RimWorld

RimWorld

Alpha Memes
2,420 Comments
ggfirst 19 Sep @ 6:43pm 
Any chance floor tiles can be dyed with color? I really love steampunk style especialy the floor and it would be super, duper, omega cool if I can color them with with burgundy orange and stuff.
Fion 19 Sep @ 6:21pm 
@Alexios II Komnenos It doesn't work with a bunch of mods. So that's why I am not using it. Alpha Memes is fine though.
Lyre_Lies 19 Sep @ 5:06pm 
is there a problem with the scrapping ritual for the scavenger meme? I have the items but every time i click the begin button for the ritual nothing happens.
Pelagia 19 Sep @ 4:51pm 
I use other mods like Morrowrim that only work with older versions. No need to be rude.
Sarg Bjornson  [author] 19 Sep @ 12:02pm 
Alternatively, stop using 1.4, wtf
Sarg Bjornson  [author] 19 Sep @ 12:02pm 
Literally, google it: Alpha Memes Github. It's that easy
Pelagia 19 Sep @ 11:52am 
Please re-add the 1.4 version, I can't access my save. What github are you talking about?
Alexios II Komnenos 18 Sep @ 8:01am 
I'm not sure why you are doing that though, Alpha Genes works on 1.6
Fion 13 Sep @ 11:13pm 
Yeah I am updating to 1.6 cause I really want to try Anomaly. So I am redoing my whole load order now and updating every mod. Been taking all day. But I think I am shelving Alpha Genes but keeping Alpha Memes. Just due to what mods I am putting on.
Sarg Bjornson  [author] 13 Sep @ 10:56pm 
"When removing a wheel from my car...."
Mort Strudel 13 Sep @ 8:55pm 
This isn't actually a bug of course, but just a curiosity: When disabling Pristine Limestone in Cherry Picker, the randomly generated little structure ruin walls that spawn around on every map will spawn as wood instead of stone. Beware the flammable ancient dangers!
Sarg Bjornson  [author] 12 Sep @ 10:45pm 
All previous versions are on GitHub. There is very little reason to play such legacy versions nowadays
Fion 12 Sep @ 3:44pm 
I'm guessing this was removed for 1.4? My mod order won't even load anymore and resets whole mod list to basic. :( Can't use this for my 1.4 save..
Sarg Bjornson  [author] 12 Sep @ 1:59pm 
<3
ggfirst 12 Sep @ 1:57pm 
Gob bless Sarg. I love this mod since the release. I find everything new and cool all the time. Thanks for the mod!
Sarg Bjornson  [author] 7 Sep @ 10:42pm 
Whatever you want
ELVISLIVES 7 Sep @ 2:08pm 
What do you do with the mummy after you mummify it?
Josh/Robus 6 Sep @ 11:54am 
All fixed on my end, my play-through is saved <3 Thank you as always for your hard work, Sarg!
SAUCE__GODD 6 Sep @ 11:19am 
Sarg Bjornson has my eternal love for actually using the Change Notes tab
Sarg Bjornson  [author] 6 Sep @ 10:17am 
v4.05:

Changed internal logic of the Ocular warping ritual so it works again. Animal and dryad will now be killed upon completion of the ritual
Yinyang107 25 Aug @ 5:03pm 
Playing a Cube-styled run and I somehow ended up with a bookcase that has "Style: Cubic" followed by "Style: Cubic", that is two say, two identical lines in the info card. i don't know for sure if this is Alpha Memes' fault because I'm tracking down some other ideo errors right now (pawns losing ideo on game load) but the bookcase seems to be the only affected object
Josh/Robus 24 Aug @ 9:48am 
My issue is similar to Яambus', but they bring the animal, just not the ocular dryad. Drafting and bringing the Dryad to the room wouldn't change it. It would just stay Standing and they wouldn't fetch the Ocular Dryad to start the ritual.

I also couldn't get the Corruptor Dryads to make a Corrupted Gauranlen Seed. They'd switch between Standing and Sleeping eternally. From my experience, it was the Dryads who were bugged, not the Seed Pod. Below are things I tried:

- Deleting the Pod and allowing it to regrow, changing the caste between.
- Killing the Dryads, allowing new ones to respawn.
- Using a different Gauranlen Seed, with a different pawn. (I spawned a Corrupted one specifically, as the first tree was from a normal Gauranlen Seed but it was corrupted when it grew)

My other Ideology mods are:
Vanilla Ideology Expanded - Memes and Structures (Bug was present before installing)
Vanilla Ideology Expanded - Relics and Artifacts
Sarg Bjornson  [author] 24 Aug @ 4:29am 
That gives me some hint
Яambus 24 Aug @ 2:36am 
So figured out a work around till the bug gets fixxed for the ocular ritual getting stuck. If the ritual spot is away from the animal pen and colonist won't get the animal then the ritual will get stuck. I just put the ritual spot in the pen with the animal to be converted and the ritual seems to be working.

Seems to be an error with the AI and retrieving the animal.
Necirays 23 Aug @ 5:53pm 
Please add the "morbid" meditation focus to the rum barrels ! They are a grave where bodies can be burried but pawns can't meditate near them
Яambus 23 Aug @ 3:49am 
Anyone else having issues with ocular ritual getting stuck (tried with rimworld original animals or boomalope or dromdary) and the colonist just bring the animal to the ritual stop and stand there. There is no errors popping up either :/
Sarg Bjornson  [author] 23 Aug @ 12:33am 
Cherry Picker is not supported. I don't even know how it does what it does
Gaaius 23 Aug @ 12:32am 
Disabling redwood or pristine limestone blocks via cherry picker causes the walls of most generated structures to be made of wood - even if they wouldnt have been been made of either material:
1.Redwood structures dont generate naturally (as far as i can tell)
2.Pristine limestone structures are much rarer then "most"
3.If such a structure would spawn while these things are disabled, an error "using default" appears, but that didnt happen during most tests, i.e. those realy werent pristine limestone structures
Would it be possible to have the existance of these materials only affect structure generation of structures that actually tried to be made out of either material?
girlkisser 20 Aug @ 2:13pm 
That does seem to be it, but it wasn't updated and the lite version is missing the stuff I like. Dang. Thank you for the help.
Sarg Bjornson  [author] 20 Aug @ 10:50am 
iirc Industrial Armoury
girlkisser 20 Aug @ 10:46am 
Peeking around in the style textures, I saw the steampunk style has textures for a "gunlance" and an "impact axe". Are these from a mod? If it is, I can't find it... If it isn't, what weapon are they a style for?
SanguinarcAQL 20 Aug @ 2:13am 
Megalith can only be built if you have the Neolithic structure; you can add the precept for it, but won't be able to build it if your structure is not Neolithic (which is too bad, I want my flesh cult to be able to build giant megaliths to honor their god but i can't :steamsad:)
Sarg Bjornson  [author] 19 Aug @ 9:56am 
Should be there. It is specifically called Megalith
Nebraska Jones 19 Aug @ 9:42am 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3552123259

Unfortunately as you can see there's no monolith there, unless I guess you build a Stele and it converts?
Sarg Bjornson  [author] 19 Aug @ 9:16am 
@Copy & Nebraska Jones: Use the search function
Nebraska Jones 19 Aug @ 8:29am 
anyone else missing the megalith building from the neolithic religion? feel like it should be under misc, does it just mean a nature shrine?
Copy 19 Aug @ 4:35am 
Hey I have Someproblem How Do I build Baptismal Font Cuz I have Baptize Ritual
Sarg Bjornson  [author] 18 Aug @ 11:53pm 
No idea
Jet 18 Aug @ 11:00pm 
On sanguophage and the vampire hunting meme...does the mod take into account which colony they are in if secondary colonies exist (or say a gravship colony/space station) or do the mood/opinion maluses affect them if sanguos are in the faction itself, not just the same colony?
Sarg Bjornson  [author] 18 Aug @ 10:22pm 
It is all custom
Xannie 18 Aug @ 3:37pm 
I'm curious whether Vampire Hunting actually generates camps to hunt? Because as far as I know the 'base' DLC only has two quests/incidents even relating to Sanguophages, and there are no 'naturally occuring' Sanguo camps without modding them in.
polios3 18 Aug @ 11:11am 
@Echopraxia you could try to use MeatCore mod... there are Fleshy walls and doors and they are a bit closer together, but not too much better there. except maybe Fleshcube walls, those are quite nice for Flesh cult
Echopraxia 18 Aug @ 6:42am 
@Sarg Bjornson Ah, unfortunate. Maybe sometime in the future, then. Thanks for the reply!

@polios3 Thanks for the tip, but it doesn't really work for rooms that need to stay closed like prison cells and freezers.
polios3 17 Aug @ 10:44pm 
@echopraxia, keep the doors open. they look better that way
Sarg Bjornson  [author] 17 Aug @ 10:39pm 
Easier said than done
Echopraxia 17 Aug @ 5:30pm 
Are there any plans to tweak the Flesh style art, considering that the doors just kind of float disconnected from the walls? Trying to do a fleshy cult type colony but the doors just throw me off so much.
deadmanreaper13 17 Aug @ 3:07am 
would it be possible to have certain precepts only trigger if enough members are present? it bothers me that with Water Primacy, having even a single member join effects all the crops on the map, even when they don't do any planting.
Sarg Bjornson  [author] 16 Aug @ 10:44pm 
@Kateye: Fluid ideos suck

@jtjumper: Not wanted, it throws away raid point calculations
jtjumper 16 Aug @ 6:54pm 
Any chance to make it so gravships can land at sanguophage camps?
Kateye 16 Aug @ 3:21pm 
I added Biological Reconstructor to a fluid ideology, which automatically added the precept for Abilities: Analyze creature, then I built the Creature Database, but my pawns don't have the ability to analyze creatures, even after reloading the game. I reverted my save and tried again to be sure, and yep, can't add the precept because it's already there, can't remove the precept because it's required. If I save the ideoligion and start the game with a fixed ideoligion loaded from it, it works fine.So that's not the issue, everything looks right as far as "user error" is concerned.