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Yes, my breeders are having trouble as well.  The '<animal> is trying to breed <target>' message pops up, but when the animal arrives, two errors are thrown to the debug log, and the interaction doesn't occur.  I'm not sure how to format nicely on this forum, but the errors are:

 

Exception in SetupToils for pawn Tarsier driver=JobDriver_GettinRaped (toilIndex=-1) driver.job=(GettinRaped (Job_646793)) lastJobGiver=null
System.NullReferenceException: Object reference not set to an instance of an object
  at rjw.JobDriver_GettinRaped+<MakeNewToils>d__10.MoveNext () [0x00000] in <filename unknown>:0 
  at Verse.AI.JobDriver.SetupToils () [0x00000] in <filename unknown>:0 
Verse.Log:Error(String, Boolean)


JobDriver threw exception in initAction for pawn Muffalo103671 driver=JobDriver_Breeding (toilIndex=1) driver.job=(Breed (Job_647039) A=Thing_Human113623) lastJobGiver=rjw.JobGiver_Breed
System.NullReferenceException: Object reference not set to an instance of an object
  at rjw.JobDriver_Breeding+<>c__DisplayClass7_0.<MakeNewToils>b__4 () [0x00000] in <filename unknown>:0 
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0 
Verse.Log:Error(String, Boolean)
 

The '<target> is getting raped.' message doesn't occur, so I'd guess it's occurring before that point in JobDriver_GettinRaped.cs's MakeNewToils function, but I could be way off.

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28 minutes ago, garth033 said:

As another note, I cannot mark slaves from simple slavery as breedable or rapeable. Anyone else see this issue?

Yup.

 

Failed to find RimWorld.TraitDef named Enslaved. There are 230 defs of this type loaded.
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:GetNamed(String, Boolean)
RimWorld.TraitDef:Named(String)
rjw.xxx:is_slave(Pawn)
rjw.PawnDesignations:CanDesignateComfort(Pawn)
rjw.Comfort:applicable(Pawn)
rjw.RJWdesignations:DrawSubIcon(SubIcon)
rjw.RJWdesignations:GizmoOnGUI(Vector2, Single)
Verse.GizmoGridDrawer:DrawGizmoGrid(IEnumerable`1, Single, Gizmo&)
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor_Patch0(IEnumerable`1, Gizmo&)
RimWorld.MainTabWindow_Inspect:DrawInspectGizmos()
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane)
RimWorld.MainTabWindow_Inspect:ExtraOnGUI_Patch1(Object)
Verse.WindowStack:WindowStackOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()

It's looking for a trait while SS uses a HeDiff. Not detected, no gizmo.

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Just a reminder that Ed is the only one with write access to the repository. What gets or doesn't get implemented is up to him.

 

There's no point in sending me angry messages about things that I have no control over, and didn't implement or even see before the release.

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10 hours ago, Rosich said:

Minimum age 18? And below does not change? No realism?

for realism go to nearest school and rape girls/boys there

you need FBI permit to make child porn, or youll get jailed

7 hours ago, dienow said:

Wait, what?

Why would you do this? This change strips away a huge part of the whole thing. This makes no sense.

 

Why wouldn't I be able to designate any colonist I want to, whether normal, slave, or prisoner?

@devs exist to rob you of what was the word? "general" features

im pretty sure that features were never supposed to work for colonists, they just existed because  mod needs at least some sort of sex working

because its not your decision, but colonists, if you want all your pawns to be cumdumps, then enslave/imprison them

1 hour ago, Gamaroguar said:

I removed the capMods in the Hediffs_PrivateParts_Human.xml in my local copy, they are plain ridiculous.

What was the reasoning behind them?

realism? common sense? having horse cock or ZZ breasts would slow you down

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1 hour ago, Zaltys said:

 

theres error in PawnData.cs, i assume its bestiality_enabled

 

Severity    Code    Description    Project    File    Line    Suppression State
Error    CS0117    'Mod_Settings' does not contain a definition for 'animals_enabled'    RimJobWorld.Main    H:\Games\SteamLibrary\steamapps\common\RimWorld\Mods\rjw\Source\Common\PawnData.cs    71    Active
Error    CS0117    'Mod_Settings' does not contain a definition for 'animals_enabled'    RimJobWorld.Main    H:\Games\SteamLibrary\steamapps\common\RimWorld\Mods\rjw\Source\Common\PawnData.cs    65    Active

 

 

and bestiality is broken
and... other  jobdrivers too i think

 

RIP 1.9.6

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7 hours ago, Ed86 said:

RIP 1.9.6

Tough. You can't expect me to instantly fix broken code that I hadn't even seen. I'll get to checking it once I'm done with my current project.

 

In case you didn't notice, the checks you added completely fucked up bestiality and animal-on-animal. And no, I don't know how to easily fix those. Maybe just remove the setting checks from can_rape and such, because by that point those have already been checked in three or four places (including thinktrees). And then checked again in would_fuck. Completely redundant.

 

As for pawndata, just rename it. 'animals_enabled' -> 'bestiality_enabled'. Must've forgotten to copy-paste that over. EDIT: Hmm, no, I copied it. Into the wrong branch, the one that hasn't been merged yet. Ah well.

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Hi there!

It is nice to see that you are still keeping this alive.

Please consider including the following modifications. 

 

rjw-1.9.5-rwg

The download contains the complete mod.   It is based off rjw v1.9.5b. These modifications did not break saves. It has been used in a long playthrough with 100+ mods (which is the reason Zaltys's new branch was not used).

 

As before, psychological troubles of the author prevented the use of gitgud, and there were no way to anonymously obtain the git repository thought browser, so the download contains fresh git repo with a dozen commits.  Pardon for inconveniences of this method of sharing, this will not be a regular occurrence.

 

What it adds:

 

Spoiler

[FIX]Fixed ignored vulnerability check for girls go rapin
[FEATURE]Added options to disable rape notifications or their sounds
Default is text only, no beeps
[BALANCE]Tweaked client search algorithm now whores don't consider prisoners.
Before, since prisoners are least occupied by chores of all the pawns, they would be the most frequent lovegetters.
Or would bork whores, if they couldn't go to the bed outside jail
[FIX]Tweaks to raider rape mechanics. It probably should happen somewhat more frequently now. 
But still, most of the time it is blocked by the physical and mental state of the raiders themselves.
[BALANCE]Submitting now is more likely to result in getting raped. (By those raiders who can which is not all of them)
[BALANCE]increased rape_cp_mtdh value to 24 hours. This value is used by for zoophilia acts as well and makes them more rare for pawns that are not actually zoophiles. During calculations it is further modified by other factors and prisoners still get quite frequent attention even despite the value increase.
[FEATURE]Compatibility with "Babies and Children" mod, hopefully with "CnP" as well. Fixes CnP bug with arrested kids

 

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1 hour ago, Zaltys said:

Tough. You can't expect me to instantly fix broken code that I hadn't even seen. I'll get to checking it once I'm done with my current project.

 

In case you didn't notice, the checks you added completely fucked up bestiality and animal-on-animal. And no, I don't know how to easily fix those.

 

Maybe just remove the setting checks from can_rape and such, because by that point those have already been checked in three or four places (including thinktrees). And then checked again in would_fuck. Completely redundant.

 

As for pawndata, just rename it. 'animals_enabled' -> 'bestiality_enabled'. Must've forgotten to copy-paste that over. EDIT: Hmm, no, I copied it. Into the wrong branch, the one that hasn't been merged yet. Ah well.

i dont

 

yeah right...

 

i thought about that

 

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1.9.6b
Zaltys:
[CORE] Renamed the bestiality setting for clarity.
[FIX] Re-enabled animal-on-animal.
[FIX] Animals can now actually rape comfort prisoners, if that setting is enabled. The range is limited to what that they can see, animals don't seek out targets like the humanlikes do. (My bad, I did all of the job testing with the console, and forgot to add it to the think trees.)
[COMPATIBILITY] Fixed the Enslaved check for Simple Slavery.

 

Ed86:
[CORE] Renamed the bestiality setting for clarity.
fixed broken jobdriver, now mod should be playable
 

rjw_1.9.6b.7z

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On 2/23/2019 at 11:23 AM, sanarr said:

Sorry if it mentioned before but is sexuality compatibility from rational romance, psychology already added To the main branch? Thanks 

Not yet. I wanted to get a few other things implemented first, such as the new masturbation job. Since adding sexualities makes the partner selection more limited, and therefore might cause problems with frustration. Also wanted to get the settings done first, so players can control the frequency of various sexualities (if they're not using one of the existing mods, such as Psychology). 

 

Here's the latest build, which includes the content from 1.9.6a.

 

NOTE: Check the mod settings before playing. Some have been reset, some have been added.

 

v10 - fixed vulnerability, re-enabled designations, some settings fixes, fix for EdB Prepare Carefully editing of RR traits

v11 - Added two new settings. One for clothing display during sex (current options: nude, headgear only, fully clothed), and one for rape alert sounds (current options: Enabled for all, Enabled if target is colonist, Enabled if target is any humanlike, Disabled).

v13 - Added settings for sexuality frequencies, for players who aren't using RR, Psychology, or Individuality. Some fixes to other settings.

v14 - Sexuality spread settings if RR/Psychology/Individuality are not in use. (This was a pain to implement). Also added a reroller for sexuality/quirks, usable during character generation or even in-game if playing in developer mode.

v15 - Fixed animal-on-human impregnation, fixed Breed job for non-RR players. Added new optional setting which changes interspecies impregnation so that 'similar' species have higher chance of impregnation. (Example: Human/Humanlike aliens: very high chance; Human/Monster Girl: high, Human/Frog: extremely unlikely)

v16 - Miscellaneous fixes. Added full set of Archotech privates, credit to Skömer.

 

If you get an error about settings, navigate to \Rimworld by Ludeon Studios\Config\ and delete the old *RJWSettings files to reset the settings.

 

 

RJW - Experimental Build v16.7z

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1 hour ago, Zaltys said:

Not yet. I wanted to get a few other things implemented first, such as the new masturbation job. Since adding sexualities makes the partner selection more limited, and therefore might cause problems with frustration. Also wanted to get the settings done first, so players can control the frequency of various sexualities (if they're not using one of the existing mods, such as Psychology). 

 

Here's the latest build, which includes the content from 1.9.6a.

 

I highly recommend looking at the mod settings if you install that. There's been some changes (and extra options), some have likely got reset.

 

This is what I've been working on for a couple of days:pwZY95U.jpg

(There's two other windows, one for basic settings and one for sex preferences. Also added options to disable sounds, cum, STDs, and rape, for better customization.)

 

RJW - Experimental Version v5.7z

1.9.6b changes has been included as well, I guess? I dont see any errors from Simple Slavery. Hovewer, I see a lot of other errors. First thing I found - sex need bar depletes almost instantly on default 100% settings. So pawns fap all the freaking time now. Second - CP and bestiality icons vanished not only for colonists. Prisoners and animals dont have them anymore as well. And third - sexuality trait, assigned by Rational Romance and the one in the quirks tab are always different.

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2 hours ago, Recruit46 said:

1.9.6b changes has been included as well, I guess? I dont see any errors from Simple Slavery. Hovewer, I see a lot of other errors. First thing I found - sex need bar depletes almost instantly on default 100% settings. So pawns fap all the freaking time now. Second - CP and bestiality icons vanished not only for colonists. Prisoners and animals dont have them anymore as well. And third - sexuality trait, assigned by Rational Romance and the one in the quirks tab are always different.

noticed the sex need instant deplete as well thought it was because i was going into the menu

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Thanks for the fixes.  With 1.9.6b installed, and the new bestiality setting turned on, breeders seem to be running smoothly.  They're using marked prisoners, and I've got my first successful cross-species animal pregnancy running as well.  Just had my first futa raider spawn, too.

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Quote

@devs exist to rob you of what was the word? "general" features

im pretty sure that features were never supposed to work for colonists, they just existed because  mod needs at least some sort of sex working

because its not your decision, but colonists, if you want all your pawns to be cumdumps, then enslave/imprison them

Er. That's an interesting way of looking at things. You still haven't answered why it was changed other than "because I chose to." There didn't seem to be anything it was screwing up before now, so if it wasn't broken, why "fix" it? It makes it hard to set up colonists as animal breeders if I have to imprison them to do it, or enslave them. Maybe I don't want to do that?

 

It's not a fix, it's a feature change, and it seems sort of flippant in your response to say it's not important.

 

I mean, it's not something that can't be changed back if I dug into it, it's just annoying that I'd have to when it wasn't really hurting anything. Changes like this are very Microsoft-esque.

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12 hours ago, Recruit46 said:

1.9.6b changes has been included as well, I guess? I dont see any errors from Simple Slavery. Hovewer, I see a lot of other errors. First thing I found - sex need bar depletes almost instantly on default 100% settings. So pawns fap all the freaking time now. Second - CP and bestiality icons vanished not only for colonists. Prisoners and animals dont have them anymore as well. And third - sexuality trait, assigned by Rational Romance and the one in the quirks tab are always different.

Ouch, yeah, forgot to divide the sex need by hundred when processing it. Fixed, uploaded the new version. Though the only thing it changes is the .dll.

 

Ed disabled the CP designations for animals altogether. And humanlike designations check for vulnerability as they always have, so your prisoner might have too low vulnerability to be designated. I don't think that was changed, even though it doesn't make much sense now that it can only be applied to prisoners/slaves.

 

Can't reproduce the sexuality mismatch. Are you using Psychology or Individuality in addition to RR? Each of them have their own sexuality system, so importing the values correctly when more than one is active might need further work.

 

Edit: Reverted the designations to old version in the Experimental build v7, since I don't much care for that change myself.

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1 hour ago, dienow said:

Er. That's an interesting way of looking at things. You still haven't answered why it was changed other than "because I chose to." There didn't seem to be anything it was screwing up before now, so if it wasn't broken, why "fix" it? It makes it hard to set up colonists as animal breeders if I have to imprison them to do it, or enslave them. Maybe I don't want to do that?

 

It's not a fix, it's a feature change, and it seems sort of flippant in your response to say it's not important.

 

I mean, it's not something that can't be changed back if I dug into it, it's just annoying that I'd have to when it wasn't really hurting anything. Changes like this are very Microsoft-esque.

Because you shouldnt set colonists as breeders? They have free will and same rights as anyone, and i doubt you'd willingly stick to place where you are getting raped and breeded by animals everyfew hours. Then you dont get to rape them?

You have to make decision, decisions is what make things interesting

Or you can turn on wild mode and enjoy rape planet?

 

Hm... need to make forced updates, add spyware and addware

 

Hm... maybe i should bring back CP for masochists and breeding for zoo pawns, since those 2 types of degenerates probably wouldnt mind

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Why shouldn't I set colonists to breeders? I set them to be gardeners, make guns, imprison people, etc. They don't have free will. They function within the limitations of the jobs I set them to. If I have a colony where one person is the cum dumpster because that's just how they get treated, that doesn't mean that I have to fit them with a slave collar or put them in a cell. This isn't a worthwhile change.

 

>Or you can turn on wild mode and enjoy rape planet?

 

Maybe I don't want wild mode, I just want a return of what's been a usual feature for a while? I'm not sure why you've decided it wasn't a feature. It was fairly used.

 

Quote

Hm... need to make forced updates, add spyware and addware

 

Dude, are you okay?

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23 minutes ago, Ed86 said:

...bring back CP for masochists and breeding for zoo pawns...

And make it toggleable in options along with bestiality, necro and rape beating... and wild mode, yes.

 

Is it normal that in my colony pair of nymphos targeting for random rape colonist with ~70% vulnerability pretty far away instead of each other (>100%, gender preferences ok, shorter distance, sex need)? Checked relations and the rest that came to mind, but didn't notice anything remarkable. And they are very consistent in their choice.

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