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[mod] RimJobWorld


Skömer

AI  

667 members have voted

  1. 1. Usage of AI / LLMs

    • Never used it / involuntarily used it because its automatically included everywhere
      190
    • Only a Handful of times
      165
    • Once a month
      37
    • Every week
      108
    • Daily
      167
  2. 2. Where do you use them?

    • It's part of my job
      133
    • For getting internet search results
      297
    • As a dictionary/for quick information
      191
    • For writing code/generating sprites
      122
    • For fun
      360
    • As a personal companion/partner
      76
    • For making art
      93


Recommended Posts

Posted
15 minutes ago, jouda852 said:

So i decided to try get one of my pawns pregnant. They had sex many times with humans and animals but nothing was happening so tried to pump the percentage to 100% on both bestiality and human pregnancies with no avail. Don't know if i'm stupid or i broke something.

...is the pawn actually fertile? Bumping up the pregnancy chance does nothing if either of the pawns is infertile.

 

Also, keep in mind that pregnancy is hidden in the early stage. Hence the 'discover pregnancy' surgery.

 

6 minutes ago, weirn said:

Good point and good to know. Considering you gave nimble +sex ability, you think slothful and to a lesser extent lazy lessen sex ability. 

Spectrum traits such as slothful (which is actually Industriousness trait with -2 degree) are a pain to patch. I'll try to figure those out how to do those at some point, but for now, only singular traits will be patched.

Posted
10 minutes ago, Zaltys said:

Spectrum traits such as slothful (which is actually Industriousness trait with -2 degree) are a pain to patch. I might try to figure those out at some point, but for now, only singular traits get ability adjustments.

Hmmm... you're right now that you mention it. What make a trait a spectrum trait though since I never heard that term coined before. Is it a trait that has many components to it or a trait that affects many things (everything) at once?

Posted
14 minutes ago, weirn said:

Hmmm... you're right now that you mention it. What make a trait a spectrum trait though since I never heard that term coined before. Is it a trait that has many components to it or a trait that affects many things (everything) at once?

It's just how they're set up in the core. See Traits_Singular.xml and Traits_Spectrum.xml.

 

Spectrum trait degrees can't be easily added as conflicting traits either. They're hard to work with in general.

Posted
16 minutes ago, Zaltys said:

It's just how they're set up in the core. See Traits_Singular.xml and Traits_Spectrum.xml.

 

Spectrum trait degrees can't be easily added as conflicting traits either. They're hard to work with in general.

Alright that definitely makes more sense now. Core feature definitely feels like a wall at times.

Posted

Ok so how sex drive is currently being handled is a bit odd and to a greater extent maybe a little extreme? To put this into perspective I did a little testing and got some really weird things going on. For one I have a colonists who are 20, 30, and 40 respectively and the 40 year old is more sexually active than the other two. The 20 year old is getting around a 40% age multiplier (so 35% sexdrive) and the 30 year old is getting roughly a 60% multiplier (54% sexdrive). The 40 year old's multiplier is 96% (86% sexdrive) he is exactly 44 so it's going down. Aliens that live longer on the other hand have really weird variables on their sex drive. If one lives for 1000 years, but is an adult at 20 and they have no sex drive.

 

Fertility on the other hand has way too much sway on sex drive as well. An IUD will take sexdrive from 100% down to 10-20%. Birth control methods are so you can have sex without having to worry about pregnancy why would a person's libedo drop that drasically. It would be better to have a weight between 30% or 10% since hormones do play a part just not that much. More importantly if affects prostitution a lot since you don't want them getting pregnant when your not ready for it. Even birth control would tank their libido since it drops fertility down to 20%. And, with abortions I have to divert time and resources to deal with something that is preventable, so it's either I use birth control and I just don't have prostitutes or I don't so I can have prostitutes. They are only useful when them and other are horny and some visitors spawn with IUDs.

 

I don't mind the stat though it seems to have brought back the problem before where certain pawns are not behaving as they should because their lifespan is too long.

Posted
3 hours ago, weirn said:

I did a little testing and got some really weird things going on. For one I have a colonists who are 20, 30, and 40 respectively and the 40 year old is more sexually active than the other two.

Can't do much about that. Ed made some adjustments to the fertility a couple of versions back, and the changes pushed the fertility curve to midlife for all races. Humans reached top fertility around age of 23 in my original version (since according to the research, humans are most fertile between 19-26). But now it caps somewhere around 35 years instead. 

 

As for the fertility affecting sex drive: I see the point about birth control, but tying sex drive to fertility is an effective method of ensuring that children and elderly don't constantly try to have sex. (Though I've known someone who was still sexually active at age of 103, so maybe old age has too much of an effect in rjw.)

 

I wonder if it'd be too unintuitive to show the standard fertility even when a pawn is under birth control (and then just block pregnancy during the aftersex checks)? Nah, that'd probably lead to players thinking that the birth control is not working... 

 

Here's the version of fertility code that I'm using in my private build, in case you want to give it a try. Should work better for aliens:

PawnCapacityWorker_Fertility.7z

Posted
2 hours ago, Zaltys said:

Can't do much about that. Ed made some adjustments to the fertility a couple of versions back, and the changes pushed the fertility curve to midlife for all races. Humans reached top fertility around age of 23 in my original version (since according to the research, humans are most fertile between 19-26). But now it caps somewhere around 35 years instead. 

 

humans max out fertility at 18

Posted

So I was looking at the new Dragonian mod, and it introduces an oestrum effect (basically, seasonally going into heat) period for them, but it only seems to add an energy and mood effect.  So first I thought, "Hmm, it should probably add in a sex-need or fertility effect too, right?" Which in turn made me realize there are probably many other races which should have their own seasonal rut period, not just the Dragonians.

 

So my suggestion is that, if it's feasible, maybe create some sort of event that fires on pawns of specific races on X day that increases fertility and sex need, and a corresponding day that returns it to normal later. That way each race with its own breeding season won't need a custom-tooled event for each one.

 

 

Posted
8 hours ago, Zaltys said:

Can't do much about that. Ed made some adjustments to the fertility a couple of versions back, and the changes pushed the fertility curve to midlife for all races. Humans reached top fertility around age of 23 in my original version (since according to the research, humans are most fertile between 19-26). But now it caps somewhere around 35 years instead. 

 

As for the fertility affecting sex drive: I see the point about birth control, but tying sex drive to fertility is an effective method of ensuring that children and elderly don't constantly try to have sex. (Though I've known someone who was still sexually active at age of 103, so maybe old age has too much of an effect in rjw.)

 

I wonder if it'd be too unintuitive to show the standard fertility even when a pawn is under birth control (and then just block pregnancy during the aftersex checks)? Nah, that'd probably lead to players thinking that the birth control is not working... 

 

Here's the version of fertility code that I'm using in my private build, in case you want to give it a try. Should work better for aliens:

PawnCapacityWorker_Fertility.7z

Ah I see there is a little miscommunication. Fertility is not the problem just the weighting of it. You do make a fair point about children and elderly though again an adjustment to the weighting will not prevent you from getting the desired effect. I tested .3 weighting and it drops sexdrive down to 70% this is more manageable and acceptable.

8 hours ago, Zaltys said:

(Though I've known someone who was still sexually active at age of 103, so maybe old age has too much of an effect in rjw.)

This is my main concern since it adversely affects a lot of aliens. Yes they probably will not have as much sex though younger ones get gimped in sex drive quite badly. Age in general has way too much of an effect on sex drive which is the problem. The 40 year old is more sexually active than those younger than him because of his age not his fertility. Give age a weighting of .3 that way a pawn with a fertility of 0% with an age multiplier of 0% will have a sex drive of 40% max. This is fairly balanced. Elderly will still have sex but not that frequently, same with minors. (I live near a city and teenage pregnancy is more than you'd expect I remember my brother mentioning it about the high school he goes to. Been living here a few years by now it's a nice place, but the local government is odd here in North Carolina.)

Posted
23 minutes ago, weirn said:

Give age a weighting of .3 that way a pawn with a fertility of 0% with an age multiplier of 0% will have a sex drive of 40% max. This is fairly balanced.

Not sure what you mean by age weighting. StatPart_Age is a curve, and lowering it to max 0.3 would make everyone have almost nonexistent sex drive.

Posted
2 hours ago, Ruv424242 said:

Is it normal for necros to not receive any satisfaction from corpse fornication?

 

edit: Nvm I must have screwed something up 

Nah, you didn't. That's a bug, though I've already already fixed in the next merge.

In the current release version (or rather, in all published versions), partners with minimal sex ability give no satisfaction. Which is a problem for necros - and possibly also zoophiles, depending on the target.

 

Necrophilia wasn't even working until a few updates back, so I guess that's why nobody noticed it until now.

Posted

Had an 'Infinite stat recursion' error pop up. v1.9.3

Didn't cause any noticeable issues in game, but it did appear a couple times.

 

Spoiler

image.png.b0a24846d10a91bd0270457faf1caecb.png

Posted
5 hours ago, Omegaman said:

Had an 'Infinite stat recursion' error pop up. v1.9.3

Didn't cause any noticeable issues in game, but it did appear a couple times.

Yeah, I've seen that a few times. But couldn't track down what's causing it. 

So instead I rewrote the whole genitalia handling code (and got rid of the dummy privates while at it). Should be in the next merge, if it gets approved.

 

4 hours ago, StarlightG said:

I seem to be having a weird issue in that if I set a colonist to be bred, wild animals will try and mount them

Do you have 'Enable CP rape by animals' option enabled? ...it was intended to work for caravan animals in addition to pets/livestock, but come to think about it, that could trigger for wild ones too. Though that'd require the animal having line of sight to your colonist, which should be uncommon in most colonies. 

 

I guess you have an open colony with no outer walls?

Posted
8 hours ago, veedanya said:

So I was looking at the new Dragonian mod, and it introduces an oestrum effect (basically, seasonally going into heat) period for them, but it only seems to add an energy and mood effect.  So first I thought, "Hmm, it should probably add in a sex-need or fertility effect too, right?" Which in turn made me realize there are probably many other races which should have their own seasonal rut period, not just the Dragonians.

Two things to note: it also adds the nympho trait to them, and seems to happen every winter, thus it must be tied to the season changes, which is interesting.

 

On another, i've tried the multiplayer mod with this, and oddly enough, although inconsistent, it does seem to work, the major issues come from the multiplayer mod itself...

 

Third note... Wild mode + animals can rape CP = constant wildlife fucking and rape notifications. Enable rape beatings along, and the world becomes a warzone, blood everywhere...

Posted

I have a single pawn so their toilet is out front in the open, the rest of the base is fine so it's very noticeable whenever they step out to go potty half the animals on the map charge her, while funny, not what I was going for this playthrough >.<

Posted
40 minutes ago, StarlightG said:

I have a single pawn so their toilet is out front in the open, the rest of the base is fine so it's very noticeable whenever they step out to go potty half the animals on the map charge her, while funny, not what I was going for this playthrough >.<

Disable wildmode.

Posted

So i've been wondering if it is possible to have the "growing up phase" from Children and Pregnancy while having RJW enabled. Because when my pawn gives birth the newborn automatically wants to haul 600 units of steel and do other things. Which just gives me pain in my immersion sensors... I tried to play with load order but with no avail.

 

Also for some reason all of my pawns have sex with animals even though they don't have zoophile trait. And even when their sex need is at 95~%.

Posted
15 hours ago, red3dred said:

Two things to note: it also adds the nympho trait to them, and seems to happen every winter, thus it must be tied to the season changes, which is interesting.

 

On another, i've tried the multiplayer mod with this, and oddly enough, although inconsistent, it does seem to work, the major issues come from the multiplayer mod itself...

 

Third note... Wild mode + animals can rape CP = constant wildlife fucking and rape notifications. Enable rape beatings along, and the world becomes a warzone, blood everywhere...

 

Well, the nympho trait effect doesn't seem like a great design, since it obviously causes problems if the pawn already has a nympho trait in the first place, making it have no real effect. And then there's the whole issue about the event trying to remove nympho after the mating period (particularly if it's a trait that's locked in by the scenario settings), and the issue of max character traits... too many things that could go wrong. A much more ideal thing would be to make it a hediff or "disease" with effects that wears off over time.

 

And if we use a universal mating season event as previously mentioned, the whitelist for compatible races could be reserved strictly for humanoid pawns. Or maybe a settings toggle between humanoids, animals, or both. Fairly easy workarounds.

Posted
9 hours ago, jouda852 said:

So i've been wondering if it is possible to have the "growing up phase" from Children and Pregnancy while having RJW enabled. Because when my pawn gives birth the newborn automatically wants to haul 600 units of steel and do other things. Which just gives me pain in my immersion sensors... I tried to play with load order but with no avail.

not possible, your pregnancy mod not supported

rjw human kids dont do hauling until 4?

Posted
10 hours ago, Zaltys said:

 

satisfy function is broken when fapping, since partner is null

force birthed children have no assigned genitals, no idea if they get comps, save\load doesnt fix it

*falls asleep*

 

image.png

Posted

After building a worker droid from ChJees Android mod, the errors below repeat regularly:

 

Exception in Verse.AI.ThinkNode_Priority TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at rjw.ThinkNode_ConditionalCanRapeCP.Satisfied (Verse.Pawn p) [0x00000] in <filename unknown>:0 
Exception in Verse.AI.ThinkNode_Priority TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at rjw.ThinkNode_ConditionalNecro.Satisfied (Verse.Pawn p) [0x00000] in <filename unknown>:0 
Exception in Verse.AI.ThinkNode_Priority TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at rjw.ThinkNode_ConditionalBestiality.Satisfied (Verse.Pawn p) [0x00000] in <filename unknown>:0 
 

I'd guess it'd related to the food need check:

 

    if (p.needs.food.Starving || !xxx.is_healthy_enough(p))

 

since worker droids and battle droids have no food need.  Adding (p.needs.food != null && p.needs.food.Starving) might fix that.

 

Also, since 1.9.3, a married couple (that had never had sex with anyone else over the last year of the colony's life) suddenly start lovin' animals regularly, even with their sex need above 90%.  Wild Mode is off, zoophilia and animal-on-animal are on.

Posted
19 hours ago, red3dred said:

 

Third note... Wild mode + animals can rape CP = constant wildlife fucking and rape notifications. Enable rape beatings along, and the world becomes a warzone, blood everywhere...

Wait, are animals supposed to cause rape beatings too? Because I've never seen this happen in any variety of RJW: animals seem to breed comfort prisoners and colonists alike like true gentlemen. I was kind of surprised that mating with an angry horse has zero side-effects.

 

Also, is there any way to adjust what kinds of mental breaks are appropriate for specific moodlets? Because Catatonia and Sad Wander both seem like mental breaks that should be on the list: my comfort prisoners always berserk.

 

Finally, it's kind of weird that unconscious comfort prisoners are invalid targets due to not being healthy enough. If you're already ignoring consent, then consciousness seems like a weird hang-up. This can also cause problems when the only valid pawn on the map is unconscious and your colonist is sexually frustrated: he/she will just stand in one place until you give an order or the target heals up enough, which is frustrating for the player.

 

Addendum: is there a .xml file that I can edit to get rid of the automatic zoophile acquisition? It's causing more trouble than it's worth.

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