future proper? Would be sick af.
Mlie  [author] Jul 15, 2021 @ 4:29am 
@Champin Playr Update progress is available on the Discord-server
Champin Playr Jul 15, 2021 @ 4:21am 
Any chance this will be updated for 1.3 soon?
Garou Jul 8, 2021 @ 10:03am 
Can't load a saved map with the exact same mods. The error says it can't load and to check the error log. The error log shows me this, which is why I think it might be this mod giving the error. Just repeats over and over.

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

System.NullReferenceException: Object reference not set to an instance of an object
at CultOfCthulhu.MapComponent_LocalCultTracker.CanDoJob (Verse.JobDef job, Verse.Pawn pawn, Verse.Thing target, System.Boolean targetRequired) [0x00058] in <7d47cceeb83840198c28f5572a77973f>:0
at CultOfCthulhu.MapComponent_LocalCultTracker.CultSeedCheck () [0x000aa] in <7d47cceeb83840198c28f5572a77973f>:0
at CultOfCthulhu.MapComponent_LocalCultTracker.MapComponentTick () [0x00006] in <7d47cceeb83840198c28f5572a77973f>:0
at Verse.MapComponentUtility.MapComponentTick (Verse.Map map) [0x00013] in <7927e938de4c4089b4add4215e58d5b1>:0
Mlie  [author] Jul 5, 2021 @ 12:37am 
@Mr. Man Havent tried but it will cause issues
Jared Jul 5, 2021 @ 12:07am 
Can you uninstall this mod mid game?
Riftwalker Jul 1, 2021 @ 10:02am 
DUDE YOU'RE AMAZING, you're not only reviving mods, but you managed to actually made it better.

down to 0.1% of total World tick time, registering an average less than 0.001ms.
Mlie  [author] Jul 1, 2021 @ 12:23am 
@切れ間ウォーカー Added a skip of the ChangeResearchProgress when all dietys are discovered. hopefully this will help
Riftwalker Jun 30, 2021 @ 5:52pm 
okay so it's still pretty expensive without techadvancing, but takes about half as much time, disappointing but oh well.

Slow Mods Google Sheet [docs.google.com]

is where I first checked after noticing the lag so early in the game, wonder if there's a way to make it stop trying to call Cthuhly.Utility.ChangeResearchProgress if it's not necessary
Riftwalker Jun 30, 2021 @ 9:34am 
hmmm, I deleted the mod and resubed to make sure i redownloaded, it seems to be down to 2.3ms per second.

Dubs analyzer still show it taking up 93% of the world tick processing time.

a Deep dice shows it continues into Cthuhly.Utility.ChangeResearchProgress, before finally jumping off to Rimworld.ResearchManager:ReapplyAllMods, which is the first instance of a patch, being from TechAdvancing (another mod), after this deeper dives do have unusually high average MS, but less than half. I'm out of time this morning but might try investigating further to see if removing techadvancing fixes this.
Mlie  [author] Jun 30, 2021 @ 1:37am 
@切れ間ウォーカー Should behave better now
Riftwalker Jun 29, 2021 @ 9:19pm 
in fact if you ripped it out and just made a tech for each diety but hid which was which this would make the mod run much better. currently went from a tick rate of 400 per second down to 100 after i researched the deities
Riftwalker Jun 29, 2021 @ 9:05pm 
ACTUALLY, i think it's just constantly checking for a deity to add after the research is finished(and since it's finished forever it's constantly trying to add a deity).

Mile do you think you can change how that works so that doesn't happen?

getting 2.5ms average on CultOfCthuhlu.WorldComponent_cosmicDeities:RevealDeityCheck
Riftwalker Jun 29, 2021 @ 9:02pm 
anyone know if there's a way to fix the laggy world comp that happens after you probe all of the dieties?
xsecretxskullxx Jun 15, 2021 @ 8:15am 
can we get a toggle option for the "plotting" mechanic? pretty please?
liosalpha Jun 14, 2021 @ 8:19pm 
did you get the strange tree or obelisk to spawn?
Hola Amigo Jun 14, 2021 @ 5:27pm 
How do I form a cult? I waited a few days in game and nothing has happened yet
liosalpha Jun 11, 2021 @ 5:17am 
Thanks for maintaining this mod.
I do would like to ask if you could make the bast cultist vestments (bast) and Make cultist hood (bast mask) stuffed like the others.
Atm you can only make those out of cloth while the others are ope to all fabrics and leathers.
Riftwalker Jun 1, 2021 @ 11:24am 
nvm, some bug happened from a reload and the game couldn't recognize any of the production buildings I have, resetting the buildings fixed everything <_>
Riftwalker Jun 1, 2021 @ 11:18am 
would it be possible to add an option to remove the auto forbid? or some other fix for my problem.

Currently, I have Pawns choose Research enabled, it's been making setting up the research impossible, even with restore player control the pawns will start a research if none is selected, when the knowledge center is forbidden it greys out the research as it says you need a forbidden knowledge center to perform the research.

An alternative is to greatly reduce the research cost but give the table a research penalty as the researches should still only be possible on the forbidden knowledge center.

if i enable the research center the research doesn't ungrey fast enough. I'd rather not have to disable pawns choose research as i have a few compatability mods for it as well and it'd all just become a hassel.
gl_lcs Jun 1, 2021 @ 12:50am 
it keep saying my preacher is unavible
swagandkek May 29, 2021 @ 11:22am 
The food offerings do not work for me for some reason. The button does nothing when i press it with everything chosen and gives an error normally when something is not chosen. Did someone encounter it?
Ketrai May 24, 2021 @ 6:07am 
I went ahead to post a thread with spell info & general info. To be updated. I'll check if the "the stars are right" and if some cult apparel bonuses are still broken.
东月西阳 May 23, 2021 @ 12:09am 
@Mlie its not your fault,just dont mind it
Mlie  [author] May 22, 2021 @ 11:44pm 
@东月西阳 Then I dont know, sorry
东月西阳 May 22, 2021 @ 11:14pm 
@Mlie nope, it dont work. Cant warship on spacemap.
Mlie  [author] May 22, 2021 @ 9:09am 
@东月西阳 Im not sure, its just what someone reported working
东月西阳 May 22, 2021 @ 9:05am 
@Mlie which means I must KEEP that normal map right?thankyou anyway
Mlie  [author] May 22, 2021 @ 7:42am 
@东月西阳 You need to open one normal map sine the cult-functions are triggered by the map component
东月西阳 May 22, 2021 @ 6:52am 
is it work with SOS2? I found that in my ship pawns didin't worship at all even if I force them to. There is no red messages so dont know what happend.
only Cults mod is loaded.
Joko May 20, 2021 @ 8:12am 
cool, thanks :)
Mlie  [author] May 19, 2021 @ 9:45pm 
@Joko Exotic traders sell them
Joko May 19, 2021 @ 9:11pm 
well my brain worked somehow, i just added the drop on the quarry to maximum % and got it lol but if peps dont have the Quarry mod, what they can do on that case?
Joko May 19, 2021 @ 9:00pm 
how you get the book if you lost it and the tree/obelisk is no longer in your map? I wanted to save the book for later in game, now about a week playing, i realize i no longer have the book and the tree got cut down or burnt or something :(
Mlie  [author] May 17, 2021 @ 12:11pm 
@Headless Rainbow Pawns that cannot speak, hear or move should no longer change their cult-mindedness. This should stop children, downed and robot-pawns from plotting against the cult.