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Skömer

[mod] RimJobWorld

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2 hours ago, weirn said:

For one enemies will not rape if there is danger. So if you want a pawn to be raped by them send them out first then have them submit then wait. It is vulnerability based so increasing it will increase the likelihood of being raped. Lowered stats increase their vulnerability. If a pawn loses too much health they will not be a target either (they are not interested in half dead pawns). If their vulnerability is too low this can happen as well though as I mentioned this increases the lower certain stats get. Any other questions or did that cover it?

Well, enemies seem to ignore submission and immediately beeline for the furthest thing they shouldn't even be able to see. For instance, poison ship enemies are supposed to stay at their ship if you fail to defeat them, right? I'm seeing them immediately ignore submitted pawns to go for base defenses a really long way away.

IE, enemies seem to ignore their job pushed to them in the interest of property damage.

 

How do you tell if eggs will actually result in spawned insects? Is there a pregnancy chance for a male inseminating a host? It's not automatic if it happens? I ask because I had a pawn give birth to eggs, but nothing spawned.

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Few comments about the current suggestion list:

 

Immersion

  • babies last name
  • twins, triplets, quadruples...

  • chance to be pregnant for spawned females
  • Babies already inherit the surname from the parents. Is it not working?
  • Most humanlike races already have a chance of spawning twins. That's defined in the race files. Some alien races can also have triplets+.
  • Would like to implement pregnancy for spawned pawns, but not sure how I'd make it determine who the father is.

 

Rimworld mechanics integration

  • Zoophiles already have a chance of taming a wild animal after sex, if their animal handling skill is high enough. 
  • Would be great to have more moodlets and opinion modifiers, but I'm not much of a creative writer and coming up with the texts is difficult. So unless we get a new dev working on those, I doubt that much will happen in that area.

 

Sex related

  • tail job

 

Tail job and tail sex (as in, penetrating another pawn with a tail) would be difficult to implement. Just about all animals have a 'tail' part, but most species don't have tails that are suitable for tail jobs.

 

Bodyparts/modifiers

  • Same problem with the arcotech parts: easy to implement, but coming up with good the descriptions is the hard part.
  • This has been implemented from the start. Tribals are not generated with high-tech parts.
  • Would need to figure out some way to inject those as actual body parts, without throwing off the hit calculations and such. Not sure how many players have noticed, but all genitalia in RJW are actually implants: they only get destroyed and cannot bleed, etc. Adding things such as testicles would make that far more noticeable... And RW pawn skeletal system is not built to have gender differences, so that makes it doubly hard to implement. In short, these would be nice to have, but probably not gonna happen.

 

Social events

  • gangbang/orgy
  • stripshow

Gangbangs can already happen, especially during enemy rape. Orgy and stripshow are unlikely to be implemented anytime soon. Adding new jobs is far harder than it might seem, and anything that involves multiple pawns is a major headache.

 

Technicalities

  • make bodyparts a disease

Not going to happen. Diseases cannot be hit, they mess up various health-related checks, get deleted on death (so no way to restore them on resurrection), etc.

 

Rebalance

  • add ways to loose masochist, rapist, zoophile, necrophilliac traits

Got any suggestions for when/how they should be lost?

 

Mod options

Harder than it might sound. There's no simple way to determine if the pawns are relatives. I'll probably get around to adding a method for that eventually, but it's going to take a bit of work. After that, I can think of adding incest-related things.

 

Visual

  • naked while sex (nude overlay)

Implemented in the previous update, though not as an overlay. That would've been pretty hard, because of all the alien races.

 

Fitting addons/patches

  • hybrids

  • Rimworld of magic

  • Psychology mod (Kinsey scale, dating...)

  • CnP & CSL mod compatibility (fertility, surgery, organs, contraception)

  • Would need a far larger team to implement something as complex as hybrids, Rimworld race system is not built for that. And considering the time-span of the game, that'd probably not be worth the effort anyway.
  • Been adding some compatibility stuff for Rimworld of Magic. For instance, pawns should now be able to have sex while transformed (Enchanter class ability). There's probably some transformation fetishists out there who'll find that interesting.
  • Kinsey scale and sexuality tracking is already implemented in the experimental build, and might be added to the main version within a few updates. If Ed approves it.
  • I'm not familiar with either CnP or CSL, so it'd be hard to add compatibility for those. In general, my RW games don't last long enough for children to become relevant. I suppose I might take a look, but not high on my to-do list.

 

Traits

  • every -philia in the universe

I just implemented a quirk system that adds some philias to the game. Will keep slowly adding more, though many are hard/impossible to implement without major changes or additions. If anyone has suggestions for philias that they'd like to see in the game, lemme know.

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On 2/17/2019 at 7:33 AM, Zaltys said:

Few comments about the current suggestion list:

thanks for the run down, i didn't give that list the care it deserves, time to change that

On 2/17/2019 at 7:33 AM, Zaltys said:

Would like to implement pregnancy for spawned pawns, but not sure how I'd make it determine who the father is.

just don't give them any father, most raiders don't have family either and the father is generated by the game by chance (like in the "relationship" raid messages)

On 2/17/2019 at 7:33 AM, Zaltys said:

Rebalance

  • add ways to loose masochist, rapist, zoophile, necrophilliac traits

Got any suggestions for when/how they should be lost?

the same way you gain these, but reversed:

  • maso: when recovering from broken body or humpshroom addiction
  • rapist: when beeing raped a few times, broken body already removes this, so it's accounted for already
  • necrophiliac: idk
  • incubator: not beeing pregnant for 1(2,3?) month

maybe make it ~50% likely so they wont loose them all the time

 

also any plans to incorporate those traits into the new (not yet released) kink system to free up trait slots?

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Yeah, for some reason zoophilia is standard job for colonists, even if they don't have it. They have mid-tier sex need, but still want to have sex with the nearest animal instead of comfort colonists. Can't get enemies to go after downed colonists... it would be really great if the job took priority over what they're doing, and for some reason the target of an attempt will be a colonist (or more likely an animal) a million yards away instead of the nearer downed colonists.

 

So, there's almost never going to be a situation where the enemy actually initiates rape, because they will immediately fuck off somewhere else, or try to beat up a table, with an opportunity within feet of them. I'm not really sure what to change to remedy this behavior to my satisfaction.

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7 hours ago, weirn said:

Honestly that's is pretty rough. I looked at the MAI AI mod and from what I can tell it's not a traditional "race" mod. It doesn't use alien framework so it has its own, unique "racial" coding.  As such it is definitely possible that giving birth triggered something it shouldn't have and the pawn as a result popped out of existence. This is mostly a rough guess into why though. Overall it seems that there the mod does not play nicely with RJW in the pregnancy department. Recommendation would be to sterilize or install an IUD in future or current AIs until an update fixes it. Other than that have you noticed anything else odd with the MAI AI using RJW features?

 

no they seem to work with the rest of rjw features just fine, well, as far as ive noticed.. the IUD is a good idea. i should probably do that before i have anymore spontaneously evaporating lol

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On 2/17/2019 at 10:59 AM, Skömer said:

in prepare carefully you can give pawns "unknown" parents, siblings, children etc. - maybe you can use this somehow

- or just don't give them any father, most raiders don't have family either and the father is generated by the game by chance (like in the "relationship" raid messages)

Certainly a possibility, though that means no trait inheritance or other RJW pregnancy features. Which feels like... bit of a waste, not using that code. On the other hand, trying to determine a suitable father would be complex, and prone to oversights. Would need to check for factions, existing family relations, fertility, ages, functional genitalia, add the off-camera lovin' to the counters, etc.

 

...yeah, should probably just implement it as 'father: unknown'. That can always be expanded later.

On 2/17/2019 at 10:59 AM, Skömer said:

also any plans to incorporate those traits into the new (not yet released) kink system to free up trait slots?

Probably not. Quirks have minor effects on the game-play, whereas what's implemented as traits (rapist, nymph, necro, zoo) have their own thinktrees, jobs, etc - and require settings of their own.

 

Incubator might work as a quirk, but that's up to Ed.

On 2/17/2019 at 2:31 PM, RoxyLalonde said:

no they seem to work with the rest of rjw features just fine, well, as far as ive noticed.. the IUD is a good idea. i should probably do that before i have anymore spontaneously evaporating lol

No idea how that's even possible. There's nothing in the pregnancy code that could possibly delete a pawn. I'd guess that it's something that's implemented in the MAI mod itself. They're not intended to have fertility in the first place, but the way that mod generates them gets around the normal mechanoid checks.

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16 hours ago, dienow said:

Well, enemies seem to ignore submission and immediately beeline for the furthest thing they shouldn't even be able to see. For instance, poison ship enemies are supposed to stay at their ship if you fail to defeat them, right? I'm seeing them immediately ignore submitted pawns to go for base defenses a really long way away.

IE, enemies seem to ignore their job pushed to them in the interest of property damage.

 

How do you tell if eggs will actually result in spawned insects? Is there a pregnancy chance for a male inseminating a host? It's not automatic if it happens? I ask because I had a pawn give birth to eggs, but nothing spawned.

Mechanoids don't spawn with genitals in base RJW. A pawn does needs at least a penis/vagina to rape, though oral and hadjobs are possible if they are humanoid pawns (human or alien races).

 

They should stick around the ship otherwise but the AI does not always cooperate (Rimworld's AI is pretty dumb).

 

I'm not 100% certain, though I am assuming you are talking about the Avali. From what I can tell humanoid pawns will give live birth though people have been mentioning how nothing is spawning when they give birth. So really I'm not sure what's going on there.

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6 hours ago, weirn said:

Mechanoids don't spawn with genitals in base RJW. A pawn does needs at least a penis/vagina to rape, though oral and hadjobs are possible if they are humanoid pawns (human or alien races).

 

They should stick around the ship otherwise but the AI does not always cooperate (Rimworld's AI is pretty dumb).

 

I'm not 100% certain, though I am assuming you are talking about the Avali. From what I can tell humanoid pawns will give live birth though people have been mentioning how nothing is spawning when they give birth. So really I'm not sure what's going on there.

Okay, it might help you in enlightening me if I explained a bit more some of the instances of weird things:

1) Zoophilia seems to be rampant. The changelog suggests that it's supposed to be rare, but I have pawns engaging in it at high-scale sex need. They don't have the Zoophilia trait. I could turn it off, but it would interfere with non-colonist stuff, since it's tied into the same option.

2) Enemies don't seem to be triggering rape based on distance to target, choosing the closest one. This seems to be tied into a determination/calculation involving desirability deeper in the module that I don't see yet, or haven't examined. It seems to be the "fuckability" part. This leads to strange behavior such as ignoring submitting pawns in favor of attempting to rape colonist animals on the other side of the map. It's odd behavior, to be sure.

 

3) The "birth doesn't spawn anything" is base RJW, without any additional mods. I don't have the C&P installed, or anything like that. I'm not sure if the male insectoid insemination didn't take/has a chance of not succeeding, but birth resulted in the message of "giving birth to eggs" and nothing happened. Labor occurred, then immediately ended, without anything spawning in. I'm attempting to see if it was a one-time error, but I'm having trouble obtaining megascarabs and/or taming insectoids to try and see what's happening. I'm not in mountainous (because I'm a pleb), so I'm having to create a second colony to get infestations.

 

EDIT:

 

(TESTING RESULT: Insemination by males is based on the percentage chance in the mod settings. If a male attempts to inseminate an egged female, there is a chance it won't trigger a fertilization of the eggs. This was not immediately what I had thought was the issue, but now it makes sense if the insectoids run off of the same pregnancy chance as animals!)

 

These are strange things that are happening for me, which may or may not have something to do with additional mods. I can't think of what would be causing such a thing, as I don't have anything that modifies animals such that it would interfere with RJW, and nothing that modifies insectoids.

 

On a secondary topic: it seems like a more permanent solution to the "danger preventing rape" thing would be for enemies to check for downed/submitted pawns that are at low-threat areas, diverting raider/mechanoid/insectoid enemies to these pawns when appropriate. Granted, I don't know nearly as much about this as the maker of the mod (PBUH), but if the raiding job is interfering with the rape job driver, which one has more priority in which you would want to trigger? I honestly don't know the least processing intensive way of attempting to trigger pathing to a downed pawn, but the mod is supposed to encourage such behavior, so I'd put forward as a suggestion to refine the rape job to more actively search for downed pawns based on distance from the triggering enemy, OR include specific raider types as having the function of actively searching out targets for rape, so that there's at least a couple of enemy raiders searching for targets to attack.

 

Honestly, Rimworld's AI is so batshit sometimes that I understand it's difficult to get a raider to do anything approaching what you wanted them to do. But sappers and such specifically avoid pathing to defenses, so it seems like it should be possible to path enemies to downed pawns at previous engagements, or even just a "take your chances" trigger. Insectoids especially should be willing to ignore incoming fire, since they have a melee fixation. Honestly, the idea of assigning a "breeder" objective to raids might alleviate some of this burden, enemies that spawn in as live targets but only engage in immediate defense if fired upon, otherwise searching for rape/breeding.

 

Thank you for your earnest attempt to help me! If I am unclear on anything, I will try to explain using the proper way, because I will probably get something wrong in reporting.

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Alright, i have nexus mod manager but it doesn't support rimworld so i cant use it, so i plug the file into the rimworld mod folder and go to look for it in the mod activation menu in the game and it is not there. I'm not sure if something is happening because I have the mod manager or if you all use the mod manager and I'm just missing how to use it for rimworld.

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54 minutes ago, Edward1994 said:

Alright, i have nexus mod manager

Nexus mod manager has nothing to do with RJW. So I have no idea what you're even trying to do. The installation and download instructions are in the OP of this thread.

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On 11/27/2018 at 2:26 PM, kiesu said:

Sorry if this is old info, just a glitch I've noticed happening a few times now.

Looks like the mysterious health conditions like "gag" and "armbinder", and the characters with those conditions spawning with a thousand keys on them in new games, without them actually wearing any gags or armbinders, potentially comes from Prepare Carefully mod. If you shuffle over gags and armbnders in the appearance options (shuffle over, as in not select them, they just briefly appeared in the selection (or even just press the randomize appearance button enough times that they might have been in one of them)) the character will spawn in with a health condition bound to those items no matter what, and there is no way to get rid of them as far as I've tried.

 

Hope you'll fix this little bug/compatibility issue to make starting new games a little more convenient for new-game holics like myself!

 

Clipboard01.jpg.7c13147005fc44c6b3bd573dfd52d9cd.jpgClipboard03.jpg.472da78296324ffd93e196d6ff7115a4.jpg

I don't know if this was fixed before but I'm running into the same problem myself.

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1 minute ago, Y0U-D0N7-KN0W-M3 said:

well, if you use dev mode and select remove head diff you can get rid of them, but no other way

Found out that if I save the characters, exit out, then load them again in a new world gen it undoes whatever was wrong.

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Found a possible bug/mod compatibility issue with RJW and Crystalloid (Rewrite). Im not sure which mod is causing issues so im starting here. The alien races the Crystalloid's and Valkyrie's sex needs seem to be stuck at 50% never going up or down despite what the red arrow says next to the need bar. This was found to be when starting a new game or spawning them in. My mod settings for the sex need decay were 30% when i found the need bar not to be moving I changed the decay value back to default which had no effect. RJW is at the bottom of the load order. My current in use mods are in the spoiler.

EDIT: I found this was due to the Crystalloid's sex drive value being x-36% at the age of 109 but the life span being 2000yrs. The sex ability is also effected in the same way just by a smaller number(x27%). The Valkyrie are affected in the same way by this. Still a possible bug due to the relativity long life span of the race.

Spoiler

RPG Style Inventory
Small Shelf
Wild Animal Sex
Growable Grass
RimFridge
Show Hair With Hats or Hide All Hats
Trading Spot
MoreDetailBody
Fishing
Realistic Planets
Rumor Has It....
Lovely Hair Style
Set Up Camp
Linkable Doors
Visible Pants
A Dog Said... Animal Prosthetics
Achtung
Advanced Power Generation
Allow Tool
Androids
Animal Variety Coats
Animals Logic
Architect Icons
Area Unlocker
Avoid Friendly Fire
Baby And Children
Better Workbench Management
Blueprints
BnC Alien Support
Bulk Carrier
Chickens Efficient Light
Children, School and Learning
Clone Bay
Colony Manager
Color Coded Mood Bar
Common Sense
Conduit Disconstruct
Craftable Synthetics
Crystalloid
Death Rattle Comatose
Death Rattle
Deep Ore Identifier
Defensive Positions
Dermal Regenerator
Double Population
Dubs Bad Hygiene
Dubs Skylights
EbD Prepare Carefully
Expanded Incidents
Expanded Prosthetics And Organ Engineering
Faction Discovery
Feed The Colonists
Ferian Race
Fox's That Aren't Suicidal
Gems
Glass + Lights
Glitter World Prime
Harvest Organs Postmortem
Heat Map
Hugs Lib
Humility Alien Races 2.0
Hunt For Me
Interaction Bubbles
Jecs Tools
Just Ignore Me Passing
Let's Have A Cat
Locks
Mad Skills
Master Of Crafting
Meal Radius
Medical Tab
Medical Training
Megafauna
Mend And Recycle
Mercer's Backpacks
Miscellaneous Core
Mod Manager
More Trade Ships
Numbers
Orassans EPOE
Orassans
Pharmacist
Plant Growing Wall Light
Predator Hunt Alert
Prisoner Ransom
Psychology Imprisonment Patch
Psychology
Quality Builder
Realistic Rooms
Recipe Icons
Replace Stuff
Research Pal
Rimatomics
Rimefeller
Rim HUD
Rim RPC Rich Presence
Rimsenal Rimhair
Rt Solar Flare Shield
Run And Hide
Run And Gun
Runtime GC
Share The Load
Simple Sidearms
Simple Slavery
Sometimes Raids Go Wrong
Spoons Hair Mod
Stack XXL
Static Quality Plus
Stockpile Ranking
Sun Lamp Power
Super Soil
Tables Plus
Tech Raiding
Super Soil
Training Console
Ugh You Got Me
Use Bedrolls
VGP Garden Drinks
VGP Garden Fabrics
VGP Garden Gourmet
VGP Garden Medicine
VGP Garden Resources
VGP More Veggies
VGP Vegetable Garden
VGP Xtra Trees And Flowers
VGP Coffee Tea Drugs
Wall Light
While You're Up
Xenohumgns Gen-spliced Xenos On The Rim
Xeva's Rimhair
Age Morphosis Cells
Change Dresser
EdB Prepare Carefully
Expanded Prosthetics And Organ Engineering
Rim Job World

 

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22 hours ago, dienow said:

Okay, it might help you in enlightening me if I explained a bit more some of the instances of weird things:

1) Zoophilia seems to be rampant. The changelog suggests that it's supposed to be rare, but I have pawns engaging in it at high-scale sex need. They don't have the Zoophilia trait. I could turn it off, but it would interfere with non-colonist stuff, since it's tied into the same option.

2) Enemies don't seem to be triggering rape based on distance to target, choosing the closest one. This seems to be tied into a determination/calculation involving desirability deeper in the module that I don't see yet, or haven't examined. It seems to be the "fuckability" part. This leads to strange behavior such as ignoring submitting pawns in favor of attempting to rape colonist animals on the other side of the map. It's odd behavior, to be sure.

 

3) The "birth doesn't spawn anything" is base RJW, without any additional mods. I don't have the C&P installed, or anything like that. I'm not sure if the male insectoid insemination didn't take/has a chance of not succeeding, but birth resulted in the message of "giving birth to eggs" and nothing happened. Labor occurred, then immediately ended, without anything spawning in. I'm attempting to see if it was a one-time error, but I'm having trouble obtaining megascarabs and/or taming insectoids to try and see what's happening. I'm not in mountainous (because I'm a pleb), so I'm having to create a second colony to get infestations.

 

EDIT:

 

(TESTING RESULT: Insemination by males is based on the percentage chance in the mod settings. If a male attempts to inseminate an egged female, there is a chance it won't trigger a fertilization of the eggs. This was not immediately what I had thought was the issue, but now it makes sense if the insectoids run off of the same pregnancy chance as animals!)

 

These are strange things that are happening for me, which may or may not have something to do with additional mods. I can't think of what would be causing such a thing, as I don't have anything that modifies animals such that it would interfere with RJW, and nothing that modifies insectoids.

 

On a secondary topic: it seems like a more permanent solution to the "danger preventing rape" thing would be for enemies to check for downed/submitted pawns that are at low-threat areas, diverting raider/mechanoid/insectoid enemies to these pawns when appropriate. Granted, I don't know nearly as much about this as the maker of the mod (PBUH), but if the raiding job is interfering with the rape job driver, which one has more priority in which you would want to trigger? I honestly don't know the least processing intensive way of attempting to trigger pathing to a downed pawn, but the mod is supposed to encourage such behavior, so I'd put forward as a suggestion to refine the rape job to more actively search for downed pawns based on distance from the triggering enemy, OR include specific raider types as having the function of actively searching out targets for rape, so that there's at least a couple of enemy raiders searching for targets to attack.

 

Honestly, Rimworld's AI is so batshit sometimes that I understand it's difficult to get a raider to do anything approaching what you wanted them to do. But sappers and such specifically avoid pathing to defenses, so it seems like it should be possible to path enemies to downed pawns at previous engagements, or even just a "take your chances" trigger. Insectoids especially should be willing to ignore incoming fire, since they have a melee fixation. Honestly, the idea of assigning a "breeder" objective to raids might alleviate some of this burden, enemies that spawn in as live targets but only engage in immediate defense if fired upon, otherwise searching for rape/breeding.

 

Thank you for your earnest attempt to help me! If I am unclear on anything, I will try to explain using the proper way, because I will probably get something wrong in reporting.

Yeah the first one is not unusual to hear zoophilia runs rampant in some colonies but others it's not a problem. What I do know is that pawns that get hornier become more willing to do it. Based on the values that I saw it is possible that there is still too much of a chance leading to rolls where a pawn rapes an animal instead of a human. Either way the only decent solution that I know to this right know is try to get pawns to become lovers since they should be able to satisfy each other's sexual needs.

 

In case of the enemies I have recently made an update to my branch where enemies are much more willing to make attempts in dangerous situations. So I upped it from no danger to some danger. This means they should rape even if there are other hostile pawns present, and so long as they take no damage they will ignore them. It's mostly a bunch of stuff that can be considered quality of life while making sure alien races get in part of the fun as well it's nothing too special or game changing, but it might help in that department.

 

The third point you mentioned is a tricky one to say the least. It always seems pregnancy is a bit wonky with RJW. I haven't had a lot of problems with it but I do have moments where yeah birth shouldn't happen like it's suppose to. God knows why it happens since I have had successful births in the past but other times that has happened at least once or twice. All I know is that it's an inconsistent bug that people have mentioned it enough in the forum that I'm certain something is amiss. I unfortunately don't have the experience to know what is causing it or how to fix it.

 

Your test results definitely helped me better understand the egg implantation since people do ask about it and I was not sure on how it works. I never messed with it since I hate the infestation and the horde a pawn could spawn through implantation is something I prefer to avoid. That being said I understand everyone's appeal to it since you can tame bugs that way a feat that is normally near impossible to do.

 

In terms of AI what I do know is fuckability does play a role though how to predict/influence it and all that stuff I have no clue. What I can only guess is genitals with higher sex ability probably play a role in this. I do know a pawns beauty also plays a role in this though how much is uncertain. Though as you said the AI likes to go batshit and so there is only so much one can prepare for in terms of RNG. Anything I missed, since there is definitely a lot to talk about. 

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3 hours ago, weirn said:

Your Response

Okay, a lot of what you've written makes a lot of sense based on my QUITE LIMITED inspection of how the mod works by examining the code and playing. Now, I have another issue, which might be due to loading the mod on an existing save:

 

The Random Rape job/event, the one that flashes as an event and not the one triggered by low need, ends immediately after it begins on my save. Is this a bug with the current version? I'm about to start a new game to test this, but I wanted to know if it's a known bug first before going to the trouble. I can't actually find where the event should end, and as far as I know, it SHOULDN'T end until the mean time calculation of the event. But, it ends immediately instead. So I can only figure something is wonky.

 

Quote

In case of the enemies I have recently made an update to my branch where enemies are much more willing to make attempts in dangerous situations. So I upped it from no danger to some danger. This means they should rape even if there are other hostile pawns present, and so long as they take no damage they will ignore them. It's mostly a bunch of stuff that can be considered quality of life while making sure alien races get in part of the fun as well it's nothing too special or game changing, but it might help in that department.

I'll consider using your fork.

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Hey, I was really happy to see the mod got updated recently but it's causing some problems I can't really figure out. Whenever I look at the mod page I get the error code in the picture I'm posting below, and trying to generate a planet gets the other picture. I've noticed that this only happens when trying to use RimJobWorld and deactivating some mods I think could cause a problem doesn't do a thing. If anyone could help decipher what these errors mean it would be appreciated, mostly stuff to do with Dummy Privates and Birthdays it seems. 

 

Spoiler

Screenshot (24).png

 

 

Spoiler

Screenshot (25).png

 

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3 hours ago, weirn said:

Yeah the first one is not unusual to hear zoophilia runs rampant in some colonies but others it's not a problem.

Probably messed up settings (wild mode, or sex decay outside of the recommended 50-200 range), or trait-related. Nymphos are inclined to fuck anything, so if the colony is full of them, that's absolutely going to happen.

 

Anyway, if you have time to tinker with various additions, how about fixing the tabs? The merge is still conflicting and it's been weeks. There's a lot of settings I'd need to implement, but can't do anything until that's sorted out.

13 minutes ago, wheatgrain said:

 If anyone could help decipher what these errors mean it would be appreciated, mostly stuff to do with Dummy Privates and Birthdays it seems. 

Dummy privates are gone. Either you're using an old version, or overwrote an old version with a newer one (which the OP says not to do). Delete your current version of RJW and do a clean install.

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7 hours ago, vane000 said:

The cum isn't showing up in game for me anymore, it "drops" because I can clean it up, but I can't see it. [...] Maybe mod confliction?

Yep, some mod makes it invisible. I've seen that when running 300+ mods, but never managed to pinpoint exactly which mod does it. Kinda forgot about it, my current mod list doesn't have the issue.

 

Lemme know if you find out which one is causing it.

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Noticed something weird on experimental version. When one of the pawns with rapist trait is sexually frustrated and goes to random rape, he for some reason completely ignores all females around, targeting only male pawns, despite being straight (I checked the traits). 

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5 hours ago, Recruit46 said:

Noticed something weird on experimental version. When one of the pawns with rapist trait is sexually frustrated and goes to random rape, he for some reason completely ignores all females around, targeting only male pawns, despite being straight (I checked the traits). 

Thanks. Which mod are you using (Individuality, Psychology, or Rational Romance) to determine the sexuality?

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19 hours ago, Zaltys said:

Anyway, if you have time to tinker with various additions, how about fixing the tabs? The merge is still conflicting and it's been weeks. There's a lot of settings I'd need to implement, but can't do anything until that's sorted out.

Look, I don't know what to tell you. I tried to help, but it ends up wasted effort. What time I do have is only to do little things and if I do anything major I spend an entire night doing it no sleep, and I have many other issues to deal with the following day. Despite this I'm not going to complain or burden others with my problems. I provided you guys the files and code needed for it and it's not hard to figure out how to add settings in them or add more.

 

In the settings.cs everything there is for the physical appearance of the tabs. You need the negative offset or else you will have one button while the rest are gone in the void because at 0 they sit on the right most side of the mod settings. If you need smaller buttons you decrease the width.

 

Below explains the lines of code for mod_settings.cs

using Verse;
using HugsLib;
using HugsLib.Settings;
using HugsLib.Utils;
using System;
using System.Collections.Generic; // I know one of these is needed for the tabs

//_________________________________//

		
		private static SettingHandle<string> _tabsHandler;

        private readonly SettingHandle.ValueIsValid _positiveInt = value =>
        {
            int i;
            if (int.TryParse(value, out i)) return i >= 0;

            return false;
        };

        private readonly List<string> _tabNames = new List<string> ///Language file used for the names you don't neccisarily need it you can give them a custom name here and it will show up
        {
            "RJWToggle_name".Translate(), //tab 0
            "RJWProbability_name".Translate(), //tab 1
            "RJWSex_name".Translate(), //tab 2
            "RJWAge_name".Translate(), //tab 3
        };

 public override void DefsLoaded()
		{
            _tabsHandler = Settings.GetHandle<String>("tabs", "RG_Tabs_Title".Translate(), "", "none");     //------You need this at the top for the tabs
   
            option_DevMode = Settings.GetHandle<bool>("DevMode", "DevMode_name".Translate(), "DevMode_desc".Translate(), false);
           	example.VisibilityPredicate = () => _tabsHandler.Value == _tabNames[1];     //-----this line is what places an option under a tab just change the number for the tab catagory and change example to match the desired setting like the following for each new setting you need a new one of these
            option_DevMode.VisibilityPredicate = () => _tabsHandler.Value == _tabNames[0];
            SettingsChanged();

            _tabsHandler.CustomDrawer =
            rect => Properties.Settings.CustomDrawer_Tabs(rect, _tabsHandler, _tabNames.ToArray());     //------you also need this at the bottom for the tabs to show up and to be in the correct catagories if you have multiple tabgroups with multiple overrides.
        }

Anyways I will provide the files for the tabs here and I assure you they work since they work on the standalone which is using the most recent version of RJW. After that though your on your own I am giving you the means to success and if you squander it I'm not helping. This is because I assumed you guys didn't want it or my help and I'm going to remain feeling that way. I don't want to hear it either I got too much to deal with at home already.

 

Have a nice day.

4 hours ago, stm85 said:

What race uses the demon genitals?

Imps and baphomets from the MoreMonsterGirls mod.

Files.7z

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