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v1.5.0

Bad People mod for RimWorld

Steam workshop | Ludeon forums

Description

This addon will allow pawns becoming depraved or cannibals. This will happen when pawn will participate in some actions like executing prisoners, or eating lot of human flesh.

Depraved trait

New trait that works similar to psychopath. Depraved pawns will be only concerned about colony(or faction) members, in contrast to Psychopath trait that affects more social actions. Depraved trait will appear naturally with commonality equal for example to Kind trait. Mechanics of gaining/loosing this trait is a bit complex, but it will generally give Depraved trait to pawns that are witnessing violence and life crisis, and will remove from pawns that are living in moral community. Executing, selling prisoners and harvesting organs will contribute to becoming depraved. Releasing prisoners, rescuing strangers, and gaining friends will contribute to becoming moral again.

Cannibal trait

When pawn will be forced to eat human meat, there will be chance that he will become cannibal. The more pawn eat human flesh, the greater chance of becoming cannibal.

Compatibility

  • You can enable this mod to old saves.
  • You can't disable this mod from saves yet. I will prepare soon manual solution that will consist running script or editing save file manually.

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badpeople's Issues

Smoothing balance point

Currently when karma is very close to 0% there is a endless changing with little deltas between positive and negative values.

TODO:
If absolute value is smaller then delta, set delta to that value

Wrong description

It's Rim Of Madness Bones mod, pretty much I believe it is checking the ingredients of bone marrow, which is produced from bones, which happens to be produced from a combination of corpses (including Human corpses).

Pawns vanish after entering shuttles for missions

Prerequisite:
Fresh save with the core game, all DLC and the mod's prerequisite.

Repro Steps:

  1. Start a new save
  2. Use dev mode to trigger missions
  3. Accept a "lend colonist" mission
  4. Use dev mode to finish the mission
  5. Observer colonist not returning

Notes:

  1. The issue also occurs trough natural gameplay
  2. Mission where pawns are transported by other factions to a location are also affected.
  3. View attached log for more details.
    pawns vanishing logs.txt

Not working 1.1 Game

I am running Version 1.1.2624 (64 bit) of Rimworld (Mac) on OS X 10.15.3 Catalina on a mid 2014 MacBook Pro. This was installed directly from the SendOwl link (for Rimworld) and github release (for mods), not via steam. Assuming RW 1.1 support as it mentioned in the release description for Bad People v1.2.0.

I noticed in my heavily modded 1.1 game that the karma meter was missing from the needs tab. It does not appear even after many days. The mod does not appear to be working. I cut down to only the following list and ran on a test map to make sure.

Harmony.2.0.0.8
Core
Mod Manager - version 2.11.893, for RimWorld 1.1.2610
Bad People - Version 1.2.1

This mod (a previous version) appeared to be working fine on my old RW 1.0 game, but it doesn't on 1.1 here.

I noticed that there was only a 1.0 folder. I naively duplicated it to 1.1 to see if that would work. It did not, so I deleted that.

I then cleared all other mods from the mods folder. That was still showing some messages, so I did a fresh install and cleared all Rimworld configuration data, adding only the above mods.

A test map didn't show any meters, so I ran again without Mod Manager enabled.

Then I ran it fresh on a new game for 1 day and didn't get a karma meter. There were no errors shown in the debug log. Doesn't work.

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