RimWorld

RimWorld

Custom Ritual Framework
Showing 11-20 of 37 entries
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Update: 25 Aug, 2021 @ 7:15am

Resurrection ritual removed, will be put in Sample Rituals https://steamproxy.com/sharedfiles/filedetails/?id=2579343852

Update: 24 Aug, 2021 @ 12:32pm

- RitualObligationTargetWorker_CustomGrave now available. At the moment only allows graves to be specified but otherwise works like RitualObligationTargetWorker_Custom

Update: 21 Aug, 2021 @ 5:30pm

[Auto-generated text]: Update on 8/21/2021 8:30:35 PM.

Update: 19 Aug, 2021 @ 11:08am

[Auto-generated text]: Update on 8/19/2021 2:08:00 PM.

Update: 19 Aug, 2021 @ 10:49am

- certainty, suppression, willReduction, and resistanceReduction available for outcomes. willReduction is an absolute value, while the others are floats with 1.0f = 100%. Certainty will reduce certainty in other Ideoligions and increase certainty in matching Ideoligions for anyone participating. Suppression offsets slave supression levels for any slave participating.
- New classes and triggers for rituals involving bringing Things to a ritual site as an offering. There are still a few issues, but I decided to upload this so others can help test more easily.
- Incidents have a "useStoryteller" option in the IncidentParmsCustom class that will get parms using the storyteller, so that you don't have to specify a lot of them.

Update: 15 Aug, 2021 @ 6:05am

[Auto-generated text]: Update on 8/15/2021 9:05:33 AM.

Update: 14 Aug, 2021 @ 1:05pm

- fixed an issue in obligationtrigger_event
- new StageEndTrigger, StageEndTrigger_ThingNotPresent to skip a stage if at least one of a specified list of Thing defNames isn't within a specified distance of the ritual site. You can use multiple nodes to do an "and" operation on this.
- new JobGiver, JobGiver_MusicianPlayInstrument that also takes a list of Thing defNames (which must be instruments) and a distance to look. This makes it somewhat generic

Update: 13 Aug, 2021 @ 4:38pm

Reduced the chance for example rituals to be randomly generated, and also made them obey precept limits.

Update: 13 Aug, 2021 @ 12:54pm

Harvest rituals should no longer be causing raids. ...sorry about that one.

Update: 13 Aug, 2021 @ 11:58am

Fixed an issue with RitualObligationTrigger_Events not firing after reloading. Unfortunately this probably can't be fixed for currently saved games unless you edit your save file by adding the eventDefName to the trigger in the save, like this:

<li Class="TPRitualAttachableOutcomes.RitualObligationTrigger_Event">
<eventDefName>RaidEnemy</eventDefName>
</li>