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[mod] RimJobWorld


Skömer

AI  

631 members have voted

  1. 1. Usage of AI / LLMs

    • Never used it / involuntarily used it because its automatically included everywhere
      186
    • Only a Handful of times
      158
    • Once a month
      34
    • Every week
      101
    • Daily
      152
  2. 2. Where do you use them?

    • It's part of my job
      128
    • For getting internet search results
      279
    • As a dictionary/for quick information
      178
    • For writing code/generating sprites
      117
    • For fun
      339
    • As a personal companion/partner
      73
    • For making art
      83


Recommended Posts

Posted
10 hours ago, Derethevil said:

I'm not sure anymore what i am doing wrong, but i thought with all the "basic" mods you had a small window showing details and a picture of genitals of your pawn?
Or was it a separate mod? 

you might be thinking of the "Menstruation" sub-mod?

Posted
6 hours ago, Ed86 said:

Whoa, there! Let's not be rude, its not a female, it's gender is incubator. 

Cocoon is placed not inside but over incubator, its job is to feed incubator and fix physical defects that could lead to premature incubator malfunction.

as for egg production - eggs produced by pawns with female ovi's which can be fertilized by male pawns and/or implanted into incubator and then fertilized

so for wild insects scheme should be like :

incubator Get-> produce egg -> implant egg-> fertilize egg-> lay egg -> repeat

depending on race/setting this might change

Quite a complex system. It seems to me that insects should have their own breeding system. A male insect fertilizes a female insect - as a result of the female, the insect lays a nest or cocoon and protects it. A male insect fertilizes a female pawn, after which she gives birth to insects. If the male pawn of the colony fertilizes a female insect, then she also lays a cocoon or nest. After all, this is logical and would work approximately like this in real life (If we were not alone in this universe and we would not have neighbors like in the movie District 9). By the way, have you thought about making this tweak higher? And add something like mixing genotypes? For example, if a male insect rapes a woman, then after that the woman gives birth to a half-human, half-bug. It seems that with the new Biotech it would be extremely logical and varied. (And yet, can we expect any mods, addons, tweaks roughly related to this topic?)

Posted
3 hours ago, Max_Snegir said:

Quite a complex system. It seems to me that insects should have their own breeding system. A male insect fertilizes a female insect - as a result of the female, the insect lays a nest or cocoon and protects it. A male insect fertilizes a female pawn, after which she gives birth to insects. If the male pawn of the colony fertilizes a female insect, then she also lays a cocoon or nest. After all, this is logical and would work approximately like this in real life (If we were not alone in this universe and we would not have neighbors like in the movie District 9). By the way, have you thought about making this tweak higher? And add something like mixing genotypes? For example, if a male insect rapes a woman, then after that the woman gives birth to a half-human, half-bug. It seems that with the new Biotech it would be extremely logical and varied. (And yet, can we expect any mods, addons, tweaks roughly related to this topic?)

Plenty of species of insect and fish do work like this IRL. The female generates and lay unfertilized eggs and deposits them in a safe location and later on a male fertilizes them. The male and female never mate. In the case of Rimworld's insects this is also true. Females use pawns as a safe place for egg storage and spin/weave (note not lay) cocoons to immobilize and protect them. A male comes along later and provides the fertilization. Alternatively in the sense of parasitic wasps and such the male and female do mate, but the female needs someplace to put the eggs for proper development. The human is not pregnant, they are an incubator. Their DNA has nothing to do with what is going on.

Posted
16 hours ago, Max_Snegir said:

Quite a complex system. It seems to me that insects should have their own breeding system. A male insect fertilizes a female insect - as a result of the female, the insect lays a nest or cocoon and protects it. A male insect fertilizes a female pawn, after which she gives birth to insects. If the male pawn of the colony fertilizes a female insect, then she also lays a cocoon or nest. After all, this is logical and would work approximately like this in real life (If we were not alone in this universe and we would not have neighbors like in the movie District 9). By the way, have you thought about making this tweak higher? And add something like mixing genotypes? For example, if a male insect rapes a woman, then after that the woman gives birth to a half-human, half-bug. It seems that with the new Biotech it would be extremely logical and varied. (And yet, can we expect any mods, addons, tweaks roughly related to this topic?)

that would make sense if you were playing sims

but you're playing warcrime simulator

if youre into consensual egging there alien races for that

if you really want insects to multiply on their own, you can tweak settings/xmls for self fertilized eggs sizes spawns and w/e, but can your pc handle thousands insects?

 

the problem is that people dont understand what 1.4 biotech gives, all that biotech genotypes shit doesnt mean anything, 1.4 didnt add aliens to game, its just new layer of cosmetics/mechanics/complexity over same old human pawns

 

i guess you can expect biotech addons same like it was with ideology

Posted
On 11/14/2022 at 10:08 PM, alttowatchpp said:

Any reason for the situation where i try to impregnante colonists with megaspider eggs with the help of a female megaspider's which inturn become medium eggs in the human therefore the eggs cannot be fertilized by the male megaspider and come out as just insect not megaspider unfertilized eggs? But the moment i turn on dev mode everything works perfectly fine and the eggs actually become the megaspider eggs which can get fertilized and etc.

that is how it was made to work

Posted

Does anybody know if there's a way to disable some sex types? I mean lower the frequencies below 1, because it still happens quite a lot at 1. Maybe edit something in the files?

Posted
22 hours ago, DarkTeletubby said:

Plenty of species of insect and fish do work like this IRL. The female generates and lay unfertilized eggs and deposits them in a safe location and later on a male fertilizes them. The male and female never mate. In the case of Rimworld's insects this is also true. Females use pawns as a safe place for egg storage and spin/weave (note not lay) cocoons to immobilize and protect them. A male comes along later and provides the fertilization. Alternatively in the sense of parasitic wasps and such the male and female do mate, but the female needs someplace to put the eggs for proper development. The human is not pregnant, they are an incubator. Their DNA has nothing to do with what is going on.

Maybe this is so, but these insects according to the lore of the game are an artificial racial individual. So to speak, a special super-weapon against mechanoids. Therefore, their swarms are built by themselves, and not thanks to the spawning system. In many films of the science fiction genre, we can observe how insectoids reproduce either through cocoons or through nests or through someone (it is not necessary to fertilize, remember the movie "Alien vs. Predator"). According to the lore of all beetles, according to the idea, the uterus / queen should give birth inside the nest.

Posted
1 hour ago, lendiforma said:

Does anybody know if there's a way to disable some sex types? I mean lower the frequencies below 1, because it still happens quite a lot at 1. Maybe edit something in the files?

edit interactions xmls

Posted (edited)

Thanks ed86 and flock of birds for the mod and the updates! Thanks Skömer for keeping everything so organized!

Edited by hrachc
Posted (edited)

Sliders for the "legacy sex age limiters" option seem to have disappeared with the latest version, seemingly breaking(?) it. Was this intentional?

 

edit: I'm blind and missed the changelog. Also, considering certain circumstances, this was a long time coming and I wouldn't fault Ed86 for finally doing so.

Edited by ra13
Missed information
Posted (edited)

Is anyone having the same difficulty with getting animals and humans to breed with RJW version 5.3.0.7? The other features seem to work just fine, but I can't seem to get zoophiles and animals to mate. I can set the colonist to be mountable in the RJW Tab, but there are no options available for animals, even with bestiality and rape enabled. I am playing in version 1.4 of Rimworld with no other mods besides HugsLib and Harmony and the Royalty DLC, btw.

It could have something to do with a mod setting, but I can't seem to be able to find anything else besides the bestiality toggle.

image.png

 

Edit: It seems to work perfectly fine in Rimworld 1.3.

Edited by YellowLettuce
Posted
15 hours ago, ra13 said:

Sliders for the "legacy sex age limiters" option seem to have disappeared with the latest version, seemingly breaking(?) it. Was this intentional?

 

edit: I'm blind and missed the changelog. Also, considering certain circumstances, this was a long time coming and I wouldn't fault Ed86 for finally doing so.

It's defined by race now, so there will be no more issues with "what random lifecycle stages does this species have?" or "well, if elves live to be 4000 they'd be kids for like 500 years, right?" The previous system was only really built for humans and was trying to base other races on a scaled relation to the human lifespan. Mayflies and immortals aught to work properly now.

Posted
6 hours ago, YellowLettuce said:

Is anyone having the same difficulty with getting animals and humans to breed with RJW version 5.3.0.7? The other features seem to work just fine, but I can't seem to get zoophiles and animals to mate. I can set the colonist to be mountable in the RJW Tab, but there are no options available for animals, even with bestiality and rape enabled. I am playing in version 1.4 of Rimworld with no other mods besides HugsLib and Harmony and the Royalty DLC, btw.

It could have something to do with a mod setting, but I can't seem to be able to find anything else besides the bestiality toggle.

image.png

 

Edit: It seems to work perfectly fine in Rimworld 1.3.

Good news everyone, Human-animal mating has just been fixed with RJW 5.3.0.8. God bless the devs.

Posted

Hey, is anyone experiencing a rest bug? My pawns just walk around to go "rest" just to arrive at some random point and stand and it keeps looping. They also can't sleep because of the same bug. The job driver laydown seems to be affected and it looks like it has something to do with RimJobworld.763257330_Screenshot2022-11-18130340.jpg.1bd5fa7184ab313469b0f3d17631f953.jpg108871577_Screenshot2022-11-18130404.jpg.10672f6858eccdaa2fbb6dcd20b4107d.jpg

Posted
2 hours ago, Gaventi said:

Is is true you now basically need biotech to handle successful pregnancies and to be able to feed babies? If not then I'm having the issue where pawns wont feed the babies.

Look at your baby. In the "feeding" tab. Are the parents set to "urgent"? Do you have babyfood, milk or insect jelly? Is the mother lactating? By default, the mother would be set to urgent and breastfeed the baby when needed. 

Posted
1 hour ago, IrisNetwork said:

Look at your baby. In the "feeding" tab. Are the parents set to "urgent"? Do you have babyfood, milk or insect jelly? Is the mother lactating? By default, the mother would be set to urgent and breastfeed the baby when needed. 

The issue is i don't have biotech, so i have to rely on right clicking to force feed but it ain't popping up. All children's first name is also always Bàþý with no passions or traits. Might be how it is now but i could have sworn passions were at least generated before. I can use character editor to change things but i still would prefer for things to work normally.

Posted
On 11/16/2022 at 4:50 PM, DudelyDude said:

Is the Discord link broken? Says "unable to accept invite".

No reply, so I'll just ask here. What are the requirements for whoring/soliciting? I got the specific submod, but am unsure how to proceed.

Posted

Been using this mod since 1.0 and for the first time ever I'm getting some kind of bug with it. All sex interactions last only for a few seconds (up to 10 points of the orgasm meter, I've noticed). This leads to sex need never being fulfilled. Please help, thank you.

Posted

Been using this mod for a while and its been great, except now all of a sudden my pawns are hooking up and cheating on each other like crazy which was the case before yesterday. Each day at least 3 groups will hook up and its really fucking up my relationships. Hookups are disabled and I've also tried enabling them but having colonists be unable to hookup and its still the same. I thought maybe another mod may be causing this but I can't seem to find one.

Posted
2 hours ago, lyuze26 said:

Been using this mod for a while and its been great, except now all of a sudden my pawns are hooking up and cheating on each other like crazy which was the case before yesterday. Each day at least 3 groups will hook up and its really fucking up my relationships. Hookups are disabled and I've also tried enabling them but having colonists be unable to hookup and its still the same. I thought maybe another mod may be causing this but I can't seem to find one.

I believe its the psychology mod. There is a current issue with hookups and social fights happening. Had to disable hookups by Finding  the Joy_Romance.xml file in "steamapps\workshop\content\294100\2016263135\1.4\Defs\JoyDefs" and change baseChance to 0. I did that on mine and it seemed to disable hookup attempts.

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