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RimWorld => Bugs => Topic started by: Frothy Girth on July 22, 2021, 12:38:20 AM

Title: [1.3.3067] Cannibal colony suffering mood penalty for butchering humanlike.
Post by: Frothy Girth on July 22, 2021, 12:38:20 AM
I'm running a colony with the cannibal ideology and the butcher and all of the colonist are getting hit with heavy mood penalties whenever I butcher a human despite them being happy about eating human meat.

This really doesn't seem like it should work this way.
Title: [1.3.3067] Pawns with cannibalism precept don't favor human leather clothing
Post by: cryogenixx on July 22, 2021, 05:30:11 PM
I believe this is tied to 1.3 in general, not just this specific version.

1. What the circumstances were.

Started new game with 5 pawns: 1 pawn with Cannibal trait, 1 pawn with Psychopath trait, 3 pawns with neither of those traits. Selected Ideology includes cannibalism precept.

2. What happened.

After all spawning in with cloth tribalwear, I crafted human tribalwear. Only the pawns with Psychopath/Cannibal trait equipped them.

3. What you expected to happen.

I would expect all 5 pawns to equip human leather rather than cloth, considering the mood bonus and the better armor protection.

From debugging with the apparel score, it looks like the 3 remaining pawns are still calculating the normal, negative score impacts of human leather. Considering the precept, it seems they should automatically prefer human leather like pawns with the Cannibal trait do. Though maybe it's intentional so we have to force-wear for the mood boosts?

4. Described in step 1

5. Save file is too large too attach, but it can be found here: https://www110.zippyshare.com/v/XRQWxMxN/file.html

Moderator Note:
This should now be fixed as of current patches.  Please repost if you are still having this issue.
Title: Re: [1.3.3067] Cannibal colony suffering mood penalty for butchering humanlike.
Post by: Mirador on July 22, 2021, 11:43:55 PM
I confirm, here a screenshot of one of my pawn mood after my cannibal colony butchered a human.

Maybe we are expected to roll random starting pawns (or use forced trait scenario) until everyone is either cannibal, bloodlust or psychopath ?

It's like, they beleive they should consume human flesh, but moraly feel wrong for doing it.  :P
Title: Re: [1.3.3067] Cannibal colony suffering mood penalty for butchering humanlike.
Post by: desty on July 24, 2021, 06:20:58 PM
So i think i figured it out, somebody missed to add the nullifyingPrecepts to everything regarding cannibalism.

If I add it like this, to each related ThoughtDef, the issue is fixed:
  <ThoughtDef>
    <defName>ButcheredHumanlikeCorpse</defName>
    <durationDays>6</durationDays>
    <stackLimit>10</stackLimit>
    <stackedEffectMultiplier>0.75</stackedEffectMultiplier>
    <nullifyingTraits>
      <li>Psychopath</li>
      <li>Bloodlust</li>
      <li>Cannibal</li>
    </nullifyingTraits>
    <nullifyingPrecepts>
      <li MayRequire="Ludeon.RimWorld.Ideology">Cannibalism_Acceptable</li>
      <li MayRequire="Ludeon.RimWorld.Ideology">Cannibalism_Preferred</li>
      <li MayRequire="Ludeon.RimWorld.Ideology">Cannibalism_RequiredStrong</li>
      <li MayRequire="Ludeon.RimWorld.Ideology">Cannibalism_RequiredRavenous</li>
    </nullifyingPrecepts>
    <stages>
      <li>
        <label>I butchered humanlike</label>
        <description>I butchered someone up like an animal.</description>
        <baseMoodEffect>-6</baseMoodEffect>
      </li>
    </stages>
  </ThoughtDef>


I just did a quick search through the defs, so the issue could lie deeper.
Title: Re: [1.3.3067] Cannibal colony suffering mood penalty for butchering humanlike.
Post by: zgrssd on July 25, 2021, 12:58:33 AM
I did not have this bug in 3069. I asume it was fixed.