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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
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?

Posted
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 

 

1.JPG.7f3e409abd468443c5f1f06d7e714efe.JPG4.JPG.71f10bc4397a92b8170f4ec3091544aa.JPG

2nd operation "check pregnancy"

2.JPG.a0039411d372cfa4bf7af853b816432d.JPG

after the operation it should look like this

5.JPG.c1af6b06bdf22f8ba7dd428b74c59924.JPG

last step

3.JPG.b20daa7783d32d0c133906b13372a77a.JPG

 

Heres the step for the remove hideff pregnancy 

1st Make sure dev mode is on and click (middle button the one highlighted)

1.JPG.01939db50d82fe20e193dfb4bd3eb164.JPG

2nd find the Remove:Hediff button

2.JPG.bdcf262fd15259a2ffbec4e8317f2a0d.JPG

3rd hover over the pawn that u want to remove pregnancy

3.JPG.1cabd8510bdf8b694bdd2a66622b1fd2.JPG

Last find the pregnancy hediff and click on it to remove it
4.JPG.cf39d487403271f3c23a82a0550c0bc6.JPG

Posted
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

Posted
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

Posted

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

Posted

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.

Posted
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.

Posted
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.

Posted

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.

Posted

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.

Posted
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.

 

I then started a new colony, just to test the RJW systems. Everything worked.

 

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.

 

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.

Posted

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

Posted
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

Posted
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.

Posted
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.

Posted

@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.

Posted
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

Posted

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?

Posted
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

Posted

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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