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[mod] RimJobWorld


Skömer

AI  

633 members have voted

  1. 1. Usage of AI / LLMs

    • Never used it / involuntarily used it because its automatically included everywhere
      186
    • Only a Handful of times
      159
    • Once a month
      34
    • Every week
      102
    • Daily
      152
  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
      341
    • As a personal companion/partner
      73
    • For making art
      84


Recommended Posts

Posted
12 hours ago, PinkyAndTheBrain said:

If it used normal surgeries you'd have to add the following to the pawnkind defs  :


		<modExtensions>
			<li Class="Androids.SexualizeAndroidRJW">
			</li>
		</modExtensions>

Since it uses a custom surgery method I'm not sure the code where that's relevant even gets called though.

Make new or smth else? Ive got only one xml there and thats nymphs

Posted

Just wanted to say, if anyone is still having issues with at the rjw.xxx.is_asexual (Verse.Pawn) bug or other non working features, TechSales, for some reason, was the culprit for me.

Posted

Bug report.

 

Just to let you know a pawn with bionic or archtech limps are treat as having missing limps for the chain and armbinder.

I can't put an armbinder of chain on pawn with artificial limps do to it saying the reason is they are missing the part to wear it.

Posted
1 hour ago, Soaryne said:

Bug report.

 

Just to let you know a pawn with bionic or archtech limps are treat as having missing limps for the chain and armbinder.

I can't put an armbinder of chain on pawn with artificial limps do to it saying the reason is they are missing the part to wear it.

that is because they are missing

also its probably fault of mod that added those but didnt add bodypart tags

also its probably pointless to put on armbinder on bionic/archo parts as pawn cold rip them apart

Posted
37 minutes ago, Ed86 said:

that is because they are missing

also its probably fault of mod that added those but didnt add bodypart tags

also its probably pointless to put on armbinder on bionic/archo parts as pawn cold rip them apart

I have another problem.

Colonist can't put chastity belt on a prisoner who has no limbs.

Posted
1 hour ago, Ed86 said:

that is because they are missing

also its probably fault of mod that added those but didnt add bodypart tags

also its probably pointless to put on armbinder on bionic/archo parts as pawn cold rip them apart

I'm using the bionics and archtech legs and arms form the base game. I'm not using any mod that add bionic outside of what a dog said. 

you have a point on archtech, I can see those limp being strong enough to break plasteel bindings.

Are can you make it so gag get the effect of what they made out of. There no different on a gag made out of steel/leather and a gag made out of gold/hyperweave.

Posted

How exactly does the Sapiosexual quirk work?  I have a pawn whose husband has only two intellectual but it is saying her quirk is going off when they have sex.  2 points seem rather low for someone being defined as smart.

 

She also has gerontophile but her husband is only 35 and robot lover but he is not a robot, so I don't think those are the quirks going off.  Although, perhaps because they are an alien race, they are not being read the same as humans would be for those?  Their life expectancy is 90 if that helps and the race is Pantoran, from this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1847658944

Posted
2 hours ago, Thriorion said:

How exactly does the Sapiosexual quirk work?  I have a pawn whose husband has only two intellectual but it is saying her quirk is going off when they have sex.  2 points seem rather low for someone being defined as smart.

 

She also has gerontophile but her husband is only 35 and robot lover but he is not a robot, so I don't think those are the quirks going off.  Although, perhaps because they are an alien race, they are not being read the same as humans would be for those?  Their life expectancy is 90 if that helps and the race is Pantoran, from this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1847658944

        static bool SatisfiesSapiosexual(Pawn partner)
        {
            if (!xxx.has_traits(partner)) return false;
            return partner.story.traits.HasTrait(TraitDefOf.TooSmart)
                || (xxx.CTIsActive && partner.story.traits.HasTrait(TraitDef.Named("RCT_Savant")))
                || (xxx.IndividualityIsActive && partner.story.traits.HasTrait(TraitDef.Named("SYR_Scientist")))
                || (xxx.CTIsActive && partner.story.traits.HasTrait(TraitDef.Named("RCT_Inventor")))
                || partner.story.traits.HasTrait(TraitDefOf.GreatMemory)
                || partner.story.traits.HasTrait(TraitDefOf.Transhumanist);
        }
 

Posted

I've encountered a strange issue, and normally I would try to solve it myself, but the thing is... I don't really know WHAT the issue is. I've recently started playing RimWorld again (I did a clean reinstall), assembled a nice mod pack for myself, yada-yada. While playing, I've noticed that pawns with 'zoophile' trait don't engage in bestiality. Thing is, direct control/hero mode orders still work fine, and human/human interaction still functions as usual. Before anyone asks - I have bestiality ticked and pawns which I refer to have the respective trait. Strange thing is that logs don't display any errors, and I've tried a clean setup - without any mods, just Hugslib and RJW - still doesn't work. Tried to roll back to 2.9.0 - still nothing. Pawns will prefer masturbating over bestiality, even if they have a bond with an animal which suits them.

Posted
3 hours ago, Ed86 said:

        static bool SatisfiesSapiosexual(Pawn partner)
        {
            if (!xxx.has_traits(partner)) return false;
            return partner.story.traits.HasTrait(TraitDefOf.TooSmart)
                || (xxx.CTIsActive && partner.story.traits.HasTrait(TraitDef.Named("RCT_Savant")))
                || (xxx.IndividualityIsActive && partner.story.traits.HasTrait(TraitDef.Named("SYR_Scientist")))
                || (xxx.CTIsActive && partner.story.traits.HasTrait(TraitDef.Named("RCT_Inventor")))
                || partner.story.traits.HasTrait(TraitDefOf.GreatMemory)
                || partner.story.traits.HasTrait(TraitDefOf.Transhumanist);
        }
 

Her husband has none of those either.  His traits are Abrasive, Wimp, and Lazy, and his backstories are Child spy and Starship janitor.

 

Edit: I realize it's not on your list but I noticed that she has the Decent Learner trait.  Is it possible that could be activating it for her when she masturbates and I'm misunderstanding what's happening?  If that's not it, though, I'd like to be so bold as to suggest adding that trait to the list, as well as the backstories of Human computer, story writer, and lore keeper (helpful for tribals), all of which suggest good intellect, imo.

Posted
On 4/5/2019 at 12:50 PM, ekss said:

Here is my small addition to RJW, made it for myself while studying Rimworld modding.

What's inside:
 

  Reveal hidden contents

Fuck machines

Three models, one automatic with restraints which chooses one of six modes:

  Reveal hidden contents

- Normal (50%) - 0.5-1.5 in-game hours, rest to sex conversion (1-to-2) modified by machine's quality;
- Intensive (30%) - faster (0.25-0.75 hour), significant exhaustion, lots of pleasure;

- Long (10%) - slower pace, same exhaustion as normal but longer time (1-3 hours), more pleasure for longer session;
- Maximum pleasure (5%) - raising sex need to max at fastest rate, even for humpshroom addicted (this mode only), moderate exhaustion;
- Tease (3%) - time from short to long (0.5-2 hours), pawn left at horny threshold (0.25 by rjw default), gains joy from session;
- Exhaust (2%) - moderate pleasure gain, lasts down to 0% rest need, but 2-3 hours minimum, capped at 6 hours;

 

For humpshroom addicted pawns with withdrawal every mode except Maxpleasure works for 1/10 of normal, but with full exhaustion.

Machines without Auto-mode works on Normal mode.

 

Some technical mod info:

  Reveal hidden contents

New machines may be added via XML for different quality-auto-restraints combinations.

Height offsets for pawns on machines and thrust intensity/direction also configurable.

In case of auto/normal machines without restraints pawn can stop at any time if satisfied or tired.

If non-auto machine with restraints, session lasts it's minimum time and may be continued if pawn wants more

(continuation probably broken by my last changes, may be fixed later. May be not).

In case of auto and not restrained, pawn can stop at any time, but machine shuts down after program finish.

 

All machines have Private/Public switch. In case of Private machine can be used only by room owners (bedrooms only, want something private - keep it private).

Pawns will use machines by themselves, preferring available ones with highest quality (masos have small bonus for models with restraints).

Mechanics similar to fappin', but doesn't replace it.

Men will also use machines with chance based on orientation.

Stats time counter for time on machines.

 

Anal plugs

Three sizes ordinary plugs, working like normal apparel and one expandable plug with hololock.

Plugs derive bondage gear mechanics, so can be equipped on downed pawns and prisoners by others.

Right now there is not much difference between normal and locked. Pawns won't remove or equip it themselves.

Still locked plugs have "blocks_anus" property, don't know how much it's respected by RJW

(assuming normal plug could be removed any time for any need and placed back right after).

Gives "plugged" hediff with 5 stages depending on difference between plug size and orifice.

All stages except the lowest (loose) gives sexdrive bonus and various small debuffs in higher stage cases.

Gives "Plugged" moodlet with similar stages, higher stages work different for pawns with nympho or maso traits and those without.

Expandable plugs always fits very tight, except for the most loose cases.

Stats time counter for time wearing plug.

 

Visible gags

No other mods needed, no conflict with hairs and most of headgear (probably still conflicts for slots with some full helmets or something like, need to test).

Fits to different head shapes (though some sprites may mismatch slightly, need to verify every single one)

Gag graphics from original RJW, needed to re-include it in archive just because of files naming.

NO stats counter for time gagged, thought about it only when writing this. Is it even needed at all?

 

Preview

7FMU9ep.png

 

Installation:

Similar to RJW, load after RJW.

Existing savegame friendly, removing from save is not tested.

 

Disclaimer:

Authors of original RJW are not related to this, don't report any problems with this add-on to them.

Author is complete newb, anything is possible, make backups of your save files, system files, stock up water and food, hide your pets, prepare fire extinguisher.

(nothing special with code, so no major disasters should happen, but who knows)

Any related ideas about rebalancing/expanding/fixing are accepted but without any guarantee of implementing/attempting/reading.

English is not my main language, so I apologize to all who suffered from this fact.

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+;

 

rjw-ex_1.0.0e.7z 785.35 kB · 3,505 downloads

RJW3.20  Incompatible

Posted

Hello, I wrote a short patch with your mod and Dub's Bad Hygiene. Basically you take a hit to DBH's hygiene and bladder needs after any sex act.

 

it's pretty simple, I wrote it just for modding practice, and also cause I like it when mods have good synergy. Thanks for the cool mods!

RJWandDubsPatch.rar 

 

EDIT: anyone want this updated to rw 1.1 & rjw 4.0.0?

Posted

So what's the best way to make prisoners whores? I set them to be comfort prisoners and pick all 3 options, but trade caravans don't use them, and colonists obviously don't pay. Does it work best with hospitality?

Posted
3 hours ago, NoppaiKohai said:

So what's the best way to make prisoners whores? I set them to be comfort prisoners and pick all 3 options, but trade caravans don't use them, and colonists obviously don't pay. Does it work best with hospitality?

They need to be accessible by the visitors, caravan spot mod in a prison cell, also they need to be able to move I believe.

 

Keep in mind there are still other factors.

Posted
7 minutes ago, TheDeinonychus said:

Any chance of an option to enable mpreg sometime?

Maybe also the option to limit it to futa/male encounters?

If you are talking about twins and such that is dictated by the race litter curve. 

If you are talking about multi organ pregnancy not yet possible but potentially in the future.

Posted

I have a question about the SexAppraiser Code, namely the too big or too smal bodysize checks in would_fuck_animal (line 242-250)

 

			// Adjust by size difference.
			if (target.BodySize < size_preference[0])
			{
				fuc *= Mathf.Lerp(0.1f, size_preference[0], target.BodySize);
			}
			else if (target.BodySize > size_preference[1])
			{
				fuc *= Mathf.Lerp(size_preference[1] * 10, size_preference[1], target.BodySize);
			}

 

Afaik, the third parameter of Lerp is supposed to be a value between 0 and 1, but BodySize can be higher than that (Cougar -> 1.4) in that case (i assume) it would default to 1 and multiplicate the fuc  value with the size_preference, which doesnt seem to make sense to me either.

 

For example, a Pawn has a size_preference[1] of 1.3, it's lower than the cougars, ergo the Lerp function is done. But it returns 1.3, ergo the fuc value rises! That means the Pawn is more likely to fuck an animal that is actually bigger then they are comfortable with.

Posted
8 hours ago, NeverLucky4Life said:

If you are talking about twins and such that is dictated by the race litter curve. 

If you are talking about multi organ pregnancy not yet possible but potentially in the future.

i think it means male pregnancy

Posted
1 hour ago, Schukov said:

I have a question about the SexAppraiser Code, namely the too big or too smal bodysize checks in would_fuck_animal (line 242-250)

 


			// Adjust by size difference.
			if (target.BodySize < size_preference[0])
			{
				fuc *= Mathf.Lerp(0.1f, size_preference[0], target.BodySize);
			}
			else if (target.BodySize > size_preference[1])
			{
				fuc *= Mathf.Lerp(size_preference[1] * 10, size_preference[1], target.BodySize);
			}

 

Afaik, the third parameter of Lerp is supposed to be a value between 0 and 1, but BodySize can be higher than that (Cougar -> 1.4) in that case (i assume) it would default to 1 and multiplicate the fuc  value with the size_preference, which doesnt seem to make sense to me either.

 

For example, a Pawn has a size_preference[1] of 1.3, it's lower than the cougars, ergo the Lerp function is done. But it returns 1.3, ergo the fuc value rises! That means the Pawn is more likely to fuck an animal that is actually bigger then they are comfortable with.

eh... the one who wrote it long gone, and i have no idea what these runes mean, prefer simpler calculations .. like 2+2=5 and stuff

Posted
19 hours ago, NeverLucky4Life said:

If you are talking about twins and such that is dictated by the race litter curve. 

If you are talking about multi organ pregnancy not yet possible but potentially in the future.

No, I'm talking about m-preg. As in males getting knocked up.

Posted
41 minutes ago, vratix3 said:

Still no way for female pawns to breed wild animals? Other than maddened?

there is one - wild mode

Posted

So I'm having an issue. I turn on the rape beatings because it's hot, but set it to Senpai be gentle so they don't kill my prisoners like they used to when they would literally beat them to death.

 

The issue is, it keeps turning into real fights. Every time my animals rape a breeder animal I was hoping to impregnate, it turns into a real fight and she puts half my male animals in the hospital, and my comfort prisoners keep getting in fights and beating up my colonists. Is there a setting to disable / discourage the retaliation fights from rape beatings?

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