RimWorld

RimWorld

192 ratings
Roles untied to memes
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
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17.249 KB
10 Aug, 2021 @ 9:40am
15 Jun @ 7:03am
4 Change Notes ( view )
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Roles untied to memes

In 1 collection by LVLVbNH
Specialist roles unlimited
2 items
Description
Simple mod that untied specialist roles from memes. Allows player choose any two specialist role for custom ideology without dev mod enabled.
Work only for "vanila" roles like : Production, Mining, Research, etc specialists.
29 Comments
LVLVbNH  [author] 13 Sep @ 2:58pm 
@中杯大杯特大杯 , no, I don't plan on doing that. I try to avoid any out of scope changes and simplify the mode as much as possible. In addition, your proposed changes will require intervene in source code (and not just xml files as at the moment), which creates a huge problem for compatibility.
好想玩原神 13 Sep @ 2:02pm 
Bro, every time I set up my game and set up my ideology, other factions automatically add all the culture classes in the game that belong to that ideology. This means that if I recruit more than three refugees from the same faction in a short period of time, that ideology will automatically activate. This also causes characters from that culture to experience significant mood drops and mental breakdowns due to the lack of professions like leaders and missionaries.
So, could the mod be set so that only players can actively add them, thus implementing "Allows the player to choose any two specialist roles for custom ideology without dev mod enabled"?Thank you!
ThelianTech 28 Jul @ 12:46pm 
Thank you, Thank you, Thank you, I really wish this was base game
Lochanside 16 May @ 6:55pm 
THANK YOU!!!
Kaigan 17 Jun, 2024 @ 1:58am 
@blackkanye I didn't notice the AbilityDefs folder, I tried to delete the <requiredMemes> from PreceptDefs. It works, my Commissar now has the Enforce Compliance ability. Thank you! :johnnysmile:
blackkanye 17 Jun, 2024 @ 1:01am 
@Kaigan If you go into VIE's mod folder > 1.5 > Defs > AbilityDefs there will be a block of xml with <requiredMemes>, the name of the meme required, and then </requiredMemes> closing that block of code. If you remove that, it should work. Obviously identify the block for the ability you want to untie. Really weird that they are restricted like that if they only show up on Commisars in the first place. If it doesn't, let me know and I'll actually test/fug around with it. This is just what I'm getting from glancing at the xml. I may have to go about making a patch specifically to unlock those abilities for VIE roles and untie them. Especially because of how annoying it could be dealing with updates. I might look into such a thing. Going to note this occurrence down so I don't forget how to fix this
Kaigan 16 Jun, 2024 @ 8:50pm 
@blackkanye Thanks! Is there a way to use the abilities? I did this with the Commissar but can't use the ability unless I have the Nationalist meme.
blackkanye 22 Apr, 2024 @ 2:47am 
@Big E Yeah it isn't too hard to do once you've found the defNames. Go to 1.5 > Defs > PreceptDefs. Then you pick the Precept_Role_x(being the name of the role) and grab the defName out of that. Then in this mods patches >Roles_untied_to_memes . xml you copy onme of the other PatchOperationRemove blocks and change the defName. I hope this was enough info let alone coherent enough to help. I did it myself with the VIE roles. I will do the same with Alpha Memes if I end up using that this time around.
Art Student 15 Jan, 2024 @ 12:40pm 
ah nvm it works i didnt notice the last line of the description
Art Student 15 Jan, 2024 @ 12:39pm 
weird, it is still locked, do i need to put it in specific order like below certain mod?