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[mod] RimJobWorld


Skömer

AI  

633 members have voted

  1. 1. Usage of AI / LLMs

    • Never used it / involuntarily used it because its automatically included everywhere
      186
    • Only a Handful of times
      159
    • Once a month
      34
    • Every week
      102
    • Daily
      152
  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
      341
    • As a personal companion/partner
      73
    • For making art
      84


Recommended Posts

Posted
11 hours ago, 17smita said:

so i might be a freaking idiot but it seems that the rjw parts now do not show up on anything unless i manually add them the sex need is also no longer present in anything .... it seems somthing is out of order or i am missing something does anyone have any advice ... i am sorry if im being dumb but im pretty bad at mod sorting 

 

I always dump RJW last in the list and no issues then

Posted
3 hours ago, shuuchi said:

I've never seen a colonist hook up with another.

Nor a nympho join someone in bed unless the two are in a relationship.

And rapists don't rape unless he/she's a nympho.

 

Am I the only one experiencing these issues?

 

Mods that I use that modify AI behavior:

- Common sense

- Psychology

- Pickup and haul

- While you're up

- Priority treatment

- Quality builder

- Quality surgeon

- Hospitality

 

1. Rational Romance and Psychology don't work well with RJW (creating hookup-anomalies), yet RJW keeps encouraging users to combine those mods, by seemingly "supporting" compatibility in its settings. In reality, the only compatibility is probably just sexuality-seeding.

2. The default initial settings for hookups and sexual compatibility are so high, that checks almost always fail, unless the two - as you said - already are enganged with another. You can lower the requirements in the settings.

3. Whoring is doublebroken: Firstly most visitors don't have enough money to afford services, and ed refuses to address this. Secondly the the previous AND current version has bestiality and whoring entirely broken (the changelog is false: It has not been fixed. Instead Ed just made changed something in the code, then compiled and released it without even testing if the codechange fixes the problem).

 

Posted
On 3/24/2020 at 4:05 AM, pumacatrun2 said:

1. Increasing parts sizes through surgery or licentia labs, big parts are most desired. Some traits affect it. If you designate them as CPs and they get masochist trait that'll increase it too.
2. You could always use Trading Spot and choose them to hang around your jail? Tbh I've never seen prisoners whoring for money actually working. Not sure if that's intended or not.

Thank you, I don't tried Licentia Labs before because it seems needing an update for 1.1, and I will try Trading Spot and tell if it works.

 

I have more questions.

The mood of the prisoner don't influence vulnerability, a nice cell doesn't matters for this value, right?

When a pawn reaches the "Extremely broken" point it can gain the masochist trait every time is raped or the dice rolls only when this point is reached?

For last, how break a pawn works exactly? I don't undestend how works because some prisoner I have are in "broken" stage and it has a x15 debuff rapes acomulated and others has a "in-trance" and it has a x20 debuff acomulated.

Posted
2 hours ago, furel said:

Thank you, I don't tried Licentia Labs before because it seems needing an update for 1.1, and I will try Trading Spot and tell if it works.

 

I have more questions.

The mood of the prisoner don't influence vulnerability, a nice cell doesn't matters for this value, right?

When a pawn reaches the "Extremely broken" point it can gain the masochist trait every time is raped or the dice rolls only when this point is reached?

For last, how break a pawn works exactly? I don't undestend how works because some prisoner I have are in "broken" stage and it has a x15 debuff rapes acomulated and others has a "in-trance" and it has a x20 debuff acomulated.

Mechanics for CP(Comfort-Prisoner), casual sex and whoring (prostitution) all vary slightly:

 

For prostitution: Last time i checked (a few months ago, pre 1.1), the sexual compatibility checks are practically identical to casual sex, which is/was retarded (why would a customer care about how much he's friends with the seller? Especially when visiting a foreign colony. Why would the seller care about how much he's friends with a foreign customer?). In short: Mechanics for whoring are (almost) identical to casual sex (fuckbuddies), with a few important differences: 1. The customer must be able to afford the seller. 2. The seller must have a whoring bed (those luxu doublebeds for example). 3. Roomquality affects price, but i doubt it affects success chances (not 100% sure). 4. The seller must have whoring enabled.

 

For casual sex: Same as above, except the 4 listed differences. Room-quality should NOT matter. I would be surprised if mood matters.

 

For comfort-prisoners: Mechanics are VERY different, and very similiar to rape. Basically CP is just another type of rape-job, with the difference that you can explicitely mark people for it. This means: 1. Pawns will only use CPs when they get frustrated (they will prefer other normal sex options first, if available), but they'll pick CPs before randomly raping someone else (unless you change this in the job-priotities, which is only possible with the work-tab mod). This also means there are basically two vulnerability-classes: An attacker first checks CPs and there's multiple ones he picks based on vulnerability and maybe attractivity. Only if no CPs are available will the attacker consider the vulnerability of non-CP pawns.

 

Mood doesn't affect vulnerability, but many status-effects that raise vulnerability also lower mood (such as the "broken"-statuseffect), so that it looks as if lower mood equals higher vulnerability, when in reality both just tend to have similiar causes.

 

Masochist trait: Repeated checks on broken, so sooner or later it should happen. I don't know if the check is made during sex, or in other regular intervals, but it's not a one-tme thing.

 

Breaking works like any other so-called "hediff": There's a broken 'score' that goes from 0.0 to 1.0. On rape it increases. For every FULL DAY without rape it decreases by a certain amount. In other words: It's exactly the same mechanic as drugs. Rape is like taking a drug (thus raising broken-severity), and each day without rape is like "withdrawal" (reducing "addiction", aka broken-severity). The important thing is that the "withdrawal"-mechanic works on a daily basis, while rape-debuffs have a much longer timespan before they "fade away" (multiple days). This is why one person can have a lower broken-severity, yet a higher rape-debuff counter than someone else: It would happen if the former person got more "rest from rape", so that the severity-counter decreased on some days.

Posted
16 hours ago, 17smita said:

so i might be a freaking idiot but it seems that the rjw parts now do not show up on anything unless i manually add them the sex need is also no longer present in anything .... it seems somthing is out of order or i am missing something does anyone have any advice ... i am sorry if im being dumb but im pretty bad at mod sorting 

 

RJW needs to be last in the load order and there are several mods that break RJW in the way you described it.

Posted

I was thinking about throwing together a little hack/mod to add ""comparability"" for Pawnmorpher so getting raped by a certain animal triggers a transformation into that animal (via applying the associated hediff).

I'm not too familiar with how Rimworld is structured, let alone RJW, so I'm just curious if there is a particularly good place where I could throw in a switch statement that gives certain hediffs for certain animals. I'm also not sure how the mods are handled in terms of having a hediff from one be applied in another so if anyone knows of any tutorials on that I'd be interested in reading it. I'm sure I'll be able to get some sort of mess functioning.

Posted
36 minutes ago, audixas said:

Having a problem where whenever a colonist tries to join another's bed, the UI breaks and disappears. Wasn't sure what it was until I saw it happen before my eyes several times. Here's the HugsLib output log: https://gist.github.com/HugsLibRecordKeeper/558c3492cfdf32a3359c746d2c6235fb
I am using quite a few mods, so conflicts are possible.

MoodBarPatch.MoodPatch.Prefix is broken?

48 minutes ago, Catastrophic said:

I was thinking about throwing together a little hack/mod to add ""comparability"" for Pawnmorpher so getting raped by a certain animal triggers a transformation into that animal (via applying the associated hediff).

I'm not too familiar with how Rimworld is structured, let alone RJW, so I'm just curious if there is a particularly good place where I could throw in a switch statement that gives certain hediffs for certain animals. I'm also not sure how the mods are handled in terms of having a hediff from one be applied in another so if anyone knows of any tutorials on that I'd be interested in reading it. I'm sure I'll be able to get some sort of mess functioning.

i would guess a harmonny postfix patch for ProcessSex or Aftersex

Posted
9 hours ago, lynak said:

 

1. Rational Romance and Psychology don't work well with RJW (creating hookup-anomalies), yet RJW keeps encouraging users to combine those mods, by seemingly "supporting" compatibility in its settings. In reality, the only compatibility is probably just sexuality-seeding.

2. The default initial settings for hookups and sexual compatibility are so high, that checks almost always fail, unless the two - as you said - already are enganged with another. You can lower the requirements in the settings.

3. Whoring is doublebroken: Firstly most visitors don't have enough money to afford services, and ed refuses to address this. Secondly the the previous AND current version has bestiality and whoring entirely broken (the changelog is false: It has not been fixed. Instead Ed just made changed something in the code, then compiled and released it without even testing if the codechange fixes the problem).

 

 

6 hours ago, lynak said:

Mechanics for CP(Comfort-Prisoner), casual sex and whoring (prostitution) all vary slightly:

 

For prostitution: Last time i checked (a few months ago, pre 1.1), the sexual compatibility checks are practically identical to casual sex, which is/was retarded (why would a customer care about how much he's friends with the seller? Especially when visiting a foreign colony. Why would the seller care about how much he's friends with a foreign customer?). In short: Mechanics for whoring are (almost) identical to casual sex (fuckbuddies), with a few important differences: 1. The customer must be able to afford the seller. 2. The seller must have a whoring bed (those luxu doublebeds for example). 3. Roomquality affects price, but i doubt it affects success chances (not 100% sure). 4. The seller must have whoring enabled.

 

For casual sex: Same as above, except the 4 listed differences. Room-quality should NOT matter. I would be surprised if mood matters.

 

For comfort-prisoners: Mechanics are VERY different, and very similiar to rape. Basically CP is just another type of rape-job, with the difference that you can explicitely mark people for it. This means: 1. Pawns will only use CPs when they get frustrated (they will prefer other normal sex options first, if available), but they'll pick CPs before randomly raping someone else (unless you change this in the job-priotities, which is only possible with the work-tab mod). This also means there are basically two vulnerability-classes: An attacker first checks CPs and there's multiple ones he picks based on vulnerability and maybe attractivity. Only if no CPs are available will the attacker consider the vulnerability of non-CP pawns.

 

Mood doesn't affect vulnerability, but many status-effects that raise vulnerability also lower mood (such as the "broken"-statuseffect), so that it looks as if lower mood equals higher vulnerability, when in reality both just tend to have similiar causes.

 

Masochist trait: Repeated checks on broken, so sooner or later it should happen. I don't know if the check is made during sex, or in other regular intervals, but it's not a one-tme thing.

 

Breaking works like any other so-called "hediff": There's a broken 'score' that goes from 0.0 to 1.0. On rape it increases. For every FULL DAY without rape it decreases by a certain amount. In other words: It's exactly the same mechanic as drugs. Rape is like taking a drug (thus raising broken-severity), and each day without rape is like "withdrawal" (reducing "addiction", aka broken-severity). The important thing is that the "withdrawal"-mechanic works on a daily basis, while rape-debuffs have a much longer timespan before they "fade away" (multiple days). This is why one person can have a lower broken-severity, yet a higher rape-debuff counter than someone else: It would happen if the former person got more "rest from rape", so that the severity-counter decreased on some days.

You seem knowledgeable about this mod. What settings do you recommend would be better as default values for the various options currently? What features would you recommend disabling for now that are deemed too buggy? I'd like to keep the mod relatively stable and conflict-free with only as many features enabled as are necessary.
Thanks for your insight.

Posted
1 hour ago, Ed86 said:

MoodBarPatch.MoodPatch.Prefix is broken?

i would guess a harmonny postfix patch for ProcessSex or Aftersex

Would it be Color Coded Mood Bars causing it then?

Posted
16 hours ago, Fruitvlieg said:

I always dump RJW last in the list and no issues then

 

10 hours ago, Horatius_PL said:

RJW needs to be last in the load order and there are several mods that break RJW in the way you described it.

rjw is last in the list 
the list is not horrible but to long to place here 
ive got in the last 3 of the load order 
(the hyper preg mod that i cant spell correctly)
rjw
rjw race support
none of the mods i have now are new they all worked before the 1.1 update 
i tried removing AT (android Tiers) and its supporting mods and the issue persisted the only other big group of mods i can think of that i have is the O21 star wars mods 
as far as i am aware ive followed the load order recommendations to the letter
any help at all would be very welcome



EDIT: PROBLEM SOLVED/ i removed the entire O21 list problem seems to be fixed now ....pawns now have all parts .....so yay me lol

 

Posted

So I am curious. Since the block was added around 1.1, would I be able to use Lost Forest and the compatibility mod for 1.0? Does the Lost Forest download from Steam still have the 1.0 version, or has the author removed it?

Posted
10 minutes ago, Ronnie21093 said:

So I am curious. Since the block was added around 1.1, would I be able to use Lost Forest and the compatibility mod for 1.0? Does the Lost Forest download from Steam still have the 1.0 version, or has the author removed it?

looked like it was scrubbed mate 

sorry my dude

 

Posted
35 minutes ago, 17smita said:

looked like it was scrubbed mate 

sorry my dude

 

RIP, that sucks. Anyone have a copy of 1.0 Lost Forest they could send me? (I am still reluctant to upgrade to 1.1, since a bunch of my mods aren't updated for 1.1 yet or may never be)

Posted
17 hours ago, furel said:

The mood of the prisoner don't influence vulnerability, a nice cell doesn't matters for this value, right?

I think you were answered pretty well on everything else but I wanted to note that while mood doesn't affect vulnerability, the quality of the room affects how much visitors will pay.

Posted
21 hours ago, lynak said:

Mechanics for CP(Comfort-Prisoner), casual sex and whoring (prostitution) all vary slightly:

 

For prostitution: Last time i checked (a few months ago, pre 1.1), the sexual compatibility checks are practically identical to casual sex, which is/was retarded (why would a customer care about how much he's friends with the seller? Especially when visiting a foreign colony. Why would the seller care about how much he's friends with a foreign customer?). In short: Mechanics for whoring are (almost) identical to casual sex (fuckbuddies), with a few important differences: 1. The customer must be able to afford the seller. 2. The seller must have a whoring bed (those luxu doublebeds for example). 3. Roomquality affects price, but i doubt it affects success chances (not 100% sure). 4. The seller must have whoring enabled.

 

For casual sex: Same as above, except the 4 listed differences. Room-quality should NOT matter. I would be surprised if mood matters.

 

For comfort-prisoners: Mechanics are VERY different, and very similiar to rape. Basically CP is just another type of rape-job, with the difference that you can explicitely mark people for it. This means: 1. Pawns will only use CPs when they get frustrated (they will prefer other normal sex options first, if available), but they'll pick CPs before randomly raping someone else (unless you change this in the job-priotities, which is only possible with the work-tab mod). This also means there are basically two vulnerability-classes: An attacker first checks CPs and there's multiple ones he picks based on vulnerability and maybe attractivity. Only if no CPs are available will the attacker consider the vulnerability of non-CP pawns.

 

Mood doesn't affect vulnerability, but many status-effects that raise vulnerability also lower mood (such as the "broken"-statuseffect), so that it looks as if lower mood equals higher vulnerability, when in reality both just tend to have similiar causes.

 

Masochist trait: Repeated checks on broken, so sooner or later it should happen. I don't know if the check is made during sex, or in other regular intervals, but it's not a one-tme thing.

 

Breaking works like any other so-called "hediff": There's a broken 'score' that goes from 0.0 to 1.0. On rape it increases. For every FULL DAY without rape it decreases by a certain amount. In other words: It's exactly the same mechanic as drugs. Rape is like taking a drug (thus raising broken-severity), and each day without rape is like "withdrawal" (reducing "addiction", aka broken-severity). The important thing is that the "withdrawal"-mechanic works on a daily basis, while rape-debuffs have a much longer timespan before they "fade away" (multiple days). This is why one person can have a lower broken-severity, yet a higher rape-debuff counter than someone else: It would happen if the former person got more "rest from rape", so that the severity-counter decreased on some days.

Thank you for your explanation, now I understand much better how works the mod.

 

To see when the machoquis trait is given I checked code of the mod and I found, in the notes of the autor, it should happens after the rape. Furtermore, I found the code were checks the chances in the file xxx.cs, here is the pice of code I think is the responsable:

Spoiler

        public static bool BadlyBroken(Pawn pawn)
        {
            if (!BodyIsBroken(pawn))
                return false;

            int stage = pawn.health.hediffSet.GetFirstHediffOfDef(feelingBroken).CurStageIndex;
            if (stage >= 3)
            {
                //when broken make character masochist
                //todo remove/replace social/needs dubuffs
                if (RJWSettings.AddTrait_Masocist && !is_masochist(pawn))
                {
                    var chance = 0.05f;
                    if (Rand.Chance(chance))
                    {
                        if (!is_rapist(pawn))
                        {
                            pawn.story.traits.GainTrait(new Trait(masochist));
                            //Log.Message(xxx.get_pawnname(pawn) + " BadlyBroken, not masochist, adding masochist trait");
                        }

So, to test when happens I change the value of chance from 0.05f to 1.0f and tested. Don't happens, just a normal interaction. I full broke another pawn just in case and nothing.

 

Even I changed the conditional  "if (Rand.Chance(chance))" to "if (true)" to force that and still without gain the trait.

 

It works at all?

Posted

Ran into a bug where rerolling sexuality just ignores sexuality traits and set everyone to asexual permanently, requiring loading an old load to "fix" meaning everyone has 2 usually opposite random sexualities and fetishes, regardless of sexuality trait or the hypersexuality trait and just endlessly cycles through fetishes while only rolling their sexuality as asexual, meaning you have to make the choice between gay heterosexuals with random unrollable fetishes, or gay asexuals with rollable fetishes, or something like that.  Happens to every single one of my colonists when trying to fix their sexualities to match the trait or lack thereof.

Posted
25 minutes ago, GayestDragon said:

Ran into a bug where rerolling sexuality just ignores sexuality traits and set everyone to asexual permanently, requiring loading an old load to "fix" meaning everyone has 2 usually opposite random sexualities and fetishes, regardless of sexuality trait or the hypersexuality trait and just endlessly cycles through fetishes while only rolling their sexuality as asexual, meaning you have to make the choice between gay heterosexuals with random unrollable fetishes, or gay asexuals with rollable fetishes, or something like that.  Happens to every single one of my colonists when trying to fix their sexualities to match the trait or lack thereof.

Had that issue myself a bit back - did the pawns spawn with chest/genitals/anus properly? For me they didn't and once I added them with dev mode I was able to roll other sexualities again.

Posted
14 hours ago, 17smita said:


EDIT: PROBLEM SOLVED/ i removed the entire O21 list problem seems to be fixed now ....pawns now have all parts .....so yay me lol

 

It doesnt have to be the O21 mods problem. I had the same shit with multiple mods who supposedly made RJW stop working.

If i had to guess its some problem with Harmony/Hugslib interaction.

Posted

For those who run the current version, yet whoring and bestiality still doesn't work, with pawns going to the bed and then failing to get it on, try this: Check if the bed is placed with the pillowside directly to a wall (in other words: Like any sane person would place a bed!). If so, turn it around so the pillowside faces open space. That fixed it for me.

 

No idea why this even changed - placing beds like a normal person worked in past versions of RJW - not anymore apparently.

Posted
3 hours ago, furel said:

Thank you for your explanation, now I understand much better how works the mod.

 

To see when the machoquis trait is given I checked code of the mod and I found, in the notes of the autor, it should happens after the rape. Furtermore, I found the code were checks the chances in the file xxx.cs, here is the pice of code I think is the responsable:

  Hide contents

        public static bool BadlyBroken(Pawn pawn)
        {
            if (!BodyIsBroken(pawn))
                return false;

            int stage = pawn.health.hediffSet.GetFirstHediffOfDef(feelingBroken).CurStageIndex;
            if (stage >= 3)
            {
                //when broken make character masochist
                //todo remove/replace social/needs dubuffs
                if (RJWSettings.AddTrait_Masocist && !is_masochist(pawn))
                {
                    var chance = 0.05f;
                    if (Rand.Chance(chance))
                    {
                        if (!is_rapist(pawn))
                        {
                            pawn.story.traits.GainTrait(new Trait(masochist));
                            //Log.Message(xxx.get_pawnname(pawn) + " BadlyBroken, not masochist, adding masochist trait");
                        }

So, to test when happens I change the value of chance from 0.05f to 1.0f and tested. Don't happens, just a normal interaction. I full broke another pawn just in case and nothing.

 

Even I changed the conditional  "if (Rand.Chance(chance))" to "if (true)" to force that and still without gain the trait.

 

It works at all?

Did you recompile it after changing the source? The CS-files are different to XML-files: XMLs are just configfiles, that are rechecked on every gameload. CS-files in the SOURCE-dir instead are actual sourcecode, that must be compiled into a DLL, then placed in assemblies-dir, before the game actually uses the changes.

 

P.S.: If your next question is "how do i compile sourcecode", i'm gonna run away screaming - or maybe just answer: "You don't".

Posted

Great mod, and thank you for it. I notice a bug I wanted to report though. I make my colonists in my preparations, go down to RimWorld, and over time, the breasts, genitals and anus change. Breasts and penises shrink and expand, seemingly at random. Is this intended?

Posted
3 hours ago, lynak said:

P.S.: If your next question is "how do i compile sourcecode", i'm gonna run away screaming - or maybe just answer: "You don't".

No, I don't. I thought it was so simple like the XML files so I just try. In any case if I want that trait desperately I use the dev mode and done.

Posted

hello I have question (or bug ? )

 

-First , I see you can active hero mode , but I can't active this one

-Zoophile don't work/or I fail ... I put trait zoophile and nothing (I put trait with custom character but nothing)

-Best to begin with solo survivor or three ? (I love naked brutality or Rich explorator story but basic is fun too)

-Surrend force a kidnapping ? (Or I am unluck)

 

Sorry for my broken ENGRISH

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