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[mod] RimJobWorld


Skömer

AI  

622 members have voted

  1. 1. Usage of AI / LLMs

    • Never used it / involuntarily used it because its automatically included everywhere
      183
    • Only a Handful of times
      157
    • Once a month
      34
    • Every week
      99
    • Daily
      149
  2. 2. Where do you use them?

    • It's part of my job
      126
    • For getting internet search results
      276
    • As a dictionary/for quick information
      175
    • For writing code/generating sprites
      117
    • For fun
      334
    • As a personal companion/partner
      73
    • For making art
      83


Recommended Posts

Posted
38 minutes ago, CaCO3 said:

Yes, maybe.

 

But also Medicine?

...right... maybe also Growing? you know... all those gardeners are natural born rapists they plow and fertilize all day long...

Posted
13 hours ago, wert700 said:

 HumpShrooms no longer show up when using Dubs Mint Menus, But they do spawn in caves.

I'm using the same mod. They show up, just had to research Argiculture I (or II?) first.

Posted

I'm still looking at the sources and trying to figure out why bestiality doesn't trigger. 

 

Although the latest update fixed forced, it still never happens without the player directing a colonist. And using the dev console job giver always fails for males. 

 

So I managed to track down one problem to this bit of code:

Quote

JobGiver_Bestiality.cs, lines 275-293:

                    if (xxx.can_be_fucked(pawn))
                    {
                        var target = find_target_for_female(pawn, pawn.Map);

                        ...
                            return new Job(xxx.bestialityForFemale, target, bed, bed.SleepPosOfAssignedPawn(pawn));

                       ...
                    }
                    else if (xxx.can_rape(pawn, true)) //male,futa,traps, wildmode

                    ...

xxx.can_be_fucked returns true regardless of the colonist gender, but that if-statement is meant for females only. The else if can never be reached.

 

I changed the line 275 to `if (xxx.can_be_fucked(pawn) && pawn.gender == Gender.Female)`, and now the job actually works for males if triggered from the dev console. ...it still doesn't trigger on its own though, and so far I haven't managed to figure out why not. 

 

Edit: Never mind that last bit. It's now working, just extremely rare and it's far more likely that a zoo colonist ends up fapping or joining an another colonist in bed. ThinkNode_ChancePerHour_Bestiality should probably be adjusted to make it more likely to happen.

Posted
1 hour ago, Zaltys said:

I'm still looking at the sources and trying to figure out why bestiality doesn't trigger. 

 

Although the latest update fixed forced, it still never happens without the player directing a colonist. And using the dev console job giver always fails for males. 

 

So I managed to track down one problem to this bit of code:

xxx.can_be_fucked returns true regardless of the colonist gender, but that if-statement is meant for females only. The else if can never be reached.

 

I changed the line 275 to `if (xxx.can_be_fucked(pawn) && pawn.gender == Gender.Female)`, and now the job actually works for males if triggered from the dev console. ...it still doesn't trigger on its own though, and so far I haven't managed to figure out why not. 

 

Edit: Never mind that last bit. It's now working, just extremely rare and it's far more likely that a zoo colonist ends up fapping or joining an another colonist in bed. ThinkNode_ChancePerHour_Bestiality should probably be adjusted to make it more likely to happen.

for female zoo colonists i triggered it by going to every male animal and toggle on their 'can rape' function, and for the zoo colonist i toggled on the animal sex function.  i guess its technically rape, but a zoo pawn always seems to get happiness from it.

Posted
28 minutes ago, Strec said:

Is there a notification when a pregnancy begins? If not could we have a notification in an next update?

nope, its a surprise!  you get a notification at the mid-term when they start getting detrimental effects.

Posted

The Milkable Colonists mod seems to have an RJW-specific overwrite in the latest version. Instances of "pregnancy (early-stage)", "pregnancy (middle-stage"), etc, are all replaced with "pregnancy(dummy)". I'm not sure if it's purely a cosmetic change or if it actually breaks the RJW pregnancy system. Anyone know?

 

EDIT: Yeah, it seems to break the RJW pregnancy system. Pregnancies seem to end up running forever instead of automatically reaching completion after a certain amount of time has passed. So don't use it with RJW unless you delete the dummy pregnancy file.

Posted
7 hours ago, johnny2by4 said:

for female zoo colonists i triggered it by going to every male animal and toggle on their 'can rape' function, and for the zoo colonist i toggled on the animal sex function.  i guess its technically rape, but a zoo pawn always seems to get happiness from it.

Those are the breed and comfort prisoner features, different from the bestiality function. Like I said, the latter is bugged.

 

There's code for female zoos to invite animals to join them in bed (instead of fellow colonists), and for males go looking for animals to have sex with (starting with bonded and colony animals, or wild ones if there's nothing safer). It just isn't triggering at the moment.

Posted

Yet another related bug:

 

processSex function in xxx.cs uses this kind of code several times:

Quote

string text = TranslatorFormattedStringExtensions.Translate(key, pawn.Name.ToStringShort, Partner.Name.ToStringShort);

 

Which, again, completely breaks the whole thing if the partner is unnamed: it stops the execution with an error, so afterSex and generate_min_ticks_to_next_lovin never trigger.

 

Fixed it in my own build, by adding this to the processSex function:

Quote

            string partnerName = Partner.Name?.ToString() ?? "";
            if (partnerName == "") { partnerName = "animal"; }

...then replaced all Partner.Name.ToStringShort with partnerName.

Posted
1 hour ago, Zaltys said:

Yet another related bug:

 

processSex function in xxx.cs uses this kind of code several times:

 

 

 

Which, again, completely breaks the whole thing if the partner is unnamed: it stops the execution with an error, so afterSex and generate_min_ticks_to_next_lovin never trigger.

 

As an easy fix, I would suggest saving the partner name into a variable (with a check for unnamed creatures), and using that in those Translate strings. 

i guess it would be easier to just fuck all pawn.Name.ToStringShort and use pawn.Name

Posted
1 hour ago, Ed86 said:

i guess it would be easier to just fuck all pawn.Name.ToStringShort and use pawn.Name

I tried that at first, but it resulted in numerous type-mismatches. (Cannot implicitly convert type 'Verse.Name' to 'string', Cannot convert from 'Verse.Name' to 'Verse.NamedArgument', etc). 

Posted
31 minutes ago, Zaltys said:

I tried that at first, but it resulted in numerous type-mismatches. (Cannot implicitly convert type 'Verse.Name' to 'string', Cannot convert from 'Verse.Name' to 'Verse.NamedArgument', etc). 

this should probably work, make backups

rjw test.7z

Posted

Not sure if it helps since all of this technical discussion is above my head, but a lot of these beast issues seem to stem from the UI gadget and accessing its buttons. 


I manually edited in "true" for a few monsters' breeder settings, and I was able to get monsters to behave as one expected: females with penetrating organs could mount other monsters, for example, like colonist pawns can. And technically genderless monsters that had the proper sexual organs could engage in sex. The inability to get them to work normally was because the UI gadget controlling consent/breeder options had the options hidden or disabled due to the gender check.

 

So possibly just removing the gender check on the UI gadget in regards to monsters could solve a lot of these issues. I think. Or at the very least, adding a option to specifically override the gender restrictions of the UI gadget in the mod settings.

 

 

Posted
15 hours ago, veedanya said:

The Milkable Colonists mod seems to have an RJW-specific overwrite in the latest version. Instances of "pregnancy (early-stage)", "pregnancy (middle-stage"), etc, are all replaced with "pregnancy(dummy)". I'm not sure if it's purely a cosmetic change or if it actually breaks the RJW pregnancy system. Anyone know?

 

EDIT: Yeah, it seems to break the RJW pregnancy system. Pregnancies seem to end up running forever instead of automatically reaching completion after a certain amount of time has passed. So don't use it with RJW unless you delete the dummy pregnancy file.

Or simply follow instructions posted on the Milkable Colonists mod page. Load above pregnancy mods.

Pregnancy(Dummy) is just a dirty way of ensuring no errors fire if you do not have RWC/RJW (I'll put in a better check later, right now taking a break from staring at code for 2 weeks 4-8 hours a day lol)

Posted

I had it update automatically mid-game via steam updater (before the dummy-pregnancy was added), so I wasn't aware of the new changes affecting load order. My mistake, sorry.

 

On a side note, maybe you should use the in-game mod update news feature to inform players of changes in the future? Realistically, players with dozens of mods aren't going to check each mods' download page on a regular basis, so it may be more prudent to use the in-game method. 

 

 

 

modupdater.png

Posted
20 minutes ago, veedanya said:

I had it update automatically mid-game via steam updater (before the dummy-pregnancy was added), so I wasn't aware of the new changes affecting load order. My mistake, sorry.

 

On a side note, maybe you should use the in-game mod update news feature to inform players of changes in the future? Realistically, players with dozens of mods aren't going to check each mods' download page on a regular basis, so it may be more prudent to use the in-game method.

Fixed with the latest update, load order should not matter now. As for mod options/in-game updates, that's beyond my capabilities atm but i'll look into it some more. (My head explodes when trying to figure out the Harmony library haha)

Posted
35 minutes ago, FuzzyDuck said:

Question.. The MOOD "Furious About Transgender Surgery" can go away?
It doesn't seem to have a timer...

Isn't that only fair? I mean, if someone cuts off your schlong against your will, it's not like you'd probably forgive them. Ever.

Posted
6 hours ago, FuzzyDuck said:

Question.. The MOOD "Furious About Transgender Surgery" can go away?
It doesn't seem to have a timer...

I think timer set to 1 year

Posted

Another small suggestion:

 

As the colony grows, it gets hard to remember who's related to whom. So how about adding the relations to alerts? As in, instead of the standard "<colonist1> is trying to rape <colonist2>", it'd be something like "<colonist1> is trying to rape <colonist2>, <his/her> <relation>".

 

Would likely be useful for players who are into incest. (...and, eh, for those who aren't. Since that'd give them a warning to cancel it). 

 

Not sure how difficult that'd be to implement, though. Pronoun is easy to determine ('(pawn.gender == Gender.Male) ? "his" : "her"'), but I don't see a simple way to output the relation.

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