Jump to content

Recommended Posts

1 hour ago, polly said:

Hi, can someone clarify for me whether human pawns can give birth to animals in v1.9.7b?

 

In my latest  colony I have two human children sire by the colony's resident thurmbo. But that could've been I forgot the adjust the settings before starting over after updating to v1.9.7b

 

I'll play so more and see what the other breeders give birth to.

 

I did see a doe give birth to thrumbo baby!

 

Which gives me an idea for yet-another-suggestion. But, I have go to work so maybe later.

Link to comment
3 hours ago, Gamaroguar said:

Would you please include More Furniture compatibility for the beds?

If you don't mind trying a bit of XML editing, this shouldn't be too hard to add yourself.  In the folder where RJW is installed, go to the Defs, then the Thingdefs folder, and open up Items_WhoreBeds.xml (Notepad++ works well and is free, but Notepad should be fine, too).  It has sections for RJW_Bed, RJW_DoubleBed, and RJW_RoyalBed.  The linkableFacilities section of each shows what buildings can connect to the beds (currently just EndTable and Dresser), so you'd just have to add lines for the More Furniture buildings (Anon2Dresser, Anon2EndTable, Anon2RoyalEndTable, Anon2EndTableLight, and Anon2RoyalEndTableLight).

 

Of course, if you edit it directly like that, it'll be overwritten any time you update RJW.  You might want to keep a copy of the edited file in a separate folder to save having to edit it in again each time.

Link to comment

 

On that human only offspring thing:

 

My testing has confirmed that all children born from female pawns will be human in v1.9.7b

 

The settings in the mod tab make no difference! Nor, who or what is the father.

 

But whenever "the determine pregnancy" option under the operations button is used, I get the message, "something is unusual about the baby".

 

Link to comment

 

Something broke. "Hooking attempt" prostitution and "resolution for rape" doesn't work after 1.9.7 b-version.

 

And where we can find old versions of the mod?

 

Why is the age of consent is 18 now? Is this policy of security and legality? (Puberty age is 12, 13, 14 for females and 14, 15, 16 for males.)

 

Spoiler

 

Monstergirls!? Who need monstergirls from another races and bestiality?! We need real things such as prostitution, rape, pregnancy, illness, gang-bang and porno cinema! lol

Monstergirls and another races should be separate from mod for stable work!

 

 

log.jpg

Link to comment

I want to add compatibility for the ZombieLand mod, so that the zombies will be able to have sex with downed pawns. Maybe Necrophiles could have something to do with that too, I dunno. What are the general directions I'd need to do this?

Link to comment
9 hours ago, GreatFez said:

If you don't mind trying a bit of XML editing, this shouldn't be too hard to add yourself.  In the folder where RJW is installed, go to the Defs, then the Thingdefs folder, and open up Items_WhoreBeds.xml (Notepad++ works well and is free, but Notepad should be fine, too).  It has sections for RJW_Bed, RJW_DoubleBed, and RJW_RoyalBed.  The linkableFacilities section of each shows what buildings can connect to the beds (currently just EndTable and Dresser), so you'd just have to add lines for the More Furniture buildings (Anon2Dresser, Anon2EndTable, Anon2RoyalEndTable, Anon2EndTableLight, and Anon2RoyalEndTableLight).

 

Of course, if you edit it directly like that, it'll be overwritten any time you update RJW.  You might want to keep a copy of the edited file in a separate folder to save having to edit it in again each time.

By the time i posted it i had already done it, the thing is as you mentioned, the fix only last until the next update.

I just wanted to see a definitive fix by including a modcheck patch in the mod. But then i realized there are other things more important than that.

 

But it is really no big deal for me, i do it as you said, l keep the edited version of the file and replace it in any new version (i do that for the Hediffs_PrivateParts folder as well).

Link to comment
43 minutes ago, Gamaroguar said:

By the time i posted it i had already done it, the thing is as you mentioned, the fix only last until the next update.

I just wanted to see a definitive fix by including a modcheck patch in the mod. But then i realized there are other things more important than that.

 

But it is really no big deal for me, i do it as you said, l keep the edited version of the file and replace it in any new version (i do that for the Hediffs_PrivateParts folder as well).

This could be solved by XML patch, take More Furniture\Patches\Patches.xml for reference so you could see how it's implemented in the original mod.

Link to comment

Since I've updated to the newest version of RJW, i have problems getting raids to appear, so I tried to spawn a few of them with and without RJW, without it it goes without any problems, when i spawn it with RJW it doesn't appear and the debug log comes with three errors

Spoiler

First entry:

 

Error while generating pawn. Rethrowing. Exception: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.PawnRelationWorker_Sibling.CreateRelation (Verse.Pawn,Verse.Pawn,Verse.PawnGenerationRequest&) <0x0035f>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawnRelations_Patch1 (Verse.Pawn,Verse.PawnGenerationRequest&) <0x00516>
at Verse.PawnGenerator.TryGenerateNewPawnInternal (Verse.PawnGenerationRequest&,string&,bool,bool) <0x00356>
at (wrapper dynamic-method) Verse.PawnGenerator.GenerateNewPawnInternal_Patch1 (Verse.PawnGenerationRequest&) <0x003c8>
at Verse.PawnGenerator.GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest) <0x007bb>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawn_Patch1 (Verse.PawnGenerationRequest) <0x000b6>

Verse.Log:Error(String, Boolean)
Verse.PawnGenerator:GeneratePawn_Patch1(PawnGenerationRequest)
RimWorld.PawnGroupKindWorker_Normal:GeneratePawns(PawnGroupMakerParms, PawnGroupMaker, List`1, Boolean)
RimWorld.PawnGroupKindWorker:GeneratePawns(PawnGroupMakerParms, PawnGroupMaker, Boolean)
RimWorld.PawnGroupMaker:GeneratePawns(PawnGroupMakerParms, Boolean)
RimWorld.<GeneratePawns>c__Iterator0:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
RimWorld.IncidentWorker_Raid:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms)
Verse.Dialog_DebugActionsMenu:DoRaid(IncidentParms)
Verse.<DoListingItems_MapActions>c__AnonStoreyB:<>m__1()
Verse.Dialog_DebugOptionLister:DebugAction(String, Action)
Verse.Dialog_DebugOptionListLister:DoListingItems()
Verse.Dialog_OptionLister:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)

 

second entry:

 

Exception while generating pawn group: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.PawnRelationWorker_Sibling.CreateRelation (Verse.Pawn,Verse.Pawn,Verse.PawnGenerationRequest&) <0x0035f>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawnRelations_Patch1 (Verse.Pawn,Verse.PawnGenerationRequest&) <0x00516>
at Verse.PawnGenerator.TryGenerateNewPawnInternal (Verse.PawnGenerationRequest&,string&,bool,bool) <0x00356>
at (wrapper dynamic-method) Verse.PawnGenerator.GenerateNewPawnInternal_Patch1 (Verse.PawnGenerationRequest&) <0x003c8>
at Verse.PawnGenerator.GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest) <0x007bb>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawn_Patch1 (Verse.PawnGenerationRequest) <0x000b6>

Verse.Log:Error(String, Boolean)
RimWorld.PawnGroupKindWorker:GeneratePawns(PawnGroupMakerParms, PawnGroupMaker, Boolean)
RimWorld.PawnGroupMaker:GeneratePawns(PawnGroupMakerParms, Boolean)
RimWorld.<GeneratePawns>c__Iterator0:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
RimWorld.IncidentWorker_Raid:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms)
Verse.Dialog_DebugActionsMenu:DoRaid(IncidentParms)
Verse.<DoListingItems_MapActions>c__AnonStoreyB:<>m__1()
Verse.Dialog_DebugOptionLister:DebugAction(String, Action)
Verse.Dialog_DebugOptionListLister:DoListingItems()
Verse.Dialog_OptionLister:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)

 

third entry: 

 

Got no pawns spawning raid from parms (target=(Map-0-PlayerHome) points=4500 raidStrategy=ImmediateAttack )
Verse.Log:Error(String, Boolean)
RimWorld.IncidentWorker_Raid:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms)
Verse.Dialog_DebugActionsMenu:DoRaid(IncidentParms)
Verse.<DoListingItems_MapActions>c__AnonStoreyB:<>m__1()
Verse.Dialog_DebugOptionLister:DebugAction(String, Action)
Verse.Dialog_DebugOptionListLister:DoListingItems()
Verse.Dialog_OptionLister:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)
 

this error has appeared both in 1.9.7 and 1.9.7c for me, what am I doing wrong?

Link to comment

Well, I read off this thread.

 

Found all old versions and test them.

 

Prostitution and rape are broken in..:

 

1.9.7;

1.9.7a;

1.9.7b;

1.9.7c.

 

In version 1.9.6b it works fine.

 

Cancellation of forced rape to guests and traders is a bad decision. The Player and his "colony members" must decide to be good or bad peoples. Penalties in a relationship - this is the solution.

 

About age and realism. Physiologically, in the game no compulsion to be a pedophile. Legally, there are no violations. I think this is related to the money side of the question and the new Steam policy (added adult mods in service, officially, 2018. and good modders whant be into Steam - we can understand it. Hah hah!) Or perhaps it’s just a curve trying to unify ages of different game races... Strange decision..

What could be "laws" for development of Neolithic tribe simulation!? 18 - this is an elderly woman for those times.))) Besides, player is forced to wait additional 4 years before seeing replenishment of the tribe. Very disappointing...

Last nomal realism version is the 1.9.4b (but no integration with Psyhology (вut mods still works without intersecting normaly), no quirks, no new Archotech implants, ets). 

 

Hmm... Gerontophil Paradise into game now. Every day 55-60 years old peoples with katarakta, asthma and demencia wonna f**k my colonists! Money doesnt smell.)))

 

Sorry for Ingrish. BB

Link to comment
10 hours ago, ekl_l said:

This could be solved by XML patch, take More Furniture\Patches\Patches.xml for reference so you could see how it's implemented in the original mod.

As far as i know, patching works for Core out of the box, but to patch other mods you need additional coding, or an additional mod.

Link to comment
1 hour ago, Gamaroguar said:

As far as i know, patching works for Core out of the box, but to patch other mods you need additional coding, or an additional mod.

That's what i mean. Personal mod consisting of About.xml and XML patches for everything you want to change it your setup, persisting all the updates without overwriting entire defines, which may break at some point.

Link to comment
35 minutes ago, ekl_l said:

That's what i mean. Personal mod consisting of About.xml and XML patches for everything you want to change it your setup, persisting all the updates without overwriting entire defines, which may break at some point.

Ah! now i get it, I didn't think of it before, thanks!

Link to comment
21 minutes ago, xaenus said:

Playing the new patch, all females are stuck at 0% chance fertility with no way of bringing it up. 

Are you using the Dragonian Race RJW edition? It seems to cause the 0% fertility bug in 1.9.7+

Link to comment
15 hours ago, polly said:

Ok, then I know. Thx.

Hopefully this will be changed in the future. 

This can be remediated by changing line 327 of Hediff_BasePregnancy.cs from:

if (Rand.Chance(RJWPregnancySettings.bestial_DNA_from_mother))

to:

if (Rand.Range(0.05f, 1f) > RJWPregnancySettings.bestial_DNA_from_mother)

I'm not familiar enough with Rand.Chance to know why it's not working right but swapping it to Rand.Range fixes the issue.

Link to comment
2 hours ago, Janik said:

I'm not familiar enough with Rand.Chance to know why it's not working right but swapping it to Rand.Range fixes the issue.

Not sure why that'd be the case. Rand.Chance is simple:

public static bool Chance(float chance)
{
  return chance > 0f && (chance >= 1f || Rand.Value < chance);
}

And bestial_DNA_from_mother should always be between 0f and 1f.

 

...hold on. Maybe it's reversed (100% mother is actually currently interpreted as 100% father), in which case the code should be:

if (!Rand.Chance(RJWPregnancySettings.humanlike_DNA_from_mother))

Dunno who thought that naming the variables parent and parent2 was a good idea. Hard to tell which one is the one giving birth.

Link to comment
9 hours ago, Shekotun said:

What could be "laws" for development of Neolithic tribe simulation!? 18 - this is an elderly woman for those times.))) Besides, player is forced to wait additional 4 years before seeing replenishment of the tribe. Very disappointing...

https://www.loverslab.com/topic/27346-02162014-attention-policy-change-regarding-content-with-underage-characters/

 

Underage is not allowed on LoversLab.

9 hours ago, Shekotun said:

Hmm... Gerontophil Paradise into game now. Every day 55-60 years old peoples with katarakta, asthma and demencia wonna f**k my colonists! Money doesnt smell.)))

Yes, older people do have sex, though 55 is hardly 'old'. I knew someone in real life who was still sexually active at age of 103.

Link to comment
10 minutes ago, Zaltys said:

Not sure why that'd be the case. Rand.Chance is simple:


public static bool Chance(float chance)
{
  return chance > 0f && (chance >= 1f || Rand.Value < chance);
}

And bestial_DNA_from_mother should always be between 0f and 1f.

Ok, looks like Chance is more likely to return true the higher the value passed.  I inverted it using Rand.Range so higher set values end up less likely to trigger the if.

The problem must be flipped logic in the if statement then instead of Chance being the issue.

 

When I did testing I added logging and found that the if results with the child being the father's race and the else results with the mother's race.

Link to comment
1 hour ago, Zaltys said:

https://www.loverslab.com/topic/27346-02162014-attention-policy-change-regarding-content-with-underage-characters/

 

Underage is not allowed on LoversLab.

Yes, older people do have sex, though 55 is hardly 'old'. I knew someone in real life who was still sexually active at age of 103.

Thank you for detailed answer.

Funny. Any perversions at your service, but conditional realism in childbirth - prohibited. Even if in the game: circle, circle, dash, line, point... Hypocrisy!))))

 

Of course, "older people do have sex". I mean, the random selection and spawn behaves very strange. In early versions of the game, in the scenario was an age spawn settings. Now (after build 17) this vanilla setting is disabled (works only for start player colonists). This is a problem for the creation of the Neolithic era simulation.

 

Anyway, I understood the problem. I have to fix it myself. Thx.

Link to comment
20 hours ago, ufjoif said:

I want to add compatibility for the ZombieLand mod, so that the zombies will be able to have sex with downed pawns. Maybe Necrophiles could have something to do with that too, I dunno. What are the general directions I'd need to do this?

try adding raping to zombies stuff

rjw/Patches/Tweak_Duty

 

1 hour ago, Shekotun said:

Thank you for detailed answer.

Funny. Any perversions at your service, but conditional realism in childbirth - prohibited. Even if in the game: circle, circle, dash, line, point... Hypocrisy!))))

 

Of course, "older people do have sex". I mean, the random selection and spawn behaves very strange. In early versions of the game, in the scenario was an age spawn settings. Now (after build 17) this vanilla setting is disabled (works only for start player colonists). This is a problem for the creation of the Neolithic era simulation.

 

Anyway, I understood the problem. I have to fix it myself. Thx.

well it was fine until someone reported it

but it doesnt really matter because rimworld stores data in plain text and people can edit age restriction with notepad

and since mod is opensource its also doesnt matter since you can always change those settings your self

Link to comment
4 hours ago, Ed86 said:

try adding raping to zombies stuff

rjw/Patches/Tweak_Duty

 

well it was fine until someone reported it

but it doesnt really matter because rimworld stores data in plain text and people can edit age restriction with notepad

and since mod is opensource its also doesnt matter since you can always change those settings your self

Tried that. I believe the issue is that the class doesn't specify behaviour for zombies so I'd have to mod it to. Do I have to build a modified version of the mod (Not really intending on making it public) or is there a better way to just edit a few files and add one or two classes of functionality?

Link to comment

I've got a question. Does this mod get rid of the "Psyche" tab from Psychology? I'm pretty sure Psychology added a "Psyche" tab to pawns to check their personality/sexuality, but that tab disappeared after I installed the 1.9.7c update. 

 

Edit: It's been fixed after restarting my game a few times. I have no idea why it was happening, but it probably wasn't caused by RJW. 

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more information, see our Privacy Policy & Terms of Use