RimWorld

RimWorld

53 ratings
No debuffs from pet killing\selling
 
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1.449 MB
Jul 28, 2016 @ 3:12pm
Nov 19, 2017 @ 9:53am
7 Change Notes ( view )

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No debuffs from pet killing\selling

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Description
No more debuffs for butchering or selling the colony pets, you monster.
Save compatible with everything.

Credits: ARiNA1089 for the request

Updated Alpha 18
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21 Comments
Zephyr Jan 13 @ 11:07pm 
@Dreshar heh, yeah, having a good medic try to install a prosthetic foot, get an alert that they died in surgery, check their health to find out what happened, and finding neck: 0/whatever it is. can't help but thinking to myself, "uuuuuh-huh..... yeah, that was no accident was it Marjot? And you don't have psychpath trait? yeah, right..."
Omega13 Jun 20, 2017 @ 5:38pm 
Is it possible to get a version that just cancels the (new in A17) social penalty that everyone gets for slaughtering livestock? The selling/killing bonded animals penalty doesn't bother me because it at least makes sense. (There's another new mod that claims to do exactly this but it doesn't appear to actually do anything.)
heartnewts May 25, 2017 @ 7:50am 
Thanks for this!
Dreshar Dec 26, 2016 @ 3:19pm 
Can you maybe do a mod where surgery doesnt fail ( kill someone) if you have like a medic with skill 15 or above.... but still possible to fail in minor or great fail but this dying annoys me .... right now i gotta think like it and keep reloading until surgery went good.... cause i dont agree with having a 19 medic and good medicine and still fail.... 50%
Elorendil Dec 22, 2016 @ 2:23pm 
Well, I guess I'm glad I accidentally helped you find code that needed updating? XD Anyway, sorry for the confusion. Love your mod.
GassyTaco  [author] Dec 22, 2016 @ 12:41pm 
@Elorendil Well your comment earlier made me jump into my "Oh shit what the fuck went wrong" mode and i went though each individual new thoughts.xml to check for what was causing a problem.
Turns out that i finally found out where the opinions modiferes were, so i just updated all my mods and they should be better now, it was fun.
Elorendil Dec 22, 2016 @ 12:29pm 
Okay, now I'm embarassed. It's not yours that is causing this, I clicked into the wrong mod when I went to leave my comment. My apologies, yours is running beautifully with the other mods I'm currently using.
GassyTaco  [author] Dec 22, 2016 @ 10:39am 
@Elorendil What mods are you using apart from the increased sack mod?
GassyTaco  [author] Dec 22, 2016 @ 10:23am 
@Elorendil Ok thats wierd, this mod shouldnt conflict with anything as far as i know since it alters 1 single line of code, but i will give it a quick look to see what is going on.
Elorendil Dec 22, 2016 @ 10:19am 
I am having major issues with this mod since the 16 release. When I have it running, I can't use my comms console. It also makes a lot of other mods break, as well - the increased stack mods will not function if this one is also enabled. I didn't have these issues with 15, is there any chance you can correct this?