RimWorld
More Ritual Rewards
249 opmerkingen
VitaKaninen 31 okt om 0:25 
I have asked the forbidden chatgpt what might be causing this mod to have the effect of removing slaves from settlements, and it gave some opinions. I am not a programmer, so I have no idea if it is making crap up or not, but maybe it will help. https://imgur.com/a/RHqL2Sm
VitaKaninen 30 okt om 12:09 
I have 2 mods that alter the stock generator for settlements. One of them is "FSF Tweaks", which has a patch to change the number of slaves that settlements are able to stock, and the other is "Tribals Always Sell Slaves".

When I use your mod, it disables both of the patches in the other mods, and makes it so that settlements never have slaves, except for the Empire.

As soon as I disable your mod, all the settlements have slaves again.
Peter Kitsuné 28 okt om 12:08 
To everyone who is complaining about it removing good traits - a lot of "good" traits are simply a different severity version of a "bad" trait, so e.g. the "super immune" trait is internally called "sickly" but then with a modifier to move it to the opposite end of the scale - so a simple code to remove sickly will also remove super-immune (and vice-versa).

Therefore, I would recommend the creator of the mod modifies their mod to account for the intensity/severity (I'm not a coder so don't know quite how to make this, nor am I quite certain of the variable names, this is based on observation during the game and looking at game logs)
VitaKaninen 25 okt om 23:06 
I used the mine tune reward, and it removed the Jogger trait, when they also had Gourmand, Cannibal, and Recluse.

Why would it think that Jogger is a bad trait? I reloaded and did the ceremony again a few times, and it removed the same trait again on the same person, and the 3rd time it was gourmand on the same person. On the 4th attempt, I told that person to leave the ceremony before it completed, and it still removed the gourmand trait from them. I would expect that if a person leaves, they would not have the reward applied to them.

I have other people in the group with psychically deaf, chemical fascination, wimp, misandrist, creepy breathing, chemical interest, a second pawn with wimp, a third pawn with wimp, and misogynist.

https://imgur.com/a/TLx5EHz
Boildown 15 okt om 21:59 
For the Mind Tune ritual, can you use what we've set up in Ideology Virtues mod to decide what constitutes a bad or good trait? I have a run where I like my pawns to have a trait that this mod considers "bad" and wants to remove. If it could check against Ideology Virtues to see what should be removed, what should be ignored, and what should be added, that would be great!
Medusa 🐍 15 okt om 14:03 
and/or any advice on rebuilding your assembly. short version of the 3 errors is:

1. 'RaceProperties' does not contain a definition for 'wildness'
2. 'WeatherManager' does not contain a definition for 'growthSeasonMemory'
3. Argument 3: cannot convert from 'bool' to 'Verse.ThingDef'

I wouldn't upload or share any of your files of course, just want to make a local change for testing to the success chance in Class1.cs, but like I said I can't get "build" to work even before I make any changes
Medusa 🐍 15 okt om 13:57 
Awesome mod! Any way you could add a mod option to increase the chance the heal ritual reward works? I'm building a mod allows you to include "downed" pawns in rituals, with the express idea that people would use it along side your mod in order to heal incapacitated pawns. Right now I'm doing testing though, and the low chance to heal would mean many reloads, and when I tried to rebuild your assembly.dll I got three errors even before I made any changes to my local copy to your mod.
mayonnaise 13 sep om 20:37 
could you possibly add a version of the "Heal" ritual that resurrects instead, with an even lower chance? :]
Speechy 10 sep om 3:52 
Random option plzzzzzzzzzzzzz
Mr.Bokington 9 sep om 18:04 
Also peak mod
Mr.Bokington 9 sep om 18:03 
You should make a masked apostles one for either the cultist one or the anominity where a bunch of masked guys come in to help
Mave 23 aug om 4:56 
Reward suggestion (or a bit of a request), research random unlocked technology (or give progress to currently being researched). I'd love it for a playthrough based on where you can't do researches normally but instead have to use prisoners/slaves for it, so an execution ritual could reward with techs like that.
CrazyBlot 9 aug om 8:35 
Very cool mod, @Sinnamon, thank you! But i want to report some wrong (for my point) behavour. Mind Tuning removes Fast Walker when i have High life meme active. I wonder why it considered "bad".
SpaceMage 31 jul om 21:40 
random option
rimbrimbrimbrimbrim 31 jul om 8:59 
What a fun and wonderful mod. Definitely going to use this for some extra fun chaos on the Rim. :D
Speechy 28 jul om 3:21 
Any chance you can get random option going again?
VitaKaninen 27 jul om 8:49 
Appreciate the work hard work on this mod!
Sinnamon  [auteur] 25 jul om 12:03 
I confirmed that the mind tune is suffering from spaghetti.
I am currently working on it to rework it!
Sisyphus 19 jul om 10:47 
lmao, yeah. Its not gonna push it's self i guess. Thanks for the hard work on this one. it's fun!
Sinnamon  [auteur] 18 jul om 22:46 
well, you were busy pushing that boulder! :D
Sisyphus 18 jul om 19:36 
This has been out since 2021 and I just found it. I've been missing out!
Sinnamon  [auteur] 18 jul om 0:39 
oh yeah.. that doesn't sound right... let me take a look
OhBrod 17 jul om 21:34 
Mind tuning just removed Body modder from my transhumanist ideology... Something isnt right...
Speechy 17 jul om 2:42 
Cheers for the update i'll give it a go!
ephemeraltoast 17 jul om 0:44 
Thank you for the update!
VitaKaninen 16 jul om 11:11 
Thanks! It should not be restricted to a particular meme though, since they are not a part of ideology.
Sinnamon  [auteur] 16 jul om 1:01 
oh I remember seeing creepjoiner while translating the game, but I don't have Anomaly.
maybe ill do some digging and see if I can add that reward for the inhumane meme
SalzStange 15 jul om 22:52 
Thank you so much
VitaKaninen 15 jul om 22:33 
I would love to see one that attracts a creepjoiner.
VitaKaninen 15 jul om 22:32 
Thanks!
Sinnamon  [auteur] 15 jul om 22:29 
I've updated the mod to support 1.6
I will now look into some of the suggestions.
DarkSky_22 15 jul om 14:07 
does this mod allow you to have your ideologions preferred xenotypes come as the new colonist instead of a random xenotype? Thanks!
Sinnamon  [auteur] 15 jul om 10:36 
I think I fixed the code, but didn't get to check to see if it works in game yet.
SalzStange 15 jul om 8:39 
How is the progress? Would be nice to get an update.
VitaKaninen 12 jul om 19:44 
Does the Mind Tune reward work with the Ideology Virtues mod to determine which traits to add/remove? It seems like it should, but I don't see it mentioned anywhere.

Ideology Virtues lets you set preferred and disapproved traits as part of your ideology, so it would make sense that this reward would use that as a guide to determine which traits to add/remove.
KillerKing198 12 jul om 17:23 
Take the time you need, congrats on the new family member!
Speechy 12 jul om 5:06 
No worries Sinnamon, take your time. You have a good mod here and thanks for the explaination on the random reward. Im still shocked this wasn't put in the base game as is.
tabakista 12 jul om 1:11 
If you're changing random reward, could you make it a ckecklist so we can customise the pool?
Sinnamon  [auteur] 11 jul om 21:59 
and as for the random rewards, I think I temporarily removed the aurora and random reward, because they were throwing errors. I couldn't split my attention to do debugging.
Once I get some more free time on my hand, I will look into adding those in.
If I end up getting Anomaly and Odyssey, maybe I can think of couple of new things to add too, but it's no guarantee.
Sinnamon  [auteur] 11 jul om 21:57 
I will revive it for 1.6 in about a week! Sorry everyone who has been waiting for so long.
I wanted to update the mod for the Anomaly, but a new family member was added, and couldn't get myself to start playing games for so long.
Speechy 11 jul om 19:14 
Author not commented in a while, not sure if this is being continued?
Peter Kitsuné 11 jul om 17:48 
Does it work with 1.6?
ephemeraltoast 11 jul om 12:06 
These ritual rewards are SO much more interesting and thematic than the vanilla ones, thank you for making this mod and I hope to see it working in 1.6!
Red Jones 11 jul om 11:10 
Very much miss the random reward part! Thanks for the good times
TheGoFurr 11 jul om 7:23 
This mod rocks, fingers crossed for 1.6!
Crewsayter 7 jul om 11:53 
Will this be updated for 1.6?
SplashOfBlue 6 jul om 14:37 
Wasn't this the mod that had the "random reward" option?

If so why'd it go away? =(
danzloblaha13 6 jul om 3:38 
oh god i just came for interesting spice to my ideo , that "Mind Tune" is a Eltex Material !!!! Can we use it any amount of times on single pawn ??!! :critical:
Dadburry 29 mei om 2:57 
Why was the bountiful harvest removed? :(
Twilight 14 mei om 18:25 
@sinnamon - By chance do you have a github? Im curious in digging more into the Mental Tuning ritual. In playing around I have seen some instances for the traits that have degrees that sometimes the ritual reward doesnt seem to act right (ie remove the degree 2 Industriousness perk and Ive also had the same pawn gain degree 1 NaturalMood and then have a subsequent ritual "change" it but instead of making it the degree 2 it removed it instead).