RimWorld

RimWorld

63 ratings
Call of Cthulhu - Cults (Continued)
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Mod, 1.5, 1.6
File Size
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16.399 MB
17 Oct @ 7:37am
17 Oct @ 12:25pm
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Call of Cthulhu - Cults (Continued)

In 1 collection by Zaljerem
Zal's Continued Mods
547 items
Description
Original mod by Jecrell
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=815039373
If the original author requests it, I will remove this update.

Contains JecsTools by Jecrell (MIT License)

1.5 version is provided as a courtesy; it is as-is and unsupported. All development moving forward is 1.6 ONLY.

--

1. This mod contains the entirety of JecsTools - my personal fork with some fixes applied. Horrific, isn't it? :) Don't run any other JecsTools with this mod; there is no need and it could cause problems. (I will add explicit incompatibilities in the next update)

2. I have fixed a few bugs, and I'm willing to fix more. I need people to really play it though and report back. Initial reports have been favourable. Report errors correctly and I'll do my best to fix them.

3. There is some Ideology integration, but no real Anomaly integration - it is its own thing. Highly unlikely I'll do anything about that.

4. It's old code, with an old framework packed in - probably not all that performant. A performance review (of both Cults and JecsTools) is indicated.

--

Original mod notes (1.4):

Gameplay expansion for RimWorld.
You can now...

* found a cult.
* worship monstrous deities.
* make offerings and animal sacrifices.
* make human sacrifices in return for powerful spells (6 deitys and 30 spells in total, plus a dozen side effects).


This mod supports these languages:
English, Korean 한국어 (밀수업자), and Russian русский язык (kr33man)


Recommended mods

* Cosmic Horrors (for summoning actual monsters)
* Industrial Age (for great lighting)
* Realistic Darkness (for great darkness)


How do I start a cult?
1) Load the mod.
2) Play for a few days in-game.
3) One of your pawns will investigate something horrendous.
4) Build the forbidden research center.
5) Research the strange symbols until someone founds the cult.
6) Good luck.


Tips:

* Cult-mindedness is a new feature under 'needs' that keeps track of how likely colonists are to become cultists.
* Better apparel means greater worship results and higher success rates for your sacrifices.
* Beware! If too many colonists are plotting against the cult, they might take matters into their own hands.


Additions and changes by Mlie:
* Added support for Combat Extended [removed in 1.5/1.6]
* Removed the production-tag on altars so they can be used in throne rooms
* Added an option to make sermons voluntary, making pawns complete some types of jobs before joining
* Improved the sermon scheduling with some inspiration from the excellent mod Colony Leadership Now you can select what days to do sermons and also when they should start in the day.
* Added support for [SYR] Trait Value


Special Thanks:

1000101 - Religious needs
Cpt. Ohu - Altar congregations
Skullywag - Helpfulness on #modding
Mrofa - Code for two-colored hoods
Justin C - Reanimation Code
Everyone on the modding Discord
44 Comments
Zaljerem  [author] 10 hours ago 
@Tiny4741 If you share a log I might be able to help.
Karkino 12 hours ago 
@Da-Soth None at all. :coolthulhu:
Tiny4741 26 Oct @ 9:43am 
For some odd reason, sermons will only successfully start when I'm in orbit (I'm currently on a gravship only run.) If I'm on the ground, then I just get an error in the log and nothing happens. Has anyone else had this issue and identified a mod conflict or reason? I'm still trying to figure it out myself.
Da-Soth 26 Oct @ 6:34am 
Do I need any DLC for this mod ?
Wednesday 23 Oct @ 5:45pm 
Another classic brought back, thanks Zaljerem!
Shootnik 23 Oct @ 12:42pm 
Thank you! You are the best!
warhammerman 22 Oct @ 8:12am 
YES AT LONG LAST I GET TO PLAY THIS MOD
Zaljerem  [author] 22 Oct @ 6:07am 
My main priority is updating it and fixing any glaring issues. I assume that once some people who really care about it play it for a bit, I'll get new bugs to fix and possibly suggestions for improving it. It becomes a matter of time and will at that point. I do try to improve any mod that comes under my care, but with a day job, wife, and young kids ... well ... you see where I'm going here.

TLDR; will possibly make improvements at some point, bug fixes as immediately as possible.
Magikarp 21 Oct @ 6:11pm 
Cool, thanks for bringing this back! I've always loved this mod, and I'm interested to see how the ideology integration works. I assume you'll be working on fixing bugs that pop up, but once that's settled a bit, do you plan on adding more stuff? maybe Odyssey integration, to put the 'cosmic' into cosmic horror? Either way, thank you again for porting.
Zaljerem  [author] 21 Oct @ 4:25pm 
No. Don't use other JecsTools if you're using this, there's no need.