RimWorld

RimWorld

Inspired Conversion
32 Comments
Yoann 12 Oct, 2024 @ 11:59pm 
The check for anomaly was not required, it comes from the ideology conversion ability who doesn't have a check (I haven't Anomaly).

Thank you for your mod :)
SkunkPlaysGames  [author] 12 Oct, 2024 @ 8:47pm 
Okay, I have implemented your suggests re: show when drafted, hostile, capable of violence, the missing fields for the comp property, and target mutants. Everything is fully functional and simpatico with Anomaly. It checks for Anomaly for the relevant code so Anomaly remains not required to function. Thanks again for the tip.
Yoann 9 Oct, 2024 @ 8:51am 
After some attempts, I fixed it by adding the fields of <li Class="CompProperties_AbilityConvert"> that you omitted.

There is also a <canTargetMutants>false</canTargetMutants> to add for Anomaly compatibility I think.
Yoann 9 Oct, 2024 @ 8:23am 
Yoann 9 Oct, 2024 @ 8:20am 
You should update your def with:
<showWhenDrafted>false</showWhenDrafted>
<hostile>false</hostile>
<casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>

My pawn wasn't able to use the ability because incapable of violence.
whenwrašk 14 Sep, 2024 @ 5:14pm 
does this work with Enhanced Beliefs?
SkunkPlaysGames  [author] 8 May, 2024 @ 9:46am 
I don't know if something has changed or if people were experiencing a mod conflict but I only get 1 ideoligion point for a successful conversion when I use this ability with a fluid ideoligion. I will continue testing it a bit to see if I run into the same issue but it doesn't seem to be an issue.
SkunkPlaysGames  [author] 7 May, 2024 @ 8:24pm 
Yeah I have been kicking around a few ideas and that's a really good solution, it would be rather easy to isolate, but I haven't really used a fluid ideology before. If anyone can suggest a good upper limit, whatever the highest rewarded by the game as is, let me know, I'll try to hammer something out.
TheFounder 7 May, 2024 @ 7:56pm 
could add some code that checks the amount of points within a given time frame that is obtained and if points continue to gather past a set limit then you could code it to stop. just an idea if at all helpful
SkunkPlaysGames  [author] 9 Dec, 2023 @ 10:34pm 
Yes the fluid ideology issue still exists. I would recommend only using this mod for fixed ideologies.
Philadelphus 9 Dec, 2023 @ 12:18pm 
I've experienced the same bug as KemonoAmigo below. Sometimes (not every time, but it's happened at least twice) when I use an inspired conversion, the conversion happens, I get points for my fluid ideoligion...and then both pawn just sit there and I keep gaining points many times per second until I move one or other of the pawns or hit the Stop button. It's like it doesn't quite end the interaction correctly sometimes.

Luckily it doesn't cause any problems (I already had more than enough points playing normally, a few hundred more didn't really mean much), but just thought I'd report it. I love the ability otherwise -- so useful for getting new colonists on board quickly!
SkunkPlaysGames  [author] 23 Aug, 2023 @ 10:25am 
Fixed.
SkunkPlaysGames  [author] 23 Aug, 2023 @ 9:38am 
@Yoann, I'll look into this.
Yoann 23 Aug, 2023 @ 8:02am 
My moral guide lost her inspired conversion by using "Preach health" ability.
KemonoAmigo 30 Mar, 2023 @ 10:04am 
I found a bug. When using this ability and you're playing with a fluid ideoligion, you'll immediately gain hundreds of development points (even masterful rituals only give you like 2 or 3 points).

I also use Easy Conversions, which might affect this mod as well but I'm not sure.
SkunkPlaysGames  [author] 7 Dec, 2022 @ 10:54pm 
Understandable, glad to hear it.
VitaKaninen 7 Dec, 2022 @ 9:38pm 
I guess I misunderstood the way this works. I thought it was like an inspired taming where it just gives you a 100% chance on the next conversion attempt.

I did not try to use any special ability, since this pawn did not have any ideological role assigned to them and I was not looking for a special ability icon. I just had them chat with the prisoner with the "Convert" radio button selected under the prisoner tab.

I tried it again using the ability, and it works as described, thanks.
SkunkPlaysGames  [author] 5 Dec, 2022 @ 2:13am 
Are you talking about the regular conversion ability or did the character get an inspiration and gain the special ability? It doesn't replace the old ability. That still works like normal.
VitaKaninen 5 Dec, 2022 @ 1:36am 
Not working for me. After a conversion attempt, it says the prisoner was unconvinced and their faith was lowered by a small amount like normal.
Yoann 19 Nov, 2022 @ 1:38am 
Thank you again :)
SkunkPlaysGames  [author] 18 Nov, 2022 @ 5:41pm 
Alright, I figured out what Mod Error Checker was whining about. It's been fixed either way.
SkunkPlaysGames  [author] 18 Nov, 2022 @ 3:09pm 
Good point.
Victor 18 Nov, 2022 @ 3:05pm 
Cool idea, might be cool if you added Ideology as a requirement
Yoann 18 Nov, 2022 @ 2:14pm 
Okay, thank you to looked at it. Your mod stays in my modlist for sure!
SkunkPlaysGames  [author] 18 Nov, 2022 @ 2:04pm 
Testing the mod in isolation finds that it is continuing to function normally. I have not seen an issue with the mod in actual use even with a large mod list. I don't know what Mod Error Checker has beef with and I'm disinclined to care, frankly. This mod is 95% extant game code rewritten slightly for the desired outcome and as such I have confidence in its functionality. Mod Error Checker seems to be taking issue with exceptions that could be thrown if other redundancies were not in effect but since they are, throwing an exception in this case is virtually impossible because of factors well outside this mod's purview.

I'd use the mod with confidence.
Yoann 18 Nov, 2022 @ 1:17pm 
Hello, the Mod Error Checker shows me 3 red errors for your mod:
https://gist.github.com/4164469637bd63137c659442438780b5

I hope it's nothing too bad, I was very happy to finally find this mod :D
Sossololpipi 24 Aug, 2022 @ 1:38pm 
bro imagine being so happy you win an argument about fundamental moral principles
ᴯᴱ jucikareal 23 Aug, 2022 @ 1:57pm 
exactly what ive been looking for, cant wait to try it out!
TurtleShroom 20 Aug, 2022 @ 8:54pm 
Man, that must be one heck of persuasion. It certainly fits in the game's canonical depictions of conversations, because words can make you go and kill people in a Mental Break or make you join a Faction.
KemonoAmigo 20 Aug, 2022 @ 7:38am 
Without inspiration:
"Become one of us."
"No, you're all cannibal psychopaths that like to torture people."

With inspiration:
"Become one of us. Or..."
"Okay, okay!"
Latex Santa 20 Aug, 2022 @ 12:25am 
@HappyTrigg Let us not go to Twitter. It is a silly place.
HappyTrigg 20 Aug, 2022 @ 12:20am 
This is what people on Twitter arguing expect to happen. Great mod. 10/10