RimWorld

RimWorld

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Spread The Word (Continued)
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Mod, 1.3, 1.4, 1.5, 1.6
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412.955 KB
12 Jul, 2024 @ 2:19pm
13 Sep @ 11:45am
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Spread The Word (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
963 items
Description

Update of crazedmonkey231s mod https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2829387657

- Opened the strings for translation



[discord.gg]
[github.com]


A couple of simple harmony patches that aims to convert other factions to your ideoligion. Each factor can be controlled in settings. The conditions that must be met is anything the game considers eligible for goodwill currently this is medical treatment/releasing prisoners and both times the pawn must leave converted to your factions primary ideoligion in order to count towards the faction conversion count. Get to the max count along with above or at the configured goodwill amount and the faction converts over to your ideoligion.

*note - medical treatment means that the pawn was tended in any way ie bleeding from a space ship crash, you tended them, converted them while they stayed and they left healthy this will count to your faction conversion count needed.

Features:
  • Convert then Release for prisoners
  • Setting for number needed for conversion, minimum goodwill needed, and a complex calculation that takes into account the number of settlements as well.
  • Graph for total pawns converted

Handles any factions, modded or not. Does not do anything with natural goodwill so just consider that a task of maintaining your influence over that faction. Keeps track of factions separately, so even if a faction is removed mid game you should have no problem here.

Seemed fine adding and removing mid game, small error on startup when removed but otherwise seems fine.

Did some basic testing, but let me know if you encounter something.
Have suggestions? Feel free to drop a note.


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Always post your log using the Log Uploader
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: influence
33 Comments
Hellsvien 2 Oct @ 6:34am 
Hello @Mlie


Stupid stupid me. My ideology had the option "Never be recruited" I'm so freaking stupid.
Hellsvien 2 Oct @ 6:29am 
Hello Mlie, probably my 3000+ mods doing it XD
I love your mod a lot, great name too, I removed it for a test, and sure enough it didn't solve it, so something else is happening, maybe it's my 120+ colonists.... oh god I really don't want to have to execute my prisoners :(
Mlie  [author] 2 Oct @ 5:43am 
@Hellsvien It does not, perhaps you just have an unwaveringly loyal prisoner
Hellsvien 2 Oct @ 5:41am 
Is this mod messing with "recruit" option? I don't see it now after using "convert".
Eddy63 16 Sep @ 12:15am 
Ah you were right, my bad, still had the original version active ( playing on 1.4)
Mlie  [author] 15 Sep @ 4:32am 
@Eddy63 No, it will convert map-counters on first load. Verify that you have the latest version of the mod
Eddy63 15 Sep @ 3:29am 
It's still happening, do I have to start a new game for the change to a global counter becomes active?
Eddy63 13 Sep @ 8:57pm 
thanks for changing it to a global value
Mlie  [author] 13 Sep @ 11:47am 
@Eddy63 Moved it to a global counter, no idea why the original author chose to have it per map.
Regarding the graph, it shows how many your colony has converted so its just one datapoint
Eddy63 13 Sep @ 6:16am 
so the counter is not global and will start counting again from zero for each map? could this be changed to be global? would make more sense.
Found a graph that is called proselytizers, but it's just one graph without separating the different factions