RimWorld

RimWorld

Objection
30 Comments
Kinighte  [author] 31 Aug @ 3:12am 
yep, if you want a simplified version like I said before Vesper's is really good, the only difference between this 2 is that this one is configurable. :LIS_flower:
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
Great Disnub 28 Jul @ 5:07pm 
s the main difference between your mod and the linked one, besides that one not having been officially updated for 1.6, mod option settings?
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2870045856
Kinighte  [author] 19 Jul @ 6:45am 
Done. First window of settings of mod objection should be a Line "Enable death and goodwill-block log messages" you can turn it on or off (is on by default.)
Kinighte  [author] 19 Jul @ 6:16am 
1. If the is any problem with lava please tell me Ill fix it.
2. Logs like mine which are only called on death event normally won't cause fps drop, only on big raids and extreme modded scenarios but by that point lets be honest the main cause of the fps drops won't be the logs, so I never saw a reason to disable them, however Ill add a button that can disable and enable the logs for people who want to see it and for those who don't want to see it and reduce fps drops.
Theo 18 Jul @ 9:05am 
hey, I noticed that this mod outputs all its calculations into the log as white text. I was wondering if this is intentional and if it wouldn't be better to hide it
JabZ 18 Jul @ 7:41am 
Traders walking into lava flows and perishing just so i lose 5 goodwill per dead trader is no longer an issue with this (i hope!)
Ghost 15 Jul @ 1:46pm 
thank you :steamthumbsup:
Kinighte  [author] 15 Jul @ 12:49pm 
Yah this was a real doozy one, so basically fire made on the ground now from your actions, such as the imp or flamethrower etc.., will no longer cause goodwill to lose, however if it is a direct attack that will count towards the goodwill loss. I did make the option to toggle it on or off it should be on the first window of the mod options called "Protect goodwill from ground hazards (fire, etc)".
Kinighte  [author] 14 Jul @ 2:51pm 
Well it probably counted you as the instigator because, well it was your flame (your imp) that set the place aflame, also since this mod revolves around the idea of goodwill loss when a DEATH occurs, things that like do damage per tick CAUSED by your PAWNS will lose goodwill even a lot if not careful, Ill add something to patch this right now thou.
Ghost 14 Jul @ 9:22am 
my imp used his fire ability on some raiders. the fire wasnt extinguished in time and kept spreading. eventually a caravan came and for some reason set themselves on fire. it counted as me damaging them, each instante of fire damage lowered the reputation by like 2-3 so it quickly drained them to enemy level. not sure if that's intentional or not.
Kasa 13 Jul @ 5:09am 
its been said before but man this really needs to be vanilla.
Commander Link 12 Jul @ 7:05am 
someone needs to make a mod that allows you to hold a lengthy court case and have certain pawns take the place of defense, prosecution, judge etc. i excitedly thought this mod was it :(
still gonna use this mod though because its useful!!
Kotonoha-Enka 6 Jul @ 12:50am 
OK~ Very good, thank you for your answer, it allows me to be more...sensible about using merchants as well as summoning mechanic attacks to augment myself.
Kinighte  [author] 5 Jul @ 7:57am 
So the instigator would either be the invader this case (Mechanoid Invasion) or the visitors this case (random caravan) because the instigator would not be part of your faction and the player(colonists) are not guilty meaning they did nothing to cause said attack(commanded animals, shoot them, stabbed them etc..) it would not be your fault making you unable to lose goodwill, so basically you are innocent meaning not goodwill loss.

If you wan't you can change that by going to the mod options and disabling said attack damage's.
Kotonoha-Enka 5 Jul @ 4:27am 
emmm, so if I “just happen” to have a caravan at my base, and then I “just happen” to have an attack on my base (maybe a mechanic call?). And then both sides go into combat. Would the attack be judged if the caravan had casualties? Or... can't it be an attack called by any player?
Kinighte  [author] 2 Jul @ 11:20am 
Best avatar on the point shop by far. :quirrel:
Shinoskay 1 Jul @ 1:35pm 
WE HAVE THE SAME AVATAR XD
Wednesday 30 Jun @ 2:29pm 
Thank you for the mod :)
Kinighte  [author] 29 Jun @ 11:53am 
Thank you for telling me this :LIS_pixel_heart:, it should all be fixed now to only included the necessary DLLs.
Wednesday 29 Jun @ 11:31am 
Hello, it seems like you have packaged rimworld assemblies in your mod

theres an error from dubs perf analyzer:
[Analyzer] Mod Objection has packaged the base-game Rimworld assemblies