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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
4 hours ago, Ed86 said:

Oh it works now, aggressively so. Beware letting those nests get bigger because they break em in within the day. I had to go to only notification alerts pretty quick with all the beeping.

I'll see if there are any strange things that don't work with the mod but right now the only obvious thing is that if the pawn doesn't belong to a faction they don't get anything done to them besides beaten until downed. And if anyone else has the Better Infestations mod I would suggest turning off the "Born young" option and turn down the hive difficulty so as to truly enjoy the fruits of their buggy labor. I have yet to see if birthing neutralizes the insect's faction (which leads to all females being purged from the hive) but I imagine that is still the case and always will be as long as downing an insect neutralizes it in the base game. Thanks for the patch Ed!

 

Edit cause I always forget shit: forgot to mention that it may be a bad idea to even come close to the hive if your seek sex range is high cause they will literally storm out to rape any animal or colonist nearby. If you don't bring any vulnerable colonists nearby or any animals (since they are always vulnerable) you should be good.

Posted
8 hours ago, DanteGX said:

I'm having a strange problem, I'm trying a new mod list, added and take off many mods and now even if it says that RJW and they atches are installed, I can access to the options of the mod and configure it, the traits, objects and stuff are on the game but no pawn start whit the proper body parts and the prefferences fetish heart shape button isn't neither at the select pawn windows or at the needs pawn during gameplay, I'm not sure what's going on so I left my modlist here.

 

ModList.txt 11.38 kB · 2 downloads

Today I openend Steam and there where an update so I go to check out what's on and the bug is fixed o.o I don't know what happent but nice

Posted

It looks like gitgud.io has been infested by a trojan that affects web browsing on the RJW download page and maybe Fluffy's Mod Manager mod which checks for mod versions. Don't know if loading external mod pages is a Rim World or Mod Manager feature.

 

Malwarebyte Report:
-Blocked Website Details-
Malicious Website: 1
, C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin64.exe, Blocked, -1, -1, 0.0.0

-Website Data-
Category: Trojan
Domain: gitgud.io
IP Address: 206.81.100.159

Port: 443
Type: Outbound
File: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin64.exe

 

 

EDIT:

Just to clarify, I get the same Malwarebyte report when going to  h t t p s ://www.loverslab.com/files/file/7257-rimjobworld/

Could be the gitgud.io image embedded in Skömer's awesome RJW info page.

Posted

Can i get somewhere the last version of the mod for 1.0? I use some mod's that are not yet updated to 1.1 but i dont want to play without them and i dont have a version of RJW for 1.0 anymore. q.q

Posted

I have noticed that pawns will domesticate each other if they actively mate with wild animals.

Can I add a training when I'm passively mating with my pet?

Friends of animals mate every day. It's also a way of training to enhance friendship

Posted
14 minutes ago, Kitzune said:

Can i get somewhere the last version of the mod for 1.0? I use some mod's that are not yet updated to 1.1 but i dont want to play without them and i dont have a version of RJW for 1.0 anymore. q.q

Here are links to all RJW versions available on loverslab, Here is the last 1.0 version, but you can also find it on rjws Gitgud.io page

Posted

So I'm trying to do something interesting, I'm running a human cattle farm as androids. I noticed there's ovipositors, and I wanted to... well you understand. Eggs go into human, out comes android. I've done all the testing, I have all the mod options set including the "male ovipositors can fertilize all" and as you probably know, androids can implant eggs but not fertilize even with these options.

 

Basically all I'm asking for is how to manually edit the mod to allow for this process, I've already dived into the thing and don't know how to edit the android whitelist parts in their compatibility file. I tried copy and pasting the already included lines for archotect types, but have no idea what the proper reference world be for the ovipositors. Can't find anything from (what I assume to be) the insectoid parts table.

 

I also have an idea that androids can use the mechanoid method and blow up the host's body when "gestation" is completed. Some extra war crimes for my human cattle farm.

 

Lastly, I saw somebody else post about arcades. Some sort of booth implement would be great for the farmers among us. Maybe have a lactate pump, although that might be something for Milkable Colonists to add.

Posted

Good Day! I just tried the mod, however when testing it in my games human-human pregnancies don't seem to work (animal-human is fine), I checked the settings even set it to 100% chance but no matter how much times two of my pawns mate nothing happens (checked fertility too) anyone else getting this? I don't have any other mods other than romance, and character editor.

Posted
6 hours ago, Bridledname said:

Good Day! I just tried the mod, however when testing it in my games human-human pregnancies don't seem to work (animal-human is fine), I checked the settings even set it to 100% chance but no matter how much times two of my pawns mate nothing happens (checked fertility too) anyone else getting this? I don't have any other mods other than romance, and character editor.

 

Pregnancies do not show up until some time has passed. You may notice your colonist vomiting for no apparent reason, which would be an early warning of pregnancy. Otherwise it will show up once it hits middle stage.

Posted

 I can't seem to go into Dev mode and spawn items anymore.  I'm not sure if this is because of something to do with RJW or not - I know Rimworld has updated a couple of times since last time I played too, so it could be either.  Could someone walk me through it please?

I know to toggle Dev mode in the options screen and to go to God mode by clicking on the little face icon up top, but after that, I only get a list of anything by clicking the third icon over which is the Open View Settings.  Anything else I click, including Open Debug Actions just brings up a debug log and nothing else - no text/search box or anything.

 

Thanks!!

Posted

Maybe I am not remembering correctly, but didn't there used to be a way to grow/shrink breast sizes with surgery? Also, didn't sizes (of all 'parts') effect sex ability stat? Seems like that went away, maybe around the 1.1 release. Were those just something that broke and might come back or a change in design decisions?

Posted
On 4/24/2020 at 11:39 PM, Darth_Aerith said:

Having an odd issue with the sex need decaying rapidly. They will fap or rape. It'll fill the sex need to about 40% then it'll decay to zero if they fap again or engage in sex.

Any idea's what might be causing it? 

 

Did you ever figure this out? I ran into this too, for me it was the Breeder's charm item added by RJW - RaceSupport. It increases sex drive for the wearer by 100000%.

Posted
On 4/29/2020 at 2:30 PM, ihugbees said:

So I'm trying to do something interesting, I'm running a human cattle farm as androids. I noticed there's ovipositors, and I wanted to... well you understand. Eggs go into human, out comes android. I've done all the testing, I have all the mod options set including the "male ovipositors can fertilize all" and as you probably know, androids can implant eggs but not fertilize even with these options.

 

Basically all I'm asking for is how to manually edit the mod to allow for this process, I've already dived into the thing and don't know how to edit the android whitelist parts in their compatibility file. I tried copy and pasting the already included lines for archotect types, but have no idea what the proper reference world be for the ovipositors. Can't find anything from (what I assume to be) the insectoid parts table.

 

I also have an idea that androids can use the mechanoid method and blow up the host's body when "gestation" is completed. Some extra war crimes for my human cattle farm.

 

Lastly, I saw somebody else post about arcades. Some sort of booth implement would be great for the farmers among us. Maybe have a lactate pump, although that might be something for Milkable Colonists to add.

i love your thinking, a human cattle farm is an awsome idea if only the developer gave us some milking machines along with the sex arcades. speaking of which they havnt actually added anything for a while now, its all been fixes and tweaks

Posted

Has anyone used Pawmorpher? It has some fun stuff for hybridizing animals with people, I'd love to see a patch or adaptation for it to apply the hybrid mechanics to breeding also.

Posted
9 hours ago, Karbyr said:

speaking of which they havnt actually added anything for a while now, its all been fixes and tweaks

=(

no fixes for you this week then

Posted
On 5/1/2020 at 7:14 AM, Ed86 said:

=(

no fixes for you this week then

i dont mean any offense, i love the work you do we all do but i was just stating the fact that for a while no new content has been added. i appreciate the need for fixes and tweaks they are important for balancing but i doubt im the only one wondering when something new will be added. dont lose hope this mod is awsome keep up the good work

Posted

Hi there,

one question: Is the "Nymph attack (easy)" intended to send 83 nymphs, when I have 3 colonists? o.O

Have made a scenario with "easy" Nymph attack every 21 days... might havbe been a mistake...

Posted
7 minutes ago, CYFire said:

Hi there,

one question: Is the "Nymph attack (easy)" intended to send 83 nymphs, when I have 3 colonists? o.O

Have made a scenario with "easy" Nymph attack every 21 days... might havbe been a mistake...

but... they are unarmed... cant be that dangerous

 

nymph raids scale with world population

Posted
1 hour ago, Karbyr said:

i dont mean any offense, i love the work you do we all do but i was just stating the fact that for a while no new content has been added. i appreciate the need for fixes and tweaks they are important for balancing but i doubt im the only one wondering when something new will be added. dont lose hope this mod is awsome keep up the good work

but.... you did get animations?  what kind of new content are we talking?

Posted
44 minutes ago, Ed86 said:

but.... you did get animations?  what kind of new content are we talking?

something to do with our prisoners like a sex arcade and some have commented milk pumps for those who want a dairy. in general just things to do with your prisoners perhaps some exciting sexual toys to use as weapons in an arena? what about the idea of adding certain animals like tentacle pits or something? the limits are endless

Posted

I'm having a little bug and was wondering if anyone could help me. Whenever my colonist starts to violate a corpse he wont finish and instead keeps on switching from corpse to corpse. This means i have to manually assign him to just fap or else his sex need won't go up and he'll just be in an infinite loop. I was wondering if anybody else knew what was causing this?

Posted

After update whenever my two married pawns try to join each other in bed almost the entire UI stops rendering, but its still there and functional.   It stops after drawing the picture of the pawn who is furthest right in the order of pictures but before his name and only wholly mod added UI elements, in this case tempeture overlay and a group selection mod properly render with the rest of my pawns not getting pictures. I'm 99% sure its RJW related as I've tried to remove other UI mods related to pawn pictures, as well as both mods that updated today and it still occurred.  Putting them in their own beds instead of a shared one solved the issue as a workaround.

 

Edit: Spoke too soon, just happened again but drafting/undrafting the pawn who was the start of the GUI breakdown fixed it.

Player2.log ModsConfig.xml

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