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This could function as "motivating" object!
Unfortunately with a lot of other things going on, I don't think I'll ever have the time/ability to really look into and figure out how to do some of the more advanced features for this. If someone wants to take that up and pass it along, feel free. Regardless, I'll gladly update and re-balance this as needed asap, but cannot dedicate to those other features.
As it stands, it's mostly a decorative object.
surprisingly other like minded folks have come up with it though a recommendation if i may?
could it be possible to apply the "rotting corpse" debuff to the object so when enemies see it they see the rotting/husk of another attacker which drains their moral and basically allows you to use psychological warfare on them by killing their moods?
since currently using a dump pile at the edge of the map does this to some extend but its not a permanent option since rotting corpses can be avoided or rot away where as a copse on a spike does not rot away and can be placed precisely where you want it.
Hopefully at some point I'll be able to focus on that at which time I will hopefully be able to get the filth spawner working - basically so that every day a small amount of CorpseBile will drop around each structure until it destroys completely and need to be re-made.
@velcroboy333 - I'm not sure that I can make buildings rot over time but I am looking towards having the decapitated head (crafting ingredient) rot like other corpses do. Although I'm not sure that there's a decent way to make curing them with neutroamine work without making it too costly to build, especially for early game/tribals.
Most likely it'd work similar to the psychic emanator except with a debuff so you could avoid your own pawns dealing with it.
The earliest versions of RimWorld, like pre-Alpha, A1 etc had loyalty and fear bars for every colonist and prisoner. Loyalty worked akin to mood and prevented pawns from breaking/leaving when high enough but... so did fear as well! Fear could be raised by committing war crimes and there were actually researchable gibbet cages where you could put corpses on display that gave a moderate loyalty debuff but at the same time a huge fear buff. So you could run an entirely fear based sick and twisted colony of doom if you wanted.
At first I thought this mod here is an homage to those early mechanics lol
So you may as well consider it :)
@shadowk - I've been considering adding a mood effect within range like you suggest (bad for normies, good for psychos), but I'm debating whether I want the building to have any actual impact or just be for decoration. Pros/cons to both sides. I'll let you know.
It had a function like you are looking for.
<ingredients>
<li>
<filter>
<thingDefs>
<li>CorpsesHumanlike</li>
</categories>
</filter>
<count>1</count>
</li>
</ingredients>