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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

If you do notice a Lost Forest error the next time you boot up know that it is not RJW related, LF has become incompatible in the latest Vanilla RimWorld. 
the Error will not prevent you from playing but it will have something broken as you play, and every mod you have loaded after Lost Forest that uses C# will be broken.

Karma is a bitch

Posted

Whenever I load up Rimjob world from the mods section, I just get a list of these errors and I don't know how I can fix any of them.  I'm using vortex as a mod manager and I just put it in there but when I look at the mods from the file explorer, they're all set up exactly the way you explain it.  Do I need to insert the mod manually or are there a few things I am missing?

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Posted
1 hour ago, hiderlink said:

Whenever I load up Rimjob world from the mods section, I just get a list of these errors and I don't know how I can fix any of them.  I'm using vortex as a mod manager and I just put it in there but when I look at the mods from the file explorer, they're all set up exactly the way you explain it.  Do I need to insert the mod manually or are there a few things I am missing?

It is a known fact that vortex corrupts mod files every now and then, it is recommended that you manually install and sort mods.

Any automation has proved more detrimental than useful.

 

Basically from those errors lots of things are broken, makes me wonder if you only have part of the mod or are missing dependencies.

Posted
28 minutes ago, NeverLucky4Life said:

It is a known fact that vortex corrupts mod files every now and then, it is recommended that you manually install and sort mods.

Any automation has proved more detrimental than useful.

 

Basically from those errors lots of things are broken, makes me wonder if you only have part of the mod or are missing dependencies.

That explains a couple other issues I've been having.  I'll try to install my mods manually from now on.  thanks

Posted
14 hours ago, grynn said:

its not a mod race, its a normal human with 2 bionics, and rjw is last, except for rjw-ex. archotec kidney and a thorium eye from that thorium mod. Think its the thorium mod?

There seem to be a few unrelated mods that cause issues. For example, the locks mod caused these issues for me, I have no idea why locks and rjw would compromise each other but there you go.

Posted

A couple of things I've noticed.

 

Asexual pawns effectively have a permanent debuf. They get sexually frustrated with no way of fulfilling the need. Perhaps the sex bar on asexual pawns should either be frozen, or removed entirely.

 

Male pawns spawn with breasts. They are always flat, but they exist as a hedif. Seems like an odd quirk. Was this intentional?

 

Is there any chance of having a feature that disables rape between colonists entirely, and just makes it a colonist vs raider/prisoner/visitor thing? Also, I noticed that trade parties and raiders never attempt to rape colonists. These seem like the two situations were it is most plausible.

 

Thanks for all of your continued work on this.

 

 

Posted

So long time lurker, Hi guys *awkward wave*

 

Ive recently just updated to RW 1.1 and the new RJW. Was working fine to start with then all my RJW stuff stopped working.

I downlaoded the most recent update for this and the options on the mod options aren't even showing up now, even though I have the mod enabled. it is also showing up as yellow.\

 

Any tips to get this working?

Posted
12 minutes ago, Eviliari said:

So long time lurker, Hi guys *awkward wave*

 

Ive recently just updated to RW 1.1 and the new RJW. Was working fine to start with then all my RJW stuff stopped working.

I downlaoded the most recent update for this and the options on the mod options aren't even showing up now, even though I have the mod enabled. it is also showing up as yellow.\

 

Any tips to get this working?

if it is yellow then either the game can't find a version number or you have the 1.0 version

Posted
46 minutes ago, NeverLucky4Life said:

if it is yellow then either the game can't find a version number or you have the 1.0 version

I have the most recent RJW that is available, but I didn't see anywhere that it wasn't compatible with 1.1, so i just assumed it was ok to use. Is there any way that I can change it myself?

 

Also, I just started a game to see if it was there, nothing from RJW was there, but everything my architect tab was gone, I couldn't build anything other than a couple of lanterns from the Gloomy's furniture mod I think it was from. 

I removed RJW from my mod load order and everything was back soooo....... I dunno whats going on

Posted

Hi :)

Is there a list of the best backstories for if you want to create a hooker that is happy with her job? Couldn't find any backstories in the RJW defs...

And/or is there a way to manually change the number of times whored, perhaps directly in a save file? I had a bit of a look but couldn't find anything obvious and wasn't willing to mess with the code much...

Thanks :)

Posted
1 hour ago, kmcl11 said:

Hi :)

Is there a list of the best backstories for if you want to create a hooker that is happy with her job? Couldn't find any backstories in the RJW defs...

And/or is there a way to manually change the number of times whored, perhaps directly in a save file? I had a bit of a look but couldn't find anything obvious and wasn't willing to mess with the code much...

Thanks :)

Nymph is dedicated whore background.

Posted
5 hours ago, LL_PW said:

Male pawns spawn with breasts. They are always flat, but they exist as a hedif. Seems like an odd quirk. Was this intentional?

 

Is there any chance of having a feature that disables rape between colonists entirely, and just makes it a colonist vs raider/prisoner/visitor thing? Also, I noticed that trade parties and raiders never attempt to rape colonists. These seem like the two situations were it is most plausible.

1. This is part of the new bodypart system, which was introduced in RJW for 1.1

 

2. The greatest chances are always if you do it yourself, the vulnerability determines the victims, so if you train all your colonists in melee and dont let them get downed they should be mostly safe from rapes

1 hour ago, Eviliari said:

I have the most recent RJW that is available, but I didn't see anywhere that it wasn't compatible with 1.1, so i just assumed it was ok to use. Is there any way that I can change it myself?

 

Also, I just started a game to see if it was there, nothing from RJW was there, but everything my architect tab was gone, I couldn't build anything other than a couple of lanterns from the Gloomy's furniture mod I think it was from. 

I removed RJW from my mod load order and everything was back soooo....... I dunno whats going on

send hugslog (Ctrl F12), this seems like a very broken modlist

1 hour ago, kmcl11 said:

Hi :)

Is there a list of the best backstories for if you want to create a hooker that is happy with her job? Couldn't find any backstories in the RJW defs...

And/or is there a way to manually change the number of times whored, perhaps directly in a save file? I had a bit of a look but couldn't find anything obvious and wasn't willing to mess with the code much...

Thanks :)

the resentful whore thought is chosen randomly atm, but it goes away after a few weeks

Posted

Looks like the save corruption caused by Lost Forrest was unintentional on the authors part due to ludeon rolling back a patch they had put out and the author hadn't reverted their version back. The author has rolled their version back and it works now along with the mod made by @bearlyAlive. You can't get away from the sneaky pawn downing code added but that's a different argument.

Posted
2 hours ago, Eviliari said:

I have the most recent RJW that is available, but I didn't see anywhere that it wasn't compatible with 1.1, so i just assumed it was ok to use. Is there any way that I can change it myself?

 

Also, I just started a game to see if it was there, nothing from RJW was there, but everything my architect tab was gone, I couldn't build anything other than a couple of lanterns from the Gloomy's furniture mod I think it was from. 

I removed RJW from my mod load order and everything was back soooo....... I dunno whats going on

Post your log (has mod list in it), it might be a mod incompatibility. Especially if you use Lost Forest lol.

Posted

4.0.2
remove debug log spam on parts size change
changed default Rjw_sexuality spread to Vanilla
reduced LoveEnhancer effect by 50% for rjw
changed cocoon hediff to:
- not bandage bleeding(which doesnt make sense) but instead rapidly heal up, can still die if too much bleeding
- tend only lethal hediffs, presumably infections, chronic only tended if there danger for health
support for unofficial psychology/simple slavery, Consolidated Traits - 1.1. untested but probably working
renamed xml patches
rearranded defs locations in xmls
changed fap to masturbation 
added masturbation at non owned bed 
moved sex workgivers into on own worktype category, so royalty can also have sex
removed workgivers from worktab(cept cleanself, its moved to cleaning category)
disabled cell/things scaners for workgivers
some other workgiver fixes
changed RJW_FertilitySource/Reproduction to RJW_Fertility(should stop warning from med tab)
aftersex thoughts with LoveEnhancer - pawn now considered masochists/zoophile 
aftersex thoughts - removes masochist HarmedMe thought with rape beating enabled
removed ThoughtDef nullifiers and requirements from beastiality/rape 
added negative MasochistGotRapedUnconscious thougth (its not fun when you are away during your own rape)
reduced masochist raped mood bonus
typo and misc fixes
more tips
merged merge requests with public classes and some fixes
 

RJW-4.0.2.7z

Posted
2 hours ago, Horatius_PL said:

Nymph is dedicated whore background.

Thanks :) Looking for one without a bunch of disabled worktypes though... also there is a backstory called "Prostitute Idol" which I think should definitely be happy about the job/have more than 0 times in the Brothel tab... was looking for ways to change that as well?

Posted
2 hours ago, Ed86 said:

support for unofficial psychology/simple slavery, Consolidated Traits - 1.1. untested but probably working

 

On 3/4/2020 at 8:49 AM, Car Fax said:

Just a heads up, someone has updated "Rational Romance" to 1.1

https://steamcommunity.com/sharedfiles/filedetails/?id=2013144996

 

Figured I'd bring it up since support for the original version was removed.

Any chance of RR support too anytime soon? Thanks.

Posted

How i can modify pawn part size (average, loose, etc) via saveedit or devmode? Sorry if it is already answered, but this website returns error 504 when I try to search for something.

Posted
1 hour ago, LordXamon said:

How i can modify pawn part size (average, loose, etc) via saveedit or devmode? Sorry if it is already answered, but this website returns error 504 when I try to search for something.

Sizes are broken atm, for many they'll change at random on loading the game. But I have found that in dev mode you can Add hediff > missing part or w/e the not-bionic one is > there's something along the lines of RJW size giver or something like that you can use.

Posted

Well, I decompiled LF to see what makes the RJW bricking part tick. Too bad I can't get it to compile again even with setting proper references. Way beyond my ability. That or the decompiler didn't provide accurate source code.

 

For the curious, here is what LF does when it detects nasty things happening:

namespace LF_HarmonyPatche
{
    using HarmonyLib;
    using RimWorld;
    using System;
    using System.Runtime.InteropServices;
    using Verse;
    using Verse.AI;

    [HarmonyPatch(typeof(Pawn_JobTracker), "StartJob", new System.Type[] { typeof(Job), typeof(JobCondition), typeof(ThinkNode), typeof(bool), typeof(bool), typeof(ThinkTreeDef), typeof(JobTag?), typeof(bool), typeof(bool) })]
    internal class n
    {
        private static bool Prefix(Pawn_JobTracker __instance, Job newJob, JobCondition lastJobEndCondition = 0, ThinkNode jobGiver = null, bool resumeCurJobAfterwards = false, bool cancelBusyStances = true, ThinkTreeDef thinkTree = null, JobTag? tag = new JobTag?(), bool fromQueue = false, bool canReturnCurJobToPool = false)
        {
            if (newJob.def.driverClass.Namespace == "rjw")
            {
                Pawn lookTargets = Traverse.Create(__instance).Field("pawn").GetValue<Pawn>();
                Pawn thing = newJob.targetA.Thing as Pawn;
                Pawn pawn3 = newJob.targetB.Thing as Pawn;
                Pawn pawn4 = newJob.targetC.Thing as Pawn;
                if (((lookTargets.def.defName.Contains("LF") || ((thing != null) && thing.def.defName.Contains("LF"))) || ((pawn3 != null) && pawn3.def.defName.Contains("LF"))) || ((pawn4 != null) && pawn4.def.defName.Contains("LF")))
                {
                    Messages.Message("LostForest is incompatible with that.", lookTargets, MessageTypeDefOf.NegativeEvent, false);
                    DamageInfo? dinfo = null;
                    lookTargets.health.AddHediff(HediffDefOf.Anesthetic, null, dinfo, null);
                    if (!lookTargets.Downed)
                    {
                        lookTargets.stances.SetStance(new Stance_Cooldown(600, 0, null));
                        return false;
                    }
                }
            }
            return true;
        }
    }
}

Wish I knew RW modding, might even be able to do something about it. Alas, no such luck today and I'm not quite feeling like learning. Maybe someone more motivated can work with this.

Posted
21 minutes ago, TwistedNoir said:

Well, I decompiled LF to see what makes the RJW bricking part tick. Too bad I can't get it to compile again even with setting proper references. Way beyond my ability. That or the decompiler didn't provide accurate source code.

 

For the curious, here is what LF does when it detects nasty things happening:


namespace LF_HarmonyPatche
{
    using HarmonyLib;
    using RimWorld;
    using System;
    using System.Runtime.InteropServices;
    using Verse;
    using Verse.AI;

    [HarmonyPatch(typeof(Pawn_JobTracker), "StartJob", new System.Type[] { typeof(Job), typeof(JobCondition), typeof(ThinkNode), typeof(bool), typeof(bool), typeof(ThinkTreeDef), typeof(JobTag?), typeof(bool), typeof(bool) })]
    internal class n
    {
        private static bool Prefix(Pawn_JobTracker __instance, Job newJob, JobCondition lastJobEndCondition = 0, ThinkNode jobGiver = null, bool resumeCurJobAfterwards = false, bool cancelBusyStances = true, ThinkTreeDef thinkTree = null, JobTag? tag = new JobTag?(), bool fromQueue = false, bool canReturnCurJobToPool = false)
        {
            if (newJob.def.driverClass.Namespace == "rjw")
            {
                Pawn lookTargets = Traverse.Create(__instance).Field("pawn").GetValue<Pawn>();
                Pawn thing = newJob.targetA.Thing as Pawn;
                Pawn pawn3 = newJob.targetB.Thing as Pawn;
                Pawn pawn4 = newJob.targetC.Thing as Pawn;
                if (((lookTargets.def.defName.Contains("LF") || ((thing != null) && thing.def.defName.Contains("LF"))) || ((pawn3 != null) && pawn3.def.defName.Contains("LF"))) || ((pawn4 != null) && pawn4.def.defName.Contains("LF")))
                {
                    Messages.Message("LostForest is incompatible with that.", lookTargets, MessageTypeDefOf.NegativeEvent, false);
                    DamageInfo? dinfo = null;
                    lookTargets.health.AddHediff(HediffDefOf.Anesthetic, null, dinfo, null);
                    if (!lookTargets.Downed)
                    {
                        lookTargets.stances.SetStance(new Stance_Cooldown(600, 0, null));
                        return false;
                    }
                }
            }
            return true;
        }
    }
}

Wish I knew RW modding, might even be able to do something about it. Alas, no such luck today and I'm not quite feeling like learning. Maybe someone more motivated can work with this.

There is a simpler solution if you are going to mess with their assemblies.

Use dnSpy to remove the anti RJW patch file should be labelled n and then save and overwrite the old assembly.

Also someone already made a patch and it could still work.

Posted
23 minutes ago, NeverLucky4Life said:

There is a simpler solution if you are going to mess with their assemblies.

Use dnSpy to remove the anti RJW patch file should be labelled n and then save and overwrite the old assembly.

Also someone already made a patch and it could still work.

Heh. I tried ILSpy and it didn't seem to have that feature. Thanks, I'll give it a go.

 

Edit: worked like a charm. Thanks again.

Posted
20 hours ago, Skömer said:

 

 

2. The greatest chances are always if you do it yourself, the vulnerability determines the victims, so if you train all your colonists in melee and dont let them get downed they should be mostly safe from rapes

 

I'm still pretty sure this doesn't work. I've never seen it work post 1.1 playing normally. I was skeptical, so I set up a scenario for testing using the developers console.

 

Even specifically setting up likely scenarios, I was not able to get non-CP rape to work with prisoners or traders at all. Colonists will rape each other, but that is about it. If there is no one marked CP, then prisoners/traders will not rape each other. They will not attempt to rape colonists. Colonists do not appear to attempt to rape them. And traders never attempt to rape, nor will they ever get raped. Same goes for visitors. Its almost like they never get assigned the job.

 

Even adding the rapist trait where applicable, and sliding the vulnerability slider down to zero.

 

CP rape, and non-CP rape between colonists appears to be the only rape mechanic that is working right now.

 

If you don't believe me, stick two prisoners in a cell together. Give one the trait of rapist, and make the other ones vulnerability go over 300% (this can be done in a number of ways). Nothing will happen.

 

At least, I wasn't able to make it work.

 

 

 

 

 

Posted

1 question, and a request.

1. Why do average breats have manipulation and movement -3%? I could understand large or bigger but average?

2. Could you add in a way to pick the sexuality? I see we can dev reroll it but it would nice to have the traits match the sexuality, and not deal with rng.

Posted
53 minutes ago, Drakeen said:

1. Why do average breats have manipulation and movement -3%? I could understand large or bigger but average?

Average breasts are big enough to get in the way occasionally in real life, so that'd probably be why.

53 minutes ago, Drakeen said:

2. Could you add in a way to pick the sexuality? I see we can dev reroll it but it would nice to have the traits match the sexuality, and not deal with rng.

You could try something like the Character Editor mod by void from the workshop to manipulate whether a character is straight/gay/bi in the intermin.

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