RimWorld

RimWorld

A RimWorld of Magic
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Torann  [developer] Aug 4, 2021 @ 2:53pm
Ideology
Post bugs or suggestions related to the Ideology DLC here.
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Showing 76-90 of 127 comments
demonsmith Sep 19, 2021 @ 4:59pm 
Originally posted by Keeweiner:
magicite doesnt pop up when you mine now
how would you get magicite then with the only other way being through paracyte then you probably wont be able to have enough to have your colonists in manaweave/aricalium (if i misspelled the metal one my bad) armor late game without them suffering from the drain (witch will make them need mana potions so more spent if i remember the crafting recipe correctly) and if an ore was added then there is a chance you wont get any and if you play on a planes biome you almost definitely won't get any.
GoblinEngineer Sep 23, 2021 @ 10:31am 
I've been noticing a consistent problem across multiple fluid ideo playthroughs. When starting a fluid ideo with anything other than the Transcendent meme, and then you add the Transcendent in during a reformation it does not give the Void Seeker role as an option. The only way to solve this is to edit the ideo using Dev mode so that Transcendent was the original meme, at which point it grants the role of Void Seeker.
PearificPear Sep 25, 2021 @ 10:26am 
I can not initiate the ritual Arcane Path. It says I need an inspired paawn with the gifted trait. I just had a pawn with the Magically gifted trait have an inspiration, but I still can not initiate the ritual.

Also, when doing the Bestowing Magic ritual, it says no moral guide is present, when the moral guide is clearly present.

https://gist.github.com/e4f4c9dcadf731e107da51d387ffe7d9
Ghevd Sep 25, 2021 @ 11:13am 
Occasionally when I use raise dead multiple pawns change ideo instantly. This usually corrects itself a few seconds later saying the religion was forgotten. It is when my necromancer changes faith that it lingers.

Also my necromancer seems to hate his undead because of their faith even though it is changed to his own.

My necromancer is my only living colonist so another bug I ran into is a role because active because all my undead have the same ideo but becomes inactive when my number of pawns change. An example is when an undead loses an appendage and begins to bleed to death. A bug I presume. My workaround is to dismiss undead then reanimate them. This usually effects the roles and has the chance of converting my necro's ideo. The active status of the roles seems to remedy itself when a save is loaded.

I'm new to this game and not sure where to get those logs if they are needed. Also is there anyway to donate without paypal?
Last edited by Ghevd; Sep 25, 2021 @ 11:15am
Stavrozium Sep 25, 2021 @ 2:48pm 
As Pearific said;
the arcane path ritual doesn't seem to really work, or at least not well.
If i am not mistaken, it isn't just any inspiration that is needed,
it is a specific inspiration, an "inspiration to do magic", or something like that.
(i don't know how it's called ingame)

The main problem is that it seems impossible to get this specific inspiration.
Maybe you could get it with a bard's inspire ability;
because simply waiting for it to happen, by good mood/chance, is just silly.
Even with the inspire spell from bard, i think it gives a random inspiration,
so you'd essentially still have to wait an eternity for it.. (if you get it at all..)

I would personally prefer it if this inspiration requirement for the ritual is removed,
or made optional in the mod settings, or perhaps replaced with another requirement;
for example needing an (unfinished) magic tome, or some gem that you can craft.

If it isn't already the case; (i dont know since i cant test the ritual..)
make it so that this ritual allows you to choose which class you become,
instead of granting a random class: this could make the ritual give the advantage
of choosing the class, while still having the same resource requirement as usual.
(instead of simply making the entire process "free")

As it is right now, the arcane path ritual seems kinda pointless,
since it requires more effort/time, than simply scribing/buying a tome, and reading it..
You already need the meme for the ritual, (and memes are very limited..)
it grants an advantages in both training and having mages in your base;
BUT having this inspiration requirement for the ritual (partially) undoes this advantage..

The bestowing ritual does seem to work properly for me btw.
Hex Sep 26, 2021 @ 9:51pm 
I cannot start the Sorcerer Awakening ritual. One of my pawns has the arcane path inspiration but the option to start the ritual is missing from both the ritual focus and the awoken altar
Richard Sep 27, 2021 @ 5:41am 
how do I make a pawn inspired to do the ritual to become a mage?
Ironman_Mk11 Oct 14, 2021 @ 3:46am 
I'm having the same problem others have had, in terms of not being able to set the void-seeker role to a pawn after reforming an ideology to add Transcendent. Did a little bit of digging into it to maybe help you figure it out, and realized that we can't set the role to a pawn in game because we can't even add the role to the ideology during the reform process. When you reform an ideology, you need to actually add in any new roles that got unlocked by the meme you added. There is no option to do so with Void-Seeker. It's possible it's an issue with the nature of the Void-Seeker role itself, as all vanilla memes have the Leader & Moral Guide roles, and 0-2 specialist roles. Void-seeker seems to not be any of those three....

1) If you start the game with Transcendent as the first meme in a fluid ideology, the role is properly added along with the "Leader" and "Morale Guide" roles. This shows the game is not considering it to be one of those roles types.

2) If you start with a custom ideology, as long as Transcendent is one of the chosen memes, the role is properly added along with all the other roles (Leader, Morale Guide, and specialists from other chosen memes). It will be there even if 2 other specialist roles are present. Since the game caps specialist roles at 2 max, this shows the game doesn't consider Void-Seeker to be a specialist role.

3) Once in game, if you add Transcendent into an ideology during a reform process, no option is available to add in the Void-Seeker role. Adding any other ideology gives you the option to add any specialist roles unlocked by it.

Void-seeker is an anomaly, because it doesn't seem to be considered any of the 3 role types. I note that none of the Specialist Roles, from any meme, play a part in rituals. That mechanic is handled by the "Leader" and "Morale Guide" roles. Yet void seeker does play a part in Transcendent rituals, even though it's not a "Leader" or "Morale Guide". I'm clueless when it comes to modding, but could this play any part in any of the other issues folks have been reporting with rituals not working/complaining about "Morale Guide" not being present?

Anyway though, the problem is not being able to add the role to the ideology itself during the reform process. If that gets fixed, we'd likely be able to assign the role to pawns in game just fine.

(edit: formatting adjustments)
Last edited by Ironman_Mk11; Oct 14, 2021 @ 3:59am
Lucas Edwards Oct 15, 2021 @ 2:35am 
The No Magic moodlet that causes a -3 to mood should be changed so that its a +1 if you have a lingering cantrip effect. For example, the spell that gives you a floating light orb, that is still magic, if minor magic, having a large colony with a lot of mages gets hard to juggle everyone's mood and the option to just give them some simple cantrips would be better.
PearificPear Oct 15, 2021 @ 10:12am 
I totally have to agree with @Lucas Edwards. Having a colonist that is using an ability constantly, like "Summon Earth Sprite" should let the moodlet be permanent as long as the ability is in use.
Lucas Edwards Oct 15, 2021 @ 2:07pm 
Even if its just diminishing returns, where after a while the moodlet just becomes neutral 0 after a few hours.
Macropod Oct 18, 2021 @ 10:05am 
Please explain why the code for Ideology is in the v1.3 / Defs / Ideology folder and not in the v1.3 / Patches folder? wouldn't such an arrangement cause errors if the player does not have the Ideology DLC installed?
Torann  [developer] Oct 18, 2021 @ 1:51pm 
@Macropod
Tthe Ideology folder inside this mods folder structure is only there to help me organize files I've used related to ideology, the game doesn't care what the name of a mod's folders are.
Zapp Brannigan Oct 20, 2021 @ 3:37pm 
Not sure what is causing this bug, but I have the "Approve of Magic" precept in my ideoligion and all of my mage class pawns have a "-10 Non-Mage" thought towards pawns that are not mages, thus making mages dislike non-mages. This is not mentioned anywhere on the precept, it mentions that mages give a "+15 Mage" thought for other pawns, but nothing about mages hating non-mages. I would understand this being something for "Venerate Magic", but seems strange for an ideoligion that simply likes mages, not loves them.
Triel Dec 1, 2021 @ 11:40am 
So we got a meme for magic, but what about a meme for warrior classes? Something like 'warrior culture' or something. The 'sever magic' ritual could be replaced with 'Ritualistic crippling' or just ritualistic execution, since taking away physical prowess is harder than magic
Last edited by Triel; Dec 1, 2021 @ 11:42am
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