Jump to content

[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

is there any baby patch for bnc for asari ,kijin  since i have no idea how to do it myself. and i cant find. def/ThingDefs_Races/SupportAlienDef.xml. and i dont really know where else i could ask

Posted
22 hours ago, LL_PW said:

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.

Okay. After more testing, I've found that when the auto-add masochist trait is turned off (thanks for adding that feature, btw), the hediff "feeling broken" is activated at any stage. One the pawn becomes broken, it will block the "raped" thought from stacking. Eventually the "raped" thought will expire. As I suspected, this would previously have been the point when the masochist trait got added, so it never would have been noticed before.

 

Ironically, due to this bug, pawns still get happier the more they get raped. Once the "extremely broken" hediff is active and the raped though expired (10 days) they no longer get a mood debuff from being raped.

 

I feel like this should be a simple fix, but I'm not sure I trust myself to try without breaking something else in the process. It may require having separate broken thought trees for masochists and non-masochists.

Posted

Love this mod, but I have a question.My prisoners have raped quite a few times, but they dont get the Feeling Broken thing.What exactly triggers it and how do I get it?

 

Posted
8 hours ago, darkroy131 said:

Love this mod, but I have a question.My prisoners have raped quite a few times, but they dont get the Feeling Broken thing.What exactly triggers it and how do I get it?

 

In Dev-mode I can see a hidden early stage of feeling broken, but in my case it hasnt developed any further. Maybe they need to be really abused on a constant base? I don't know what "quite e few times" is in absolutes of course.. ?  In my case, the prisoners currently have a rather OK life...

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

2.9.0
patch to allow mating for wild animals (animal-on-animal toggle)
change/update description of Enable animal-on-animal

Thank you Ed!

Posted

I'm not sure if it's a known issue or not, but I recently recruited a necrophiliac and it gives the following error code in dev mode. The necro will fuck corpses if manually told to, but won't otherwise, and the mood bonus for violating corpse doesn't include the violated corpse name, just says "{0} wasn't the only thing that was stiff".

 

 

 

Exception in rjw.ThinkNode_ChancePerHour_Necro TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.GenGrid.InBounds (IntVec3 c, Verse.Map map) [0x00000] in <filename unknown>:0 
  at Verse.GenGrid.CanBeSeenOver (IntVec3 c, Verse.Map map) [0x00000] in <filename unknown>:0 
  at Verse.ShootLeanUtility.CalcShootableCellsOf (System.Collections.Generic.List`1 outCells, Verse.Thing t) [0x00000] in <filename unknown>:0 
  at Verse.AI.AttackTargetFinder.CanSee (Verse.Thing seer, Verse.Thing target, System.Func`2 validator) [0x00000] in <filename unknown>:0 
  at rjw.xxx.would_fuck (Verse.Pawn fucker, Verse.Pawn fucked, Boolean invert_opinion, Boolean ignore_bleeding, Boolean ignore_gender) [0x00000] in <filename unknown>:0 
  at rjw.xxx.would_fuck (Verse.Pawn fucker, Verse.Corpse fucked, Boolean invert_opinion, Boolean ignore_bleeding, Boolean ignore_gender) [0x00000] in <filename unknown>:0 
  at rjw.JobGiver_ViolateCorpse.find_corpse (Verse.Pawn pawn, Verse.Map m) [0x00000] in <filename unknown>:0 
  at rjw.JobGiver_ViolateCorpse.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)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_ChancePerHour:TryIssueJobPackage(Pawn, JobIssueParams)
rjw.ThinkNode_ChancePerHour_Necro:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_SubtreesByTag:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
 

Posted
10 hours ago, QGK said:

In Dev-mode I can see a hidden early stage of feeling broken, but in my case it hasnt developed any further. Maybe they need to be really abused on a constant base? I don't know what "quite e few times" is in absolutes of course.. ?  In my case, the prisoners currently have a rather OK life...

Yeah that is what I discovered as well. They require near constant rape for them to get the Feeling Broken state, a lot more than is possible without using hero mode. But then again the pawn in question are quite tough and I don't have nearly as much trouble doing it to others, so that may play a role as well. 

 

On a side note, I do have another problem as well in that my pawns are not getting pregnant. I do have the Children and Pregnancy mod installed but I had disabled the pregnancy and been using RJW to handle pregnancy. But even with the fertility turned all the way up my pawns are not getting pregnant at all. 

Posted
13 hours ago, darkroy131 said:

Yeah that is what I discovered as well. They require near constant rape for them to get the Feeling Broken state, a lot more than is possible without using hero mode. But then again the pawn in question are quite tough and I don't have nearly as much trouble doing it to others, so that may play a role as well. 

 

On a side note, I do have another problem as well in that my pawns are not getting pregnant. I do have the Children and Pregnancy mod installed but I had disabled the pregnancy and been using RJW to handle pregnancy. But even with the fertility turned all the way up my pawns are not getting pregnant at all. 

Have you tried the RJW setting to 100% preg chance (or is that what u mean with the fertility?). I have CnP, CSL and RJW running together fine at this time. I did disable the new wild animal settings in RJW, cause that seemed to break pregnancy overall for me. I also have pregnancy options for CnP and CSL fully disabled.

Posted
3 hours ago, QGK said:

Have you tried the RJW setting to 100% preg chance (or is that what u mean with the fertility?). I have CnP, CSL and RJW running together fine at this time. I did disable the new wild animal settings in RJW, cause that seemed to break pregnancy overall for me. I also have pregnancy options for CnP and CSL fully disabled.

Yep, that's what I meant. It is up to 100% and they are still not getting pregnant. When you said disabling the wild animal setting do you mean the animal on animal sex or animal pregnancy? I might disabling those and see where that get me. Because I did notice that my animals are also not getting pregnant.

Posted

Well I took a look at the logs and it seems that my pawns are getting fertilized, but they are not giving births which is weird. Several of my pawns are also pregnant with eggs, but its been well over two seasons since that occur. How long do pregnancy last anyway?

 

Posted
3 hours ago, darkroy131 said:

Well I took a look at the logs and it seems that my pawns are getting fertilized, but they are not giving births which is weird. Several of my pawns are also pregnant with eggs, but its been well over two seasons since that occur. How long do pregnancy last anyway?

 

I thought about 3 quadrums if I'm not mistaken. And I disabled the new animal on animal setting from 2.9.0  It kept "resetting" my pregnancies everytime an animal/pawn could become pregnant. Kinda weird..

Posted

I was playing around in dev and debug mode trying figure out the whorin' biz in RJW when I started noticing the same messages kept popping up.

 

"Is whore appealing  False"

 

Nothing seems to change it. I've tried altering the breast sizes, pawn age, bedroom impressiveness, drug influences (tried beer, humpshrooms, ambrosia)  of both my colony pawns and the visiting pawns. Any ideas?

 

"fail - not allowed job"

 

This comes up when a whore solicits a pawn that is currently participating in a joy activity (horseshoes, stargazing, etc). Since sex refills the recreation bar, shouldn't the solicitation attempt interrupt?

Posted

2.9.1
disabled RaceGroupDef log spamm
fixed ai error when trying to find corpse to fuck
changed rape corpse alert to show name of corpse instead of Target
fixed error when fucking corpse
fix for futa animals mating, bonus - futa animal will mate everything that moves with wildmode on
removed BadlyBroken check for got raped thoughts
fix for DemonTentaclesPenis defname
set chance to gain masochist trait when broken 100% => 5%
changed begging for more thought to only work of masochists
 

RJW-2.9.1.7z

Posted

So - my first time playing Rimworld in a long time and I have no clue what mod conflict could be causing this issue, but I'm hoping someone might; none of the pawns in my game are spawning with genitalia. They all have 0 fertility and none of them have genetalia or anything. Both regular humans and modded races.

Posted
On 11/13/2019 at 6:10 AM, avelor89 said:

is there any baby patch for bnc for asari ,kijin  since i have no idea how to do it myself. and i cant find. def/ThingDefs_Races/SupportAlienDef.xml. and i dont really know where else i could ask

Just edit that file, SupportAlienDef.xml, add both Asari and Kijin to the alien races list.

<li>Alien_Asari_Base</li>

<li>KIJIN_Race</li>

 

---

 

To the RJW team, So..... artificial insemination when? frozen sperm and eggs, surrogacy.

Posted
3 hours ago, Azylon said:

Just edit that file, SupportAlienDef.xml, add both Asari and Kijin to the alien races list.

<li>Alien_Asari_Base</li>

<li>KIJIN_Race</li>

 

---

 

To the RJW team, So..... artificial insemination when? frozen sperm and eggs, surrogacy.

ermmm never?

Posted

Don't know if anyone else is having this issue, it started recently (put down a week and came back yesterday). The options to assign roles seems to be missing. I'm not sure if it is RJW or some other mod was updated and caused the problem. I know the Androids mod is also having some issue where the printer has stopped working so I'm wondering if there is a common thread in there.

Posted

Was dicking around in the source.

 

I noticed a few possible changes/improvements.

 

Female ovipositors should just generate eggs over time in their host (unfertilized.) I just strapped this one into Needs_Sex.cs, with a max capacity calculated the same as elsewhere.

 

I changed pregnancy with ovipositors so that when having vaginal or anal sex with a female ovipositor, it will deposit as many eggs as you either have, or fit into your host. Whichever is smaller. This has the side effect that you can fertilize your eggs with a partner, and then inject the fertilized eggs into someone or something else afterwards.

 

The last one is a bug I'd like to fix but can't figure out how to do because the Hediffs are so generic for genitals. If you take a cosmopilar ovipositor and put it on your pawn, you then create human eggs which is super bizarre. I think the only solution is dynamically generating ovipositor for all insect species... This was beyond an evening's work. But these changes are definitely worth adding imo.

Posted

Okay! I actually finished my mod of this mod.

 

https://www.dropbox.com/s/56z3q5mjlar6gru/RJW.rar?dl=0

 

I don't know how to fork and submit a patch to your gitgud source control, and I'm too lazy to figure it out. So instead here's the modified files.

 

boring technical bs:

Basically all I did was make a HediffDef that the XML base parts now inherit off of. I added "produceEggs", "maxEggTick" and "minEggTick". The only thing that uses those variables are the ovipositors. I added a Tick override to your existing Hediff for BasePart that checks if produceEggs is true, and will add an egg to your genitals somewhere between min and max egg tick, up to your maximum body's capability to hold eggs. (which for humans is about 2).

 

I changed the DoEgg function in the pregnancy helper to instead only implant eggs that are A. in your ovipositor and B. until the partner is full of eggs. So you have to wait for the eggs to generate over time to implant people now.

 

If I continue working on this, my next goal would be to add a type tracking to hediffDef_partbase that tracks the original Kind of the sexual organ, and use that to default to what kind of eggs are generated over time. Should be an easy fix. Basically so if you take a megaspider or whatever and rip off its ovipositor, and jam that into a person, that human will now produce megaspider eggs.

Posted
1 hour ago, Muse said:

Okay! I actually finished my mod of this mod.

 

https://www.dropbox.com/s/56z3q5mjlar6gru/RJW.rar?dl=0

 

I don't know how to fork and submit a patch to your gitgud source control, and I'm too lazy to figure it out. So instead here's the modified files.

 

boring technical bs:

Basically all I did was make a HediffDef that the XML base parts now inherit off of. I added "produceEggs", "maxEggTick" and "minEggTick". The only thing that uses those variables are the ovipositors. I added a Tick override to your existing Hediff for BasePart that checks if produceEggs is true, and will add an egg to your genitals somewhere between min and max egg tick, up to your maximum body's capability to hold eggs. (which for humans is about 2).

 

I changed the DoEgg function in the pregnancy helper to instead only implant eggs that are A. in your ovipositor and B. until the partner is full of eggs. So you have to wait for the eggs to generate over time to implant people now.

 

If I continue working on this, my next goal would be to add a type tracking to hediffDef_partbase that tracks the original Kind of the sexual organ, and use that to default to what kind of eggs are generated over time. Should be an easy fix. Basically so if you take a megaspider or whatever and rip off its ovipositor, and jam that into a person, that human will now produce megaspider eggs.

This is neat.

From what I can tell your edits are done in RJW 2.9.0.

Any chance you can list the files you edited or added and possibly state their pathways so that we can manually patch future main RJW releases without needing to wait for your update if this does not get integrated soon? 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...