RimWorld

RimWorld

Ideology: More Precepts
245 Comments
rout May 18 @ 8:50pm 
Great mod!
Amyxts36 Mar 23 @ 7:46pm 
Gotcha, alright then ty anyways!
llunak  [author] Mar 23 @ 6:50pm 
It's really the same, just fewer options.
Amyxts36 Mar 23 @ 6:47pm 
Alrighty! If that's too hard then dw about it, but out of curiosity how easy would it be to make one where you can modify it by type only? (Like for example they would dislike wearing hats, or only want to wear masks, etc etc?)
llunak  [author] Mar 23 @ 5:20pm 
@Amyxts36 : The precept itself would be presumably rather easy, but the configuration part would be quite a hassle.
Amyxts36 Mar 23 @ 4:13pm 
Out of curiosity, how difficult would it be to make a precept where you can fully customize which apparel pawns want? (Like they may like jackets but hate Parkas, or stuff like that)
llunak  [author] Jan 30 @ 12:36am 
@furel87: I have added a map check, see if that helps.
furel87 Jan 20 @ 4:57am 
Hi, my colony has the Compassion: All precept, and they randomly get sad because someone died, but there's no one there. Is it because a raider died off-map? It wouldn't make sense.
llunak  [author] Jan 20 @ 12:52am 
@weregamer: I still don't see any actual problem that would not be solved by what the compatibility section says.
weregamer Jan 19 @ 4:35pm 
Vanilla Ideologies Expanded - Memes adds a meme for venerating elders, and a trait for pawns that marks them an "elder". The trait description says it's not always about years lived, but I haven't played with it to see how it does work, so I can't say for sure if there will be a collision or not in the code, but certainly there's the same sort of overlap that caused the trouble with funerals.
llunak  [author] Jan 19 @ 12:56pm 
@weregamer: I don't know what "Elder" status mean or what the problem with it should be. The funeral problem with Alpha memes should no longer exist.
weregamer Jan 19 @ 9:29am 
Some good ideas, but there's some conceptual problems with the "Elder" status in the Vanilla Expanded memes mod, and the funeral problem with Alpha Memes. The former is probably fixable to the benefit of both (automatically gain the "elder" trait - I presume you are already comparing pawn age to the lifespan of their genotype). The latter I guess you'd need to detect and disable, and require loading after.
llunak  [author] Dec 5, 2024 @ 11:16pm 
@Smeghead: I cannot reproduce. And Violence precepts care only about humanlikes, so I don't see how that could happen.
Smeghead Oct 15, 2024 @ 5:53pm 
For some reason the Violence precepts doesn't seem to classify mechanoids as hostile so my colonists who have the precepts set to Defense get a major mood debuff fo fighting them
llunak  [author] Sep 19, 2024 @ 12:41pm 
@Z03: Try now.
Z03 Sep 14, 2024 @ 1:26pm 
i want to use this mod but i have alpha memes 😭
llunak  [author] Sep 7, 2024 @ 10:26pm 
Alpha Memes reworks funerals and does not work with funerals that use the vanilla system. If something does not work, you need to complain there.
arkai65 Sep 7, 2024 @ 7:26am 
yeah, probably a conflict with Alpha Memes then.
llunak  [author] Sep 4, 2024 @ 11:27am 
Do you see mummification listed in the mod description? Not from this mod.
arkai65 Sep 4, 2024 @ 10:07am 
The only funeral type I have available is mummification. The normal burial is locked stating tha one funeral type must be chosen.
llunak  [author] Sep 3, 2024 @ 9:48pm 
What most funeral types? There is one added.
arkai65 Sep 3, 2024 @ 3:57pm 
is it normal to not be able to pick most of the funeral types?
llunak  [author] Aug 16, 2024 @ 12:08am 
Note: I have made a number of improvements to the Newcomer attitude precepts - pawn status (child, downed) affects the severity of the moodlet, banishing and denying joining moodlet is less/more severe according to the attitude, and time spent at the colony is counted properly for non-colonist cases (prisoners, slaves). If slaves are used, the 'Time as a Slave' mod is required to count the time properly. I have decided not to make that mod a hard dependency given that it affects just one specific setup, so if you use the precepts and slaves, please add it explicitly.
llunak  [author] Aug 4, 2024 @ 11:24pm 
@toradrow777: Yes, it sometimes happens, that part of the game code seems to be a bit fishy. Usually adding and removing random rituals tends to fix it.
toradrow777 Aug 4, 2024 @ 9:44pm 
I don't know what's causing it, but I can't choose the pyre funeral or the regular funeral when making an ideology without having to go into dev mode first. Anyone else having, or had, similar issues?
logos411 Aug 2, 2024 @ 6:02pm 
Oh, fantastic! I've been missing this one. Thank you so much for updating.
Kirbington Jul 21, 2024 @ 1:56pm 
Thanks for the hard work! I like the look of the feast and drinking party for my medieval list!
llunak  [author] Jul 21, 2024 @ 6:12am 
Updated for 1.5.
Moroi☆Reverie Jun 15, 2024 @ 11:13pm 
This sadly breaks faction generation on 1.5 as-is. Waiting for update!
The last Eternal May 18, 2024 @ 11:29am 
1.5?
missmary9297 Apr 14, 2024 @ 5:10pm 
1.5?
dptowne1 Apr 12, 2024 @ 5:19pm 
I too am having the same issue as Spirehawk.
Spirehawk Apr 12, 2024 @ 12:00pm 
strangely when i have this one active trying to start a new game no factions are generated on the map, not sure if incompatibility with another mod or something here is broken
EvilNecroid Apr 11, 2024 @ 8:04pm 
update?
Ravinglegend Dec 15, 2023 @ 9:22am 
@Mumblez Look up a mod called "Precept Trait Enforcer". It allows ideologies to add traits when a pawn gets converted.
Mumblez Dec 8, 2023 @ 1:49pm 
Any chance a precept for gay can be applied? I've been wanting a mod for this forever, but just can't find one.
llunak  [author] Nov 2, 2023 @ 1:04pm 
@nukestar: How exactly is that actually supposed to be a problem? I've never had a tame thrumbo, but they should eat a lot, have very high wildness, and killing them should be a problem with them being venerated. It looks OP at a glance, but is it really?

And, of course, if somebody wants to do something OP using a mod, there are way simpler ways than this.

But I guess I can note down to have a look at the code if I can improve it.
nukestar Nov 2, 2023 @ 12:21pm 
"Venerated Animals Wander In" seems extremely strong. On demand self taming thumbos are totally fair and balanced.
DigiDragoon Oct 19, 2023 @ 8:30am 
Bless this mod. I've been looking for a mod to add feasting rituals.
llunak  [author] Oct 11, 2023 @ 8:24am 
@TeleportBehindYou: I usually place them on shelves in the same room, being on the ground in the same room works too. I actually don't know the exact conditions, it's the game's code that looks for the food. I've updated the description to suggest shelves in the same room.
@SSUPII: Works for me. It needs the same setup as a feast (see above).
@The Rocket Punch: Works for me. They are both in the Impact:High section.
@SeineSexellenz: I know. They are not hard ideas to come up with, so it can easily happen that they are duplicated in different mods.
SSUPII Jul 29, 2023 @ 4:20am 
I have a problem where if I do a drinking ritual, no pawns will drink. I tried placing drinks next to them, and even in their inventory. They will not do it and end up being bored.
HotLemonadeBoy Jul 8, 2023 @ 1:17am 
I don't see two memes Nomadism and Pacifism in the meme selection, only their precepts.
WarKittyKat Jun 15, 2023 @ 9:48am 
@TeleportBehindYou I figured out that the meals have to be in the same room as the feast, if you're still looking for an answer. They also specifically have to be meals; items like pemmican will not work.
SeineSexellenz Jun 12, 2023 @ 12:11pm 
Uhm... Vanilla Expanded has also the precepts of elders and pcisifists but as a Ideology... ^^ just wanted to let you know
TeleportBehindYou Mar 16, 2023 @ 11:13pm 
I'm reading the descriptions and it said "colonists will gather and eat meals prepared for the feast ", how do you specifically prepare meals for the feast?
TeleportBehindYou Mar 16, 2023 @ 10:28pm 
I'm having trouble getting the Feast ritual to work properly. The pawns gather and make speech, but then they just stand around and talk. They don't sit down to eat meals eventhough there are plenty of food available. How does this ritual work exactly? Do the pawns go to the food storage area and get the food, or do they have to have meals in their inventory to eat? I have a mod that disables them carrying meals in their inventory, could this be affecting the ritual somehow? Is the available food supposed to be within the ritual room, or can it be in the storage area somewhere else?
Fahrräder Mar 11, 2023 @ 3:52am 
Forgive me, I don't want to hurry anyone on their own free time, but can I expect help anytime soon, or should I move on? :)
Fahrräder Mar 2, 2023 @ 1:40pm 
Heyo! I'm doing a Norse themed playthrough, and have desperately added your mod after getting a pawn killed and finding out that VFE Vikings' doesn't do shit with Ideology. But it seems that something might have gone wrong when I used the dev mode to remove the old burial ritual and add the new one with the pyre building. "Colonist left unburied" mood malus disappears, but there's no option to start a fire nor the ritual, and for some reason I can't "open" the pyre because there's no path. Please help :)
llunak  [author] Feb 7, 2023 @ 12:28pm 
@__: I have been unable to reproduce the problem. When I get the betrayal event, the relevant pawn is correctly considered as hostile by the mod. The pawn stops being considered hostile when downed, but then Violence:Defense pawns should also stop attacking him. And I checked that immediately killing the pawn without knocking him out also doesn't cause the problem. So I don't know how you could have managed that.
__ Jan 31, 2023 @ 1:01am 
@llunak: The pawn was a refugee quest guest (the only one) who had begged to stay in my naked brutality pawn's shack. He stayed for a few days and then the betrayal event occurred, at which point he rushed my naked brutality pawn and tried to beat him to death. My pawn had taken a couple hits trying to run away until I drafted him and had him fight back, at which point he downed the guest. This instigated the violence mood-malus, though, with the Violence: Defense precept, this would seem like a case of legitimate self-defense. The aggressor pawn was actively hostile and had inflicted damage on my pawn before the reciprocal violence occurred. Cool mod otherwise, though.