RimWorld

RimWorld

[FSF] Cannibal Trait Tweaks
65 Comments
Taemaly Nov 11, 2021 @ 5:33pm 
Thank you
FrozenSnowFox  [author] Nov 11, 2021 @ 5:23pm 
@Taemaly
You'd honestly need to test. There was a large amount of changes done for Ideology and I've never compared the changes for this mod. It's possible they may still work since its all patch based but its also possible too much was changed.
Taemaly Nov 11, 2021 @ 5:17pm 
Does this still work in 1.3?
FrozenSnowFox  [author] Feb 25, 2021 @ 7:31pm 
@Kopp
No clue sorry to say. I imagine it would be something to do with the food selection coding. Changing that is outside of my skillset I'm afraid since I don't know coding, this mod is entirely xml. I've never noticed that issue myself but that might be because I tend to disable raw food almost immediately on my food policies to stop them stealing stuff when no meals are cooked.
Kopp Feb 25, 2021 @ 6:45pm 
@FrozenSnowFox
any ideas why this mod makes it that my colonists prefer raw food over simple meals IF the stack of simple meals contains more than one different kind of meat (no human meat involved :P)?
Took me a while to reproduce the behaviour and to check which mod is introducing it...
The patch at "FleshTypes_Patch.xml" is the bad boy. Outcommenting it fixes the issue. Greetings!
Crokadilla Feb 9, 2021 @ 1:22pm 
Ehh, tbh I was just looking around the workshop for Cannibal mods and found nearly nothing besides this, so thought we needed something more. It was kinda just on a whim, lol. Definitely adds more life to my Cannibal tribe though. :D
FrozenSnowFox  [author] Feb 9, 2021 @ 1:13pm 
@Crokadilla
Wow your really into playing cannibals. I'll have to check it out when I have time before I go adding it though. Thanks for letting me know about it.
Crokadilla Feb 9, 2021 @ 11:14am 
I went ahead and commissioned a mod that adds plant hating thoughts to Cannibals. It also makes them enjoy eating humanlike corpses rather than hating it. :P :D

Anyway, if you're interested in adding a link to your description or something (as it is designed to be played with this mod), here it is: https://steamcommunity.com/sharedfiles/filedetails/?id=2388849534
Crokadilla Feb 7, 2021 @ 2:46pm 
Ok, no problem. I'll ask around and see if I can find someone who would know how to do it. I'd learn myself but really have no idea of where I would even start.

I mean, I wouldn't enjoy eating a raw corpse, but then again, I'm not a cannibal. Being so obsessed with eating your own sentient race that you get unhappy when you can't have it, implies a certain level of savagery that I think eating raw corpses from time to time falls in line with. It's more of a psychological thing, of being able to descend into such taboo decadence so thoroughly, than an actual physical difference between enjoying raw vs cooked. Most of the time I do cook the meals just so they don't get food poisoning, but here and there I want to let them enjoy it fresh. I even looked on the workshop a while back for a mod that lets you eat your prisoners alive, but no dice. :)
FrozenSnowFox  [author] Feb 7, 2021 @ 1:36pm 
@Crokadilla
I'm afraid I don't know C# either so doing that is beyond me. Even if there was/is a def for veggies I think you'd still need to C#. Because you'd need to disable the veggie thought somehow when a meal contains meat.

I can't remember specifics but a bigger negative from a corpse is most likely intended. Ask yourself would you enjoy raw meat just because its your favourite type of meat? Unless you're a person who enjoys very rare cooked meat the answer is probably no.
Crokadilla Feb 7, 2021 @ 12:42pm 
Edit: Asked around and apparently there aren't defNames for raw and cooked veggies because they aren't used in any thoughts.Would apparently take C# work to add this functionality, which is beyond me. Would love if you could add this, but I understand if you decide not to as this is kind of an older mod.
Crokadilla Feb 7, 2021 @ 9:59am 
I love the idea, but think the nerfs are a bit too dramatic mood wise. Eating a raw corpse gives you a bigger negative than the benefit from raw cannibalism with this. Some quick edits through notepad fixed it right up to where I wanted it though! Only one suggestion. Could you add mood negatives for eating raw and cooked vegetable meals too? Such as -12 for cooked and -18 for Raw? This would make it so that cannibals can't just avoid the mood effects from not eating human by eating plants instead of animal meat. Makes sense that they would hate to eat plants even more than animals anyway. Or if you are not maintaining this mod anymore, (Which I get), could you tell me how to add that myself? From looking, it appears I might just be able to copy the new thought you added in Cannibal_Thoughts.xml and modify it a little, but to do that I would need to know the defNames for eating raw vegetables and cooked vegetable meals. You know where I might be able to find these?
Gadget Nov 5, 2020 @ 5:47am 
aight then, thanks
FrozenSnowFox  [author] Nov 4, 2020 @ 10:37pm 
@Gadget
Sorry but I don't do requests these days its a pain to make something, upload it and maintain it especially when you don't have an interest in it.

As for the Psychopath change its really easy to add Psychopath to one of my existing patches. Go to the location below and open the file in notepad.

\Steam\steamapps\workshop\content\294100\1882891972\1.2\Patches\ThoughtDefs\Thought_General_Patch.xml

Just add a new <li> class for Psychopath to the patch. Should look like this.

<value>
<li>Cannibal</li>
<li>Psychopath</li>
</value>
Gadget Nov 4, 2020 @ 9:28pm 
Hey, sorry to be the one to ask, but do you think you could do something similar for psychopath? It doesn't make sense to me that they get grossed out by tainted apparel.
FrozenSnowFox  [author] Sep 18, 2020 @ 2:50pm 
@_♣Caligula♣_
I haven't tried it but it shouldn't really have issues. My mod is all xml based so it shouldn't interfere.
_♣Caligula♣_ Sep 18, 2020 @ 12:11pm 
How well does this work together with the bad people mod?
Bio[redacted] Sep 14, 2020 @ 11:25pm 
wanting to eat people and feeling bad about prisoners are two entirely different things though
as much people want to think it, cannibals aren't pyschopaths:DLskull:
FrozenSnowFox  [author] Sep 1, 2020 @ 12:32am 
@insaned
Yes it can be loaded into existing saves. As for disabling the changes go to the mod location.

Steam\steamapps\workshop\content\294100\1882891972\1.2\

Delete the Defs folder then go under Patches and delete the Misc folder. That will get rid of the animal meat debuff. For the mood nerfs delete Thought_Eating_Patch.xml under \Patches\ThoughtDefs\. You may want to make a manual backup of the mod because if I update it or change it your changes will likely be reverted.
tf.take Sep 1, 2020 @ 12:18am 
can this be loaded into an existing save, and is it possible to disable the changes that nerf cannibal
FrozenSnowFox  [author] Jul 5, 2020 @ 5:44am 
@Mistletoe The Bard
I have a manual download in the attached collection. But I don't update it often, I usually update it when someone asks for a manual download copy.
Mistletoe The Bard Jul 5, 2020 @ 5:43am 
@FrozenSnowFox Wow, you uploaded all your mods onto dropbox? That's amazing. Thanks for the help!
Spectre Incarnate Jul 5, 2020 @ 12:06am 
Wanna say how appreciative I am that you are willing to give users the exact file location in the directory and a little instruction on how to alter these stats to our own preferences. I'm also going to have to say no to the debuff, but since an easy fix was provided I can still use this! But I had to go back in comments to find it, so may I suggest adding this info to the description like you did for the spike trap? :)
FrozenSnowFox  [author] Jul 4, 2020 @ 2:27pm 
@Mistletoe The Bard
Turns out its still listed in a mod archive here's the link.

https://www.dropbox.com/s/6zu8s50881chi61/Rimworld%20Mod%20Archive%20v1.1.rar?dl=0
Mistletoe The Bard Jul 4, 2020 @ 6:25am 
@FrozenSnowFox A download copy would definitely be nice, if it is not trouble some for you to do so.
FrozenSnowFox  [author] Jul 4, 2020 @ 3:22am 
@Mistletoe The Bard
If you want a copy I can provide a download link but its not something I plan to put back on the workshop due to the issues.
Mistletoe The Bard Jul 4, 2020 @ 3:16am 
@FrozenSnowFox Oh, I can recall that I kept seeing raids spawning with human leather clothing for sure and I didn't related it with the mod. It is regardless still a nice mod though, at least for certain type of players like me and you who think cannibalism is OP in Rimworld. xD
FrozenSnowFox  [author] Jul 3, 2020 @ 2:20pm 
@Mistletoe The Bard
I ended up hiding it because it seemed to mess with clothing generation. It was a cheaper option and since the game doesn't check if people hate it or not it ended up spawning on more people.
Mistletoe The Bard Jul 3, 2020 @ 9:54am 
Just wondering, didn't you make a mod that lower the human leather price? o_O
FrozenSnowFox  [author] Dec 22, 2019 @ 4:38pm 
@SirVivel
Personally I'd rather not. It's one more mood boon which makes the trait more powerful again. But more importantly cutting up game for food is a lot of work. Unless your super into that its probably more tedious and tiring than fun. I could see it working for someone with a Bloodlust trait and maybe the Psychopath trait but for the average cannibal it seems more like busy work.
SirVivel Dec 22, 2019 @ 2:31pm 
Could you add a small mood boost for butchering humanlike? Just a little... ?
FrozenSnowFox  [author] Oct 18, 2019 @ 3:37pm 
@joukea
Sounds like an interesting idea. I'm not sure if its something I'm interested in doing though. I mostly made this one for myself so I can do a Cannibal playthrough later.
joukea Oct 18, 2019 @ 3:35pm 
Hmm... how about variety of different type of cannibals? And maybe personality types who ignore or completely hate cannibalism?
SirVivel Oct 13, 2019 @ 11:55am 
The mood buffs from cannibalism are life saving in the beginning. Well, life saving for the colonists, not the unhappy raiders, visitors etc. :D
I'm glad they worship the Daedric Prince Namira to the fullest in not careing when harvesting, butchering or executing humanlike... but the mood debuff for NOT eating human meat?!! Na www, c'mon! :/
A Random Cogboy Oct 11, 2019 @ 1:57pm 
Thanks! I'll check it out.
FrozenSnowFox  [author] Oct 11, 2019 @ 1:56pm 
@Random Tech Priest
I haven't personally made traits so I can't say for certain. However as far as I know you need to define the trait (Core\Defs\TraitDefs) then you define the thoughts (Core\Defs\ThoughtDefs). Existing thoughts you can link up with patching. I'd recommend you take a look at some existing trait mods for reference. As far as I know though its a very easy process that can be done entirely with xml.
A Random Cogboy Oct 11, 2019 @ 1:52pm 
I know its seemingly out of the blue, but you seem to be quite knowledgeable on the subject so here goes: How would I go about creating a mod that adds a new trait with new thoughts? Sorry if I'm annoying you, I'm just kind of... stuck...
Not Gage Oct 9, 2019 @ 4:29pm 
oh my bad didnt see that, cheers
FrozenSnowFox  [author] Oct 9, 2019 @ 3:29pm 
@Gage
I wanted a reason to have to give cannibals human meat. So you can't just introduce them into a normal colony and go whelp I guess you won't be eating your favourite meal from now on.

If you look at my earlier comment there's some instructions for locating the mod. Delete the Defs folder and that will get rid of it animal meat debuff. Alternatively you can just edit the debuff to be lower.
Not Gage Oct 9, 2019 @ 3:24pm 
i like the idea of the lower mood buff for human as well but i feel like the animal meat debuff should be maybe a lil lower, personally id like it to be removed but i get the reasoning
Mistletoe The Bard Oct 8, 2019 @ 8:17pm 
@slapMymarsupial Thanks for your tips as well!
Mistletoe The Bard Oct 8, 2019 @ 8:15pm 
@FrozenSnowFox Wow, thanks a lot with those info... I will look into learning this as soon as I finished my exams... It's really helpful to hear from someone who does it, instead of the wiki. I will go ahead and toss a friend invite!
FrozenSnowFox  [author] Oct 8, 2019 @ 6:18pm 
@???
Fair enough. Personally the lower mood buff was the number 1 reason I made the mod.

You'll find the mod located under

Steam\steamapps\workshop\content\294100\1882891972

Under Patches\ThoughtDefs\ delete the file Thought_Eating_Patch.xml. That will get rid of the lower mood buffs. You'll have to repeat this if I do an update unless you make a manual copy.
The Unknown Oct 8, 2019 @ 6:12pm 
i am sorry man i do not like the lower mood buff sorry :(
slapMYmarsupial Oct 8, 2019 @ 4:30pm 
Stumbled across this as I only play with Cannibals. Looks cool!. I'll give this a try on my next play through.

My 2cents about mod development is - and this was at least the case for me - was once i figured out how the XML definitions worked, I too moved onto patching. I agree that viewing other peoples mods was a helpful in "monkey see monkey do" approach to learning how child/sibling XML nodes are implemented. A mod creation guide by jecrell shows you step by step how to make a plague gun and even lays the foundation for using C# in Visual Studio to make your dll. Great for beginners who sometimes needs to see 'how the sausage is made'.

If you decompile the main Assembly-CSharp file, you'll be in awe over how many classes go into making this game. I wouldn't mess with any of the base code, but instead either make XML or patching changes, or create your own dll's for the more elaborate stuff. Endgame development is making GUI's, new game mechanics, and thought behaviors.
FrozenSnowFox  [author] Oct 7, 2019 @ 8:43pm 
Also this is super important how to not murder peoples loading times with your mods.

https://ludeon.com/forums/index.php?topic=32874.0
FrozenSnowFox  [author] Oct 7, 2019 @ 8:41pm 
Patching lets you change a tiny piece of a def. You can only have 1 def changing another def but you can have 40+ patches changing a single def providing they change different fields. Patches you basically just point to the file path change your thing and that's it. The file path is slightly different for changing a parent. A parent only exists while loading the game its simply a piece of a def copied to other defs you don't want to copy 1000 times. So for instance a parent that makes all food recipes cook at the stove.

It took me a while to find how to change a parent. To do that you use [@Name = "INSERTPARENTDEFNAME"] instead of [defName = "INSERTDEFNAME"]

Two links with tutorials.

https://ludeon.com/forums/index.php?topic=32785.0
https://gist.github.com/Zhentar/4a1b71cea45b9337f70b30a21d868782

If you have further questions it might be easier to just toss me a friend request on steam.
FrozenSnowFox  [author] Oct 7, 2019 @ 8:40pm 
@Mistletoe The Bard
For modding I usually poke through other peoples files. The tutorials can be of great help but when their set out as examplething examplestuff examplexample I have issues with understanding what I'm looking at and what I can and cannot change. Seeing an actual example of a working existing thing is way more useful and easier to understand.

I'd suggest you poke through my mods and take a look. There's three things you need for basic modding, Defs, patching and patching a parent. Defs are easy everyone uses them, you mostly want Defs for new entries as using a def for changes overwrites any defs with the same name making it very incompatible with mods. The other cannibal mods used defs to change their thoughts so they are not compatible with Grim Reality or other mods that do changes to the same thoughts.
Mistletoe The Bard Oct 7, 2019 @ 8:19pm 
The thing is human leather provide bad insulation and protection, so I don't see much reason to make clothes out of them, if I cannot sell them. Basically, there is little reason to go full evil without the need of leather or eating them, but I guess you got the point of selling organs. I totally forgot about that, because I am always playing the Bad People Mod.
However, thanks to your mod I am able to have a bunch random human leather snowman and statues of colonist(Mods) to worship in my base without skyrocketing my wealth. xD
Mistletoe The Bard Oct 7, 2019 @ 8:18pm 
@FrozenSnowFox Really? But you have so many neat mods, I should learn to at least some xml then. Where for you recommended me to start with? Even the wiki seems a bit too much info for me to start with. (I tried to stay away from coding as much as I can in my previous life.)

It almost feel like butcher speed only matter when there are manhunting animals or raid(cannibal colony). Maybe it's a lot more important in bigger colony. I most play my colony under 6 and I only got to 12 once I think, cuz lags and personal preference, so i might not know enough with bigger manhunt/raid butcher problem.