RimWorld

RimWorld

68 ratings
Objection
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Mod, 1.6
File Size
Posted
Updated
57.187 KB
29 Jun @ 6:33am
31 Jul @ 12:47pm
12 Change Notes ( view )

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Objection

Description
Prevents goodwill loss when non-hostile pawns dies from causes the player did not cause.

How It Works:

When a pawn from another faction dies, RimWorld penalizes your Goodwill with said faction, this seems reasonable enough however this also applies if you were not the cause of their death.

So if they die because randy feels like it, by some random raid or some random lighting, fire, wild animal, insects yada yada yada. Guess what ?, you will get penalized!

So this mod basically searches if the death of said faction was a result of YOUR commands or YOUR actions then you will suffer the normal Goodwill loss.

However if some raid is happening or some roof fell on their head or lighting struck them or something along those lines you will NOT be losing any Goodwill.

This is done by searching if you are guilty or not, or if there were no instigator involved, meaning environmental hazards.

On the Mod options you are able to see all the types of damages that the mod filters.

You are also able to create custom ones, if for example a mod that you know will have new type of damage then you can add there as well, you are also able to toggle all damage types ON or OFF, up to your preferences.

There is a new button on the side of the custom add button, it basically scans for all newly introduced damage types of mods, so that you can just scan and add to the whitelist.

FOR CHANGES PLEASE LOOK AT THE CHANGE NOTES
CHANGE NOTES
29 Comments
IchigoMait 29 Aug @ 9:57am 
So I guess I can go back to this then.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2870045856

I'll keep this one just in case for future updates, seeing who ever keeps it longer alive.
Bloodyfist 24 Aug @ 4:27pm 
Thanks a lot. I am checking a lot of mods that have to do with faction or world relation. I have it a lot better.
Kinighte  [author] 24 Aug @ 7:29am 
So my mod only patches event-driven stuff not world tick, it could be another mod you have on or a save/map condition. Even on humongous slaughter scenarios logging/allocation could add a little overhead (you can disable logging) (ps by this point lets be honest the main fps issue would be all that crap going on, not the logging being the issue.) however it would NOT add continuous world-tick load.
Bloodyfist 22 Aug @ 5:02pm 
Sorry i am trying to find what is causing 2 of the single tick to be maxed out forget one. rimworld.planet.world:worldtick is the other.
Kinighte  [author] 22 Aug @ 4:32pm 
no you don't have to worry about that.
Bloodyfist 21 Aug @ 5:07pm 
Does this cause reduced tick rate since it scans where the damage is from more specifically
maxwell016 2 Aug @ 4:34pm 
works for 1.5?
Great Disnub 29 Jul @ 2:49pm 
Gotcha, thank you for the response!
Kinighte  [author] 29 Jul @ 12:39pm 
Basically you can use one or the other this one just adds more customisation to what type of damage you want to allow to be blocked, and the ones you don't, example maybe you think that a fire that spread and a visitor walked over it and cough on fire is indeed your fault :staxelPig: because well you started that fire in the first place, then you can disable that so you will face a "fair" loss of reputation. Basically you can tailor it to your own view on "fair" also applying for mods that adds damages.
Kinighte  [author] 29 Jul @ 12:30pm 
Vesper's mod is great used it for a long time however when I wanted it for 1.6 while it still was on beta there was no update, me being unable to wait for a long time just made my one for me and people to use, however while making it I decided to also make it customizable, Vesper's code just changes the IL code of the method Faction.Notify_MemberDied (from what I could see). essentially making -3 & -5 loss = 0, my mod detects who the instigator, what faction, type of damage and other stuff to make sure it really was not the player's fault, if so goodwill loss = 0