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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

I seem to have an issue when adding in Baby and Children into the modlist. Children, school and learning + RJW (in that order) works fine. But then CSL, BnC, RJW (in that order) makes 60-70% of children as good as passionless (only high passion for intelligence). A lot of the time, the disabled skills dont get enabled correctly and they almost never get any traits except for innocence and gender preference. RJW is handling all pregnancy. I tried existing and new games with and without BnC to confirm BnC as the probable cause.

 

No errors or warning in log.. but I do have an enormous modlist. Most of the mods are on the recommended modlist. CSL, BnC and RJW at the bottom of the list.

Anyone else has/had this? Am I doing something wrong?

 

(Everything else about the mod(s) seem to work as they should)

Posted

I want to see more after all my raid members surrenders.

For now, it just ends raid and the team gets lost.

Are there any related mods about it?

Which not to lead everyone's down state to be skip everything.

Posted

Creatures and pawns are no longer spawning with RJW body parts. Both in previous save files and new world gen. RJW is last in the mod list and the list had not changed when this started happening.  Has anyone else had / solved this issue?

Posted
4 hours ago, CajunSpicy said:

I want to see more after all my raid members surrenders.

For now, it just ends raid and the team gets lost.

Are there any related mods about it?

Which not to lead everyone's down state to be skip everything.

Good luck convincing ed to include sex in a mod about sex.

 

I'd love to see the same thing, personally. I assume it would require patching how raids end, as they either end in the raiders giving up and going home, kidnapping, or stealing whatever they can find and leaving (which they can kidnap and steal at the same time).

 

If they would just proc based on proximity to downed targets rather than immediately pathing away from targets that have been downed, that would be great. It doesn't matter how safe it is around their current area, they will immediately leave the area without considering any downed pawns. I would understand if they took into account the danger within a certain cell radius or immediately went into an aggressive mode if fired upon, but they just ignore everything to run off and set something on fire.

Posted
7 hours ago, dienow said:

Good luck convincing ed to include sex in a mod about sex.

 

I'd love to see the same thing, personally. I assume it would require patching how raids end, as they either end in the raiders giving up and going home, kidnapping, or stealing whatever they can find and leaving (which they can kidnap and steal at the same time).

 

If they would just proc based on proximity to downed targets rather than immediately pathing away from targets that have been downed, that would be great. It doesn't matter how safe it is around their current area, they will immediately leave the area without considering any downed pawns. I would understand if they took into account the danger within a certain cell radius or immediately went into an aggressive mode if fired upon, but they just ignore everything to run off and set something on fire.

or you can show ed who's the boss here, and spend next few weeks reversing rw code, doing xml and C# patches, and then, maybe, make merge commit into rjw, and then spend another week fixing bugs, because new features = new bugs

Posted
22 hours ago, Skömer said:

Get the "wild animal sex" mod, although I'm not 100% sure if it allows wild<->tamed animal mating

 

On 11/6/2019 at 2:50 PM, saltysalty said:

The mod Wild Animal Sex and RJW aren't compatible, both add their own fertility stat.

 

It allows wild<->tamed animal mating, but the problem is that the fertility of WIld Animal Sex will be fully independent from RJW's fertility, resulting in weird outcomes.

That's really a shame because apart from the fertility, the rest of Wild Animal Sex seems to work nicely alongside RJW.

Would it be possible to add a patch to RJW for compatibility with Wild Animal Sex, one that forces WAS to use RJW's fertility instead of its own?

Posted

Anyone found that Pig Orcs can't impregnate anyone? First my raider band captured some elves, and after a few weeks of endless trauma for the elves, none were pregnant. So I captured some base-game humans, and same result. Everyone has the right parts, of various and fertile ages, everything smushes together and makes the right fluid in the right places, but nada. The entire point of this particular save/world was to make myself an Orc army for my Dark Lord to use.

 

I can fudge it and use the Debug to 'give birth' on the prisoners and Orcs spring out of thin air, so it looks like it even recognises the DNA (eww) in the slaves, and I guess I could use it at a push, but it kind of destroys balance and the point.

 

 

Posted

Pawns aren't spawning with genitals, and the button to enable hero mode, whoring, consent (etc.) is completely gone. What can I do to fix it?

Posted

I know this has been requested before, but please provide a way to turn off the automatic masochist trait. It completely breaks realism. I know this is some weird hentai thing, but it works against anyone going for realism. All I'm asking for is a way to turn it off. I'd do it myself, but I'm not much of a programmer and wouldn't know where to begin.

 

Also, a suggestion: Maybe a final "broken" phase as something like "catatonic". Basically make the pawn effectively useless for a period of time following prolonged abuse. This would require the pawn be rescued and in bed rest (with no consciousness) until the hediff passes. It would add a more challenging game mechanic.

Posted

2.9.0
added rape check for comfort designator, if rape disabled, pawn cant be marked for comfort
added AddTrait_ toggles to settings
patch to allow mating for wild animals (animal-on-animal toggle)
change/update description of Enable animal-on-animal
added dubs hygiene SatisfyThirst for cocooned pawns
added debug whoring toggle
RJW_wouldfuck show caravan/member money
disabled colonist-colonist whoring
race support for some rimworld races
added isslime, isdemon tags for racegroups
fix for RaceGroupDef filteredparts

Merge branch 'ImproveRaceGroupDefFinding' into 'Dev' by Mewtopian
Merge branch 'FixRapeEnemyNullPointer2' into 'Dev' by Mewtopian
Merge branch 'FixMoreNymphStuff' into 'Dev' by Mewtopian
 

RJW-2.9.0.7z

Posted
On 11/7/2019 at 2:22 AM, Ed86 said:

yes, i dont see why would anyone want to rape for shits and giggles, while being shot bullets through their head, that's unhealthy

Some people think still warm just isn't as good. Gotta have priorities.

Posted

Hi, great mod, how to get rid of boobitis? its never ending, also, my pawn got already 3 stds from fucking the same partner that doesnt have to diseases on its health tab, is getting annoying, why is that happening?

Posted

I want to say thanks to ed, bein using his skyrim mods for a while, i know its not easy adding and mantaining stuff and fixing bugs, kudos to you man.

 

now, got some ideas if ed think are easy to implement them, for example, having much sex can get a condition: swollen vagina, that increases sex ability but gets pain, gets rid if not having sex for couple of days,

Posted
On 11/7/2019 at 11:05 AM, QGK said:

I seem to have an issue when adding in Baby and Children into the modlist. Children, school and learning + RJW (in that order) works fine. But then CSL, BnC, RJW (in that order) makes 60-70% of children as good as passionless (only high passion for intelligence). A lot of the time, the disabled skills dont get enabled correctly and they almost never get any traits except for innocence and gender preference. RJW is handling all pregnancy. I tried existing and new games with and without BnC to confirm BnC as the probable cause.

 

No errors or warning in log.. but I do have an enormous modlist. Most of the mods are on the recommended modlist. CSL, BnC and RJW at the bottom of the list.

Anyone else has/had this? Am I doing something wrong?

 

(Everything else about the mod(s) seem to work as they should)

If I'm remembering correctly, aren't BnC and CSL incompatible when used together?  I haven't played with CSL for a while so I'm not sure if they've been patched to play nicely together since.  I use BnC and RJW together without any problems. The babies come out with a variety of traits and have different passions.  One thing I've noticed that might be similar to one of your problems is that babies don't become useful until they turn 3 and even then it takes a couple more days for the disabled skills to become enabled.

Posted
37 minutes ago, Jenivi7 said:

If I'm remembering correctly, aren't BnC and CSL incompatible when used together?  I haven't played with CSL for a while so I'm not sure if they've been patched to play nicely together since.  I use BnC and RJW together without any problems. The babies come out with a variety of traits and have different passions.  One thing I've noticed that might be similar to one of your problems is that babies don't become useful until they turn 3 and even then it takes a couple more days for the disabled skills to become enabled.

Oops, I had a moment of dumb! I'm using Children and Pregnancy, not Babies and Children!

Posted

Great work on 2.9. Always glad to see developers taking suggestions from the community.

 

One think for 2.9.1 when you get a chance. The "begging for more" and "ahegao" mood qualifiers should check to see if the masochist trait is enabled first before activating as a result of rape. Otherwise, it defeats the point of turning masochist off, for those folks looking for realism.

 

Otherwise, good job on the mod as a whole. Appreciate all your hard work.

Posted
12 hours ago, Jenivi7 said:

Oops, I had a moment of dumb! I'm using Children and Pregnancy, not Babies and Children!

I replaced BnC by CnP now, solved the problem indeed. Only now, the child soldiers (<=12) spawn without weapons. If I could get that solved, I'ld be even happier, but this is a LOT better.. ?

Posted
13 minutes ago, darklob said:

Great work, Would really love to see Whoring price range tied to Pawn "Sex ability" rating though.

sex ability is shit mechanic and should be removed/replaced

Posted
On 11/10/2019 at 5:18 AM, Ed86 said:

disabled colonist-colonist whoring

I have 2 nymphos that do nothing but check on prisoners from time to time, can they still have fun with my other colonist as their side job now that the whoring is disabled?

Posted

I tried the wild animal mating, but since the new update my tamed animals seem to get "re-impragnated" even though they are already pregnant, restarting the pregnancy. I'm testing be reverting back to Wild Animals and disabling the RJW setting.

Posted
1 hour ago, Gamaroguar said:

I have 2 nymphos that do nothing but check on prisoners from time to time, can they still have fun with my other colonist as their side job now that the whoring is disabled?

there is now casual sex

Posted

So I think I found a bug with the "raped" memory. I've noticed a strange behavior since disabling the "masochist" trait from automatically appearing in the options.

 

Apparently the GotRaped thought only stacks so many times, then it expires after 10 days, and then never appears again on the same pawn. It appears to not be resetting properly. I would imagine this never got noticed before because in situations of repeated rape, the MasochistGotRaped thought would appear instead.

 

I looked a bit at the Defs and can kind of figure out what is going on. I noticed that the only thing that should block the GotRaped thought appears to be masochist trait, but the pawns in question don't have that trait active.

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