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[mod] RimJobWorld


Skömer

AI  

628 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
      157
    • 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
      177
    • For writing code/generating sprites
      117
    • For fun
      336
    • As a personal companion/partner
      73
    • For making art
      83


Recommended Posts

Posted (edited)

Is there any way to ACTUALLY turn off beastiality in this mod?  The box is ticked off in the options,  there are no options in the ideology choices to set it as abhorrent,  and they almost seemingly PREFER to do it with ANY animal.  Chicken,  Muffalo,  housecat,  its all game to them...

 

The mods practically broken as it is,  Even with ALL other mods turned off but RJW its like this.  It should just be a hard "off" switch turning it off in the options...  Even the animals seem to sleep with one another regardless of race...

Edited by Lonewolf222
Posted

Is
[RJW] Error when patching PregnancyUtility.CanEverProduceChild: Could not find assignment to local variable pawn2

Something I should be worried about? Every where I look for this error (be it in discord or Git threads) it's never answered.

The error says it has to do with Harmony.

Posted
5 hours ago, Chiyosuke said:

Is
[RJW] Error when patching PregnancyUtility.CanEverProduceChild: Could not find assignment to local variable pawn2

Something I should be worried about? Every where I look for this error (be it in discord or Git threads) it's never answered.

The error says it has to do with Harmony.

no, its transpiler that governs futa pregnancies

someday it might be fixed

Posted
8 hours ago, Lonewolf222 said:

Is there any way to ACTUALLY turn off beastiality in this mod?  The box is ticked off in the options,  there are no options in the ideology choices to set it as abhorrent,  and they almost seemingly PREFER to do it with ANY animal.  Chicken,  Muffalo,  housecat,  its all game to them...

 

The mods practically broken as it is,  Even with ALL other mods turned off but RJW its like this.  It should just be a hard "off" switch turning it off in the options...  Even the animals seem to sleep with one another regardless of race...

yes, dont install non Ed86 rjw addons

Posted

Still can't figure out how to remove the gaining of the breeder trait when it comes to +20th birth. Visual Studio just doesn't let me to recompile RJW after removing the mentions of breeder and incubator quirks in code, like nothing has changed at all. ☹️

Posted (edited)

Found more bugs:

 

1.  This last entry is unable to find human leather when Rimworld is trying to generate a quest reward for the quest called "paid forced weather". You guys should check if your items (in this case bondage) can be used by the quest generator.

 

Failed to find rjw.bondage_gear_def named Leather_Human. There are 21 defs of this type loaded.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.DefDatabase`1<rjw.bondage_gear_def>:GetNamed (string,bool)
Verse.GenDefDatabase:GetDef (System.Type,string,bool)
Verse.ConvertHelper:Convert (object,System.Type,object)
Verse.ConvertHelper:Convert (object,System.Type)
RimWorld.QuestGen.QuestNodeEqualUtility:Equal (object,object,System.Type)
RimWorld.QuestGen.QuestNode_Equal:TestRunInt (RimWorld.QuestGen.Slate)
RimWorld.QuestGen.QuestNode:TestRun (RimWorld.QuestGen.Slate)
RimWorld.QuestGen.QuestNode_Sequence:TestRunInt (RimWorld.QuestGen.Slate)
RimWorld.QuestGen.QuestNode:TestRun (RimWorld.QuestGen.Slate)
RimWorld.QuestScriptDef:CanRun (RimWorld.QuestGen.Slate)
RimWorld.QuestScriptDef:CanRun (single)
RimWorld.NaturalRandomQuestChooser/<>c__DisplayClass1_1:<ChooseNaturalRandomQuest>b__1 (RimWorld.QuestScriptDef)
System.Linq.Enumerable/WhereListIterator`1<RimWorld.QuestScriptDef>:MoveNext ()
Verse.GenCollection:TryRandomElementByWeight<RimWorld.QuestScriptDef> (System.Collections.Generic.IEnumerable`1<RimWorld.QuestScriptDef>,System.Func`2<RimWorld.QuestScriptDef, single>,RimWorld.QuestScriptDef&)
RimWorld.NaturalRandomQuestChooser/<>c__DisplayClass1_0:<ChooseNaturalRandomQuest>g__TryGetQuest|0 (bool,RimWorld.QuestScriptDef&)
RimWorld.NaturalRandomQuestChooser:ChooseNaturalRandomQuest (single,RimWorld.IIncidentTarget)
RimWorld.StorytellerComp_RandomQuest:GenerateParms (RimWorld.IncidentCategoryDef,RimWorld.IIncidentTarget)
RimWorld.StorytellerComp_OnOffCycle:GenerateIncident (RimWorld.IIncidentTarget)
RimWorld.StorytellerComp_OnOffCycle/<MakeIntervalIncidents>d__2:MoveNext ()
RimWorld.Storyteller/<MakeIncidentsForInterval>d__23:MoveNext ()
RimWorld.Storyteller/<MakeIncidentsForInterval>d__22:MoveNext ()
RimWorld.Storyteller:StorytellerTick ()
Verse.TickManager:DoSingleTick ()
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()
  
  ....
  also
  ....
  Failed to find rjwex.anal_plug_def named Leather_Human. There are 10 defs of this type loaded.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.DefDatabase`1<rjwex.anal_plug_def>:GetNamed (string,bool)
Verse.GenDefDatabase:GetDef (System.Type,string,bool)
Verse.ConvertHelper:Convert (object,System.Type,object)
Verse.ConvertHelper:Convert (object,System.Type)
RimWorld.QuestGen.QuestNodeEqualUtility:Equal (object,object,System.Type)
RimWorld.QuestGen.QuestNode_Equal:TestRunInt (RimWorld.QuestGen.Slate)
RimWorld.QuestGen.QuestNode:TestRun (RimWorld.QuestGen.Slate)
RimWorld.QuestGen.QuestNode_Sequence:TestRunInt (RimWorld.QuestGen.Slate)
RimWorld.QuestGen.QuestNode:TestRun (RimWorld.QuestGen.Slate)
RimWorld.QuestScriptDef:CanRun (RimWorld.QuestGen.Slate)
RimWorld.QuestScriptDef:CanRun (single)
RimWorld.NaturalRandomQuestChooser/<>c__DisplayClass1_1:<ChooseNaturalRandomQuest>b__1 (RimWorld.QuestScriptDef)
System.Linq.Enumerable/WhereListIterator`1<RimWorld.QuestScriptDef>:MoveNext ()
Verse.GenCollection:TryRandomElementByWeight<RimWorld.QuestScriptDef> (System.Collections.Generic.IEnumerable`1<RimWorld.QuestScriptDef>,System.Func`2<RimWorld.QuestScriptDef, single>,RimWorld.QuestScriptDef&)
RimWorld.NaturalRandomQuestChooser/<>c__DisplayClass1_0:<ChooseNaturalRandomQuest>g__TryGetQuest|0 (bool,RimWorld.QuestScriptDef&)
RimWorld.NaturalRandomQuestChooser:ChooseNaturalRandomQuest (single,RimWorld.IIncidentTarget)
RimWorld.StorytellerComp_RandomQuest:GenerateParms (RimWorld.IncidentCategoryDef,RimWorld.IIncidentTarget)
RimWorld.StorytellerComp_OnOffCycle:GenerateIncident (RimWorld.IIncidentTarget)
RimWorld.StorytellerComp_OnOffCycle/<MakeIntervalIncidents>d__2:MoveNext ()
RimWorld.Storyteller/<MakeIncidentsForInterval>d__23:MoveNext ()
RimWorld.Storyteller/<MakeIncidentsForInterval>d__22:MoveNext ()
RimWorld.Storyteller:StorytellerTick ()
Verse.TickManager:DoSingleTick ()
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()

 

2. This second bug, just drove me crazy the other day. I just finished one campaign with these mods and I ran into a problem with serialization, it creates quite big player.log files (around 490MB) when saving and exiting the game:

 

Pawn Squirrel173187 has relation "Parent" with null pawn after loading. This means that we forgot to serialize pawns somewhere (e.g. pawns from passing trade ships).
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
RimWorld.Pawn_RelationsTracker:ExposeData ()
Verse.PostLoadIniter:DoAllPostLoadInits ()
Verse.ScribeLoader:FinalizeLoading ()
(wrapper dynamic-method) Verse.Game:Verse.Game.LoadGame_Patch1 (Verse.Game)
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow (string)
Verse.Root_Play/<>c:<Start>b__1_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__27_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()

 

and this

 

Could not resolve reference to object with loadID Thing_Squirrel190765 of type Verse.Pawn. Was it compressed away, destroyed, had no ID number, or not saved/loaded right? curParent=rjw.PawnData curPathRelToParent=
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
Verse.LoadedObjectDirectory:ObjectWithLoadID<Verse.Pawn> (string)
Verse.CrossRefHandler:TakeResolvedRef<Verse.Pawn> (string,Verse.IExposable)
Verse.CrossRefHandler:TakeResolvedRef<Verse.Pawn> (string)
Verse.Scribe_References:Look<Verse.Pawn> (Verse.Pawn&,string,bool)
rjw.PawnData:ExposeData ()
Verse.CrossRefHandler:ResolveAllCrossReferences ()
Verse.ScribeLoader:FinalizeLoading ()
(wrapper dynamic-method) Verse.Game:Verse.Game.LoadGame_Patch1 (Verse.Game)
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow (string)
Verse.Root_Play/<>c:<Start>b__1_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__27_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.

 

It appears that animals are not serialized properly and this causes Rimworld to generate countless debug log entries. Another thing that I saw in game, that squirls or rabids basically fill out the entire area, leaving no space for other animals to spawn. If I was the developer of these mods, I'd look into this.

 

3. When disabling some mods such as menstruation and the sex skills one I ran into an issue where the game basically filled the player.log with endless log entries about serialization such as this. The log size went up to 239 GBs leaving no space for Windows.

 

Last thing I wanted to mention in this post. I'm not sure how much you guys care, but If I get no response to these reports, then I'll just stop reporting. Many of these posts are long because of the debug logs. I don't want to spam these forums.

 

Edited by Grojcig
Posted
4 hours ago, Grojcig said:
Spoiler

Found more bugs:

 

1.  This last entry is unable to find human leather when Rimworld is trying to generate a quest reward for the quest called "paid forced weather". You guys should check if your items (in this case bondage) can be used by the quest generator.

 

Failed to find rjw.bondage_gear_def named Leather_Human. There are 21 defs of this type loaded.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.DefDatabase`1<rjw.bondage_gear_def>:GetNamed (string,bool)
Verse.GenDefDatabase:GetDef (System.Type,string,bool)
Verse.ConvertHelper:Convert (object,System.Type,object)
Verse.ConvertHelper:Convert (object,System.Type)
RimWorld.QuestGen.QuestNodeEqualUtility:Equal (object,object,System.Type)
RimWorld.QuestGen.QuestNode_Equal:TestRunInt (RimWorld.QuestGen.Slate)
RimWorld.QuestGen.QuestNode:TestRun (RimWorld.QuestGen.Slate)
RimWorld.QuestGen.QuestNode_Sequence:TestRunInt (RimWorld.QuestGen.Slate)
RimWorld.QuestGen.QuestNode:TestRun (RimWorld.QuestGen.Slate)
RimWorld.QuestScriptDef:CanRun (RimWorld.QuestGen.Slate)
RimWorld.QuestScriptDef:CanRun (single)
RimWorld.NaturalRandomQuestChooser/<>c__DisplayClass1_1:<ChooseNaturalRandomQuest>b__1 (RimWorld.QuestScriptDef)
System.Linq.Enumerable/WhereListIterator`1<RimWorld.QuestScriptDef>:MoveNext ()
Verse.GenCollection:TryRandomElementByWeight<RimWorld.QuestScriptDef> (System.Collections.Generic.IEnumerable`1<RimWorld.QuestScriptDef>,System.Func`2<RimWorld.QuestScriptDef, single>,RimWorld.QuestScriptDef&)
RimWorld.NaturalRandomQuestChooser/<>c__DisplayClass1_0:<ChooseNaturalRandomQuest>g__TryGetQuest|0 (bool,RimWorld.QuestScriptDef&)
RimWorld.NaturalRandomQuestChooser:ChooseNaturalRandomQuest (single,RimWorld.IIncidentTarget)
RimWorld.StorytellerComp_RandomQuest:GenerateParms (RimWorld.IncidentCategoryDef,RimWorld.IIncidentTarget)
RimWorld.StorytellerComp_OnOffCycle:GenerateIncident (RimWorld.IIncidentTarget)
RimWorld.StorytellerComp_OnOffCycle/<MakeIntervalIncidents>d__2:MoveNext ()
RimWorld.Storyteller/<MakeIncidentsForInterval>d__23:MoveNext ()
RimWorld.Storyteller/<MakeIncidentsForInterval>d__22:MoveNext ()
RimWorld.Storyteller:StorytellerTick ()
Verse.TickManager:DoSingleTick ()
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()
  
  ....
  also
  ....
  Failed to find rjwex.anal_plug_def named Leather_Human. There are 10 defs of this type loaded.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.DefDatabase`1<rjwex.anal_plug_def>:GetNamed (string,bool)
Verse.GenDefDatabase:GetDef (System.Type,string,bool)
Verse.ConvertHelper:Convert (object,System.Type,object)
Verse.ConvertHelper:Convert (object,System.Type)
RimWorld.QuestGen.QuestNodeEqualUtility:Equal (object,object,System.Type)
RimWorld.QuestGen.QuestNode_Equal:TestRunInt (RimWorld.QuestGen.Slate)
RimWorld.QuestGen.QuestNode:TestRun (RimWorld.QuestGen.Slate)
RimWorld.QuestGen.QuestNode_Sequence:TestRunInt (RimWorld.QuestGen.Slate)
RimWorld.QuestGen.QuestNode:TestRun (RimWorld.QuestGen.Slate)
RimWorld.QuestScriptDef:CanRun (RimWorld.QuestGen.Slate)
RimWorld.QuestScriptDef:CanRun (single)
RimWorld.NaturalRandomQuestChooser/<>c__DisplayClass1_1:<ChooseNaturalRandomQuest>b__1 (RimWorld.QuestScriptDef)
System.Linq.Enumerable/WhereListIterator`1<RimWorld.QuestScriptDef>:MoveNext ()
Verse.GenCollection:TryRandomElementByWeight<RimWorld.QuestScriptDef> (System.Collections.Generic.IEnumerable`1<RimWorld.QuestScriptDef>,System.Func`2<RimWorld.QuestScriptDef, single>,RimWorld.QuestScriptDef&)
RimWorld.NaturalRandomQuestChooser/<>c__DisplayClass1_0:<ChooseNaturalRandomQuest>g__TryGetQuest|0 (bool,RimWorld.QuestScriptDef&)
RimWorld.NaturalRandomQuestChooser:ChooseNaturalRandomQuest (single,RimWorld.IIncidentTarget)
RimWorld.StorytellerComp_RandomQuest:GenerateParms (RimWorld.IncidentCategoryDef,RimWorld.IIncidentTarget)
RimWorld.StorytellerComp_OnOffCycle:GenerateIncident (RimWorld.IIncidentTarget)
RimWorld.StorytellerComp_OnOffCycle/<MakeIntervalIncidents>d__2:MoveNext ()
RimWorld.Storyteller/<MakeIncidentsForInterval>d__23:MoveNext ()
RimWorld.Storyteller/<MakeIncidentsForInterval>d__22:MoveNext ()
RimWorld.Storyteller:StorytellerTick ()
Verse.TickManager:DoSingleTick ()
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()

 

2. This second bug, just drove me crazy the other day. I just finished one campaign with these mods and I ran into a problem with serialization, it creates quite big player.log files (around 490MB) when saving and exiting the game:

 

Pawn Squirrel173187 has relation "Parent" with null pawn after loading. This means that we forgot to serialize pawns somewhere (e.g. pawns from passing trade ships).
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
RimWorld.Pawn_RelationsTracker:ExposeData ()
Verse.PostLoadIniter:DoAllPostLoadInits ()
Verse.ScribeLoader:FinalizeLoading ()
(wrapper dynamic-method) Verse.Game:Verse.Game.LoadGame_Patch1 (Verse.Game)
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow (string)
Verse.Root_Play/<>c:<Start>b__1_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__27_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()

 

and this

 

Could not resolve reference to object with loadID Thing_Squirrel190765 of type Verse.Pawn. Was it compressed away, destroyed, had no ID number, or not saved/loaded right? curParent=rjw.PawnData curPathRelToParent=
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
Verse.LoadedObjectDirectory:ObjectWithLoadID<Verse.Pawn> (string)
Verse.CrossRefHandler:TakeResolvedRef<Verse.Pawn> (string,Verse.IExposable)
Verse.CrossRefHandler:TakeResolvedRef<Verse.Pawn> (string)
Verse.Scribe_References:Look<Verse.Pawn> (Verse.Pawn&,string,bool)
rjw.PawnData:ExposeData ()
Verse.CrossRefHandler:ResolveAllCrossReferences ()
Verse.ScribeLoader:FinalizeLoading ()
(wrapper dynamic-method) Verse.Game:Verse.Game.LoadGame_Patch1 (Verse.Game)
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow (string)
Verse.Root_Play/<>c:<Start>b__1_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__27_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.

 

It appears that animals are not serialized properly and this causes Rimworld to generate countless debug log entries. Another thing that I saw in game, that squirls or rabids basically fill out the entire area, leaving no space for other animals to spawn. If I was the developer of these mods, I'd look into this.

 

3. When disabling some mods such as menstruation and the sex skills one I ran into an issue where the game basically filled the player.log with endless log entries about serialization such as this. The log size went up to 239 GBs leaving no space for Windows.

 

Last thing I wanted to mention in this post. I'm not sure how much you guys care, but If I get no response to these reports, then I'll just stop reporting. Many of these posts are long because of the debug logs. I don't want to spam these forums.

 

Posting individual errors just isn't very helpful, especially when they aren't obvious issues. The FAQ on the second post of this topic asks you to post your HugsLib log for a reason. It provides additional info that is actually useful to diagnosing bugs such as what mods, and their versions, you have loaded. If the errors you are having were specific to RJW, then I and everyone else would be getting those errors too. That HugsLib log is strictly necessary to figure out what is happening in your specific mod setup.

Posted
3 hours ago, jllllll said:

Posting individual errors just isn't very helpful, especially when they aren't obvious issues. The FAQ on the second post of this topic asks you to post your HugsLib log for a reason. It provides additional info that is actually useful to diagnosing bugs such as what mods, and their versions, you have loaded. If the errors you are having were specific to RJW, then I and everyone else would be getting those errors too. That HugsLib log is strictly necessary to figure out what is happening in your specific mod setup.

Thanks, this sounds very useful! I'll look into it!

Posted
8 hours ago, Grojcig said:

Found more bugs:

 

1.  This last entry is unable to find human leather when Rimworld is trying to generate a quest reward for the quest called "paid forced weather". You guys should check if your items (in this case bondage) can be used by the quest generator.

 

Failed to find rjw.bondage_gear_def named Leather_Human. There are 21 defs of this type loaded.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.DefDatabase`1<rjw.bondage_gear_def>:GetNamed (string,bool)
Verse.GenDefDatabase:GetDef (System.Type,string,bool)
Verse.ConvertHelper:Convert (object,System.Type,object)
Verse.ConvertHelper:Convert (object,System.Type)
RimWorld.QuestGen.QuestNodeEqualUtility:Equal (object,object,System.Type)
RimWorld.QuestGen.QuestNode_Equal:TestRunInt (RimWorld.QuestGen.Slate)
RimWorld.QuestGen.QuestNode:TestRun (RimWorld.QuestGen.Slate)
RimWorld.QuestGen.QuestNode_Sequence:TestRunInt (RimWorld.QuestGen.Slate)
RimWorld.QuestGen.QuestNode:TestRun (RimWorld.QuestGen.Slate)
RimWorld.QuestScriptDef:CanRun (RimWorld.QuestGen.Slate)
RimWorld.QuestScriptDef:CanRun (single)
RimWorld.NaturalRandomQuestChooser/<>c__DisplayClass1_1:<ChooseNaturalRandomQuest>b__1 (RimWorld.QuestScriptDef)
System.Linq.Enumerable/WhereListIterator`1<RimWorld.QuestScriptDef>:MoveNext ()
Verse.GenCollection:TryRandomElementByWeight<RimWorld.QuestScriptDef> (System.Collections.Generic.IEnumerable`1<RimWorld.QuestScriptDef>,System.Func`2<RimWorld.QuestScriptDef, single>,RimWorld.QuestScriptDef&)
RimWorld.NaturalRandomQuestChooser/<>c__DisplayClass1_0:<ChooseNaturalRandomQuest>g__TryGetQuest|0 (bool,RimWorld.QuestScriptDef&)
RimWorld.NaturalRandomQuestChooser:ChooseNaturalRandomQuest (single,RimWorld.IIncidentTarget)
RimWorld.StorytellerComp_RandomQuest:GenerateParms (RimWorld.IncidentCategoryDef,RimWorld.IIncidentTarget)
RimWorld.StorytellerComp_OnOffCycle:GenerateIncident (RimWorld.IIncidentTarget)
RimWorld.StorytellerComp_OnOffCycle/<MakeIntervalIncidents>d__2:MoveNext ()
RimWorld.Storyteller/<MakeIncidentsForInterval>d__23:MoveNext ()
RimWorld.Storyteller/<MakeIncidentsForInterval>d__22:MoveNext ()
RimWorld.Storyteller:StorytellerTick ()
Verse.TickManager:DoSingleTick ()
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()
  
  ....
  also
  ....
  Failed to find rjwex.anal_plug_def named Leather_Human. There are 10 defs of this type loaded.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.DefDatabase`1<rjwex.anal_plug_def>:GetNamed (string,bool)
Verse.GenDefDatabase:GetDef (System.Type,string,bool)
Verse.ConvertHelper:Convert (object,System.Type,object)
Verse.ConvertHelper:Convert (object,System.Type)
RimWorld.QuestGen.QuestNodeEqualUtility:Equal (object,object,System.Type)
RimWorld.QuestGen.QuestNode_Equal:TestRunInt (RimWorld.QuestGen.Slate)
RimWorld.QuestGen.QuestNode:TestRun (RimWorld.QuestGen.Slate)
RimWorld.QuestGen.QuestNode_Sequence:TestRunInt (RimWorld.QuestGen.Slate)
RimWorld.QuestGen.QuestNode:TestRun (RimWorld.QuestGen.Slate)
RimWorld.QuestScriptDef:CanRun (RimWorld.QuestGen.Slate)
RimWorld.QuestScriptDef:CanRun (single)
RimWorld.NaturalRandomQuestChooser/<>c__DisplayClass1_1:<ChooseNaturalRandomQuest>b__1 (RimWorld.QuestScriptDef)
System.Linq.Enumerable/WhereListIterator`1<RimWorld.QuestScriptDef>:MoveNext ()
Verse.GenCollection:TryRandomElementByWeight<RimWorld.QuestScriptDef> (System.Collections.Generic.IEnumerable`1<RimWorld.QuestScriptDef>,System.Func`2<RimWorld.QuestScriptDef, single>,RimWorld.QuestScriptDef&)
RimWorld.NaturalRandomQuestChooser/<>c__DisplayClass1_0:<ChooseNaturalRandomQuest>g__TryGetQuest|0 (bool,RimWorld.QuestScriptDef&)
RimWorld.NaturalRandomQuestChooser:ChooseNaturalRandomQuest (single,RimWorld.IIncidentTarget)
RimWorld.StorytellerComp_RandomQuest:GenerateParms (RimWorld.IncidentCategoryDef,RimWorld.IIncidentTarget)
RimWorld.StorytellerComp_OnOffCycle:GenerateIncident (RimWorld.IIncidentTarget)
RimWorld.StorytellerComp_OnOffCycle/<MakeIntervalIncidents>d__2:MoveNext ()
RimWorld.Storyteller/<MakeIncidentsForInterval>d__23:MoveNext ()
RimWorld.Storyteller/<MakeIncidentsForInterval>d__22:MoveNext ()
RimWorld.Storyteller:StorytellerTick ()
Verse.TickManager:DoSingleTick ()
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()

 

2. This second bug, just drove me crazy the other day. I just finished one campaign with these mods and I ran into a problem with serialization, it creates quite big player.log files (around 490MB) when saving and exiting the game:

 

Pawn Squirrel173187 has relation "Parent" with null pawn after loading. This means that we forgot to serialize pawns somewhere (e.g. pawns from passing trade ships).
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
RimWorld.Pawn_RelationsTracker:ExposeData ()
Verse.PostLoadIniter:DoAllPostLoadInits ()
Verse.ScribeLoader:FinalizeLoading ()
(wrapper dynamic-method) Verse.Game:Verse.Game.LoadGame_Patch1 (Verse.Game)
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow (string)
Verse.Root_Play/<>c:<Start>b__1_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__27_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()

 

and this

 

Could not resolve reference to object with loadID Thing_Squirrel190765 of type Verse.Pawn. Was it compressed away, destroyed, had no ID number, or not saved/loaded right? curParent=rjw.PawnData curPathRelToParent=
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
Verse.LoadedObjectDirectory:ObjectWithLoadID<Verse.Pawn> (string)
Verse.CrossRefHandler:TakeResolvedRef<Verse.Pawn> (string,Verse.IExposable)
Verse.CrossRefHandler:TakeResolvedRef<Verse.Pawn> (string)
Verse.Scribe_References:Look<Verse.Pawn> (Verse.Pawn&,string,bool)
rjw.PawnData:ExposeData ()
Verse.CrossRefHandler:ResolveAllCrossReferences ()
Verse.ScribeLoader:FinalizeLoading ()
(wrapper dynamic-method) Verse.Game:Verse.Game.LoadGame_Patch1 (Verse.Game)
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow (string)
Verse.Root_Play/<>c:<Start>b__1_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__27_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.

 

It appears that animals are not serialized properly and this causes Rimworld to generate countless debug log entries. Another thing that I saw in game, that squirls or rabids basically fill out the entire area, leaving no space for other animals to spawn. If I was the developer of these mods, I'd look into this.

 

3. When disabling some mods such as menstruation and the sex skills one I ran into an issue where the game basically filled the player.log with endless log entries about serialization such as this. The log size went up to 239 GBs leaving no space for Windows.

 

Last thing I wanted to mention in this post. I'm not sure how much you guys care, but If I get no response to these reports, then I'll just stop reporting. Many of these posts are long because of the debug logs. I don't want to spam these forums.

 

has nothing to do with rjw, your game is broken

Posted
10 hours ago, Chiyosuke said:

Does that mean that Futas can't get pregnant?

If you were wanting this for your game, then you can use this older version of HAR to fix it for now: Link

RJW-Animations currently requires the latest version of HAR to work, here is an older version: Link

 

Some race mods such as Yuran have updated for the latest HAR as well, if you use them then it may just be easier to go without futa pregnancy.

Posted

dunno if its been said yet but, somethings up with bestiality. my zoophile girls have the fur lover quirk and literally ran a train down all three foxes that were resting, each fox came in them at 98 percent of the way to an orgasm and so gave them nothing to fufill their sex need, and despite running through three in a row she was just as horny as she was at the start. maybe there needs to be a thing that keeps orgasm progress from clearing immediately at least, since i get that it makes sense that animals dont care if their partner gets off

Posted
6 hours ago, lunaris69 said:

dunno if its been said yet but, somethings up with bestiality. my zoophile girls have the fur lover quirk and literally ran a train down all three foxes that were resting, each fox came in them at 98 percent of the way to an orgasm and so gave them nothing to fufill their sex need, and despite running through three in a row she was just as horny as she was at the start. maybe there needs to be a thing that keeps orgasm progress from clearing immediately at least, since i get that it makes sense that animals dont care if their partner gets off

you need to fix your mods

Posted

Is anyone else having trouble with everyone having white hair? no matter how much i randomize a pawn when creating a new game they always have colorless hair i have to go into character editor to manually give them an actual hair color, i think the culprit may be alien races but i'm not sure.

Posted (edited)
14 hours ago, lunaris69 said:

dunno if its been said yet but, somethings up with bestiality. my zoophile girls have the fur lover quirk and literally ran a train down all three foxes that were resting, each fox came in them at 98 percent of the way to an orgasm and so gave them nothing to fufill their sex need, and despite running through three in a row she was just as horny as she was at the start. maybe there needs to be a thing that keeps orgasm progress from clearing immediately at least, since i get that it makes sense that animals dont care if their partner gets off

I believe that is an error with the current release version of RJW-Genes. There is a Dev version (in the same git) that fixes that issue. Might come with different issues!

Edited by jake-on
Posted
13 hours ago, jake-on said:

I believe that is an error with the current release version of RJW-Genes. There is a Dev version (in the same git) that fixes that issue. Might come with different issues!

i dont have that, the only mod i have that interacts with rimjobworld like that is race support, i dont know if that would have any effect on the sex need gain. beyond that i have sexperience ideology and the animation mods.

Posted

well shit, i just disabled everything but rimjobworld and it worked, then i slowly enabled each rjw mod separately and it worked still, the issue must be one of the non rjw related mods, but what could it be

Posted
2 hours ago, lunaris69 said:

i dont have that, the only mod i have that interacts with rimjobworld like that is race support, i dont know if that would have any effect on the sex need gain. beyond that i have sexperience ideology and the animation mods.

har is broken update har

Posted
17 hours ago, Ed86 said:

har is broken update har

well hek, i thought that might fix it, it seems to have made them able to initiate easier but the big issue with job drivers is still there
the first one is this, and it causes them to constantly bounce around the anima tree refusing to meditate

 

Exception in rjw.ThinkNode_ConditionalSexChecks TryIssueJobPackage: System.ArgumentNullException: Value cannot be null.
Parameter name: key
  at System.Collections.Generic.Dictionary`2[TKey,TValue].FindEntry (TKey key) [0x00008] in <eae584ce26bc40229c1b1aa476bfa589>:0
  at System.Collections.Generic.Dictionary`2[TKey,TValue].TryGetValue (TKey key, TValue& value) [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0
  at VFEAncients.PowerWorker_PretendTrait.HasTrait_Postfix (RimWorld.TraitDef tDef, Verse.Pawn ___pawn, System.Boolean& __result) [0x00004] in <7afdba71a1db4a7fa91f59b8fa4a21fa>:0
  at (wrapper dynamic-method) RimWorld.TraitSet.RimWorld.TraitSet.HasTrait_Patch1(RimWorld.TraitSet,RimWorld.TraitDef)
  at (wrapper dynamic-method) rjw.xxx.rjw.xxx.is_rapist_Patch1(Verse.Pawn)
  at rjw.ThinkNode_ConditionalRapist.Satisfied (Verse.Pawn p) [0x00013] in <b865d8a5c47a446ab20f714e88ce5c23>:0
  at Verse.AI.ThinkNode_Conditional.TryIssueJobPackage (Verse.Pawn pawn, Verse.AI.JobIssueParams jobParams) [0x00000] in <20e71ccf601f4132bed77c7392797ccf>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn, Verse.AI.JobIssueParams jobParams) [0x00022] in <20e71ccf601f4132bed77c7392797ccf>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_SubtreesByTag:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob (Verse.ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob ()
(wrapper dynamic-method) Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (Verse.AI.Pawn_JobTracker,Verse.AI.JobCondition,bool,bool)
Verse.AI.JobDriver:EndJobWith (Verse.AI.JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail ()
Verse.AI.JobDriver:TryActuallyStartNextToil ()
Verse.AI.JobDriver:ReadyForNextToil ()
Verse.AI.JobDriver:Notify_PatherArrived ()
Verse.AI.Pawn_PathFollower:PatherArrived ()
(wrapper dynamic-method) Verse.AI.Pawn_PathFollower:Verse.AI.Pawn_PathFollower.TryEnterNextPathCell_Patch1 (Verse.AI.Pawn_PathFollower)
Verse.AI.Pawn_PathFollower:PatherTick ()
Verse.Pawn:Tick ()
Verse.TickList:Tick ()
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch4 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) Verse.Game:Verse.Game.UpdatePlay_Patch2 (Verse.Game)
(wrapper dynamic-method) Verse.Root_Play:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)

 


and the other one, which seems to trigger at the end and prevent them from gaining need
 

Exception in JobDriver tick for pawn Harue driver=JobDriver_BestialityForFemale (toilIndex=5) driver.job=(BestialityForFemale (Job_1414833) A=Thing_Thrumbo162585 B=Thing_Bed_StoneSlab202212)
System.ArgumentNullException: Value cannot be null.
Parameter name: key
  at System.Collections.Generic.Dictionary`2[TKey,TValue].FindEntry (TKey key) [0x00008] in <eae584ce26bc40229c1b1aa476bfa589>:0
  at System.Collections.Generic.Dictionary`2[TKey,TValue].TryGetValue (TKey key, TValue& value) [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0
  at VFEAncients.PowerWorker_PretendTrait.HasTrait_Postfix (RimWorld.TraitDef tDef, Verse.Pawn ___pawn, System.Boolean& __result) [0x00004] in <7afdba71a1db4a7fa91f59b8fa4a21fa>:0
  at (wrapper dynamic-method) RimWorld.TraitSet.RimWorld.TraitSet.HasTrait_Patch1(RimWorld.TraitSet,RimWorld.TraitDef)
  at (wrapper dynamic-method) rjw.xxx.rjw.xxx.is_rapist_Patch1(Verse.Pawn)
  at rjw.SexUtility.get_satisfaction_circumstance_multiplier (rjw.SexProps props) [0x00069] in <b865d8a5c47a446ab20f714e88ce5c23>:0
  at (wrapper dynamic-method) rjw.SexUtility.rjw.SexUtility.SatisfyPersonal_Patch1(rjw.SexProps,single)
  at rjw.JobDriver_Sex.Orgasm () [0x0009f] in <b865d8a5c47a446ab20f714e88ce5c23>:0
  at (wrapper dynamic-method) rjw.JobDriver_Sex.rjw.JobDriver_Sex.SexTick_Patch1(rjw.JobDriver_Sex,Verse.Pawn,Verse.Thing,bool,bool)
  at rjw.JobDriver_BestialityForFemale+<>c__DisplayClass3_0.<MakeNewToils>b__13 () [0x000ad] in <b865d8a5c47a446ab20f714e88ce5c23>:0
  at Verse.AI.JobDriver.DriverTick () [0x00117] in <20e71ccf601f4132bed77c7392797ccf>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.AI.JobUtility:TryStartErrorRecoverJob (Verse.Pawn,string,System.Exception,Verse.AI.JobDriver)
Verse.AI.JobDriver:DriverTick ()
Verse.AI.Pawn_JobTracker:JobTrackerTick ()
Verse.Pawn:Tick ()
Verse.TickList:Tick ()
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch4 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) Verse.Game:Verse.Game.UpdatePlay_Patch2 (Verse.Game)
(wrapper dynamic-method) Verse.Root_Play:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)


i'm thinking it might be related to kurins, so im gonna try a game with the vanilla humans and see if that fixes things if i change no other mods. i wish these error messages were more usefull

Posted

ok, it wasnt har or kurins, ive started a new one and theyre doing the same dancing around the anima tree thing again, each time triggering another instance of

Exception in rjw.ThinkNode_ConditionalSexChecks TryIssueJobPackage: System.ArgumentNullException: Value cannot be null.
Parameter name: key
  at System.Collections.Generic.Dictionary`2[TKey,TValue].FindEntry (TKey key) [0x00008] in <eae584ce26bc40229c1b1aa476bfa589>:0
  at System.Collections.Generic.Dictionary`2[TKey,TValue].TryGetValue (TKey key, TValue& value) [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0
  at VFEAncients.PowerWorker_PretendTrait.HasTrait_Postfix (RimWorld.TraitDef tDef, Verse.Pawn ___pawn, System.Boolean& __result) [0x00004] in <7afdba71a1db4a7fa91f59b8fa4a21fa>:0
  at (wrapper dynamic-method) RimWorld.TraitSet.RimWorld.TraitSet.HasTrait_Patch1(RimWorld.TraitSet,RimWorld.TraitDef)
  at (wrapper dynamic-method) rjw.xxx.rjw.xxx.is_rapist_Patch1(Verse.Pawn)
  at rjw.ThinkNode_ConditionalRapist.Satisfied (Verse.Pawn p) [0x00013] in <b865d8a5c47a446ab20f714e88ce5c23>:0
  at Verse.AI.ThinkNode_Conditional.TryIssueJobPackage (Verse.Pawn pawn, Verse.AI.JobIssueParams jobParams) [0x00000] in <20e71ccf601f4132bed77c7392797ccf>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn, Verse.AI.JobIssueParams jobParams) [0x00022] in <20e71ccf601f4132bed77c7392797ccf>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_SubtreesByTag:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob (Verse.ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob ()
(wrapper dynamic-method) Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (Verse.AI.Pawn_JobTracker,Verse.AI.JobCondition,bool,bool)
Verse.AI.JobDriver:EndJobWith (Verse.AI.JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail ()
Verse.AI.JobDriver:TryActuallyStartNextToil ()
Verse.AI.JobDriver:ReadyForNextToil ()
Verse.AI.JobDriver:Notify_PatherArrived ()
Verse.AI.Pawn_PathFollower:PatherArrived ()
(wrapper dynamic-method) Verse.AI.Pawn_PathFollower:Verse.AI.Pawn_PathFollower.TryEnterNextPathCell_Patch1 (Verse.AI.Pawn_PathFollower)
Verse.AI.Pawn_PathFollower:PatherTick ()
Verse.Pawn:Tick ()
Verse.TickList:Tick ()
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch3 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) Verse.Game:Verse.Game.UpdatePlay_Patch2 (Verse.Game)
(wrapper dynamic-method) Verse.Root_Play:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)

 

Posted

their job says theyre "meditating" but theyre just wandering around and repeatedly triggering that error, really wish rimworlds logs were a bit more usefull with this stuff

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