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On 11/13/2019 at 6:10 AM, avelor89 said:

is there any baby patch for bnc for asari ,kijin  since i have no idea how to do it myself. and i cant find. def/ThingDefs_Races/SupportAlienDef.xml. and i dont really know where else i could ask

Just edit that file, SupportAlienDef.xml, add both Asari and Kijin to the alien races list.

<li>Alien_Asari_Base</li>

<li>KIJIN_Race</li>

 

---

 

To the RJW team, So..... artificial insemination when? frozen sperm and eggs, surrogacy.

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3 hours ago, Azylon said:

Just edit that file, SupportAlienDef.xml, add both Asari and Kijin to the alien races list.

<li>Alien_Asari_Base</li>

<li>KIJIN_Race</li>

 

---

 

To the RJW team, So..... artificial insemination when? frozen sperm and eggs, surrogacy.

ermmm never?

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Don't know if anyone else is having this issue, it started recently (put down a week and came back yesterday). The options to assign roles seems to be missing. I'm not sure if it is RJW or some other mod was updated and caused the problem. I know the Androids mod is also having some issue where the printer has stopped working so I'm wondering if there is a common thread in there.

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Was dicking around in the source.

 

I noticed a few possible changes/improvements.

 

Female ovipositors should just generate eggs over time in their host (unfertilized.) I just strapped this one into Needs_Sex.cs, with a max capacity calculated the same as elsewhere.

 

I changed pregnancy with ovipositors so that when having vaginal or anal sex with a female ovipositor, it will deposit as many eggs as you either have, or fit into your host. Whichever is smaller. This has the side effect that you can fertilize your eggs with a partner, and then inject the fertilized eggs into someone or something else afterwards.

 

The last one is a bug I'd like to fix but can't figure out how to do because the Hediffs are so generic for genitals. If you take a cosmopilar ovipositor and put it on your pawn, you then create human eggs which is super bizarre. I think the only solution is dynamically generating ovipositor for all insect species... This was beyond an evening's work. But these changes are definitely worth adding imo.

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Okay! I actually finished my mod of this mod.

 

https://www.dropbox.com/s/56z3q5mjlar6gru/RJW.rar?dl=0

 

I don't know how to fork and submit a patch to your gitgud source control, and I'm too lazy to figure it out. So instead here's the modified files.

 

boring technical bs:

Basically all I did was make a HediffDef that the XML base parts now inherit off of. I added "produceEggs", "maxEggTick" and "minEggTick". The only thing that uses those variables are the ovipositors. I added a Tick override to your existing Hediff for BasePart that checks if produceEggs is true, and will add an egg to your genitals somewhere between min and max egg tick, up to your maximum body's capability to hold eggs. (which for humans is about 2).

 

I changed the DoEgg function in the pregnancy helper to instead only implant eggs that are A. in your ovipositor and B. until the partner is full of eggs. So you have to wait for the eggs to generate over time to implant people now.

 

If I continue working on this, my next goal would be to add a type tracking to hediffDef_partbase that tracks the original Kind of the sexual organ, and use that to default to what kind of eggs are generated over time. Should be an easy fix. Basically so if you take a megaspider or whatever and rip off its ovipositor, and jam that into a person, that human will now produce megaspider eggs.

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1 hour ago, Muse said:

Okay! I actually finished my mod of this mod.

 

https://www.dropbox.com/s/56z3q5mjlar6gru/RJW.rar?dl=0

 

I don't know how to fork and submit a patch to your gitgud source control, and I'm too lazy to figure it out. So instead here's the modified files.

 

boring technical bs:

Basically all I did was make a HediffDef that the XML base parts now inherit off of. I added "produceEggs", "maxEggTick" and "minEggTick". The only thing that uses those variables are the ovipositors. I added a Tick override to your existing Hediff for BasePart that checks if produceEggs is true, and will add an egg to your genitals somewhere between min and max egg tick, up to your maximum body's capability to hold eggs. (which for humans is about 2).

 

I changed the DoEgg function in the pregnancy helper to instead only implant eggs that are A. in your ovipositor and B. until the partner is full of eggs. So you have to wait for the eggs to generate over time to implant people now.

 

If I continue working on this, my next goal would be to add a type tracking to hediffDef_partbase that tracks the original Kind of the sexual organ, and use that to default to what kind of eggs are generated over time. Should be an easy fix. Basically so if you take a megaspider or whatever and rip off its ovipositor, and jam that into a person, that human will now produce megaspider eggs.

This is neat.

From what I can tell your edits are done in RJW 2.9.0.

Any chance you can list the files you edited or added and possibly state their pathways so that we can manually patch future main RJW releases without needing to wait for your update if this does not get integrated soon? 

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With the new patch 2.9.1 - my pawns turn into sex maniacs-they rape friends, guests and animals, parents rape children, childern rape parents (straight can rape gay, gay can rape straight), even when they are in a conjugal relationship... what's happening?)) all is broken! xD settings of mod by default, and i use Psychology mod. Before this version all work fine, but now - is Madness of Slaanesh.

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Okay, so after a couple of hours going over the thread and using search function I haven't found the idea I'm going to put forward for the suggestions section.

 

Would it be possible to add a relationship "rape"?

 

Where pawns in relationships (married, finace etc.) will go to each other to "rape" them outside of the standard rape or joining in bed, but rather than the rape effect it provides a mood buff along the lines of something like " Wow, being taken out of nowhere by my {partner$} is quite the thrilling thing, plus man that sex was great!"

 

How the specifics works can be down to the dev.

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6 hours ago, King_of_Kings said:

Okay, so after a couple of hours going over the thread and using search function I haven't found the idea I'm going to put forward for the suggestions section.

 

Would it be possible to add a relationship "rape"?

 

Where pawns in relationships (married, finace etc.) will go to each other to "rape" them outside of the standard rape or joining in bed, but rather than the rape effect it provides a mood buff along the lines of something like " Wow, being taken out of nowhere by my {partner$} is quite the thrilling thing, plus man that sex was great!"

 

How the specifics works can be down to the dev.

A couple in my game kinda behaves this way, she is a masochist and he a rapist. He rapes her from time to time, and she thinks its the best.. (both get mood buffs from this) Though this is not a 100% what you are requesting, it is kinda possible. ?

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Quote

Failed to find any texture while constructing Multi(initPath=Things/Pawn/Humanlike/Apparel/BowlerHat/BowlerHat_Male, color=RGBA(0.576, 0.337, 0.729, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000)). Filenames have changed; if you are converting an old mod, recommend renaming textures from *_back to *_north, *_side to *_east, and *_front to *_south. Verse.Log:Error(String, Boolean) ZombieLand.Graphic_Multi_Init_Patch:Error(String, Boolean) Verse.Graphic_Multi:Init_Patch0(Object, GraphicRequest) Verse.GraphicDatabase:GetInner(GraphicRequest) Verse.GraphicDatabase:Get(String, Shader, Vector2, Color) genderdistinction.GenderDistinctionMethods:TryGetGraphicApparelDistinct(Apparel, BodyTypeDef, Gender, ApparelGraphicRecord&) Verse.PawnGraphicSet:ResolveApparelGraphics_Patch1(Object) Verse.PawnGraphicSet:ResolveAllGraphics_Patch2(Object) Verse.PawnRenderer:RenderPawnAt_Patch4(Object, Vector3, RotDrawMode, Boolean) Verse.PawnRenderer:RenderPawnAt(Vector3) Verse.Pawn_DrawTracker:DrawAt(Vector3) Verse.Pawn:DrawAt(Vector3, Boolean) Verse.Thing:Draw() Verse.ThingWithComps:Draw() Verse.DynamicDrawManager:DrawDynamicThings_Patch1(Object) Verse.Map:MapUpdate() Verse.Game:UpdatePlay() Verse.Root_Play:Update_Patch1(Object)

 

Hello i dont know if this is known and if there is already a solution, but i got this error above. Its a purple texture bug, when pawns with helmets/hats etc are on the map. After some research i found that its related with CE and RJW. Loading the game without RJM solve, the issue... but once you go RJM you cant go back.

CE latest release states:

Quote

Added workaround to the purple texture bug that appears when CE is loaded along with certain apparel mods. This bug is caused by an extremely outdated GraphicApparelDetour.dll bundled in some mods, which uses an archaic patching method that completely overwrites RimWorld's pawn renderer, instead of editing just the necessary parts. The solution was to detect the presence of said DLL and disable it at launch, so that all mods can properly edit the pawn renderer in a compatible way. If your mod list contains mods using this oudated file, the console log will list them: in most cases, affected mods will still work fine even with the disabled DLL, but if you run into rendering issues, tell the author of the apparel mod that if they need to edit the pawn renderer, they should migrate to a more compatible patching method, such as the Harmony library. Thanks to Dyrewulf for providing the workaround.

 

How to solve this?

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Hey , first comment on the site (woohoo !) . To begin , great mod , made me addicted to Rimworld again , thanks for that btw . 

 

Now for the question I wanted to ask : I want to change the malus from the "Feeling Broken (Extremely Broken)" conditions to only give a 80% consciousness debuff (the one in the mod right now is great , but for someone who has everyone of his slaves has stress relief for pawns and animals alike , having them down 70% of the time because of the consciousness debuff is kinda annoying) instead of 60% . But sadly , I can't seem to find the option in the files and since I don't know sh*t about modding appart from the installation  , I don't want to break my game by editing variables that I don't know the use of .

 

So if someone could please tell me where and how to change this stat , I would be really grateful , thanks !

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Does Psychology overwrite the RJW sexuality? I have a colony of almost all females, I set the sexuality spread in RJW to be exclusively bi/gay (50/50 each), all my colonists are bi/mostly gay, yet after almost six years no relationships have formed except with my one adult male (he has a wife, at one point he started having an affair, then broke it off, then later on started another affair though that one didn't last due to the game crashing and having to reload my save).

 

I ask because the Kinsey rating for almost all my colonists is 0-3, so I'm wondering if that rating is what is preventing my pawns from getting together/having casual sex. Any ideas?

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5 hours ago, oxBrandxo said:

Does Psychology overwrite the RJW sexuality? I have a colony of almost all females, I set the sexuality spread in RJW to be exclusively bi/gay (50/50 each), all my colonists are bi/mostly gay, yet after almost six years no relationships have formed except with my one adult male (he has a wife, at one point he started having an affair, then broke it off, then later on started another affair though that one didn't last due to the game crashing and having to reload my save).

 

I ask because the Kinsey rating for almost all my colonists is 0-3, so I'm wondering if that rating is what is preventing my pawns from getting together/having casual sex. Any ideas?

Rjw doesnt care about degeneracy like handholding, only raw sex, only relatios you'll get is sex/rape moods and children birth relations

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Firstly, thanks for this cool mod. I was using it without problems like 6 month ago then i did a break on Rimworld. I reinstall the game yesterday with the mod but now I can't get pawns or animals pregnants (both wilds and domestics). I have all pregnancy settings checked, I tried putting human and animal pregnancy chances to 100%, I tried with only Rimjobworld enabled as my first thought were that it was an incompatibility issue with another mod, without success.  I'm totally lost as I saw on the thread that some had the same issue while it seems the majority don't. I could play without human pregnancy but be unable to breed animals normally (even with pregnancy settings form the mod unchecked) bugs me. 

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Hi, I have a question - are the whores always annoyed about their job? Is there a trait or something where they decide they like hooking? I wanted to run an independent brothel playthough where they were all there and hooking on purpose, but when they get the debuf from taking clients, that doesn't seem like it will work very well...

Thanks

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so many new members, interesting

On 11/24/2019 at 12:35 AM, Totally not for Porn said:

Now for the question I wanted to ask : I want to change the malus from the "Feeling Broken (Extremely Broken)" conditions to only give a 80% consciousness debuff (the one in the mod right now is great , but for someone who has everyone of his slaves has stress relief for pawns and animals alike , having them down 70% of the time because of the consciousness debuff is kinda annoying) instead of 60% . But sadly , I can't seem to find the option in the files and since I don't know sh*t about modding appart from the installation  , I don't want to break my game by editing variables that I don't know the use of .

 

So if someone could please tell me where and how to change this stat , I would be really grateful , thanks !

Mods/RJW/Defs/HediffDefs/Hediffs_FeelingBroken.xml

 

change the Consciousness postFactor of your desired stage to 0.8 for 80% debuff:

			<li>
				<label>Extremely broken</label>
				<minSeverity>0.5</minSeverity>
				<painOffset>-0.1</painOffset>
				<capMods>
					<li>
						<capacity>Consciousness</capacity>
						<postFactor>0.6</postFactor>
					</li>
				</capMods>
				<statOffsets>
					<Vulnerability>0.5</Vulnerability>
				</statOffsets>
			</li>
On 11/24/2019 at 1:41 AM, oxBrandxo said:

Does Psychology overwrite the RJW sexuality? I have a colony of almost all females, I set the sexuality spread in RJW to be exclusively bi/gay (50/50 each), all my colonists are bi/mostly gay, yet after almost six years no relationships have formed except with my one adult male (he has a wife, at one point he started having an affair, then broke it off, then later on started another affair though that one didn't last due to the game crashing and having to reload my save).

 

I ask because the Kinsey rating for almost all my colonists is 0-3, so I'm wondering if that rating is what is preventing my pawns from getting together/having casual sex. Any ideas?

RJW doesn't change romance (marriage, breakups...) at all, as Ed said, only sex, sexualiity and pregnancy is handled by RJW

On 11/24/2019 at 2:06 AM, theMoronKing said:

When i reroll the sexuality and use Prepare Carefully to edit the pawns when i start the game their sexuality is reset to hetero what do i do?

check what sexuality you are using - with rational romance you just need to give pawns a trait, if you use vanilla/rjw sexuality spread enable dev mode and reroll sexuality in the quirks tab until you are satisfied

21 hours ago, kmcl11 said:

Hi, I have a question - are the whores always annoyed about their job? Is there a trait or something where they decide they like hooking? I wanted to run an independent brothel playthough where they were all there and hooking on purpose, but when they get the debuf from taking clients, that doesn't seem like it will work very well...

Thanks

i think(!) they get used to it after a few weeks - or its not fully implemented yet and just random

On 11/24/2019 at 7:41 AM, Burnripper said:

Firstly, thanks for this cool mod. I was using it without problems like 6 month ago then i did a break on Rimworld. I reinstall the game yesterday with the mod but now I can't get pawns or animals pregnants (both wilds and domestics). I have all pregnancy settings checked, I tried putting human and animal pregnancy chances to 100%, I tried with only Rimjobworld enabled as my first thought were that it was an incompatibility issue with another mod, without success.  I'm totally lost as I saw on the thread that some had the same issue while it seems the majority don't. I could play without human pregnancy but be unable to breed animals normally (even with pregnancy settings form the mod unchecked) bugs me. 

check for genitals (peener & vaggi), [lifest]age (adult) & race, other then that idk

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2 hours ago, Skömer said:

so many new members, interesting

Mods/RJW/Defs/HediffDefs/Hediffs_FeelingBroken.xml

 

change the Consciousness postFactor of your desired stage to 0.8 for 80% debuff:


			<li>
				<label>Extremely broken</label>
				<minSeverity>0.5</minSeverity>
				<painOffset>-0.1</painOffset>
				<capMods>
					<li>
						<capacity>Consciousness</capacity>
						<postFactor>0.6</postFactor>
					</li>
				</capMods>
				<statOffsets>
					<Vulnerability>0.5</Vulnerability>
				</statOffsets>
			</li>

 

Thanks , a lot !

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okay so there have been quiet a few post about beastiality not working as most of us who turn that option on, think it ought to.  And most of the responses I have seen have been along the lines of yeah, sorry, its working as intended.  So  I went looking as best I can in game to figure out, how it works, what it does, as intended, and I came across a possible reason why its not working how some of us would like, but still is working, as intended.

That would be because for whatever reason animals are also assigned a sexuality (this assignment can be viewed by using the dev tool RJW WouldFuck).  IE most animals are spawned as "straight"  with a rare few "bisexuals" and "asexuals" and not a single "homosexual" or "pansexual" found in the 21 hours of this particular test game that I have been playing (My settings for pawns are 50 bi, 20 gay, 19 pan, .5 straight, .5 asexual).

So rather than asking for you to fix this, and being told once again, that things are working "as intended" I would instead like to request that animals be assigned their sexuality according to the same spread that players are allowed to use for NPCs / Pawns.  This would actually reduce coding, as there would be no need for a sexual spectrum for animals and a separate one for pawns.  Instead It would use the already in place mechanism of allowing the Player to decide what they would like to see in their game and apply it to Everything, rather than just pawns.

I hope this comes across as a reasonable request.  Im not aksing you to make this mod the way I want it to the exclusion of what your already doing.  Im just hoping to get you to modify it a bit to allow it to completely reflect the preferences you've already allowed players to make in some respects, to those parts those preferences don't already effect.

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3 hours ago, ahnkra said:

okay so there have been quiet a few post about beastiality not working as most of us who turn that option on, think it ought to.  And most of the responses I have seen have been along the lines of yeah, sorry, its working as intended.  So  I went looking as best I can in game to figure out, how it works, what it does, as intended, and I came across a possible reason why its not working how some of us would like, but still is working, as intended.

That would be because for whatever reason animals are also assigned a sexuality (this assignment can be viewed by using the dev tool RJW WouldFuck).  IE most animals are spawned as "straight"  with a rare few "bisexuals" and "asexuals" and not a single "homosexual" or "pansexual" found in the 21 hours of this particular test game that I have been playing (My settings for pawns are 50 bi, 20 gay, 19 pan, .5 straight, .5 asexual).

So rather than asking for you to fix this, and being told once again, that things are working "as intended" I would instead like to request that animals be assigned their sexuality according to the same spread that players are allowed to use for NPCs / Pawns.  This would actually reduce coding, as there would be no need for a sexual spectrum for animals and a separate one for pawns.  Instead It would use the already in place mechanism of allowing the Player to decide what they would like to see in their game and apply it to Everything, rather than just pawns.

I hope this comes across as a reasonable request.  Im not aksing you to make this mod the way I want it to the exclusion of what your already doing.  Im just hoping to get you to modify it a bit to allow it to completely reflect the preferences you've already allowed players to make in some respects, to those parts those preferences don't already effect.

how about instead of raping my brain with "beastiality not working", people tell me what  they expect it to be and what it is not

 

there 3 interactions:

1- breeding

 

2- invite animal to bed

3- rape animal

 

+rape enemy(downed)

 

 

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