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[mod] RimJobWorld


Skömer

AI  

656 members have voted

  1. 1. Usage of AI / LLMs

    • Never used it / involuntarily used it because its automatically included everywhere
      188
    • Only a Handful of times
      162
    • Once a month
      36
    • Every week
      106
    • Daily
      164
  2. 2. Where do you use them?

    • It's part of my job
      132
    • For getting internet search results
      290
    • As a dictionary/for quick information
      187
    • For writing code/generating sprites
      121
    • For fun
      356
    • As a personal companion/partner
      75
    • For making art
      92


Recommended Posts

Posted
On 1/26/2019 at 3:05 PM, Zaltys said:

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.

The weighting on the sex drive stat. You know how relevant it is on affecting the sex drive stat. I know it's a curve, but what I'm saying is change how much the curve affects the sex drive stat. So for example you have a variety of values lets say 100, 20, 50, and 40 out of 100. Under these circumstance we would normally find the mean. So we add giving us 210 out of 400. Then divide it giving us a percent value of 52.5%.

 

If these values were weighted it means that they only affect a percent of the final value. So we follow the normal process but you only add values that are relevant to each other first. So lets say 100 and 20 have a 50% weighting and 50 has a 20% weighting and 40 has a 60% weighting.

 

First we add 100 and 20 this gives us 120, then divide by 200 (all values still out of 100) giving us .6 we are not done though. then we multiply .6 by .5 giving us .3 from here we hold onto that value.

 

Now we have the solve the rest following the same process since both 50 and 40 are alone and weighted solving them is much easier. So 50/100= .5 then multiply solution by weighted value meaning .5 x .2= .1

 

Then move onto our last set of number in this case 40. Again find the percent so 40/100=.4 and multiply .4 x .6= .24

 

This leads us to the final step adding the weighted solutions together which is easy because I intentionally set the weighted values (not to be confused with the weighted solution) to add up to 1 (100%). So we add the weighted solutions .3+.1+.24=.64 This leaves up with a percent value of 64%.

 

So actually I was wrong in my previous statement if both fertility and age were weighted by .3 it would drop sexdrive down to 70%. It wouldn't drop sexdrive down to an nonexistent value though because it's weighted. If you look in the stats.xml and look under sex frequency you can see most of them are weighted. It's also weighted in a way that is quite mess I might add since there is also .1 and .2 in there and .6 and .4 by themselves add up to 1 so the math gets really crazy then. Also I should add that I am getting around to a test where I am weighting the curve already though I already have a rough idea on how sexdrive is goung to react. As a matter of fact now that I have done some weighted math it has reinforced my suspicion since rimworld does use weighting to calculate stats that don't fit in a defined category (hunting requires both animal and shooting to determine stealth). I'm also providing a link that that gives a quick rundown of how to calculate weighted values for grades since sexdrive only goes to 100% unless you have a stat that adds a flat vale to the final percent which is the only way to go above 100%. Calculating weighted values is a confusing and messy endeavor because it depends on how it's done (whole values and percent values in weighting are handled slightly differently). Overall weighting is the importance of a value on your final value and they will never affect more than their weighted value. Hope what I have provided explains what I'm trying to get at.

 

https://www.reference.com/education/calculate-weighted-grade-raw-course-grade-125267d456079304

https://www.wikihow.com/Calculate-Weighted-Average

Posted
7 minutes ago, Dargaron said:

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.

If you have notepad++ this is what you can do (I don't know either but this is what I do to find what I need) hit ctrl+f it will bring up a special kind of find menu.

 

  1. Click on the find in files tab.
  2. Set the directory path to your RJW folder
  3. Type in Zoophile
  4. A list will show up with lines where zoophile is in along with the name of the file that it was found under.
  5. Check under the provided files that you believe it can be found in and you should eventually find what your looking for
  6. Make sure you have visual studios 2017 because editing the files in RJW usually requires a new DLL especially if you edited a file under source
  7. Once you edited the file click on RimJobWorld.Main and before you click on run make sure it is set on release not debug

In terms of editing mental breaks not really sure since most of them are base game stuff which can be hard to edit.

 

 

Posted
4 hours ago, Ed86 said:

satisfy function is broken when fapping, since partner is null

Would be better to check for null in xxx.is_animal (since otherwise everything that calls it needs null check), but I suppose I can add it to satisfy itself.

4 hours ago, Ed86 said:

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

They get the comps, and the genitalia base, but genitalia helper doesn't give them the hediffs. Been like that for as long as I remember.

 

Is that not intended? I've been told that we don't want to add genitalia for babies. For reasons that are bit unclear to me.

 

Edit: Ah, there's this code in HeDiff_HumanlikePregnancy.cs and patches.pregnancy.cs...

baby.health.hediffSet.Clear();

...which automatically strips all hediffs from babies. Which includes genitalia. Again, not my code, so no idea if that's intended.

Posted

it seems like i cant harvest an animals genitals unless its been injured and knocked down.. is that intended or a bug? ive tried knocking them out with anaesthesia but that doesn't seem to work 

Posted
2 hours ago, GreatFez said:

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

Replaced it with `(!p.needs?.food?.Starving) ?? true`.

2 hours ago, GreatFez said:

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.

Yeah, pawns without the traits may still occasionally give zoophilia or necrophilia a try. Otherwise it'd be impossible for anyone to gain those traits. And considering that it only happens once per year on default values and it takes ten instances to actually gain the trait, I don't really want to make it any rarer than it already is. Though adding a modifier for having a partner is a good idea.

 

Keep in mind that you can always stop it from happening by drafting the colonist. That's why the alert is enabled by default.

36 minutes ago, RoxyLalonde said:

it seems like i cant harvest an animals genitals unless its been injured and knocked down.. is that intended or a bug? ive tried knocking them out with anaesthesia but that doesn't seem to work 

Schedule the operation, and make sure that you have an animal bed (sleeping spot in vanilla) that's set to medical. Eventually the animal will be moved there, if your colonists are not busy with other things.

1 hour ago, Dargaron said:

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.

Depends on their wildness/petness values. Tamed animals rarely do that, unless they have high base wildness.

 

Zoophiles who target wild animals can also get attacked, but they're generally smart enough to pick 'safer' targets. Though it's definitely working, since I just watched a muffalo chase someone around a map after a failed attempt.

 

(Also, if the colonist is drunk or high, they can make really stupid decisions when picking targets.)

1 hour ago, Dargaron said:

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.

Agreed, but that's always been part of the mod for whatever reason. I did recently add code that makes pawns with Psychopath trait skip the 'can be awake' check, but I'm not quite sure if it's actually working. It might be checked again in other places, there's a lot of redundant code.
Posted
1 hour ago, weirn said:

If you have notepad++ this is what you can do (I don't know either but this is what I do to find what I need) hit ctrl+f it will bring up a special kind of find menu.

 

  1. Click on the find in files tab.
  2. Set the directory path to your RJW folder
  3. Type in Zoophile
  4. A list will show up with lines where zoophile is in along with the name of the file that it was found under.
  5. Check under the provided files that you believe it can be found in and you should eventually find what your looking for
  6. Make sure you have visual studios 2017 because editing the files in RJW usually requires a new DLL especially if you edited a file under source
  7. Once you edited the file click on RimJobWorld.Main and before you click on run make sure it is set on release not debug

In terms of editing mental breaks not really sure since most of them are base game stuff which can be hard to edit.

 

 

Unfortunately, nothing came up in Notepad++ about adding the Zoophile trait. Just describing it and using it as a conditional.

 

27 minutes ago, Zaltys said:

Depends on their wildness/petness values. Tamed animals rarely do that, unless they have high base wildness.

 

Zoophiles who target wild animals can also get attacked, but they're generally smart enough to pick 'safer' targets. Though it's definitely working, since I just watched a muffalo chase someone around a map after a failed attempt.

 

(Also, if the colonist is drunk or high, they can make really stupid decisions when picking targets.)

Agreed, but that's always been part of the mod for whatever reason. I did recently add code that makes pawns with Psychopath trait skip the 'can be awake' check, but I'm not quite sure if it's actually working. It might be checked again in other places, there's a lot of redundant code.

Does the game distinguish at all between consensual and non-consensual animal mating? Because on the one hand, I get the notification that a tamed animal is attempting to rape a designated CP, but the moodlet only seems to count whether or not the target is a zoophile, and I've never seen a pawn take any damage, even from a 60% wildness Muffalo. This is in sharp contrast to the massive bites that human pawns cause (and I'm pretty sure an Orassian would cause instant death). The assumption seems to be that a Zoophile always views sex with an animal to be a positive. That seems...really wonky, especially given how easy it is to acquire the trait. Maybe restrict Zoophile acquisition to pawn-initiated acts? Or have a separate trigger with a significantly higher interaction count (at least to make it comparable to acquiring Masochist)?

 

Would you consider adding either Bloodlust or Rapist to the bypass on the "is_awake" check? Psychopath seems really specific.

Posted
1 hour ago, Zaltys said:

Yeah, pawns without the traits may still occasionally give zoophilia or necrophilia a try. Otherwise it'd be impossible for anyone to gain those traits. And considering that it only happens once per year on default values and it takes ten instances to actually gain the trait, I don't really want to make it any rarer than it already is. Though adding a modifier for having a partner is a good idea.

 

Ah, alright.  Once a year or so would be fine.  It seems to be happening closer to once every couple of days (she had the 'Bred by animal' debuff stacked to x2 at least once that I saw), but maybe I've got something else working oddly.  Some of the animals involved are marked as breeders; perhaps that's having an effect.

 

Oh, also, droids and androids with no genitals seem to be fire a 'Detected infinite stat recursion when evaluating Reproduction' error, though it's easy enough to fix by using dev mode to throw on some genitals.  Even a hydraulic anus seems to prevent the error.

Posted

 

7 hours ago, weirn said:

<lots of math>

The curve is not weighted. The first value is the age (as scaled to the lifeExpectancy; 1.5 is 1.5x times the lifeexpectancy). The second value is a flat multiplier.

 

Here's the age curve from the latest merge:

Vty9QfI.jpg

x is multiplier, y is lifespan (converted to human years for easy reading).

 

It starts at massive negative modifier for babies (to ensure that they have no sex drive), then reaches 1.3x modifier in late teens and drops from there.

 

Could use some tuning, but it works as intended.

Posted
3 hours ago, Dargaron said:

Does the game distinguish at all between consensual and non-consensual animal mating?

Yep. There's different thought if the act is initiated by the colonist. But only if the colonist doesn't have zoophile or masochist traits. The latter two always get a positive mood boost from it, regardless of violence level.

 

There's a whole can of worms about it that I don't want to get into. "Animals can't consent", and all that.

3 hours ago, Dargaron said:

I've never seen a pawn take any damage, even from a 60% wildness Muffalo.

Most animals dish out so much damage that they're almost guaranteed to kill the colonist if that triggers. Also, once they go hostile, they stay hostile until downed or killed: there's no social fighting for non-humans. So it's probably best to keep it rare.

3 hours ago, Dargaron said:

Maybe restrict Zoophile acquisition to pawn-initiated acts? Or have a separate trigger with a significantly higher interaction count (at least to make it comparable to acquiring Masochist)?

Trait gain is Ed's addition, and I don't go messing around with his code without permission. (...or I try not to, anyway. Sometimes it's hard to tell, this project has had a lot of contributors.)

3 hours ago, Dargaron said:

Would you consider adding either Bloodlust or Rapist to the bypass on the "is_awake" check? Psychopath seems really specific.

Yeah, Rapist trait should probably bypass a lot of the checks. I'll see what I can do. Don't want to go overboard with it. With the random rape job enabled, adding too many bypasses might make Rapist the most annoying trait in the game.

 

Especially when there's no law and punishment system. If someone from a visiting caravan decides to rape one of your colonists, there's not a lot you can do about it...

Posted
4 hours ago, Zaltys said:

Especially when there's no law and punishment system. If someone from a visiting caravan decides to rape one of your colonists, there's not a lot you can do about it...

I have not tested this for some time now, but, I -believe- you get one "free pass" for friendly fire from visiting caravans. It's meant to make it so they don't kill you if a stray shot from a guard aiding them hits one, but, I did once use it to execute a psychotic pyromaniac from burning down my base. If you can kill the NPC in a single shot, it seems all it does is lower relations a bit, no counter-attack. 

Posted
6 hours ago, Zaltys said:

 

The curve is not weighted. The first value is the age (as scaled to the lifeExpectancy; 1.5 is 1.5x times the lifeexpectancy). The second value is a flat multiplier.

 

Here's the age curve from the latest merge:

Vty9QfI.jpg

x is multiplier, y is lifespan (converted to human years for easy reading).

 

It starts at massive negative modifier for babies (to ensure that they have no sex drive), then reaches 1.3x modifier in late teens and drops from there.

 

Could use some tuning, but it works as intended.

No no I got that I'm not actually saying the curve is weighted. As it turns out the game won't weight a curve. I was saying the value gets weighted though I'm surprised babies need such a large negative modifier. I thought the mod prevents that from happening with the age restriction. Then again it is a safe precaution to take. Unfortunately your image is not showing up for me. Though I can get the idea. Anyways alien races seem to have a problem with the curve the longer the lifespan. Not sure why which is why I was testing with weighting. For the most part as I said the game won't weight the curve might be too much for it or just not something the game can do. I'm mostly trying to figure it out for aliens so far not much luck. Though I'm certain a solution for it will turn up sooner or later.

 

Oh yeah almost forgot to mention human colonists stopped lovin' each other, aliens are still having at it though.

Posted
9 hours ago, RoxyLalonde said:

it seems like i cant harvest an animals genitals unless its been injured and knocked down.. is that intended or a bug? ive tried knocking them out with anaesthesia but that doesn't seem to work 

If it's wild it's intended otherwise probably a bug. You should be able to perform surgery on your own animals though.

Posted
9 hours ago, Zaltys said:

 

Yeah, Rapist trait should probably bypass a lot of the checks. I'll see what I can do. Don't want to go overboard with it. With the random rape job enabled, adding too many bypasses might make Rapist the most annoying trait in the game.

 

maybe for targets replace 

is_healthy_enough()

with

 is_not_dying() and add check if they are awake

probably also need to edit interactions for unconscious pawns so they dont get memories or give blowjobs while "asleep"

Posted

v1.9.4
Zaltys:
[FIX] Extended the list of jobs that can be interrupted by whores, this should make whores considerably more active.
[FIX] Animals with non-standard life-stages were not considered valid targets for various jobs. Fixed by adding a check for lifestage reproductiveness.
[FIX] Engaging in lovin' with partners that have minimal sex ability (such as corpses) could result in the pawn getting no satisfaction at all, causing them to be permanently stuck at frustrated. Fixed by adding a minimum. (Humpshroom addiction can still result in zero satisfaction.)
[BALANCE] Made pawns less likely to engage in necrophilia when sated.
[BALANCE] Added vulnerability modifiers to a few core traits (Wimp, Tough, Masochist,..)
[FEATURE] Added crocodilian penis for some animal species. (Alligator, crocodile, quinkana, sarcosuchus, etc)
[CORE] Consolidated common sex checks into a single thinknode (ThinkNode_ConditionalSexChecks), which makes it easier to include/update important checks for various jobs.
[CORE] Removed dummy privates, wrote a new comp for automatically adding genitalia when the pawn is spawned. Far faster than the old method of doing it. Should be compatible with old saves, though some weirdness may occur.
[CORE] Added a basic but functional sexuality tracker (similar to Kinsey scale) to the above comp. Currently hidden from players and not actually used in calculations, just included as a proof of concept.
[FIX] Added some null checks.
[FIX] Removed a bad check from CP rape, should now work at intended frequency.
[FIX] Some thinktree fixes for pawns that don't need to eat.
[BALANCE] Made pawns less likely to engage in zoophilia if they have a partner. Unless the partner is an animal (there's mods for that).
[BALANCE] Made pawns slightly less likely to engage in necrophilia if they have a partner.

 

Ed86:
raping broken prisoner reduces its resistance to recruit attempts
fixed fertility wrong end age curve
fixed pregnancies for new parts comp
added futa and parents support for vanila/debug preg
 

 

rjw_1.9.4.7z

Posted
On 1/26/2019 at 8:44 PM, weirn said:

(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.) 

OT: One of school institutions of upper secondary tier in my town (I believe a school of economics) was (or maybe still is) colloquially known as "School of childbirth" due to the number of teen pregnancies there.

 

 

1 hour ago, Ed86 said:

[BALANCE] Made pawns less likely to engage in zoophilia if they have a partner. Unless the partner is an animal (there's mods for that).

I'm sickened, but curious and will require further information.

Posted

I got some weird stuff happening here. One of colony dogs acts very strange - it literally fucks with every colonist. I did not marked anyone as CP or breeder or whatever, I started new game twenty minutes ago and did not even finished building camp. The dog is female, I saw sex being initiated both by it or by one of the colonists. Always marked as consensual. All colonists have different trait sets, but no zoofiles or psychopaths.

 

RJW is in the end of mod list, I am using the latest version, wild mode is definitely disabled, no errors occuring in process. Got four dogs in colony but only one of them acts this way, though they all are almost similar. Not like this troubled me much (actually helped, nobody is horny anymore), but I don't think that a dog should act as a whore by its own initiative. Unless I missed something in update.

Posted
2 hours ago, Anonymous said:

I'm sickened, but curious and will require further information.

 

1 hour ago, Etherwind said:

Yeah, I'm kinda curious now, too. Is a mod like that available somewhere?

Only mod I know, but haven't tested, is Marriage Collar

Posted
2 hours ago, Recruit46 said:

I got some weird stuff happening here. One of colony dogs acts very strange - it literally fucks with every colonist. I did not marked anyone as CP or breeder or whatever, I started new game twenty minutes ago and did not even finished building camp. The dog is female, I saw sex being initiated both by it or by one of the colonists. Always marked as consensual. All colonists have different trait sets, but no zoofiles or psychopaths.

you either has debug always loving

or its the hottest dog in your colony and your pawns prefer it to other humans

 

Posted
On 1/27/2019 at 1:30 PM, 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.

 

 

22 hours ago, Ed86 said:

not possible, your pregnancy mod not supported

 

 

What isn't working?

I play with RJW 1.9.3 and CnP with this dll

 

and both mods seem to work fine together. I have RJW's pregnancies enabled and when my pawns give birth I get the babies from CnP.

The only thing that isn't working is lactating and because of this no breastfeeding.

 

Why was RJW's CnP-support removed in the first place? There are so many remarks about CnP in the source..

Can you put it back in please?

Or a check that adds CnP's lactating hediff on childbirth when this mod is enabled?

Posted
19 minutes ago, saltysalty said:

What isn't working?

I play with RJW 1.9.3 and CnP with this dll

 

and both mods seem to work fine together. I have RJW's pregnancies enabled and when my pawns give birth I get the babies from CnP.

The only thing that isn't working is lactating and because of this no breastfeeding.

 

Why was RJW's CnP-support removed in the first place? There are so many remarks about CnP in the source..

Can you put it back in please?

Or a check that adds CnP's lactating hediff on childbirth when this mod is enabled?

everything

rjw childs cant move for 1 year and, i think, cant haul until 4yo

i assume CNP child's cant move either

 

because:

-cnp is dead

-dude that was doing rjw-cnp patches commented them out in b1.8->1.0 and went silent

-i dont want to deal with cnp pregnancies problems

 

its because alot of preg code is borrowed from cnp

no and i dont want to

i can try

Posted

emm, in my last play i had a human child and he could walk inmediateley, the baby went by himself for his food and to bed, and started working on research, does that mean i had a genius? maybe because he inherited the trait jogger from the mother, and no i dont have any other mod that has pregnacies for humans

Posted
1 hour ago, Deathend said:

emm, in my last play i had a human child and he could walk inmediateley, the baby went by himself for his food and to bed, and started working on research, does that mean i had a genius? maybe because he inherited the trait jogger from the mother, and no i dont have any other mod that has pregnacies for humans

By 'last play', do mean that you weren't using the newest version of the mod? Please don't report bugs from old versions, things change too quickly.

 

(I really need to get around to checking the birth code regardless, at some point. As I mentioned on the previous page, it automatically strips babies of genitalia, need to test if they actually get those back once they grow up old enough to lose the baby hediff.

 

...unless Ed already fixed that.)

 

11 hours ago, Ed86 said:

probably also need to edit interactions for unconscious pawns so they dont get memories or give blowjobs while "asleep"

I anticipated that when writing the method, the interactions already include modifiers for unconsciousness and such. So no handjobs from unconscious or dead pawns, etc.

 

Though they currently do get memories/modifiers from being raped, even if unconscious. I'll put that one on the to-do list.

Posted
9 hours ago, Recruit46 said:

I got some weird stuff happening here. One of colony dogs acts very strange - it literally fucks with every colonist. I did not marked anyone as CP or breeder or whatever, I started new game twenty minutes ago and did not even finished building camp. The dog is female, I saw sex being initiated both by it or by one of the colonists. Always marked as consensual. All colonists have different trait sets, but no zoofiles or psychopaths.

Like Ed said, that dog might actually be considered the 'hottest' thing in your colony. There's a large negative modifier for non-zoos, but combination of various factors (such as most of the colonists being staggeringly ugly, or everyone hating each other) might mean that the colonists would rather screw the pooch.

 

But keep in mind that if you designate colonists as 'whores', they'll spend some time keeping other colonists satisfied (if there's no visitors to entertain). That should stop most of them from experimenting with corpses or animals.

Posted

As per usual here is the next patch for RJW for the CHJAndroids. Tabs now included until they get implemented. As another note in terms of changes in this patch I decided to give mechanoids their genitals back so any creature pawn that is labeled as such will get a hydraulic penis or hydraulic vagina. They also will spawn with the other hydraulic parts so breasts and anuses will be there too just in case you got ladybots. Other than that just an update to the latest version enjoy.

 

 

RJW_1.9.4_CHJAndroid_Patch(With_Tabs) - 1.7z

 

Edit: When I updated the patch I missed a file that was deleted in the current version fixed it now so world generation will work properly. Also I added the animal sex needs patch if you don't want it delete the file named Animals_Get_Horny_Too.

 

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