RimWorld

RimWorld

No Random Ideologies
128 Comments
Mlie  [author] Jun 12 @ 10:07pm 
@Felnel Yes
Felnel Jun 12 @ 3:09pm 
Do you intend to update this mod to version 1.6?
Mlie  [author] Jun 7 @ 9:16am 
@BigGovernment Please see the Reporting Issues section described above
BigGovernment Jun 7 @ 8:31am 
I am getting an error on save game load. Colony ideology will be replaced with another saved ideology upon a save being reloaded.
Felnel May 29 @ 9:01pm 
i really love your mod, thanks for make it!!
Maya Fey Apr 18 @ 9:49am 
Yeah the same thing as mir_38 keeps happening to me, it seems like it's random each time I start the game.
mir_38 Mar 23 @ 12:27am 
Okay, it just fixed itself... wtf?
mir_38 Mar 23 @ 12:23am 
Every faction selection is showing as "not valid" despite me having several ideologions saved, even with the override checked off
Mlie  [author] Feb 19 @ 11:51am 
@BigTailWolfSuomi If you want to report an issue, please first follow the steps in the description
BigTailWolfSuomi Feb 19 @ 10:57am 
I hope this can be considered as providing a clue on this strange bug
BigTailWolfSuomi Feb 19 @ 10:55am 
Oh, I suddenly thought of something!
There is a premise when I encountered this problem, which is that before the game starts, when the map is first generated, I almost always change the ideology selected by some factions during the generation through faction control to other ideologies, while those factions that have hardly been changed in ideology have remained unchanged. Because I have many "rude outsider" factions, I will modify them through FCmod. Before using your MOD, I basically did this every time and never encountered any problems, but it seems that this problem was caused by the ideology used by the faction being changed after using your MOD
I guess Perhaps it's because there's a conflict with this
BigTailWolfSuomi Feb 19 @ 10:47am 
Anyway, my problem is similar to the one described in BackfiredPlans, but it may be more severe. I also have Vanilla Expanded's mods for Ideology, Alpha Memes, and Character Editor
But I'm not sure if these will have an impact on this MOD
Mlie  [author] Feb 19 @ 10:43am 
@BigTailWolfSuomi Yes, you probably shouldnt do that. There is no way for the mod to know that the ideology with the same name is not the same ideology
BigTailWolfSuomi Feb 19 @ 10:42am 
That's indeed a bit strange. Apart from the other two mods that can lock architectural rituals and other aspects when editing religion without being disrupted by memes, the only mod I have for modifying faction religion and culture is your mod. Perhaps there is a conflict between the mods I am using
BigTailWolfSuomi Feb 19 @ 10:40am 
There are also some errors. If I create an ideology and save it and then set it so that a certain faction can only use this ideology, after that I suddenly delete this ideology while playing the game and re create another ideology to save with the same name, then this faction will make some errors when loading an ideology. For example, in the settings, I will see that this faction is using an ideology with the same name, but I can never cancel only one of them. Once you cancel one of them, the other will also be forced to cancel. If you do not delete the ideology with the same name, the problem will accompany that faction forever
Mlie  [author] Feb 19 @ 10:37am 
@BigTailWolfSuomi This mod only affects ideologies during faction generation. It does not affect anything during loading a save
BigTailWolfSuomi Feb 19 @ 10:33am 
By the way, I am someone who takes every game very seriously, so when generating worlds, I use mods like Faction Control to make a series of adjustments to all factions. Currently, this issue maybe only occurs when loading the game for the first time
I haven't encountered the same problem in any subsequent games, but it is indeed quite annoying. After all, I don't want to suddenly find that my culture has been replaced by Tibetan Buddhism or Catholicism while I am performing a cult ceremony, which is not a consciousness form I created myself
BigTailWolfSuomi Feb 19 @ 10:27am 
I don't know why, but sometimes the ideology of certain factions can be disrupted. In my game, I often use about 20-30 factions, and sometimes even the ideology of my own colony can be disrupted. For example, the ideology of England is the Anglican, while the ideology of my colony is the White Lotus. When I reload my save, sometimes my ideological obsession disappears and is replaced by the Anglican. Not only my faction, also in one of my save, the polytheistic religion of the Egyptian Empire has been replaced by Yuri's ideology in the Red Alert
Or perhaps the Buddhism of the Shogunate was replaced by the Catholicism of the Sofia Empire
I have never had a red word warning in my game, and I have not made any changes to most of the ideologies in my game. However, what I am certain of is that sometimes I add or delete mods, which may cause a prompt to pop up when I load the ideology indicating a change in the MOD list. Perhaps this may be related to this
LynxQueen Feb 18 @ 11:27pm 
Nevermind, it's working now?? Alright, I'll take it.
LynxQueen Feb 18 @ 11:26pm 
Hmm, unsure why, but even when I set to override 'no valid', it still doesn't let me select. Am I missing something?
Mlie  [author] Dec 11, 2024 @ 4:07am 
@Eternal Daemon No problem
Eternal Daemon Dec 11, 2024 @ 4:00am 
@Mlie My bad. Sorry, I didn't see that
Mlie  [author] Dec 11, 2024 @ 3:58am 
@Eternal Daemon From the description: "There is also an option to override any ideology restrictions for factions."
But feel free to continue to post pointless comments.
Eternal Daemon Dec 11, 2024 @ 3:50am 
@Mlie the description does not say that the mod allows you to ignore faction restrictions on what ideology can be used. You could have read the description of your own mod, but that would be hard.

Random wanderers and guests already draw from the pool of ideologies being used by that session of Rimworld. From your description, it sounds like your mod would allow the player to specify what ideologies these would be, but there's little point since the game implements very little from a character's ideology when generating that character.
Mlie  [author] Dec 10, 2024 @ 10:00pm 
@Eternal Daemon You dont have to do it each time. It lets you ignore faction restrictions on what ideology can be used.
It applies to guests and wanderers.
This info is actually in the description but I condensed it down for you so you wouldnt have to read all those words. I know it can be hard. 🙂
Eternal Daemon Dec 10, 2024 @ 4:54pm 
You can already do what this mod does in the base game though? Why does this mod exist?
BackfiredPlans Dec 8, 2024 @ 11:49am 
Should also mention I changed the mod options from Random Saved to Random OR Generated, 60% generated. No apparent errors in the log (apart from CE, but that's CE and thus for me rather normal)
BackfiredPlans Dec 8, 2024 @ 11:47am 
@Mlie did a bit of my own testing, deleted all prior Ideology saves with outdated/unloaded/unsubscribed mods, and so far the issue hasn't happened again. I think it was a weird save bug with an old world or old saved characters, but it hasn't happened on any new world I generated or loaded.

Even loading 300 mods didn't seem to break it again. (yet)

It might've been something with the mod load order, but I'm not sure. Could've just been some wonky old-save not acting right, or an unsubscribed mod not properly deleting itself.
Mlie  [author] Dec 7, 2024 @ 11:29am 
@BackfiredPlans If you verify any of these suspected mod-incompatibilities, please report back.
BackfiredPlans Dec 7, 2024 @ 11:26am 
In my case:
COU uses Scavenger, player colony has primary ideology of Nationalist. Restart the game, and colony's primary ideology has changed to Scavenger, despite Nationalist still being loaded and saved, it ends up having no followers but remains a usable Ideology, along with about 5 other ideologies that weren't applied but are in the saved ideologies.

I have a hypothesis that this COULD be because of outdated ideology saves or ideology saves with mods that are no longer loaded/corrupted.
BackfiredPlans Dec 7, 2024 @ 11:25am 
I've run into an issue, it seems like after restarting the game and loading into a save, the primary ideology of the colony automatically changes to whatever Civil Outlander Union is using during the save.

Apart from Vanilla Expanded's mods for Ideology, Alpha Memes, and Character Editor, this is the only ideology-related mod I'm using. I haven't changed any of the settings in the mod options. The rest of the mods I'm using either don't/shouldn't touch Ideology.

There isn't anything I'm seeing in the debug log regarding the mod itself having an issue.

I am playing with around 250 mods (surprise surprise), haven't done much testing with the mod alone, so I'm sure it's PROBABLY a conflict, but apart from Vanilla Expanded, Alpha Memes, and Character Editor I don't really have any mods that should affect how Ideology works or is generated.
KRKR Nov 29, 2024 @ 11:15pm 
Thank you for this mod!! I've wanted something like this for so long!
Mlie  [author] Nov 26, 2024 @ 10:46am 
@Spikem59 Tested this and it does not happen for me. It seems you may have some mod conflict, take a look at the section of Reporting Issues described above.
Spikem59 Nov 26, 2024 @ 2:09am 
On a game startup all of my saved ideologies show in the mod settings page for me and appear on world generation, but if I back out of one world gen I don't like the next one generates all new ideos and on backing out of that my mod settings page shows every faction as "No valid".
Anko072 Nov 18, 2024 @ 11:51am 
"No random genes\xenotype"? I know xenotype spawn control exists but it would be much more convinient to have it in the same UI with this mod
Curly Nov 13, 2024 @ 6:36am 
This mod... is exactly what i needed. Thanks so much!
rebelops Nov 13, 2024 @ 3:41am 
Shoot, I was so close to forcing this as a dependency! For what it's worth, I tend to agree with you on scope. As it stands, I don't think it would even do any good for me to include the RID files in the package because, one, they would have my mod list baked in and, two, the subscriber would have to move them to the correct folder before they'd even show up in game. Thanks for the reply, this is still an incredibly useful mod for what it does!
Mlie  [author] Nov 13, 2024 @ 3:16am 
@rebelops That is a bit out for scope for this mod as it does not interract with or modify the content of ideologies at all.
rebelops Nov 13, 2024 @ 3:11am 
Any chance of exposing this functionality to XML so mod authors can ship a custom faction with a custom ideoligion? It's currently not possible through vanilla Ideology modding to set a specific ritual with a specific name to happen on a specific date for a specific culture. Nor is it possible to force a faction to include a Melee Specialist role called "Berserker" or venerate a Gold Chalice called the "Holy Grail", for examples. It would be nice to not have to offload the responsibility for properly configuring a faction on the end user every single playthrough.
Mlie  [author] Nov 8, 2024 @ 4:48am 
Percent-based faction selection should now work correctly, solves the issue with the beggars-quest
JohnPeterson Nov 8, 2024 @ 3:34am 
@Mlie Ah. Thats unfortunate, but at least i can edit the factions with restricted ideologies freely now. Thank you for your answer!
Mlie  [author] Nov 8, 2024 @ 3:32am 
@JohnPeterson There is no issues adding it to a save but it wont change existing Ideologies
JohnPeterson Nov 8, 2024 @ 3:31am 
Is this not mid-save compatible? I set the ideology i wanted for a faction, but they are still using the same ideology as before adding the mod
HappyHead Nov 7, 2024 @ 8:13am 
THANK YOU
SmellyFishNuggets Nov 5, 2024 @ 3:30pm 
you should make a mod where they gain their own ideologies also someone should make a mod where all factions start as tribals and they can make their own ideologies while evolving and their own icons
Mlie  [author] Nov 3, 2024 @ 1:28pm 
@Krieg Chan UWU Does not happen in my tests. But since I dont know your saved Ideologies its hard to say what it could be
Prince Krieg Nov 3, 2024 @ 12:39pm 
When I select an ideology for the factions, they disappear on world generation? Any thoughts?
Archie Oct 28, 2024 @ 5:58am 
Yep, that'll do the trick! Thank you!
Mlie  [author] Oct 28, 2024 @ 4:04am 
@Archie I added an option to select multiple saved ideologies as possible when a faction is generated if that helps. Not sure I understand the RL religions-question.
Archie Oct 27, 2024 @ 7:12pm 
Banger mod Mlie. Been trying to make unique more fantasy-like worlds with rimworld and I got a feeling this will help a lot. Is it also feasible to use this to prevent RL religions given how I'm trying to make dwarves with dwarven gods and that kind of stuff in generation?