SpiritCookieCake Posted July 16, 2021 Share Posted July 16, 2021 View File SCC Lewd Sculptures This mod contains multiple sculptures that can be accessed through SCC art bench which is in the production tab. It contains anime girls sculptures, anime men sculptures and furry sculptures. They come in three sizes: Medium, Large and Huge sculptures. They can be made with wood, steel or various stone blocks. For ideology dlc it contains some ideograms, lecterns and tables. It also adds multiple styles for ideology which changes the normal looking SCC sculptures in the normal art bench, it also allows colonists to make speeches at those sculptures. The more lewd sculptures you have made from the SCC art bench and have put in the room, the higher meditation quality of the statues increases. Future Plan: Add more lewd ideology buildings such as altars and various others. Submitter SpiritCookieCake Submitted 07/16/2021 Category Rimworld 9 Link to comment
JinxUchiha Posted July 17, 2021 Share Posted July 17, 2021 Hell yea, we need more rimworld adult content. 2 Link to comment
dovahnurse Posted July 17, 2021 Share Posted July 17, 2021 Oh heck ya! This is more like it. Thanks for the mod. 1 Link to comment
Monoman1 Posted July 21, 2021 Share Posted July 21, 2021 Nice statues but they're way to fast to create? Job details say they're 400/500/1750 work but after my pawn goes and gathers the material the amount of work displayed on the 'blob' on the workbench is like 5 - 20 work. Anyone else the same or just me? Might have messed something up with all the updates lately. Link to comment
hfhkqidhs Posted July 21, 2021 Share Posted July 21, 2021 (edited) 4 hours ago, Monoman1 said: Nice statues but they're way to fast to create? Job details say they're 400/500/1750 work but after my pawn goes and gathers the material the amount of work displayed on the 'blob' on the workbench is like 5 - 20 work. Anyone else the same or just me? Might have messed something up with all the updates lately. It's not you; the author has incorrect/very low numbers. Those units (400/500/1750) are not work numbers that you see in-game, but ticks or whatever the correct term was for how the game internally measures time. Vanilla grand statue takes 105000 ticks to make, large 30000 and small 18000. You can edit these values in the mod file yourself: locate Buildings_Art, and there the WorkToMake lines, e.g. <WorkToMake>400</WorkToMake>. Edited July 21, 2021 by hfhkqidhs 1 Link to comment
SpiritCookieCake Posted July 21, 2021 Author Share Posted July 21, 2021 45 minutes ago, hfhkqidhs said: It's not you; the author has incorrect/very low numbers. Those units (400/500/1750) are not work numbers that you see in-game, but ticks or whatever the correct term was for how the game internally measures time. Vanilla grand statue takes 105000 ticks to make, large 30000 and small 18000. You can edit these values in the mod file yourself: locate Buildings_Art, and there the WorkToMake lines, e.g. <WorkToMake>400</WorkToMake>. Ahh I see! Thank you for letting me know. Will fix it and update it soon! Link to comment
BuckRuckus Posted July 22, 2021 Share Posted July 22, 2021 I saw the new mod. I browsed it briefly, and then said "Yup," and clicked download. Now to see if it works for 1.3 1 Link to comment
Job84 Posted July 23, 2021 Share Posted July 23, 2021 Oh! I like this content. keep going! thx for work hard. 1 Link to comment
Saraniamic Posted July 31, 2021 Share Posted July 31, 2021 Fucking. Finally. I thought nobody is going to do it. Thank you for this. 1 Link to comment
Kashked Posted August 1, 2021 Share Posted August 1, 2021 How about making these parts of a style for ideology? It would be awesome to have a "Lewd" option. That way we also could have them as religious icons... Link to comment
Warshalski Posted August 2, 2021 Share Posted August 2, 2021 Thank you for your work. I am new to modding and I am not sure where to install this file. Which folder should I overwrite? Link to comment
SingleForLife Posted August 2, 2021 Share Posted August 2, 2021 12 minutes ago, Warshalski said: Thank you for your work. I am new to modding and I am not sure where to install this file. Which folder should I overwrite? no need to overwrite anything, all mods that aren't installed through the steam workshop go into: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods just make sure to extract the mod as Rimworld can't read .zip files Link to comment
Warshalski Posted August 2, 2021 Share Posted August 2, 2021 Thank you for the information. When I extract the file I get 3 folders (About, Mod_textures..., Defs, and Textures). Do I activate all three Folders? Link to comment
SingleForLife Posted August 2, 2021 Share Posted August 2, 2021 37 minutes ago, Warshalski said: Thank you for the information. When I extract the file I get 3 folders (About, Mod_textures..., Defs, and Textures). Do I activate all three Folders? they have to be in the same folder, it should look something like this: Rimworld -Mods --SCC Lewd Sculptures ---About ---Defs ---Textures 1 Link to comment
Warshalski Posted August 2, 2021 Share Posted August 2, 2021 Thank you that worked. I feel real dumb for not figuring it out for myself. Link to comment
FLN1 Posted August 2, 2021 Share Posted August 2, 2021 Any way to make these usable as Ideology buildings? Link to comment
SpiritCookieCake Posted August 3, 2021 Author Share Posted August 3, 2021 (edited) I will look into making them into ideology buildings! Can't promise anything though. Edited August 3, 2021 by SpiritCookieCake Link to comment
dovahnurse Posted August 3, 2021 Share Posted August 3, 2021 7 hours ago, SpiritCookieCake said: I will look into making them into ideology buildings! This part is a bit annoying. I can find the thoughtDef for not having the ideology buildings, but I bloody can't find the Def that allocates art AS an ideology building. I must be blind, or Tynan, in his infinite wisdom, hid that knowledge in his book that I absolutely refuse to buy. Link to comment
SpiritCookieCake Posted August 6, 2021 Author Share Posted August 6, 2021 On 8/3/2021 at 2:22 AM, dovahnurse said: This part is a bit annoying. I can find the thoughtDef for not having the ideology buildings, but I bloody can't find the Def that allocates art AS an ideology building. I must be blind, or Tynan, in his infinite wisdom, hid that knowledge in his book that I absolutely refuse to buy. Try in: \common\RimWorld\Data\Ideology\Defs\PreceptDefs\Precepts_Buildings.xml 1 Link to comment
12211 Posted August 13, 2021 Share Posted August 13, 2021 (edited) more-lewd-sculptures.zip More Lewd Sculps: - update 4 added them as Ideology Buildings - update 3 set all small sculptures up, so they dont go that far into the next tile, added some sculps - update 2 i think i got the work speed now right+added some new sculptures(forgot to change the version id) - updated some offsets/craftingcost/worktime Its not a rebalanced version of scc lewd sculptures, i just added some small/medium/grand sculptures. Lewd Column.zip Lewd Coulmns -made them bigger -fixed one texture for Lewd Columns Shining_Sculptures.zip -there were some config errors if u loaded it without the selectable sculptures mod so i removed the patch(still works if u want to use the mod) Added glowing sculptures, if u want me to merge more lewd sculptures with this just say so, im not sure if everbody wants this. these have no Ideology support yet, depends if u want to use them, i would add it. u need more-lewd-sculptures i didn't make any new textures for it. should work with selectable sculpture mod. Shining_Sculptures_SelectableSculpturesFix.rar Edited August 23, 2021 by 12211 3 Link to comment
Locuturus Posted August 17, 2021 Share Posted August 17, 2021 Cool! An inspirational one for would be modders! 1 Link to comment
12211 Posted August 22, 2021 Share Posted August 22, 2021 oh yea, if u want me to add ur favorite waifu as a sculp send me a picture, pls dont take any with blurry backgrounds or no clear lines. 2 Link to comment
dovahnurse Posted September 13, 2021 Share Posted September 13, 2021 (edited) So, I've been trying to make this sculpture mod compatible with Selectable Sculpture Graphics, but I am having no luck. Anyone got an idea where I should be looking? NEVERMIND! Solved it. I'm just blind. Now.. .how do I create a patch for this that doesn't get deleted everyone the afforementioned mod gets updated? Nice! [Update] Man, I suck at making patches. Just throws errors. It works if you manually add: <Operation Class="PatchOperationAdd"> <xpath>/Defs/ThingDef[@Name = "SCCSculptureBase"]/comps</xpath> <success>Always</success> <value> <li> <compClass>SelectableSculptureGraphic.CompSculpture</compClass> </li> </value> </Operation> at the bottom of the Building_Patches.xml in the main mod. I'll try again tomorrow, I guess. Edited September 13, 2021 by dovahnurse Couldn't make patch work. 2 Link to comment
james_watcher Posted September 28, 2021 Share Posted September 28, 2021 Found a bug associated with SCC lewd sculptures. To replicate: Start a new game, get to the point where you start a new ideology and create custom ideology. Memes and the like don't matter so just pick one. Scroll down to buildings, then remove all buildings from your custom ideology. Attempt to add an SCC lewd building, at which point the game locks up and spits out these errors until they're suppressed: Exception filling window for RimWorld.Page_ConfigureIdeo: System.NullReferenceException: Object reference not set to an instance of an object at RimWorld.GenStuff.DefaultStuffFor (Verse.BuildableDef bd) [0x00000] in <b64badbf3c3d41018b3ca5d3e8c77771>:0 at RimWorld.Precept_ThingDef.DrawIcon (UnityEngine.Rect rect) [0x0000d] in <b64badbf3c3d41018b3ca5d3e8c77771>:0 at RimWorld.Precept.DrawPreceptBox (UnityEngine.Rect preceptBox, RimWorld.IdeoEditMode editMode, System.Boolean forceHighlight) [0x0045e] in <b64badbf3c3d41018b3ca5d3e8c77771>:0 at RimWorld.IdeoUIUtility.DoPreceptsInt (System.String categoryLabel, System.String addPreceptLabel, System.Boolean mainPrecepts, RimWorld.Ideo ideo, RimWorld.IdeoEditMode editMode, System.Single& curY, System.Single width, System.Func`2[T,TResult] filter, System.Boolean sortFloatMenuOptionsByLabel) [0x00f27] in <b64badbf3c3d41018b3ca5d3e8c77771>:0 at RimWorld.IdeoUIUtility.DoPrecepts (System.Single& curY, System.Single width, RimWorld.Ideo ideo, RimWorld.IdeoEditMode editMode) [0x000f6] in <b64badbf3c3d41018b3ca5d3e8c77771>:0 at RimWorld.IdeoUIUtility.DoIdeoDetails (UnityEngine.Rect inRect, RimWorld.Ideo ideo, UnityEngine.Vector2& scrollPosition, System.Single& viewHeight, System.Boolean editMode, System.Action`1[T] ideoLoadedFromFile, System.Boolean allowLoad, System.Boolean allowSave, System.Boolean reform, System.Boolean forArchonexusRestart) [0x001d1] in <b64badbf3c3d41018b3ca5d3e8c77771>:0 at RimWorld.IdeoUIUtility.DoIdeoListAndDetails (UnityEngine.Rect fillRect, UnityEngine.Vector2& scrollPosition_list, System.Single& scrollViewHeight_list, UnityEngine.Vector2& scrollPosition_details, System.Single& scrollViewHeight_details, System.Boolean editMode, System.Boolean showCreateIdeoButton, System.Collections.Generic.List`1[T] pawns, RimWorld.Ideo onlyEditIdeo, System.Action createCustomBtnActOverride, System.Boolean forArchonexusRestart, System.Func`2[T,TResult] pawnIdeoGetter, System.Action`1[T] ideoLoadedFromFile, System.Boolean showLoadExistingIdeoBtn, System.Boolean allowLoad, System.Action createFluidBtnAct) [0x00167] in <b64badbf3c3d41018b3ca5d3e8c77771>:0 at RimWorld.Page_ConfigureIdeo.DoIdeos (UnityEngine.Rect rect) [0x0002b] in <b64badbf3c3d41018b3ca5d3e8c77771>:0 at RimWorld.Page_ConfigureIdeo.DoWindowContents (UnityEngine.Rect rect) [0x00007] in <b64badbf3c3d41018b3ca5d3e8c77771>:0 at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x001ce] in <b64badbf3c3d41018b3ca5d3e8c77771>:0 UnityEngine.StackTraceUtility:ExtractStackTrace () Verse.Log:Error (string) Verse.Window:InnerWindowOnGUI (int) UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle) Mouse position stack is not empty. There were more calls to BeginScrollView than EndScrollView. Fixing. UnityEngine.StackTraceUtility:ExtractStackTrace () Verse.Log:Error (string) Verse.Widgets:EnsureMousePositionStackEmpty () (wrapper dynamic-method) Verse.Root:Verse.Root.Update_Patch1 (Verse.Root) Verse.Root_Entry:Update () Link to comment
E Boy Posted November 26, 2021 Share Posted November 26, 2021 On 9/13/2021 at 3:53 PM, dovahnurse said: So, I've been trying to make this sculpture mod compatible with Selectable Sculpture Graphics, but I am having no luck. Anyone got an idea where I should be looking? NEVERMIND! Solved it. I'm just blind. Now.. .how do I create a patch for this that doesn't get deleted everyone the afforementioned mod gets updated? Nice! [Update] Man, I suck at making patches. Just throws errors. It works if you manually add: <Operation Class="PatchOperationAdd"> <xpath>/Defs/ThingDef[@Name = "SCCSculptureBase"]/comps</xpath> <success>Always</success> <value> <li> <compClass>SelectableSculptureGraphic.CompSculpture</compClass> </li> </value> </Operation> at the bottom of the Building_Patches.xml in the main mod. I'll try again tomorrow, I guess. As far as I know, to make it work without the need to update every time the main mod updates is... just not adding that line of code to the main code's file. Just add it as a separate mod entirely with the same name file and the game will load the patch just fine. Here, I made that into a package ready for a mod manager including patches for both the main SCC and my SCC Add-on. SCC SSG Patch.zip 3 Link to comment
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