(https://raw.githubusercontent.com/Aviuz/BadPeople/master/Images/Logo.png)
(https://img.shields.io/badge/version-1.2.3-red.svg?style=flat)
DescriptionThis addon will allow pawns becoming evil or cannibals. This will happen when pawn will participate in some actions like executing prisoners, or eating lot of human flesh.
Depraved traitNew 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.
List of actions affected by this mechanics (https://github.com/Aviuz/BadPeople/wiki/Depraved-trait)
Evil progression explanation (https://github.com/Aviuz/BadPeople/wiki/Morality-progression)
Cannibal traitWhen 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.
Cannibalism progression explanation (https://github.com/Aviuz/BadPeople/wiki/Cannibalism-progression)
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.
LinksSteam workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=1369675292)
Github project (https://github.com/Aviuz/BadPeople)
Download (https://github.com/Aviuz/BadPeople/releases)
Report bug (https://aviuz.wufoo.com/forms/q1v9h0qw05s7gw6/)
Credits (https://github.com/Aviuz/BadPeople/blob/master/credits.md)
You can include this mod in mod-packs, and mod lists. You can modify/upgrade/use this mod, but don't use this commercially, and make sure to include link to original mod.
Changelog
1.2.3
- Added option in setting to turn off debug pawn tab
- Update to version 1.2 of Rimworld
1.2.2
- Added new trait - Kinslayer. Pawn should get Kinslayer trait after killing up to 10 blood relatives.
- Kinslayer trait negates mood debuff after blood relatives death.
- Various fixes for displaying karma in dev mode and caravan screen.
1.2.1
- updated Chineese translation by Cottery
- fixed refugee quest by Hazzer
1.2.0
- updated to RimWorld 1.1
1.1.7
- fixed description of depraved trait
1.1.6
- fixed NullReference error when pawn was killed by a thing (ex. trap)
1.1.5
- updated to RimWorld 1.0
1.1.4
- updated to RimWorld Beta 19
1.1.3
- fixed error when mechanoid kills something
1.1.2
- now depraved pawns will loose Kind trait
- slowed down cannibalism progression (gaining trait on average after 12 full meals)
1.1.1
- changed trait name from "Evil" to "Depraved"
1.1.0
- instead of notifications for prisoners there will be messages with sound
- added notification when pawn becoming cannibal (similar to bad/good change)
- balanced degradation (becoming neutral over time), pawn will become fully neutral if no action is taken over 30 days (half a year)
- now extremist (very bad/very good) will be harder to change, and will not be affected by natural degradation
1.0.0
- public release
0.0.1
- init
hey, a morale system for Rimworld?! that's just great! going to try it out, downloading
do you think this will work well with Psychology?
what about Fujisawa's Shrink Corpse Buff? or DoctorVanGogh's Reclaim, Reuse, Recycle? does the whole colony go a bit evil if a corpse is butchered? what if it's taken apart for bionics?
are you going to expand the list of evil triggers? :) there was this post on Tynan's twitter where he attached a colony alignment chart based on how the dead are treated. it'd be plain stupid to make the whole colony lose morale points because a dead body burned down (I don't think there's a way for the game to tell apart a raging fire accident and deliberate corpse burning?) but it's obvious that people would feel better knowing that the bodies of the colony's enemies are cremated rather than left to rot.
thank you!
Quote from: Sebastian Cigar on April 25, 2018, 05:32:11 AM
hey, a morale system for Rimworld?! that's just great! going to try it out, downloading
do you think this will work well with Psychology?
what about Fujisawa's Shrink Corpse Buff? or DoctorVanGogh's Reclaim, Reuse, Recycle?
I haven't checked other mods compatibility yet.
Quote from: Sebastian Cigar on April 25, 2018, 05:32:11 AMdoes the whole colony go a bit evil if a corpse is butchered? what if it's taken apart for bionics? (...) there was this post on Tynan's twitter where he attached a colony alignment chart based on how the dead are treated. it'd be plain stupid to make the whole colony lose morale points because a dead body burned down (I don't think there's a way for the game to tell apart a raging fire accident and deliberate corpse burning?) but it's obvious that people would feel better knowing that the bodies of the colony's enemies are cremated rather than left to rot.
thank you!
I've tried to make this mod rather as for inter-personal changes, than as for karma system.
I'm planning adding more actions as for good/bad attitude, but most of propositions was for simple karma system (you're doing good you're becoming good). I like to compare this system to movies like "The walking dead" where some actions actual change your "goodness". For example you will quicker turn bad if you got captured as prisoner rather than capturing prisoners.
Also I plan adding some negative multipliers for factions with bad pawns (more bad pawns, more negative multipliers). For example when you rescuing some tribal mate you're gaining some positive opinion, but you've got half of colonists evil, so you'll only get ~75% of these points.
Quote from: Sebastian Cigar on April 25, 2018, 05:32:11 AMthere was this post on Tynan's twitter where he attached a colony alignment chart based on how the dead are treated
There were two actually :P
https://pbs.twimg.com/media/DaJmEZ9VAAAYiaD.jpg:large (https://pbs.twimg.com/media/DaJmEZ9VAAAYiaD.jpg:large)
https://pbs.twimg.com/media/DKh8QRoV4AAs8Kj.jpg:large (https://pbs.twimg.com/media/DKh8QRoV4AAs8Kj.jpg:large)
thank you for the prompt answer!! :D
Quote from: Avius on April 25, 2018, 05:50:27 AM
I haven't checked other mods compatibility yet.
I'm a mod junkie, I'll check it out soon, expect a report tonight ;D
Quote from: Avius on April 25, 2018, 05:50:27 AM
https://pbs.twimg.com/media/DKh8QRoV4AAs8Kj.jpg:large (https://pbs.twimg.com/media/DKh8QRoV4AAs8Kj.jpg:large)
this is what I meant, I think this might be implementable. the other pic features stuff that seems far too complex
good luck with the development, you've got great plans ahead -- in both meanings of the word 'great'
Hmm, Depraved does sound nicer than Evil, but now the reference I wanted to make won't be as relevant... "When You're Evil" obligatory link https://www.youtube.com/watch?v=tWYCS6k1IOA
Yay! I can force my pawns to become cannibals. This will make a fun ice sheet new game!!! :D
Just to be clear, even if the pawns make enough friends they won't lose the trait cannibal, will they? Would you consider adding a setting to make it impossible to lose the Depraved trait?
Have you ever thought about adding bloodlust, sadist, or masochist for additional traits to be gained? That would be fun. :) Also, your mod adds the traits as a fourth trait right and doesn't replace an existing trait, does it?
Like at reallife, one time an alcoholic you are the rest of your life an alcoholic but maybe dry.
Once you got a bad trait, you allways got it.
Only good traits should should be able too loose. :-)
Quote from: Canute on May 03, 2018, 02:26:01 AM
Like at reallife, one time an alcoholic you are the rest of your life an alcoholic but maybe dry.
Once you got a bad trait, you allways got it.
Only good traits should should be able too loose. :-)
It's not easy to loose bad trait, like IRL
ITT highschool moralist arguing about life.
Well, I've got nothing to report so far. The mod works like a clock, whole colony turned Cannibal after running out of foraged/scavenged stuff and wildlife on a frosty map.
Could you force the mod to always log morale changes by default?
Quote from: Sebastian Cigar on May 05, 2018, 09:26:13 AM
Well, I've got nothing to report so far. The mod works like a clock, whole colony turned Cannibal after running out of foraged/scavenged stuff and wildlife on a frosty map.
Could you force the mod to always log morale changes by default?
Actually I was planning that to include in settings, but I need settings menu first.
Quote from: Sebastian Cigar on May 05, 2018, 09:26:13 AM
Well, I've got nothing to report so far. The mod works like a clock, whole colony turned Cannibal after running out of foraged/scavenged stuff and wildlife on a frosty map.
Could you force the mod to always log morale changes by default?
Huh, how long did it take them to snap? How many days of those were cannibal meals? I have about 60 days on my colony and no one changed yet. I think about 20-30 of those days were on cannibal simple meals. Hmm.
Quote from: Lethe on May 05, 2018, 09:50:33 AM
Huh, how long did it take them to snap? How many days of those were cannibal meals? I have about 60 days on my colony and no one changed yet. I think about 20-30 of those days were on cannibal simple meals. Hmm.
Those are my notes:
Chance = 5% + Average(CorpseCount, FullCorpseEaten) * 2,2%
90% <=> 39 full human flesh meals
Basically it's random, and for every human meal pawn eat, the chance improves. After 39 full human flesh meals chances rises to 90% and stays there.
To give you some idea here are some chances after each
FULL human flesh meals:
5%, 7,2%, 9,4%, 11,6%, 13,8%, 16%, 18,2% .....
Soo chances that pawn will became cannibal after X meals are:
5%, 11,84%, 20,13%, 29,39% ...
It's lot of calculating actually :P Basically after ~17 meals most of pawns should be cannibals
I've made excel for you
(https://i.imgur.com/0GFfhxh.png)
When he feed his pawn 60 days with cannibal food, then your tabel/formula is wrong or something with his colony.
Evil? Psh. Sounds more like pragmatic
Quote from: Canute on May 05, 2018, 11:24:19 AM
When he feed his pawn 60 days with cannibal food, then your tabel/formula is wrong or something with his colony.
I don't think so, maybe they cheated, and has some normal food hidden. Keep in mind that this applies to actually eating corpse from empty stomach to full stomach. Here is a code snippet for you:
// Chance = 5% + Averege(CorpseCount, FullCorpseEaten) * 2,2%
// 90% <=> 39 full human flesh meals
// Base value
var chance = 0.05f;
// Count
chance += corpseCount * 0.011f;
// Nutrition
chance += fleshAmount * 0.011f;
// Roof to 90%
chance = chance > 0.9f ? 0.9f : chance;
var value = UnityEngine.Random.Range(0.0f, 1.0f);
if (value < chance)
{
// Become cannibal
}
Well, I only have 3 folks in my colony, (I started with two) with only about 20-25 human meals (no more than 30) consumed so far per pawn. We'll eat more human meals and then I'll report back. RNGjesus might just not be on my side. I blame Randy.
I am also running mods like Psychology and We're All Mad Here that could potentially be interfering. In addition, I'm suspecting this mod is overriding Shrink Corpse Buff mod (which basically means unless you're in the same room as the butcher you won't know someone butchered a human colonywide. You still get I butchered debuff though.) The override is fine for me since I want my pawns to snap.
Edit: It doesn't have to be X meals straight to become a cannibal does it? I have taken a break with normal food as I was low on human at the time.
Edit 2: Does this only work on corpse consumption and not human meals? When I said "human simple meals" I actually meant that. I cooked 'em up first. I didn't think it had to be an raw corpse and that any consumption of human meat raw or cooked would suffice. Guess I was wrong?
Quote from: Lethe on May 05, 2018, 09:50:33 AM
Huh, how long did it take them to snap? How many days of those were cannibal meals? I have about 60 days on my colony and no one changed yet. I think about 20-30 of those days were on cannibal simple meals. Hmm.
They 'turned' in a matter of game days, one by one. I don't remember for certain but I'm sure it was less than 2 months
Quote from: Lethe on May 05, 2018, 01:00:48 PM
... I'm suspecting this mod is overriding Shrink Corpse Buff mod (which basically means unless you're in the same room as the butcher you won't know someone butchered a human colonywide. You still get I butchered debuff though.)
same here
why though
(https://puu.sh/AgBXC/1b1efee6f9.jpg)
I also have Psychology, I'll try to get him Desensitized ;D
Quote from: Sebastian Cigar on May 05, 2018, 01:27:19 PM
why though
(https://puu.sh/AgBXC/1b1efee6f9.jpg)
Oh .... I've missed that, Ill make some adjustments
Quote from: Lethe on May 05, 2018, 01:00:48 PM
Edit 2: Does this only work on corpse consumption and not human meals? When I said "human simple meals" I actually meant that. I cooked 'em up first. I didn't think it had to be an raw corpse and that any consumption of human meat raw or cooked would suffice. Guess I was wrong?
It SHOULD work with meals too but I didnt test it.
It can anyway interfere with those mods, try to load bad people last.
Okay, I've tested it with simple meals. It works.
It's must be other mod.
UPDATE
1.1.2
- now depraved pawns will loose Kind trait
- slowed down cannibalism progression (gaining trait on average after 12 full meals)
Also added explanations to progression mechanics
See description for links
1.1.3
- fixed error when mechanoid kills something
When pawns got injured or killed by enemy grenade fragments I got a lot of these errors:
Exception ticking Fragment_GrenadeFrag1319473: System.NullReferenceException: Object reference not set to an instance of an object
at BadPeople.BadPeopleUtility.NotifyPawnKilled (Verse.Pawn,System.Nullable`1<Verse.DamageInfo>,Verse.Hediff) <0x0007d>
at BadPeople.HarmonyPatches.Trigger_Kill.Prefix (Verse.Pawn,System.Nullable`1<Verse.DamageInfo>,Verse.Hediff) <0x0002d>
at (wrapper dynamic-method) Verse.Pawn.Kill_Patch4 (object,System.Nullable`1<Verse.DamageInfo>,Verse.Hediff) <0x00251>
at (wrapper dynamic-method) Verse.Pawn_HealthTracker.CheckForStateChange_Patch1 (object,System.Nullable`1<Verse.DamageInfo>,Verse.Hediff) <0x00085>
at Verse.Pawn_HealthTracker.AddHediff (Verse.Hediff,Verse.BodyPartRecord,System.Nullable`1<Verse.DamageInfo>) <0x0007c>
at (wrapper dynamic-method) Verse.DamageWorker_AddInjury.FinalizeAndAddInjury_Patch1 (object,Verse.Pawn,Verse.Hediff_Injury,Verse.DamageInfo,Verse.DamageWorker/DamageResult&) <0x000ab>
at Verse.DamageWorker_AddInjury.CheckDuplicateDamageToOuterParts (Verse.DamageInfo,Verse.Pawn,single,Verse.DamageWorker/DamageResult&) <0x00164>
at Verse.DamageWorker_AddInjury.ApplySpecialEffectsToPart (Verse.Pawn,single,Verse.DamageInfo,Verse.DamageWorker/DamageResult&) <0x000a9>
at (wrapper dynamic-method) Verse.DamageWorker_AddInjury.ApplyDamageToPart_Patch1 (object,Verse.DamageInfo,Verse.Pawn,Verse.DamageWorker/DamageResult&) <0x0029b>
at Verse.DamageWorker_AddInjury.ApplyToPawn (Verse.DamageInfo,Verse.Pawn) <0x0049e>
at Verse.DamageWorker_AddInjury.Apply (Verse.DamageInfo,Verse.Thing) <0x000ae>
at (wrapper dynamic-method) Verse.Thing.TakeDamage_Patch1 (object,Verse.DamageInfo) <0x0027b>
at CombatExtended.BulletCE.Impact (Verse.Thing) <0x003d4>
at CombatExtended.ProjectileCE.TryCollideWith (Verse.Thing) <0x00676>
at CombatExtended.ProjectileCE.CheckCellForCollision (Verse.IntVec3) <0x00690>
at CombatExtended.ProjectileCE.CheckForCollisionBetween () <0x00297>
at (wrapper dynamic-method) CombatExtended.ProjectileCE.Tick_Patch1 (object) <0x00167>
at Verse.TickList.Tick () <0x002c6>
Success! Mod is working as expected for me now. :D I made a new colony and had no intentions of having anyone eat human, but then my animals got hungry, so I was making my herbivores human simple meals to keep them alive. Then of course my pawns decided to eat some... because why would they choose to eat the non-human simple meals? (They clearly all wanted to become cannibals.) Within a few in game days I had several colonists turn cannibal and within two seasons they all turned.
Version 1.1.1
So, whatever mod conflict there might be going on magically resolved itself on a new colony. That's something for anyone else experiencing problems.
I was curious if the frequency of turning into cannibals changes depending on what storyteller or difficulty chosen.
This is an interesting mod for those of us who want less utopia and more grit. Is the depraved trait actually a good thing? What sort of negatives come with it, do relationships with non-depraved pawns get affected?
Quote from: Crow_T on June 15, 2018, 09:02:28 PM
This is an interesting mod for those of us who want less utopia and more grit. Is the depraved trait actually a good thing? What sort of negatives come with it, do relationships with non-depraved pawns get affected?
Currently there is no side effects but in future I plan add those, like reducing gaining of good will by "depraved" faction. In general I would like to reduce diplomatic ability of colony depending on percentage of depraved pawns.
Quote from: Avius on June 16, 2018, 12:24:07 PM
Currently there is no side effects but in future I plan add those, like reducing gaining of good will by "depraved" faction. In general I would like to reduce diplomatic ability of colony depending on percentage of depraved pawns.
Cool, that would make sense, eg. if you release a prisoner from your depraved colony they'd still be a bit wary of you
1.1.4
- updated to RimWorld Beta 19
1.1.5
- updated to RimWorld 1.0
Hey, there's still a problem with deadfall traps. It seems like the damage gets applied but the traps don't disappear, like they should (new change in 1.0 if you weren't aware)
Exception ticking TrapSpike513903 (at (138, 0, 158)): System.NullReferenceException: Object reference not set to an instance of an object
at BadPeople.BadPeopleUtility.NotifyPawnKilled (Verse.Pawn,System.Nullable`1<Verse.DamageInfo>,Verse.Hediff) <0x000c6>
at BadPeople.HarmonyPatches.Trigger_Kill.Prefix (Verse.Pawn,System.Nullable`1<Verse.DamageInfo>,Verse.Hediff) <0x0004b>
at (wrapper dynamic-method) Verse.Pawn.Kill_Patch3 (object,System.Nullable`1<Verse.DamageInfo>,Verse.Hediff) <0x001fc>
at (wrapper dynamic-method) Verse.Pawn_HealthTracker.CheckForStateChange_Patch1 (object,System.Nullable`1<Verse.DamageInfo>,Verse.Hediff) <0x0011b>
at (wrapper dynamic-method) Verse.Pawn_HealthTracker.AddHediff_Patch2 (object,Verse.Hediff,Verse.BodyPartRecord,System.Nullable`1<Verse.DamageInfo>,Verse.DamageWorker/DamageResult) <0x00135>
at (wrapper dynamic-method) Verse.DamageWorker_AddInjury.FinalizeAndAddInjury_Patch1 (object,Verse.Pawn,Verse.Hediff_Injury,Verse.DamageInfo,Verse.DamageWorker/DamageResult) <0x00163>
at Verse.DamageWorker_AddInjury.FinalizeAndAddInjury (Verse.Pawn,single,Verse.DamageInfo,Verse.DamageWorker/DamageResult) <0x00305>
at Verse.DamageWorker_Stab.ApplySpecialEffectsToPart (Verse.Pawn,single,Verse.DamageInfo,Verse.DamageWorker/DamageResult) <0x002d7>
at Verse.DamageWorker_AddInjury.ApplyDamageToPart (Verse.DamageInfo,Verse.Pawn,Verse.DamageWorker/DamageResult) <0x004a9>
at Verse.DamageWorker_AddInjury.ApplyToPawn (Verse.DamageInfo,Verse.Pawn) <0x0033e>
at Verse.DamageWorker_AddInjury.Apply (Verse.DamageInfo,Verse.Thing) <0x000be>
at (wrapper dynamic-method) Verse.Thing.TakeDamage_Patch1 (object,Verse.DamageInfo) <0x00324>
at RimWorld.Building_TrapDamager.SpringSub (Verse.Pawn) <0x0036a>
at RimWorld.Building_Trap.Spring (Verse.Pawn) <0x0005b>
at RimWorld.Building_Trap.CheckSpring (Verse.Pawn) <0x00081>
at RimWorld.Building_Trap.Tick () <0x00157>
at Verse.TickList.Tick () <0x00487>
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Quote from: Adamiks on October 23, 2018, 03:58:28 PM
Hey, there's still a problem with deadfall traps. It seems like the damage gets applied but the traps don't disappear, like they should (new change in 1.0 if you weren't aware)
Exception ticking TrapSpike513903 (at (138, 0, 158)): System.NullReferenceException: Object reference not set to an instance of an object
at BadPeople.BadPeopleUtility.NotifyPawnKilled (Verse.Pawn,System.Nullable`1<Verse.DamageInfo>,Verse.Hediff) <0x000c6>
at BadPeople.HarmonyPatches.Trigger_Kill.Prefix (Verse.Pawn,System.Nullable`1<Verse.DamageInfo>,Verse.Hediff) <0x0004b>
at (wrapper dynamic-method) Verse.Pawn.Kill_Patch3 (object,System.Nullable`1<Verse.DamageInfo>,Verse.Hediff) <0x001fc>
at (wrapper dynamic-method) Verse.Pawn_HealthTracker.CheckForStateChange_Patch1 (object,System.Nullable`1<Verse.DamageInfo>,Verse.Hediff) <0x0011b>
at (wrapper dynamic-method) Verse.Pawn_HealthTracker.AddHediff_Patch2 (object,Verse.Hediff,Verse.BodyPartRecord,System.Nullable`1<Verse.DamageInfo>,Verse.DamageWorker/DamageResult) <0x00135>
at (wrapper dynamic-method) Verse.DamageWorker_AddInjury.FinalizeAndAddInjury_Patch1 (object,Verse.Pawn,Verse.Hediff_Injury,Verse.DamageInfo,Verse.DamageWorker/DamageResult) <0x00163>
at Verse.DamageWorker_AddInjury.FinalizeAndAddInjury (Verse.Pawn,single,Verse.DamageInfo,Verse.DamageWorker/DamageResult) <0x00305>
at Verse.DamageWorker_Stab.ApplySpecialEffectsToPart (Verse.Pawn,single,Verse.DamageInfo,Verse.DamageWorker/DamageResult) <0x002d7>
at Verse.DamageWorker_AddInjury.ApplyDamageToPart (Verse.DamageInfo,Verse.Pawn,Verse.DamageWorker/DamageResult) <0x004a9>
at Verse.DamageWorker_AddInjury.ApplyToPawn (Verse.DamageInfo,Verse.Pawn) <0x0033e>
at Verse.DamageWorker_AddInjury.Apply (Verse.DamageInfo,Verse.Thing) <0x000be>
at (wrapper dynamic-method) Verse.Thing.TakeDamage_Patch1 (object,Verse.DamageInfo) <0x00324>
at RimWorld.Building_TrapDamager.SpringSub (Verse.Pawn) <0x0036a>
at RimWorld.Building_Trap.Spring (Verse.Pawn) <0x0005b>
at RimWorld.Building_Trap.CheckSpring (Verse.Pawn) <0x00081>
at RimWorld.Building_Trap.Tick () <0x00157>
at Verse.TickList.Tick () <0x00487>
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
still working on it, please be patient
Created an issue to keep you notified:
https://github.com/Aviuz/BadPeople/issues/1
No problem, i just wasn't sure if you're aware of it. Good luck by the way
I can't tell from the description, but did you actually add a new trait as well called evil? If so, that's awesome!
Another report, this one isn't very useful though.
At random point during my playthrough "Achtung!" and "Incident Person Stat" stopped working, no errors or whatsoever, it's just as if i haven't added them at all. I had no idea why, so i had to do it the good ol' method - uncheck all mods until i find the culprit. And it was Bad people. No idea how it affected it at all, but moving the mod to the very bottom seems to have fixed it.
Quote from: Adamiks on October 27, 2018, 02:40:09 PM
Another report, this one isn't very useful though.
At random point during my playthrough "Achtung!" and "Incident Person Stat" stopped working, no errors or whatsoever, it's just as if i haven't added them at all. I had no idea why, so i had to do it the good ol' method - uncheck all mods until i find the culprit. And it was Bad people. No idea how it affected it at all, but moving the mod to the very bottom seems to have fixed it.
Thanks
1.1.6
- fixed NullReference error when pawn was killed by a thing (ex. trap)
I get this error. No other mods installed
Could not execute post-long-event action. Exception: System.TypeInitializationException: An exception was thrown by the type initializer for BadPeople.Initialization ---> System.NullReferenceException: Object reference not set to an instance of an object
at BadPeople.ClassInjector.Initialize () [0x00000] in <filename unknown>:0
at BadPeople.Initialization..cctor () [0x00000] in <filename unknown>:0
--- End of inner exception stack trace ---
at (wrapper managed-to-native) System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (intptr)
at System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor (RuntimeTypeHandle type) [0x00000] in <filename unknown>:0
at Verse.StaticConstructorOnStartupUtility.CallAll () [0x00000] in <filename unknown>:0
at Verse.PlayDataLoader.<DoPlayLoad>m__2 () [0x00000] in <filename unknown>:0
at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()
@Adamiks
Can you check if this version gives you same exception?
https://www.dropbox.com/s/irrvk8py38z9bz7/BadPeopleDev.rar?dl=0
Seems to have fixed it, i don't get the error at least, i'll play with this version and let you know if anything's wrong. Thanks
1.1.7
- fixed description of depraved trait
I think the BadPiDev tab might interfere with Psyche tab and RimHud. Enabling/disabling dev mode makes it disappear. Could you make an option to turn it off in mod setting?
By the way, great mod. REally needed!
Edit
Quote from: Trentennisfigati on March 09, 2019, 12:28:35 PM
I think the BadPiDev tab might interfere with Psyche tab and RimHud. Enabling/disabling dev mode makes it disappear. Could you make an option to turn it off in mod setting?
By the way, great mod. REally needed!
Edit
Yup I was going to do that anyway
Thanks, with new update I got back into Rimworld and really looking forward to see this fixed! :)
Updated to RimWorld 1.1
Thanks to Hazzer for helping me with update
Please report any bugs ASAP, so I can patch things up
Reported issue of missing karma meters (mod not working?) with no error message on RW v1.1 in a fresh install ( no config data / other mods ) on OS X.
Details: https://github.com/Aviuz/BadPeople/issues/10