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[mod] RimJobWorld


Skömer

AI  

630 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
      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
      338
    • As a personal companion/partner
      73
    • For making art
      83


Recommended Posts

Posted

Why is it that women are no longer capable of raping men besides by forcing a handjob on them? I'm pretty sure it is possible to forcibly ride someone, and I'm certain guys can be fisted by women. I thought it was a bug at first but it's persisted through several updates.

Posted

Is there any way to force two pawns to marry/love each other?

 

I'm trying to hook a guy up to a girl he impregnated, but as he installed a nerve staple on her her opinion of him is stuck at -100. If there's some other mod or item I could use to instantly force them to marry that'd be great.

Posted
1 minute ago, Themanman said:

Is there any way to force two pawns to marry/love each other?

 

I'm trying to hook a guy up to a girl he impregnated, but as he installed a nerve staple on her her opinion of him is stuck at -100. If there's some other mod or item I could use to instantly force them to marry that'd be great.

you could try to get the 'Word of Love' psycast and use it on her, or (if you are fine with cheating) simply use Character Editor to either delete that memory or open her social tab and add him as her husband

Posted
27 minutes ago, onthedl said:

Why is it that women are no longer capable of raping men besides by forcing a handjob on them? I'm pretty sure it is possible to forcibly ride someone, and I'm certain guys can be fisted by women. I thought it was a bug at first but it's persisted through several updates.

Oh, oops! I just realized that actually they *can*, but it's not possible to make them using direct control or if they're your hero character. So I'm changing my question to is it possible to make it so you can do that in hero mode?

Best mod for any game by the way!

Posted
1 hour ago, onthedl said:

Oh, oops! I just realized that actually they *can*, but it's not possible to make them using direct control or if they're your hero character. So I'm changing my question to is it possible to make it so you can do that in hero mode?

Best mod for any game by the way!

You can already do a socialize command in Hero mod if you are positioned close enough to the other pawn.

This can trigger the lover attempt.

If successful they are lovers if not rebuffed mod penalty.

Marriage is some random time after they are lovers and is another success check.

Posted
20 hours ago, abyss100 said:

Feedback a frequent problem of rjw4.5.5

It seems that the frequency of pawn rape is higher than before, but this brings a new problem...The 4.5.5 frequency of intercourse feels like wild mode

I've noticed this too, especially with three of my colonists who are at the moment locked in what I could only describe as a rape cycle with a masochist pawn I marked for comfort (who is now extremely broken). Despite each of them having high sex satisfaction they're getting almost no need gain out of rape, so instead of doing their work they're basically raping the comfort pawn all day. The other five pawns in my colony are behaving as expected.

Posted

Hey guys! Was just wondering if there's documentation on what all this mod adds and how the new mechanics work floating about anywhere, as my google-fu is thus far failing to turn up anything.

And is there any way to remove implanted mechanoids? Not seeing anything on the surgery screen.

Thanks!

Posted

Got an issue with RJW and Human Resources. I can see that someone has already reported the issue, or one like it, to the Human Resources modder, but (s)he's one of the benighted masses that believes all sorts of nonsense about RJW so doesn't want to look into it. Thought I'd post the log here in hopes that someone with more coding knowledge than me could suggest what is going wrong. Feels a bit cheeky doing so, but I'm getting nowhere on my own, and there's nowhere else I can ask.

 

https://gist.github.com/HugsLibRecordKeeper/b3e00a720b157f3c66e15f0aca0c33d0

 

Am I right in saying that something seems to be going wrong with the spawning of the pawns? It feels weird that this seems to be an issue with RJW in particular, so I'm guessing it must be something to do with RJW spawning a pawn that HR can't recognise. Something seems to be going wrong with the FindBGTechLevel method, which (as best I can tell) looks through characters' backstories (with the pawnbackgroundutility) in order to assign them a technology level based on keywords. Is there anything that is RJW specific that might be causing this? Unfortunately I have no grounding in any version of C, so I'm hoping I'm missing something obvious that someone with actual experience of both the language and RJW will spot immediately. Don't waste time on it if you don't have any to spare, posting here was just my last shot at trying to get it working with RJW.

 

 private static TechLevel FindBGTechLevel(Pawn pawn, out TechLevel childhoodLevel, out SkillDef childhoodSkill)
        {
            TechLevel asAdult = 0;
            TechLevel asChild = 0;
            childhoodSkill = null;
            if (pawn.story != null)
            {
                asChild = PawnBackgroundUtility.TechLevelByBackstory[pawn.story.childhood.identifier];
                if (pawn.story.adulthood != null) asAdult = PawnBackgroundUtility.TechLevelByBackstory[pawn.story.adulthood.identifier];
                childhoodSkill = pawn.story.childhood.skillGainsResolved.Aggregate((a, b) => (a.Value >= b.Value) ? a : b).Key;
            }
            if (asAdult == 0 || asChild == 0)
            {
                FactionDef faction = pawn.Faction?.def ?? pawn.kindDef?.defaultFactionType;
                TechLevel fallback = faction?.techLevel ?? TechLevel.Industrial;
                if (asAdult == 0) asAdult = fallback;
                if (asChild == 0) asChild = fallback;
            }
            childhoodLevel = asChild;
            return asAdult;
        }

 

Posted

Hey,

I've two questions. Maybe someon can help me?

 

1) I downloaded RJWEgg 0.8.3 from the opening post (it's under RJW Patches and Addons - actually it's the third post):

On 11/2/2018 at 11:18 PM, Skömer said:

RJWEgg-0.8.3.7z - by John the Anabaptist, item that can make anyone an egg layer, for RJW 4.4.12+

But when I activate the mod I got three problems (if the mod is deactivated everything works fine):

  1. The colonist bar is missing (no it isn't turned off). I had read that a returning caravan can solve the problem (in general not for this specific mod). I haven't an ongoing caravan so I wanted to create one. But even at the "form a caravan" menu are no colonist displayed. Also the dev button "select all" doesn't select any pawn.
  2. I can't manually assign any order to a pawn (menu won't open)
  3. The menu bar is missing. If yoo hoover over the area where the bar is or click with the mouse, it reappears and stays most of the time. It's like the windows taskbar when browsing in full display mode.

Is RJWEgg 0.8.3 incompatible wit the current version of Rimworld or RJW? Or is there a newer version of RJWEgg? The forum search displays me only three post for this mod, which didn't helped.

 

 

2) tl/dr: Is there a way to set a maximum for any number of offspring (from an egg)?

 

Recently an egg of my Meganeura (from Megafauna mod) hatched. It's not the first time such a thing happened and last time I got two new Meganeuras. But this time I was granted over 950 new Meganeura nymphs! ?

At first I thought that this would be nice kibble-ressource, but slaughtering (and assign all to be slaughtered) was a little bit time consuming - and my fridge was perhabs too small to fit all of them. So I had mercy them and wanted to relase all nymphs. That was even more time consuming than killing. So living with 950 Meganeura nymphs and two proud parents who'll eat everything they see?

Of course not. I assigned them to a zone outside of my base and destroyed them with the devtool.

 

I like it when sometimes things got extreme in Rimworld but 950 insectoid nymphs are a little bit too much for me playing it. So, is there a way to reduce the maximun number of offspring (from an egg?)

 

 

Thank you for helping me.

Posted
10 hours ago, Doppelganger159 said:

Hey guys! Was just wondering if there's documentation on what all this mod adds and how the new mechanics work floating about anywhere, as my google-fu is thus far failing to turn up anything.

And is there any way to remove implanted mechanoids? Not seeing anything on the surgery screen.

Thanks!

Best way to get fast answers is ask on the RJW Discord.

As for mech pregnancy you need a number of glitter world medicine.

You also need to check pregnancy before being able to do the remove pregnancy option.

Posted
12 hours ago, Freya1 said:

Hey,

I've two questions. Maybe someon can help me?

 

1) I downloaded RJWEgg 0.8.3 from the opening post (it's under RJW Patches and Addons - actually it's the third post):

But when I activate the mod I got three problems (if the mod is deactivated everything works fine):

  1. The colonist bar is missing (no it isn't turned off). I had read that a returning caravan can solve the problem (in general not for this specific mod). I haven't an ongoing caravan so I wanted to create one. But even at the "form a caravan" menu are no colonist displayed. Also the dev button "select all" doesn't select any pawn.
  2. I can't manually assign any order to a pawn (menu won't open)
  3. The menu bar is missing. If yoo hoover over the area where the bar is or click with the mouse, it reappears and stays most of the time. It's like the windows taskbar when browsing in full display mode.

Is RJWEgg 0.8.3 incompatible wit the current version of Rimworld or RJW? Or is there a newer version of RJWEgg? The forum search displays me only three post for this mod, which didn't helped.

 

 

2) tl/dr: Is there a way to set a maximum for any number of offspring (from an egg)?

 

Recently an egg of my Meganeura (from Megafauna mod) hatched. It's not the first time such a thing happened and last time I got two new Meganeuras. But this time I was granted over 950 new Meganeura nymphs! ?

At first I thought that this would be nice kibble-ressource, but slaughtering (and assign all to be slaughtered) was a little bit time consuming - and my fridge was perhabs too small to fit all of them. So I had mercy them and wanted to relase all nymphs. That was even more time consuming than killing. So living with 950 Meganeura nymphs and two proud parents who'll eat everything they see?

Of course not. I assigned them to a zone outside of my base and destroyed them with the devtool.

 

I like it when sometimes things got extreme in Rimworld but 950 insectoid nymphs are a little bit too much for me playing it. So, is there a way to reduce the maximun number of offspring (from an egg?)

 

 

Thank you for helping me.

This seems to be a crazy module?But I like it. I'll download and install it.give it a try. Thank you, brother

Posted
On 1/3/2021 at 6:05 PM, Ed86 said:

well.. ideally remove all gadgets for non heros, except droids, and maybe slaves

I'm not sure if this is something that should be part of RJW and not the multiplayer mod, but In the end I went with something like this:

Spoiler

gideGizmosPt2.png.2fd915f76ed38cea277cd256d0050aa5.png

 

I have not changed which pawns are selected for filtering.

 

For those that we filter, we still keep non-Command gizmos, such as shield belt or Psychic Entropy.

 

Command_VerbTarget Gizmos (such as equipped weapon or activeable trinket) are not filtered out. Instead they are disabled, giving disablement reason. One can still hover on them to check range. (I have initially tried simply disabling all gizmos, but unfortunately the game re-enables some of them, such as psycasts or throne speech, after our patch).

 

All other command gizmos are filtered out.

 

Filtering depends on patch application order, obviously any gizmos that are added by patches applied after ours, will not be filtered out. I have tested this with Defensive Positions, and for this one Gizmos are removed without any changes. The RJW designators gizmo is not filtered out, as it is needed to assign hero character in first place. Any further handling needs to be added to the sub-buttons themselves.

 

DevMode gizmos will also be filtered out, I have not found a way to detect all of them automatically. AddSemen Gizmo, which is part of RJW dev mode, will not be filtered out.

 

https://gitgud.io/Ed86/rjw/-/merge_requests/149

Posted
12 hours ago, abyss100 said:

This seems to be a crazy module?But I like it. I'll download and install it.give it a try. Thank you, brother

The 950 egg-offspring happened without the RJWEgg mod (obviously, since I can't play wit it).

Posted
12 hours ago, Freya1 said:

The 950 egg-offspring happened without the RJWEgg mod (obviously, since I can't play wit it).

How did you do it?I can only have 4 nymphs at a time……

Posted
On 1/6/2021 at 12:18 PM, NeverLucky4Life said:

Best way to get fast answers is ask on the RJW Discord.

As for mech pregnancy you need a number of glitter world medicine.

You also need to check pregnancy before being able to do the remove pregnancy option.

If I want pawn to give birth to a mechanical baby, will she die? I tried to use hackers to eliminate hostile AI. After giving birth to neutral AI, pawn still died. Is there no win-win solution?

Posted
20 minutes ago, abyss100 said:

If I want pawn to give birth to a mechanical baby, will she die? I tried to use hackers to eliminate hostile AI. After giving birth to neutral AI, pawn still died. Is there no win-win solution?

Basically death is guaranteed.

Some mods have OP enough features to avoid the death.

Other mods revive your pawns.

Posted
10 hours ago, abyss100 said:

How did you do it?I can only have 4 nymphs at a time……

It just happened. As I said my two Meganeuras had offspring before and that time they had a "normal" number of 2 nymphs. This time suddenly the game stopped a few seconds (it was calculating and spawning all new animals) and went on normal. I didn't checked it first because I was doing sth on another part of the map. A few seconds later I scrolled over my stockpile (where I kepp fertilized eggs) and saw a bunch of text, which were the names of the over 950 new nymphs.

That they were over 950 I knew because of the animal tab in which they were listed with an individually number).

 

It's the first time I've got more than four newborns of an egg too and I breeded multiples eggs over multiples playthroughs before.

Posted

Why do my colonists never fight back before being raped? I know that the vulnerability stat reflects that. However, I have a colonist with almost 20 melee. When she goes to bed some random dude tries to rape her because her vulnerability goes up. Why doesn't she fights back when she wakes up?

Posted

Well ...

There is a random dude extremely close to her being violent with for instance forcing her head into the pillow, choking her, ...

In that position 1) it is extremely hard to fight back and 2) fear is taking place.

That she has 20 melee is kinda irrelevant in that regard. With the dude being that close she would have not enough space to pull back the fist far enough to generate enough force for a  serious punch. Even if she is capable of doing it under normal circumstances ...

Plus imagine that on yourself. You have a physically more capable being close to your vulnerable spots. Hands around your neck, knife dangling before your eyes, ... In short you will fear that if you defend yourself with for instance a kick in his balls he will retaliate and you'll be seriously injured or killed. Do you still try?

 

All rape prevention melee trainings for women aim about the timeframe when the intention is apparent but not yet "close enough" to be in effect.

 

That is essentially the effect of the vulnerability stat.

She is not aware of this threat or unable to defend herself. Like when she's sleeping for instance.

Posted

"Oh my god, a wimp skinny person is over me trying to rape me. What will I do with my hulking mass of muscles that killed a thrumbo yesterday. Damn, best submit."

 

Meh, your logic is kinda dumb to me but I'm not going to discuss it. I actually changed that in the source code to fit my needs. I like equality in my violence and rape. I'm also changing how raping works because 'handjob' only rape was the stupidest and funniest thing I found in this mod yet.

 

As it is, my opinion, the mod only works in a fully male colony. It is stupid in many ways when dealing with women.

Posted
4 hours ago, arkyte said:

"Oh my god, a wimp skinny person is over me trying to rape me. What will I do with my hulking mass of muscles that killed a thrumbo yesterday. Damn, best submit."

 

Meh, your logic is kinda dumb to me but I'm not going to discuss it. I actually changed that in the source code to fit my needs. I like equality in my violence and rape. I'm also changing how raping works because 'handjob' only rape was the stupidest and funniest thing I found in this mod yet.

 

As it is, my opinion, the mod only works in a fully male colony. It is stupid in many ways when dealing with women.

It's only our fault. I remember that in the original version, women's counterattack led to men's death. Later, ed86 removed women's counterattack under our opposition

Posted
5 hours ago, arkyte said:

"Oh my god, a wimp skinny person is over me trying to rape me. What will I do with my hulking mass of muscles that killed a thrumbo yesterday. Damn, best submit."

 

Meh, your logic is kinda dumb to me but I'm not going to discuss it. I actually changed that in the source code to fit my needs. I like equality in my violence and rape. I'm also changing how raping works because 'handjob' only rape was the stupidest and funniest thing I found in this mod yet.

 

As it is, my opinion, the mod only works in a fully male colony. It is stupid in many ways when dealing with women.

 

I told you how the behavior in the mod more or less mirrors the behavior in real life.

That you feel forced to come up with an unrealistic event (a "skinny wimp" will not even try to rape unless you order him to) is a sign of a far deeper rooted problem. With you. Not the mod.

If you are sooooooo opposed to rape turn it off in the mod options.

Posted
2 hours ago, abyss100 said:

 I remember that in the original version, women's counterattack led to men's death. Later, ed86 removed women's counterattack under our opposition

wut?

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