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Author Topic: [A14] Pastafarianism v3 (15/08/2016)  (Read 17864 times)

1000101

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[A14] Pastafarianism v3 (15/08/2016)
« on: August 02, 2016, 01:06:28 AM »



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.




A nice temple for the colonists


Don your colander and pray to the mighty FSM!



This mod requires Community Core Library 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:
Code: [Select]
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]
« Last Edit: August 15, 2016, 05:12:33 PM by 1000101 »
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kaptain_kavern

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Re: [A14] Pastafarianism
« Reply #1 on: August 02, 2016, 01:11:28 AM »

Can wait to try this :p

mrofa

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Re: [A14] Pastafarianism
« Reply #2 on: August 02, 2016, 03:39:18 AM »

Ahh now i can do a holy inquisition of my colony xD
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harpo99999

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Re: [A14] Pastafarianism
« Reply #3 on: August 02, 2016, 06:01:14 AM »

ah vant a pizza da lasangia pie
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branch?

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Re: [A14] Pastafarianism
« Reply #4 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.
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Shinzy

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Re: [A14] Pastafarianism
« Reply #5 on: August 02, 2016, 04:31:14 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
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1000101

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Re: [A14] Pastafarianism
« Reply #6 on: August 03, 2016, 04:07:52 AM »

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.
« Last Edit: August 03, 2016, 02:06:23 PM by 1000101 »
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1000101

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Re: [A14] Pastafarianism
« Reply #7 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.
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Listen1

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Re: [A14] Pastafarianism v2 (03/08/2016)
« Reply #8 on: August 03, 2016, 02:28:49 PM »

This is ridiculous. I love it.

Can someone mod the DevilSheep?

tehchanman

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Re: [A14] Pastafarianism v2 (03/08/2016)
« Reply #9 on: August 03, 2016, 08:48:49 PM »

thats so cool, cant wait to try this. the false prophet
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LadyAth

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Re: [A14] Pastafarianism v2 (03/08/2016)
« Reply #10 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!  :)
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1000101

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Re: [A14] Pastafarianism v2 (03/08/2016)
« Reply #11 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.  ;)
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Neen

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Re: [A14] Pastafarianism v2 (03/08/2016)
« Reply #12 on: August 05, 2016, 01:17:25 PM »

So much fun stuff can result from this. Can't wait for shoggoths.
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LadyAth

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Re: [A14] Pastafarianism v2 (03/08/2016)
« Reply #13 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/
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kaptain_kavern

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Re: [A14] Pastafarianism v2 (03/08/2016)
« Reply #14 on: August 05, 2016, 01:53:37 PM »

« Last Edit: August 05, 2016, 01:57:53 PM by kaptain_kavern »
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