RimWorld

RimWorld

Vanilla Ideology Expanded - Memes and Structures
 This topic has been pinned, so it's probably important
Oskar Potocki  [developer] Oct 24, 2021 @ 11:11am
Suggestions
Feel free to suggest new memes here!
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Showing 61-75 of 552 comments
Selective Thorns Oct 27, 2021 @ 10:30pm 
- insofar as actual content suggestions for new things go:

I second the Egyptian-esque style, as arid environments are historically low on mods and content in my experience, and because Light, Animal Personhood, and God Emporer memes synergize so well with it.

I think a few specific roles could do with apparel that enchances certain stats or synergies not unlike the torture crown, commissar hat, and tackle box. Eldritch apparel that maintains corruption, fireproof clothes so you can run through infernos to rescue colonists or items, anonymous masks with different designs that boost skills (like the Dragon Priests of Skyrim, or the stone war mask), and burning melee weapons/crossbows for fire worshippers who want weapons other than viking torches prior to the industrial age.

I also feel that there's a lot of room for rituals with more flexibility of effects in them. While the Incantation and Insectoid Hymn are neat and have their own utility - though limited - most others (Ritual Suicide, Wicker Man, Ritual Suicide, Leadership Challenge, Plague Festival) lack the ability for secondary effects beyond mood buffs. As you lose pawns or prisoners in some, or others may only occur rarely, it would be nice to at least get some psyfocus or goodwill out of them.

Comparatively, some other Memes lack a dedicated ritual. Psychic Focus still relies on anima trees which only includes tribal pawns, royal team-ups, or neuroformers which are only reliable later into the game. A ritual that will award psylink levels every twenty-or-so days with a good result would be roughly on-par with the Anima tree. Similarly, Pacifists could do with some "pacify" ritual to either send a portion of raiders fleeing (once every 20 days, the standard) or to call friendlies to the map.
ianchen31 Oct 28, 2021 @ 1:04am 
Some suggestions here. English isn't my native language, so some words might not be precise.

Meme: Skill dedication - Everyone should has one, and only one, dedicated skill.
Massive mood buff when any pawn has a skill better than any other pawns. Learning speed is also buffed.
As for the downside, pawns get upset when working on any skill that isn't their best skill (Something like: I need to spend time on my dedicated skill.) Shooting, melee, and perhaps social skills might be excluded for balance purpose. Hauling and cleaning should also be okay for everyone.
There should also be a ritual about pawns sharing their experience with others in their dedicated skills.

Meme: No work no life - A person's value depends on what he/she can create. Spending time on recreational purpose is a war crime.
Aimed to serving as "party life" meme opposition partly.
Most recreation methods are banned, except meditation, and drug maybe.
Pawns fill their recreation needs slowly by doing job wth passion (works like old times), but cannot get mood buff from recreation.
Having traits like workaholic or industrious should be idolized by them, slothful should be hated just as usual.

Meme: Negotiators - Civilization is based on communication, not brutal force.
Another answer to pacifists, but they should be working fine together.
Pawns with the best social skill automatically become leader. Social impact is buffed.
Ritual: Debate - Pawns with this ideology gather together to debate over some random topic. Participants might get mood buff or debuff depending on they're winning the debate or not (chance affected by social skill), and more importantly, every participants get social skill experience.
Specialist: Negotiator - gain the ability to negotiate.
Leader and moralist also gains this ability.
Negotiate can be used on traders, prisoners, other pawns, and most importantly, raiders.
If failed, massive mood debuff would be gained, but there will be bonus when succeeded.
For example, trading cost would be better after a success negotiation with traders. Traders might be angered and leave if failed.
As for raids, pawns with this ideology consider fighting the raiders without negotiation is barbarous, and would get massive mood debuff and certainty loss.
Negotiators can communicate with raiders through comms console(might also be a new building for tribal), to end their assault peacefully, while may also be costly.
The success rate of negotiation depends on overall combat power of two sides, the wealth of colony, skill level of negotiators, and casualties of raiders.(Guns and bullets are also means for negotiation.)
If the negotiation succeeded, raiders would take what they want and leave. What they take, what they can't take, depends on how success the negotiation is. You may partially decide this manually, Raiders may even surrender, drop their inventory and flee if the negotiator is good enough. Betrayal on the negotiation made is war crime for them, which is much worse than no negotiation made.
However, their "civilized" behavior may upset other pawns with different ideology, considering this as a betrayal to the whole colony if too much ransom is paid.
Sauergesicht Oct 28, 2021 @ 5:13am 
I'd love having precepts that modify material use.
Like, Metals: Prefered, Stone: Adhorend, Wood: Loved and so on. Gaining buff/debuffs on apparel, weapons and maybe even furniture, walls and floors?
Those would go well with Tunneler and other memes.
Oskar Potocki  [developer] Oct 28, 2021 @ 6:00am 
That would also be incredibly performance breaking sadly.
Sauergesicht Oct 28, 2021 @ 6:24am 
For apparel and weapons it would be like with leather in this mod and for the furniture/etc in the style of the Tree connection meme in the dlc.
Maybe instead of seeing that material it's by being currently used by that pawn? When crafting with it/sleeping on it/sitting on it?
The Scrapper meme could get a mood buff when using the VWE-Makeshift Weapons, or maybe be more accurate as they know the feel of their metal death lumps.
Oskar Potocki  [developer] Oct 28, 2021 @ 9:22am 
@Sauergesicht
The way Tree connection is done is the code in the DLC changes a tree base code, which makes it constantly check for tree-lovers around and apply necessary mood changes. It's already performance heavy. Now imagine the same thing looping through every single structure, furniture etc in the game.

There is a reason why we didn't add memes like that.
Sauergesicht Oct 28, 2021 @ 9:23am 
Thats fair, thanks for the explanation.
Magickmaster Oct 28, 2021 @ 1:38pm 
Originally posted by Oskar Potocki:
@Sauergesicht
The way Tree connection is done is the code in the DLC changes a tree base code, which makes it constantly check for tree-lovers around and apply necessary mood changes. It's already performance heavy. Now imagine the same thing looping through every single structure, furniture etc in the game.

There is a reason why we didn't add memes like that.

Funnily I have a data structure that would cut that down drastically, so it's not a loop over everything anymore (logarithmic range and nearest-neighbour queries on metric spaces).

It does make insertion and removal a bit more hungry but as tree huggers don't cut them down that would happen rarely. It's still a bit in research as of the applications, but yeah...

if you're looping overa large amount of static things to find the nearest instances or those in a certain range, it's extremely useful and doesn't have a lot of overhead

(i'm in academia, the structure is known but rarely applied)
Last edited by Magickmaster; Oct 28, 2021 @ 1:38pm
Randy Oct 28, 2021 @ 1:44pm 
I'm playing with the Vegan meme, and it's REALLY HARD to make your colonists not wear leather items without just forcing every piece of clothing manually. Can you add some way to have a colonist choose not to wear leather if they follow that precept?
Sarg Bjornson  [developer] Oct 28, 2021 @ 1:56pm 
Originally posted by Randy:
I'm playing with the Vegan meme, and it's REALLY HARD to make your colonists not wear leather items without just forcing every piece of clothing manually. Can you add some way to have a colonist choose not to wear leather if they follow that precept?

Not feasible, sorry
narvre Oct 28, 2021 @ 3:14pm 
Originally posted by Randy:
I'm playing with the Vegan meme, and it's REALLY HARD to make your colonists not wear leather items without just forcing every piece of clothing manually. Can you add some way to have a colonist choose not to wear leather if they follow that precept?
Material filter mod should let you set up assigned outfits with specifications on what material its made from.
Vangluss Oct 28, 2021 @ 9:11pm 
For colonies that worship insectoids, they should get a decent mood boost from the VFE: Insectoids mutations.
Oskar Potocki  [developer] Oct 29, 2021 @ 2:06am 
Absolutely not, worshipping something and being it are two different things, you might prefer Fleshcrafter meme here!

I like watching Jackass. I don't get a mood buff from having my ♥♥♥♥ bitten by a snake.
Magickmaster Oct 29, 2021 @ 3:01am 
Originally posted by Oskar Potocki:
Absolutely not, worshipping something and being it are two different things, you might prefer Fleshcrafter meme here!

I like watching Jackass. I don't get a mood buff from having my ♥♥♥♥ bitten by a snake.

It could be an optional precept though, i mean that would fit right in there
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