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RimWorld => Mods => Releases => Topic started by: Avius on April 24, 2018, 06:30:25 PM

Title: [1.1] Bad People
Post by: Avius on April 24, 2018, 06:30:25 PM

(https://raw.githubusercontent.com/Aviuz/BadPeople/master/Images/Logo.png)
(https://img.shields.io/badge/version-1.2.3-red.svg?style=flat)

Description
This 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 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.
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 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.
Cannibalism progression explanation (https://github.com/Aviuz/BadPeople/wiki/Cannibalism-progression)

Compatibility

Links
Steam 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.
Title: Re: [B18] Bad People
Post by: Avius on April 24, 2018, 06:30:42 PM
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
Title: Re: [B18] Bad People
Post by: 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? 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!
Title: Re: [B18] Bad People
Post by: Avius on April 25, 2018, 05:50:27 AM
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)
Title: Re: [B18] Bad People
Post by: Sebastian Cigar on April 25, 2018, 06:14:20 AM
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'
Title: Re: [B18] Bad People
Post by: Lethe on May 02, 2018, 07:47:40 PM
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?
Title: Re: [B18] Bad People
Post by: 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. :-)
Title: Re: [B18] Bad People
Post by: Avius on May 03, 2018, 03:42:45 AM
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
Title: Re: [B18] Bad People
Post by: gentou on May 03, 2018, 09:46:42 AM
ITT highschool moralist arguing about life.
Title: Re: [B18] Bad People
Post by: 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?
Title: Re: [B18] Bad People
Post by: Avius on May 05, 2018, 09:34:55 AM
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.
Title: Re: [B18] Bad People
Post by: Lethe on May 05, 2018, 09:50:33 AM
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.
Title: Re: [B18] Bad People
Post by: Avius on May 05, 2018, 10:54:45 AM
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)
Title: Re: [B18] Bad People
Post by: 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.
Title: Re: [B18] Bad People
Post by: Diana Winters on May 05, 2018, 11:48:16 AM
Evil? Psh. Sounds more like pragmatic
Title: Re: [B18] Bad People
Post by: Avius on May 05, 2018, 12:22:10 PM
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
            }
Title: Re: [B18] Bad People
Post by: Lethe on May 05, 2018, 01:00:48 PM
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?
Title: Re: [B18] Bad People
Post by: Sebastian Cigar on May 05, 2018, 01:27:19 PM
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
Title: Re: [B18] Bad People
Post by: Avius on May 05, 2018, 03:37:37 PM
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
Title: Re: [B18] Bad People
Post by: Avius on May 05, 2018, 03:39:12 PM
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.
Title: Re: [B18] Bad People
Post by: Avius on May 07, 2018, 07:24:15 AM
Okay, I've tested it with simple meals. It works.

It's must be other mod.
Title: Re: [B18] Bad People
Post by: Avius on May 07, 2018, 09:27:45 AM
UPDATE
1.1.2
- now depraved pawns will loose Kind trait
- slowed down cannibalism progression (gaining trait on average after 12 full meals)
Title: Re: [B18] Bad People
Post by: Avius on May 07, 2018, 09:42:45 AM
Also added explanations to progression mechanics
See description for links
Title: Re: [B18] Bad People
Post by: Avius on May 12, 2018, 07:59:47 AM
1.1.3
- fixed error when mechanoid kills something
Title: Re: [B18] Bad People
Post by: Kori on May 31, 2018, 07:15:03 PM
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>
Title: Re: [B18] Bad People
Post by: Lethe on June 15, 2018, 08:43:31 PM
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.
Title: Re: [B18] Bad People
Post by: 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?
Title: Re: [B18] Bad People
Post by: Avius on June 16, 2018, 12:24:07 PM
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.
Title: Re: [B18] Bad People
Post by: Crow_T on June 16, 2018, 02:26:15 PM
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
Title: Re: [B18] Bad People
Post by: Avius on September 09, 2018, 02:01:06 PM
1.1.4
- updated to RimWorld Beta 19
Title: Re: [1.0] Bad People
Post by: Avius on October 21, 2018, 02:17:56 PM
1.1.5
- updated to RimWorld 1.0
Title: Re: [1.0] Bad People
Post by: 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()
Title: Re: [1.0] Bad People
Post by: Avius on October 24, 2018, 08:43:16 AM
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
Title: Re: [1.0] Bad People
Post by: Adamiks on October 24, 2018, 11:15:04 AM
No problem, i just wasn't sure if you're aware of it. Good luck by the way
Title: Re: [1.0] Bad People
Post by: jpinard on October 24, 2018, 01:07:18 PM
I can't tell from the description, but did you actually add a new trait as well called evil?  If so, that's awesome!
Title: Re: [1.0] Bad People
Post by: 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.
Title: Re: [1.0] Bad People
Post by: Avius on October 30, 2018, 01:39:47 PM
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
Title: Re: [1.0] Bad People
Post by: Avius on October 30, 2018, 01:55:25 PM
1.1.6
- fixed NullReference error when pawn was killed by a thing (ex. trap)
Title: Re: [1.0] Bad People
Post by: Adamiks on November 01, 2018, 02:47:18 AM
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()
Title: Re: [1.0] Bad People
Post by: Avius on November 01, 2018, 02:34:42 PM
@Adamiks
Can you check if this version gives you same exception?
https://www.dropbox.com/s/irrvk8py38z9bz7/BadPeopleDev.rar?dl=0
Title: Re: [1.0] Bad People
Post by: Adamiks on November 02, 2018, 09:06:52 AM
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
Title: Re: [1.0] Bad People
Post by: Avius on November 10, 2018, 10:18:23 AM
1.1.7
- fixed description of depraved trait
Title: Re: [1.0] Bad People
Post by: 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
Title: Re: [1.0] Bad People
Post by: Avius on May 25, 2019, 06:05:02 AM
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
Title: Re: [1.0] Bad People
Post by: Trentennisfigati on June 05, 2019, 09:04:33 AM
Thanks, with new update I got back into Rimworld and really looking forward to see this fixed! :)
Title: Re: [1.1] Bad People
Post by: Avius on March 14, 2020, 01:27:39 PM
Updated to RimWorld 1.1
Thanks to Hazzer for helping me with update

Please report any bugs ASAP, so I can patch things up
Title: Re: [1.1] Bad People
Post by: ksaturn on May 08, 2020, 03:50:05 AM
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