RimWorld

RimWorld

Vanilla Ideology Expanded - Memes and Structures
2,923 Comments
The Guy in Your Closet Dec 11 @ 7:33am 
@DatSamTho I imagine there's a way you can have it patched or replaced yourself if the mod author is unwilling or unable. If you ever were to, I'd honestly just recommend a symbol from Killzone, there's like 5 of them that honestly I think are better
Sarg Bjornson  [author] Dec 11 @ 6:49am 
That's exactly what that is
DatSamTho Dec 11 @ 6:37am 
Except that it looks like dogwhistle attempt to "hide" a swastika in another symbol. Why use a swastika in the first place? Literally just use any generic authoritarian symbol you can think of.
SPAZZ Dec 9 @ 8:35pm 
any way to just get the ritual sound from serketist that shiz FIRE!! but i low key hate the table and my colony is not bug themed
Sarg Bjornson  [author] Dec 7 @ 11:45pm 
Let's be clear on what happened here: to avoid using a hate symbol, I went out of my way to ask actual German people for a substitute that doesn't promote that disgusting ideology.

If you are not OK with that, I suggest you don't use this mod.
DatSamTho Dec 7 @ 12:51pm 
That seems in awfully poor taste. Is there a way to replace/remove it?
Sarg Bjornson  [author] Dec 7 @ 8:46am 
It's a swastika stand-in used by German WW2 model aviation enthusiasts
DatSamTho Dec 7 @ 7:21am 
Hey man. Why is the ritual effect thing for the Authoritarian style straight up just a swastika?
Kyle Dec 7 @ 1:40am 
Thankfully it's an easy fix with devmode, just kinda annoying that it was something so simple but took so long to figure out. It kept saying I needed to assign someone to the role despite the role being filled.
Kyle Dec 7 @ 1:35am 
I dunno if this is intended but the orgy ritual from Hedonism can not be activated if the holder of the required role is 16 or 17. Pawns can engage in lovin' when they reach the age of 16 so why is this a restriction? I spent days wondering why the heck it wasn't working until I saw they were only 17.
Inari Dec 4 @ 9:29am 
Thank you very much for the fix. It is working now.
Sarg Bjornson  [author] Dec 4 @ 9:04am 
It'd be much funnier if Alpha Memes made someone realize they are Egyptian...
Marvellix Dec 4 @ 9:01am 
its funny its cuz of this mod ive learned im pantheist i didnt knew such belief exist before and it does match mine perfectly
Sarg Bjornson  [author] Dec 3 @ 8:31am 
Should be fixed now
Inari Dec 3 @ 8:13am 
Gravship and Nomad meme do not go well together. I am getting the mood bonus of recent travelling just fine when flying with the gravship, but the "Wanderlust" negative moodlet rises anyways no matter how often I change maps.
So I will inevitably end up with -50 mood debuff.
WallShrabnic Dec 2 @ 7:14am 
So, abilities from "psychic vampirism" does not seem appear when you change fluid ideology, but does they work if they are first? And does they remain if the ideo reforms?
Bozo Nov 27 @ 9:04am 
Hi, i have a question about the bushido meme, a colonist has been defeated twice during a raid and i got the cermonial su*cide pop up, but when arriving at base it was not possible to do the ceremony to the role missing.
I could not find the role, is this normal?
Oskar Potocki  [author] Nov 26 @ 1:30pm 
Technically Sarg did it!
Raikuri Hirei Nov 26 @ 11:06am 
Oh apologies, I just double checked the change notes and seems like Oskar already made it so that Gravship Expanded workbenches do count. Must been an issue on my end if that's the case, sorry! I'll try to troubleshoot why it's not working on my own
Raikuri Hirei Nov 26 @ 2:57am 
Hope you're having a good day Sarg!

I've been meaning to ask, is it possible to include the compact workbenches from Gravship Expanded Chapter 1 to also be affected by the Automation Efficiency: Increased (under Progressive meme)? At the moment, because it's 'drawing power directly from the Gravship', it does not count as an electric-powered workbench.

If that's intended, then that's okay, I understand. Thank you <3
Sarg Bjornson  [author] Nov 25 @ 10:31am 
I patched it a while ago
BlueLeafy Nov 25 @ 10:28am 
If I'm planning a gravship file, should I choose nomadic or city builder? I've heard that nomadic won't consider it living nomadically even if your gravship is a just the starter ship...
Sarg Bjornson  [author] Nov 23 @ 12:46am 
Any mod does
Mjay1320 Nov 23 @ 12:44am 
has this mod any performance impact mid to late game? thanks in advance.
:>) Nov 18 @ 4:01pm 
ideology for pollution strategy?)
Sarg Bjornson  [author] Nov 18 @ 8:21am 
No
MrZoombie Nov 18 @ 7:43am 
there any discord to speak with devs? :P
Minni gamer Nov 9 @ 7:56am 
thank you :)
Sarg Bjornson  [author] Nov 9 @ 7:47am 
Desserts in VE Cooking are drugs. You schedule them.
Minni gamer Nov 9 @ 7:45am 
not want they jest dont eat it and all ways have -12 mood how can i have them eat it so they have 100% in sweets
Sarg Bjornson  [author] Nov 9 @ 3:22am 
What do you mean "wants"
Minni gamer Nov 9 @ 3:15am 
i have the sweet teeth and non of my colonists want to eat the sweets. i have tons of chocolate and other sweets but no one wants to eat it
LycanWolfUK Nov 7 @ 7:19am 
yeah mines kinda fluid lol all my ideologies I've made have been, I've just removed the role altogether for the time being - if my colonists still have that debuff, that might cause it to be a nuisance
Sarg Bjornson  [author] Nov 7 @ 7:13am 
Well, you can't get the role without the meme, so you might have another mod that allows you to assign roles without their associated meme. Or just a fluid ideo, which are broken and have always been lol
LycanWolfUK Nov 7 @ 7:05am 
update: needed mechanoid supremacy which I didnt have, it might end up being useful anyway since the mechacker I've got is also got the mechlink installed as well - didnt realise it was the meme I needed
LycanWolfUK Nov 7 @ 6:58am 
I'll have to check the meme as I'm not sure if I have it - since its all vanilla with no code, it might be the meme I'm missing, I'll update soon
Sarg Bjornson  [author] Nov 6 @ 10:56pm 
I assume you have the needed meme, right? If so, you have a mod conflict. There is no code involved, it's just a role giving an ability, which is all vanilla
LycanWolfUK Nov 6 @ 4:00pm 
hey, just wanted to ask regarding the mechacker role, its not giving my pawn the self destruct ability, how do I activate that?
DemonfromtheVoid Nov 1 @ 12:03pm 
oh sorry.
Sarg Bjornson  [author] Nov 1 @ 11:55am 
That is unrelated to this mod
DemonfromtheVoid Nov 1 @ 11:49am 
components in the ideology im using are named "necrotic soul components" but for the recipe im trying to build, it is calling for "necrotque soul" instead of what it actually needs for the gravship substructure
Sarg Bjornson  [author] Nov 1 @ 11:35am 
The what now
DemonfromtheVoid Nov 1 @ 11:33am 
not sure where to put this, but the there's a misspelling for the eldritch cult ideology. as it is spelled as " necrotique soul" instead of necrotic soul when trying to build the eldritch cult themed gravship substructure
discount_arrayseven Oct 26 @ 9:48am 
This is really cool but Id really love a mod where ideologies can interact with each other. Maybe ideologies with similar memes and shared structures have increased opinion and reduce the effects of bigotry and apostasy for example.
Maybe even successful colonies can naturally start converting other factions with similar memes in particular towards their own ideologies, as people might think that the success and wealth is a measure of your colony being the "true interpretation" or something. And conversely poor colonies with low mood will begin to lose certainty and be more likely to convert to similar ideologies or even switch to entirely different ideologies if things are bad enough for long enough.
Likewise religious conflict and ideological conflict would be quite cool. You can imagine how that might work alongside the faction system.
Tygrtraxx Oct 24 @ 10:59am 
You guys put so much work into your mods. I have trouble picking which ones I want to play xD.

This one is one of my favourites, but for the Eldritch Cult ideology, I agree with a few of the older comments where it can become a micromanage nightmare for the larger colonies to keep corruption above 0 but below 100. I thought i'd throw a few suggestions out there:

- Putting a slider in the options to allow users to adjust how much range they want the obelisk to have, rather than 10 squares and spamming them all over the base.
- Make it harder for pawns to actually hit 100% corruption by adding some sort of diminishing returns when they reach certain thresholds (60%, 70%, 80%, 90%). So a pawn at 80% corruption won't gain corruption as easily as a pawn that is at a mere 5% corruption.

Anyhow, just a few thoughts. I also highly appreciate that you guys have the source on Github since I can make the small changes just for my singleplayer game. Once again, thank you!
柒隼 Oct 23 @ 11:20pm 
Can the maximum number of ritual be increased to 99,15 is still not enough.
Shishizurui Oct 23 @ 1:00pm 
I've wanted to create an ideology for awhile that my colony more or less sees a specific Xenotype race as people, where helping them is desired, however they could care less about baseliners and other xenotypes
Sarg Bjornson  [author] Oct 22 @ 10:58pm 
Structures are all fluff
Dealer Mangan Oct 22 @ 10:57pm 
Any chance Ecchatologism, Cult of personality, Pantheism, Omnism, Agnosticism and Secular Spirituality will get some form of expansion with relative mechanics added (like the other structures). As it is, these seem like fluff outliers...
Sarg Bjornson  [author] Oct 22 @ 1:12am 
That's a base game mechanic, but you can override it in mod options