Jump to content

[mod] RimJobWorld


Skömer

AI  

687 members have voted

  1. 1. Usage of AI / LLMs

    • Never used it / involuntarily used it because its automatically included everywhere
      201
    • Only a Handful of times
      166
    • Once a month
      39
    • Every week
      114
    • Daily
      167
  2. 2. Where do you use them?

    • It's part of my job
      135
    • For getting internet search results
      311
    • As a dictionary/for quick information
      196
    • For writing code/generating sprites
      125
    • For fun
      368
    • As a personal companion/partner
      77
    • For making art
      94


Recommended Posts

Posted

Hello. Sorry in advance if I'm being a total noob. I'm getting this log whenever I start Rimworld with Rimjobworld activated. Any idea what is causing it? Below are both my mod order and the log in question. If it means anything, the only red line is "Config error in Incubator: TraitDef Incubator has 0 commonality".

Spoiler

Core

Hugslib

Humanoid Alien Races 2.0

Orassans

Astoriel

Children, School and Learning

[KV] More Trait Slots - 1.0

DIY Neutroamine

Rimsenal

Pick up and Haul

[KV] Faction Control 1.0

[SS] Lovely Hair Style

Rimsenal - Rimhair

Rimsenal - Security Pack

Rimsenal - Enhanced Vanilla Pack

Ceiling Light [1.0]

Tech Advancing

[KV] Change Dresser -1.0

Hospitality

Faction Discovery

ED - Enhanced Options

Dragonian RimjobEdition

Expanded Prosthetics and Organ Engineering

EdB Prepere Carefully

RimJobWorld

Spoiler

RimWorld 1.0.2096 rev473
Verse.Log:Message(String, Boolean)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

[HugsLib] version 6.1.1
Verse.Log:Message(String, Boolean)
HugsLib.Utils.ModLogger:Message(String, Object[])
HugsLib.HugsLibController:InitializeController()
HugsLib.HugsLibController:EarlyInitialize()
HugsLib.Core.HugsLibMod:.ctor(ModContentPack)
System.Reflection.MonoCMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoCMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MonoCMethod:Invoke(BindingFlags, Binder, Object[], CultureInfo)
System.Activator:CreateInstance(Type, BindingFlags, Binder, Object[], CultureInfo, Object[])
System.Activator:CreateInstance(Type, Object[], Object[])
System.Activator:CreateInstance(Type, Object[])
Verse.LoadedModManager:CreateModClasses()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

BodyDef MechanicalCentipede has BodyPartRecord of MechanicalCentipedeBodyFirstRing whose children have more coverage than 1.
Verse.Log:Warning(String, Boolean)
Verse.BodyDef:CacheDataRecursive(BodyPartRecord)
Verse.BodyDef:ResolveReferences()
Verse.DefDatabase`1:ResolveAllReferences(Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String, Object[])
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

BodyDef Lancer has BodyPartRecord of MechanicalThorax whose children have more coverage than 1.
Verse.Log:Warning(String, Boolean)
Verse.BodyDef:CacheDataRecursive(BodyPartRecord)
Verse.BodyDef:ResolveReferences()
Verse.DefDatabase`1:ResolveAllReferences(Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String, Object[])
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

BodyDef Scyther has BodyPartRecord of MechanicalThorax whose children have more coverage than 1.
Verse.Log:Warning(String, Boolean)
Verse.BodyDef:CacheDataRecursive(BodyPartRecord)
Verse.BodyDef:ResolveReferences()
Verse.DefDatabase`1:ResolveAllReferences(Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String, Object[])
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Config error in Incubator: TraitDef Incubator has 0 commonality.
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Variants found for Things/Pawn/Humanlike/Tails/OTail: 1
Verse.Log:Message(String, Boolean)
AlienRace.<>c:<GenerateMeshsAndMeshPools>b__30_1(BodyAddon)
Harmony.CollectionExtensions:Do(IEnumerable`1, Action`1)
AlienRace.AlienPartGenerator:GenerateMeshsAndMeshPools()
AlienRace.<>c__DisplayClass1_0:<.cctor>b__3(ThingDef_AlienRace)
System.Collections.Generic.List`1:ForEach(Action`1)
AlienRace.HarmonyPatches:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

Variants found for Things/Pawn/Humanlike/Tails/OTailG: 1
Verse.Log:Message(String, Boolean)
AlienRace.<>c:<GenerateMeshsAndMeshPools>b__30_1(BodyAddon)
Harmony.CollectionExtensions:Do(IEnumerable`1, Action`1)
AlienRace.AlienPartGenerator:GenerateMeshsAndMeshPools()
AlienRace.<>c__DisplayClass1_0:<.cctor>b__3(ThingDef_AlienRace)
System.Collections.Generic.List`1:ForEach(Action`1)
AlienRace.HarmonyPatches:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

Variants found for EarLeft: 1
Verse.Log:Message(String, Boolean)
AlienRace.<>c:<GenerateMeshsAndMeshPools>b__30_1(BodyAddon)
Harmony.CollectionExtensions:Do(IEnumerable`1, Action`1)
AlienRace.AlienPartGenerator:GenerateMeshsAndMeshPools()
AlienRace.<>c__DisplayClass1_0:<.cctor>b__3(ThingDef_AlienRace)
System.Collections.Generic.List`1:ForEach(Action`1)
AlienRace.HarmonyPatches:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

Variants found for EarRight: 1
Verse.Log:Message(String, Boolean)
AlienRace.<>c:<GenerateMeshsAndMeshPools>b__30_1(BodyAddon)
Harmony.CollectionExtensions:Do(IEnumerable`1, Action`1)
AlienRace.AlienPartGenerator:GenerateMeshsAndMeshPools()
AlienRace.<>c__DisplayClass1_0:<.cctor>b__3(ThingDef_AlienRace)
System.Collections.Generic.List`1:ForEach(Action`1)
AlienRace.HarmonyPatches:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

Alien race successfully completed 144 patches with harmony.
Verse.Log:Message(String, Boolean)
AlienRace.HarmonyPatches:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

MoreTraitSlots Harmony Patches:
  Prefix:
    PawnGenerator.GenerateTraits [HarmonyPriority(Priority.VeryHigh)]
    CharacterCardUtility.DrawCharacterCard [HarmonyPriority(Priority.VeryHigh)]
Verse.Log:Message(String, Boolean)
MoreTraitSlots.HarmonyPatches:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

PickUpAndHaul v0.1.0.4 welcomes you to RimWorld with pointless logspam.
Verse.Log:Message(String, Boolean)
PickUpAndHaul.HarmonyPatches:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

ChangeDresser Harmony Patches:
  Prefix:
    Dialog_FormCaravan.PostOpen
    CaravanExitMapUtility.ExitMapAndCreateCaravan(IEnumerable<Pawn>, Faction, int)
    CaravanExitMapUtility.ExitMapAndCreateCaravan(IEnumerable<Pawn>, Faction, int, int)
    Pawn.Kill - Priority First
    Pawn_ApparelTracker.Notify_ApparelAdded
    ScribeSaver.InitSaving
    SettlementAbandonUtility.Abandon
  Postfix:
    Pawn.GetGizmos
    Pawn_ApparelTracker.Notify_ApparelAdded
    Pawn_DraftController.Drafted { set }
    Pawn_DraftController.GetGizmos
    JobGiver_OptimizeApparel.TryGiveJob
    ReservationManager.CanReserve
    OutfitDatabase.TryDelete
    CaravanFormingUtility.StopFormingCaravan
    WealthWatcher.ForceRecount
    Pawn.Kill - Priority First
    Pawn_ApparelTracker.Notify_ApparelRemoved
Verse.Log:Message(String, Boolean)
ChangeDresser.HarmonyPatches:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

MendingChangeDresserPatch did not find MendAndRecycle. Will not load patch.
Verse.Log:Message(String, Boolean)
MendingChangeDresserPatch.HarmonyPatches:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

EnhancedOptions.Patcher.Patcher(): Starting Patching.
Verse.Log:Message(String, Boolean)
EnhancedDevelopment.EnhancedOptions.Patcher:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

EnhancedOptions.Patcher.Patcher(): Completed Patching.
Verse.Log:Message(String, Boolean)
EnhancedDevelopment.EnhancedOptions.Patcher:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

[RJW]RomanceDiversified is not detected
Verse.Log:Message(String, Boolean)
rjw.First:CheckingCompatibleMods()
rjw.First:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

[RJW]Humanoid Alien Races 2.0 is detected. Xenophile and Xenophobe traits active.
Verse.Log:Message(String, Boolean)
rjw.First:CheckingCompatibleMods()
rjw.First:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

[RJW]Psychology is not detected
Verse.Log:Message(String, Boolean)
rjw.First:CheckingCompatibleMods()
rjw.First:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

[RJW]Children&Pregnancy is not detected
Verse.Log:Message(String, Boolean)
rjw.First:CheckingCompatibleMods()
rjw.First:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

[RJW]Combat Extended is not detected
Verse.Log:Message(String, Boolean)
rjw.First:CheckingCompatibleMods()
rjw.First:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

[HugsLib] initializing Children, Hospitality, FactionDiscovery, RJW
Verse.Log:Message(String, Boolean)
HugsLib.Utils.ModLogger:Message(String, Object[])
HugsLib.HugsLibController:EnumerateChildMods(Boolean)
HugsLib.HugsLibController:LoadReloadInitialize()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Injecting guest beds into the following facilities: EndTable, Dresser, VitalsMonitor, ChangeDresser, ChangeMirror
Verse.Log:Message(String, Boolean)
Hospitality.<GetFacilitiesFor>d__1:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToArray(IEnumerable`1)
Hospitality.Hospitality_SpecialInjector:Inject()
Hospitality.ModBaseHospitality:Inject()
Hospitality.ModBaseHospitality:Initialize()
HugsLib.HugsLibController:LoadReloadInitialize()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Created guest beds for the following beds: SleepingSpot, DoubleSleepingSpot, Bed, DoubleBed, RoyalBed, HospitalBed, Bedroll, BedrollDouble, WhoreSleepingSpot, BedWhore, DoubleBedWhore, RoyalBedWhore
Verse.Log:Message(String, Boolean)
Hospitality.Hospitality_SpecialInjector:CreateGuestBedDefs(ThingDef[], CompProperties_Facility[])
Hospitality.Hospitality_SpecialInjector:Inject()
Hospitality.ModBaseHospitality:Inject()
Hospitality.ModBaseHospitality:Initialize()
HugsLib.HugsLibController:LoadReloadInitialize()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
 

 

Posted
32 minutes ago, Heavy3 said:

Hello. Sorry in advance if I'm being a total noob. I'm getting this log whenever I start Rimworld with Rimjobworld activated. Any idea what is causing it? Below are both my mod order and the log in question. If it means anything, the only red line is "Config error in Incubator: TraitDef Incubator has 0 commonality".

Harmless error, can be ignored.

Incubator trait is only given by events, but core Rimworld doesn't account for such traits. So it outputs an error, thinking that the trait is set up wrong.

 

@Ed86 - consider changing the commonality of that trait to something like 0.01? That'd get rid of the error, and with that low commonality it's pretty unlikely that random pawns get it.

Posted
1 hour ago, Zaltys said:

Harmless error, can be ignored.

Incubator trait is only given by events, but core Rimworld doesn't account for such traits. So it outputs an error, thinking that the trait is set up wrong.

 

@Ed86 - consider changing the commonality of that trait to something like 0.01? That'd get rid of the error, and with that low commonality it's pretty unlikely that random pawns get it.

Alright, cool. I'll do that. Thanks for helping me out.

Posted
20 hours ago, Ed86 said:

Well i see them differen so they are mechanical .

 

I dont see how drugs can affect cpu brain, or why would there be diseases in such advanced body

Have you seen Bicentennial Man it's quite a good movie you should watch it. It is about an android who turned himself into a man through various modifications he made for himself. I won't spoil the ending if you choose to do so (seriously it's a good movie Robin Williams is in it). Basically it is possible though how they chose to do it in the movie I can't say. What I do know is synth in fallout can be affected by drugs since there was that one you have to retrieve who was a leader of a raider gang and he had some drug problems. Also if you use organic matter as part of the cpu like a brain then yeah drugs still can affect it. Same with diseases though mechanites can at least help fight them off parasites are not always affected by the immune system. Biological machines are not impossible the people here are asking that you at least consider them as such. Florans themselves make biological machines with the aid of plants (you know the greenfinger and their journals). You can take away their fertility since they are manufactured, but at least allow them to have organic genitals thats all thats being asked.

 

12 hours ago, Ed86 said:

oh so now its hostile, maybe you want to blame me for not implementing what you want because i dont know how? sure go on

It might be because you said "Imo all that means is he was lazy to make own body with own needs." You basically insulted another mod author without taking the time to actually look at what the mod has to offer or even used it (seriously there is even a short 10 min video on it and its features made by a youtuber named Barky). You just went to the page and disagreed with their perspective. Despite the fact that the mod author's race is quite complex (has quite a few interesting backstories) and there have been no other races that really compare to them except for tiered androids though they have their own mechanics and machines. So, kinda a dick move.

 

I have no problems making a patch if I have to I just want this to have a peaceful resolution. At the very least take what I say into consideration.

 

Zaltys it might be possible that cross breeding animals might not work after a lot of trial and error things can end quite bloody more often than expected. Even relatively docile animals fight back at times because the animal that is mounting them is more "aggressive" (wildness is so far is being a bitch to me). So, when another animal gets harmed in the process they basically fight to the death and there is no way to stop it (I lost a lot of alpacas and a cat). It unfortunately might be something that may have to be scrapped if no good solution is made to best do this.

Posted

For what it is worth, other mods (such as Syr's Individuality) also specifically disable sexuality for those androids.

 

Though if it were up to me, I'd let them have genitalia. I don't know much about their lore, but it doesn't make much sense to create a species of fully humanlike androids with functional bodies and AI, but then omit genitalia for... reasons?

 

Like I've said before, even Data from Star Trek was fully functional. It's such a common scifi trope that it feels weird not to include it in RJW.

 

Anyway - interspecies breedings? I'll tune down the fighting chance. Since I run my own games with beatings turned off, I don't have good handle on exactly how much they fight, but sounds like it's too frequent.

Posted

That's what I'm saying the mod also adds droids which does all the labor for you with the exception of social, animal taming, or research. The androids were designed for leisure more than anything, but they were also used as assistants for labs and other workplaces since they are far more sociable and can have very complex thoughts. Though they are made with organic materials in order to achieve this. This in turn lead to them having inhibitors and whatnot installed to limit them from acting out if they were used for pleasure, deathrun game shows, or generally treated with prejudice. I even read some of the code and they can't have traits like psychopath or pyromaniac, nor can they be ugly. The don't have children enabled or parents enabled so they are sterile. They still fall in love with people though so they can get(be) married (they definitely have sex). You can also strip them naked without repercussions since they don't seem to care and they will share a bed with anyone without fuss (though colonists still feel uncomfortable even with the android).

 

As you can probably tell I am a bit of a lore junkie so, I can get a bit excited talking about this stuff since it is really interesting to me anyways. So, sorry if I spew out a bunch of information you didn't want to know.

 

Yeah, I have beating enabled since people might do it for immersion (I prefer it off since I like my colonists unharmed after the fact). So, considering animals will always retaliate to melee damage it always ends in bloodshed even the alpacas layed down a good stompin on an ori (after rapin' it) that got stuck in the barn. Animal on animal behavior is definitely weird but I think it is mostly due to their ai being pretty simple wild animals only act on their needs in the base game after all. I might re-enable my animal needs patch to see if it changes anything though the needs patch doesn't seem to affect behavior much.

Posted
2 hours ago, weirn said:

 

It might be because you said "Imo all that means is he was lazy to make own body with own needs." You basically insulted another mod author without taking the time to actually look at what the mod has to offer or even used it (seriously there is even a short 10 min video on it and its features made by a youtuber named Barky). You just went to the page and disagreed with their perspective. Despite the fact that the mod author's race is quite complex (has quite a few interesting backstories) and there have been no other races that really compare to them except for tiered androids though they have their own mechanics and machines. So, kinda a dick move.

 

now open up his android race and

Spoiler

    <AlienRace.ThingDef_AlienRace ParentName="BasePawn">
        <defName>ChjAndroid</defName>
        <label>Android</label>
        <race>
            <thinkTreeMain>Humanlike</thinkTreeMain>
            <thinkTreeConstant>HumanlikeConstant</thinkTreeConstant>
            <intelligence>Humanlike</intelligence>
            <leatherDef>Leather_ChJAndroid</leatherDef>
            <nameCategory>HumanStandard</nameCategory>
            <body>Human</body>
            <bloodDef>ChjFilthCoolant</bloodDef>
            <deathActionWorkerClass>Androids.DeathActionWorker_Android</deathActionWorkerClass>


 

so basically its just normal human with Energy level, diff skin, running coolant instead of blood, im sure if you replace blood in your body with coolant you and your human organs will be totally fine and ofc you can live fine without eating just by putting your fingers into socket

ofc i never used it, that why its supported... oh wait...

yes i disagree... they are nothing but machines with simulated emotions, they get assigned genitals according to their roles/stories, , if they want to be more humans they can install new skin and genitals, you can buy/craft upgrades(dlcs?) them manually to your liking

anyway im not changing my opinion about them, if he adds bionicles/bionics/biodroids then we can talk

if someone wants to rewrite genital helper into more modular script, so they can satisfy their android desires with a patch for rjw, they can do this

Posted

Yo, hey it's me again. Is it intended that newborn animals are incapable of movement? They have the 'Child is not working' thing going on, and I understand that's expected behavior for human babies.

Posted
5 hours ago, Heavy3 said:

Yo, hey it's me again. Is it intended that newborn animals are incapable of movement? They have the 'Child is not working' thing going on, and I understand that's expected behavior for human babies.

Been reported couple of times already, and is fixed in the next merge.

Posted

Do you currently have plans concerning pregnancy and children birth (from pawns and animals)?

 

Else, if the rape become useful, will it be possible to propose ideas and needs on pregnancy and children birth?

Posted
17 hours ago, Ed86 said:

now open up his android race and

  Reveal hidden contents

    <AlienRace.ThingDef_AlienRace ParentName="BasePawn">
        <defName>ChjAndroid</defName>
        <label>Android</label>
        <race>
            <thinkTreeMain>Humanlike</thinkTreeMain>
            <thinkTreeConstant>HumanlikeConstant</thinkTreeConstant>
            <intelligence>Humanlike</intelligence>
            <leatherDef>Leather_ChJAndroid</leatherDef>
            <nameCategory>HumanStandard</nameCategory>
            <body>Human</body>
            <bloodDef>ChjFilthCoolant</bloodDef>
            <deathActionWorkerClass>Androids.DeathActionWorker_Android</deathActionWorkerClass>


 

so basically its just normal human with Energy level, diff skin, running coolant instead of blood, im sure if you replace blood in your body with coolant you and your human organs will be totally fine and ofc you can live fine without eating just by putting your fingers into socket

ofc i never used it, that why its supported... oh wait...

yes i disagree... they are nothing but machines with simulated emotions, they get assigned genitals according to their roles/stories, , if they want to be more humans they can install new skin and genitals, you can buy/craft upgrades(dlcs?) them manually to your liking

anyway im not changing my opinion about them, if he adds bionicles/bionics/biodroids then we can talk

if someone wants to rewrite genital helper into more modular script, so they can satisfy their android desires with a patch for rjw, they can do this

The human body is nothing more than a machine by another name. Our actions are controlled by electrical impulses, our emotions changed by chemical changes and imbalances. Our blood nothing more than a mixture of fluids that cells are suspended in to transport nutrients and oxygen. Through the use of muscle skin grafting we were able to give a prosthetic arm the ability to simulate the sensation of feeling (though it's quite simple for now) while at the same time the person is able to control it with the same precision and efficiency as a normal hand. We just touched the tip of the iceberg of what we can do with cybernetic enhancements. So far we have came up with a means that could help cure blindness though it is currently rudimentary at best.

 

So is it possible to replace blood with coolant just not with today's technology. If you look at Metal Gear Solid Raiden has artificial blood which basically functions as a coolant. Blood itself can be used as a coolant and our bodies use blood as a coolant (part of a process known as thermoregulation).

 

Fallouts robobrains brains are suspended in nutrient fluid so they need no food and they run off of a nuclear battery. I commend your efforts though.

 

(Also the Adeptus Mechanicus from Warhammer 30K do this on the regular because of all the bionics they put in their bodies)

Posted

Complete noob on Rimworld here trying to install the mod. I'm using the latest version of Hugslib linked to from the top page, 6.1.1, but the game tells me it isn't for my version of the game and comes up with a list of errors at the beginning. It seems to think latest version of RJW is fine. Am I doing something wrong, or is this normal?

Posted
2 hours ago, icarus512 said:

Complete noob on Rimworld here trying to install the mod. I'm using the latest version of Hugslib linked to from the top page, 6.1.1, but the game tells me it isn't for my version of the game and comes up with a list of errors at the beginning. It seems to think latest version of RJW is fine. Am I doing something wrong, or is this normal?

Yep, you're doing something wrong. Hard to tell what, though.

No idea if the link in the first post even points to the newest version. I think most folks just use Steam workshop for mods such as Hugslib, since it makes it much easier to keep them up-to-date.

Posted

Hey Zaltys, having a problem here making the android patch as I was able to get the genitals and other bits to spawn in the way they were intended, but they are not spawning how I set them up. My mod file is a bit out of date but that shouldn't prevent me from making the changes I made I honestly feel like I am missing something. I edited the genitalhelper.cs file and patched up the patch file. (ChJee androids have their own hediffgiverset) 

RJW_android_patch_attempt.zip

Posted
1 hour ago, weirn said:

Hey Zaltys, having a problem here making the android patch as I was able to get the genitals and other bits to spawn in the way they were intended, but they are not spawning how I set them up.

.cs files are sources. Editing them does absolutely nothing if you don't build them. And if you don't know how to do that... Sorry, as much as I'd like to help, I don't have time to give lessons in programming.

 

You could try installing Visual Studio and picking up a book about C# basics. 

Posted
21 minutes ago, Zaltys said:

Those are just sources. Editing them does absolutely nothing if you don't build them. And if you don't know how to do that... Sorry, as much as I'd like to help, I don't have time to give lessons in programming.

 

You could try installing Visual Studio and picking up a book about C# basics. 

That's fine I can get to that.

Posted
32 minutes ago, weirn said:

That's fine I can get to that.

It's not particularly difficult if you're willing to put time into it.

Install Visual Studio 2017, with C# and .NET Framework 3.5 enabled, load the project file (RimJobWorld.Main.sln), add references (Project -> Add References, most of the required assemblies are in \Steam\steamapps\common\Rimworld\RimWorldWin64_Data\Managed, plus the HugsLib and 0Harmony which are included in RJW), make the modifications to the sources (genitalhelper, etc), then build it (in Release, not Debug). 

Posted
19 minutes ago, Zaltys said:

It's not particularly difficult if you're willing to put time into it.

Install Visual Studio 2017, with C# and .NET Framework 3.5 enabled, load the project file (RimJobWorld.Main.sln), add references (Project -> Add References, most of the required assemblies are in \Steam\steamapps\common\Rimworld\RimWorldWin64_Data\Managed, plus the HugsLib and 0Harmony which are included in RJW), make the modifications to the sources (genitalhelper, etc), then build it (in Release, not Debug). 

Alright in the process of installing definitely doesn't sound hard been a while since I fiddled with this stuff definitely glad I kept some notes around. I mess around with it a bit in high school during my free time never thought of needing it when I started taking class for web graphics design; then again coding was still part of the degree, but that has been html.

Posted
5 hours ago, weirn said:

 

Fallouts robobrains brains are suspended in nutrient fluid so they need no food and they run off of a nuclear battery. I commend your efforts though.

 

(Also the Adeptus Mechanicus from Warhammer 30K do this on the regular because of all the bionics they put in their bodies)

Nutrient fluid that is enough to keep brains working for hundreds years... yeah right...

 

Wh30k is a fantasy so any type of shit can happen there, litteraly, just look at its story its so illogical like written by 10yo

Same mechanicus, they are heretics with false god that should have been purged, yet they live and part of imperium, while other less offencive human world get annihilated

Humans are the weakest lane there yet they and their SM are so epic they always win

I wount be surpried that after tyranids consume universe and come to earth single SM somehow barehandedly kill hive queen and all tyranids die

Posted
21 minutes ago, Ed86 said:

Nutrient fluid that is enough to keep brains working for hundreds years... yeah right...

 

Wh30k is a fantasy so any type of shit can happen there, litteraly, just look at its story its so illogical like written by 10yo

Same mechanicus, they are heretics with false god that should have been purged, yet they live and part of imperium, while other less offencive human world get annihilated

Humans are the weakest lane there yet they and their SM are so epic they always win

I wount be surpried that after tyranids consume universe and come to earth single SM somehow barehandedly kill hive queen and all tyranids die

Right.... and full blown mechanoids can be constructed from a microchip implant inside a human. Giant insects can implant hundreds of eggs inside a woman where their babies hatch and she is for the most part fine during this whole process; despite parasitic insects being known to eat their host from the inside out. The mechanicus was always consider borderline heretics yet they are tolerated as they are the only ones capable of building the equipment of the imperium. not to mention that the entire warhammer series was actually based on real war stories and they writers decided to go the kick it into overdrive, and people love it for how ludicrous it is not how logical it is as it is statistically impossible. Robrobrains nutrient fluid is debatable in terms of longevity, but it's a common trope with brains in jars anyways. Heck it's not that far fetched all you need is 241406.177 pounds of glucose and a dream and it will be possible.

 

Why are you being so defensive you have yet to make an actual counter to the arguments I have brought up. So far all you did was call warhammer illogical which was not the point of me bringing the mechanicus up in the first place and blew off the robobrain point. The mechanicus has humans who modify themselves to the extreme they have so many bionics you can barely consider them human. Even then the impossible is happening right now in reality so I refuse to believe that the world is a bubble. I remember a video of a dog revived after being dead for hours for this experiment where they theorized that if you pump blood through the body and stimulate the heart with electric pulses you can revive him and it worked. Freakiest shit I have seen. Again when gave a man with no arms the ability to feel something when he grabs stuff despite his hands being metal and plastic. If we can do that how long until machine is made of flesh? How long till we start living on the moons of Jupiter?

 

People do not do things because of logic we do it because we can. The androids have hair even though they don't need it. They make art based off expression that they supposedly don't have. They mourn the death of others even though they could easily just shut it off. I believe the Bicentennial Man can be a reality if we chose to treat ai differently. I speak with passion and I am willing to compromise, I am going to make this patch and update it with this mod if I have to, I have yet seen you treat me with the same courtesy.

Posted
22 minutes ago, weirn said:

Right.... and full blown mechanoids can be constructed from a microchip implant inside a human. Giant insects can implant hundreds of eggs inside a woman where their babies hatch and she is for the most part fine during this whole process; despite parasitic insects being known to eat their host from the inside out. The mechanicus was always consider borderline heretics yet they are tolerated as they are the only ones capable of building the equipment of the imperium. not to mention that the entire warhammer series was actually based on real war stories and they writers decided to go the kick it into overdrive, and people love it for how ludicrous it is not how logical it is as it is statistically impossible. Robrobrains nutrient fluid is debatable in terms of longevity, but it's a common trope with brains in jars anyways. Heck it's not that far fetched all you need is 241406.177 pounds of glucose and a dream and it will be possible.

 

Why are you being so defensive you have yet to make an actual counter to the arguments I have brought up. So far all you did was call warhammer illogical which was not the point of me bringing the mechanicus up in the first place and blew off the robobrain point. The mechanicus has humans who modify themselves to the extreme they have so many bionics you can barely consider them human. Even then the impossible is happening right now in reality so I refuse to believe that the world is a bubble. I remember a video of a dog revived after being dead for hours for this experiment where they theorized that if you pump blood through the body and stimulate the heart with electric pulses you can revive him and it worked. Freakiest shit I have seen. Again when gave a man with no arms the ability to feel something when he grabs stuff despite his hands being metal and plastic. If we can do that how long until machine is made of flesh? How long till we start living on the moons of Jupiter?

 

People do not do things because of logic we do it because we can. The androids have hair even though they don't need it. They make art based off expression that they supposedly don't have. They mourn the death of others even though they could easily just shut it off. I believe the Bicentennial Man can be a reality if we chose to treat ai differently. I speak with passion and I am willing to compromise, I am going to make this patch and update it with this mod if I have to, I have yet seen you treat me with the same courtesy.

well because killing your pawn after birth is not fun? but if you really want im sure patch can be made, with a lot of blood and gore, and then those insects can eat their mom and everyone will be happy

its because mechanoids microchip implant pregnancy not doing much other than giving random hediffs, it should be overhauled like insect one, not idea how.... now that we are 1.0 could take your nice idea and spawn that new melee mech that will gut everyone...yeah replace mech implant with nanites that cant be operated... sounds fun

 

what arguments? you dont see difference between biological computer and artifical/mechanical

because humans with cybernetic implants are not androids

that is not my fetish to watch dead dogs get resurrected

 

Their human overlords gave them hair. Machines are incapable of art, humans are who define what is art, because art is vague category, you can make a photo of your pet making pile of shit on your carpet and call it art, and you are right, because your are artist, "that's your artist vision".

Machines dont mourn, they are programmed to make vision of mourning

Compromises are good until you start calling things they are not

Posted

?I have done it I made the patch?. This patch give CHJee androids genitals when they spawn regardless of backstory. Also the androids will never spawn with organic genitals that are worse than the standard ones (no gaping vaginas or micro penises as examples). They will still have a chance to spawn with hydraulic genitals though (sometimes people cut corners in manufacturing those top notch bionics). This is a slightly older version of RJW though mostly because I am using Zaltys test builds as he releases them. The DLL is likely not compatible with this current version of RJW so the whole file is provided. I will do so with the newest on soon just not now as relearning all that has me kinda drained and human needs are important.

 

RJW_Bicentennial_Man.zip

Posted
18 minutes ago, Ed86 said:

well because killing your pawn after birth is not fun? but if you really want im sure patch can be made, with a lot of blood and gore, and then those insects can eat their mom and everyone will be happy

its because mechanoids microchip implant pregnancy not doing much other than giving random hediffs, it should be overhauled like insect one, not idea how.... now that we are 1.0 could take your nice idea and spawn that new melee mech that will gut everyone...yeah replace mech implant with nanites that cant be operated... sounds fun

 

what arguments? you dont see difference between biological computer and artifical/mechanical

because humans with cybernetic implants are not androids

that is not my fetish to watch dead dogs get resurrected

 

Their human overlords gave them hair. Machines are incapable of art, humans are who define what is art, because art is vague category, you can make a photo of your pet making pile of shit on your carpet and call it art, and you are right, because your are artist, "that's your artist vision".

Machines dont mourn, they are programmed to make vision of mourning

Compromises are good until you start calling things they are not

See right there why are you so hostile? my point here is maybe machines can be more than we bargained for. Maybe they can be like us humans. Besides the mod has flesh for the androids because they are made from it so again giving them normal genitals is not far fetched, and I see it as one day man and machine can be a blurred line where you can't tell the difference by just looking.

 

Also my other point was if you are willing to suspend reality for insects and mechanoids, why not for androids just having genitals when they spawn and it not be backstory based? I'm trying to find a middle ground and you're being unreasonably hostile. I already made it as you can see. Quite frankly I'm just disappointed in your behavior. A little common courtesy and patience comes a long way.

Posted
8 hours ago, weirn said:

So is it possible to replace blood with coolant just not with today's technology.

 

It's possible with today's technology. Perfluorocarbons are used for artificial blood and for coolants.  3M's Fluorinert electronics coolant even includes a warning that 3M doesn't support using it as a blood substitute.

Posted
5 minutes ago, jcla said:

 

It's possible with today's technology. Perfluorocarbons are used for artificial blood and for coolants.  3M's Fluorinert electronics coolant even includes a warning that 3M doesn't support using it as a blood substitute.

Well shit the more you know. Truly a wonderful world we live in.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...