RimWorld

RimWorld

Custom Ritual Framework
183 Comments
these people  [author] Oct 29 @ 6:55am 
@monkmith that sounds like a really cool ritual!

Each node that adds a hediff will add a specific hediff with a specific degree. However, you can have the ritual choose a random node from a list, with different weights. You could add one entry for each of those with a different degree and the same weight to have it choose a random entry. The one caveat is that this will add the same version to all pawns who have it added.

Check out the Gambler's Prayer example to see how to do a random outcome from a list of nodes.
monkmith Oct 27 @ 10:40am 
so i'm using hauts added traits and i'm wondering about the addtrait ritual. i want a ritual that adds the 'latent psychic' trait to a pawn, in hauts mod there are 6 different versions of that trait with hidden triggers. the traits are separated into degrees in the mods def file.

looking at the add trait ritual def i see a traitDegree entry, it says to specify degree or it defaults to 0. if i just pick one of the numbers then it will be the same hidden trait over and over, can i put in a range, like 1-6, and have it randomly pick from the 6 possible traits?
these people  [author] Oct 25 @ 8:47am 
@Zekundes - heck yeah!! I am pretty sure the github repo is up to date if you want to do a PR on it. If not, we can discuss it later. My next few days are pretty packed, so no real promises on when I can get to you
Zekundes Oct 25 @ 7:58am 
@these people - I made a short class "RitualRoleColonist_FemaleOnly" if you want to add it to your mod. I tested and works perfectly fine.
these people  [author] Oct 25 @ 4:41am 
@Zekundes there is not, thought that would be an interesting addition.
Zekundes Oct 25 @ 12:12am 
Is there a way to gate a specific pawn gender from a ritual?
these people  [author] Oct 12 @ 3:39pm 
@MeatBear - I believe so! Since installed implants are hediffs, you can make a ritual that adds a hediff, and then have the ritual 'sacrifice' the implant, similar to the Hungry God ritual in the Sample Rituals. The only caveat there is you'd need a specific ritual for each implant. Generalizing that sort of thing (or really, having a different outcome based on different input items) might be a cool idea for expanding the framework.
MeatBear Oct 12 @ 2:53pm 
Is it possible to create a ritual at the end of which an implant will be installed in the pawn? I just have an idea about playing as technocratic fanatics, and it would be cool to install some of the implants this way.
these people  [author] Oct 6 @ 2:04pm 
@Avericat - Yes! If you check out the Sample Rituals, I believe I have some examples that are kind of like that. The Hungry God ritual consumes meals, and I think it's one of the Darkness rituals that requires a Terror Sculpture
Avericat Sep 25 @ 6:00pm 
Is it possible to make rituals that require an item or building to be present in the ritual room? My guess is that one could use a RitualObligationTargetFilterDef with a RitualObligationTargetWorker_ConsumableBuilding workerClass with a thingDef that is meant to be destroyed at the ritual, right
Scorpio Sep 8 @ 4:09am 
any chance of the adoption ritual have adoptive relationship support :

https://steamcommunity.com/sharedfiles/filedetails/?id=3364083523
Naturtok Aug 27 @ 3:48pm 
Rad, thanks!
these people  [author] Aug 27 @ 3:22pm 
@Naturtok honestly the Rimworld wiki is really helpful. Starting basically from the top here: https://rimworldwiki.com/wiki/Modding_Tutorials

Especially take a look at the recommended software and the Decompiling Source Code guides. Once you decompile the source code you can use it to figure out how everything interacts
Naturtok Aug 27 @ 1:51pm 
Hey I apologize if this is a dumb question, but this mod is getting me to finally delve into modding. Would you know any good tutorials to familiarize myself with the process? I code for work, but it's all data analytics stuff in R/python/VBA so not as spaghettied as modding seems to be.
艾青 Aug 22 @ 10:27pm 
Is it possible to make a ritual that changes relationship between pawns? Like starting the marriage,becoming rival by fighting...
these people  [author] Aug 20 @ 6:07am 
@SanquinarcAQL All of the rituals provided by this mod (and my Sample Rituals mod) are examples. Weird that it stacks though, I hadn't experienced that. I didn't think the AddTrait function did that.
SanguinarcAQL Aug 20 @ 3:22am 
Quick follow-up: I tested by loading only Custom Ritual Framework, and I can confirm the "AddTrait" ritual reward does indeed come from this mod.
SanguinarcAQL Aug 20 @ 3:20am 
Hi! I found a ritual reward called "AddTrait". I’m not completely sure where it comes from, but from my research it seems to be added by your mod. I don’t know if this is intentional, but right now it always gives Ascetic, is stackable, it feels like an example effect ... maybe it wasn’t meant to be selectable? Sorry if i'm wrong
these people  [author] Aug 12 @ 6:10pm 
@missionz3ro ooh thanks for catching that, that was obviously not supposed to be part of it
missionz3r0 Aug 12 @ 8:47am 
@these people

Just wanted to let you know that you're publishing this mod with your .git folder included.

The mod currently uses up ~25MB of disk space, of which ~21MB is the .git folder.
these people  [author] Jul 27 @ 1:49pm 
@Tent As part of the ritual? I don't think there's anything that has that right now but it sounds like an interesting idea.
Tent Jul 27 @ 9:07am 
is it possible to make a ritual that forces a target to consume a specific drug?
these people  [author] Jul 13 @ 2:33pm 
All right, this has been updated for 1.6.

Please note that you will likely have to update your XMLs for rituals, and also note that the separate mod, Sample Rituals, has likewise not yet been updated.
dfifd Jul 12 @ 7:54am 
nevermind, found your discord
dfifd Jul 12 @ 7:51am 
and still, I would like to talk to you, is there any way I can contact you?
dfifd Jul 11 @ 8:23am 
Glad to hear then
these people  [author] Jul 11 @ 8:15am 
@dfifd I was actually waiting for the Odyssey release to update this. Originally I was going to try to do it ASAP but I ran into some logistics issues. So don't worry, it's still coming
dfifd Jul 11 @ 7:44am 
HI! I would like to talk about some things.
kongkim Jun 26 @ 2:23pm 
Sounds really good :) Look forward to it.
these people  [author] Jun 26 @ 2:05pm 
@kongkim Yes! I am planning on updating it to 1.6. I was planning on doing it last week but my day job has been pretty busy. I will probably have to have two assembly files, one for 1.5 and one for 1.6 and I have forgotten how to do that, but I think I'll figure it out. Soon (tm)
kongkim Jun 26 @ 12:33pm 
My Research Theory mod requires this to work, and have updated the mod to 1.6.
Will you be updating the framework? :)
Lord Rugdumph Mar 2 @ 6:45am 
The add trait reward only seems to give people ascetic :(
The Bard of Hearts Jan 8 @ 1:30pm 
Much appreciated. I'm sure I could figure it out. but I figured the standard was a little out there. Thanks for hearing me. Game on!:megamanjump::steamthumbsup:
these people  [author] Jan 8 @ 4:31am 
Whoa did I really set it to 90? I might have - the intention is that it's supposed to be an example for you to make your own rituals rather than something that was meant for actual use so it's a pretty simple XML change, but I will get to changing that to a more reasonable number.
The Bard of Hearts Jan 7 @ 9:22pm 
The idea that you eat over 90 meals just to get a +50% on the overall Feast score is an astronomical amount of food and resources to waste on something that can ultimately still have over a 25% chance of ending poorly for you. Is there some way we can get a mod option for how many meals need to be eaten or something? This ritual sounds cool but just isn't ever worth it.
Rastem Dec 31, 2024 @ 6:58am 
@SilkMoth There should be a ritual in the ideology builder menu where you pick all your festivals called "adoption ritual" or something similar. Just add that to your ideology and you should be able to adopt the kid.
SilkMoth Dec 29, 2024 @ 1:55pm 
I read that this mod can be used to make one pawn addopt a kid trough a ritual. Any tutorials on how to do that? I got a event with a paralitic abasia kid 3 ingame years ago and both of them have +100 relations now.
(≡◉‿‿◉≡) Dec 18, 2024 @ 3:42am 
I wish someone would create a ritual that transforms a baseliner to a preferred xenotype :)
these people  [author] Nov 13, 2024 @ 9:41am 
@MerlinCross Yes! That would be pretty easy. Remember that these ritual rewards are only an example, and if you download the Sample Rituals you can see how to create an entirely new ritual. Remember this was intended to be a way for you to create your own rituals, and you can add as many rituals (or ritual rewards) as you like.

For everyone else: I've somewhat lost track of where I'm at and what I'm still supposed to be tracking for future updates. Post-health issues I have since been putting a lot of my effort into improving and maintaining my physical and mental health, sorry this journey has been taking me a lot more than I expected
MerlinCross Nov 11, 2024 @ 3:01pm 
Would it be possible to set up a selection of Trait adding Rituals? By that I mean 1 Ritual gives you Ascetic and another gives you Fast Walker? As it is, seems you can only make the Ritual Reward give only 1 hard locked trait that you need to go in and edit.
kongkim Oct 1, 2024 @ 2:51am 
Yah would love a fix for the thisn @Yoann is talking about :)
Yoann Sep 28, 2024 @ 2:37pm 
I'm playing with Research Data Theory and I'm running into 2 small problems:
_My researcher who performs the ritual gains social skill (it's a ritual performed alone), no gain or gain intellectual skill would be more relevant. There is already a way to change it?
_The reward seems to can't spawn under overhead mountain roof, I guess it's because it use the drop pod code?
these people  [author] Sep 15, 2024 @ 3:29pm 
@Yoann - sorry about that, I thought I had removed those rituals from the base and only kept them in Sample Rituals. I'll take a look at that when I can! But your save file should be fine, particularly if you are not using any of those rituals/outcomes in your Ideology. There might be some auto-generated Ideologies that use them, but you can safely just ignore those. Pawns will never attempt to autonomously run rituals. (Unless that was added in another update or by another mod)
Yoann Sep 15, 2024 @ 3:09pm 
I added this framework (required by another mod) without thinking it will comes with content, I thought the content was only in 'Sample Rituals'.
I understood from what the harvest bonus hediff and the big number of Go frenzy inspirations came when I reformed my ideology...

I guess I should have read better, but it's a bit strange to get stuff added like "adds a trait (Ascetic for this example) to pawns involved in the ritual", "this outcome is mostly used to test and showcase features" or outcomes who add psylink and ascetic trait...

I edited the rituals in my curent save before deleting the Defs files to keep only assemblies. I got one red error about RandomBuffPerPawn with many yellows errors, then nothing when I loaded my savegame a second time.
My savegame is safe or I'm better start a new game?

Thank you for the framework anyway
Kalmorph Sep 2, 2024 @ 8:37pm 
I think it's the kind of little detail that lot of people think it's not that useful or desired, but once they try it out, they can't play without it. I'm sure the game has a somewhat base behaviour you could analyse the code or reuse in some form, like marriages (once the event start, people often gather up first after a while that the event actually start). Anyways, glad this is of your interest as I find that very aligned with your ideas for the mod, I wish I was coder so I could help it out, but it may take a while before I take big feats such as these.
these people  [author] Sep 2, 2024 @ 6:15pm 
@Kalmorph Ahh that's a misinterpretation of scheduling. That was about how certain rituals would have triggers to be run on specific days. It'd be a bit of effort to add that kind of functionality and I still haven't quite gotten back into the swing of working on anything outside of my day job. But I'll put that on the list!
Kalmorph Sep 2, 2024 @ 5:53pm 
As an example, most of rituals takes 2 ingame hours, so I could set an ritual to start at 10pm (22h) so the event end up exactly at 00h, and everybody would start gethering in ritual room once it's 9:30pm
Kalmorph Sep 2, 2024 @ 5:51pm 
Hey man, not related, but just to let you know that your mod shows up 3rd on a google search regarding scheduling rituals. Dunno if that's actually a thing on your mod (?) but if not, that would be awesome! I was looking for something that where I could start an ritual, but instead of starting imediately, I could set what ingame time of the day it should start, and make pawns gather up for the ritual 30 ingame minutes before starting.
these people  [author] Aug 4, 2024 @ 11:20am 
I'd like to, but have had some trouble scrounging up the motivation to work on stuff lately. I am really hoping that I will eventually though
Toothy Aug 3, 2024 @ 1:31pm 
Do you plan to make framework (or expand this one) for Anomaly rituals?