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[mod] RimJobWorld


Skömer

AI  

1056 members have voted

  1. 1. Usage of AI / LLMs

    • Never used it / involuntarily used it because its automatically included everywhere
      295
    • Only a Handful of times
      263
    • Once a month
      56
    • Every week
      185
    • Daily
      257
  2. 2. Where do you use them?

    • It's part of my job
      220
    • For getting internet search results
      491
    • As a dictionary/for quick information
      317
    • For writing code/generating sprites
      205
    • For fun
      557
    • As a personal companion/partner
      110
    • For making art
      133


Recommended Posts

Posted
On 4/3/2024 at 6:34 AM, FlippyJippy said:

is the 1.5 on github usable? 

I tried with RJW and pretty much no other mods loaded. The game starts and you can go into RJW settings. But the dev console is spammed with errors until the limit, you can't do any dev console commands, and you can't do any interactions with RJW. So, nope not working for me.

Posted

The discord invite link doesn't work. I'm not banned and have fewer than 10 servers already joined. "Unable to accept invite" no matter what, different browsers, different devices.

Posted
On 3/17/2024 at 10:31 PM, Jptheman said:

Anybody know what the hediffs on the ferian girl in the pics for the mod are? I've never seen "fixed neuron" before.

I think thats the mind broken hediff with a particularly bad translation

Posted (edited)

EDIT: Found out why, I'm dumb. It was the "Aroused" add-on mod. IDK why it didn't work.

 

Got some errors popping up for my pawns "Needs Arousal". It had no major issues about a couple day ago on a fresh start and just I returned to it just today. Now I'm currently going through my 100+ mods to see what's the issue may be, but would be nice to get a response to lessen the load of going through the list. The error I'm getting is this:

 

(Elo is one of my pawns)

 

Error while determining if Elo should have Need Arousal: System.ArgumentNullException: Value cannot be null.
Parameter name: type
  at System.Activator.CreateInstance (System.Type type, System.Reflection.BindingFlags bindingAttr, System.Reflection.Binder binder, System.Object[] args, System.Globalization.CultureInfo culture, System.Object[] activationAttributes) [0x00003] in <eae584ce26bc40229c1b1aa476bfa589>:0 
  at System.Activator.CreateInstance (System.Type type, System.Object[] args) [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0 
  at (wrapper dynamic-method) RimWorld.Pawn_NeedsTracker.RimWorld.Pawn_NeedsTracker.AddNeed_Patch2(RimWorld.Pawn_NeedsTracker,RimWorld.NeedDef)
  at RimWorld.Pawn_NeedsTracker.AddOrRemoveNeedsAsAppropriate () [0x00028] in <cd7169108ea74757aa50c5b33d275c15>:0 
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch1 (string)
RimWorld.Pawn_NeedsTracker:AddOrRemoveNeedsAsAppropriate ()
RimWorld.Pawn_NeedsTracker:.ctor (Verse.Pawn)
System.Reflection.MonoCMethod:InternalInvoke (object,object[])
System.Reflection.MonoCMethod:DoInvoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.Reflection.MonoCMethod:Invoke (System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.RuntimeType:CreateInstanceImpl (System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo,object[],System.Threading.StackCrawlMark&)
System.Activator:CreateInstance (System.Type,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo,object[])
System.Activator:CreateInstance (System.Type,object[])
Verse.ScribeExtractor:SaveableFromNode<RimWorld.Pawn_NeedsTracker> (System.Xml.XmlNode,object[])
Verse.Scribe_Deep:Look<RimWorld.Pawn_NeedsTracker> (RimWorld.Pawn_NeedsTracker&,bool,string,object[])
Verse.Scribe_Deep:Look<RimWorld.Pawn_NeedsTracker> (RimWorld.Pawn_NeedsTracker&,string,object[])
(wrapper dynamic-method) Verse.Pawn:Verse.Pawn.ExposeData_Patch3 (Verse.Pawn)
Verse.ScribeExtractor:SaveableFromNode<Verse.Pawn> (System.Xml.XmlNode,object[])
Verse.Scribe_Collections:Look<Verse.Pawn> (System.Collections.Generic.List`1<Verse.Pawn>&,bool,string,Verse.LookMode,object[])
Verse.Scribe_Collections:Look<Verse.Pawn> (System.Collections.Generic.HashSet`1<Verse.Pawn>&,bool,string,Verse.LookMode)
Verse.Scribe_Collections:Look<Verse.Pawn> (System.Collections.Generic.HashSet`1<Verse.Pawn>&,string,Verse.LookMode)
RimWorld.Planet.WorldPawns:ExposeData ()
Verse.ScribeExtractor:SaveableFromNode<RimWorld.Planet.WorldPawns> (System.Xml.XmlNode,object[])
Verse.Scribe_Deep:Look<RimWorld.Planet.WorldPawns> (RimWorld.Planet.WorldPawns&,bool,string,object[])
Verse.Scribe_Deep:Look<RimWorld.Planet.WorldPawns> (RimWorld.Planet.WorldPawns&,string,object[])
RimWorld.Planet.World:ExposeComponents ()
RimWorld.Planet.WorldGenStep_Components:GenerateFromScribe (string)
RimWorld.Planet.WorldGenerator:GenerateFromScribe (string)
RimWorld.Planet.World:ExposeData ()
(wrapper dynamic-method) Verse.Game:Verse.Game.LoadGame_Patch4 (Verse.Game)
(wrapper dynamic-method) Verse.SavedGameLoaderNow:Verse.SavedGameLoaderNow.LoadGameFromSaveFileNow_Patch2 (string)
Verse.Root_Play/<>c:<Start>b__1_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__27_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()
 

Edited by last_hiro
Found answer to issue
Posted

....Is there like, a way to simply disable sex needs for my own characters and just have everything else be on the horny/rapey side? I don't know how to do this, it's either EVERYONE has to be horny, or not...also seems like animals aren't affected at all and never mess with my characters...

Posted

 

Ovipositors should generate eggs of there original owner species instead of their current owner just imagine an husky impregnating its owner with megaspider eggs because its owner decided to surgically attach a megaspider Ovipositor to the Horney pooch.

Posted

Anyone have a working CHJ Droid fix to where there's no sex drive on the Droid and Battle Droid respectively? 

I'll love you forever. 😛

Posted (edited)
On 4/8/2024 at 10:03 AM, WhiteGloveSociety said:

This has probably been asked 500 times, but are there any plans for 1.5? I've heard this update was more disastrous than 1.4 due to the change in the rendering system

 

Have been using RJW for quite a while and when 1.4 was released RJW took a couple days to maybe a week or two to get all its mods updated and working with the new DLC. I'm going to hazard a guess and say it would probably be the same thing or maybe a tiny bit longer this dlc to get everything updated and working.

Edited by Seengignpaipes
My grammar and formatting is horrible.
Posted
8 hours ago, Seengignpaipes said:

 

Have been using RJW for quite a while and when 1.4 was released RJW took a couple days to maybe a week or two to get all its mods updated and working with the new DLC. I'm going to hazard a guess and say it would probably be the same thing or maybe a tiny bit longer this dlc to get everything updated and working.

Just need a little bit of patience. A lot of other mods have not been updated too. So I will wait either way. Some mods might never get updated.

Posted (edited)
10 minutes ago, Fakenet said:

Just need a little bit of patience. A lot of other mods have not been updated too. So I will wait either way. Some mods might never get updated.

Most of the big workshop mods are already updated but yeah patience is all we need. Some of the behind the scenes changes made with 1.5 might be really good for RJW but could also delay the update. We shall see

Looking at the github there is work being done actively and an initial recompile for 1.5 is in testing. Could be sooner than we think

Edited by Sicon3
Posted
1 hour ago, Sicon3 said:

Most of the big workshop mods are already updated but yeah patience is all we need. Some of the behind the scenes changes made with 1.5 might be really good for RJW but could also delay the update. We shall see

Looking at the github there is work being done actively and an initial recompile for 1.5 is in testing. Could be sooner than we think

there has been work getting done for the past month since they announced and released a beta version so the teams had an extra month to work on it so far so it might be pretty soon or might be ready in a few weeks who knows. 

Posted
On 4/8/2024 at 8:51 PM, Joeynator3000 said:

....Is there like, a way to simply disable sex needs for my own characters and just have everything else be on the horny/rapey side? I don't know how to do this, it's either EVERYONE has to be horny, or not...also seems like animals aren't affected at all and never mess with my characters...

 

....Guess not, then. :c

Posted
51 minutes ago, Joeynator3000 said:

 

....Guess not, then. :c

Theres a way that I do it which doesnt eliminate sex need for colonists, but it makes it much more controllable, 

>Steamapps>Rimworld>Mods>RJW-Master>1.4>Defs>Statdefs>Stats

ctrl+f to find SexFrequency and you will see a list of shid that affects the rate that pawns become horny.

Find fertility, now increase the weight and the max. (Because I think physical health and fertility in reality has a massive impact on feelings) Mine looks like this.

            <li>
                <capacity>RJW_Fertility</capacity>
                <weight>1.0</weight>
                <max>5.0</max>
            </li>

Now, the contraceptive drug which greatly reduces fertility will also reduce sex need rate.

Ive also set my contraceptive drug to a little bit of a curve, so that its not just "max 10" and things like buffs still matter         

<stages>
            <li>
                <label>Contracepted</label>
                <capMods>
                    <li>
                        <capacity>RJW_Fertility</capacity>
                        <postFactor>0.5</postFactor>
                    </li>
                    <li>
                        <capacity>RJW_Fertility</capacity>
                        <offset>-0.4</offset>
                    </li>
                </capMods>
            </li>
        </stages>

 

I also have a heavily edited version of chillrjw where stages of private parts impact a pawns fertility (big nuts means big sperm makes sense) which looks like this

            <li Class="PatchOperationAdd">
                <xpath>/Defs/rjw.HediffDef_PartBase[@Name="NaturalPrivatePartPenis"]/stages/li[label="Micro"]</xpath>
                <value>
                    <capMods>
                    <li>
                        <capacity>RJW_Fertility</capacity>
                        <postFactor>0.25</postFactor>
                    </li>
                    </capMods>
                    <statOffsets>
                        <SocialImpact>-0.20</SocialImpact>
            <Vulnerability>0.20</Vulnerability>
                    </statOffsets>
                </value>
            </li>

 

Alongside licentia labs, you can have a lot of control over how level-headed, or feral you want a pawn to be, using alteration serums if you want a more permanent change, or fertility drugs for temporary. 

Posted
On 4/9/2024 at 10:56 PM, Hoddrock said:

 

Ovipositors should generate eggs of there original owner species instead of their current owner just imagine an husky impregnating its owner with megaspider eggs because its owner decided to surgically attach a megaspider Ovipositor to the Horney pooch.

I strongly agree. I actually was doing this a while ago, I had a futa giving my prisoners mega spider babies, but at some point I changed up my mod mix and started getting 'human eggs' (ew) and I have no idea how to even begin hunting down what changed.

Posted
23 hours ago, Sicon3 said:

Most of the big workshop mods are already updated but yeah patience is all we need. Some of the behind the scenes changes made with 1.5 might be really good for RJW but could also delay the update. We shall see

Looking at the github there is work being done actively and an initial recompile for 1.5 is in testing. Could be sooner than we think

Yep, it's very nice of Tynan to release the beta to the modcreators. All I need to know is that someone is working on any given mod or even intents to work on it.

Posted (edited)

The new animations in 1.5 will likely allow some great sex scenes. Probably can get knotting to work properly since the crawling already looks like it but reverse.

Edited by McflurryButtz
Posted (edited)
2 hours ago, Killallfurfags said:

Get rid of that abomination against God and Satan and put the old RJW image back up on the downloads page.

It was there for a few months as the last picture but loverslab randomly decided to rearrange the mod preview pictures for ALL mod pages site wide and I can't be assed to reupload all of them in the right order just for them to be rearranged for no reason at any time without warning again

Edited by Skömer
Posted

So I know that the Anomaly expansion mod practically dropped yesterday, but is too soon to inquire as to whether ghoul sex is a thing in this mod yet?  Besides the obvious issues with ghoul rape maybe making more ghouls (ghoulish babies?  Does ghoul bodily fluids convert people?), I was more just curious if the fact that since ghouls from the Anomaly expansion are totally excluded from the game's work system and are basically only combatants... can they even have sex?  Do body parts occasionally rot off?  Or will this mod be incompatible with ghouls?  I'm assuming that at least the Anomaly rituals might make it in (yes, everyone wants a sex ritual, there's literally already a mod on here for that.  But what about using the orgy rituals offensively...?).

 

Or is there already a separate thread somewhere...?

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