Ludeon Forums

RimWorld => Releases => Mods => Outdated => Topic started by: 1000101 on August 02, 2016, 01:06:28 AM

Title: [A14] Pastafarianism v3 (15/08/2016)
Post by: 1000101 on August 02, 2016, 01:06:28 AM
(http://www.screenbin.org/shots/b06851459ebaba59cd0d075f8995b8f8.jpg)

Our Pasta

Our Pasta, who "Arghh" in heaven, Swallowed be thy shame. Thy Midgit come. Thy Sauce be yum, On top some grated Parmesan. Give us this day our garlic bread. And give us our cutlasses, As we swashbuckle, splice the main-brace and cuss. And lead us into temptation, But deliver us some Pizza. For thine are Meatballs, and the beer, and the strippers, for ever and ever. RAmen.





(http://www.screenbin.org/shots/a6e0b85ba871667d135b8614f0c6db6f.jpg)
A nice temple for the colonists

(http://www.screenbin.org/shots/b41deffae2bf3957b22dcacd6dd8b96f.jpg)
Don your colander and pray to the mighty FSM!




This mod requires Community Core Library (https://ludeon.com/forums/index.php?topic=16599.0) v0.14.2 or later for ThinkTree injection points




This mod shows off a basic proof of concept for adding a religion framework to the game (to be expanded on and made modder friendly later).  Currently, it's a silly little mod made after a short conversation in the RimWorld Modding Slack.

This mod adds a new need - Pastafarianism - for your colonists and depending on the average colony level two different incidents can occur.  If the average need is low then the Flying Spaghetti Monster may downgrade some of your meals one level (lavish->fine->simple->paste) and if the colony average is high, then the FSM may upgrade some of your meals one level (paste->simple->fine->lavish).

Colonists also have thoughts based on the their "Pastafarianism need" ranging from a -10 mood debuff to a +10 mood buff.

The need is prioritized and balanced against the other needs so your colonists aren't starved for any single need and will take the appropriate actions at the appropriate times to fulfill them.  Right now the Pastafarianism need can only be filled when the colonist is allowed to to joy activities.  I may add special scheduling for this later but currently it works well and I feel it fits in with the joy scheduling.  That being said, this need is completely independent of joy and the only overlap is the scheduling.

To increase a colonists Pastafarianism meter build a totem for them to pray at.  If you have colanders for your colonists, they will put one on (stashing their current hat in their inventory) before praying which will double the effectiveness of their prayers.  Once done praying they will drop the colander and put their hat back on (and remember whether it was forced or not).



THIS MOD IS SILLY AND NOTHING ELSE!  IT IS ONLY A PROOF OF CONCEPT!



Credits:
Code: 1000101
Colander: 3dgrunge
Small Totem: Shinzy
Large Totem: Interwebs




changelog:
v3 (15/08/2016):
+ Pastafarianism need doesn't go down when a pawn is in bed
+ Mod now makes use of CCL's ThinkTreeDef injection points, specifically for needs so it doesn't completely overwrite the sub-trees
+ Prisoners can properly fill their Pastafarianism need as long as there is a totem in their prison
+ Small bugs fixed which would cause null reference errors for prisoners
+ Totems are "socially proper", colonists won't use totems in prisons and prisoners won't try to use totems outside of prisons

v2 (03/08/2016):
+ Changes the ThinkTree to PreMain and uses a need priority sorter to balance the need with other needs and work jobs
+ Adds a room role for "temples"
+ Adds thoughts similar to the joy need thoughts to give a more immediate incentive to dealing with the need
+ Fixes a save/load bug regarding stashing hats (everything worked but apparently equiping apparel from inventory doesn't remove it from the inventory)
+ Tweaks the incidents weights for the average colony need as well as doubling the weight for "very high" (>90%) and "very low" (<10%)
+ Added the graphics for shinzy's small totem which I forgot to in the original release

v1 (31/07/2016):
+ First release showing a silly proof-of-concept mod for religion





Mods used in screenshots:

Note:  The above mods are mentioned only because they are depicted in the screenshots.

[attachment deleted by admin - too old]
Title: Re: [A14] Pastafarianism
Post by: kaptain_kavern on August 02, 2016, 01:11:28 AM
Can wait to try this :p
Title: Re: [A14] Pastafarianism
Post by: mrofa on August 02, 2016, 03:39:18 AM
Ahh now i can do a holy inquisition of my colony xD
Title: Re: [A14] Pastafarianism
Post by: harpo99999 on August 02, 2016, 06:01:14 AM
ah vant a pizza da lasangia pie
Title: Re: [A14] Pastafarianism
Post by: branch? on August 02, 2016, 04:27:32 PM
Maybe you should create a non-silly version where it's a sort of futuristic religion? A few texture changes and name changes and this could be fleshed out to be a realistic religion system for the colony which would influence the game in ways ranging minimal to drastic - like increased chances of good events or raids depending on devotion.
Title: Re: [A14] Pastafarianism
Post by: Shinzy on August 02, 2016, 04:31:14 PM
Quote from: Glitterworld Plant-Boy on August 02, 2016, 04:27:32 PM
Maybe you should create a non-silly version where it's a sort of futuristic religion? A few texture changes and name changes and this could be fleshed out to be a realistic religion system for the colony which would influence the game in ways ranging minimal to drastic - like increased chances of good events or raids depending on devotion.

This sounds like heresy :P
Title: Re: [A14] Pastafarianism
Post by: 1000101 on August 03, 2016, 04:07:52 AM
Quote from: Glitterworld Plant-Boy on August 02, 2016, 04:27:32 PM
Maybe you should create a non-silly version where it's a sort of futuristic religion? A few texture changes and name changes and this could be fleshed out to be a realistic religion system for the colony which would influence the game in ways ranging minimal to drastic - like increased chances of good events or raids depending on devotion.

I will probably refactor the code to be more of a religion framework with Pastafarianism serving as a simple example.

Also, tomorrow I will be uploading an update (the modders in Slack are playing with it tonight) which fixes a few things and improves some of the AI logic regarding fulfilling the need.

Some screenies attached.

Edit:  Screenshots removed, added to OP.
Title: Re: [A14] Pastafarianism
Post by: 1000101 on August 03, 2016, 02:05:45 PM
v2 Update

Mod updated to fix a small load-save bug with stashing hats as well as the need fulfilment.

This update is note likely to be save friendly as it changes the ThinkTree.  You can try but I don't guaruntee success.

OP updated to include a changelog of all changes.
Title: Re: [A14] Pastafarianism v2 (03/08/2016)
Post by: Listen1 on August 03, 2016, 02:28:49 PM
This is ridiculous. I love it.

Can someone mod the DevilSheep?
Title: Re: [A14] Pastafarianism v2 (03/08/2016)
Post by: tehchanman on August 03, 2016, 08:48:49 PM
thats so cool, cant wait to try this. the false prophet
Title: Re: [A14] Pastafarianism v2 (03/08/2016)
Post by: LadyAth on August 05, 2016, 11:01:23 AM
OOOHHHHHH Any chance of an elder god version???  At the rate my colonists go berserk they have clearly fallen into madness already.  It just needs to be official!  :)
Title: Re: [A14] Pastafarianism v2 (03/08/2016)
Post by: 1000101 on August 05, 2016, 11:45:41 AM
Once to redo this as a framework, you can add any religion and religious paraphernalia that you want.  ;)
Title: Re: [A14] Pastafarianism v2 (03/08/2016)
Post by: Neen on August 05, 2016, 01:17:25 PM
So much fun stuff can result from this. Can't wait for shoggoths.
Title: Re: [A14] Pastafarianism v2 (03/08/2016)
Post by: LadyAth on August 05, 2016, 01:50:11 PM
Thinking about my dark colony of psychopathic cannibals serving ancient creatures of the beyond has me far more excited than is healthy...  \0/
Title: Re: [A14] Pastafarianism v2 (03/08/2016)
Post by: kaptain_kavern on August 05, 2016, 01:53:37 PM
(https://t0.gstatic.com/images?q=tbn:ANd9GcQtkYjuNhGSPE9reUZUJqc76_RWlu3FWp1V7ceMpRNtuByGmBSDCGLMdpo) (http://lmgtfy.com/?q=cthulhu)
Title: Re: [A14] Pastafarianism v2 (03/08/2016)
Post by: Dante King on August 05, 2016, 02:24:24 PM
Brilliant, nothing will ever go wrong with Cthulhu  as pres
Title: Re: [A14] Pastafarianism v2 (03/08/2016)
Post by: LadyAth on August 07, 2016, 01:29:37 AM
Any chance of uploading to the Steam Workshop?
Title: Re: [A14] Pastafarianism v2 (03/08/2016)
Post by: ithikari on August 07, 2016, 02:48:55 AM
I love the idea of religion needs in game. Would love to so more types of religions and cults killing people because they don't believe in their religion.

Also, does this mean we can fuck Colanders now?
Title: Re: [A14] Pastafarianism v2 (03/08/2016)
Post by: 1000101 on August 07, 2016, 04:10:46 AM
Quote from: ithikari on August 07, 2016, 02:48:55 AMAlso, does this mean we can fuck Colanders now?

wut?
Title: Re: [A14] Pastafarianism v2 (03/08/2016)
Post by: ithikari on August 07, 2016, 04:13:07 AM
Quote from: 1000101 on August 07, 2016, 04:10:46 AM
Quote from: ithikari on August 07, 2016, 02:48:55 AMAlso, does this mean we can fuck Colanders now?

wut?

Does this mean we can fuck Colanders now?
Title: Re: [A14] Pastafarianism v2 (03/08/2016)
Post by: 1000101 on August 07, 2016, 06:13:16 AM
Yeah, I can read.  The issue is I don't what you are talking about.  Why would you be able to fornicate with a colander?  That has nothing to do with Pastafarianism and only your personal fetish.
Title: Re: [A14] Pastafarianism v2 (03/08/2016)
Post by: MarcTheMerc on August 07, 2016, 01:05:09 PM
I have modified a version just for myself which is for the void gods to be a little more lore friendly and was wondering if you were interested in a copy? its mainly just renaming and some bad replacement textures.
Title: Re: [A14] Pastafarianism v2 (03/08/2016)
Post by: 1000101 on August 07, 2016, 02:39:35 PM
@MarcTheMerc

I've got a more updated version of this, actually.  It resolves a small issue with prisoners going bonkers because they can't fill their pasta need as well as some code related issues for allowing prisoners to fill their pasta need.

I'll be doing a more relaxed framework for this soon but feel free to attach your Void Gods version to a post for people to try.  :)
Title: Re: [A14] Pastafarianism v2 (03/08/2016)
Post by: MarcTheMerc on August 07, 2016, 03:00:35 PM
Quote from: 1000101 on August 07, 2016, 02:39:35 PM
@MarcTheMerc

I've got a more updated version of this, actually.  It resolves a small issue with prisoners going bonkers because they can't fill their pasta need as well as some code related issues for allowing prisoners to fill their pasta need.

I'll be doing a more relaxed framework for this soon but feel free to attach your Void Gods version to a post for people to try.  :)

Will do but to all who download be where its lacking alot of polish and the textures are bad temporary but can be replaced. There may also be some discrepancys.

[attachment deleted by admin - too old]
Title: Re: [A14] Pastafarianism v2 (03/08/2016)
Post by: Lexmechanic on August 08, 2016, 03:31:10 PM
A few ideas for if/when you expand this:
Have each religion be a trait attached to a pawn. Some have religion, some don't, and beliefs vary. The traits would affect socializing - believers of rival religions may not get along, believers in the same or friendly religions will do well together. Pawns may convert when socializing with others, altering any existing religion trait - this may be more likely with lovers or spouses.

It would be interesting to see how this sort of scenario plays out. Providing various shrines for diverse beliefs; seeing conflicts, reconciliation, and realignments occurring throughout a colony! Ah, but what do you think?
Title: Re: [A14] Pastafarianism v2 (03/08/2016)
Post by: Dansh on August 10, 2016, 04:00:44 PM
Guyz, does this have a download link or it's only a concept? I cant seem to find it, either I'm dumb, or it's not there :/. Please help

Edit1: I literally made an account just now to ask this question and I instantly find the link, like, fmlllll. Either I'm that flipin dumb or the link doesn't show up if you aren't logged. Sorry, tho I bumped this amazing mod, so I shall call this still a win :3
Title: Re: [A14] Pastafarianism v2 (03/08/2016)
Post by: BaconBits on August 10, 2016, 04:16:56 PM
Quote from: Dansh on August 10, 2016, 04:00:44 PM
Guyz, does this have a download link or it's only a concept? I cant seem to find it, either I'm dumb, or it's not there :/. Please help

Edit1: I literally made an account just now to ask this question and I instantly find the link, like, fmlllll. Either I'm that flipin dumb or the link doesn't show up if you aren't logged. Sorry, tho I bumped this amazing mod, so I shall call this still a win :3

If you havn't found it yet. It's on the bottom of the main post before the first comment. It's small so look closely.
Title: Re: [A14] Pastafarianism v2 (03/08/2016)
Post by: kaptain_kavern on August 10, 2016, 04:46:48 PM
No but Dansh he's right, IIRC attachments only appears for logged peoples
Title: Re: [A14] Pastafarianism v3 (15/08/2016)
Post by: 1000101 on August 15, 2016, 05:18:09 PM
v3 Update

This mod fixes some issues, improves compatibility as well makes the FSM more forgiving.

v3 (15/08/2016):

The mod is now dependant on CCL for CCLs additional ThinkTree injection points.
Title: Re: [A14] Pastafarianism v3 (15/08/2016)
Post by: JT on August 17, 2016, 03:33:22 AM
I've been sort of watching this one from the sidelines because, well, come on ;-), but I'm eagerly looking forward to it when it turns full framework.

Is there a way to restrict these needs solely to Religious and Fanatic pawns, and/or with any other whitelisted traits?  It would make the mod less generally applicable for small colonies (which are de facto for the game, sadly) but would also balance out the perks of those traits.  But mostly for the roleplayz!
Title: Re: [A14] Pastafarianism v3 (15/08/2016)
Post by: 1000101 on August 17, 2016, 04:11:35 AM
I have been thinking about how to work traits (and degrees of) into the system to control whether the pawn has a religious need or not and what religion.
Title: Re: [A14] Pastafarianism v2 (03/08/2016)
Post by: Nictis on August 21, 2016, 02:51:19 AM
Quote from: ithikari on August 07, 2016, 04:13:07 AM
Quote from: 1000101 on August 07, 2016, 04:10:46 AM
Quote from: ithikari on August 07, 2016, 02:48:55 AMAlso, does this mean we can fuck Colanders now?

wut?

Does this mean we can fuck Colanders now?
Is this the only question you leave? "Can we fuck it?"
Title: Re: [A14] Pastafarianism v3 (15/08/2016)
Post by: Exortus on May 26, 2017, 10:07:27 AM
Is it still possible to download this mod?
Title: Re: [A14] Pastafarianism v3 (15/08/2016)
Post by: SneakyPeeky on August 31, 2017, 12:13:10 PM
Ah yeah... may the one and only true god be praised.