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Posted

I tried playing around with this a little to see what kind of modifiers might be interesting as i had an idea for a playthrough after seeing this mod

but being disappointed that it doenst really have that much content yet.

Im by no means experienced with modding let alone programing so i did a bunch of copypaste to put something together.

But now i ran into two issues that i cant resolve because i dont even know why its not working.

I made a generic "Word of control" psycast for testing which applies the "HypnosisLevel" hediff the mod already has but is unused right now. That works fine.

The hediff levels are working, aswell as is the accompanying mood buff.

 

The two things that arent working:

I want the hightest level of the Hediff to disable certain needs (like outdoors) on the target. But no matter where in the file i put

the <disablesNeeds> it either does not work or throws an error on load. Usualy both.

 

 

The other even more imporatant thing has two problems:

 

I used the timing table from the normal RJW hediff for "feeling broken" after being raped to set up a timescale to make the hediff permanent after a while.

By now i think this thing does not work the way i expected it to.

 

Was i did expect was that the "SeverityIncrease" part uses the current severity of the Hediff to tick up points which are then used by

the "SeverityReduce" part to determine the daily tick down. Thats how it seemed to "heal" the mind broken state.

And while the tickdown does change it does so with no regularity or predictability and far to rarely.

Like twice a day at most. If this really is something like a sliding scale function it should update every few seconds.

 

I could not find any other example of a mod using dynamic severity ticks so i have no idea how this works.

I also could not find it in the mod files anywhere so i assume its not a simple XML change.

Does the basegame even support stage-based severity changes?

 

(For clarification: With the settings in the file i would expect the severity to stop ticking down shortly after 20 days (1.5 times 20)

assuming the hediff is kept close to 6 strength the entire time with severity tickdown slowing from a peak of -1.2 towards 0.)

 

 

The second thing is that each time the "HypnosisLevel" Hediff is applied the severity tickdown is completely reset to its -0.8 base.

This is bad because it means the hediff can never be permanent. How do i keep the progress?

HypnosisLevel.xml

  • 4 weeks later...
Posted

I've met a problem that I can not produce gas canisters from the gas refiner. I have connected it directly to a pump and the gas is supplied. However, when I tried to order my pawn to craft gas canisters by right clicking the refiner it just showed nothing at all. I had added the recipe into the list but it remained the same.

I have the 3 mods you mentioned in files page installed and activated.

By the way, I always like the idea of hyponosis and aphrodisiac, quite fascinating to me. So I'd like to follow this thread.

Posted

Could not load UnityEngine.Texture2D at Things/Special/Fluid/AC_OverlayBase in any active mod or in base resources.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.ContentFinder`1<UnityEngine.Texture2D>:Get (string,bool)
RimWorld.CompFlickable:get_CommandTex ()
RimWorld.CompFlickable/<CompGetGizmosExtra>d__20:MoveNext ()
Verse.ThingWithComps/<GetGizmos>d__33:MoveNext ()
Verse.Building/<GetGizmos>d__17:MoveNext ()
System.Collections.Generic.List`1<Verse.Gizmo>:InsertRange (int,System.Collections.Generic.IEnumerable`1<Verse.Gizmo>)
System.Collections.Generic.List`1<Verse.Gizmo>:AddRange (System.Collections.Generic.IEnumerable`1<Verse.Gizmo>)
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor (System.Collections.Generic.IEnumerable`1<object>,Verse.Gizmo&)
RimWorld.MainTabWindow_Inspect:DrawInspectGizmos ()
RimWorld.InspectPaneUtility:ExtraOnGUI (RimWorld.IInspectPane)
RimWorld.MainTabWindow_Inspect:ExtraOnGUI ()
Verse.WindowStack:WindowStackOnGUI ()
RimWorld.UIRoot_Play:UIRootOnGUI ()
(wrapper dynamic-method) Verse.Root:Verse.Root.OnGUI_Patch1 (Verse.Root)
 

Posted

There's a fairly big issue that I believe pertains to the LightsOut mod with the Aphrodisiac Refiner; the On Standby state added by the mod is essentially permanently active on the refiner, even if pawns are present in the area or the refiner is moved anywhere else, meaning pawns will never use it because it's not technically active anymore.

Posted

So where are the hypnotic statues? All I can see is the aphrodisiac refinery but otherwise nothing else. Is there some research I need to do first? 

  • 4 weeks later...
Posted

the insanity generator is from VFE-Power, i was using it as a base to make the horny generator, right now no. it is not implemented. the plan was to have it detect sex then have that create power but i never actually made it besides retexturing the insanity generator

 

  • 1 month later...
  • 1 month later...
  • 1 month later...
Posted (edited)

This mod is causing insane FPS drops when the game renders an aphrodisiac geyser. I didn't find any geysers on my map, so I created a geyser manually using the debug menu and my game dropped from steady 60 FPS to under 20. Nothing else can possibly be the cause, and I've yet to even receive any errors in my debug log to figure out the reason why this mod is doing it.

 

EDIT: my debug log is showing an error of "Could not load UnityEngine.Texture2D at Things/Special/Fluid/AC_OverlayBase in any active mod or in base resources." So there's something going on with the textures being rendered. I'm going to double-check that my version is the most recent/updated version and see if that fixes it. I know it's not the Gas Shell mod that this mod relies on, because those are working just fine.

 

EDIT2: I was using the most current version. Reinstalling a new copy didn't help. Kind of a shame, honestly, this mod is pretty nifty on paper. But if I can't play the game with it installed, I suppose it'll have to go. I might see if the Discord for RJW has any answers, as the author's post states that they're active on there.

 

Edited by 420YoloSwagRagamuffin
  • 6 months later...
Posted

Been following this mod for years. Now, I coming back to Rimworld and notice pretty sus statues. Are they danger to my pawn or only affect enemy which currently I notice them.

  • 1 month later...
  • 1 year later...
Posted
On 3/18/2022 at 11:22 PM, Vulkandrache said:

I tried playing around with this a little to see what kind of modifiers might be interesting as i had an idea for a playthrough after seeing this mod

but being disappointed that it doenst really have that much content yet.

Im by no means experienced with modding let alone programing so i did a bunch of copypaste to put something together.

But now i ran into two issues that i cant resolve because i dont even know why its not working.

I made a generic "Word of control" psycast for testing which applies the "HypnosisLevel" hediff the mod already has but is unused right now. That works fine.

The hediff levels are working, aswell as is the accompanying mood buff.

 

The two things that arent working:

I want the hightest level of the Hediff to disable certain needs (like outdoors) on the target. But no matter where in the file i put

the <disablesNeeds> it either does not work or throws an error on load. Usualy both.

 

 

The other even more imporatant thing has two problems:

 

I used the timing table from the normal RJW hediff for "feeling broken" after being raped to set up a timescale to make the hediff permanent after a while.

By now i think this thing does not work the way i expected it to.

 

Was i did expect was that the "SeverityIncrease" part uses the current severity of the Hediff to tick up points which are then used by

the "SeverityReduce" part to determine the daily tick down. Thats how it seemed to "heal" the mind broken state.

And while the tickdown does change it does so with no regularity or predictability and far to rarely.

Like twice a day at most. If this really is something like a sliding scale function it should update every few seconds.

 

I could not find any other example of a mod using dynamic severity ticks so i have no idea how this works.

I also could not find it in the mod files anywhere so i assume its not a simple XML change.

Does the basegame even support stage-based severity changes?

 

(For clarification: With the settings in the file i would expect the severity to stop ticking down shortly after 20 days (1.5 times 20)

assuming the hediff is kept close to 6 strength the entire time with severity tickdown slowing from a peak of -1.2 towards 0.)

 

 

The second thing is that each time the "HypnosisLevel" Hediff is applied the severity tickdown is completely reset to its -0.8 base.

This is bad because it means the hediff can never be permanent. How do i keep the progress?

HypnosisLevel.xml 3.98 kB · 18 downloads

Good job actually; I been trying to remake this mod to 1.5 and improve on it; if you don’t mind let me reference it and credit you. Are you okay with that big brother/sister?

Posted

I have done nothing here that would be worthy of crediting.

If the the few lines ive written can be useful for inspiration then go for it.

 

I have since reworked most of this mod into a more personalized version that has little to do with the original.

But since i cant program worth anything i need to rely on other mods like VE Psycasts to get the functionality i need.

The bits of XML modding ive done are hardly worth mentioning in comparison.

Posted
1 hour ago, Vulkandrache said:

I have done nothing here that would be worthy of crediting.

If the the few lines ive written can be useful for inspiration then go for it.

 

I have since reworked most of this mod into a more personalized version that has little to do with the original.

But since i cant program worth anything i need to rely on other mods like VE Psycasts to get the functionality i need.

The bits of XML modding ive done are hardly worth mentioning in comparison.

Alright then I will modify this mod and get it up to date. If you are done with your version I will link to it.

  • 1 month later...
Posted
On 7/31/2024 at 4:43 AM, DubiousBiasNil said:

Alright then I will modify this mod and get it up to date. If you are done with your version I will link to it.

Hey, I would also be very interested in an updated version of this mod if you have it

  • 6 months later...
Posted
On 7/31/2024 at 12:43 AM, DubiousBiasNil said:

Alright then I will modify this mod and get it up to date. If you are done with your version I will link to it.

 

On 9/18/2024 at 5:31 PM, Fenadin said:

Hey, I would also be very interested in an updated version of this mod if you have it

 

I am also interested in a 1.5 release.

  • 1 year later...
Posted
1 hour ago, prometheanguy said:

Hi, is this still being worked on? If not, does anyone know if there's another mod with similar concepts?

I've seen zero people attempting to update this, this is lost media YOU should revive

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