jjnoc5 Posted September 28, 2019 Posted September 28, 2019 6 hours ago, kiothecloud said: @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> Where do you find this in the mod files to change? Also, does anyone know what mods could be the ones affecting the abort surgery?
Idiot99 Posted September 28, 2019 Posted September 28, 2019 Is it possible for the mod to support docking/urethral penetration and testicle+anal pregnancy? 2
kiothecloud Posted September 29, 2019 Posted September 29, 2019 14 hours ago, jjnoc5 said: Where do you find this in the mod files to change? Also, does anyone know what mods could be the ones affecting the abort surgery? Im actually changing the def files from the core(base game) i set the animals gestation(pregnancy period){since pregnancy is based on the father} there aswell and using gender balancer to make it so animals are always male while i get more female pawns more. since im playing tribal start 40x% researchspeed game so raiding using animals is the most effective way to gather resources since im stuck a lot in reasearch. Also you can change the min age of and animal to get to adulthood i made it so after they reach 1 year their adults and the littersize is used to adjust how many children a mother can give birth.  basically base on my understanding  <points>     <li>(0.5, 0)</li>     <li>(1, 1)</li> - theres always 1 child per pregnancy if you dont get the higher numbers     <li>(2, 1.7)</li> 2 children at a 170% chance     <li>(3, 0.7)</li> 3 children at a 70% chance     <li>(4, 0)</li> 4 children for the remainder (always set the last number to 0) </points>  for abort surgery did u alrady discover the pregnancy (uncheck show all highdefs in the health tab) since you nid to check pregnancy 1st if its early tstages before u can abort it in my game atleast  and if still catn abort it that way jsut use dev tolls to remove:hediff pregnancy  heres a small guide(image)  1st uncheck alldiffs (you might have it on thats why u can see their pregnant but the game doesnt see it yet  2nd operation "check pregnancy" after the operation it should look like this last step  Heres the step for the remove hideff pregnancy 1st Make sure dev mode is on and click (middle button the one highlighted) 2nd find the Remove:Hediff button 3rd hover over the pawn that u want to remove pregnancy Last find the pregnancy hediff and click on it to remove it
kiothecloud Posted September 29, 2019 Posted September 29, 2019 @Ed86 Um ed i notice that when pawns have the fertile quirk they lose their "increase fertility" when i change their genitals to bionic is this intended?
Ed86 Posted September 29, 2019 Posted September 29, 2019 1 hour ago, kiothecloud said: @Ed86 Um ed i notice that when pawns have the fertile quirk they lose their "increase fertility" when i change their genitals to bionic is this intended? no idea author of that code is not with us, and replacing fertile genitals with "normal" does make sense.... but who knows i can change it to whole body
kiothecloud Posted September 29, 2019 Posted September 29, 2019 39 minutes ago, Ed86 said: no idea author of that code is not with us, and replacing fertile genitals with "normal" does make sense.... but who knows i can change it to whole body K thx for the reply :3 a quick fix is just adding it via debug or cycle to the quirks again to regain it back
Gamaroguar Posted September 29, 2019 Posted September 29, 2019 On 9/26/2019 at 11:40 PM, Ed86 said: You will need new cpu with 5ghz OC and water cooling I think even if using a 5 THz CPU you wouldn't reach 60 fps.
Ed86 Posted September 30, 2019 Posted September 30, 2019 2.6.4 changed IncreasedFertility/DecreasedFertility to apply to body, so it wont be removed by operation(only works on new pawns) added patch for animal mating - instead of male gender - checks for penis disabled hooking for animals fixed 0 attraction/relations checks for hooking fix for virginity check fix for ovi not removing fertility, now both ovi remove it fix for breast growth/decrease defs AddBreastReduction by Mewtopian  RJW-2.6.4.7z 6
Andarus Posted September 30, 2019 Posted September 30, 2019 I have a lot of problems with Babies in my newest Playthrough. When they are born they just walk straight out of the hospital. I use Baby and Children and somehow the "children not working" headiff isn't applied.
id89123 Posted September 30, 2019 Posted September 30, 2019 7 hours ago, Ed86 said: fix for virginity check Here is still a problem with it. It works fine with vanilla lovin' but when I command my hero pawn to rape, target pawn gets "Lost virginity" thought but hero pawn don't get "Took virginity" thought. When I reload save and command my hero to have sex with this pawn, here is no virginity thoughts at all.
Dracolule Posted September 30, 2019 Posted September 30, 2019 I think the last few updates must have broken something, because there aren't any more hook-up or casual sex happening in my game. Any idea why ?
An Ominous User Posted September 30, 2019 Posted September 30, 2019 4 hours ago, Dracolule said: I think the last few updates must have broken something, because there aren't any more hook-up or casual sex happening in my game. Any idea why ? Try checking the distance they're allowed to go to have sex in the RJW debug settings. That was recently introduced, and I'm guessing it might be the cause.
Guardian1196 Posted September 30, 2019 Posted September 30, 2019 "fix for virginity check"  vanilla lovin' fixed but RJW having sex, joining someone in bed still doesnt get gave virginity thought
totally_not_a_throwaway Posted October 1, 2019 Posted October 1, 2019 I've been having issues with adding/removing body parts from this mod. If a colonist has a HeDiff, they can't have another of the same kind added. For example, if a colonist has "Small Breasts," one cannot add another set of "Small Breasts," but IS able to have other sizes added. Likewise for their anus, vagina, and/or penis.
PenBoozerX Posted October 1, 2019 Posted October 1, 2019 Had a silly idea while raiding an enemy colony, it'd be fun to have a weapon like Psychic Lance or Orbital Targetter that would send Pawns or animals hit into raping mental break, and watch them turn on their own. Maybe enemies could even use them on your colony, never seen AI use those kind of weapons though, idk if its possible.
Dracolule Posted October 1, 2019 Posted October 1, 2019 13 hours ago, An Ominous User said: Try checking the distance they're allowed to go to have sex in the RJW debug settings. That was recently introduced, and I'm guessing it might be the cause. So, i tried that, didn't work. Â I then started a new colony, just to test the RJW systems. Everything worked. Â I went back to my main colony/save, and now casual sex is suddenly happening ? Well, i guess i will just shrug and keep on playing. Â Also, i tamed a wild minotaur and marked him as a breeder for my zoophile. I just wanted to say that it's very satisfying.
jojonick Posted October 1, 2019 Posted October 1, 2019 Recent versions have caused me to lose about 5 fps in my lategame colony and cause a ridiculous 15 FPS drop when selecting any pawn  What an embarrassingly badly coded mod this has become
Ed86 Posted October 1, 2019 Posted October 1, 2019 4 hours ago, jojonick said: Recent versions have caused me to lose about 5 fps in my lategame colony and cause a ridiculous 15 FPS drop when selecting any pawn  What an embarrassingly badly coded mod this has become its not code problem, it problem of dirty perverts that play this game with mods, for you theres perfectly optimized vanilla rimworld without all useless crap that mods, including rjw, add 1
jjnoc5 Posted October 2, 2019 Posted October 2, 2019 10 hours ago, jojonick said: Recent versions have caused me to lose about 5 fps in my lategame colony and cause a ridiculous 15 FPS drop when selecting any pawn  What an embarrassingly badly coded mod this has become That's just what happens when you have a ton of mods running for just about any game. I know for a fact that people on the game's subreddit say that they have loading times of upwards of like 7 or even 10 minutes and a common joke is that Rimworld players upgrade their PCs not so they can play the newest game on the highest settings but just so they can get to the late game.  Also if you haven't already, I highly recommend the mod RuntimeCG, easily one of the best performance mods for Rimworld that helps you get more FPS by clearing way excess stuff you don't always see or really affects game play. 1
Nebuchadnezzer2 Posted October 2, 2019 Posted October 2, 2019 11 hours ago, jojonick said: Recent versions have caused me to lose about 5 fps in my lategame colony and cause a ridiculous 15 FPS drop when selecting any pawn  What an embarrassingly badly coded mod this has become 7 hours ago, Ed86 said: its not code problem, it problem of dirty perverts that play this game with mods, for you theres perfectly optimized vanilla rimworld without all useless crap that mods, including rjw, add User, not programmer. Can confirm, PEBCAK errors cause that. As @jjnoc5 mentioned, use RuntimeCG, find the mods causing significant overhead, find alternatives/remove them. Most significant ones for me now, only take ~4 seconds to load, compared to some previously that I removed, taking 10+. Having multiple mods taking that long to load cripples your load times, and often your FPS. Went with Rational Romance instead of Psychology, for the current game I've got. Is significantly better for my FPS, even having just landed, by comparison.
Nebuchadnezzer2 Posted October 2, 2019 Posted October 2, 2019 @Ed86 While I'm at it, nice to see updates and fixes for stuff still, the search-distance was one of the things buggin me when I picked this up initially. Any current plan for some lower-tech, more simply-locked items? I've poked around enough to know it'd be fairly easily doable, if I had the coding know-how, but I'm also aware some of it is not so simple. Mostly curious, since I feel the chains [and holo-lock stuff generally] are more of a post-Fabrication-research creation [or close to], whereas more simple hand/leg cuffs with simpler locks/keys [more akin to RL ones] would be more readily craftable and common. Plus the mechanic for these could be used other stuff as well, like an earlier version of Gags, or something like Rope as well, either requiring a "key" [probably actually scissors of some variety] or "surgery" ["key"/item not available, last resort: cut em off, similar to the current mechanic for holo-locked items]. Some of that would probably also need some assets made/converted as well, dunno. One of the other ideas I'd had was adding a thought related to the semen hediff, that'd then be modified by presence/lack of a trait [just thought of a third, no-trait, cumslut, cumphobic]. I know enough to edit the Hediff_Bondage and a few others, for tweaking some of the restraint values to keep pawns still productive and somewhat mobile, to my liking, but without the programming/coding knowledge, that idea's kinda dead in the water until or unless I acquire said knowledge, or someone beats me to it. Still, helped give me the incentive/push to learn that I've been needing for a while, which is nice. Either way, the time & effort updating and maintaining RJW is appreciated.
kiothecloud Posted October 2, 2019 Posted October 2, 2019 16 hours ago, jojonick said: Recent versions have caused me to lose about 5 fps in my lategame colony and cause a ridiculous 15 FPS drop when selecting any pawn  What an embarrassingly badly coded mod this has become you can always use the mod Startup impact  to see which mod is the one taking the longest to load I for one dont really have any fps problems evne though im using quite an Old computer the lowest so far i got was 20 fps and thats for super late game like 5 ingame years worth of playing only got like 107 mods though
jjnoc5 Posted October 2, 2019 Posted October 2, 2019 While on the topic of modding and load times, does anyone have a good system of optimal organization? Beyond the basic required placements, I currently have it in more or less alphabetical order. Should I have them like in groups of "new buildings", "new clothing", etc etc?
Skömer Posted October 2, 2019 Author Posted October 2, 2019 3 hours ago, jjnoc5 said: While on the topic of modding and load times, does anyone have a good system of optimal organization? Beyond the basic required placements, I currently have it in more or less alphabetical order. Should I have them like in groups of "new buildings", "new clothing", etc etc? here is a pretty good load order guide 1
ThreeDawg Posted October 2, 2019 Posted October 2, 2019 Any news on if we'll be getting a toggle for making Androids from the Androids and Android Tiers mods sexualised or not? If it's already in I can't for the life of me figure it out, and I'm no coder!
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