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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

I had a baby, my first ever baby, born with a panic inducer from War Crimes Expanded.

WugE8DV.jpg

 

I also have Baby and Children. It makes some sense to have panic inducers and other implants in random pawns, but which mod of these 3 should actually be handling babies? This was an RJW pregnancy.

Posted
12 hours ago, thdsth said:

HI, how about "Organ damage system" in the game. Like if rapist have colonist in MICRO ANUS with AVERAGE PINES, then MICRO ANUS take damage, I mean organ and maybe debuff. Also if friend or couple have the same case, then only debuff like -3 or -2 "Had uncomfortable sex". https://tenor.com/view/gay-porn-virgin-virginity-anal-gif-7673333

Good idea! I think even a veteran whore will die if an elephant rapes her.

Posted
5 minutes ago, id89123 said:

Good idea! I think even a veteran whore will die if an elephant rapes her.

i wouldn't do instant death. more of a in critical condition thing where they will bleed out in an hour or 2.

Posted

I think I'd rather model it like the wear & tear system from skyrim's Apropos mod, where it just adds debuffs to movement and significant pain, but no actual part damage or death.

Posted
12 minutes ago, throwaway219 said:

I think I'd rather model it like the wear & tear system from skyrim's Apropos mod, where it just adds debuffs to movement and significant pain, but no actual part damage or death.

 

why not both? Add an option to select which one you'd prefer. maybe add an option for a chance to add serious damage from certain things. 

Posted

All the files in these folders are different from the ones in the steam folder. The page here says to rename the files, but for stuff like chest variations for centaurs or bovine age differences, how would the game know what path to take? How should I rename these things?

 

Posted

Pawn not will die, but pain, debuff and all that stuff. If two friends have sex they not deal damage to each other.

Posted

I've only noticed this with the Third Age races but it seems like they wake up in the middle of the night, go to another pawn and do some sexual act for like a micro second and then stop.

Also, this is with them as prisoners but it also happens when they are visitors.

Any idea of how to fix it? Besides the incoming castration that I will lay on my prisoners.

Posted
On 8/3/2019 at 1:12 AM, 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.

 

On 8/3/2019 at 4:42 AM, 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 good, I just came here to ask something similar (in my case I'd like to be able to assign some of my zoophiles to insect breeding, and others to mammal breeding; along with stopping my breeders becoming lovers with (ugh) other humans).

 

In the meantime, as I'm here, does anyone know if it is possible to achieve what I want by messing around with the developers tools? So is it possible to make pawns faithful lovers with particular animals, say?

 

Otherwise, I'm raping - er... loving - the mod. It's really bringing out my inner psychopath. I usually play very straight and goody-goody, and I needed something like this to let me fully explore RWs mechanics.

 

Oh - one thing I have noticed, when adding genitals/breasts to my pawns they sometimes attach them instead - i.e. remove their existing genitals too (I think but not 100% sure it happens when adding artificial genitals). I've got around it just by using developer mode to do it manually, along with the (fe)male->futa hediif. I can double check that later when I play tonight and report back...

 

Massive thanks for all the work put into this mod.

Posted

Yeah, I've been having an issue with that- I've been trying to add a hydraulic vagina to my colonist who has a hydraulic penis, and it just overwrites the penis. It doesn't even give the hydraulic penis back, unfortunately.

Posted

Yeah, we think that bug came from our attempts to make Transhumanists happy with bionic junk.  Think the plan is to revert it, surgery working > transhumanists feelings. 

 

You can get around the bug right now by using the dev tools to Add Hediff.

Posted

I've noticed the last version or two RJW quit paying attention to the perk based sexuality when using the quirk dev reroll option. Switching from for example the bisexual trait to putting in pansexual or mostly hetero as examples.

 

Posted
1 hour ago, AoiUma said:

I've noticed the last version or two RJW quit paying attention to the perk based sexuality when using the quirk dev reroll option. Switching from for example the bisexual trait to putting in pansexual or mostly hetero as examples.

 

I've also noticed that when using psychology RJW doesn't pay attention to the Kinsey scale (which is what psychology uses to determine sexuality) RJW just seems to pick random stuff when you start the game.

Posted
On 8/7/2019 at 11:18 PM, An Ominous User said:

In the meantime, as I'm here, does anyone know if it is possible to achieve what I want by messing around with the developers tools? So is it possible to make pawns faithful lovers with particular animals, say?

 

 

You can try locking them up with zones, imprison them, add misogynist and misandrist, idk. Zoophiles strongly prefer their bonded animals, on par with other people doing it with their lovers.

 

Btw, is there a reason why zoophile masochists mind being naked and eating kibble?

Posted
On 8/7/2019 at 3:18 PM, An Ominous User said:

 

In the meantime, as I'm here, does anyone know if it is possible to achieve what I want by messing around with the developers tools? So is it possible to make pawns faithful lovers with particular animals, say?

 

 

You can use the add/remove pawn relation one to make animals and people lovers. Can even make them spouses.

Posted

Does the size of the different members enter into account when pawn have intercourses? I mean, if a dragon wants to mate that has to hurt right?

Posted
12 minutes ago, bicobus said:

Does the size of the different members enter into account when pawn have intercourses? I mean, if a dragon wants to mate that has to hurt right?

It does not, no. But since this got suggested like four days ago (and way back in november 2018) it might make it into the mod some day. Personally I'd like to see such a feature aswell.

Posted

I've just started a new game and it seems my colonists are getting caught in day long sex binges, but not gaining any sex need unless they masturbate. I'm thinking mod conflict with https://steamcommunity.com/sharedfiles/filedetails/?id=1187010034 but I'm not sure what part of the mod or why. Any ideas?

 

Edit: I turned off the mod, and a few other race/species, mods, and still am not getting sex need from sex. Only masturbation

 

Edit 2: Figured it out. I had out of date RJW addons turned on. 

 

Posted
16 hours ago, ~♥~Yin~♥~ said:

 

You can use the add/remove pawn relation one to make animals and people lovers. Can even make them spouses.

Yeah, tried that in a new game, got red errors:

 

 

partneredCols % 2 != 0

 

and


 

Spoiler

 

Exception in rjw.ThinkNode_ConditionalHorny TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object

  at rjw.xxx.HasNonPolyPartnerOnCurrentMap (Verse.Pawn pawn) [0x00000] in <filename unknown>:0 
  at rjw.JobGiver_JoinInBed.find_pawn_to_fuck (Verse.Pawn pawn, Verse.Map map) [0x00000] in <filename unknown>:0 
  at rjw.JobGiver_JoinInBed.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0 
  at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0 
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0 
Verse.Log:Error(String, Boolean)

 


I'm guessing the first one might be related to the fact that I started a new game - and I'm a masochist who starts with just one colonist (and an impeded start where you have literally nothing other than a 'thinking spot' where you can work out how to make clothes, butcher food, build walls, doors, etc. (a mod called 'Thinking Spot'.)) So I'm guessing having a single colonist with a lover might maybe be a problem there. The second one I have no idea what it's about other than something to do with polyamory. I think I'd tried it before in an old game with an established colony and the same error came up then. I tried giving my pawn the polyamorous trait, but that just gave another error about trying to recalculate the polygamous state, so I gave up with that line of thought.

 

What I did before in the end was to have a separate area for breeding insects, and assigned my incubators there until they got fertilised, and then switched them out to do labour while waiting for the eggs to hatch. Not an ideal solution - especially when animal bred pawns were bringing food to the would-be incubators, but it worked.

 

Oh, and whilst I'm here, am I the only one who finds they can't read all the traits of their pawns when they gain new traits? I think I had one pawn who started off with a full complement of traits, and then gained Rapist, Zoophile, Masochist, Hypersexual and Necrophile (although I'm guessing at the last one because he kept going off and fucking corpses - I couldn't see it). A natural result of starting off with one colonist who has to allow themselves to be raped by the local insect population in order to survive, and then somehow get through a winter where all the local animals die off or move elsewhere! ^-^

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