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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
But I'm not sure if these will have an impact on this MOD
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 After all, I don't want to suddenly find that my culture has been replaced by Tibetan Buddhism or Catholicism while I am performing a cult ceremony, which is not a consciousness form I created myself
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
But feel free to continue to post pointless comments.
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.
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. 🙂
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.
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.
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.