RimWorld

RimWorld

Keep Converting
103 Comments
frozenjellyfish 16 Sep @ 5:09pm 
This mod allowed converting on an unconscious prisoner when the manual convert button didn't allow it. Is that intended?
jpinard 8 Sep @ 3:09pm 
OMG thank you for this!!!
Linnun  [author] 30 Aug @ 1:50am 
@Mr Clavicus The prisoner convert mechanic is entirely different from the Ideology Convert abiltiy, and this mod only touches the latter.
Maybe you have any Pawn/Ideology/Xenotype modifications that don't allow converting prisoners? Or they are unwaveringly loyal or something like that?
Mr. Clavicus 29 Aug @ 11:23am 
any clue why convert would be missing from my prisoner tabs in one save, but in a new game it's still visible? i'm going through all the conversion mods to try and find something but i'm stumped. been a tremendous pain not being able to convert prisoners
UncleRippu 23 Aug @ 6:07am 
@Linnun IT WAS ENHANCED BELIEFS THIS WHOLE TIME.
it changes certainty so that pawns who reach 0% certainty but arent converted get a mental break. i feel... SO DUMB.
UncleRippu 20 Aug @ 5:05am 
@Linnun My other two conversion mods that I have installed are Wololo and Conversion Staff, but I dunno if one of those would be the issue. I'll try it myself.
Linnun  [author] 19 Aug @ 9:47pm 
@UncleRippu
I tested this mod along Easy Conversions, and found no issue. It would work just as always, except the conversion was a lot stronger and instantly got the progress from 97 to 0 due to the increased convertPowerFactor.
That being said, I have looked into the code for that Easy Conversions mod. Be careful with it. Even though it only tries to change one number, the code recklessly replaces all comps on the abilities Convert and Reassure which easily can lead to conflics with other mods. There is no reason why it should do that.
Linnun  [author] 19 Aug @ 9:41pm 
@Codexvn @ObviouslyEvil
I found time to do a series of tests with alien races now. And I tried it with both of your mentioned custom races as converter and convertee, and I can't reproduce any errors with that. Everything seems to work as intended and I also don't see anything appear in the console
UncleRippu 19 Aug @ 2:19pm 
I do have a few conversion mods, and it *might* be Easier Conversions, I'll try and see if its that one. If not, then I have no clue.
Linnun  [author] 19 Aug @ 1:11pm 
@UncleRippu Sounds like a mod conflict. Can you figure out which one causes this?
UncleRippu 19 Aug @ 8:24am 
Whenever my moral guide converts somebody via this gizmo, the pawn in question not only from zero to... zero instead of getting converted, but they also immediately have a mental break. Its never done this before in 1.5, so I dunno if its a change to converting in base RW or the mod.
ObviouslyEvil 17 Aug @ 9:00pm 
Okay no it was still appearing, I think it may have something to do with non-human races. Both the converter and converted were both non-human so idk if it has something to do with one role being non human or something else.
ObviouslyEvil 17 Aug @ 7:31pm 
@Codexvn I actually just had a similar error, and I was also using the Frosty dragon race mod. This error occurred not long after a conversion was complete. Running the log through ChatGPT, it said it was some sort of conflict with another mod I have, Replimat. Gonna try to see what happens if I disable that mod.
Codexvn 15 Aug @ 12:06am 
@Linnun
Alright, thanks for the update. I couldn’t reproduce the issue last night. I’ll keep playing for a few more days over the weekend, and if the problem still doesn’t occur, it’s possible that it has been fixed (or fixed through defensive programming).
I’m using an alien race — maybe that’s the reason?
https://gtm.steamproxy.vip/workshop/filedetails/?id=3292351432
Linnun  [author] 14 Aug @ 8:38am 
@Codexvn I actually don't know. The error message says some kind of variable in a specific function is null (which roughly means "invalid"). But it does not say which one or how it got invalid. I added some graceful null checks, but there is no guarantee I found the correct one for your specific error, that's why I need your feedback. My best guess so far would be that something corrupted your pawn's Comp, and this update should make the mod gracefully recognize and fix that, however it got into that state. Fingers crossed it helped, otherwise I need to keep looking for what else it might be :)
Codexvn 14 Aug @ 12:07am 
@Linnun Alright, I’ll give it a try tonight. May I ask how this issue was triggered? Was it caused by the spaceship’s flight preventing the compose data from being read?
Linnun  [author] 13 Aug @ 4:57pm 
UPDATE:
- Added some null checks to avoid errors



@Codexvn Please let me know if this covers your error :)
Codexvn 11 Aug @ 9:09am 
I found that every time I reload a save, this error occurs:

https://pastebin.com/CdYGwZgY
DragonZephyr 10 Aug @ 5:38pm 
Yeah i've not tried that but when you are converting prisoners you can choose the target ideology. Maybe something like that could work or just checking if you happen to have the moral leader for an ideology. Maybe thats too much effort though
-=GoW=-Dennis 9 Aug @ 5:26am 
I guess that is the case for multi-ideology colonies, yeh. I never play that, hence there is only one ideology and colonist that has access to the convert feature.
Linnun  [author] 9 Aug @ 2:29am 
@-=GoW=-Dennis
I like the idea. On the other hand it would probably cause some weird conflicts if you have 2 pawns of different ideologies battle it out with constantly auto-converting each other 🤔
海绵宝宝不好了 8 Aug @ 10:57pm 
Fantastic mod, it should be vanilla
-=GoW=-Dennis 6 Aug @ 1:07pm 
Would it be possible to have a setting for it to automatically choose a target from any pawns not following the ideology?
Skullywag 17 Jul @ 1:52pm 
Ive got a high mate moral guide whos refusing to auto convert a fellow colonist, he was fine doing it to prisoners, cant see any errors or anything and i can manually do it still, no bigee just thought it weird.
Ms Adequate 17 Jul @ 12:39pm 
God's own utility mod. o7
VitaKaninen 16 Jul @ 4:22pm 
Thanks!
Linnun  [author] 16 Jul @ 4:21pm 
UPDATE:
- Pawns should no longer path through danger to auto-convert their target
- Added missing check for allowed area
Linnun  [author] 16 Jul @ 3:43pm 
@Iteration Zero
Thank you for that report. I will look into that!
Fedral 16 Jul @ 10:59am 
This is one of the greatest quality of life mods ever made. I got sick and tired of keeping track of reset times on conversion. Thanks so much for your wonderful work.
Iteration Zero 15 Jul @ 4:28am 
Letting you know that it seems to defy assigned areas. which I don't normally mind.. until my suit-less moral guide sprints into space to convert someone, and predictably, dies immediately and painfully.
REFUNDED YOU 14 Jul @ 12:37pm 
1 thank you
Vanasonic 14 Jul @ 8:07am 
I kneel.
Bradical Terrorist 12 Jul @ 10:48am 
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Vesparian 12 Jul @ 10:41am 
An eighth of a million thanks
Bosh 12 Jul @ 2:18am 
a quarter of a million thanks
Lee Townage 11 Jul @ 10:43am 
half a million thanks
Trekkie Jonny 4 Jul @ 5:25pm 
A million thank yous
Shazza 4 Jul @ 7:09am 
Massive W for QoL, I was running into this exact issue today with a very stubborn new recruit who was taking literal months to convert (and I didn't wanna spend the shard to Wipe them)!
CanAdam420 4 Jul @ 3:23am 
Hello, love the mod. Was wondering if it would it be possible to have an indicator for unconverted pawns? Either way, awesome mod.Thanks.
Pooh 2 Jul @ 12:08am 
This is such a good QoL idea... Thanks!
Linnun  [author] 27 Jun @ 11:04pm 
UPDATE:
- Fixed an issue where mod modifications to meme requirements of ideology abilities could lead to unexpected behavior.

This fix is applied to 1.5 and 1.6. It might be the last update for 1.5.


@yrthrtu @isiarca I think I finally managed to reproduce your issue, and was able to solve it. Please test and report back :)
Stupid Sexy Rat 24 Jun @ 4:35pm 
so maybe those with this issue can try to run just Auto Convert and the required mods for VIE Memes and Structures and see if it is still broken
Stupid Sexy Rat 24 Jun @ 4:33pm 
the mod that adds Exalted Priesthood is Vanilla Ideology Expanded - Memes and Structures, mind i dont use this mod, i just prefer to imprison and auto convert that way, but id thought it would would help isolate the issue if everyone knew what mod added Exalted Priesthood
isiarca 20 Jun @ 5:17pm 
I've also experienced the bug ythrtu reported. That said, I use hundreds of mods, so the possibility that the bug is caused by interactions between several mods in conjunction can't be ruled out.
Linnun  [author] 18 Jun @ 5:28am 
@yrthrtu I can not reproduce that issue. In testing my ideology leaders don't have the ability to Convert or Keep Converting. They also don't randomly try to convert anyone. There must be some other mod that you use which causes this conflict. It would be great if you could narrow it down to which other mod causes that problem.
ythrtu 15 Jun @ 4:46am 
if you have exalted priesthood, it work fine , but if not , the leader still can convert and have no cooldown
Linnun  [author] 15 Jun @ 2:23am 
@yrhrtu Do you mean Exhaulted Priesthood in particular? I tested with that one specifically and it works as intended for me. If you can figure out which other mod might cause the conflict for you, I'll gladly look into making a compatibility patch.
ythrtu 14 Jun @ 8:53am 
conflict with vanilla ideology expanded, the leader can convert pawn without cooldown.
t0m4s1t0 14 Jun @ 12:11am 
I just tested it and it cools down perfectly, must be a mod conflict.
sewercat 13 Jun @ 1:55pm 
Looks like there still isn't a cooldown on conversion