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[mod] RimJobWorld


Skömer

AI  

629 members have voted

  1. 1. Usage of AI / LLMs

    • Never used it / involuntarily used it because its automatically included everywhere
      185
    • Only a Handful of times
      158
    • Once a month
      34
    • Every week
      101
    • Daily
      151
  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
      337
    • As a personal companion/partner
      73
    • For making art
      83


Recommended Posts

Posted
3 hours ago, Ed86 said:

fixed

Even the feature of AI initiating casual sex when the target is not in bed already, just like it works for whoring? Thank you so much, Ed!!

 

 

JobDriver_RapeEnemy.cs line 93

if (target.CurJob.def == xxx.gettin_raped || target.CurJob.def == xxx.gettin_loved || target.CurJob.def == xxx.gettin_loved) continue;

Was the second target.CurJob.def == xxx.gettin_loved supposed to be something else and now something is missing here?

Posted
3 hours ago, saltysalty said:

Even the feature of AI initiating casual sex when the target is not in bed already, just like it works for whoring? Thank you so much, Ed!!

 

 

JobDriver_RapeEnemy.cs line 93


if (target.CurJob.def == xxx.gettin_raped || target.CurJob.def == xxx.gettin_loved || target.CurJob.def == xxx.gettin_loved) continue;

Was the second target.CurJob.def == xxx.gettin_loved supposed to be something else and now something is missing here?

prob just double paste

Posted

Not sure if it is "A Rimworld of Magic" or a RJW issue. But I have 2 mage pawns (A Chronomancer and a Necromancer) who had a child. The child get all of its mothers' class spells even if she hadn't unlocked them all. THe child can use these spells once for free, the icons stay on the baby's action skills but are permanently on cooldown afterward. Reloading the save just before the birth until the baby inherit the mother's Chronomancer class trait (and so giving me access to the Chronomancer spell list/tab menu for the baby) and it still has all the spells on the action bar even if some spells are locked on the baby's magic tab. He never inherit its father spells.

Also tried to add "Children, school and learning" with its pregnancy checkbox off to test it and the magic + RJW mods, I can choose the baby starting age, how its skills and trait (including the magic class trait) are inherited and those work just fine. But the baby still have the mother's spells even if I set all inheritance stuff to zero.

I use a lot of mods, but I do not believe that I have other mods that affect birthing/baby. If it ain't a RJW issue I'll go bother the Magic dev.

Not sure if they'll be useful, but: Logs from starting the game to loading a game to the birth just after.
https://gist.github.com/1a17107348e936ed88c8972c6ac315d2

Edit: Just noticed, around an hour later after loading my on-going game with the magic kid, that the spells on the kid are gone. Maybe some random background cleaning got them.

Posted

Would birthed insects still be hostile if the parents were tamed? Managed to tame two megaspiders after they were downed and rescued and wanted to make an army of them using prisoners for birthing.

Posted

Hi again @ed86 I changed my name from hatttttttt to Mewtopian to match my Gitgud account.

I have another merge request in for breast reductions: https://gitgud.io/Ed86/rjw/merge_requests/64. I saw it got out of date because of other commits but it should be updated again.

I plan on adding a new std next but there are a few things I will need to change in the std structure to do that.

Is there a better way of contacting you about this stuff than just spamming this channel?

Posted

2.6.3
added check to see if partner willing to fuck(since its consensual act)
removed same bed requirement for consensual sex
fixed direct control consensual sex condition check 
fixed direct control rape condition check
fixed SocialCardUtilityPatch debugdata and extended/filtered with colonist/noncolonist/animals would_fuck check
Merge branch 'debugData' into 'Dev', patch to SocialCardUtility to add some debug information for dev mode
 

RJW-2.6.3.7z

Posted
1 hour ago, Mewtopian said:

Hi again @ed86 I changed my name from hatttttttt to Mewtopian to match my Gitgud account.

I have another merge request in for breast reductions: https://gitgud.io/Ed86/rjw/merge_requests/64. I saw it got out of date because of other commits but it should be updated again.

I plan on adding a new std next but there are a few things I will need to change in the std structure to do that.

Is there a better way of contacting you about this stuff than just spamming this channel?

discord maybe?

Posted

Been trying this out with editable backstories and nudeworld to make new backgrounds and traits, and its been around equal parts a success and failure. Still a bunch of stuff I haven't been able to test until it works, like adding an opinion change to a trait or adding a capacity offset for a background. Been testing some stuff with hediff and source files to get around issues, but I seem to break more than I fix whenever I get too creative.

 

Mostly I've been adding traits and backgrounds related to sexual slavery. Considered making an even larger breast size, but that would require a loooot of editing. Settled for turning the H-cup into a KK, increasing its penalties, and altering the nudeworld texture by 110%.

 

RJW works fine for some things, anyway, but weird with others.

(Oh. Realised I had downloaded 2.5.1, so some things I mention might work better now)

Sexuality doesn't seem to matter much for who anyone picks as a partner in RJW, or who is in a relationship. Sexual needs seem to fill up fine both when raped or having sex with someone you have no attraction to. The beauty traits stopped having an effect on colonists opinions towards eachother sometime after I added RJW. Tried to fix that by separating them into their own traits, which either just made everyone be everything from ugly to beautiful at once, or defaulted everyone to pretty. Then I tried making it an always active thought instead, but that just made you think everyone else was pretty. Added two more beauty levels above beautiful too (for... certain backgrounds), but that just made things even more confusing. Trying to brute force solutions has its upsides and downsides. At least the game tells me what I've broken every time. I can appreciate that.

 

To take an example I've been struggling with, there's the Pleasure Doll background. Genetically enhanced and raised to be a living toy, they're stuck with the appearance of a sexdoll, thanks to a beauty rating of 4. As far as a trait goes, its easy enough to increase market value and vulnerability, but it protests when I try to limit talking capacity from having lips too thick to speak properly.

Posted

By some reason, my colonists just don't do anything but wander, don't work, build, nothing but wander. Does anyone know what's the problem here?

Posted
16 minutes ago, Gamaroguar said:

@Ed86 Hmmm... those are a lot of new checks, how will they impact performance?

You will need new cpu with 5ghz OC and water cooling

Posted

So colonist/visitors dont try to do casual sex with any animals now?

also it seems pawns doesnt find any pawn attractive when i use direct mode with pawn A it just says "cannot have sex PawnB (i dont find them attractive:(0)) but I already set the attractiveness to 0 and their relation -100 in the settings :/

 

might this be a possible conflict with psychology mod?

Posted
3 hours ago, kiothecloud said:

So colonist/visitors dont try to do casual sex with any animals now?

also it seems pawns doesnt find any pawn attractive when i use direct mode with pawn A it just says "cannot have sex PawnB (i dont find them attractive:(0)) but I already set the attractiveness to 0 and their relation -100 in the settings :/

 

might this be a possible conflict with psychology mod?

not even sure they should have been doing it since there bestiality for that

 

well it should be more than 0, i guess i need to set min to 1%

Posted

So I know it said that updating to 2.4.0 would require either a fresh save or manual editing of hediffs, but I wanted to see what would happen if I updated to 2.6.3 from a version prior to 2.4.0 without doing anything, and it seems to be working fine. Am I missing something or was it just 2.4.0 that required special attention when updating?

 

Maybe something's broken and I just haven't noticed.

Posted

Also noticed that when I updated to the latest version pregnancy from the older version still show up properly with details but new ones give the "error tip" when i hover over the torso.

Posted
24 minutes ago, jjnoc5 said:

This might be a bug, but I don't have the abort option for pregnant pawns. Is there some incompatibility with mods like EPOE or something?

 new i got that too but only for the new pregnancy older ones still work as intended only seem to happen after the update

Posted

@Ed86  Is it possible to add a "Forced pregnancy" type operation? Or some kind of rape toggle type for "Breeder" prisoners that have higher fertility than normal and are targets for vaginal rape specifically? An artificial insemination type surgery would work too, less fun tho

Posted
1 hour ago, NoppaiKohai said:

@Ed86  Is it possible to add a "Forced pregnancy" type operation? Or some kind of rape toggle type for "Breeder" prisoners that have higher fertility than normal and are targets for vaginal rape specifically? An artificial insemination type surgery would work too, less fun tho

No

Posted

@Ed86

So I tried a new game and still got the error so i decided to use the older v2.6.1 instead and it fixed it here is the error i got

System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[Verse.Pawn].get_Item (Int32 index) [0x00000] in <filename unknown>:0 
  at rjw.Hediff_BasePregnancy.DebugString () [0x00000] in <filename unknown>:0 
  at RimWorld.HealthCardUtility.GetTooltip (IEnumerable`1 diffs, Verse.Pawn pawn, Verse.BodyPartRecord part) [0x00000] in <filename unknown>:0 
  at RimWorld.HealthCardUtility+<DrawHediffRow>c__AnonStorey8.<>m__0 () [0x00000] in <filename unknown>:0 
  at Verse.ActiveTip.get_FinalText () [0x00000] in <filename unknown>:0 
Verse.Log:Error(String, Boolean)
Verse.ActiveTip:get_FinalText()
Verse.ActiveTip:get_TipRect()
Verse.TooltipHandler:CalculateInitialTipPosition(List`1)
Verse.TooltipHandler:DrawActiveTips()
Verse.TooltipHandler:DoTooltipGUI()
Verse.UIRoot:UIRootOnGUI_Patch1(Object)
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()
 

Capture.JPG

 

 

Also one more thing I been looking up the def files what makes pawns do the RequestBreeding or RequestAnalBreeding interaction?

Posted
55 minutes ago, kiothecloud said:

@Ed86

So I tried a new game and still got the error so i decided to use the older v2.6.1 instead and it fixed it here is the error i got

System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[Verse.Pawn].get_Item (Int32 index) [0x00000] in <filename unknown>:0 
  at rjw.Hediff_BasePregnancy.DebugString () [0x00000] in <filename unknown>:0 
  at RimWorld.HealthCardUtility.GetTooltip (IEnumerable`1 diffs, Verse.Pawn pawn, Verse.BodyPartRecord part) [0x00000] in <filename unknown>:0 
  at RimWorld.HealthCardUtility+<DrawHediffRow>c__AnonStorey8.<>m__0 () [0x00000] in <filename unknown>:0 
  at Verse.ActiveTip.get_FinalText () [0x00000] in <filename unknown>:0 
Verse.Log:Error(String, Boolean)
Verse.ActiveTip:get_FinalText()
Verse.ActiveTip:get_TipRect()
Verse.TooltipHandler:CalculateInitialTipPosition(List`1)
Verse.TooltipHandler:DrawActiveTips()
Verse.TooltipHandler:DoTooltipGUI()
Verse.UIRoot:UIRootOnGUI_Patch1(Object)
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()
 

Also one more thing I been looking up the def files what makes pawns do the RequestBreeding or RequestAnalBreeding interaction?

fix your mods, pregnancy code is the same in those versions, 99% error is caused by baby being erased or not generated at all

 

no one knows

Posted
12 minutes ago, Ed86 said:

fix your mods, pregnancy code is the same in those versions, 99% error is caused by baby being erased or not generated at all

 

no one knows

Alright ill try reorganizing the other mods still weird though why this doesnt happen when using the 2.6.1 version of rjw ill update once i find that one mod that does this

Posted

@Ed86

K idk what now the only things loaded are

Core

RJW

RJW Ex 
and im still getting the pregnancy bug now with this error

 

edit: Finally found the god damn culprit! i was so dumb i remember before I had these errors i was changing the litter sizes of the animals and found out i miss type and instead the last was suppose to be number 0 but it was 1 sorry ed it seems it was just me being and idiot and not double checking my edits

<litterSizeCurve>
        <points>
          <li>(0.5, 0)</li>
          <li>(1, 1)</li>
          <li>(2, 1.7)</li>
          <li>(3, 0.7)</li>
          <li>(4, 0.1)</li>
        </points>
  </litterSizeCurve>

 

correct one was 

<litterSizeCurve>
        <points>
          <li>(0.5, 0)</li>
          <li>(1, 1)</li>
          <li>(2, 1.7)</li>
          <li>(3, 0.7)</li>
          <li>(4, 0)</li>
        </points>
</litterSizeCurve>

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