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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
11 hours ago, DarkTeletubby said:

 

20210314193540_1.jpg.91e198ad2666a5df9b3ff1c240ed1b4f.jpg

I guess when pawns have one skill and are naked and unarmed, threat points buy a lot of them. This wasn't even my main colony, just three pawns and some walls basically and I got 157 of them. They are manhunters though, and unless you enabled the permanent manhunter option, they will chill out after a few hours, so you can just stay indoors. Afterwards however, things got weird. Once they started de-agro-ing, they devoured everything they could get their hands on, then they degenerated into rape orgies, and then they started eating each other. Literally. If this camp wasn't entirely administered by robots and a bloodlusting android, I'd imagine it would have been quite the mind fuck.

i glad people get true rimworld experience

hm... maybe i should add sapper ai to them?

Posted
1 hour ago, raddle said:

 

Warhammer"ish":Dryad from this mod:

https://steamcommunity.com/sharedfiles/filedetails/?id=1694750191

 

always thought of them more like wood/leafy things like the lady of the forest from dragon age

rjw does not support non vanilla races

legacy race support was done long before wh mods made to workshop

and dryads were intended to be:

https://www.google.com.ua/search?q=dryad&tbm=isch&hl=en&tbs=rimg:CfqnJG0d_1Db6YVJwliD0KJHm&sa=X&ved=0CAIQrnZqFwoTCJCTpIG-tO8CFQAAAAAdAAAAABAD

use rjw race support mod for patches to w/e race you want

 

Posted

I have some questions about mechanoids.
I'm using translation. sorry.


・During the battle with mechanoids, even if there are pawns that have fallen, the mechanoids will no longer attack them. It will not attack even if it is surrounded by a wall. Will the mechanoids no longer attack the fallen?

 

・Will the microcomputer never enter the pawn during normal play?
A few generations ago there was a tragedy that they came out and rampaged at birth, but isn't it happening now?

-Mechanoids are generated without parts, can MechGenitals be activated?
When I added a part in development mode, they didn't try to use it.

 

・ This is a suggestion, but I'd be happy if there were parts that could be used with mechanoids and androids, such as machine tentacles.

 

Thank you for the wonderful mod.

Posted

Here's a recurring issue I have with colonists and visitors having quickies. If I play on a map with mountains and/or caves near my colony, even if there is a whole mountain to walk around they will often enough decide that other side of the mountain, even if that is the inside of a cave, is a permissible place to go for a quickie. They will spend 1 hour walking all the way around the mountain, and suddently I get the warning "Scolipede is trying to breed with [colonist name]", and then I watch in horror as two of my colonists refuse my orders to retreat because they are hard-coded to arrive at the pound town destination before they realise how retarded they are. I can't play commitment mode as a result because it is a chore to save their asses from the insectoids and then have to go through the ages it takes to heal them.

 

Is there a way to limit how far colonists will walk to have some fucky or am I just gonna have to stop playing in caves and mountains altogether??

 

For context, here's the image of how they pathed to get it on. I can replicate this across multiple save files.

Namnlös.png

Posted
5 hours ago, Ed86 said:

i glad people get true rimworld experience

hm... maybe i should add sapper ai to them?

For the (game over) variant, sure, why not? :)

 

For the normal one, it seems crazy enough as it is. For comparison, when that camp gets raided, it spawns like 6 poorly armed pirates.

Posted
1 hour ago, dovahnurse said:

Here's a recurring issue I have with colonists and visitors having quickies. If I play on a map with mountains and/or caves near my colony, even if there is a whole mountain to walk around they will often enough decide that other side of the mountain, even if that is the inside of a cave, is a permissible place to go for a quickie. They will spend 1 hour walking all the way around the mountain, and suddently I get the warning "Scolipede is trying to breed with [colonist name]", and then I watch in horror as two of my colonists refuse my orders to retreat because they are hard-coded to arrive at the pound town destination before they realise how retarded they are. I can't play commitment mode as a result because it is a chore to save their asses from the insectoids and then have to go through the ages it takes to heal them.

 

Is there a way to limit how far colonists will walk to have some fucky or am I just gonna have to stop playing in caves and mountains altogether??

 

For context, here's the image of how they pathed to get it on. I can replicate this across multiple save files.

 

maybe do not disable pawn path distance limiter? or set it to 9999?

Posted
7 hours ago, dovahnurse said:

Is there a way to limit how far colonists will walk to have some fucky or am I just gonna have to stop playing in caves and mountains altogether??

Looks like they just choose a spot nearby and don't account for walking distance. Quick fix for this would just be wall in that cave. Don't let them be able to path to it in general. 

 

or also, what Ed said maybe.

Posted
20 hours ago, Ed86 said:

maybe do not disable pawn path distance limiter? or set it to 9999?

I assume you mean the pawn path in the rjw debug options?

I reduced that one now. Dunno why it is set to 1000 by default. That's a very long way to walk.

Posted
5 hours ago, dovahnurse said:

I assume you mean the pawn path in the rjw debug options?

I reduced that one now. Dunno why it is set to 1000 by default. That's a very long way to walk.

well its hard to judge pathing distance by screenshot but it seems way over 1k

there is somewhere a pathing overlay in  rimworld debug options

Posted
7 minutes ago, Ed86 said:

well its hard to judge pathing distance by screenshot but it seems way over 1k

there is somewhere a pathing overlay in  rimworld debug options

I wouldn't know. I have not touched this option before though, it was at default setting. I promise.

100 squares away as a non-route spot check for quickies is also too far away as a default. That's almost half the standard map size away...

Posted

This mod gave me my most horrifying moment in Rimworld, when I saw an incapacitated, starving raccoon on the ground, decided to put it out of its misery, only for it to explode into four newborn kits.

 

In less nightmarish developments, I had an amusing moment when the colony whore was servicing a visitor who abruptly left with the rest of his group.  He walked out the door and off the map, while my Nymph kept going through the motions, hovering over the bed for another few minutes.

 

Within a year, said Nymph fell for and married a bisexual woman, at which point it felt wrong to have her work as a prostitute, so I let her be faithful to her new wife.  A week later, I saw her getting railed by a single male colonist she'd been having irregular sex with before her marriage, on the bed she shared with her wife, while said wife was sleeping in the bed! (as an aside, we need a way to trigger consensual group sex).

 

I take it that Nymphs just don't trigger the "cheated on me" mood debuffs that normal affairs cause?  Because this isn't the first time something like that's happened, that Nymph had a few quickies with a married man behind his wife's back.  Or are pawns just appallingly oblivious?

Posted
2 hours ago, Whozzat said:

This mod gave me my most horrifying moment in Rimworld, when I saw an incapacitated, starving raccoon on the ground, decided to put it out of its misery, only for it to explode into four newborn kits.

 

In less nightmarish developments, I had an amusing moment when the colony whore was servicing a visitor who abruptly left with the rest of his group.  He walked out the door and off the map, while my Nymph kept going through the motions, hovering over the bed for another few minutes.

 

Within a year, said Nymph fell for and married a bisexual woman, at which point it felt wrong to have her work as a prostitute, so I let her be faithful to her new wife.  A week later, I saw her getting railed by a single male colonist she'd been having irregular sex with before her marriage, on the bed she shared with her wife, while said wife was sleeping in the bed! (as an aside, we need a way to trigger consensual group sex).

 

I take it that Nymphs just don't trigger the "cheated on me" mood debuffs that normal affairs cause?  Because this isn't the first time something like that's happened, that Nymph had a few quickies with a married man behind his wife's back.  Or are pawns just appallingly oblivious?

cheating was never implemented, as it is, it would pretty much destroy any colony and i dont see easyway to balance it

 

Posted

I want to reduce the number of nymph raiders. Sadly, i don't know how to code. Can someone tell me where can i edit this?

Posted
12 hours ago, fusky said:

I want to reduce the number of nymph raiders. Sadly, i don't know how to code. Can someone tell me where can i edit this?

I'm not sure if you can. The storyteller assigns a number of threat points based on the wealth of the colony/time passed since start, and then uses those points to buy raiders. It gets converted into the silver cost of the pawns and their gear. Nymphs are not valuable pawns and have no gear, so a few points go a LONG way.

 

In CE, they are essentially helpless against power armor and extremely vulnerable to thermobaric and flame weapons as well as machineguns. One pawn in power armor with a sword can take out a hundred of them. Vanilla they're probably more of an issue, but as mentioned earlier they are manhunters and you can wait them out.

Posted

I would like to increase the number of nymph and decrease the number of machine raids lol. Literally all I get are mechanoid raids, a twice a week raid of naked nymphs would be heaven compared to the never ending machine raids

Posted
15 hours ago, fusky said:

I want to reduce the number of nymph raiders. Sadly, i don't know how to code. Can someone tell me where can i edit this?

 

The "Combat Readiness Check" mod on the Steam Workshop makes some big changes to how the game calculates raid size, by reducing the weight given to things like furniture and livestock.  The mod comes with four preset levels of difficulty, and you can edit in your own values however you want. 

Posted
2 hours ago, ImGREED said:

Any chance to get patch for RimThreaded mod, animation sadly crash game with it.

 

~0

Posted

Mechanoid pregnancy seems to be broken, they will mount my pawns and do the implant thing with the blue fluids, but no one gets pregnant afterwards.

 

Posted

Something odd is going on as regards whoring and maybe sex in general. I noticed that my whore seemed to not be getting paid, and they weren't receiving any semen hediffs, so next time they found a client, I saved just before they started the act and put the debug logging options on. This is what I got:

 

Spoiler

[RJW] rjw.JobDriver_WhoreIsServingVisitors:MakeNewToils() - StartPartnerJob
[RJW] rjw.JobDriver_WhoreIsServingVisitors:MakeNewToils() - loveToil
[RJW] would_fuck() - age_factor = 0
[RJW] would_fuck() - age_factor = 0
[RJW] would_fuck() - age_factor = 0
[RJW] JobGiver_WhoreInvitingVisitors.TryGiveJob:(X)
[RJW]  FindAttractivePawn number of all potential clients 2
[RJW]  number of reachable clients 1
[RJW]FindReachableAndAvailableWhoreBeds - found beds: 1
[RJW]FindReachableAndAvailableWhoreBeds - found beds: 1
[RJW]  number of all acceptable Guests 1
[RJW]FindReachableAndAvailableWhoreBeds - found beds: 1
[RJW]  Roxos is client
[RJW]FindReachableAndAvailableWhoreBeds - found beds: 1
[RJW]CalculateBedScore - quality = 25
[RJW]CalculateBedScore - impressiveness = 65
[RJW]CalculateBedScore - roomTypeScore = 60
[RJW]CalculateBedScore - comfort = 57
[RJW]CalculateBedScore - Pawn is horny - distance = 1
[RJW]CalculateBedScore - quality + impressiveness + comfort + roomTypeScore - distance = 248 (without randomness: 206)
[RJW] JobDriver_InvitingVisitors::DoesTargetPawnAcceptAdvance() - Roxos
[RJW]  fail - not allowed job
[RJW] JobGiver_WhoreInvitingVisitors.TryGiveJob:(X)
[RJW]  FindAttractivePawn number of all potential clients 2
[RJW]  number of reachable clients 1
[RJW]  no clients found
[RJW] JobGiver_WhoreInvitingVisitors.TryGiveJob:(X)
[RJW]  FindAttractivePawn number of all potential clients 2
[RJW]  number of reachable clients 1
[RJW]  no clients found
Unloading 2 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 0.471500 ms

 

It looks like something interrupted the loveToil, and then the whore started looking for new clients? I then reloaded, and tried again. Most of the time the same as above, but once the action succeeded (although still no hediffs) as seen below:

 

Spoiler

[RJW] rjw.JobDriver_WhoreIsServingVisitors:MakeNewToils() - StartPartnerJob
[RJW] rjw.JobDriver_WhoreIsServingVisitors:MakeNewToils() - loveToil
[RJW] would_fuck() - age_factor = 0
[RJW] would_fuck() - age_factor = 0
[RJW] would_fuck() - age_factor = 0
[RJW] Rimjobworld::impregnate(Fellatio):: X + Roxos:
[RJW] rjw.JobDriver_WhoreIsServingVisitors:MakeNewToils() - price including tip: 82 (0)
[RJW] rjw.JobDriver_WhoreIsServingVisitors:MakeNewToils() - Partner should pay the price now in afterSex.initAction
[RJW] rjw.JobDriver_WhoreIsServingVisitors:MakeNewToils() - Paying price is success
Unloading 2 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 0.487900 ms

 

The successful act was fellatio, so maybe the whore just swallowed it all(!), but other attempts at fellatio all failed, so I don't think the act itself makes any difference.

 

I then removed the biggest of the new mods I had added to my mod list to try out (Save our Ship 2), and interestingly the success rate went up, but there were still a number of failures.

 

Any advice as to what I can do so as to track down the problem(s)?

Posted

There seems to be something silly going on with sexual preference. I have a Comfort Pawn in my colony who is straight and another same sex colonist who isn't. Between these two, the colonist, whose preferences include the CP cannot initiate relations with the CP, but the CP whose preferences do not include the colonist can, with that colonist. (I'm talking about the select pawn -> right click on another pawn options)

 

So it's like vice versa to what I would expect (since I'm sure nobody is asking the CPs opinion in the matter)

Posted
14 hours ago, AbundantApache said:

There seems to be something silly going on with sexual preference. I have a Comfort Pawn in my colony who is straight and another same sex colonist who isn't. Between these two, the colonist, whose preferences include the CP cannot initiate relations with the CP, but the CP whose preferences do not include the colonist can, with that colonist. (I'm talking about the select pawn -> right click on another pawn options)

 

So it's like vice versa to what I would expect (since I'm sure nobody is asking the CPs opinion in the matter)

rapist should be stronger than victim

Posted
On 3/24/2021 at 11:41 PM, An Ominous User said:

Something odd is going on as regards whoring and maybe sex in general. I noticed that my whore seemed to not be getting paid, and they weren't receiving any semen hediffs, so next time they found a client, I saved just before they started the act and put the debug logging options on. This is what I got:

 

  Reveal hidden contents

 

It looks like something interrupted the loveToil, and then the whore started looking for new clients? I then reloaded, and tried again. Most of the time the same as above, but once the action succeeded (although still no hediffs) as seen below:

 

  Reveal hidden contents

 

The successful act was fellatio, so maybe the whore just swallowed it all(!), but other attempts at fellatio all failed, so I don't think the act itself makes any difference.

 

I then removed the biggest of the new mods I had added to my mod list to try out (Save our Ship 2), and interestingly the success rate went up, but there were still a number of failures.

 

Any advice as to what I can do so as to track down the problem(s)?

uhhhh ... install VS and log every line to see where is fails?

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