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[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
10 hours ago, NoppaiKohai said:

So I'm having an issue. I turn on the rape beatings because it's hot, but set it to Senpai be gentle so they don't kill my prisoners like they used to when they would literally beat them to death.

 

The issue is, it keeps turning into real fights. Every time my animals rape a breeder animal I was hoping to impregnate, it turns into a real fight and she puts half my male animals in the hospital, and my comfort prisoners keep getting in fights and beating up my colonists. Is there a setting to disable / discourage the retaliation fights from rape beatings?

Look at reaction stance, set it to ignore did the trick in the past.

 

Posted
On 2/6/2020 at 6:39 PM, NoppaiKohai said:

So I'm having an issue. I turn on the rape beatings because it's hot, but set it to Senpai be gentle so they don't kill my prisoners like they used to when they would literally beat them to death.

 

The issue is, it keeps turning into real fights. Every time my animals rape a breeder animal I was hoping to impregnate, it turns into a real fight and she puts half my male animals in the hospital, and my comfort prisoners keep getting in fights and beating up my colonists. Is there a setting to disable / discourage the retaliation fights from rape beatings?

Yeah, I noticed this as well. Most of the time, when it's between two colonists, things go off as expected (though I did have one instance of a colonist completely trashing her rapist), but between colonists and prisoners or enemies, the victim seems to react as if it was any other attack, and fights back full force, resulting in a full fight. Also seems to be the case that animals react as expected when raped by colonists, but not when raped by other animals (including other colony animals). Probably needs to have a check in there to prevent the rape victims from fighting back. Might not be too realistic, but it would avoid problems.

Posted

Ok, so, I just had a weird bug or two happen.

 

Firstly, I tried to use a character editor to give a pawn the 'Infertile' status, but for some reason it didn't show up in the list anymore where it has before.

 

But more importantly (and why I tried the first thing), I've been playing using the Warhammer Beastmen mod, and I have a female beastman in my colony, who got pregnant. And suddenly she's giving birth to 87 babies. What. The. Fuck. I dunno if it's some weird miscalculation between the two mods or what, but holy hell must that girl be sore now.

Posted
6 hours ago, TheDeinonychus said:

Ok, so, I just had a weird bug or two happen.

 

Firstly, I tried to use a character editor to give a pawn the 'Infertile' status, but for some reason it didn't show up in the list anymore where it has before.

 

But more importantly (and why I tried the first thing), I've been playing using the Warhammer Beastmen mod, and I have a female beastman in my colony, who got pregnant. And suddenly she's giving birth to 87 babies. What. The. Fuck. I dunno if it's some weird miscalculation between the two mods or what, but holy hell must that girl be sore now.

Litter size curve is inside the race files.

Look in beast men mod folder, look for a race file, look for the race section and then find the litter size curve node.

It is really easy to patch. If you look in RJWRaceSupport in patches you will see a litter size patch. That one is for Ratkin but if you change the def name in the quotations it will apply to the race you set it for.

 

Otherwise directly change it in that file and just be prepared for an update to undo your work.

 

Oh also infertile is a quirk, you might need it for the hediff. And try dev mode add hediff to while body.

Posted
On 2/7/2020 at 3:47 AM, NeverLucky4Life said:

Look at reaction stance, set it to ignore did the trick in the past.

 

 

I can't set reaction stance for a prisoner though? It's only an option for colonists, not prisoners

 

image.png.8e8c90d30f819abb22a9de4cc8e1cefc.png

 

Posted
2 hours ago, Danopeline said:

Anyone know if colonists birthing androids from the Android mod is a compatibility issue? Or is it just my load-order?

It is either a Preparecarefully issue.

Or Android Tiers forcing androids into every race industrial and above.

Posted

I'm having a problem that pawns aren't initiating consensual sex with each other when they're awake. The only circumstances when pawns will initiate sex with each other is when they're sleeping. I locked them all in a room and they were all max horny but still it only happens when one of them goes to sleep. I let the time run for several days with the pawns locked in a room while I adjusted settings and it made no difference. I disabled all my other mods and started a new colony with only RJW 3.2 and hugslib when I did that locked room test.

 

Here's the debug from where a pawn looks for a hookup every hour.

https://pastebin.com/9SMW9LN9

Posted
13 hours ago, black88 said:

I'm having a problem that pawns aren't initiating consensual sex with each other when they're awake. The only circumstances when pawns will initiate sex with each other is when they're sleeping. I locked them all in a room and they were all max horny but still it only happens when one of them goes to sleep. I let the time run for several days with the pawns locked in a room while I adjusted settings and it made no difference. I disabled all my other mods and started a new colony with only RJW 3.2 and hugslib when I did that locked room test.

 

Here's the debug from where a pawn looks for a hookup every hour.

https://pastebin.com/9SMW9LN9

even tho its named consensual sex, its still nymph_join_in_bed, so receiver should be asleep/ in bed for this to work

Posted

Anyone have any other ideas on the "rape beatings start actual fights" issue? It's reaching a stage where I may have to disable the Spank option during rapes because it just keeps putting people in the hospital when their 1 damage slaps turn into an actual fight. My female Dragonian pet is BRUTAL too and absolutely does not appreciate anything spanking her as she's cut body parts off everything that's tried.

 

Can't set prisoners and animals to "ignore" since they aren't colonists =(

Posted

Hey, I've been playing with this mod for a while now and I've recently added Tiered Androids to my mod list. I'm trying to figure out what the current integration is with RJW, which I'm still pretty fuzzy on after reading through the drama from a few months back. What exactly does this mod do with Tiered Androids, beyond adding the Asexual trait to T1 and T2 Androids? I saw an update note regarding Androids getting a reroll on that trait at some point from a few versions back, but I'm not seeing anything like that in-game when I bolt some fun hydraulics onto a droid so I figure I'm missing something.

Posted
On 5/10/2019 at 10:02 AM, XXXRyanXXX said:

Quick Idea:

Canine Knotting- When a pawn is raped by an animal with a "Canine Penis", they get the hediff "Knotted", which reduces movement to zero, and are picked up by the animal. They are then carried to the animal's "den", which acts like a prisoner bed to them (And it would be randomly placed away from the colony, but on the same map). Once there, they get the hediff "Weak", which slowly goes away over time, if the pawn is not raped. When the pawn is put in the "den", their vulnerability shoots up to max, and any animals of the same species that kidnapped the pawn that are on the map would begin to guard the den, and occasionally rape the pawn, renewing their "weak" stat. If the pawn is raped too many times, and become broken, they'd immediately switch over to a wild woman/man and become a "Tamed Woman/Man". They'd basically become one of the animals, and would occasionally try to kidnap any remaining pawns on the map, and switch them over to their side. These "Tamed" people would be just like Wild People, but are considered "predators", and would be much more resistant to the climate.

ALTERNATIVELY

If you tame animals with a Canine Penis, you can place down a den for them, and if any pawns wander onto the map, friend or foe, your animals will hunt them down, rape them, and drag them back to their den, where they'd slowly become your "Tamed" pawn.

Possible Events:
Wolves in Heat- A group of wolves in heat have come to set up a den in the area, and breed. They seem a lot less lethal than your normal wolves, but that doesn't mean they aren't dangerous. They should leave the map in a few days, once they've calmed down. (Any pawns tamed by them or captured by them would go with them.)

Wolf Den (World Event)- You hear about a wolf den not far from your colony, swarming with wolves, and people that were dumb/horny enough to get captured by them. (Possibility for good tier pawns and loot, if you can clear the den without getting your pawns taken.)

Wolf Raid- A group of wolves have come into the area, directed by a few pirates/outlanders/tribal handlers! They seem to be taking prisoners! Better stay indoors, and keep your guns close. (Raid with wolves that take prisoners, then flee the map, capturing anyone they flee with for the faction that raided you.)

New Animal Species: Intelligent Canine/Wolf-
Very hard to tame, but they can be drafted when trained with obedience, and have a special stun/takedown move that has to recharge, but downs a pawn temporarily, allowing them to subdue said pawn, and retreat with them.

Sidenote:
Add functionality for the Wildpod and Wildpawn animals from Alpha Animals. Make them lay sporebeds in Pawns that get hang around them too much, causing the pawns to drop spores until the mushroom growths on their insides are carefully removed.

No srlsy, did this become true?

 

Posted

When using this mod in combination with Vanilla Hair Expanded, all colonists with custom hair get pink squares around them.  Is there a fix/patch for this?

 

Edit: So loading vanilla hair after RJW fixed the pink square, but I'm worried that will break something else.

Posted
2 hours ago, VirazolKaine said:

When using this mod in combination with Vanilla Hair Expanded, all colonists with custom hair get pink squares around them.  Is there a fix/patch for this?

 

Edit: So loading vanilla hair after RJW fixed the pink square, but I'm worried that will break something else.

Often a reload will fix pink squares and missing texture errors, so you might want to check if that was what solved it real quick if you haven't yet.

Posted
5 hours ago, someone123443211 said:

No srlsy, did this become true?

 

why would it? writing a post is 1h of work coding and drawing all that  - weeks-months

Posted

3.2.1
added prostrating hediff for colonists or 600 ticks stun for non colonists after rape
changed mechGenitals to mechanoid implanter
put max cap 100% to fertility modifier for children generation, so you don't get stupid amount of children's because of 500% fertility
changed condom class to ResourceBase so its not used for medicine/operation stuff

 

PinkysBrain:
fixed mechanoind bodysize warning

 

Funky7Monkey:
Add Fertility Pills

 

 

rjw-ex_1.0.1:

update for rjw 3.2.0+

RJW-3.2.1.7z rjw-ex_1.0.1.7z

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