[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"mod-allied-ideologies":3,"mods-more-author-allied-ideologies":29,"mods-more-category-allied-ideologies":30,"mods-similar-allied-ideologies":91},{"id":4,"slug":5,"name":6,"shortDescription":7,"author":8,"workshopUrl":9,"imageKey":10,"thumbnailUrl":11,"packageId":12,"category":13,"tags":14,"downloadCount":17,"rating":18,"publishedAt":19,"updatedAt":20,"description":21,"ratingCount":22,"version":10,"gameVersion":10,"images":23,"videos":27,"kofiUrl":28,"patreonUrl":28},"28515b79-f291-4123-b15f-132c329e5009","allied-ideologies","Allied Ideologies","Ever wanted to roleplay a colony with two different ideologies that don't constantly try to convert each other?","HeartRay","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=3768592866","","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F16578669195686131853\u002F8783B26D7F3BED968230AFC22EB18C6D96D5A11C\u002F","heartray.alliedideologies","management",[15,16],"mod","1.6",293,4.9,"2026-07-20T18:56:07.0000000Z","2026-07-28T09:41:23.0000000Z","\u003Cp>\u003Cem>Ever wanted to roleplay a colony with two different ideologies that don't constantly try to convert each other? Dreamed of building a society, where one ideology leads and the other willingly follows?\u003C\u002Fem>\r\u003Cbr>\r\u003Cbr>\u003Cstrong>Allied Ideologies\u003C\u002Fstrong> makes it possible.\r\u003Cbr>\r\u003Cbr>\u003Ch2>About\u003C\u002Fh2> \r\u003Cbr>Allied Ideologies lets you declare a truce — or a hierarchy — between any two ideoligions in your colony. Pick two ideoligions, mark them Allied, and choose whether they're equals or one is Dominant over the other. Every ideoligion not part of a declared pair behaves exactly as in vanilla.\r\u003Cbr>\r\u003Cbr>What changes between an allied pair:\r\u003Cbr>\u003Cul>\u003Cli>Passive conversion between the two is disabled, in both directions.\u003C\u002Fli>\u003Cli>Ideoligion-based social conflicts between their pawns are suppressed.\u003C\u002Fli>\u003Cli>Attending each other's rituals is mood-neutral — no bigotry penalty.\u003C\u002Fli>\u003Cli>The vanilla \"different ideoligion\" opinion penalty between them is removed.\u003C\u002Fli>\u003C\u002Ful>\r\u003Cbr>\r\u003Cbr>If one is set Dominant over the other, on top of the above:\r\u003Cbr>\u003Cul>\u003Cli>The Subordinate ideoligion's pawns get a mood bonus when the colony leader is Dominant, and a penalty when the leader is their own (Subordinate) ideoligion or an unrelated third one.\u003C\u002Fli>\u003Cli>The Dominant ideoligion's pawns get a mood penalty if the leader is Subordinate.\u003C\u002Fli>\u003Cli>Sharing a room with the other ideoligion's altar gives Dominant pawns a penalty and Subordinate pawns a bonus.\u003C\u002Fli>\u003C\u002Ful>\r\u003Cbr>\r\u003Cbr>\u003Cem>Optionally you can change mood buffs and debuffs values via mod settings menu.\u003C\u002Fem>\r\u003Cbr>\r\u003Cbr>\u003Ch2>How to use\u003C\u002Fh2>\r\u003Cbr>1. Start or load game — the button appears on the Ideoligion tab in the top-right corner.\r\u003Cbr>2. Click it to open the Allied Ideologies window.\r\u003Cbr>3. Pick two ideoligions from the drop-downs, check Enabled, and choose their relationship: Equal, or one of them Dominant.\r\u003Cbr>4. Repeat for as many pairs as you want — one ideoligion can be part of several independent alliances at once.\r\u003Cbr>\r\u003Cbr>That's it — no restart needed, changes apply immediately.\r\u003Cbr>\r\u003Cbr>\u003Cem> You can edit or remove pairs at any time.\u003C\u002Fem>\r\u003Cbr>\r\u003Cbr>\u003Ch2>Compatibility\u003C\u002Fh2>\r\u003Cbr>\u003Cul>\u003Cli>Should be compatible with most save games and mod lists.\u003C\u002Fli>\u003Cli>Works via targeted Harmony patches on vanilla ideoligion systems: conversion attempts, ritual-attendance history, the \"different ideoligion\" diversity thought, leader resentment, altar sharing, and style dominance. Mods that heavily rewrite these same systems may conflict — if you see unexpected mood behavior, check for overlaps there first.\u003C\u002Fli>\u003C\u002Ful>\r\u003Cbr>\r\u003Cbr>\u003Ch2>Performance\u003C\u002Fh2>\r\u003Cbr>\u003Cstrong>Negligible impact.\u003C\u002Fstrong> The mod adds no per-tick processing. It only hooks into existing game events: conversion attempts, ritual history events, and periodic mood\u002Fthought recalculations. For pawns outside configured ideoligion pairs, each check is a handful of cheap comparisons against a short in-memory list.\r\u003Cbr>\r\u003Cbr>\u003Ch2>FAQ\u003C\u002Fh2>\r\u003Cbr>\u003Cstrong>Q: Can I add this mod to an existing save?\u003C\u002Fstrong>\r\u003Cbr>A: Yes. With no alliance pairs configured, the mod has zero effect — it's safe to drop into any ongoing save. Just open the Ideoligion tab afterward and set up your pairs when you're ready.\r\u003Cbr>\r\u003Cbr>\u003Cstrong>Q: Can I remove this mod from an existing save?\u003C\u002Fstrong>\r\u003Cbr>A: It's safe to remove. The first time you load a save, you'll see one harmless error in console about a missing component type — that's expected, RimWorld just can't find the mod's data class anymore. It doesn't affect the load, and any custom mood effects the mod added simply stop applying from that point on.\r\u003Cbr>\r\u003Cbr>\u003Cstrong>Q: Does this affect prisoners conversion?\u003C\u002Fstrong>\r\u003Cbr>A: No. Converting prisoners is entirely up to you through the normal recruitment flow— this mod only touches passive, automatic conversion between colonists from allied ideologies.\r\u003Cbr>\r\u003Cbr>\u003Cstrong>Q: Does this create or modify ideologies themselves?\u003C\u002Fstrong>\r\u003Cbr>A: No — it doesn't touch precepts, memes, or how ideologies are created. It only changes how two existing ideologies treat each other.\r\u003Cbr>\r\u003Cbr>\u003Ch2>Links\u003C\u002Fh2>\r\u003Cbr>\u003Ca href=\"https:\u002F\u002Fgithub.com\u002FHearRay\u002Frimworld-allied-ideologies\" target=\"_blank\" rel=\"noopener noreferrer\"> Github \u003C\u002Fa>\r\u003Cbr>\u003Ca href=\"https:\u002F\u002Fko-fi.com\u002Fheartray\" target=\"_blank\" rel=\"noopener noreferrer\"> \u003Cimg src=\"https:\u002F\u002Fi.imgur.com\u002F1ehkiJv.png\" alt=\"\" loading=\"lazy\">\u003C\u002Fa>\u003C\u002Fp>",162,[24,25,26],"https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F13061675490703824862\u002F8783B26D7F3BED968230AFC22EB18C6D96D5A11C\u002F","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F13658508983614530633\u002FEB6C5EF3BFDEE2602A1BF2E647E27C0D9B8A1829\u002F","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F12728843649488469930\u002F311C3AC54F518CDE51B58E003E1EF62F80563447\u002F",[],null,[],[31,50,65,78],{"id":32,"slug":33,"name":34,"shortDescription":35,"author":36,"workshopUrl":37,"imageKey":10,"thumbnailUrl":38,"packageId":39,"category":13,"tags":40,"downloadCount":46,"rating":47,"publishedAt":48,"updatedAt":49},"66029291-97e1-4a29-943c-5ed35f3dbbf9","wall-light","Wall Light","As of update 1.5, Rimworld now contains wall lamps that serve the same purpose that this mod served for many, many years. So, what does this do now? Adds wall sun lamps. Lets you configure the vanilla wall lamps (and the added wall sun lamps) like you could with the old wall ligh","76561197974772219","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=1423699208","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F2470859602987524086\u002F3A138ADCA16713DB6E5A160D655D391E3C5C6B7D\u002F","murmur.walllight",[15,41,42,43,44,45],"1.1","1.2","1.5","1.4","1.3",1818868,5,"2018-06-26T22:46:07.0000000Z","2024-04-18T18:59:22.0000000Z",{"id":51,"slug":52,"name":53,"shortDescription":54,"author":55,"workshopUrl":56,"imageKey":10,"thumbnailUrl":57,"packageId":58,"category":13,"tags":59,"downloadCount":62,"rating":18,"publishedAt":63,"updatedAt":64},"93cefb4e-a79e-46a7-9ad4-d34a60c5b645","humanoid-alien-races","Humanoid Alien Races","A framework for the creation of new alien races in Rimworld If you ever thought that the racial diversity in rimworld is.","erdelf","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=839005762","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F1824515621608894853\u002F5AE15295349EE9518F044869E3E60F4D4521D3BB\u002F","erdelf.humanoidalienraces",[15,16,43,44,45,42,41,60,61],"1.0","0.19",1846480,"2017-01-09T22:50:33.0000000Z","2026-07-16T01:25:06.0000000Z",{"id":66,"slug":67,"name":68,"shortDescription":69,"author":70,"workshopUrl":71,"imageKey":10,"thumbnailUrl":72,"packageId":73,"category":13,"tags":74,"downloadCount":75,"rating":18,"publishedAt":76,"updatedAt":77},"46736a72-6b57-4718-b154-25eb5d59a0f8","replace-stuff","Replace Stuff","Place buildings anywhere, on top of existing things, and the game will handle it.","Uuugggg","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=1372003680","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F921426876980662243\u002F50B18BF7A9132FB5B01AFD7A5AACA57DF1940771\u002F","uuugggg.replacestuff",[15,41,42,43,44,45],2059514,"2018-04-28T04:53:36.0000000Z","2024-12-31T18:41:04.0000000Z",{"id":79,"slug":80,"name":81,"shortDescription":82,"author":83,"workshopUrl":84,"imageKey":10,"thumbnailUrl":85,"packageId":86,"category":13,"tags":87,"downloadCount":88,"rating":18,"publishedAt":89,"updatedAt":90},"fb38cea7-cd5e-4e01-bb0d-7fe882249074","character-editor","Character Editor","last update: v1.6.3 build on 2025-07-21 for RimWorld v1.6.4523 Editor for humanlike pawns on map and for crashlanding (colonists, enemies, dead pawns) MOD FEATURES • editor for pawns on map and for crashlanding • editable: body, head, hair, skin color, apparel color, gender, name","VOID","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=1874644848","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F773980614477157208\u002F2C5650A80F20FF219BE9616E055226061652B57D\u002F","void.charactereditor",[15,16,43,44,45,42,41,60],1593096,"2019-09-28T08:41:55.0000000Z","2025-07-21T15:51:40.0000000Z",[92,105,119,132],{"id":93,"slug":94,"name":95,"shortDescription":96,"author":97,"workshopUrl":98,"imageKey":10,"thumbnailUrl":99,"packageId":100,"category":13,"tags":101,"downloadCount":102,"rating":18,"publishedAt":103,"updatedAt":104},"972d5ddf-acf6-45b6-a8a8-4297ac2b5d21","qualitybuilder","QualityBuilder","With QualityBuilder all buildings that have quality (beds, tables etc) will only be build by the best builder to ensure the best outgoing quality.","Hatti","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=754637870","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F950718995351294794\u002FAB13E9B6A6FB3E4A86D114FB5F20B1A17AD39715\u002F","hatti.qualitybuilder",[15,60,41,42,43,44,45],1343473,"2016-08-29T22:37:15.0000000Z","2024-03-13T22:55:29.0000000Z",{"id":106,"slug":107,"name":108,"shortDescription":109,"author":110,"workshopUrl":111,"imageKey":10,"thumbnailUrl":112,"packageId":113,"category":114,"tags":115,"downloadCount":116,"rating":18,"publishedAt":117,"updatedAt":118},"6b6e4a66-064e-43a4-9a87-5fb648940c07","vanilla-furniture-expanded-farming","Vanilla Furniture Expanded - Farming","1.2.0 (21\u002F02\u002F2021): - Sprinkler effect no longer stack - Sprinkler no longer boost plant in hydroponic (they still boost planter box) - Sprinkler no longer boost trees 1.1.1 (08\u002F04\u002F2020): Fixed Animal feeder not appearing in the correct tab. Sprinkler no longer blocks wind. 1.1.0","Oskar Potocki","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=1957158779","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F17637650144346324574\u002FA8B3963B0711E08581EE7274BFECB036A6AE7BE6\u002F","vanillaexpanded.vfefarming","furniture",[15,16,43,44],1552827,"2020-01-02T15:05:45.0000000Z","2025-11-13T15:42:01.0000000Z",{"id":120,"slug":121,"name":122,"shortDescription":123,"author":124,"workshopUrl":125,"imageKey":10,"thumbnailUrl":126,"packageId":127,"category":13,"tags":128,"downloadCount":129,"rating":18,"publishedAt":130,"updatedAt":131},"a9225303-0064-40d9-aa94-1658652d0410","defensive-positions","Defensive Positions","Allows your colonists to remember their position during base defense.","Symbolic","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=761219125","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F258219525688881448\u002F571E34E4639D0B7438CCAA5A4A8D7F100E9A706E\u002F","unlimitedhugs.defensivepositions",[15,60,41,42,43,44,45,16],1295726,"2016-09-10T14:12:42.0000000Z","2025-07-27T19:25:55.0000000Z",{"id":133,"slug":134,"name":135,"shortDescription":136,"author":110,"workshopUrl":137,"imageKey":10,"thumbnailUrl":138,"packageId":139,"category":13,"tags":140,"downloadCount":141,"rating":18,"publishedAt":142,"updatedAt":143},"e4a394e2-aee6-4935-b211-ad32a9fdd43b","vanilla-plants-expanded","Vanilla Plants Expanded","Vanilla Plants Expanded is a core module in a plant-based in the new mod series “Vanilla Cuisine Expanded” from the Vanilla Expanded team.","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=2134308522","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F13649028913732185066\u002FC67DA524724F2BD28953C3DDF55A11A9465E0A79\u002F","vanillaexpanded.vplantse",[15,43,44,16],1420132,"2020-06-18T18:16:44.0000000Z","2025-11-11T12:12:48.0000000Z"]