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RimWorld => General Discussion => Topic started by: Shabazza on January 06, 2016, 11:09:37 AM

Title: Prevent global debuff for organ harvest?
Post by: Shabazza on January 06, 2016, 11:09:37 AM
Is it possible to prevent taht global debuff after a doctor took some organs from a prisoner for example?
It's a pretty heavy debuff.
So it would be cool if it could be limited to the doctor maybe or somehow softened.
Title: Re: Prevent global debuff for organ harvest?
Post by: JimmyAgnt007 on January 06, 2016, 11:12:20 AM
It does seem harsh but its a harsh thing to do to the prisoner.  Unless all your people are psychopaths then they should have a big problem with it.
Title: Re: Prevent global debuff for organ harvest?
Post by: Shabazza on January 06, 2016, 02:16:30 PM
Hm. OK.
I guess it doesn't help that it's for the "greater good", ha? XD
I'd like to have a positive buff after implanting a limb or organ successfully...

So in this case I'll have to feed my "donators" a bit longer to not annoy my colonists too much at a time.
Title: Re: Prevent global debuff for organ harvest?
Post by: REMworlder on January 06, 2016, 03:16:50 PM
It is kind of weird that colonists with diverse backgrounds from not only different cultures, but different planets, feel so uniformly the same about organ harvesting. Especially, say, if a colonist has his liver shot out by the same prisoner whose liver's harvested. Increasing the debuff and limiting it to the doctor, or maybe only colonists with a certain level of medical knowledge, makes a lot of sense.

I think the debuff is almost 100% in response to the profitability of organ harvesting more than anything. I'm not sure if I disagree with that, but it's not a great solution.

That all said, the organ system itself is kind of weird and largely useless. Following the organ debuff changes, almost 70% of users never or rarely transport organs (https://ludeon.com/forums/index.php?topic=8675.msg85882#msg85882). Specific organ damage is rare to begin with, especially things like hearts, so the only purpose for organs is to harvest and sell. Which ironically strongly discouraged by the hard debuffs. It's weird that the mechanic is so cool, but players are discouraged from using it.
Title: Re: Prevent global debuff for organ harvest?
Post by: Coenmcj on January 06, 2016, 04:04:32 PM
You can change these if you feel they're too Overpowered/underpowered
Inside your gamedata directory, go to mods, core, thoughtdefs then open up Thought_Memories (With text editor of choice, something like Notepad++ )
Line 435-439 is Prisoner/guest harvested and died
Line 461-465 is colonist harvested and died
Line 469-484 is Prisoner/guest harvested
Line 486-501 is Colonist harvested
Line 503-514 is "my organs were harvested"

Title: Re: Prevent global debuff for organ harvest?
Post by: Shabazza on January 06, 2016, 04:19:39 PM
Oh, I actually use a mod that extends this somewhat basic vanilla organ/prosthetic system, because I want to be able to fix my colonists.
If someone has a missing foot or hand or eye, I like to implant him some crappy self made protheses
or give him a "donated" organ to be in top form when needed.
But this debuff is so heavy, that I have to rest for a week for further surgeries after I removed about 2 or 3 organs/limbs,
or my people will go mad.

In my eyes, organs would not need to be so valuable in the game.
I don't need to make money with it. But I like the ability to keep my people fit.
Even a crappy wooden leg or steel arm makes a huge difference against "no leg". So yeah.  ::)

Thanks for the tip with the game files.
Will see if I change this. Although I hoped for a less cheaty way.
Title: Re: Prevent global debuff for organ harvest?
Post by: Lys on January 06, 2016, 05:32:18 PM
Personally I think that there should be some kind of mood loss like there currently is, but with the way it currently stacks it just gets too hard to deal with prisoners. Same with selling them to pirates.
There should be some kind of cap to the debuff, I mean, it's obvious that (normal) people are not happy with organs being harvested or people being sold into slavery, but at a certain point they should have gotten "used to it", as in "thats the way we gotta deal with them if we want to survive". Its strange that the colonists have THAT much empathy towards pirates who wanted to kill them just yesterday. The most ethical way from the way it currently stands is that incapacitated pirates should be left to bleed out and then... left to rot or chopped up. Seriously why should I create a graveyard for all those hundreds of assholes that tried to kill me already...

tl;dr, colonists should get used to the way the enemies are being treated, caps for the debuffs are necessary imo.
Title: Re: Prevent global debuff for organ harvest?
Post by: Coenmcj on January 06, 2016, 05:54:39 PM
There is a cap to the mood debuff. Each debuff stacks up to 5 times (with a few exceptions), with the debuff for killing and harvesting a prisoner is about -6 and a modifier of 0.75, (excuse my early morning math) which is about -40 All up.

And the effect of just harvesting 5 parts from prisoners (Not resulting in death) is -5, modifier of 0.75 so about -33
The effect of harvesting on the prisoner themselves is -30 per part, stacking to 5.

Strangely enough however, the guest/prisoner and colonist versions of the harvesting/executing debuffs are exactly the same for either side.
Title: Re: Prevent global debuff for organ harvest?
Post by: Lys on January 06, 2016, 06:16:41 PM
Ok fair enough, didn't know about those caps but I don't really feel like there are effective ways to counter these mood debuffs currently, with the exception of getting your people blackout drunk all the time?
(-33 for 2 weeks or whatever it is, is still pretty massive imo)
Title: Re: Prevent global debuff for organ harvest?
Post by: Shabazza on January 07, 2016, 04:30:25 AM
Well, as long as you don't want to trade with organs, you don't need to harvest every raider that gets inprisoned.
A complete set or two in stock with parts would be ok.
But still, when you are actually taking those parts, you can't really do it in one sweep. You have to span it over weeks
to go easy on your people - which is bad if you are as impatient as I am. XD.

Yesterday one of my guys fought a fire at one of my remote geothermals during a (dry) thunderstorm.
He was the first to arrive because he was around at that time.
At first I forgot to remove the roof, so he got a heatstroke when trying to keep the flames away from my generator.
After he recovered his senses, he tried to put out the spreading fire while his colleagues were on their way to help out.
He eventually catched fire and run around in pain until loosing consciousness. When I finally rescued him, he had burnings at pretty much every body part.
So in such cases you are glad to have a way to get him back on his feet.
And I find the game should allow this without punishing the protagonists (and therefore the player) too hard.
Title: Re: Prevent global debuff for organ harvest?
Post by: Regret on January 07, 2016, 05:21:35 AM
Seriously? You are all sociopaths.
If I knew my neighbour was in the habit of cutting organs out of our prisoners I would be pretty upset.
Upset enough to actually go berserk.

I can't believe all of you wouldn't mind being part of a community where every prisoner gets kept alive only long enough to harvest their organs.

Please tell me if any of your countries ever declares war on mine in real life, so I can tell my friends to take suicide-pills rather than be captured.
Title: Re: Prevent global debuff for organ harvest?
Post by: A Friend on January 07, 2016, 05:30:52 AM
POW Simulator 2016.
Title: Re: Prevent global debuff for organ harvest?
Post by: Coenmcj on January 07, 2016, 05:52:05 AM
Quote from: Regret on January 07, 2016, 05:21:35 AM
Seriously? You are all sociopaths.
If I knew my neighbour was in the habit of cutting organs out of our prisoners I would be pretty upset.
Upset enough to actually go berserk.

I can't believe all of you wouldn't mind being part of a community where every prisoner gets kept alive only long enough to harvest their organs.

Please tell me if any of your countries ever declares war on mine in real life, so I can tell my friends to take suicide-pills rather than be captured.

I... Regret to inform you, but I'm not among these people, Currently... Just helping out, Don't usually go the 'Harvest all the prisoners' route unless I need the parts, or drastically need the money, last resort. Unless I'm RPing a darker colony, then no holds barred.

Asides, our actions ingame are hardly reflective of our real selves. Lighten up. :)
Title: Re: Prevent global debuff for organ harvest?
Post by: Shabazza on January 07, 2016, 10:16:57 AM
It's a game. A single player game.
There are certain things I highly dislike even in a game. Like canibalism.
But I don't set real-world morale over fun in a sanboxy computer game. And I don't like beeing patronized by game developers.
If Tynan doesn't want us to take organs of prisoners or colonists, he could have left this feature out of the game entirely.
He did not, but applied a debuff to show the player that he (yes: he) disregards this action because it's immoral by real world standards.
Heck, I would be fine if a colonist (or raider) could free-willingly donate his organs upon death, based on a trait or something.
But currently you have no other chance than to take those organs by force while those guys are still alive and not willingly donating their left lung.
THATs the real issue here, because that's really sick.
So this game mechanic is flawed and to make things worse, we get punished hard for using this flawed game mechanic.
That's why I searched for a way to soften this punishment. Because I don't feel guilty here.
Title: Re: Prevent global debuff for organ harvest?
Post by: Lys on January 07, 2016, 10:18:56 AM
Well I would do something "more ethical" with my prisoners than cutting them open or selling them into slavery, I just don't know what really.
I always try to recruit them when the difficulty is 97 or below, else it just takes far too long and my prisons would get stuck. Also more often than not they are too picky about the work they can do (only available for fighting and research? That guy is pretty much useless to me...) or have really undesirable perks (I don't need 5 jealous guys or a bunch of people that get a mental break down at the slightest discomfort), or they already have some major organ (probably brain) damage, and I'm not really keen on starting a mental asylum in my colony.
So what else is there left to do if they wouldn't be a productive member of my colony...? Just release them back so they can attack me again (or raise my reputation so that I only get mechs at some point)?... naaah.
Title: Re: Prevent global debuff for organ harvest?
Post by: Fruit loops on January 08, 2016, 01:02:37 AM
I would like to keep the current system.

If your harvesting organs, its for 2 reasons, Self use, or business.
If your harvesting organs for self use its probably because one of your colonists is missing an organ. If I knew, I had A stranger die for me, I would feel more sick than while my organ was missing. the doctor who did the operation must have felt horrible as well. How would you feel if the person you've just captured, after killing his entire family, unwillingly was drugged, and either killed or left severely crippled?

Business wise, the organ market is A unreliable choice, and a sickening thing to do.

This isn't a broken mechanic. if it was a broken mechanic, you might as well remove or lower the cannibalism mood debuff. hell just make another google document and somewhere inside mention that moral choices have been long forgotten.
Title: Re: Prevent global debuff for organ harvest?
Post by: Regret on January 08, 2016, 01:23:09 AM
Quote from: Coenmcj on January 07, 2016, 05:52:05 AM
Quote from: Regret on January 07, 2016, 05:21:35 AM
Seriously? You are all sociopaths.
If I knew my neighbour was in the habit of cutting organs out of our prisoners I would be pretty upset.
Upset enough to actually go berserk.

I can't believe all of you wouldn't mind being part of a community where every prisoner gets kept alive only long enough to harvest their organs.

Please tell me if any of your countries ever declares war on mine in real life, so I can tell my friends to take suicide-pills rather than be captured.

I... Regret to inform you, but I'm not among these people, Currently... Just helping out, Don't usually go the 'Harvest all the prisoners' route unless I need the parts, or drastically need the money, last resort. Unless I'm RPing a darker colony, then no holds barred.

Asides, our actions ingame are hardly reflective of our real selves. Lighten up. :)
I meant that as an example of how accepting this is not realistic behaviour, because they were using arguments like this:
Quote from: Lys on January 06, 2016, 05:32:18 PM
...snip... Its strange that the colonists have THAT much empathy towards pirates who wanted to kill them just yesterday. ...snip...
OK, I can't find anymore examples, so I overreacted a bit. I apologize for calling all of you sociopaths but not for the point I tried to make: Thinking 'organ harvesting is horrible' is something that happens in real life.

Oh and I'm not even calling Lys a sociopath, a single comment does not a diagnosis make.

Also, nice wordplay Coenmcj :P
Title: Re: Prevent global debuff for organ harvest?
Post by: asanbr on January 08, 2016, 04:19:04 PM
One of the reasons I like to build plenty of cryptosleep caskets. Lets me freeze prisoners there so that I can spread out the debuff over time, taking them out to harvest when suitable according to colony mood levels. Without wasting food and time feeding them in the meantime.

Title: Re: Prevent global debuff for organ harvest?
Post by: asanbr on January 08, 2016, 04:24:28 PM
Quote from: Lys on January 07, 2016, 10:18:56 AM
Well I would do something "more ethical" with my prisoners than cutting them open or selling them into slavery, I just don't know what really.
I always try to recruit them when the difficulty is 97 or below, else it just takes far too long and my prisons would get stuck. Also more often than not they are too picky about the work they can do (only available for fighting and research? That guy is pretty much useless to me...) or have really undesirable perks (I don't need 5 jealous guys or a bunch of people that get a mental break down at the slightest discomfort), or they already have some major organ (probably brain) damage, and I'm not really keen on starting a mental asylum in my colony.
So what else is there left to do if they wouldn't be a productive member of my colony...? Just release them back so they can attack me again (or raise my reputation so that I only get mechs at some point)?... naaah.

You can use them to practice shooting and medicine. Alternate between the two.

Aside, euthanizing a prisoner gives a global debuff too, but simply shooting them does not.
Title: Re: Prevent global debuff for organ harvest?
Post by: asanbr on January 08, 2016, 04:30:10 PM
Quote from: Shabazza on January 07, 2016, 10:16:57 AM
It's a game. A single player game.
There are certain things I highly dislike even in a game. Like canibalism.
But I don't set real-world morale over fun in a sanboxy computer game. And I don't like beeing patronized by game developers.
If Tynan doesn't want us to take organs of prisoners or colonists, he could have left this feature out of the game entirely.
He did not, but applied a debuff to show the player that he (yes: he) disregards this action because it's immoral by real world standards.
Heck, I would be fine if a colonist (or raider) could free-willingly donate his organs upon death, based on a trait or something.
But currently you have no other chance than to take those organs by force while those guys are still alive and not willingly donating their left lung.
THATs the real issue here, because that's really sick.
So this game mechanic is flawed and to make things worse, we get punished hard for using this flawed game mechanic.
That's why I searched for a way to soften this punishment. Because I don't feel guilty here.

I disagree. I think it's a great game mechanic. I think it's about balance.
If there were no downside, given how easy it is to capture prisoners, it would be a super easy way to make lots of money. That could also be balanced by lowering the price of organs instead, but would you prefer having no debuff while a heart sells for the price of 10 potatoes? That looks worse to me at least. I like that they are worth a lot but hard to get.

There are many ways to make money and some play the mood game, some don't. I think global mood works fine as a way to balance a lot of things.

I usually keep a freezer full of corpses to butcher up and sell each time a bulk trader passed by. After playing a while I realised it was better to build a separate corpse freezer from the food & cooking freezer, since human corpses bring down the mood of everyone each day when they go to get lunch.

More effort & space required , resulting in better mood, which in the end means I can make more money somewhere else. It pays off.
Title: Re: Prevent global debuff for organ harvest?
Post by: Limdood on January 08, 2016, 05:09:54 PM
Quote from: Lys on January 06, 2016, 05:32:18 PM
Personally I think that there should be some kind of mood loss like there currently is, but with the way it currently stacks it just gets too hard to deal with prisoners. Same with selling them to pirates.
There should be some kind of cap to the debuff, I mean, it's obvious that (normal) people are not happy with organs being harvested or people being sold into slavery, but at a certain point they should have gotten "used to it", as in "thats the way we gotta deal with them if we want to survive". Its strange that the colonists have THAT much empathy towards pirates who wanted to kill them just yesterday. The most ethical way from the way it currently stands is that incapacitated pirates should be left to bleed out and then... left to rot or chopped up. Seriously why should I create a graveyard for all those hundreds of assholes that tried to kill me already...

tl;dr, colonists should get used to the way the enemies are being treated, caps for the debuffs are necessary imo.

Actually it would be the opposite if anything.  Rather than "get used to it," human nature is to forgive one-off offenses more easily than repeated behavior.  Thus your colony harvesting an organ once would upset people, but hey, maybe it was vital for Bill to survive, right?  After they do it with 12 prisoners in a row, then maybe its the kind of place that your colonists really don't want to be around in?  What happens if the collective colony intellect (the player) decides that a certain colonist just isn't really worth the food he consumes?  Well!  lets harvest his organs and sell them off!  The POSSIBILITY of that happening to your colonists exists, and if you do it to your enemies, you might do it to your friends.  So colonists would be more and more upset until they become disillusioned and leave.

TL;DR - your conclusion is inaccurate because actions you can justify doing to your enemies need a good long look, because its not hard to rationalize making someone an "enemy."  Humans are more likely to forgive isolated incidents than repeated behavior.  Intolerable practices performed repeatedly and remorselessly should eventually cause all non-psychopaths to leave or snap.
Title: Re: Prevent global debuff for organ harvest?
Post by: Lys on January 08, 2016, 07:46:26 PM
Quote from: Limdood on January 08, 2016, 05:09:54 PMActually it would be the opposite if anything.  Rather than "get used to it," human nature is to forgive one-off offenses more easily than repeated behavior.  Thus your colony harvesting an organ once would upset people, but hey, maybe it was vital for Bill to survive, right?  After they do it with 12 prisoners in a row, then maybe its the kind of place that your colonists really don't want to be around in?  What happens if the collective colony intellect (the player) decides that a certain colonist just isn't really worth the food he consumes?  Well!  lets harvest his organs and sell them off!  The POSSIBILITY of that happening to your colonists exists, and if you do it to your enemies, you might do it to your friends.  So colonists would be more and more upset until they become disillusioned and leave.

TL;DR - your conclusion is inaccurate because actions you can justify doing to your enemies need a good long look, because its not hard to rationalize making someone an "enemy."  Humans are more likely to forgive isolated incidents than repeated behavior.  Intolerable practices performed repeatedly and remorselessly should eventually cause all non-psychopaths to leave or snap.
Hmm, maybe you're right, I don't know too much about human psychology in that regard. But I was under the assumption that the human mind adapts to what the status quo is. As an example, I think someone who has lived in a warzone for some years would have a hardened mind to certain things, such as seeing corpses or even having to shoot someone himself, as opposed to someone seeing/doing so for the first time. You know like, "I've done this once (or many times before), so why wouldn't I be able to do it again...".

Generally I don't have a problem with a mood debuff, but I feel more like there is a lack of options with your prisoners. Currently going the "ethical way" of just releasing them back doesn't feel rewarding at all, why should you go the effort of doctoring and feeding them healthy again? Harvesting organs or selling them is, in my opinion, the only thing which feels somewhat beneficial to your colony but comes at the great cost that is debated in this thread.
Killing them in non conventional ways (heat/freeze/"accidental shooting") feels like it is a bug currently, it should also give a mood debuff just like execution gives.
The best way, which I would preferably take, would be something like releasing them back to their home for a ransom. This should give a very minor reputation boost (maybe 5-10% of what the current "Release" gives) and maybe 50-75% of the silver which you would get from selling them to pirates.
The way it currently works, the least detrimental (for your colony) way to deal with would-be prisoners is to leave them bleeding to death on the battlefield or killing them for target practice as mentioned by asanbr, and that just doesn't feel right.
Title: Re: Prevent global debuff for organ harvest?
Post by: Shurp on January 09, 2016, 09:50:28 AM
The ransom idea is a good one.  Even better is a hostage idea.  "Hey, we have 5 of your guys, maybe you want to rethink attacking us."  Imagine chaining up the hostages in front of the turrets...

The way it is currently implemented is broken.  Prisoners are a serious liability and it is usually more worthwhile to use injured attackers as target practice than to capture them.    Being able to use them in negotiations or sell them back to their home tribe would be more fun.
Title: Re: Prevent global debuff for organ harvest?
Post by: Limdood on January 09, 2016, 01:19:54 PM
i wouldn't mind forced labor...with a minor mood penalty that keeps going as long as you have "slave labor"

limit it to cleaning, hauling and plant cutting, and make a chance to try to escape based on their mood (anything below max mood is a chance to try to flee...increasing the lower it gets)

Mood penalty could be something like -4 per "slave" for all non psychopath colonists...for as long as they're "slaves."

Alternatively, if you want to make it easy...how about a 5-day +8 mood bonus for releasing a prisoner...again, not applicable to psychopaths.

I don't agree with removing the organ harvest debuff.  I wouldn't mind seeing a "transplant" option for organs, that moves the organ straight to another patient...still a debuff, but a WAY smaller one.  Would allow organ removal for the direct benefit of your colonists (my colonists lose kidneys occasionally) without the severe penalty OR possibility of riskless profit.
Title: Re: Prevent global debuff for organ harvest?
Post by: asanbr on January 12, 2016, 05:12:09 PM
Quote from: Shurp on January 09, 2016, 09:50:28 AM
The ransom idea is a good one.  Even better is a hostage idea.  "Hey, we have 5 of your guys, maybe you want to rethink attacking us."  Imagine chaining up the hostages in front of the turrets...

The way it is currently implemented is broken.  Prisoners are a serious liability and it is usually more worthwhile to use injured attackers as target practice than to capture them.    Being able to use them in negotiations or sell them back to their home tribe would be more fun.

I would love to see more options too for how to use prisoners. I wouldn't be surprised if it comes in further updates.

However, people are complaining a lot and I think maybe they have the wrong view of it. There are good uses of prisoners, but it's not as simple as "capture everyone you can and feed them forever".
I developed a habit of doing so when I was starting out and learning the game, playing on Cassandra normal. I would capture everyone and try to convert them. Most of the time, I could afford to do so because there was lots of food and raids weren't too hard, so the time wasted on talking and feeding prisoners was affordable.

Recently, as I started playing on harder difficulties, I realised I had to play differently because margins are smaller and I can't afford neither the food nor the time to keep prisoners going. I always capture prisoners and heal them up, which gives some doctor practice and after capturing them I can see the convert % for each prisoner.

But if they are 97 difficulty and I already have another prisoner, I'm sometimes going to just let them starve. Or if I have a crypto casket, I'll put them in there for potential future harvesting / selling to pirates / converting when things calm down.

Butchering dead people and selling meat & leather is always profitable. But if you keep a prisoner fed for a few weeks, you will have spent more in the value of food than you would get back from selling their meat & leather. You need to capture them in the first place to be able to tell who is a 60% difficulty convert and who is a 99%.

I even killed some of my own colonists on purpose because they were moody and berserked all the time. And they consumed food while having no valuable production skills. There was no other way to keep things running. I felt bad for it, but ended up finishing that game, my first spaceship escape on Randy extreme.

Title: Re: Prevent global debuff for organ harvest?
Post by: asanbr on January 12, 2016, 05:21:56 PM
Quote from: Shurp on January 09, 2016, 09:50:28 AM
The ransom idea is a good one.  Even better is a hostage idea.  "Hey, we have 5 of your guys, maybe you want to rethink attacking us."  Imagine chaining up the hostages in front of the turrets...

The way it is currently implemented is broken.  Prisoners are a serious liability and it is usually more worthwhile to use injured attackers as target practice than to capture them.    Being able to use them in negotiations or sell them back to their home tribe would be more fun.


You can already effectively ransom people, just not with the pirates since you cannot get goodwill with them.
With tribals if you release a prisoner and they escape the map alive, you gain goodwill with their faction. Compare this to what it would cost you to buy the same goodwill through comms, and you have effectively gained 300-500 silver. This assumes that you want to get positive with them and would pay for it otherwise, which I always do to reduce the tribal raids.

You can't do it with pirates since you can't gain goodwill with them.

Another way to ransom is to sell the prisoners to pirate merchants, and iirc, this does not give bad will with the faction. Harvesting their organs does. So if you want money and don't care about getting goodwill, then sell tribal prisoners to the pirate merchants.

I have sometimes thought about releasing pirate prisoners as distraction for tribal raids and vice versa, but never pulled it off. Has someone else tried that?

Title: Re: Prevent global debuff for organ harvest?
Post by: Lys on January 12, 2016, 07:07:12 PM
Quote from: asanbr on January 12, 2016, 05:21:56 PM
You can already effectively ransom people, just not with the pirates since you cannot get goodwill with them.
With tribals if you release a prisoner and they escape the map alive, you gain goodwill with their faction. Compare this to what it would cost you to buy the same goodwill through comms, and you have effectively gained 300-500 silver. This assumes that you want to get positive with them and would pay for it otherwise, which I always do to reduce the tribal raids.
That's not effectively ransoming... That's just plain releasing, in which I have no interest. I don't care if those tribals don't like me, especially since (from what I read) if you have less hostile factions, if you get a raid the chances are higher that it will be mechs attacking you. And I prefer having humans attacking me instead of mechs. Especially tribals are usually the lesser evil for me.

Quote from: asanbr on January 12, 2016, 05:21:56 PMAnother way to ransom is to sell the prisoners to pirate merchants, and iirc, this does not give bad will with the faction. Harvesting their organs does. So if you want money and don't care about getting goodwill, then sell tribal prisoners to the pirate merchants.
As I had mentioned before, that also globally decreases the mood of your colonists by a very hefty rate, just like harvesting does. And that is the main discussion point of this thread, extreme mood loss which is barely counterable.
Title: Re: Prevent global debuff for organ harvest?
Post by: anexiledone on January 12, 2016, 07:15:48 PM
Maybe  a system of tracking relationships?

Say your original colonists all become very close. Harvest from them, then the others would get angry. A new colony member may not care as much.

This could be applied to prisoners too. Say someone was captured after wounding two colonists and setting fire to your crops. Every colonist would be angry with this person. They won't care much about harvesting organs or selling to slavery. After enough raids from a specific faction, your colony could just hate all of their members.

I think this could add an extra layer to the converting prisoners to colonists aspect of the game as well. Mood debuffs for being around a converted prisoner that has a bad history with the colony that would improve as time goes on.
Title: Re: Prevent global debuff for organ harvest?
Post by: Regret on January 14, 2016, 01:16:29 AM
euthanizing a prisoner only gives a tiny mood debuff, -3 I think.
So you could use that to ethically get rid of prisoners.
Or colonists, if you arrest them first.
What happens if you release a captured colonist? does he get banished or does he returns to your colony?
Title: Re: Prevent global debuff for organ harvest?
Post by: Lys on January 14, 2016, 12:59:52 PM
Quote from: Regret on January 14, 2016, 01:16:29 AMWhat happens if you release a captured colonist? does he get banished or does he returns to your colony?
Pretty sure they will just return to your colony as normal, as that is what happens if you arrest berserking colonists.
Title: Re: Prevent global debuff for organ harvest?
Post by: Reviire on January 15, 2016, 11:56:43 AM
While I get the balancing part of it, does it really makes sense? How does the entire colony find out that you harvested some guys organs? I'd prefer it to be one of those things I sweep under the rug, keep the colony in blissful ignorance.

Title: Re: Prevent global debuff for organ harvest?
Post by: Regret on January 15, 2016, 04:37:56 PM
Quote from: Lys on January 14, 2016, 12:59:52 PM
Quote from: Regret on January 14, 2016, 01:16:29 AMWhat happens if you release a captured colonist? does he get banished or does he returns to your colony?
Pretty sure they will just return to your colony as normal, as that is what happens if you arrest berserking colonists.
Damn, no way to banish peeps then. There goes my plan to get rid of abrasive bastards the nice way.
Quote from: Reviire on January 15, 2016, 11:56:43 AM
While I get the balancing part of it, does it really makes sense? How does the entire colony find out that you harvested some guys organs? I'd prefer it to be one of those things I sweep under the rug, keep the colony in blissful ignorance.
Short answer: Gossip.
Longer answer: 'Holy crap you won't believe what dr. Bob just did to that prisoner!'
Title: Re: Prevent global debuff for organ harvest?
Post by: Reviire on January 16, 2016, 02:06:08 AM
Quote from: Regret on January 15, 2016, 04:37:56 PM
Quote from: Lys on January 14, 2016, 12:59:52 PM
Quote from: Regret on January 14, 2016, 01:16:29 AMWhat happens if you release a captured colonist? does he get banished or does he returns to your colony?
Pretty sure they will just return to your colony as normal, as that is what happens if you arrest berserking colonists.
Damn, no way to banish peeps then. There goes my plan to get rid of abrasive bastards the nice way.
Quote from: Reviire on January 15, 2016, 11:56:43 AM
While I get the balancing part of it, does it really makes sense? How does the entire colony find out that you harvested some guys organs? I'd prefer it to be one of those things I sweep under the rug, keep the colony in blissful ignorance.
Short answer: Gossip.
Longer answer: 'Holy crap you won't believe what dr. Bob just did to that prisoner!'
Well yea but, can't it be the dark underbelly of the colony, the things we do so it survives, but no one ever knows.
The CIA of Rimworld.
Title: Re: Prevent global debuff for organ harvest?
Post by: Grynnreaper on May 05, 2016, 07:44:50 PM
i was lucky enough to get 2 weddings within a day of eachother, so immediately after the second wedding i butchered like 22 corpses i had in the freezer.
Title: Re: Prevent global debuff for organ harvest?
Post by: cultist on May 06, 2016, 07:17:34 AM
Quote from: Shabazza on January 06, 2016, 02:16:30 PM
I'd like to have a positive buff after implanting a limb or organ successfully...

I think there should be a positive social modifier for succesfully operating. Pawns take a -15 social hit with the doctor if they botch the operation. So a +5 or +10 modifier for "installed my new lung" or whatever seems fair.

Quote from: Grynnreaper on May 05, 2016, 07:44:50 PM
i was lucky enough to get 2 weddings within a day of eachother, so immediately after the second wedding i butchered like 22 corpses i had in the freezer.

"Wow, this is the best honeymoon ever... say, this steak tastes kinda funny. Oh well!"
Title: Re: Prevent global debuff for organ harvest?
Post by: asanbr on July 28, 2016, 05:35:12 PM
Quote from: Shabazza on January 06, 2016, 02:16:30 PM
Hm. OK.
I guess it doesn't help that it's for the "greater good", ha? XD
I'd like to have a positive buff after implanting a limb or organ successfully...

So in this case I'll have to feed my "donators" a bit longer to not annoy my colonists too much at a time.

No, this is one of the big uses of crypto caskets. Harvest organ -> get debuff -> starve prisoner to 87% (they get close to death and you can carry them to a casket without actually hurting them) -> wait until debuff wears off -> take prisoner out again -> feed them back to health -> repeat.

It takes some work, but saves food and beds and production time.

edit: sorry, re-read the thread and saw that I already said this 6 months ago.