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[mod] RimJobWorld


Skömer

AI  

625 members have voted

  1. 1. Usage of AI / LLMs

    • Never used it / involuntarily used it because its automatically included everywhere
      184
    • Only a Handful of times
      157
    • Once a month
      34
    • Every week
      99
    • Daily
      151
  2. 2. Where do you use them?

    • It's part of my job
      128
    • For getting internet search results
      277
    • As a dictionary/for quick information
      176
    • For writing code/generating sprites
      117
    • For fun
      335
    • As a personal companion/partner
      73
    • For making art
      83


Recommended Posts

Posted
1 hour ago, SeanODonger said:

I removed the traits from pawns, and quite literally watched them until they then received the trait, no one has touched a single animal. Where are the lines at? Can I remove them with no problems? Nothing in the any of the logs, of which I enabled. It once again just happens when normal human couples have sex with eachother.

 

EDIT: I found that specific code and deleted it, pawns still get the zoophile trait after sex.

If you go into the pawn's Info window, to the records tab, and scroll down to the number of times they've had sex, what's the number for Humanlikes, Animals, and Insects loved?

 

Also, changing the code only takes effect after recompiling.

Posted
2 hours ago, SeanODonger said:

I removed the traits from pawns, and quite literally watched them until they then received the trait, no one has touched a single animal. Where are the lines at? Can I remove them with no problems? Nothing in the any of the logs, of which I enabled. It once again just happens when normal human couples have sex with eachother.

 

EDIT: I found that specific code and deleted it, pawns still get the zoophile trait after sex.

you can remove trait as much as you want, it will be re added next time they have sex

 

now compile dll

Posted

Update of RJWEx addon for RJW 2.0.8. Not compatible with lower versions.

Applied the same changes for machines jobgiver, drafted pawns won't use it.

 

Installation/update: remove old rjw-ex folder if present (not rjw!), unpack this (should look like RimWorld\Mods\rjw-ex), load after RJW;

Requirements: RJW 2.0.8+;

 

Full description in initial release post

rjw-ex_1.0.0e.7z

Posted
3 hours ago, GreatFez said:

If you go into the pawn's Info window, to the records tab, and scroll down to the number of times they've had sex, what's the number for Humanlikes, Animals, and Insects loved?

 

Also, changing the code only takes effect after recompiling.

Yeah, it's exactly what I figured. The amount of humanlikes loved is the highest, however, animals is also quite high, and ticks up everytime they have sex with another human. Somewhere along the way, a mod I added must have upset RJW, even though none of the mods I added were significant or somewhat relevant to RJW. I'll be looking for the offending mod, in the meantime, is there a way to edit a pawns records to get rid of the number on the animals loved?

 

UPDATE: It is indeed NOT a problem with any of the mods, but with the particular save I'm playing. I used all the same mods and created a new game, had a couple have sex, and it acted like normal sex, and no zoophile trait was given. It seems it just randomly popped up during my save, and I have no idea why. I then went back and used the same characters and whatnot on a new game, and once again, all worked fine.

Posted
7 hours ago, SeanODonger said:

I removed the traits from pawns, and quite literally watched them until they then received the trait, no one has touched a single animal. Where are the lines at? Can I remove them with no problems? Nothing in the any of the logs, of which I enabled. It once again just happens when normal human couples have sex with eachother.

 

EDIT: I found that specific code and deleted it, pawns still get the zoophile trait after sex.

If you're able to figure out how to recompile the mod without the Zoophile trigger, would you mind posting it? I tried using Visual Studio, but the guides all assume you already know how to use the program, and are thus worthless. I can't even find the "compile" button, much less create a project with *only* the RJW source files in it.

Posted

I notice a lot of references to slimes and slime bodyparts. Who be these slimes of which you speak, and from whence might i acquire them.

 

Also, i noticed tentacle-limbs in operations tabs. Where from?

 

EDIT: Oh great. I killed another topic. The Topic-murderer strikes again.

Posted

Is it possible to potentially add an option to change the age children spawn, after birth, in your colony, like they have in the "Children, school and learning". Having the extra options would be a nice quality of life change.

Posted

I take it that Combat Extended and RJW are not compatiable with each other?

9 hours ago, rkemsley said:

Is it possible to potentially add an option to change the age children spawn, after birth, in your colony, like they have in the "Children, school and learning". Having the extra options would be a nice quality of life change.

You can always use Character editor mod to change thier age, or change dresser when they are able to walk

Posted

Is it possible to make the bondage gear compatible with Cupro's Alloys? So we can use those metals for gear? And any leather/fabric as well?

The RJWEx addon does this with plugs already. I suspect it's about defining the recipe for the gear with just "metals" instead of the specific metals like it does now. 

 

Posted
12 hours ago, WhatsGoodNikkua said:

I take it that Combat Extended and RJW are not compatiable with each other?

Nevermind, it has something to do with the load order, which is wierd becouse the other mods i've added don't add anything that would interfere with RJW, had to put it high on modlist load order

Posted
10 hours ago, BlackHoleEyes said:

Is it possible to make the bondage gear compatible with Cupro's Alloys? So we can use those metals for gear? And any leather/fabric as well?

The RJWEx addon does this with plugs already. I suspect it's about defining the recipe for the gear with just "metals" instead of the specific metals like it does now. 

 

Afaik rw lists are fucked up they include stuff that shouldnt be used for crafting items, so ive decided to use manual approach

Posted

Could somebody explain to me why the Meganeura from the Megafauna mod doesn't have insect parts?

In the Genital_Helper class it checks is_insect, which in turn checks whether the meat type is "insectoid". Butchering a Meganeura yields insect meat.

What am I missing here?

Posted

I found small bug for you.

thought_FortunateGaveVirginity (good mood)works fine, but thought_UnfortunateLostVirginity (bad mood) doesnt work when colonist has first sex(rape).

victim has normal trait (no nymph and masochism), i think this is bug

and some thoughts didnt appear (fapp)

i tested mod only enabled huglibs and rjw. and disabled wild mod setting.

1.9.9 version works fine but 2.0.5 and 2.0.8 version have bugged

fix this plz (sorry for my english)

 

Posted

using baby & children mod and i'm getting an issue where a baby is born with an adult body but with all the children restrictions to work schedule.  even worse, they walk around completely ignoring those restrictions and do work badly.  am i supposed to disable humanlike pregnancies in rjw or something?  i remember that rjw 'babies' were fully adult body but didn't move at all.

Posted

This has probably already come up and been dismissed, but the recent-ish addition of pawns that commit rape gaining the "rapist" trait, while logical, has only had the effect in my games that I never designate comfort prisoners anymore, just because I don't want all my pawns getting the rapist trait and then having my colony degenerate into an uncontrollable rape fiasco.

 

The occasional pawn with the "rapist" trait as a negative to offset their positives was interesting, in the same way pyromaniacs and addicts are interesting.  Turning the rapist trait into a consequence of rape feels like punishing the player.  Maybe that's the intention?  

Posted
1 hour ago, johnny2by4 said:

using baby & children mod and i'm getting an issue where a baby is born with an adult body but with all the children restrictions to work schedule.  even worse, they walk around completely ignoring those restrictions and do work badly.  am i supposed to disable humanlike pregnancies in rjw or something?  i remember that rjw 'babies' were fully adult body but didn't move at all.

Is your baby an alien and do you have the alien submod for BnC? If not, then it might just be that.

3 minutes ago, Balathustrius said:

This has probably already come up and been dismissed, but the recent-ish addition of pawns that commit rape gaining the "rapist" trait, while logical, has only had the effect in my games that I never designate comfort prisoners anymore, just because I don't want all my pawns getting the rapist trait and then having my colony degenerate into an uncontrollable rape fiasco.

 

The occasional pawn with the "rapist" trait as a negative to offset their positives was interesting, in the same way pyromaniacs and addicts are interesting.  Turning the rapist trait into a consequence of rape feels like punishing the player.  Maybe that's the intention?  

Well, it would be great if the rapists would preferably use the "comfort" pawn instead of random ones. That way the rapist/masochist ring stay under control.

Posted
On ‎7‎/‎13‎/‎2019 at 10:52 AM, WhatsGoodNikkua said:

You can always use Character editor mod to change thier age, or change dresser when they are able to walk

All I've been doing is just going into the dev options when they are born and click "add birthday" until they are 14. But it be nicer if they just popped out at a chosen age.

Posted
10 hours ago, bicobus said:

Is your baby an alien and do you have the alien submod for BnC? If not, then it might just be that. 

 

human, though her father was an alien, and i've got that submod.  i'm just wondering if disabling humanlike pregnancies wont block all pawn pregnancies.  BnC clearly states it doesn't handle pregnancies after all.

Posted
4 hours ago, bicobus said:

If I understand correctly, BnC applies the hediff and all that at birth.

pawn got the 'baby' childhood with all the work restrictions that come with it.  you're saying there's a baby hediff that wasn't applied at birth?  i'll look next time i play, might explain why she's got a fully adult body.

 

edit: no hediff.  see a related one on a child colonist i caught from a raid.  will see what adding the hediff does to the pawn i guess.  still wondering if i need to disable RJW humanlike pregnancies though.

Posted
5 hours ago, johnny2by4 said:

pawn got the 'baby' childhood with all the work restrictions that come with it.  you're saying there's a baby hediff that wasn't applied at birth?  i'll look next time i play, might explain why she's got a fully adult body.

 

edit: no hediff.  see a related one on a child colonist i caught from a raid.  will see what adding the hediff does to the pawn i guess.  still wondering if i need to disable RJW humanlike pregnancies though.

RJW pregnancies produce children with the hedriff for me.

Posted
2 hours ago, Magusedge said:

RJW pregnancies produce children with the hedriff for me.

so then its probably either a one-off issue or a mod conflict for me.  good to know, now to wait for the next one to pop.

Posted

BnC handle the baby/childhood thing, but RJW handle the pregnancy. I have no idea how it works as I have never taken a look at the code. From my understanding, It's BnC that generate the "baby" and "toddler" look for your pawns. Therefore if your babies are fully grown, it means BnC didn't trigger the body change. BnC probably patch the PawnGenerator thingy and add the BabyState hediff or whatnot.

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