RimWorld

RimWorld

Losing The Faith
24 Comments
lean311200 25 Feb @ 11:54am 
man 60.989 KB is too much for me to download
Dizzy Ioeuy 22 Jan @ 4:08pm 
Yeah the size of your compile was so tiny it made me wonder. Anyway, great stuff! FINALLY this part of the game feels balanced.
Espio Idsavant  [author] 22 Jan @ 4:06pm 
@Dizzy Ioeuy The change rate is hardcoded into the code. Fortunately, since its stored as a simplecurve, its literally a single line of code to change it.
Dizzy Ioeuy 19 Jan @ 11:13am 
Wow exactly what I needed! THANKS!

Curious if there was any possible way to do this just as XML. C# was actually required? These variables aren't exposed anywhere?
Gerewoatle 3 Apr, 2024 @ 9:58pm 
Is this compatible with the newly reworked Splits and Schisms?
Katieclysm 23 Jan, 2024 @ 5:19am 
This is nifty, but also has the weird add-on effect of making mods like prison commons or prison recreation be notably counterproductive. Every prisoner should just be thrown in a dirty dark hole.
Narnach 28 Dec, 2023 @ 7:59am 
This mod provides the missing component that makes pawns naturally lose faith when they are in an environment that makes them miserable!

@Tonas' idea: the boost/decrease to happiness that rituals give, will have its own subtle effect on certainty. For me it already blends in. Pawns unhappy and losing faith? Then a great party can boost morale and certainty, but if the party is miserable then it only amplifies the downward spiral as expected.
Kenhan 27 Nov, 2023 @ 6:45pm 
I really like the idea of the mod, and as everyone said, should be a thing in Ideology!

A small suggestion that would be nice is to have a trait that pawns never lose faith, like a fanatic.
wakamex 13 Nov, 2023 @ 7:51am 
this is how the game should actually work. not 10x mental breaks in a row because your ideology forbids doing something everyone in the colony does.
Espio Idsavant  [author] 11 Nov, 2023 @ 2:39pm 
@Tonas That would be a much more complex change, requiring rewriting the function the game executes for ritual outcomes. While possible with Harmony, I can't see myself tackling that mountain at this time, and it would definitely be a separate mod.
Tonas 3 Nov, 2023 @ 10:47am 
Can you make it so rituals also increase/decrease the certainty of its followers (depending on quality), with colonists from other ideologies undergoing the opposite change?

For instance, if a ritual has Terrible quality, all followers will suffer a 6% decrease in certainty, while colonists with different ideologies gain 6% certainty on theirs.
苍白而蔷薇 26 Aug, 2023 @ 9:55pm 
That's good, I've been worried about this before and didn't use it. Now I can use it with peace of mind
Espio Idsavant  [author] 26 Aug, 2023 @ 10:10am 
@苍白而蔷薇 It will stay at zero percent certainty until a conversion attempt is made (will change to target), or the pawn experiences a crisis of faith mental break (random ideo).
The Blind One 23 Aug, 2023 @ 5:55pm 
Based
洋流 7 Aug, 2023 @ 9:58pm 
This is exactly how it should work at the first time i play the Ideology
苍白而蔷薇 7 Aug, 2023 @ 9:38pm 
I have a question. In the original game, when this value drops to 0, it will immediately cause a random change. If the player colonizer has not had time to change, will it become a random change?(machine translation)
Nishe 6 Aug, 2023 @ 4:56pm 
How it should've worked in the first place. Pawn conversion in vanilla ideology is so stupidly rigid and unorganic with how active, constant use of the conversion power/rituals is the only way people ever get flipped.
Kaschey 6 Aug, 2023 @ 2:45pm 
That's literally exactly what I wanted for the DLC! Thank you so much :D
Swiggy 5 Aug, 2023 @ 9:12pm 
That's me in the corner. That's me in the spotlight.
SimplePhysics 5 Aug, 2023 @ 10:45am 
This needs to be fixed in the DLC, thank you sooo much!
Eruzhar 5 Aug, 2023 @ 3:02am 
It could link not to mood level, but to mood relative to the specific pawn threshold.

I recon it might make the mod heavier if somehow this is done, as this would be a dynamic, per pawn calculation.
Katieclysm 4 Aug, 2023 @ 12:05pm 
No idea why it doesn't work this way already
Lord Cameron 3 Aug, 2023 @ 8:07pm 
I thought this was how it already worked! Subscribing right away.
Faust 3 Aug, 2023 @ 5:55am 
Sounds like a solid QoL plus mod. Many thanks!