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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.
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.
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!
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.
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
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. :)
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.
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>
I haven't tried it but it shouldn't really have issues. My mod is all xml based so it shouldn't interfere.
as much people want to think it, cannibals aren't pyschopaths
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.
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.
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
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.
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.
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.
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.
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! :/
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.
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.
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.
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.
https://ludeon.com/forums/index.php?topic=32874.0
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.
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.
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
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.