Nabber0000 Posted March 23, 2021 Posted March 23, 2021 (edited) Please be advised that this mod is all about the vore fetish, many features can be turned off, but at its core it is still a fetish mod! I am pleased to announce that RimVore-2 has released. The mods base is done and it serves as a framework and its own implementation. More features will still be added through community votings. You can join the server dedicated to RV2 here: https://discord.gg/w9tYgTGgx4 Please make sure to read and understand the rules of the server! I could write an elaborate forum post about the features, mod requirements and mod support, but the Overview document and wiki already contain everything you would want to know! Showcase: Images and overview of provided features Overview: Google Document Wiki: GitLab Wiki Download: GitLab Master branch archive Issues: GitLab Issues Page We even have a few submods that add even more kinds of vore and special pawns that integrate into a world with vore: Overstuffed: Additional vore types & vore goals, like bladder, absorption, udder. https://gitlab.com/MamaHorseteeth/rimvore-2-overstuffed Carnivorous Plants: Stationary pawns that spread pheromones and nom careless pawns. https://gitlab.com/Nabber/carnivorousplants Cum Slimes: Created via cock vore, these short lived pawns can do some menial jobs in your colony. https://gitlab.com/Nabber/cumslimes Cum Slimes Are People Too: An alternative version to the Cum Slimes that increase their life expectancy and makes them more similar to "real" pawns. https://gitlab.com/Nabber/cumslimesarepeopletoo I don't check LoversLab. Full stop. If you have issues, report them in the git issues or post in the discord. I will not read comments here. Edited January 7, 2022 by Nabber0000 18
0swga Posted March 25, 2021 Posted March 25, 2021 Oh nice, finally something that gives me a reason to play slimes. It would be nice if Slime Vore can extract positive traits/skills from prey, just food for the thought. I wish there were more slime themed mods. 1
Nabber0000 Posted March 29, 2021 Author Posted March 29, 2021 On 3/25/2021 at 5:54 PM, 0swga said: Oh nice, finally something that gives me a reason to play slimes. It would be nice if Slime Vore can extract positive traits/skills from prey, just food for the thought. I wish there were more slime themed mods. Absorption vore "stealing" various things from their prey is planned, but probably far away currently, it will most likely be implemented alongside reformation vore, that's where I need to take a deeper look at the predator<->prey relationship in regards to skills, traits, etc. anyways 1
IriX640 Posted April 26, 2021 Posted April 26, 2021 this mod is really impressive, honestly. sorta kinda maybe a little into vore, but I definitely admire the idea of feeding my problem prisoners to my colony's dragon. that would be fun. it may already be planned, but it would be cool if you could designate creatures to vore humanlike pawns, rather than having to initiate it through the humanlike. since you can't control prisoners. I tried using simpleslavery as a potential workaround since I could then force the prisoner to get eaten, but it threw an error and the pawn was lost. I doubt compatibility is a main concern of yours right now, but just fyi, seems that slaves getting eaten causes problems. or maybe it has nothing to do with that mod. idk. Spoiler Pawn Smiles threw exception while executing toil's finish action (1), jobDriver=RimVore2.JobDriver_Vore_Init_AsPrey, job=error, toilIndex=1: System.NullReferenceException: Object reference not set to an instance of an object at RimVore2.VoreTrackerRecord.get_CurrentVoreStage () [0x00000] in <2d7bec910a154521ae0427050e80417a>:0 at RimVore2.VoreTracker.SetPredatorHediff (RimVore2.VoreTrackerRecord record) [0x00001] in <2d7bec910a154521ae0427050e80417a>:0 at RimVore2.VoreTracker.TrackVore (RimVore2.VoreTrackerRecord record) [0x00059] in <2d7bec910a154521ae0427050e80417a>:0 at RimVore2.Toil_Vore+<>c__DisplayClass0_0.<ExecutionToil>b__2 () [0x0007d] in <2d7bec910a154521ae0427050e80417a>:0 at Verse.AI.Toil.Cleanup (System.Int32 myIndex, Verse.AI.JobDriver jobDriver) [0x0001f] in <c36f9493c9844ddaa7fb5c788416098f>:0 Verse.Log:Error(String, Boolean) Verse.AI.Toil:Cleanup(Int32, JobDriver) Verse.AI.JobDriver:TryActuallyStartNextToil() Verse.AI.JobDriver:ReadyForNextToil() Verse.AI.JobDriver:DriverTick() Verse.AI.Pawn_JobTracker:JobTrackerTick() Verse.Pawn:Verse.Pawn.Tick_Patch1(Pawn) Verse.TickList:Tick() Verse.TickManager:Verse.TickManager.DoSingleTick_Patch3(TickManager) Verse.TickManager:TickManagerUpdate() Verse.Game:Verse.Game.UpdatePlay_Patch2(Game) Verse.Root_Play:Update() then a repeating error as it tries to advance vore stages Spoiler Exception ticking Black_Dragon2317112 (at (65, 0, 33)): System.NullReferenceException: Object reference not set to an instance of an object at RimVore2.VoreTrackerRecord.ToString () [0x00033] in <2d7bec910a154521ae0427050e80417a>:0 at RimVore2.VoreTracker.PredatorTickRare () [0x000ed] in <2d7bec910a154521ae0427050e80417a>:0 at RimVore2.RV2_Patch_Pawn_Tick_Rare.RV2_PredatorTickRare (Verse.Pawn& __instance) [0x00018] in <2d7bec910a154521ae0427050e80417a>:0 at (wrapper dynamic-method) Verse.Pawn.Verse.Pawn.TickRare_Patch1(Verse.Pawn) at (wrapper dynamic-method) Verse.Pawn.Verse.Pawn.Tick_Patch1(Verse.Pawn) at Verse.TickList.Tick () [0x0015c] in <c36f9493c9844ddaa7fb5c788416098f>:0 Verse.Log:Error(String, Boolean) Verse.TickList:Tick() Verse.TickManager:Verse.TickManager.DoSingleTick_Patch3(TickManager) Verse.TickManager:TickManagerUpdate() Verse.Game:Verse.Game.UpdatePlay_Patch2(Game) Verse.Root_Play:Update() 2
Nabber0000 Posted April 27, 2021 Author Posted April 27, 2021 On 4/26/2021 at 4:15 AM, IriX640 said: it may already be planned, but it would be cool if you could designate creatures to vore humanlike pawns, rather than having to initiate it through the humanlike. since you can't control prisoners. The current 0.4.2 allows you to choose a feeder pawn that reserves a prey pawn and then feeds them to a predator pawn! Quote I tried using simpleslavery as a potential workaround since I could then force the prisoner to get eaten, but it threw an error and the pawn was lost. I doubt compatibility is a main concern of yours right now, but just fyi, seems that slaves getting eaten causes problems. or maybe it has nothing to do with that mod. idk. That is odd, maybe the latest version fixes that as well, I have seen that error before and think I fixed it along the way. Try out the latest version for sure 1
Adseria Posted May 13, 2021 Posted May 13, 2021 Any chance we could get a way to manually change a colonist's quirks?
whatif1208 Posted May 13, 2021 Posted May 13, 2021 I believe that if you go into debug mode you are able to change their quirks. 2
Adseria Posted May 14, 2021 Posted May 14, 2021 18 hours ago, whatif1208 said: I believe that if you go into debug mode you are able to change their quirks. So you can, thank you.
SimulatedFantasyHero Posted June 5, 2021 Posted June 5, 2021 Dispose the corpses. Don't let others get the Mad Cow disease pirons or kuru kuru. That meat is tainted. Civil response: https://steamcommunity.com/sharedfiles/filedetails/?id=2472054492 Normal response:
sirfurnace Posted June 23, 2021 Posted June 23, 2021 Forgive me for asking but is there a way to make a pawn un-vore / spit out their prey? Specifically one with the inescapable belly quirk, since they were nonlethally vored and they have almost no capacity.
drscroob Posted June 27, 2021 Posted June 27, 2021 Dev mode has an emergency "release" that you can trigger. 1
Nabber0000 Posted July 1, 2021 Author Posted July 1, 2021 On 6/4/2021 at 10:48 PM, EldritchAndroid said: So how exactly does this work? https://gitlab.com/Nabber/rimvore-2/-/wikis/FAQ#how-do-i-vore You either RMB from a controllable pawn, or let the various triggers for auto-vore do their thing (hunting animals, kidnapping raiders, colonists proposing vore to each other / colony animals / prisoners)
Miia Posted July 23, 2021 Posted July 23, 2021 On 6/30/2021 at 11:47 PM, Nabber0000 said: https://gitlab.com/Nabber/rimvore-2/-/wikis/FAQ#how-do-i-vore You either RMB from a controllable pawn, or let the various triggers for auto-vore do their thing (hunting animals, kidnapping raiders, colonists proposing vore to each other / colony animals / prisoners) I've noticed that in 0.4.7 it seems like you cant actually force pawns to vore anything anymore, not sure what version I used last time I used this mod, but I would guess 0.4.4 or earlier
Nabber0000 Posted July 24, 2021 Author Posted July 24, 2021 On 7/23/2021 at 8:10 PM, Miia said: I've noticed that in 0.4.7 it seems like you cant actually force pawns to vore anything anymore, not sure what version I used last time I used this mod, but I would guess 0.4.4 or earlier Correct, the forced vore was always meant as a dev option, if you want vore to happen you have to use Vore Proposals. Or imprison / down the target to have proposals always succeed
Miia Posted July 28, 2021 Posted July 28, 2021 On 7/24/2021 at 2:41 PM, Nabber0000 said: Correct, the forced vore was always meant as a dev option, if you want vore to happen you have to use Vore Proposals. Or imprison / down the target to have proposals always succeed Downing the target doesnt make it work and is part of why I actually bothered to make a post about it, and the lack of forced vore is the reason I downgraded to 0.4.4
Nabber0000 Posted August 2, 2021 Author Posted August 2, 2021 On 7/28/2021 at 2:14 AM, Miia said: Downing the target doesnt make it work and is part of why I actually bothered to make a post about it, and the lack of forced vore is the reason I downgraded to 0.4.4 Good to have that feedback, I will probably disable forced vore options by default but let you turn it on in the settings.
0modskilzs Posted August 2, 2021 Posted August 2, 2021 Okay so little misunderstanding? A guest I need to protect proposed vore to one of my pawns. Which I thought was great because he refused to do any work, always had a mood debuff, and was useless but needed to be protected. He was non fatally vored and just stayed inside her, a few days pass and he dies of starvation. So I got two things to ask, 1) Can pred eat food to give to the prey to feed them? (unless that not supposed to be a thing but kind sucks since they can just die of starvation) 2) Can preds not regurgitate prey? I looked everywhere to see if there was a regurgitate option but only found one in operations to remove prey from pred through surgery. Maybe I didn't read through all of the mod setting so maybe that is a fault on my end? Thanks for answering and dealing with my stupidity
0modskilzs Posted August 3, 2021 Posted August 3, 2021 Also is prey getting frostbite inside a belly a bug or?
Thermite123 Posted August 14, 2021 Posted August 14, 2021 Hi there, loving the mod so far! Just would like to get some light on these questions if that's okay? For me, post vore containers are not selectable inside stockpile zones, do they have the designators for this or is this intended? Is absorbtion vore implimented in the current build? If so how do you do it or what is needed to do it, as my pawns all have that option greyed out? Under "Post-Release" section of your planned features there's mention of CV increasing cum amount. When/if this is implimented, would the bodysize of the prey effect the change in cum amount? Thanks for your time, keep up the great work!
Deviljho-san Posted August 15, 2021 Posted August 15, 2021 I would like to see some predator mechanoid as a option. So i can use what the hack to have some mech capture some prisoners'. But aside from that i know with mods like immortality/highlander or celestial breaks the vore nodes. once the prey gets digested after a few min they spawn outside of the body alive and the person who did vore them just have ~prey name~ placerholder and the number stops moving. To solve it i just go into character editor and remove the hediff on the health tab.
DCHY Posted August 27, 2021 Posted August 27, 2021 The question arose, what can prevent the pawns from having thoughts? Most of the thoughts are inaccessible, they simply do not arise
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