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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
On 10/17/2020 at 8:45 AM, ahnkra said:

RIMMSqol by Razuhl (steam workshop) allows you to modify Alot of stuff, including stuff items (uhm thats a pun for those who actually mod the game) and Thought Defs (and alot more).  You can use it to change any kind of thought related boosts or penalties, like making other pawns happy with incest or hate getting nuzzled by animals.  Better yet, you can do it once and be done.  It saves settings outside of any particular game, so if you change KilledMyBrother to a +20 mood bonus, it stays that way every time it happens in every game after its set, until you change it again yourself.  Personally i started using it because I thought polished natural stone floors should be prettier than the uglier looking cut stone floors in game.  So now all my natural floors are +3 beauty rather than the default (if i remember right it was +1)

 

I also use RIMMSqol to change back a bunch of balancing silliness Tynan has done, mostly to turrets and ranged weapons; clearly Tynan trying to balance melee with ranged but making the mini-turrets range basically the same as the autocannon seems ridiculous... or the fact that bows and arrows basically have the same range as guns.

 

On a more game related note, did the 4.4.10 update also fix all the HAR errors from the recent HAR update, or is 4.4.11 coming much sooner now?

 

Posted
21 hours ago, SingleForLife said:

1. To get the "have you tried turning it off and on again" question out of the way, did you activate any of your mods in game or did you just put them in the folder and think they would work just like that?

2. The yellow color suggests wrong game version, but they can't ALL be out of date. I haven't seen the vanilla mod page for a while so I'm not sure on that one.

3. Try using the "Mod Manager" mod to get more information on new versions, incompatibilities and the ability to save modlists

1 no I didn't put them in while the game is on and no I didn't just put them in the mod folder and believing they would work I did indeed turn them on to see if they work and not fuck up

2 the only one that's not yellow is rjw extension but it doesn't recognized both loverlab and GitHub version of rjw that out of the way I check to see if I was on the wrong version but they don't have the usual recommended version like other mod do.

3 I did and still got nothing I've been using mod manager for all my mods since like you mention has those features I only have it off because I thought it didn't recognize that rjw and the other mods weren't mods but I was wrong.

17 hours ago, what_smellz said:

Is that exactly how it your list looks when you try to run the game? Because that means none of your mods are turned on. Click each red X to a green check to activate them. Then you'll want to make sure you have them all in the right order.

the reason I don't have them on is to test to see if I can get rjw to work (again I couldn't reason why I'm here) I also have multiple pages open on there mod homepage so I can put them in the right order to avoid errors

 

(PS all the mods are at there most recent version if your all wondering)

15 hours ago, NeverLucky4Life said:

You have so many mods installed wrong.

You extracted the zips leaving the mods 1 folder too deep.

Rimworld/mods/folder/mod folder (bad)

Rimworld/mods/mod folder (good)

 

Pretty sure the installing instructions on the main page say to check for this.

i'm not sure what your saying (modding isn't my biggest strong suit)

 

are you saying that it shouldn't look like this 

 

Spoiler

RimWorld\Mods\RJW Breeders Charm\RJW Breeders Charm

 

but take them out of the first folder like this

 

Spoiler

RimWorld\Mods\RJW Breeders Charm

 

if so I'm sounding like and idiot and I'll test to see if it works if that isn't what you mean I don't know what else to try??

 

post writing I manage to fix the yellow text gonna test to see if it will work thanks neverlucky4life

Posted

How do I change the ratio of relationship types? Can It only be done if I get psychology or something else and tell RJW to use that for the spread?

Posted

Hey ed,

public Quirk(...){...}

when? ?

(pls)

 

 

1 hour ago, drone24 said:

How do I change the ratio of relationship types? Can It only be done if I get psychology or something else and tell RJW to use that for the spread?

If you want to increase the commonality of Gay/Bi traits, a simple patch mod would do:

Spoiler

<Patch>
	<Operation Class="PatchOperationSequence">
		<operations>
	<!-- Patching commonality of Core\Defs\TraitDefs\Traits_Singular.xml -->
			<li Class="PatchOperationInsert"> <!-- inserting commonalityFemale makes it more common for females without changing how often it occurs for males -->
				<xpath>/Defs/TraitDef[defName="Gay"]/commonality</xpath>
				<value>
					<commonalityFemale>2</commonalityFemale>
				</value>
			</li>
			<li Class="PatchOperationInsert">
				<xpath>/Defs/TraitDef[defName="Bisexual"]/commonality</xpath>
				<value>
					<commonalityFemale>4</commonalityFemale>
				</value>
			</li>
			<li Class="PatchOperationReplace"> <!-- replace commonality to change it for both male and female -->
				<xpath>/Defs/TraitDef[defName="Asexual"]/commonality</xpath>
				<value>
					<commonality>0.01</commonality>
				</value>
			</li>
		</operations>
	</Operation>
</Patch>

 

There are of course mods that have more in-depth changes.

Posted
1 hour ago, nugerumon said:

Hey ed,


public Quirk(...){...}

when? ?

(pls)

 

 

If you want to increase the commonality of Gay/Bi traits, a simple patch mod would do:

  Hide contents


<Patch>
	<Operation Class="PatchOperationSequence">
		<operations>
	<!-- Patching commonality of Core\Defs\TraitDefs\Traits_Singular.xml -->
			<li Class="PatchOperationInsert"> <!-- inserting commonalityFemale makes it more common for females without changing how often it occurs for males -->
				<xpath>/Defs/TraitDef[defName="Gay"]/commonality</xpath>
				<value>
					<commonalityFemale>2</commonalityFemale>
				</value>
			</li>
			<li Class="PatchOperationInsert">
				<xpath>/Defs/TraitDef[defName="Bisexual"]/commonality</xpath>
				<value>
					<commonalityFemale>4</commonalityFemale>
				</value>
			</li>
			<li Class="PatchOperationReplace"> <!-- replace commonality to change it for both male and female -->
				<xpath>/Defs/TraitDef[defName="Asexual"]/commonality</xpath>
				<value>
					<commonality>0.01</commonality>
				</value>
			</li>
		</operations>
	</Operation>
</Patch>

 

There are of course mods that have more in-depth changes.

Thank you and before I think you could just reroll sexuality in RJW to get the desired relationship type but you can no longer do that.

Posted
11 hours ago, drone24 said:

How do I change the ratio of relationship types? Can It only be done if I get psychology or something else and tell RJW to use that for the spread?

You could set a world rule on game setup to give the relevant traits at an increased rate.

 

On a side note, what does RJW use to determine if a humanlike should lay eggs? Wanna make my own fork of the Dragonian mod.

Posted

Bug Report

 

Every time I try to get my characters to prioritize rescuing colonist or capturing enemies the debug menu opens up and nothing happens, leaving the poor peon to his/her death.

 

This is most unfortunate when a transport pod crashes and I can't do anything about it, or someone is downed by heatstroke and I can't rescue them.

 

Pls fix~

Posted

You sound very certain that its RJW's fault for this error. Yet no one else has ever reported an error like this. You could upload a hugslog and we can maybe help you find which of your mods is causing this or maybe troubleshoot something you may have done wrong with load order/installing.

Posted
7 hours ago, Tory187 said:

You sound very certain that its RJW's fault for this error. Yet no one else has ever reported an error like this. You could upload a hugslog and we can maybe help you find which of your mods is causing this or maybe troubleshoot something you may have done wrong with load order/installing.

When I try to rescue colonist:

 

image.png.7457258d06a6ca6eae9a26762089f8d2.png

 

When I try to capture enemies:

 

image.png.36ff05c093dec2ae8666cdcb76f32958.png

 

As you can see, both have a common problem at the bottom of root level and a key binding problem which I hv no idea what is. As for the Wicker shields thing I am using a shield mod but Note that this problem was before the shield mod.

 

My suspicion is that the game is conflicted with a sort of "Rape" option created by RJW when you interact with a downed character and it's causing the system to freak out over new data.

 

Pls help, my game is set in a desert world with extreme heat and my serfs are dying by being stupid and I hv no way to manually rescue them other than cheats.

Posted

Was this error coming up before you added RJW? If it's yes then RJW isn't the problem, it's some other mod. Listing your mod load order would actually help more than just that error screenshot as it will be easier for anyone looking at the error and the mod list to pick out potential conflicts.

Posted
9 hours ago, striker345 said:

[...]

 

Pls help, my game is set in a desert world with extreme heat and my serfs are dying by being stupid and I hv no way to manually rescue them other than cheats.

As the OP, tory and malgrumm said post a hugslog (Ctrl F12) the vanilla errors don't help much to nail down the issue

1 hour ago, VictoriaP said:

Tell me, please, the colonist gave birth and the child immediately turned out to be fourteen years old, so it should be? And there are no children's beds in the buildings. Version from October 20. Both parents are human.

Change the mod settings for the Children, School and Learning mod, if you dont want that to happen

Posted

Posting pictures of the debug log doesn't help us. Time for me to copy paste this again and again.

 

This is a message for everyone that encounters errors in the game:

 

Post a Hugslog

 

You can do this by pressing Ctrl + F12 in game.

You will have the option to upload your log to Github.

If you cant upload then you can copy the log to your clipboard and paste it on Pastebin.com or a similar site.

 

It is preferable that you generate a log after the errors in question show.

If you are using RimNudeWorld and using at least three race mods then you need to find the option to generate an unlimited log.

Posted
3 hours ago, striker345 said:

The load order needs some changes (RJW +Addons last, beautiful bodies just above that, vanilla factions expanded and expanded prosthetics higher), luckily you don't have that many mods, check the load order guide.

 

The errors seem to be related to the combat shields mod, if the changed load order doesn't fix them, I'd try without it.

 

I also strongly discourage you from using prepare carefully.

 

Good luck!

Posted

Also I'm pretty sure you still need HAR for animation framework right?

 

Can't help further because the log wasn't generated after the errors showed. But yeah change load order a bit, mainly keep RJW and its submods at bottom and don't create a game using Prepare Carefully.

Posted

So i just downloaded this mod and checked the mod settings. But they arent there, i can click on the tabs but the pages are blank. Cant see and click anything.

Is it a simple problem due to mod loading, etc. or is it new? 

 

Posted
5 hours ago, Skömer said:

The load order needs some changes (RJW +Addons last, beautiful bodies just above that, vanilla factions expanded and expanded prosthetics higher), luckily you don't have that many mods, check the load order guide.

 

The errors seem to be related to the combat shields mod, if the changed load order doesn't fix them, I'd try without it.

 

I also strongly discourage you from using prepare carefully.

 

Good luck!

 

Discovered that Vanilla Factions Core was outdated and updated it, works fine now!

 

Thank you for being patient.

Posted

Is there a way to designate personal comfort prisoners/colonists? I didn't see anything in this thread or any other mod that would allow that, but I am sure I am not the first to have thought of this?

 

Posted
30 minutes ago, MahBah said:

Is there a way to designate personal comfort prisoners/colonists? I didn't see anything in this thread or any other mod that would allow that, but I am sure I am not the first to have thought of this?

 

you could use the Locks mod and set the master of your comfort pawn to be the owner of their cell door, which should only let them through

Posted

Just a quick enquiry as to how feasible it would be to have pawns grow breasts and increase size of penises as they go through puberty? It feels a bit weird and immersion breaking to have a 4 year old child with huge breasts and/or towering penii slowing them down. I just had a toddler who was unable to leave their bed because of their P cup breasts...

 

Given that we have the 'child is growing' hediff and from what I understand mechanisms to grow breasts through 'illness' have been made, could they not be used to trigger a period of puberty in children? 

 

So presumably it could work by all children starting off with just nipples, and then at a set percentage in the growth cycle of a race, puberty could be triggered so that if the pawn has a vagina breasts start to grow and if a pawn has a penis it also starts to grow. Hell, maybe just align it to start with when fertility starts to rise above 0.

 

Just a suggestion.

 

(edit) Oh, and I meant to mention - Character Editor seems to have the same issues Prepare Carefully does if you choose one of the presets. (So if you click on the job title (for want of a better word) of the pawn in the Bio tab - first word of the line directly below their name.) I didn't even realise these were presets and thought they were just flavour text until I discovered my pawn only engaged in sexual activity using mouth and hands after making her a space refugee! Just thought I'd report it so it can be included in the FAQ in the relevant spot.

Posted
1 hour ago, An Ominous User said:

(edit) Oh, and I meant to mention - Character Editor seems to have the same issues Prepare Carefully does if you choose one of the presets. (So if you click on the job title (for want of a better word) of the pawn in the Bio tab - first word of the line directly below their name.) I didn't even realise these were presets and thought they were just flavour text until I discovered my pawn only engaged in sexual activity using mouth and hands after making her a space refugee! Just thought I'd report it so it can be included in the FAQ in the relevant spot.

well yes ... you delete old pawn and create new pawn, modded stuff dont transfer

Posted

So I updated RJW to the latest update. Things broke. Maybe things where already broken, and something in the new update upset the error-jenga game I was playing. Probably so, since I am not good with software. I have attached the log files for two saves. Same scenario, storyteller, difficulty, world seed, and world tile. Only differences are the starting pawns and the RJW version (version 4.4.11 vs 4.4.12). Please help me fix what is broken. I think it mentioned something about mechanoids.

RJW 4.4.11.log RJW 4.4.12.log

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