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52 minutes ago, Zaltys said:

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.

Not using Psychology, nor Individuality. I just tweaked my starting party with EDB, set sexuality the way I wanted and after I started a game with them - I noticed the mismatch in quirks. I suppose that sexuality from there is assigned on generation and doesn't change when I change traits in EDB menu. Just a noob's theory.

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1 hour ago, Recruit46 said:

Not using Psychology, nor Individuality. I just tweaked my starting party with EDB, set sexuality the way I wanted and after I started a game with them - I noticed the mismatch in quirks. I suppose that sexuality from there is assigned on generation and doesn't change when I change traits in EDB menu. Just a noob's theory.

Oh, that'll do it. Haven't added EDB compatibility yet, and getting that working will take some time.

 

Edit: Added a basic consistency checker to v10 of the Experimental build (page 57), which should fix the mismatch during play.

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1 hour ago, dienow said:

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.

 

 

Dude, are you okay?

because you cant set colonist gardener if it cant do gardening? and you cant force colonist using rifles if it cant use them due to its story, traits or w/e

was it?

 

no, are you?

1 hour ago, ekl_l said:

 

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.

well it used to be mostly vulnerability, but with "recent" changes and other mods support, who knows...

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2 hours ago, ekl_l said:

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.

Random rape shouldn't even trigger for nymphs, unless you've kept them in solitary confinement or bondage long enough for them to get frustrated. So I'm gonna guess that you have wild mode enabled or have sex decay set way too high, in which case: fix the settings. Wild Mode is not intended for normal play, it's just there in case you want to see some immediate 'action'. 

 

As for the target selection: colonists refuse to rape 'friends', so that pawn is probably the one that they like least.

 

...or do you mean the job where nymph joins a random bed? I think Ed just improved it, but I haven't had time to look at it.

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Experimental v10, error appears in the log immediatelyon start up (main menu).

 

Spoiler

SaveableFromNode exception: System.InvalidCastException: Cannot cast from source type to destination type.
  at (wrapper managed-to-native) object:__icall_wrapper_mono_object_castclass (object,intptr)
  at Verse.ScribeExtractor.SaveableFromNode[RJWPreferenceSettings] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0 
Subnode:
<ModSettings Class="rjw.RJWSettings"><animal_on_animal_enabled>True</animal_on_animal_enabled><bestiality_enabled>True</bestiality_enabled><necrophilia_enabled>True</necrophilia_enabled><rape_enabled>True</rape_enabled><visitor_CP_rape>True</visitor_CP_rape><submit_button_enabled>True</submit_button_enabled><show_RJW_designation_box>True</show_RJW_designation_box><sounds_enabled>True</sounds_enabled><cum_enabled>True</cum_enabled><sex_minimum_age>18</sex_minimum_age><sex_free_for_all>18</sex_free_for_all><sexneed_decay_rate>100</sexneed_decay_rate><nonFutaWomenRaping_MaxVulnerability>80</nonFutaWomenRaping_MaxVulnerability><rapee_MinVulnerability_human>120</rapee_MinVulnerability_human><futa_spacers_chance>5</futa_spacers_chance></ModSettings>
Verse.Log:Error(String, Boolean)
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Deep:Look(RJWPreferenceSettings&, Boolean, String, Object[])
Verse.Scribe_Deep:Look(RJWPreferenceSettings&, String, Object[])
Verse.LoadedModManager:ReadModSettings(String, String)
Verse.Mod:GetSettings()
rjw.Settings.RJWPreferenceSettingsController:.ctor(ModContentPack)
System.Reflection.MonoCMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoCMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MonoCMethod:Invoke(BindingFlags, Binder, Object[], CultureInfo)
System.Activator:CreateInstance(Type, BindingFlags, Binder, Object[], CultureInfo, Object[])
System.Activator:CreateInstance(Type, Object[], Object[])
System.Activator:CreateInstance(Type, Object[])
Verse.LoadedModManager:CreateModClasses()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
SaveableFromNode exception: System.InvalidCastException: Cannot cast from source type to destination type.
  at (wrapper managed-to-native) object:__icall_wrapper_mono_object_castclass (object,intptr)
  at Verse.ScribeExtractor.SaveableFromNode[RJWPreferenceSettings] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0 
Subnode:
<ModSettings

Class="rjw.RJWSettings"><animal_on_animal_enabled>True</animal_on_animal_enabled><bestiality_enabled>True</bestiality_enabled><necrophilia_enabled>True</necrophilia_enabled><rape_enabled>True</rape_enabled><visitor_CP_rape>True</visitor_CP_rape><submit_button_enabled>True</submit_button_enabled><show_RJW_designation_box>True</show_RJW_designation_box><sounds_enabled>True</sounds_enabled><cum_enabled>True</cum_enabled><sex_minimum_age>18</sex_minimum_age><sex_free_for_all>18</sex_free_for_all><sexneed_decay_rate>100</sexneed_decay_rate><nonFutaWomenRaping_MaxVulnerability>80</nonFutaWomenRaping_MaxVulnerability><rapee_MinVulnerability_human>120</rapee_MinVulnerability_human><futa_spacers_chance>5</futa_spacers_chance></ModSettings>
Verse.Log:Error(String, Boolean)
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Deep:Look(RJWPreferenceSettings&, Boolean, String, Object[])
Verse.Scribe_Deep:Look(RJWPreferenceSettings&, String, Object[])
Verse.LoadedModManager:ReadModSettings(String, String)
Verse.Mod:GetSettings()
rjw.Settings.RJWPreferenceSettingsController:.ctor(ModContentPack)
System.Reflection.MonoCMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoCMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MonoCMethod:Invoke(BindingFlags, Binder, Object[], CultureInfo)
System.Activator:CreateInstance(Type, BindingFlags, Binder, Object[], CultureInfo, Object[])
System.Activator:CreateInstance(Type, Object[], Object[])
System.Activator:CreateInstance(Type, Object[])
Verse.LoadedModManager:CreateModClasses()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

EDIT: Error vanishes after deleting the config one more time.

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21 minutes ago, Recruit46 said:

There is still mismatch between quirks tab and RR sexuality traits in Exeperimental version. Your consistency checker doesn't seem to work.

It should correct itself over time (more specifically, the next time the pawn tries to find a partner). I didn't want to make it check for that constantly, since that'd cause pointless slowdown.

 

Though come to think about it, I could make it also trigger when the user opens the infocard for the pawn. Will add that the next version.

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3 minutes ago, Zaltys said:

It should correct itself over time (more specifically, the next time the pawn tries to find a partner). I didn't want to make it check for that constantly, since that'd cause pointless slowdown.

 

Though come to think about it, I could make it also trigger when the user opens the infocard for the pawn. Will add that the next version.

Got it, gonna check.

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Love the new quirks (thought it was a bug when pawns kept their clothes on--nope, just a dude who likes to do it fully clothed :D ) and addition of masturbation outside of beds--it's made sexual frustration much easier to manage, and it's a little funny to watch traders and visitors (and sometimes even enemies) stop and find a private corner and fap XD 

 

I do have a question about whore prices--is there a bonus for bedroom impressiveness beyond extremely impressive?  I lucked into some gold and made an excellent small gold sculpture that has made it simple to get my whore bedroom to unbelievably impressive, but the price estimate on the tooltip does not increase when the room upgrades to unbelievably from extremely impressive.

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6 hours ago, Zaltys said:

... that pawn is probably the one that they like least. 

This could be the case. Wild mode is off and decay at default value.

First rape attempt was triggered almost right after start, when sex need have reached almost zero for that nympho.

But I recreated most of my colonists from previous save game with Prepare Carefully, so that could be another problem.

6 hours ago, Ed86 said:

because you cant set colonist gardener if it cant do gardening?

There is scenario with humpshroom diet > nympho trait, so with some effort it's possible to manipulate this aspect.

That's why CP toggle for pawns with certain traits seems legit to me. Need a service? Go find appropriate specialist, or do something to make one.

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Truly beautiful mod, I can’t play Rimworld without this now. That said, I do have a couple of suggestions I notice aren’t on your development plan...

 

Expanding the ‘public use’ option would be good. You could look to the ‘Locks’ mod for a good way of allowing specific pawns to use certain things (in that mod its opening certain doors but in yours it could be assaulting certain people). That way, you could have the abusers you want assigned to the pawns/comfort prisoners you want them assigned to exclusively, instead of the all or nothing approach. It could also be used to allow lovers or spouses to rape if the player deems it appropriate and limit cumdumps to the players preference with ease (only want the men/women to assault your male/female comfort prisoner? Assign as needed).

 

I've noticed the Random Rape’s that trigger when pawns with the Rapist trait have low morale instantly cancel if their sex need is already satisfied, making and cancelling events if you have a bunch of rapists in a crises but who also have a well used comfort prisoner or similar. Disabling the event if they have their sex need satisfied may prevent this, or stopping satisfaction from stopping it ;)

 

Removing the ‘too injured to be raped’ would be good as well. “This person is too vulnerable and defenceless for me to rape” isn’t really how rapists operate, right?

 

Well, I don’t know how easy any of these would be to implement and as long as you keep at it I have no doubt this mod will become 10x better on its own. You just keep being awesome.

 

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After few weeks in accelerated speed and countless hookups and other stuff sexuality in quirks tab does not fix itself. Also noticed an interesting incident - one of the pawns had kind of mental break - random raping. It said that he is sexually frustrated rapist, but he was not frustrated. And then it just disappeared three seconds after.

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2 hours ago, Recruit46 said:

After few weeks in accelerated speed and countless hookups and other stuff sexuality in quirks tab does not fix itself. 

Works fine here. You do want it to match the RR sexuality trait even if you change the trait manually, right? ...or did I misunderstand something?

2 hours ago, Recruit46 said:

Also noticed an interesting incident - one of the pawns had kind of mental break - random raping. It said that he is sexually frustrated rapist, but he was not frustrated. And then it just disappeared three seconds after.

Yeah, I don't think that anyone's looked at mental breaks for months. I don't remember that ever working right, which is why I implemented it as a job at one point.

 

1 hour ago, Birdhorse said:

@Zaltys Next time you update your build, can you make sure you include the source? 12.7 download is identical to 11.7 in all but assembly, and I'm maintaining my own fork of your build with a few slight changes for personal taste.

Okay, sure, included in v13. It just takes time to zip up the whole thing, and I have a lot of work on the to-do list..

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I don't have any of the slave mods, but breeding is working for me, after installing 1.9.6b and enabling the new setting for it in the mod options (the old zoophilia option was replaced, and the new one didn't inherit it's setting).

 

It looks like the CP and breeding settings don't get turned off when a prisoner is recruited, so a couple of my recent recruits are still being bred and raped, and there's no control to turn those settings off now.  I could probably re-imprison them to toggle those off, but haven't tested that yet.

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i have no idea why but all these insectoids are trying to rape my colonists, the thing is they haven't yet been able to rape them, just suddenly attack them instead, worst part is that when the pawn submits the insect just runs off to continue attacking the colony. and no my colony is not right outside a hive, the pawns have been set to avoid the hives too.

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On 2/23/2019 at 6:28 PM, 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). 

 

Any ETA for adding it to main? And would it be required to start a new game? I saw that recent update need a New game start so I wonder should I start it now or wait for sexuality merge. 

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Just updated to 1.9.6 and suddenly when I try to make a new colony with EdB Prepare Carefully mod the game locks up and crashes after hitting the button. Is this a possible incompatibility? I was sure to install all required mods with load order in correct order.

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4 hours ago, sanarr said:

Any ETA for adding it to main? And would it be required to start a new game? I saw that recent update need a New game start so I wonder should I start it now or wait for sexuality merge. 

Won't require a new game if you're already using 1.9.6+, the groundwork is done. Though the new settings will give you better control over the frequencies, if you're not using RR, Psychology, or Individuality. (Though save-editing is always possible if you want to change something manually, the colonist sexualities are listed in plain text and editable.)

 

As for ETA, that's up to Ed, There's currently some merge conflict that I can't do jack about. I have no access to the main repository, so GitGud won't even show me what's conflicting. Can't do anything about it from my end.

4 hours ago, ketoconazole said:

Is steamicon.png.5ba708cafb7b3251199ff48d32e2e6bd.png Wild Animal Sex V4.1  hard incompatible, or is it just an issue specific to boomrats?

Incompatible how? What issue? It should be working fine, unless the recent pregnancy changes broke it somehow (haven't looked at that code yet).

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33 minutes ago, Zaltys said:

Won't require a new game if you're already using 1.9.6+, the groundwork is done. Though the new settings will give you better control over the frequencies, if you're not using RR, Psychology, or Individuality. (Though save-editing is always possible if you want to change something manually, the colonist sexualities are listed in plain text and editable.)

 

As for ETA, that's up to Ed, 

Incompatible how? What issue? It should be working fine, unless the recent pregnancy changes broke it somehow (haven't looked at that code yet).

you have it listed as an incompatible mod on the op.

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26 minutes ago, phoggey said:

you have it listed as an incompatible mod on the op.

sorry about that, I didn't realize that the changes I made a while back weren't saved.

What is the point using of this mod together with RJW anyways? Wild animals fucking eachother is already a base RJW feature. 

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