Call of Cthulhu – Cults (Continued)

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Author: Zaljerem

Last revision: 31 Oct, 2025 at 01:31 UTC

File size: 16.79 MB

On Steam Workshop

Description:

Original mod by Jecrell
https://steamcommunity.com/sharedfiles/filedetails/?id=815039373
If the original author requests it, I will remove this update.

Contains JecsTools by Jecrell (MIT License)

1.5 version is provided as a courtesy; it is as-is and unsupported. All development moving forward is 1.6 ONLY.

1. This mod contains the entirety of JecsTools – my personal fork with some fixes applied. Horrific, isn’t it? 🙂 It is marked explicitly incompatible, don’t run it with any other JecsTools package.

2. I have fixed a few bugs, and I’m willing to fix more. I need people to really play it though and report back. Initial reports have been favourable. Report errors correctly and I’ll do my best to fix them.

3. There is some Ideology integration, but no real Anomaly integration – it is its own thing. Highly unlikely I’ll do anything about that.

4. It’s old code, with an old framework packed in – probably not all that performant. A performance review (of both Cults and JecsTools) is indicated.

Original mod notes (1.4):

Gameplay expansion for RimWorld.
You can now…

* found a cult.
* worship monstrous deities.
* make offerings and animal sacrifices.
* make human sacrifices in return for powerful spells (6 deitys and 30 spells in total, plus a dozen side effects).

This mod supports these languages:
English, Korean 한국어 (밀수업자), and Russian русский язык (kr33man)

Recommended mods

* Cosmic Horrors (for summoning actual monsters)
* Industrial Age (for great lighting)
* Realistic Darkness (for great darkness)

How do I start a cult?
1) Load the mod.
2) Play for a few days in-game.
3) One of your pawns will investigate something horrendous.
4) Build the forbidden research center.
5) Research the strange symbols until someone founds the cult.
6) Good luck.

Tips:

* Cult-mindedness is a new feature under ‘needs’ that keeps track of how likely colonists are to become cultists.
* Better apparel means greater worship results and higher success rates for your sacrifices.
* Beware! If too many colonists are plotting against the cult, they might take matters into their own hands.

Additions and changes by Mlie:
* Added support for Combat Extended [removed in 1.5/1.6]
* Removed the production-tag on altars so they can be used in throne rooms
* Added an option to make sermons voluntary, making pawns complete some types of jobs before joining
* Improved the sermon scheduling with some inspiration from the excellent mod Colony Leadership Now you can select what days to do sermons and also when they should start in the day.
* Added support for [SYR] Trait Value

Special Thanks:

1000101 – Religious needs
Cpt. Ohu – Altar congregations
Skullywag – Helpfulness on #modding
Mrofa – Code for two-colored hoods
Justin C – Reanimation Code
Everyone on the modding Discord

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