McLovin3 Posted February 16, 2024 Posted February 16, 2024 (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 Â 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 February 16, 2024 by McLovin3
Ed86 Posted February 16, 2024 Posted February 16, 2024 6 hours ago, McLovin3 said: Â 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
Blake81 Posted February 17, 2024 Posted February 17, 2024 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?
DdodD Posted February 18, 2024 Posted February 18, 2024 (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. Â 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? Â Edited February 18, 2024 by DdodD
TheWickedOne313 Posted February 18, 2024 Posted February 18, 2024 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) Â
Ed86 Posted February 20, 2024 Posted February 20, 2024 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
happibox Posted February 20, 2024 Posted February 20, 2024 can't screw the friendly mechs, anyone having a similar issue?
DerPeter Posted February 23, 2024 Posted February 23, 2024 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: Â 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 () Â
Blake81 Posted February 23, 2024 Posted February 23, 2024 Is there any patch/addon that makes the Gauranlen Dryads spawn as something other than males?
DerPeter Posted February 24, 2024 Posted February 24, 2024 Another log with issues concenrning job queueing: This issue was repeated 6 times over 6 seconds. Â 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 () Â
DdodD Posted February 24, 2024 Posted February 24, 2024 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.
Bingusasdf Posted February 24, 2024 Posted February 24, 2024 On 2/16/2024 at 2:41 PM, Ed86 said: you should write patch for that mod gib code
DdodD Posted February 25, 2024 Posted February 25, 2024 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.
SingleForLife Posted February 25, 2024 Posted February 25, 2024 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.
DdodD Posted February 25, 2024 Posted February 25, 2024 (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 February 25, 2024 by DdodD
Skömer Posted February 25, 2024 Author Posted February 25, 2024 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)
EZDK Posted February 26, 2024 Posted February 26, 2024 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 () Â
Blake81 Posted February 26, 2024 Posted February 26, 2024 (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 February 26, 2024 by Blake81
jojo12342 Posted February 27, 2024 Posted February 27, 2024 Am i the only one, where the genitals for "Fantasy goblins updated" are not working? Like they are not visible
DdodD Posted February 27, 2024 Posted February 27, 2024 (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 February 27, 2024 by DdodD
haku693 Posted February 28, 2024 Posted February 28, 2024 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?
Vanitri Posted March 1, 2024 Posted March 1, 2024 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?
Ed86 Posted March 1, 2024 Posted March 1, 2024 2 hours ago, Vanitri said: 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? remove/disable mod in mod menu remove drug policies save/load fix remaining errors? if it works - it works, if not - new game works
Phaze Star Posted March 1, 2024 Posted March 1, 2024 Does anyone know why I cannot assign characters as hero or change their concent? The RJW section only lets me see quirks, there is no button to assign these roles. (The only DLC I have is Biotech if that maters)
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