RimWorld

RimWorld

Sample Rituals
35 Comments
these people  [author] Sep 14, 2023 @ 5:57pm 
@Andante Thank you for your patience!
Andante Sep 14, 2023 @ 5:47pm 
Great success! It works now. Thank you!
these people  [author] Sep 14, 2023 @ 3:28pm 
@Adante - OK, _now_ I think I got it, after 84 years - the step should read "originalTicks" rather than "ticksRemaining"
these people  [author] Aug 26, 2023 @ 4:12pm 
Ah man, might have to be back to the drawing board there.
Andante Aug 26, 2023 @ 4:01pm 
Yes, I've modified the file 1.4/def/Your_God_Hungers.xml file, ticksRemaining value to 5000000 under SR_HaulFoodToRitualSpot.
these people  [author] Aug 26, 2023 @ 3:46pm 
@Andante ahh that's weird, I thought that had to be the issue because when I put the meals right next to the ritual site before it it worked as normal, but when they were further away it timed out. Could you double-check that that number got updated to 50000?
Andante Aug 26, 2023 @ 3:40pm 
Thanks for looking into this. I refreshed my install of the mod and the ritual still behaves as before. Colonists take the Simple Meal toward the ritual site for about 7 seconds (on normal speed), and then the ritual fails with the error from before.
these people  [author] Aug 26, 2023 @ 2:22pm 
All right I figured it out. The ritual is timing out before the ritual can complete. The TickRemaining under the SR_HaulFoodToRitualSpot stage should be increased, probably by quite a bit.
these people  [author] Aug 10, 2023 @ 11:33am 
I haven't forgotten about this, but I still haven't been able to figure out the issue. I have seen the issue, but still have not been able to get more data about it. I am going to continue working at it, but wanted to give that update.
Andante Aug 2, 2023 @ 4:24pm 
More informative error message would be helpful. As an additional data point, it seems that the error happens if the Simple Meals do not reach the altar in time. Each time, my colonists move them a bit closer to the alter before they abort, and eventually they do make it to the altar and the ritual succeeds. Hopefully that gives you a better lead on what to look into.
these people  [author] Jul 30, 2023 @ 3:06pm 
@Andante - Usually that's because they don't find enough simple meals within range, or colonists can't find the paths. I thought the cancellation reason was normally a little more helpful than that. It can be a pretty finicky ritual though - I will have to try messing with it sometime to see if I can figure out more definitive reasons why it might fail.
Andante Jul 30, 2023 @ 9:25am 
My Your God Hungers ritual gets cancelled almost immediately after starting it with this message: "Ritual cancelled for the following reason: YOUR GOD HUNGERS." Any idea what is going on? My colonists are all up and about, unrestricted, and the altar is accessible. I also have Simple Meals sitting on the ground (a colonist even picks it up and was on the way to the altar).
these people  [author] Jan 19, 2023 @ 5:39am 
That would be doable. You can also use the Spawn Items ritual outcome as well as Random from Node to make a list of supplies that can be randomly selected from, and also a raid ritual outcome, if the incident doesn't work out.
Knight 'Pink from the Outset' Jan 18, 2023 @ 6:00pm 
Huh, there IS at least an incident for a random supply drop coming in, that may or may not trigger a raid. Might be interesting at least. Thanks!
these people  [author] Jan 18, 2023 @ 5:56pm 
@Bunny Blender - probably not, unless VFE added firing it as an incident. You should be able to make a ritual where the supply slingshot is the start building, however.
Knight 'Pink from the Outset' Jan 18, 2023 @ 5:50pm 
So VFE Ancients adds a scenario where tribals stumble upon an abandoned supply slingshot (think lootbox drop pod trading) and understandably worship it. Only there's no mechanical representation for that currently

It seems from these descriptions that > could make a ritual center around the building, but is it possible to trigger actually firing the thing when the ritual completes?
kongkim Nov 5, 2022 @ 10:18am 
Ok thx a lot for the answer :) Will look at it.
these people  [author] Nov 5, 2022 @ 9:42am 
@kongkim I think I realized the issue - the Channel Darkness ritual needs to be started at a Terror Sculpture. The Channel Darkness ritual was to showcase creating a ritual triggered by an event (in this case, an Eclipse) and I guess I also decided to use it to show changing the Ritual Target. It probably should send a letter though, so I'll add that to my issues.
these people  [author] Nov 4, 2022 @ 7:00pm 
The issue with the ritual expected was fixed a bit ago, but it seems like there may be an issue with the trigger when an eclipse occurs for Channel Darkness related to parsing the string for the ritual description. I will look into it tomorrow.
kongkim Nov 4, 2022 @ 6:19am 
For some reason i don't get the option of Channel Darkness? Any ide way?
(≡◉‿‿◉≡) Aug 25, 2022 @ 2:01pm 
how about mating ritual with prisoners lol
Top Enda Jun 7, 2022 @ 11:52pm 
I'm getting them now too after starting a new colony. Is it still playable?
shane_357 Jun 7, 2022 @ 8:22pm 
Hey mate, with the new update that removed mood debuffs for not completing a ritual on time, this mod is out of date and causing error logs on boot.
Lord Peter Jan 4, 2022 @ 5:16am 
@IceMaverick: No, you are right, I just checked and it's in the files, despite not being mentioned in the Steam description here. And it seems to be bugged, because I get a Resurrection ritual on almost any AI-generated ideology.
@these people: If you find time, maybe remove that ritual or make it less likely.
AugustDrake Dec 30, 2021 @ 5:48am 
Love this mod.
Narlindir Dec 19, 2021 @ 6:53pm 
your collection is private
can you share it with us?
IceMaverick Oct 9, 2021 @ 12:15pm 
Ah, nevermind. It seems to be from something that uses the framework, so it's seeing it as part of this mod instead of the actual source.
IceMaverick Oct 9, 2021 @ 12:14pm 
So this page doesn't mention it at all, but the in-game tooltip says it's from here: The Resurrection Ritual. Does it have any drawbacks or down sides? It seems to be a pretty free revive, but I'm sure there's gotta be some kind of cost?
Tirith Amar Aug 25, 2021 @ 6:56am 
Burn an animal on the altar as an offer to the archotechs.

Animal burning should be a ritual, which should also bypass the revered animal mood decreases. Maybe its a revered animal because its favourited for such uses by the archotechs.
DaemosZythaer Aug 24, 2021 @ 8:20pm 
Sounds promising, keep up the good work.
these people  [author] Aug 20, 2021 @ 3:21am 
@Thundercraft If Your God Hungers has the best outcome, it also blesses you with wealth, raining silver from the sky, and more silver the more pawns participate.

@Mycroft Just don't trust anyone wearing a tofu mask.
Mycroft Aug 20, 2021 @ 1:34am 
At first i was excited by the prospect, until i remembered that there's a chance of some blonde dude showing up and giving cheese to your lactose intolerant volcano god, bringing about the coming of the divine dysentery.

Mod will be 10/10 as long as no one named guybrush shows up.
Thundercraft Aug 19, 2021 @ 10:13pm 
This seems neat. :steamthumbsup:

I realize that this is just a showcase and a test, but...

"- Your God Hungers is a ritual where you must offer 10 Simple Meals."

Does this ritual really require a sacrifice without actually giving our pawns anything at all in return? Even as a test, that seems a little sad to me. Wouldn't it be better for this to, for example, increase the certainty in the colony's Ideoligion for nearby pawns or something similar?
these people  [author] Aug 19, 2021 @ 5:40pm 
@Charlotte, I'm glad you like them, although I'm pretty sure the last one still has some bugs to work out.
Charlotte Aug 19, 2021 @ 5:03pm 
These are good rituals. Calling them samples is doing them a disservice.