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[mod] RimJobWorld


Skömer

AI  

629 members have voted

  1. 1. Usage of AI / LLMs

    • Never used it / involuntarily used it because its automatically included everywhere
      185
    • Only a Handful of times
      158
    • Once a month
      34
    • Every week
      101
    • Daily
      151
  2. 2. Where do you use them?

    • It's part of my job
      128
    • For getting internet search results
      279
    • As a dictionary/for quick information
      178
    • For writing code/generating sprites
      117
    • For fun
      337
    • As a personal companion/partner
      73
    • For making art
      83


Recommended Posts

Posted

>40 days to grow humpshroom

>80 real days

>60ish with hydroponics bonus

>a full in game year

why tho?

 

EDIT: well actually about 50 days

still tho... y? is that even possible? I have one solar flare per year at the least.

Posted
8 hours ago, Ed86 said:

rjw doesnt ... start/develop relations

 

as for sex, idk, make them sleep in same bed? or lower female rape vulnerability

My line of thinking was that the colonist sexuality (as shown when you click on that heart icon on the Bio tab) might be off somehow. I'm going to try making a test colony that consists of five lesbians with entirely positive social traits and see what happens. :v

Posted
2 hours ago, Nehtisp said:

>40 days to grow humpshroom

>80 real days

>60ish with hydroponics bonus

>a full in game year

why tho?

 

EDIT: well actually about 50 days

still tho... y? is that even possible? I have one solar flare per year at the least.

they are mushrooms, those have base growth 40d, they grow faster than other shrooms, they worth x2 silver

Posted
4 hours ago, Ed86 said:

they are mushrooms, those have base growth 40d, they grow faster than other shrooms, they worth x2 silver

Standard mushrooms have a base growth of 4.75 days, those and these also don't grow any faster and are limited by the 13 hour rule just like all other pants and get the same hydroponics benefit as all other plants as well. Also normal mushrooms require a skill of 5 while these require a skill of 4 and yet these are more expensive and difficult to grow than even herbal medicine that requires a skill of 8.

 

The silver justification is not relevant, that was an active choice by the creator (for whatever reason) to justify the long grow period. As I can see it now I have absolutely no reason to grow this crop as the risk is too much for the time investment, the only reason to grow humpshroom is to induce sex or to feed an addiction from a joining colonist which by the time I've noticed to colonist has an addiction they would have gotten over it before the crop has grown to 20%. THERE IS NO reason to grow humpshroom, even silver can be earned faster, easier, and safer from alternative methods. Unless i'm overlooking something I can only see this as an arbitrary decision by the developer. why not reduce the price to 4 and reduce the grow time to 4 but increase skill to 8? With this the value would be 2 yield per 4 crops with a market value of 4 equaling a total silver count of 32 per 4 days which would earn money at the exact same rate but wouldn't have the drawbacks of extremely long wait times.

Posted
7 hours ago, shar181 said:

My line of thinking was that the colonist sexuality (as shown when you click on that heart icon on the Bio tab) might be off somehow. I'm going to try making a test colony that consists of five lesbians with entirely positive social traits and see what happens. :v

So after a bunch of waiting around and trying to keep these stupid bimbos from starving to death, the only ones who ever flirted with the other women were the ones who had the Gay trait from the base game. After I found out you can use Dev Mode to check stuff like attraction chances, I could see that the ones who are labelled as "Gay" under RJW's Sexuality field aren't actually attracted to the same gender for the purposes of romance. I guess I'll need to use Dev Mode to give them the actual trait if I want them to develop relationships. :c

 

Edit: Is RJW compatible with the Psychology mod? While I was trying to figure out how the base game's romance is calculated, I found a whole lot of comments recommending it. I'd love to be able to use it, but RJW takes priority. :3

Posted
3 hours ago, Nehtisp said:

Standard mushrooms have a base growth of 4.75 days, those and these also don't grow any faster and are limited by the 13 hour rule just like all other pants and get the same hydroponics benefit as all other plants as well. Also normal mushrooms require a skill of 5 while these require a skill of 4 and yet these are more expensive and difficult to grow than even herbal medicine that requires a skill of 8.

 

The silver justification is not relevant, that was an active choice by the creator (for whatever reason) to justify the long grow period. As I can see it now I have absolutely no reason to grow this crop as the risk is too much for the time investment, the only reason to grow humpshroom is to induce sex or to feed an addiction from a joining colonist which by the time I've noticed to colonist has an addiction they would have gotten over it before the crop has grown to 20%. THERE IS NO reason to grow humpshroom, even silver can be earned faster, easier, and safer from alternative methods. Unless i'm overlooking something I can only see this as an arbitrary decision by the developer. why not reduce the price to 4 and reduce the grow time to 4 but increase skill to 8? With this the value would be 2 yield per 4 crops with a market value of 4 equaling a total silver count of 32 per 4 days which would earn money at the exact same rate but wouldn't have the drawbacks of extremely long wait times.

standard mushrooms have base growth of 40-60 days. "normal" mushrooms dont require anything, you cant plant them

 

i guess i can rise their prices

Posted
2 hours ago, shar181 said:

So after a bunch of waiting around and trying to keep these stupid bimbos from starving to death, the only ones who ever flirted with the other women were the ones who had the Gay trait from the base game. After I found out you can use Dev Mode to check stuff like attraction chances, I could see that the ones who are labelled as "Gay" under RJW's Sexuality field aren't actually attracted to the same gender for the purposes of romance. I guess I'll need to use Dev Mode to give them the actual trait if I want them to develop relationships. :c

 

Edit: Is RJW compatible with the Psychology mod? While I was trying to figure out how the base game's romance is calculated, I found a whole lot of comments recommending it. I'd love to be able to use it, but RJW takes priority. :3

there is no perverse nonsence like romance or flirt in rjw, only raw sex and rape

 

yes

Posted
9 minutes ago, Ed86 said:

there is no perverse nonsence like romance or flirt in rjw, only raw sex and rape

 

yes

Good to know. ^_^ And bestiality. Don't forget about bestiality. The most vanilla kind of sex outside of necro-sodomy. :v

 

One of my test lesbians broke and dug up a dead body. This game... ><;

Posted
4 hours ago, Ed86 said:

standard mushrooms have base growth of 40-60 days. "normal" mushrooms dont require anything, you cant plant them

 

 i guess i can rise their prices

Well, originally, they were meant to be the way to boost the early-game (potentially tribal) bordello, not a way to churn out cash. They ended up being mushrooms only because of difficulties of coming up with a name and sprites.  It is enough of trouble to get prisoners eat specific thing in a moderated fashion so the shrooms were not terribly complicated at obtaining.

 

These days, they're endgame. By the time you can set up the aphrodisiac plantation, there is likely to be more workers than clients and colony already obtains more money through other means dwarfing any possible income increase from this one. Also, in a wealthy colony there is already problem with providing enough of happy thoughts and joy for pawns, so deliberately increasing the decay rate of yet another need is not really sensible thing to do. Thus they currently have little to no use. 

 

Also, doesn't devilstrand grow in the ground in vanilla?

Posted
23 hours ago, carinicode said:

any thoughts of how to get this to work correctly or what i'm doing wrong? 

.

debuglog.png

I hope somebody can help with this issue. This is whats happening with my game as well and no matter what I do I cannot fix the problem. Any ideas guys?

Posted
51 minutes ago, Gamaroguar said:

@Annwin33 Make sure you installed the mod properly.

 

Getting something similar to what's happening and it is installed properly. Following the install steps word for word but nope log is full of errors up the ass.

Posted
On 4/2/2019 at 6:32 AM, Captain Action said:

 

If traps are added, you should use the female pawn  for them.

On 4/2/2019 at 7:21 AM, Ed86 said:

traps are males,

you cant, itll cause error

 

Using EbBPrepareCarefully you can assign penises to female pawns or vaginas to male ones, or both of them to either. Pretty much any combo you like... It works fine.

Posted
5 hours ago, Gamaroguar said:

@Annwin33 Make sure you installed the mod properly.

 

Cheers for the reply.

 

Em, I have followed the instructions... download, unpack in Steam/steamapps/common/RimWorld/Mods/RJW..

 

Am I doing anything wrong?

Posted

Is there any way to completely disable the Broken Body system? I'm finding it annoyingly intrusive, since it doesn't interact with any traits or quirks that should be relevant and it really just seems to make my Masochist or Zoophile pawns completely useless... I have to quit every 2 or 3 ingame days just to edit the savegame.

Posted

So i tried changing the values in RJWSettings.cs because i wanted the minimum age for sex to be 16 instead of 18. I know why it is set to 18, but for my personal use i wanted it changed. However after changing all the "18" values to 16 i still couldn't move the slider in mod settings below 18. Does anyone know how to change it so it will work? I'm not planning on posting the settings anywhere, it really is just for me personally.

Posted
2 hours ago, TheCaptn said:

Is there any way to completely disable the Broken Body system? I'm finding it annoyingly intrusive, since it doesn't interact with any traits or quirks that should be relevant and it really just seems to make my Masochist or Zoophile pawns completely useless... I have to quit every 2 or 3 ingame days just to edit the savegame.

As of now you can't disable it without altering the code or disabling rape.

You can however simply use the dev menu for removing the hediff. There is a tool called "Add/Remove Hediff" (might be two seperate tools, I can't remember). Just select it, click on your pawn and it will list all hediffs of that pawn. Click the Broken Body hediff and it's gone (for a few ingame hours at least...)

 

1 hour ago, jouda852 said:

So i tried changing the values in RJWSettings.cs because i wanted the minimum age for sex to be 16 instead of 18. I know why it is set to 18, but for my personal use i wanted it changed. However after changing all the "18" values to 16 i still couldn't move the slider in mod settings below 18. Does anyone know how to change it so it will work? I'm not planning on posting the settings anywhere, it really is just for me personally.

Did you compile it? It sounds to me that you only edited the source, which is not what the game reads and executes. Your changes will only take effect when you compile the source to a .dll and replace the existing with your modified version.
I won't explain the whole process of how to do this as it may count as breaking a rule or two. But it's pretty self explanatory when you have some minor knowledge of Visual Studio and know how to find and add the correct dependencies.

Posted
3 hours ago, TheCaptn said:

Is there any way to completely disable the Broken Body system? I'm finding it annoyingly intrusive, since it doesn't interact with any traits or quirks that should be relevant and it really just seems to make my Masochist or Zoophile pawns completely useless... I have to quit every 2 or 3 ingame days just to edit the savegame.

Broken Body stages are defined in XML, so you could also just edit it to have no effect.

Posted
5 hours ago, TheCaptn said:

Is there any way to completely disable the Broken Body system? I'm finding it annoyingly intrusive, since it doesn't interact with any traits or quirks that should be relevant and it really just seems to make my Masochist or Zoophile pawns completely useless... I have to quit every 2 or 3 ingame days just to edit the savegame.

+1 for being able to disable broken body for masochists and other traits via xml filter

Similar to the trait filter for inheriting traits?

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