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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
On 9/19/2023 at 10:33 PM, MrMysterio said:

Given the whole "brain worm" thing they have going on there, that's an oddly fitting issue.

 

Sadly can't find anything in the settings to even temporarily stop puppets from thinking with their southern head, so it seems it's somewhat incompatible for now until someone can figure out exactly where the issue lies.

 

On 12/27/2023 at 1:26 PM, max30 said:

Hey uhh, I've been using RJW alongside VFE stuff lately, and the one thing I noticed, when I am using VFE Psycasts Expanded: Puppeteer, and when I create a living puppet with it, there's some things I noticed.

They do usually do their stuff as per se, but whenever the puppets head to sleep, and when they wake up soon after, they masturbate every time they do that, not only that, that also applies to rape situations as well (like when they have a victim, they get stuck in the position where they kept fucking them over and over), and they tend to get stuck in that situation as well, so I hope to see there's some way to patch this, and the puppets don't have a sex need just only food and sleep as far as I checked.

 

I recently started playing with VFE Psycasts Expanded Puppeteer too and ran into the same issue. Working with genes through the character editor to completely remove the desire and thirst for sex did not help. I scrolled through the discord and came across the idea that even the need itself is removed from the puppets, and therefore everything breaks.

 

In VPE I found a file called PuppeteerSettings.Xml, which is responsible for the needs of puppets (thanks to the authors for making it specifically for compatibility with other mods). There, among other things, I entered <li>Sex</li> and checked, everything worked fine just like with regular pawns. I hope you see it again and it will help you or anyone else

Posted (edited)
On 2/13/2024 at 8:16 PM, roboflyer24 said:

This mod should probably be added to the list of steam mods w/ rjw patches:
https://steamcommunity.com/sharedfiles/filedetails/?id=3131996691

 

Not sure if its a problem with Charmweavers or RJW but I just haven't had any luck getting that mod's Multi-Pregnancy gene to work on my super fertile horny Xenotypes getting knocked up a lot

Edited by McLovin3
Posted
6 hours ago, McLovin3 said:

 

Not sure if its a problem with Charmweavers or RJW but I just haven't had any luck getting that mod's Multi-Pregnancy gene to work on my super fertile horny Xenotypes getting knocked up a lot

you should write patch for that mod

Posted

So, the RJW - Genes addon adds Biotech Genes to animals, but there's no way to see which ones they have. Is there a mod that allows you to see the genes on the animals?

Posted (edited)

Anyone have any idea how to modify the non-breeder bestiality driver equation? I want to remove the wildness/petness consideration entirely because it makes it so that only dogs and horses will ever be picked by a pawn for sexual relief. Turning on the breeder toggles works fine but it's almost the same as me having to manually tell my pawn to do something for it to happen, and for the context of a sex mod I find that boring.

 

Edit: I think what I would need to edit is here in the SexAppraiser.cs file. However I'm struggling to understand the fuckability equation since I'm no coder. Anyone have any suggestions on how to modify these to get the results i'm looking for?

 

image.jpeg.a05eb3e25741bba757ad99544b7fdae7.jpeg

Edited by DdodD
Posted

Was there ever a discussion about Rjw and Zombieland incompatibilities?

 

For instance, I get a spam error about zombies missing body parts when they hit cavalry spikes from Fortifications Neolithic mod. Obviously it is the rjw parts that aren't registered by zombielands zombies, but I have no clue on how to fix it. Anyone know if its a simple fix or? here's the error. 

 

Added injury to Torso but it should be impossible to hit it. pawn=Boriz dinfo=(def=Stab, amount= 1.039258, instigator=FT_CavalrySpike437300, angle=114.0)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch4 (string)
(wrapper dynamic-method) Verse.Hediff_Injury:Verse.Hediff_Injury.PostAdd_Patch0 (Verse.Hediff_Injury,System.Nullable`1<Verse.DamageInfo>)
(wrapper dynamic-method) Verse.HediffSet:Verse.HediffSet.AddDirect_Patch1 (Verse.HediffSet,Verse.Hediff,System.Nullable`1<Verse.DamageInfo>,Verse.DamageWorker/DamageResult)
(wrapper dynamic-method) Verse.Pawn_HealthTracker:Verse.Pawn_HealthTracker.AddHediff_Patch4 (Verse.Pawn_HealthTracker,Verse.Hediff,Verse.BodyPartRecord,System.Nullable`1<Verse.DamageInfo>,Verse.DamageWorker/DamageResult)
(wrapper dynamic-method) Verse.DamageWorker_AddInjury:Verse.DamageWorker_AddInjury.FinalizeAndAddInjury_Patch0 (Verse.DamageWorker_AddInjury,Verse.Pawn,Verse.Hediff_Injury,Verse.DamageInfo,Verse.DamageWorker/DamageResult)
(wrapper dynamic-method) Verse.DamageWorker_AddInjury:Verse.DamageWorker_AddInjury.FinalizeAndAddInjury_Patch0 (Verse.DamageWorker_AddInjury,Verse.Pawn,single,Verse.DamageInfo,Verse.DamageWorker/DamageResult)
(wrapper dynamic-method) Verse.DamageWorker_Stab:Verse.DamageWorker_Stab.ApplySpecialEffectsToPart_Patch1 (Verse.DamageWorker_Stab,Verse.Pawn,single,Verse.DamageInfo,Verse.DamageWorker/DamageResult)
(wrapper dynamic-method) Verse.DamageWorker_AddInjury:Verse.DamageWorker_AddInjury.ApplyDamageToPart_Patch3 (Verse.DamageWorker_AddInjury,Verse.DamageInfo,Verse.Pawn,Verse.DamageWorker/DamageResult)
(wrapper dynamic-method) Verse.DamageWorker_AddInjury:Verse.DamageWorker_AddInjury.ApplyToPawn_Patch0 (Verse.DamageWorker_AddInjury,Verse.DamageInfo,Verse.Pawn)
(wrapper dynamic-method) Verse.DamageWorker_AddInjury:Verse.DamageWorker_AddInjury.Apply_Patch1 (Verse.DamageWorker_AddInjury,Verse.DamageInfo,Verse.Thing)
(wrapper dynamic-method) Verse.Thing:Verse.Thing.TakeDamage_Patch4 (Verse.Thing,Verse.DamageInfo)
RimWorld.Building_TrapDamager:SpringSub (Verse.Pawn)
(wrapper dynamic-method) RimWorld.Building_Trap:RimWorld.Building_Trap.Spring_Patch0 (RimWorld.Building_Trap,Verse.Pawn)
(wrapper dynamic-method) RimWorld.Building_Trap:RimWorld.Building_Trap.CheckSpring_Patch1 (RimWorld.Building_Trap,Verse.Pawn)
RimWorld.Building_Trap:Tick ()
Verse.TickList:Tick ()
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch4 (Verse.TickManager)
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.TickManagerUpdate_Patch2 (Verse.TickManager)
(wrapper dynamic-method) Verse.Game:Verse.Game.UpdatePlay_Patch2 (Verse.Game)
(wrapper dynamic-method) Verse.Root_Play:Verse.Root_Play.Update_Patch2 (Verse.Root_Play)
 

Posted
On 2/19/2024 at 1:43 AM, TheWickedOne313 said:

Was there ever a discussion about Rjw and Zombieland incompatibilities?

 

For instance, I get a spam error about zombies missing body parts when they hit cavalry spikes from Fortifications Neolithic mod. Obviously it is the rjw parts that aren't registered by zombielands zombies, but I have no clue on how to fix it. Anyone know if its a simple fix or? here's the error. 

 

Added injury to Torso but it should be impossible to hit it. pawn=Boriz dinfo=(def=Stab, amount= 1.039258, instigator=FT_CavalrySpike437300, angle=114.0)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch4 (string)
(wrapper dynamic-method) Verse.Hediff_Injury:Verse.Hediff_Injury.PostAdd_Patch0 (Verse.Hediff_Injury,System.Nullable`1<Verse.DamageInfo>)
(wrapper dynamic-method) Verse.HediffSet:Verse.HediffSet.AddDirect_Patch1 (Verse.HediffSet,Verse.Hediff,System.Nullable`1<Verse.DamageInfo>,Verse.DamageWorker/DamageResult)
(wrapper dynamic-method) Verse.Pawn_HealthTracker:Verse.Pawn_HealthTracker.AddHediff_Patch4 (Verse.Pawn_HealthTracker,Verse.Hediff,Verse.BodyPartRecord,System.Nullable`1<Verse.DamageInfo>,Verse.DamageWorker/DamageResult)
(wrapper dynamic-method) Verse.DamageWorker_AddInjury:Verse.DamageWorker_AddInjury.FinalizeAndAddInjury_Patch0 (Verse.DamageWorker_AddInjury,Verse.Pawn,Verse.Hediff_Injury,Verse.DamageInfo,Verse.DamageWorker/DamageResult)
(wrapper dynamic-method) Verse.DamageWorker_AddInjury:Verse.DamageWorker_AddInjury.FinalizeAndAddInjury_Patch0 (Verse.DamageWorker_AddInjury,Verse.Pawn,single,Verse.DamageInfo,Verse.DamageWorker/DamageResult)
(wrapper dynamic-method) Verse.DamageWorker_Stab:Verse.DamageWorker_Stab.ApplySpecialEffectsToPart_Patch1 (Verse.DamageWorker_Stab,Verse.Pawn,single,Verse.DamageInfo,Verse.DamageWorker/DamageResult)
(wrapper dynamic-method) Verse.DamageWorker_AddInjury:Verse.DamageWorker_AddInjury.ApplyDamageToPart_Patch3 (Verse.DamageWorker_AddInjury,Verse.DamageInfo,Verse.Pawn,Verse.DamageWorker/DamageResult)
(wrapper dynamic-method) Verse.DamageWorker_AddInjury:Verse.DamageWorker_AddInjury.ApplyToPawn_Patch0 (Verse.DamageWorker_AddInjury,Verse.DamageInfo,Verse.Pawn)
(wrapper dynamic-method) Verse.DamageWorker_AddInjury:Verse.DamageWorker_AddInjury.Apply_Patch1 (Verse.DamageWorker_AddInjury,Verse.DamageInfo,Verse.Thing)
(wrapper dynamic-method) Verse.Thing:Verse.Thing.TakeDamage_Patch4 (Verse.Thing,Verse.DamageInfo)
RimWorld.Building_TrapDamager:SpringSub (Verse.Pawn)
(wrapper dynamic-method) RimWorld.Building_Trap:RimWorld.Building_Trap.Spring_Patch0 (RimWorld.Building_Trap,Verse.Pawn)
(wrapper dynamic-method) RimWorld.Building_Trap:RimWorld.Building_Trap.CheckSpring_Patch1 (RimWorld.Building_Trap,Verse.Pawn)
RimWorld.Building_Trap:Tick ()
Verse.TickList:Tick ()
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch4 (Verse.TickManager)
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.TickManagerUpdate_Patch2 (Verse.TickManager)
(wrapper dynamic-method) Verse.Game:Verse.Game.UpdatePlay_Patch2 (Verse.Game)
(wrapper dynamic-method) Verse.Root_Play:Verse.Root_Play.Update_Patch2 (Verse.Root_Play)
 

maybe 2-3 years ago?

 

there is no simple fix, you need to get error log, decompiler and dig harmony patches to find what causes those errors

Posted

I wanted to report a bug with breastfeeding, it seems like if a pawn tries to breastfeed from another pawn, but that other pawn is busy doing something, the scheduling of the job fails and is restart, leading to the following debug message:
 

Carth started 10 jobs in one tick. newJob=BreastfeedAdult (Job_17378567) A=Thing_Human1029 jobGiver=RimWorld.JobGiver_Work jobList=(BreastfeedAdult (Job_17378557) A=Thing_Human1029) (BreastfeedAdult (Job_17378558) A=Thing_Human1029) (BreastfeedAdult (Job_17378559) A=Thing_Human1029) (BreastfeedAdult (Job_17378560) A=Thing_Human1029) (BreastfeedAdult (Job_17378561) A=Thing_Human1029) (BreastfeedAdult (Job_17378562) A=Thing_Human1029) (BreastfeedAdult (Job_17378563) A=Thing_Human1029) (BreastfeedAdult (Job_17378564) A=Thing_Human1029) (BreastfeedAdult (Job_17378565) A=Thing_Human1029) (BreastfeedAdult (Job_17378566) A=Thing_Human1029) (BreastfeedAdult (Job_17378567) A=Thing_Human1029) 
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch1 (string)
Verse.AI.JobUtility:TryStartErrorRecoverJob (Verse.Pawn,string,System.Exception,Verse.AI.JobDriver)
(wrapper dynamic-method) Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.StartJob_Patch2 (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool,bool,System.Nullable`1<bool>,bool,bool)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob ()
(wrapper dynamic-method) Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch1 (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 ()
(wrapper dynamic-method) Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.StartJob_Patch2 (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool,bool,System.Nullable`1<bool>,bool,bool)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob ()
(wrapper dynamic-method) Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch1 (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 ()
(wrapper dynamic-method) Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.StartJob_Patch2 (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool,bool,System.Nullable`1<bool>,bool,bool)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob ()
(wrapper dynamic-method) Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch1 (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 ()
(wrapper dynamic-method) Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.StartJob_Patch2 (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool,bool,System.Nullable`1<bool>,bool,bool)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob ()
(wrapper dynamic-method) Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch1 (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 ()
(wrapper dynamic-method) Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.StartJob_Patch2 (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool,bool,System.Nullable`1<bool>,bool,bool)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob ()
(wrapper dynamic-method) Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch1 (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 ()
(wrapper dynamic-method) Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.StartJob_Patch2 (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool,bool,System.Nullable`1<bool>,bool,bool)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob ()
(wrapper dynamic-method) Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch1 (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 ()
(wrapper dynamic-method) Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.StartJob_Patch2 (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool,bool,System.Nullable`1<bool>,bool,bool)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob ()
(wrapper dynamic-method) Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch1 (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 ()
(wrapper dynamic-method) Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.StartJob_Patch2 (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool,bool,System.Nullable`1<bool>,bool,bool)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob ()
(wrapper dynamic-method) Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch1 (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 ()
(wrapper dynamic-method) Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.StartJob_Patch2 (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool,bool,System.Nullable`1<bool>,bool,bool)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob ()
(wrapper dynamic-method) Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch1 (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 ()
(wrapper dynamic-method) Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.StartJob_Patch2 (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool,bool,System.Nullable`1<bool>,bool,bool)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob ()
(wrapper dynamic-method) Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch1 (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 ()
(wrapper dynamic-method) Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.StartJob_Patch2 (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool,bool,System.Nullable`1<bool>,bool,bool)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob ()
(wrapper dynamic-method) Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch1 (Verse.AI.Pawn_JobTracker,Verse.AI.JobCondition,bool,bool)
Verse.AI.Pawn_JobTracker:JobTrackerTick ()
(wrapper dynamic-method) Verse.Pawn:Verse.Pawn.Tick_Patch2 (Verse.Pawn)
Verse.TickList:Tick ()
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch2 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) Verse.Game:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()

 

Posted

Another log with issues concenrning job queueing:
This issue was repeated 6 times over 6 seconds.
 

Could not reserve Thing_Human131722 (layer: null) for Nicole for job Breastfeed (Job_20077597) A=Thing_Human961341 (now doing job Breastfeed (Job_20077597) A=Thing_Human961341(curToil=-1)) for maxPawns 1 and stackCount -1. Existing reserver: Bray doing job Quickie (Job_20077492) A=Thing_Human131722 (toilIndex=0)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch1 (string)
(wrapper dynamic-method) Verse.AI.ReservationManager:Verse.AI.ReservationManager.LogCouldNotReserveError_Patch1 (Verse.AI.ReservationManager,Verse.Pawn,Verse.AI.Job,Verse.LocalTargetInfo,int,int,Verse.ReservationLayerDef)
(wrapper dynamic-method) Verse.AI.ReservationManager:Verse.AI.ReservationManager.Reserve_Patch1 (Verse.AI.ReservationManager,Verse.Pawn,Verse.AI.Job,Verse.LocalTargetInfo,int,int,Verse.ReservationLayerDef,bool)
Verse.AI.ReservationUtility:Reserve (Verse.Pawn,Verse.LocalTargetInfo,Verse.AI.Job,int,int,Verse.ReservationLayerDef,bool)
RimWorld.JobDriver_Breastfeed:TryMakePreToilReservations (bool)
(wrapper dynamic-method) Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.StartJob_Patch2 (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool,bool,System.Nullable`1<bool>,bool,bool)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob ()
(wrapper dynamic-method) Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch1 (Verse.AI.Pawn_JobTracker,Verse.AI.JobCondition,bool,bool)
Verse.AI.Pawn_JobTracker:JobTrackerTick ()
(wrapper dynamic-method) Verse.Pawn:Verse.Pawn.Tick_Patch2 (Verse.Pawn)
Verse.TickList:Tick ()
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch2 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) Verse.Game:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()

TryMakePreToilReservations() returned false for a non-queued job right after StartJob(). This should have been checked before. curJob=Breastfeed (Job_20077597) A=Thing_Human961341
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
(wrapper dynamic-method) Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.StartJob_Patch2 (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool,bool,System.Nullable`1<bool>,bool,bool)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob ()
(wrapper dynamic-method) Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch1 (Verse.AI.Pawn_JobTracker,Verse.AI.JobCondition,bool,bool)
Verse.AI.Pawn_JobTracker:JobTrackerTick ()
(wrapper dynamic-method) Verse.Pawn:Verse.Pawn.Tick_Patch2 (Verse.Pawn)
Verse.TickList:Tick ()
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch2 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) Verse.Game:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()

 

Posted

How can I make sexual encounters increase recreation need rather than reduce it? So far I have no idea where to find the values in the data folder.

Posted
8 hours ago, DdodD said:

How can I make sexual encounters increase recreation need rather than reduce it? So far I have no idea where to find the values in the data folder.

I feel ignored.

Posted
3 hours ago, DdodD said:

I feel ignored.

You didn't even wait a day to get an answer, no need to feel ignored yet.

Anyways, what exactly are you aiming for? Make pawns crave recreation after having sex?

So you want to punish yourself and have your pawns waste time on recreation after already not doing their tasks due to sexy time?

I have no idea what you are trying to achieve and I don't know how to change the effect on recreation either, sorry.

Posted (edited)
10 hours ago, SingleForLife said:

You didn't even wait a day to get an answer, no need to feel ignored yet.

Anyways, what exactly are you aiming for? Make pawns crave recreation after having sex?

So you want to punish yourself and have your pawns waste time on recreation after already not doing their tasks due to sexy time?

I have no idea what you are trying to achieve and I don't know how to change the effect on recreation either, sorry.

No, I've noticed that after sexual interactions their recreation need takes a sudden drop. Is anyone else experiencing this and am I encountering a bug from a possible mod conflict or is this an intended thing? Right now in my game pawns are becoming recreation starved from sex and I find this burdensome.

 

I have no clue where to look for where the recreation drop is coded in the mod folder so I've tried to experiment and modify it myself by adding similar joy codes from other recreation jobdefs into the jobs_sex, jobs_rape, jobs_quickie, etc xml files in the rjw-master folder so that it would look like this for every sex interaction:

 

    <JobDef>
        <defName>JoinInBed</defName>
        <driverClass>rjw.JobDriver_JoinInBed</driverClass>
        <reportString>joining someone in bed.</reportString>
        <casualInterruptible>false</casualInterruptible>    
        <joySkill>Social</joySkill>
        <joyXpPerTick>0.004</joyXpPerTick>
        <joyKind>Social</joyKind>
        <joyGainRate>3</joyGainRate>
    </JobDef>  

 

However after testing this does nothing. I didn't get a console error from these lines existing either so maybe a mod conflict? I just have no idea which one. None of the mods that go after RJW in the load order have jobdefs folders. 

 

So basically I have no idea how to add joy satisfaction to sex acts. As you can tell I have only a rudimentary understanding of Rimworld modding.

Edited by DdodD
Posted
4 hours ago, DdodD said:

No, I've noticed that after sexual interactions their recreation need takes a sudden drop. Is anyone else experiencing this and am I encountering a bug from a possible mod conflict or is this an intended thing? Right now in my game pawns are becoming recreation starved from sex and I find this burdensome.

 

I have no clue where to look for where the recreation drop is coded in the mod folder so I've tried to experiment and modify it myself by adding similar joy codes from other recreation jobdefs into the jobs_sex, jobs_rape, jobs_quickie, etc xml files in the rjw-master folder so that it would look like this for every sex interaction:

 

    <JobDef>
        <defName>JoinInBed</defName>
        <driverClass>rjw.JobDriver_JoinInBed</driverClass>
        <reportString>joining someone in bed.</reportString>
        <casualInterruptible>false</casualInterruptible>    
        <joySkill>Social</joySkill>
        <joyXpPerTick>0.004</joyXpPerTick>
        <joyKind>Social</joyKind>
        <joyGainRate>3</joyGainRate>
    </JobDef>  

 

However after testing this does nothing. I didn't get a console error from these lines existing either so maybe a mod conflict? I just have no idea which one. None of the mods that go after RJW in the load order have jobdefs folders. 

 

So basically I have no idea how to add joy satisfaction to sex acts. As you can tell I have only a rudimentary understanding of Rimworld modding.

are you sure you don't use sexperience? I think you loose recreation with a partner with low sex skill there

On 2/23/2024 at 9:43 AM, Blake81 said:

Is there any patch/addon that makes the Gauranlen Dryads spawn as something other than males?

nope changing their genders and genitals also wont make them fuckable either sadly (last time I've tested)

Posted

The RJW Patch for Harvest Organs Post Mortem is not working? It's on the RJW 1.4 Addons section but it's for 1.3. yesterday I tried to play with it anyway but no corpse would give me any part (not even normal ones). It gives this error:

JobDriver threw exception in toil FinishRecipeAndStartStoringProduct's initAction for pawn Ezequiel driver=JobDriver_DoBill (toilIndex=31) driver.job=(DoBill (Job_1740938) A=Thing_TableAutopsy1280094 B=Thing_MedicineHerbal1319161 C=(138, 0, 212))
System.NullReferenceException: Object reference not set to an instance of an object
  at (wrapper dynamic-method) Verse.ThingMaker.Verse.ThingMaker.MakeThing_Patch2(Verse.ThingDef,Verse.ThingDef)
  at (wrapper dynamic-method) rjw.SexPartAdder.rjw.SexPartAdder.recipePartRemover_Patch0(Verse.Hediff)
  at RJW_patch_Autopsy.NewMedicalRecipesUtilityPatch+<>c.<AddRjwParts>b__2_2 (Verse.Hediff hediff) [0x00000] in <a29d8b5d3f0b4f25a5da11230af9f3b6>:0 
  at System.Linq.Enumerable+SelectListIterator`2[TSource,TResult].ToList () [0x0002a] in <351e49e2a5bf4fd6beabb458ce2255f3>:0 
  at System.Linq.Enumerable.ToList[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x0001f] in <351e49e2a5bf4fd6beabb458ce2255f3>:0 
  at RJW_patch_Autopsy.NewMedicalRecipesUtilityPatch+<AddRjwParts>d__2.MoveNext () [0x0014d] in <a29d8b5d3f0b4f25a5da11230af9f3b6>:0 
  at System.Collections.Generic.List`1[T]..ctor (System.Collections.Generic.IEnumerable`1[T] collection) [0x00077] in <eae584ce26bc40229c1b1aa476bfa589>:0 
  at System.Linq.Enumerable.ToList[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x00018] in <351e49e2a5bf4fd6beabb458ce2255f3>:0 
  at RJW_patch_Autopsy.NewMedicalRecipesUtilityPatch+<AddRjwParts>d__2.MoveNext () [0x00049] in <a29d8b5d3f0b4f25a5da11230af9f3b6>:0 
  at System.Collections.Generic.List`1[T].InsertRange (System.Int32 index, System.Collections.Generic.IEnumerable`1[T] collection) [0x000db] in <eae584ce26bc40229c1b1aa476bfa589>:0 
  at System.Collections.Generic.List`1[T].AddRange (System.Collections.Generic.IEnumerable`1[T] collection) [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0 
  at Autopsy.MakeRecipeProductsPatch.Postfix (System.Collections.Generic.IEnumerable`1[Verse.Thing]& __result, Verse.RecipeDef recipeDef, Verse.Pawn worker, System.Collections.Generic.List`1[T] ingredients) [0x001aa] in <bb929a049fb24addbae394d7d0d5fe90>:0 
  at (wrapper dynamic-method) Verse.GenRecipe.Verse.GenRecipe.MakeRecipeProducts_Patch4(Verse.RecipeDef,Verse.Pawn,System.Collections.Generic.List`1<Verse.Thing>,Verse.Thing,RimWorld.IBillGiver,RimWorld.Precept_ThingStyle,Verse.ThingStyleDef,System.Nullable`1<int>)
  at Verse.AI.Toils_Recipe+<>c__DisplayClass3_0.<FinishRecipeAndStartStoringProduct>b__0 () [0x0013b] in <cd7169108ea74757aa50c5b33d275c15>:0 
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x001b0] in <cd7169108ea74757aa50c5b33d275c15>:0 
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
(wrapper dynamic-method) Verse.AI.JobUtility:Verse.AI.JobUtility.TryStartErrorRecoverJob_Patch1 (Verse.Pawn,string,System.Exception,Verse.AI.JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil ()
Verse.AI.JobDriver:ReadyForNextToil ()
Verse.AI.JobDriver:TryActuallyStartNextToil ()
Verse.AI.JobDriver:ReadyForNextToil ()
Verse.AI.Toils_Recipe/<>c__DisplayClass2_0:<DoRecipeWork>b__1 ()
(wrapper dynamic-method) Verse.AI.JobDriver:Verse.AI.JobDriver.DriverTick_Patch0 (Verse.AI.JobDriver)
Verse.AI.Pawn_JobTracker:JobTrackerTick ()
(wrapper dynamic-method) Verse.Pawn:Verse.Pawn.Tick_Patch1 (Verse.Pawn)
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)
Verse.Root_Play:Update ()

 

Posted (edited)
On 2/25/2024 at 4:13 PM, Skömer said:

nope changing their genders and genitals also wont make them fuckable either sadly (last time I've tested)

 

Actually, my colonists ARE fucking them. But it is kinda fucky (pun unintended). All dryads are set to male. However, if you check them with the Character Editor mod, they actually all have the sexuality set to "Asexual" for some reason, so if you want female colonists to fuck them, for instance, you gotta set "Allow Female Sex: All" on Sex Setting. Because if you have it set to NoHomo, it doesn't work. I think the problem is that Asexual thing, which can't be removed, even with the character editor.

Edited by Blake81
Posted (edited)
On 2/25/2024 at 4:13 PM, Skömer said:

are you sure you don't use sexperience? I think you loose recreation with a partner with low sex skill there

nope changing their genders and genitals also wont make them fuckable either sadly (last time I've tested)

 

I wasn't using sexperience.

 

So I figured out what's going on. In the 'Rimjobworld - Debug' mod options menu there is a toggle to disable recreation drain. So basically recreation drain is on by default and I suppose it's intended that they only get recreation need if they have appropriate traits/quirks? I don't really agree with this design decision but i'm glad theres a toggle to disable it.

Edited by DdodD
Posted

This text is machine translated.
I have a question about the Yuran RJW Addon. This mod is very nice, but in my environment, when the character uses the device, the animation is not displayed correctly. Texture errors squaring, flipping, and misalignment occur. I have reduced the mod as much as possible to check, but I don't know how to solve this problem, so can you help me?

Posted

Is there an accepted "safest" way to remove RJW from an ongoing save? I'm aware that removing any mod from a save is fraught with peril, let alone one with so many sweeping changes and alterations to pawns, believe me, so I'm not expecting it to be clean and easy. I've already deleted all the RJW objects I can find (humpokus, bionics, etc), but do I need to go through and delete body parts on every single pawn, that sort of thing?

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