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[mod] RimJobWorld


Skömer

AI  

625 members have voted

  1. 1. Usage of AI / LLMs

    • Never used it / involuntarily used it because its automatically included everywhere
      184
    • Only a Handful of times
      157
    • Once a month
      34
    • Every week
      99
    • Daily
      151
  2. 2. Where do you use them?

    • It's part of my job
      128
    • For getting internet search results
      277
    • As a dictionary/for quick information
      176
    • For writing code/generating sprites
      117
    • For fun
      335
    • As a personal companion/partner
      73
    • For making art
      83


Recommended Posts

Posted
7 hours ago, id89123 said:

I think cuckshit should be optional.

When I was testing, even with a low % chance, cheating on partners was common enough that it tended to blow up colonies.  Would be fine if there was a Cuckold trait, though.  Something for the suggestion list.

Posted

Ed, you rock.  Breeding livestock is one of my favourite things to do.  I'm happy I can keep the added difficulty from RJW while still raising animals.

Posted

Is there a "rjw c&p and children school and learning" compatible patch? It would look like;

-get pregnant with rjw

-born and grow up till 6 yo with c&p

-and after 6yo grow with school and learning till 18yo

Posted

2.1.2
randomtyping:
Fix a crash in JoinInBed with offmap/dead lovers on nymphos. Add a mod option, disabled by default, to turn on spammy logging to help track down these issues.
 

RJW.7z

Posted

So recently I noticed something that might be a bug.  I started to reroll my female starting colonists sexuality to bisexual a couple of colony ago. I did so with my current colony to. Interestingly enough I almost only got female, bixesual or gay recruits however nothing sexual has happend yet in about 1.5 year. They are not even trying to woo each other. I set one of my colonist to comfort the others but even then, noone taked her offer. Now I play with a lot of mods, so it might be a conflict, but I don't play with any psychology mod currently. I think the relationship status is pretty high for the starting colonists too.

Posted
4 minutes ago, hailfire66 said:

Could someone remind me, or point me to where to go, how to edit the defs files to make the alien races compatible with RJW?

Last I checked, RJW had a failsafe event that automatically gave functioning genitals to any creatures not specifically patched into the mod. So writing in a patch is only required if:
1) You want them to have specific types of sex organs (e.g., wolfmen having canine junk, or dragon girls have dragon junk)
2) They have a non-standard lifespan (e.g., RJW thinks a 200 year old is a child because the race's lifespan is 5000 years, or something)
3) They're not even humanoid, so won't have the standard set of organs (e.g., penis on males, vagina on females)

If you really need to create a race patch, I think a good place to start might be RJW/source/common/genital_helper.cs
 

Posted
2 minutes ago, veedanya said:

Last I checked, RJW had a failsafe event that automatically gave functioning genitals to any creatures not specifically patched into the mod. So writing in a patch is only required if:
1) You want them to have specific types of sex organs (e.g., wolfmen having canine junk, or dragon girls have dragon junk)
2) They have a non-standard lifespan (e.g., RJW thinks a 200 year old is a child because the race's lifespan is 5000 years, or something)
3) They're not even humanoid, so won't have the standard set of organs (e.g., penis on males, vagina on females)

If you really need to create a race patch, I think a good place to start might be RJW/source/common/genital_helper.cs
 

A few months ago, I had to edit the files manually - that's no longer the case, I take it?

 

I'm going back to my old save from that time, but I'm planning to patch everything to update the alien races to the current versions. Updating that would rewrite those defs files, but if RJW now does it automatically, then that's even better.

Posted

One of my nymphs is wandering aimlessly without eating, sleeping or seeking recreation since this last update, all of my other pawns are ok, even my other nymph.

Disregard all of that, the error seem to be with the save itself, i rolled back to the previous mod and it was happening the same in that save, and then i noticed that pawn wasn't appearing in the list of pawns when creating a caravan o.O

To fix her behavior i had to arrest her and release her, only then i saw her in the list of pawns (her portrait was always visible at the colonist bar).

 

Only this warning (yellow message) in the console was not to be seen afterwards edit 2, it eventually happened again:

Getting random element from empty collection.
Verse.Log:Warning(String, Boolean)
Verse.GenCollection:RandomElement(IEnumerable`1)
rjw.JobGiver_WhoreInvitingVisitors:FindAttractivePawn(Pawn, Int32&)
rjw.JobGiver_WhoreInvitingVisitors:TryGiveJob(Pawn)
Verse.AI.ThinkNode_JobGiver:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_SubtreesByTag:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch6(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:DriverTick_Patch1(Object)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick_Patch2(Object)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay_Patch1(Object)
Verse.Root_Play:Update()

1777684916_Capturadepantalla(330).png.d73d10439bd2b92572caa53bae271537.png

Posted

after any operation to remove the organs - the organ is removed and appears on the floor,but the organs of the pawn remain in place.

(EPOE,Children and Pregnancy v0.5b)

 

- new game does not help

- loading EPOE after RJW - didn't help

 

Posted
2 hours ago, zer02 said:

after any operation to remove the organs - the organ is removed and appears on the floor,but the organs of the pawn remain in place.

(EPOE,Children and Pregnancy v0.5b)

 

- new game does not help

- loading EPOE after RJW - didn't help

 

Strange.  I captured a member of a trade caravan that was last out of the blast doors when her group left, harvested her huge breasts for a colonist that needed an 'upgrade'.  Breasts showed as removed afterwards.  Then again, I harvest all of her body parts. I'll see if her corpse is still at the Welcome Center (dead body stockpile I keep at the entrance to my base) and what's missing.

Posted
On 7/31/2019 at 10:07 PM, Gamaroguar said:

One of my nymphs is wandering aimlessly without eating, sleeping or seeking recreation since this last update, all of my other pawns are ok, even my other nymph.

Disregard all of that, the error seem to be with the save itself, i rolled back to the previous mod and it was happening the same in that save, and then i noticed that pawn wasn't appearing in the list of pawns when creating a caravan o.O

To fix her behavior i had to arrest her and release her, only then i saw her in the list of pawns (her portrait was always visible at the colonist bar).

 

Only this warning (yellow message) in the console was not to be seen afterwards edit 2, it eventually happened again:


Getting random element from empty collection.
Verse.Log:Warning(String, Boolean)
Verse.GenCollection:RandomElement(IEnumerable`1)
rjw.JobGiver_WhoreInvitingVisitors:FindAttractivePawn(Pawn, Int32&)
rjw.JobGiver_WhoreInvitingVisitors:TryGiveJob(Pawn)

 

This is a very strange error because the only two places in that method that call .RandomElement() are both guarded by a .Any() check first which should make that impossible... but I've seen it too.

 

            if (guestsSpawned.Any())
            {
                return guestsSpawned.RandomElement();
            }
 

and

 

            return freeColonists.Any() ? freeColonists.RandomElement() : null;
 

Posted

This seems to have been touched multiple times in this topic, but I don't see a solution and can't figure it out myself. All my pawns have sex with everyone. How do I stop this promiscuity? I want only lovers to have sex and everyone else to fap / fuck animals & corpses / whatever.

Posted
3 hours ago, SexPlz said:

This seems to have been touched multiple times in this topic, but I don't see a solution and can't figure it out myself. All my pawns have sex with everyone. How do I stop this promiscuity? I want only lovers to have sex and everyone else to fap / fuck animals & corpses / whatever.

I'm planning to add a config setting soon to allow users to choose whether pawns have casual sex with other colonists, visitors, prisoners, or no one.

Posted
12 hours ago, throwaway219 said:

I'm planning to add a config setting soon to allow users to choose whether pawns have casual sex with other colonists, visitors, prisoners, or no one.

Oh, how cute, thank you~ In my colony only incest is allowed, so I need to keep the bloodlines clean. :3

Posted

Has the current mod fixed the issue with babies spawning with the "baby" backstory? Or has that issue been resolved with another method?

Posted

Hey, Im usin Baby & Children and Children, school and learning mods too and when pawn gives birth its always been 2 kids and they are age 8 from the birth, i would guess it is using pregnancy from Children, school and learning? Even tho i have disabled its pregnancy. How can i make it use RJW pregnancy system?

Posted

Just used a Healer mech serum on a pawn, and was informed 'Health condition healed: Plugged'.  If someone could add <isBad>false</isBad> to the HediffDef for Plugged in Hediffs_Plugged.xml, that should prevent that in the future.

Posted

Wile using the mod prepare carefully sometimes the pawns will spawn in a new game with the arms and legs already in restraints. I have no idea how to remove these restraints. I can surgically remove the arms and legs but that is obviously not ideal. There obviously has to be a more logical way to remove bdsm items besides with surgery. Can someone please help me out?

Posted
36 minutes ago, SHADOWFOX136 said:

Wile using the mod prepare carefully sometimes the pawns will spawn in a new game with the arms and legs already in restraints. I have no idea how to remove these restraints. I can surgically remove the arms and legs but that is obviously not ideal. There obviously has to be a more logical way to remove bdsm items besides with surgery. Can someone please help me out?

2 ways:

1. activate devmode and at the top of the screen you'll see a bunch of icons. 2 of wich look like circles. click on the left one. search hediff. click on remove hediff. click on pawn with restraints and remove them.

 

2. make sure you go through your pawns' equipment before you start and make sure they don't have any restraints on.

 

Also a little tip. If you check that your pawns don't have any restraints before you start and they somehow end up with them then you need to re-create those pawns. There's a bug where if a pawn altered in prepared carefully ever had a restraint in any slot they may still spawn with those in even if they are taken off.

Posted
20 minutes ago, ~♥~Yin~♥~ said:

2 ways:

1. activate devmode and at the top of the screen you'll see a bunch of icons. 2 of wich look like circles. click on the left one. search hediff. click on remove hediff. click on pawn with restraints and remove them.

 

2. make sure you go through your pawns' equipment before you start and make sure they don't have any restraints on.

 

Also a little tip. If you check that your pawns don't have any restraints before you start and they somehow end up with them then you need to re-create those pawns. There's a bug where if a pawn altered in prepared carefully ever had a restraint in any slot they may still spawn with those in even if they are taken off.

Thank you for the information. But is there really no way to remove these bdsm items without surgery or dev modes? That seems like a bit of an odd choice. I do not know why people would ever want there pawns to be in restraints in the first place?

Posted

Hello, I've wanted a setting that adjusts the amount of cum filth on the ground and decided I'd start my modding experience here and try my hand at editing the mod's code. I found CumFilthGenerator within Visual Studio and edited the pawn_cum initialization to this:

float pawn_cum = 100.0f * pawn.BodySize;

But still it's only spawning pawn cum x1 instead of usually around x100. Since the Math.Min() function is no longer there this shouldn't be happening. I also tried editing the two lines that call FilthMaker.MakeFilth() by calling them repeatedly in a for loop but that didn't work either so I reverted my changes. How come my C# edits don't seem to be working?

Posted
9 minutes ago, SHADOWFOX136 said:

Thank you for the information. But is there really no way to remove these bdsm items without surgery or dev modes? That seems like a bit of an odd choice. I do not know why people would ever want there pawns to be in restraints in the first place?

To answer the first one: i think theres something called a holo lock key that can unlock the restraints but i don't remember how you get it or if it works for all restraints. i think i remember seeing it on the machining table. if not there check the smithing and fabrication ones.

 

For the second: some peoples like to use the bondage ones for comfort slaves. as for the others like chastity belts i think they are useful to people who don't want certain colonists getting pregnant in certain situations. 

Posted
29 minutes ago, GlutenTag said:

Hello, I've wanted a setting that adjusts the amount of cum filth on the ground and decided I'd start my modding experience here and try my hand at editing the mod's code. I found CumFilthGenerator within Visual Studio and edited the pawn_cum initialization to this:


float pawn_cum = 100.0f * pawn.BodySize;

But still it's only spawning pawn cum x1 instead of usually around x100. Since the Math.Min() function is no longer there this shouldn't be happening. I also tried editing the two lines that call FilthMaker.MakeFilth() by calling them repeatedly in a for loop but that didn't work either so I reverted my changes. How come my C# edits don't seem to be working?

Make sure that you compile the mod then copy your new RJW.DLL file to the mod's Assembly folder.  You will need to download several other mods to grab their .dll files: Psychology, RimWorldChildren, and Individuality.  You'll also need to update the csproj's References to point to your Rimworld\RimWorldWin65_Data\Managed\ folder to pick up the vanilla DLL references.

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