Jump to content

Recommended Posts

32 minutes ago, ManManYiXiangMiao said:

Since you think it has shortcomings, you should completely remove the rape, because the player can imprison them, then reach the player's purpose, and then release them, the same effect. You are such a great Rimworld laws writtener.
Goverment should be the owner of the colony, not you. You are such a great Rimworld laws writtener.
You copied the laws of the your goverment. Your law applies only to the civilized world, not to the cruel world of the edge. You are such a great Rimworld laws writtener.
After you add the law to Rimworld, can you log in to the Steam Work Shop? Otherwise it is a pity! Because you are such a great Rimworld laws writtener.
Give me a, you last time were police to knock your doors time, I will be a reference. You are such a great Rimworld laws writtener.
You are really greater than Tynan!

Whhh...Huh?  Google Translate FTW!?!

 

-BB

Link to comment
2 hours ago, ManManYiXiangMiao said:
Spoiler

Since you think it has shortcomings, you should completely remove the rape, because the player can imprison them, then reach the player's purpose, and then release them, the same effect. You are such a great Rimworld laws writtener.
Goverment should be the owner of the colony, not you. You are such a great Rimworld laws writtener.
You copied the laws of the your goverment. Your law applies only to the civilized world, not to the cruel world of the edge. You are such a great Rimworld laws writtener.
After you add the law to Rimworld, can you log in to the Steam Work Shop? Otherwise it is a pity! Because you are such a great Rimworld laws writtener.
Give me a, you last time were police to knock your doors time, I will be a reference. You are such a great Rimworld laws writtener.
You are really greater than Tynan!

 


-- Off Topic --

Well, while I can't speak for everyone, I personally like myself some good femdom shotacon plays, and believe a good sexable age should be 9 for males and 15 for females.

However the reality is that LL is a .com website, so I assume it's hosted in the states; ergo it's obligated to abide by US law, regardless of where its users hail from. And among its laws forbids underaged pornography, which is based on an arbitrary "18 years old". So sadly my preferences are undermined by my respect for the law, even if I personally disagree with a lot of irrational results of its democratic decisions. America's not a land of creative liberty, but of religious liberty. For our dreams to come true, we'd need find a new host based in a sovereign that respects creative liberty (at least for fictional works). But at the moment, LL isn't that. So sad as it is, stuff that gets shared here is restricted by legalities. 

Realistically, yeah - highly doubt any of us users are gonna get our doors kicked in by the authorities for some Rimworld porn. But realistically, it'd be more likely that this site could get shut down; it's got quite the notoriety.

So asking for something that puts the host at risk is pretty fucked up. The only one with the right to make the call for anything underaged is the site owner; take it up with him/her.

Or better yet, don't. I like this site. lol

If your argument is about how laws regarding underaged porn are stupid, I'm completely with ya and I emotionally support you. But again, realistically we're all getting benefits from civilized culture from the same sovereign that limits our scope of sexual philosophy; we only have so much say be it in right or might. Write a petition to your local senate or lead a rebellion if you really wanna end the repression. Even then, Ed still might not do it, but then I would. lol

-----------------

-- Sorta Back On Topic --

If you really want some numerically underaged material, just go into the xml files and edit the numbers yourself; these awesome guys already did most of the legwork for our grateful fucks; I use Notepad++. :D

If you need help, feel free to ask around.

(It's legal to share how to edit numerically underaged porn into the game; it's just not legal to share working mods that have/allow numerically underaged porn. As an analogy, anybody can have the blueprints, steel and components for a gun and legally go waving them around on the streets, but for waving around a fully-assembled firearm, you'll need a permit sir/madam. And of course, it's not legal to have numerically underaged delights on your computer, but hey - we're at liberty to risk our own asses, not somebody elses'.)

Link to comment

Thanks for the update.  The new options screens are a good improvement, nice and clean.

 

Having a little trouble loading my existing save, along these lines:

 

Quote

Exception spawning loaded thing Droid 0: System.NullReferenceException: Object reference not set to an instance of an object
at rjw.CompRJW.CopyPsychologySexuality (Verse.Pawn) <0x00035>
at rjw.CompRJW.PostSpawnSetup (bool) <0x000c0>
at Verse.ThingWithComps.SpawnSetup (Verse.Map,bool) <0x0007f>
at (wrapper dynamic-method) Verse.Pawn.SpawnSetup_Patch1 (object,Verse.Map,bool) <0x0020f>
at Verse.GenSpawn.Spawn (Verse.Thing,Verse.IntVec3,Verse.Map,Verse.Rot4,Verse.WipeMode,bool) <0x00aa3>
at Verse.Map.FinalizeLoading () <0x004a9>

Verse.Log:Error(String, Boolean)
Verse.Map:FinalizeLoading()
Verse.Game:LoadGame()
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow_Patch3(String)
Verse.Root_Play:<Start>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
 

which I think is occurring in CompRJW.cs, in the CopyPsychologySexuality function.  The Psychology mod disables itself for some races, and I'd guess the first line of the function is failing when TryGetComp<CompPsychology>() returns null.

Link to comment
20 minutes ago, SFrame said:


-- Off Topic --

Well, while I can't speak for everyone, I personally like myself some good femdom shotacon plays, and believe a good sexable age should be 9 for males and 15 for females.

However the reality is that LL is a .com website, so I assume it's hosted in the states; ergo it's obligated to abide by US law, regardless of where its users hail from. And among its laws forbids underaged pornography, which is based on an arbitrary "18 years old". So sadly my preferences are undermined by my respect for the law, even if I personally disagree with I lot of irrational results of its democratic decisions. America's not a land of creative liberty, but of religious liberty. For our dreams to come true, we'd need find a new host based in a sovereign that respects creative liberty (at least for fictional works). But at the moment, LL isn't that. So sad as it is, stuff that gets shared here is restricted by legalities. 

Realistically, yeah - highly doubt any of us users are gonna get our doors kicked in by the authorities for some Rimworld porn. But realistically, it'd be more likely that this site could get shut down; it's got quite the notoriety.

So asking for something that puts the host at risk is pretty fucked up. The only one with the right to make the call for anything underaged is the site owner; take it up with him/her.

Or better yet, don't. I like this site. lol

-----------------

-- Back On Topic --

If you really want some numerically underaged material, just go into the xml files and edit the numbers yourself; I use Notepad++.

If you need help, feel free to ask around. It's legal to share how to edit numerically underaged porn into the game; it's just not legal to share working mods that have/allow numerically underaged porn. And of course, it's not legal to have numerically underaged delights on your computer, but hey - we're at liberty to risk our own asses, not somebody elses'.
 

Thank you for your patient explanation.

Link to comment
3 hours ago, GreatFez said:

which I think is occurring in CompRJW.cs, in the CopyPsychologySexuality function.  The Psychology mod disables itself for some races, and I'd guess the first line of the function is failing when TryGetComp<CompPsychology>() returns null.

Which droid mod are you using? Most of them shouldn't have sexuality in the first place, so it's probably something that should also be filtered out in RJW.

Link to comment
38 minutes ago, Zaltys said:

Which droid mod are you using? Most of them shouldn't have sexuality in the first place, so it's probably something that should also be filtered out in RJW.

Good point.  I'm using the Android mod by ChJees, and it's worker droids (race def named ChjDroid) and battle droids (race def named ChjBattleDroid) should probably be filtered.

 

Edit: I should note that Psychology disables itself on the androids (race def named ChjAndroid) along with the androids from Tiered Androids, so adding a check to CopyPsychologySexuality might still be a good idea.

Link to comment
4 hours ago, ManManYiXiangMiao said:

Since you think it has shortcomings, you should completely remove the rape. Because the player can imprison them, then reach the player's purpose, and then release them, the same effect. You are such a great Rimworld laws writtener.
Goverment should be the owner of the colony, not you. You are such a great Rimworld laws writtener.
You copied the laws of the your goverment. Your law applies only to the civilized world, not to the cruel world of the rim. You are such a great Rimworld laws writtener.
After you add the law to Rimworld, can you post it in to the Steam Work Shop? Otherwise it is a pity! Because you are such a great Rimworld laws writtener.
Give me a, you last time were police to knock your doors time, i will be a reference. You are such a great Rimworld laws writtener.
You are really greater than Tynan!

I think you're an idiot, but thats ok

My goverment doesnt allow any sex related content and while it doesnt care about consumption, creation is quite opposite, so if you report me, ill go to jail, but its ok coz your idiot and laws do not apply to you

As SFrame said if your want child porn, than find yourself unowned island where laws dont apply and host there own forum with git repo, then you can add anything you want to rjw

I think if rape is removed then it can be posted on steam

 

I think that Imprisontment bug can be fixed

Link to comment
2 hours ago, skyscraper12221 said:

So, how would one change said numerical values?

Probably via the respective config file over in appdata.
 

Spoiler

E.g. if you're unfamiliar, config directory being something like drive:\username\appdata\locallow\ludeon studios\rimworld by ludeonstudios\config\

You'll find various files containing settings, including those for mods. You manually edit in your desired numerical config values there.

It's kinda hacky, since if you touch the sliders again via in-game options you'll once again be redeemed by your legal advisor lord and savior Ed back to legal land, but if you leave the sliders alone, the game should still pull from the sins of your curiosity - at least numerically (can't speak for in-game effect since I personally haven't tested yet) (still rerolling my map, lol), but I'm inclined to think it works.

Assuming it does, I like to think that this is the best compromise we can get, as these files are technically not part of the mod and have never touched the LL database; they're just what the mod pulls from, and are but a bunch of meaningless strings created by the base game engine, and even still are yet in legal land until some twisted fuck from not around here comes along and taints the spawn for something other than what good man Ed has set for your (and everyone's!) safety.

 

Link to comment
1 hour ago, SFrame said:

Probably via the respective config file over in appdata.
 

  Reveal hidden contents

 

i actually dont care about legality, its someone on forum started complaining, and Zaltys implemented hard age fix so mod dont get removed from LL

Link to comment
49 minutes ago, Ed86 said:

i actually dont care about legality, its someone on forum started complaining, and Zaltys implemented hard age fix so mod dont get removed from LL

Well, I at least agree on the sentiment to keep the mod afloat, so yeah. lol


-------------------

 


On the topic of bugs, hopefully this bug report helps illuminate the CompRJW.cs issue:

1. From a new game using Psychology and RJW 1.9.7, Crashlanded scenario, greeted with a pretty much identical error each time one of my colonists' drop pods pop open. And open popping open, they disappear from my colonist bar (the bar at the top of the screen where they'd typically be displayed). Checking the architect, I can't even build walls. All colonists just simply start wandering, eventually some go wandering off the map. I'm eventually greeted with the "Everyone is dead or gone. This story is over" message. lol

Exception ticking ActiveDropPod35715 (at (116, 0, 108)): System.TypeLoadException: Could not load type 'Psychology.CompPsychology' from assembly 'Psychology, Version=18.11.18.0, Culture=neutral, PublicKeyToken=null'.
  at rjw.CompRJW.PostSpawnSetup (Boolean respawningAfterLoad) [0x00000] in <filename unknown>:0 
  at Verse.ThingWithComps.SpawnSetup (Verse.Map map, Boolean respawningAfterLoad) [0x00000] in <filename unknown>:0 
  at Verse.Pawn.SpawnSetup (Verse.Map map, Boolean respawningAfterLoad) [0x00000] in <filename unknown>:0 
  at Verse.GenSpawn.Spawn (Verse.Thing newThing, IntVec3 loc, Verse.Map map, Rot4 rot, WipeMode wipeMode, Boolean respawningAfterLoad) [0x00000] in <filename unknown>:0 
  at Verse.GenSpawn.Spawn (Verse.Thing newThing, IntVec3 loc, Verse.Map map, WipeMode wipeMode) [0x00000] in <filename unknown>:0 
  at Verse.GenPlace.TryPlaceDirect (Verse.Thing thing, IntVec3 loc, Verse.Map map, Verse.Thing& resultingThing, System.Action`2 placedAction) [0x00000] in <filename unknown>:0 
  at Verse.GenPlace.TryPlaceThing (Verse.Thing thing, IntVec3 center, Verse.Map map, ThingPlaceMode mode, Verse.Thing& lastResultingThing, System.Action`2 placedAction, System.Predicate`1 nearPlaceValidator) [0x00000] in <filename unknown>:0 
  at RimWorld.ActiveDropPod.PodOpen () [0x00000] in <filename unknown>:0 
  at RimWorld.ActiveDropPod.Tick () [0x00000] in <filename unknown>:0 
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0 
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


2. New game also using Psychology and RJW 1.9.7, Lost Tribe Scenario, basically the same error message, and also no colonists in the colonist bar.

 

Error in GenStep: System.TypeLoadException: Could not load type 'Psychology.CompPsychology' from assembly 'Psychology, Version=18.11.18.0, Culture=neutral, PublicKeyToken=null'.
  at rjw.CompRJW.PostSpawnSetup (Boolean respawningAfterLoad) [0x00000] in <filename unknown>:0 
  at Verse.ThingWithComps.SpawnSetup (Verse.Map map, Boolean respawningAfterLoad) [0x00000] in <filename unknown>:0 
  at Verse.Pawn.SpawnSetup (Verse.Map map, Boolean respawningAfterLoad) [0x00000] in <filename unknown>:0 
  at Verse.GenSpawn.Spawn (Verse.Thing newThing, IntVec3 loc, Verse.Map map, Rot4 rot, WipeMode wipeMode, Boolean respawningAfterLoad) [0x00000] in <filename unknown>:0 
  at Verse.GenSpawn.Spawn (Verse.Thing newThing, IntVec3 loc, Verse.Map map, WipeMode wipeMode) [0x00000] in <filename unknown>:0 
  at Verse.GenPlace.TryPlaceDirect (Verse.Thing thing, IntVec3 loc, Verse.Map map, Verse.Thing& resultingThing, System.Action`2 placedAction) [0x00000] in <filename unknown>:0 
  at Verse.GenPlace.TryPlaceThing (Verse.Thing thing, IntVec3 center, Verse.Map map, ThingPlaceMode mode, Verse.Thing& lastResultingThing, System.Action`2 placedAction, System.Predicate`1 nearPlaceValidator) [0x00000] in <filename unknown>:0 
  at Verse.GenPlace.TryPlaceThing (Verse.Thing thing, IntVec3 center, Verse.Map map, ThingPlaceMode mode, System.Action`2 placedAction, System.Predicate`1 nearPlaceValidator) [0x00000] in <filename unknown>:0 
  at RimWorld.DropPodUtility.DropThingGroupsNear (IntVec3 dropCenter, Verse.Map map, System.Collections.Generic.List`1 thingsGroups, Int32 openDelay, Boolean instaDrop, Boolean leaveSlag, Boolean canRoofPunch) [0x00000] in <filename unknown>:0 
  at RimWorld.ScenPart_PlayerPawnsArriveMethod.GenerateIntoMap (Verse.Map map) [0x00000] in <filename unknown>:0 
  at RimWorld.Scenario.GenerateIntoMap (Verse.Map map) [0x00000] in <filename unknown>:0 
  at RimWorld.GenStep_ScenParts.Generate (Verse.Map map, GenStepParams parms) [0x00000] in <filename unknown>:0 
  at Verse.MapGenerator.GenerateContentsIntoMap (IEnumerable`1 genStepDefs, Verse.Map map, Int32 seed) [0x00000] in <filename unknown>:0 
Verse.Log:Error(String, Boolean)
Verse.MapGenerator:GenerateContentsIntoMap(IEnumerable`1, Map, Int32)
Verse.MapGenerator:GenerateMap_Patch1(IntVec3, MapParent, MapGeneratorDef, IEnumerable`1, Action`1)
Verse.Game:InitNewGame_Patch1(Object)
Verse.Root_Play:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


3. Loading an old save that used Psychology and RJW 1.9.5b (not that I expected it to work), almost the same thing again. Will note however that my one colonist in a cryptosleep casket was saved; he's still on the colonist bar. As for the rest of the colonists that are no longer on the bar, they finish up their last task (including queued tasks) and then just stand in the same place. All the animals (including tamed ones) still carry out their tasks just fine though, with one of my thrumbos fucking a chicken in the ass as I'm greeted with the same "This story is over." message.

 

Exception spawning loaded thing Steroid: System.TypeLoadException: Could not load type 'Psychology.CompPsychology' from assembly 'Psychology, Version=18.11.18.0, Culture=neutral, PublicKeyToken=null'.
  at rjw.CompRJW.PostSpawnSetup (Boolean respawningAfterLoad) [0x00000] in <filename unknown>:0 
  at Verse.ThingWithComps.SpawnSetup (Verse.Map map, Boolean respawningAfterLoad) [0x00000] in <filename unknown>:0 
  at Verse.Pawn.SpawnSetup (Verse.Map map, Boolean respawningAfterLoad) [0x00000] in <filename unknown>:0 
  at Verse.GenSpawn.Spawn (Verse.Thing newThing, IntVec3 loc, Verse.Map map, Rot4 rot, WipeMode wipeMode, Boolean respawningAfterLoad) [0x00000] in <filename unknown>:0 
  at Verse.Map.FinalizeLoading () [0x00000] in <filename unknown>:0 
Verse.Log:Error(String, Boolean)
Verse.Map:FinalizeLoading()
Verse.Game:LoadGame()
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow(String)
Verse.Root_Play:<Start>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


4. Starting a new game with just Psychology, no RJW, Crashlanded Scenario, my colonists spawn just fine.

5. Starting a new game with just RJW 1.9.7, no Psychology, Crashlanded Scenario, same as #4 - colonists spawn just fine.




--------------------------------

On a separate but similar issue, I get a lot of other error logs like this one, regarding the new Vigorous quirk. Basically keeps popping up every time the game calls from that CompRJW.cs file; typically during character selection and right after world generation. Doesn't break my game like the issue above, but it is pretty incessant.

 

Failed to find RimWorld.TraitDef named Sickly. There are 63 defs of this type loaded.
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:GetNamed(String, Boolean)
RimWorld.TraitDef:Named(String)
rjw.CompRJW:GenerateQuirks(Pawn)
rjw.CompRJW:Sexualize(Pawn, Boolean)
rjw.PawnGenerator_GenitaliaPatch:AddGenitalia(Pawn&, PawnGenerationRequest&)
Verse.PawnGenerator:GenerateTraits_Patch5(Pawn, PawnGenerationRequest)
Verse.PawnGenerator:TryGenerateNewPawnInternal(PawnGenerationRequest&, String&, Boolean, Boolean)
Verse.PawnGenerator:GenerateNewPawnInternal_Patch1(PawnGenerationRequest&)
Verse.PawnGenerator:GenerateOrRedressPawnInternal(PawnGenerationRequest)
Verse.PawnGenerator:GeneratePawn_Patch1(PawnGenerationRequest)
RimWorld.ThingSetMaker_MapGen_AncientPodContents:GenerateIncappedAncient()
RimWorld.ThingSetMaker_MapGen_AncientPodContents:Generate(ThingSetMakerParams, List`1)
RimWorld.ThingSetMaker:Generate(ThingSetMakerParams)
RimWorld.BaseGen.SymbolResolver_AncientCryptosleepCasket:Resolve(ResolveParams)
RimWorld.BaseGen.BaseGen:Resolve(Pair`2)
RimWorld.BaseGen.BaseGen:Generate()
RimWorld.GenStep_ScatterShrines:ScatterAt(IntVec3, Map, Int32)
Verse.GenStep_Scatterer:Generate(Map, GenStepParams)
Verse.MapGenerator:GenerateContentsIntoMap(IEnumerable`1, Map, Int32)
Verse.MapGenerator:GenerateMap_Patch1(IntVec3, MapParent, MapGeneratorDef, IEnumerable`1, Action`1)
Verse.Game:InitNewGame_Patch1(Object)
Verse.Root_Play:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


I haven't done a lot of rerolls on random colonists yet so I don't know if that mutual exclusivity between Sickly and Vigorous is still working as intended, but I can say that I haven't found a pawn with both Sickly trait (aka <def>Immunity</def> <degree>-1</degree>) yet.

Link to comment
2 hours ago, SFrame said:

 Starting a new game with just RJW 1.9.7, no Psychology, Crashlanded Scenario, same as #4 - colonists spawn just fine.

I'm using Psychology myself, so if anything, that one should be working more reliably than the other two. And I'm not seeing those errors in my own build. I guess I'll download the official version and see what's wrong with it.

 

EDIT: Yeah, that's an old version again. If I was better at using git bash, this wouldn't happen so often. Fixed, I hope Ed releases a patch soon.

Quote

I haven't done a lot of rerolls on random colonists yet so I don't know if that mutual exclusivity between Sickly and Vigorous is still working as intended, but I can say that I haven't found a pawn with both Sickly trait (aka <def>Immunity</def> <degree>-1</degree>) yet.

Also fixed.

Link to comment
1 hour ago, Y0U-D0N7-KN0W-M3 said:

Is it normal for insects to try to rape my colonists but just do one thrust and wander off?

turns out EVERY non humanoid does this (except the mechanoids for some reason?) 

its really weird, they follow through with running to the intended victim, 'rape' them and wander off ( by 'rape' i mean 2 hearts show up and an alert appears and then they stop, not finishing super quickly just stop)

i cleared the log cache and this just started appearing, around 999 times

Quote

Failed to find RimWorld.TraitDef named Enslaved. There are 61 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(IEnumerable`1, Gizmo&)
RimWorld.MainTabWindow_Inspect:DrawInspectGizmos()
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane)
RimWorld.MainTabWindow_Inspect:ExtraOnGUI()
Verse.WindowStack:WindowStackOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()
 

just a lot of the stuff thats supposed to be there is not, its like im still using an older version of rjw for some reason.

22 hours ago, Ed86 said:

[FEATURE] New settings for enabling STDs, rape, cum, and RJW-specific sounds. Also included settings for clothing preferences during sex, rape alert sounds, fertility age, and sexuality spread (if not using RR/Psychology/Individuality).

and just a question, does this mean if i want to see these settings i have to remove psychology?

if this is an easy fix, i am not technologically advanced.

i do love the mod though. keep up the good work

Link to comment

 

Quote

i cleared the log cache and this just started appearing, around 999 times

just a lot of the stuff thats supposed to be there is not, its like im still using an older version of rjw for some reason.

That doesn't even exist in the current code. Ed added it as a trait check at one point (no such trait exists), but that got fixed in the following version. So yeah, you're using an old version.

Quote

and just a question, does this mean if i want to see these settings i have to remove psychology?

if this is an easy fix, i am not technologically advanced.

Nah. That only applies to the sexuality generation. If RR, Psychology, or Individuality are installed, RJW lets them handle it.

Link to comment

On RJW 1.9.7. I am regularly getting errors for missing traits from mods I don't use. RCT and SYR (whatever they are) are the two mods that aren't being found, and pretty much all of their traits spam the error log in one big block every time the error happens.

 

Failed to find RimWorld.TraitDef named RCT_Savant. There are 53 defs of this type loaded.
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:GetNamed(String, Boolean)
RimWorld.TraitDef:Named(String)
rjw.xxx:would_fuck(Pawn, Pawn, Boolean, Boolean, Boolean)
rjw.JobGiver_WhoreInvitingVisitors:Roll_to_skip(Pawn, Pawn)
rjw.<>c__DisplayClass4_0:<FindAttractivePawn>b__2(Pawn)
System.Linq.<CreateWhereIterator>c__Iterator1D`1:MoveNext()
System.Linq.<CreateWhereIterator>c__Iterator1D`1:MoveNext()
System.Linq.Enumerable:Any(IEnumerable`1)
rjw.JobGiver_WhoreInvitingVisitors:FindAttractivePawn(Pawn, Int32&)
rjw.JobGiver_WhoreInvitingVisitors:TryGiveJob(Pawn)
Verse.AI.ThinkNode_JobGiver:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_SubtreesByTag:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch1(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Edit: Also, babies are coming out rather identical in terms of Skill Passions. They always have one flame for Crafting, and nothing else. Which makes them rather useless in the long run for a colony. I am not currently using the Babies and Children mod, or CnP.

Link to comment

I've tried for hours to re-add colonist designation but I can't hack it. Can someone help me out? I don't know what lines to remove or change. I know that the old code is there as a comment. Also do you need to add assembly references of psychology.dll, syrtraits.dll and rimworldcholdren.dll to compile? Because I don't use the syrtraits , individuality mod. And I get compindividuality errors

Link to comment
2 hours ago, Zorlond said:

On RJW 1.9.7. I am regularly getting errors for missing traits from mods I don't use. RCT and SYR (whatever they are) are the two mods that aren't being found, and pretty much all of their traits spam the error log in one big block every time the error happens.

That's the Consolidated Traits mod, kinda forgot that not everyone uses that. Fixed in the merge. Funny that none of the testers reported the issue. :/

 

(Well, okay, looks like it's relatively rare since it only affects pawns with the sapiosexual quirk.)

Link to comment

Who will explain to me how this mod works? I want the settlers to have sex with tamed animals, and get positive buffs from this (for example, from creatures with demaniac vagina or horse penis ( More Monstergirls ) ) or add this to the mod so that animals voluntarily rub themselves with the owner, tired of the colonist's masturbation, when more than 20 creatures with excellent genitals with sexuality at 200%. or how to assign that the colonists fucked them and then the handcuffs on animals do not like not influence. please explain.Sorry, the question has disappeared), downloaded the old version of 2018 there it apparently did not work, now everything is good 2019 version

Link to comment
1 hour ago, Ronan97 said:

Who will explain to me how this mod works? I want the settlers to have sex with tamed animals, and get positive buffs from this (for example, from creatures with demaniac vagina or horse penis ( More Monstergirls ) ) or add this to the mod so that animals voluntarily rub themselves with the owner, tired of the colonist's masturbation, when more than 20 creatures with excellent genitals with sexuality at 200%. or how to assign that the colonists fucked them and then the handcuffs on animals do not like not influence. please explain.Sorry, the question has disappeared), downloaded the old version of 2018 there it apparently did not work, now everything is good 2019 version

You can't. Not unless they have a specific trait or some extremely desperate check occurs at low sex need. All you can do is capture prisoners to do it to.

Welcome to Onaniworld: all masturbatin', all the time.

 

EDIT: Also, you apparently need the mods referenced in the current build if you plan to rebuild.

SYR Individuality
Psychology
Children and Pregnancy

Link to comment
6 minutes ago, dienow said:

You can't. Not unless they have a specific trait or some extremely desperate check occurs at low sex need. All you can do is capture prisoners to do it to.

Welcome to Onaniworld: all masturbatin', all the time.

True dat. Seems to be near impossible to get anyone to have sex unless they're lovers, sleeping, *and* already in the same bed (aka vanilla RimWorld). Sure, if they're Nympho they'll occasionally go join a bed that already has someone asleep in it. And then there's the random raping, but I for one would rather leave that turned off (ymmv). Other than that, sex just never seems to happen. Just a bunch of wanking.

Link to comment
4 hours ago, qwertyqwertyqwertyqwerty said:

I've tried for hours to re-add colonist designation but I can't hack it. Can someone help me out? I don't know what lines to remove or change. I know that the old code is there as a comment. Also do you need to add assembly references of psychology.dll, syrtraits.dll and rimworldcholdren.dll to compile? Because I don't use the syrtraits , individuality mod. And I get compindividuality errors

I've been trying to get the designation buttons back myself.  I was able to do it with 1.9.6b but this one is proving a bit tricky (Hey, if anything this mod got me into learning Visual Studio stuff, so I won't complain :D ).  If anyone does find out, even just pointing to the lines that need editing, I hope they let you know.  I think I've only looked in pawndata so far, so maybe its linking to some new code somewhere.

 

As far as I've seen in some limited testing, it should be okay to compile without the references.  I personally set psychology and I think rimworld children as refs just to be safe, but I don't use syrtraits either.  The tweaks I've done seemed to compile without a problem (save the designation buttons that is.)

Link to comment
Just now, Staticfallen said:

I've been trying to get the designation buttons back myself.  I was able to do it with 1.9.6b but this one is proving a bit tricky (Hey, if anything this mod got me into learning Visual Studio stuff, so I won't complain :D ).  If anyone does find out, even just pointing to the lines that need editing, I hope they let you know.  I think I've only looked in pawndata so far, so maybe its linking to some new code somewhere.

 

As far as I've seen in some limited testing, it should be okay to compile without the references.  I personally set psychology and I think rimworld children as refs just to be safe, but I don't use syrtraits either.  The tweaks I've done seemed to compile without a problem (save the designation buttons that is.)

The trick to reverse engineering something is to find out where it's called and then work your way back. Find out where the mod lets you assign comfort prisoners, then work your way back to the determination of who can be assigned as a comfort prisoner. The sticky part is making sure that you don't end up making non-humans qualify as comfort prisoners.

 

Also: as long as you reference them, you shouldn't *have* to load them in Rimworld, provided the mod is actually checking to see if they're enabled.

Link to comment
19 minutes ago, Zorlond said:

True dat. Seems to be near impossible to get anyone to have sex unless they're lovers, sleeping, *and* already in the same bed (aka vanilla RimWorld). Sure, if they're Nympho they'll occasionally go join a bed that already has someone asleep in it. And then there's the random raping, but I for one would rather leave that turned off (ymmv). Other than that, sex just never seems to happen. Just a bunch of wanking.

idk how Rational Romance and RJW work together since I haven't tried them at the same time, but I know RR allows single pawns to hook up as a joy activity.  I'd love to see that integrated somehow into this mod--sexually frustrated pawns will ocassionally try to hook up with other colonists they like instead of always defaulting to masturbation (and couples will seek out their partner when frustrated to try to initiate sex).  In my current colony I have a couple that is totally compatible, like each other just fine, but they basically never have sex, and so they're always sexually frustraetd and going off alone and masturbating.  The Loving chance for couples seems to be really low in vanilla rimworld generally... 

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more information, see our Privacy Policy & Terms of Use