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[mod] RimJobWorld


Skömer

AI  

625 members have voted

  1. 1. Usage of AI / LLMs

    • Never used it / involuntarily used it because its automatically included everywhere
      184
    • Only a Handful of times
      157
    • Once a month
      34
    • Every week
      99
    • Daily
      151
  2. 2. Where do you use them?

    • It's part of my job
      128
    • For getting internet search results
      277
    • As a dictionary/for quick information
      176
    • For writing code/generating sprites
      117
    • For fun
      335
    • As a personal companion/partner
      73
    • For making art
      83


Recommended Posts

Posted
13 minutes ago, lunaris69 said:

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

The Hugslib log exists for a reason. The faq on page 1 tells you to post the Hugslib log for a reason. Please follow the instructions in the faq. Posting error messages like you have been doing pretty much is only useful for diagnosing already known issues. Regardless, that Hugslib log provides significantly more info than just a single error message.

Posted
4 hours ago, lunaris69 said:

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)

 

something breaks traits, try removing VFEAncients

Posted

I've been using the coffee updater to make sure my mods are still up to date, but everything is still broken on my end. Breasts and genitalia are still missing, I have no control over my pawns even with the cheat turned on, and when they do chose to fuck each other nobody is getting pregnant. Please help, I don't know what I'm doing wrong. Is it just still broken from the main game update or is it me being stupid on my end?

Posted
11 hours ago, Ed86 said:

something breaks traits, try removing VFEAncients

it was ancients causing that error, its gone now that i removed it. though theyre still running around instead of meditating sometimes, just with no errors now. a few hours of testing later, it seems that it was a bizzare trifecta of issues, meditate as worktype doesnt consider temperature when a pawn goes out to meditate by the anima tree, but the vanilla meditation does, so it just endlessly cancels silently wheras in vanilla it just silently makes meditation not an option. for some reason when you have vfe ancients enabled that casues them to immediately try and bang an animal, over and over again, and fail.

Posted
1 hour ago, TrashGarbageCompactor said:

I've been using the coffee updater to make sure my mods are still up to date, but everything is still broken on my end. Breasts and genitalia are still missing, I have no control over my pawns even with the cheat turned on, and when they do chose to fuck each other nobody is getting pregnant. Please help, I don't know what I'm doing wrong. Is it just still broken from the main game update or is it me being stupid on my end?

that must be a mod issue, breasts and genitals are a base rjw thing, what mods do you have?

Posted
16 hours ago, striker345 said:

Does anyone know how to enable animal-on-animal settings while ensuring wild animals do not breed till my comp burns?

Bump

 

Posted
18 hours ago, lunaris69 said:

that must be a mod issue, breasts and genitals are a base rjw thing, what mods do you have?

Well I let the coffee lazy installer run and install all of those mods that come with it, even if I don't use all of them. Then I downloaded just extra ones on here and from github, though again I don't use all of them. Some I just downloaded because my game said they needed one to make another mod work and others I tried out but don't care for and I just haven't deleted them yet.

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Posted
18 hours ago, striker345 said:

Bump

 

i dont think theres a setting for it in rjw, i think i saw it somewhere else though but im not sure where

 

Posted
3 hours ago, lunaris69 said:

i dont think theres a setting for it in rjw, i think i saw it somewhere else though but im not sure where

 

Tnxs mate.

 

I guess I just hv to not play a beastiality run.

Posted
On 2/27/2023 at 8:41 AM, Ed86 said:

has nothing to do with rjw, your game is broken

 

In order to make sure, I decided to rid my self from all other mods and just test RJW with RJW animations. It turns out when RJW has sound in the Mods option activated and some of the sounds are played during game play. When exiting the game, it will start to endlessly fill Player.log with FMOD error entries.

 

I checked for the error entries on Reddit forums, it turns out that mods that modify or add sound to the game can cause this. If I turn off RJW sounds, everything works fine, no FMOD errors at the end of my play sessions.

 

Are you still sure this is not RJW that is causing the issue?

Posted (edited)

been looking through sexutility and aftersexutility all day for the addtrait chance. Im looking at GiveQuirkTraits(props, newTraits, 0.05f); but im not completely sure thats the right line. It looks like that line applies to rapist only and not masochist/zoo/necro. Can someone help me out?

edit. Im trying to lower zoophile add trait chance. Doesn't seem realistic that someone spends one day in the muffalo pen and suddenly likes muffalos.

Edited by Bingusasdf
Posted

made some tweaks to the social impact buffs for BetterRJW, larger genitals have higher sex frequency, larger vag reduces social impact and increases vulnerability, larger dong increases social impact and reduces vulnerability. 

Definitely needs some balancing and might be buggy since I tweak my game files pretty often.

SocialImpactBuffs.xml

Posted
1 hour ago, Grojcig said:

 

In order to make sure, I decided to rid my self from all other mods and just test RJW with RJW animations. It turns out when RJW has sound in the Mods option activated and some of the sounds are played during game play. When exiting the game, it will start to endlessly fill Player.log with FMOD error entries.

 

I checked for the error entries on Reddit forums, it turns out that mods that modify or add sound to the game can cause this. If I turn off RJW sounds, everything works fine, no FMOD errors at the end of my play sessions.

 

Are you still sure this is not RJW that is causing the issue?

did you read your logs?

you have serilization errors, def databases errors and saving/loading errors, you've optimized your rimworld so much that it rolled over and died

 

well if its not rjw only issue than its probably not rjw issue but a base game?

 

no, but im 99% sure it is not rjw, so im not going to waste hours on digging through that

Posted

I noticed that there is a tip durring loading screens that says "Relative frequency of male and female pawns can be controlled in RimJobWorld mod settings." and "Frequency of male pawns with breasts and females with penises can be controlled in RimJobWorld mod settings." but neither frequency control exist in the settings. Is this a feature that got removed, because I can't find the settings within the rimjobworld mod settings no matter how much I look.

Posted
12 minutes ago, Estrim said:

I noticed that there is a tip durring loading screens that says "Relative frequency of male and female pawns can be controlled in RimJobWorld mod settings." and "Frequency of male pawns with breasts and females with penises can be controlled in RimJobWorld mod settings." but neither frequency control exist in the settings. Is this a feature that got removed, because I can't find the settings within the rimjobworld mod settings no matter how much I look.

Ive never seen a setting for frequency of pawn gender, but if you tick allow futa or allow traps, slider bars will appear for males with breasts and females with penises

Posted (edited)
Quote

did you read your logs?

you have serilization errors, def databases errors and saving/loading errors, you've optimized your rimworld so much that it rolled over and died

I'm not sure what you are accusing me of, I haven't done any optimization to my game, cause I don't even know how to do that, but I'll look into it. I initially thought only developers can do that to their game. Maybe Rimworld is different.

 

I'm not talking about those specific logs, I'm talking about the FMOD logs that are repeatedly added to the player.log file until stopped through other means. You basically need to invoke task manager to kill the game process to stop it from filling your disk space. According to Ludeon Forums and Reddit these errors are caused by mods and it's been a long standing issue where neither the developers of the game, nor the mod creators took a step to fix this in their mods.

 

Me with my crappy luck managed to find it in an afternoon, just by buying the game from GoG, installing it with all its DLCs, grabbing Hugslib and Harmony from Git, HAR from top-mods. Then coming to this site and grabbing RJW and RJW animations through their git-lab and a couple of other mods, which I have listed in my previous post. Other than enabling developer mode to check the logs, setting game music volume to 0% and playing around with enabling/disabling RJW sounds in the RJW mod options before my play session (to see if the forums were right), I have changed nothing else. I also did not enable/disable mod features while playing.

 

Quote

well if its not rjw only issue than its probably not rjw issue but a base game?

Rest assured, I'll ask Ludeon too.

 

On 3/6/2023 at 8:54 AM, Ed86 said:

 

no, but im 99% sure it is not rjw, so im not going to waste hours on digging through that

 

Frankly, I don't care what you do with your time. I'm just here to report what I see. If you ignore it, then so be it.

Edited by Grojcig
Posted
3 hours ago, Grojcig said:

I'm not sure what you are accusing me of, I haven't done any optimization to my game, cause I don't even know how to do that, but I'll look into it. I initially thought only developers can do that to their game. Maybe Rimworld is different.

 

I'm not talking about those specific logs, I'm talking about the FMOD logs that are repeatedly added to the player.log file until stopped through other means. You basically need to invoke task manager to kill the game process to stop it from filling your disk space. According to Ludeon Forums and Reddit these errors are caused by mods and it's been a long standing issue where neither the developers of the game, nor the mod creators took a step to fix this in their mods.

 

Me with my crappy luck managed to find it in an afternoon, just by buying the game from GoG, installing it with all its DLCs, grabbing Hugslib and Harmony from Git, HAR from top-mods. Then coming to this site and grabbing RJW and RJW animations through their git-lab and a couple of other mods, which I have listed in my previous post. Other than enabling developer mode to check the logs, setting game music volume to 0% and playing around with enabling/disabling RJW sounds in the RJW mod options before my play session (to see if the forums were right), I have changed nothing else. I also did not enable/disable mod features while playing.

 

Rest assured, I'll ask Ludeon too.

 

 

Frankly, I don't care what you do with your time. I'm just here to report what I see. If you ignore it, then so be it.

you've installed mods that breaks your game, usually its one of those mods that make your rimworld run better and faster and whatever

if it was rjw problem that forum would be flooded with reports , no?

 

what are FMOD logs?

 

ugh... gog user issues, gl with that, nothing but suffering awaits you

Posted
On 3/5/2023 at 9:45 PM, Grojcig said:

 

In order to make sure, I decided to rid my self from all other mods and just test RJW with RJW animations. It turns out when RJW has sound in the Mods option activated and some of the sounds are played during game play. When exiting the game, it will start to endlessly fill Player.log with FMOD error entries.

 

I checked for the error entries on Reddit forums, it turns out that mods that modify or add sound to the game can cause this. If I turn off RJW sounds, everything works fine, no FMOD errors at the end of my play sessions.

 

Are you still sure this is not RJW that is causing the issue?

 

I also have this issue, but I have just learned to live with it. Researching it leads to a pretty deep rabbit hole. I have found posts going back to 2020 regarding this, but nothing that points to any kind of fix. Some users complain the mod authors are at fault, some complain that it is an issue with the base game that has never been fixed. Any mod that does anything with sound can cause this, but it does not happen to every user, just us lucky few. The biggest problem with troubleshooting is trying to reproduce the error. Since it only happens to a few of us, pretty much SOL. The only thing that has remotely worked for me is to shorten your play sessions, exit to main menu first, wait a few minutes for the log file to finish writing all of its useless crap, and then exit.

Posted
1 hour ago, Moosedick said:

 

I also have this issue, but I have just learned to live with it. Researching it leads to a pretty deep rabbit hole. I have found posts going back to 2020 regarding this, but nothing that points to any kind of fix. Some users complain the mod authors are at fault, some complain that it is an issue with the base game that has never been fixed. Any mod that does anything with sound can cause this, but it does not happen to every user, just us lucky few. The biggest problem with troubleshooting is trying to reproduce the error. Since it only happens to a few of us, pretty much SOL. The only thing that has remotely worked for me is to shorten your play sessions, exit to main menu first, wait a few minutes for the log file to finish writing all of its useless crap, and then exit.

Yeah, I got rid of it by turning off RJW sounds. The problem ceased to exist, now of course I won't have RJW sounds but whatever. Better save my SSD than get frustrated everytime exiting the game. I have a few more computers lying around here, I could test these mods on them. See if the problem persists. Right now I'm trying to get to the bottom of why the serialization errors occur. My instincts are telling me that Human Alien Races is causing huge problems. I wonder if RJW-animations works without HAR or if there's a version out there that functions like that. Getting rid of HAR would be a great help.

Posted

can someone help me find the add trait chance in sexutility/aftersexutility? I think it might be GiveQuirkTraits(props, newTraits, 0.05f); which implies 5% chance for the lines under it with other modifiers, but im still not sure how that works.

Posted (edited)

i found myself falling in love with RJW and its sub mods more than the base game Rimworld since release. 

Can't find myself to play anymore Rimworld without RJW mods.

 

all their recent updates have kind of lessen my gameplay hours due to the enormous hours in takes to make mods work with each other in which i do not have.

 

for those which are into the mods, forget about the other mods, u can't have everything working like clockwork together when there are often more than 50 mods at a time for many players.

 

first of all mod devs doesn't neccesarily consider compatibility with other mods thats a given.

mod devs are doing it for free and u cant demand nonsense like they owe u.

Ludwig updates without much consideration for mod devs too.

 

is there anyone to blame for that? i dont think so. 

but i can imagine the frustration players are having with issues as not all are IT literate.

and i can imagine the frustration mod makers are having when most players don't know what they are doing. 

 

for those of you which are good in making mods work, care to list down your mod list and load order that works like a charm to save trouble.

it will be a life saver.

 

kindly list it here in this other thread i made for that. thank you.

 

 

 

 

Edited by Itsuji
Posted
1 hour ago, Itsuji said:

i found myself falling in love with RJW and its sub mods more than the base game Rimworld since release. 

Can't find myself to play anymore Rimworld without RJW mods.

 

all their recent updates have kind of lessen my gameplay hours due to the enormous hours in takes to make mods work with each other in which i do not have.

 

for those which are into the mods, forget about the other mods, u can't have everything working like clockwork together when there are often more than 50 mods at a time for many players.

 

first of all mod devs doesn't neccesarily consider compatibility with other mods thats a given.

mod devs are doing it for free and u cant demand nonsense like they owe u.

Ludwig updates without much consideration for mod devs too.

 

is there anyone to blame for that? i dont think so. 

but i can imagine the frustration players are having with issues as not all are IT literate.

and i can imagine the frustration mod makers are having when most players don't know what they are doing. 

 

for those of you which are good in making mods work, care to list down your mod list and load order that works like a charm to save trouble.

it will be a life saver.

 

kindly list it here in this other thread i made for that. thank you.

 

 

 

 

With the rate of Rimworld modding updates, no modlists stays up to date for more then a month. My trick for creating stable modlists is to only use the necessary VE mods and not using HAR, the more active and vocal parts of this community see this as heresy, but it works for me. So far a single madman released his huge stable modlist here - for rimworld 1.2, it's in the FAQ.

Posted

not sure why but for some reason when pawns are "downed" by insectoids the cocoon effect/hediff isnt added so most of the time they bleed out before theyre rescued after they charged into a nest mid psychotic meltdown, any ideas what could cause it not to trigger. cheers

 

Posted
On 3/5/2023 at 12:18 PM, TrashGarbageCompactor said:

Well I let the coffee lazy installer run and install all of those mods that come with it, even if I don't use all of them. Then I downloaded just extra ones on here and from github, though again I don't use all of them. Some I just downloaded because my game said they needed one to make another mod work and others I tried out but don't care for and I just haven't deleted them yet.

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