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[mod] Nil Updated Mod Part 2


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Nil Updated Mod Part 2

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I have updated mods in my collection, and this is the latest one. It's hard to maintain mod updates without wiping everything and re-adding the mod, which is something I really didn't want to do. (OCD), and I don't want put on MEGA or something like that. Okay, so. I apologize. To find more mods (Link)


1. Tentacle Love 1.5 by Tentuncle (old link) - I have not gotten permission so I will delete this upon their request.

Source Code: https://gitgud.io/MimiNil/tentacle-love

Mod Function:
Updated: Updated all the 1.3 Function to 1.5.

 

Requirement:
RJW

 

Incompatibilities:

Non

 

 

2. Rains Addons 1.5 by Rains (old link) - I have not gotten permission so I will delete this upon their request.

Source Code: Non

Mod Function:
Updated: Updated all the 1.3 Function to 1.5.

 

Requirement:
RJW

 

Incompatibilities:

Non

 

 

3. NSFW Backstories 1.5 by Rains (old link) - I have not gotten permission so I will delete this upon their request.

Source Code: Non

Mod Function:
Updated: Updated all the 1.4 Function to 1.5.

 

Requirement:
Non

 

Incompatibilities:

Non

 

4. Silphium 1.5 by Malistaticy (old link) - I have not gotten permission so I will delete this upon their request.

Source Code: Non

Mod Function:
Updated: Updated all the 1.3 Function to 1.5 and add new drug

 

Requirement:
Non

 

Incompatibilities:

Non

 

 

5. RJW Charms 1.5 by Darkslayer (old link) - I have not gotten permission so I will delete this upon their request.

Source Code: Non

Mod Function:
Updated: Nothing (Just some file stuff and xml change)

 

Requirement:
Non

 

Incompatibilities:

Non
 

6. Nugerumon Shenanigans 1.5 by Nugerumon (old link) - Thank you Nugerumon for allowing to modify your mod very much appreciated.

Source Code: https://gitgud.io/MimiNil/nugerumons-shenanigans

Mod Function:
Updated: Just update to 1.5

 

Requirement:
Non

 

Incompatibilities:

Non

 

 

7. RJW Gasses 1.5 by Tory187 (old link) - Thank you Tory187 for allowing to modify your mod very much appreciated.

There is two version:

RCGF Code: https://gitgud.io/MimiNil/gas

Bio Warfare: Here.

Mod Function:
RCGF: Update the source code of SCGF, so its not the better version. I will make a Biological Warfare version which will be the newer version going forward.

Biological Warfare: Will modify when game testing. (Going to add more stuff in the future.)

 

Requirement:
Non

 

Incompatibilities: Only use one version please
 

8. RJW Cooking Expanded 1.5 by DazDazDaz (old link) - Thank you DazDazDaz for allowing to modify your mod very much appreciated.


Mod Function:
Updated: Updated to 1.5

 

Requirement (Load Order):
Harmony -> Vanilla Cooking Expanded -> RJW -> RimJobWorld - Milkable Colonists -> RJW Sexperience


 

  • 2 weeks later...
Posted
10 hours ago, DubiousBiasNil said:

Are you using Biological?

 

What do you mean? More details, please.

Posted (edited)
1 hour ago, Alpenglow said:

What do you mean? More details, please.

Мод, о котором я говорил, это RJW Gasses Biological version, который вы можете найти, скачав его с моей страницы. Но для этого требуется сам биологический мод от Biological Warfare.

 

Примечание: он не совместим с моей страницей GitGud; используйте только один, так как оба не совместимы друг с другом.

Edited by DubiousBiasNil
Posted
2 hours ago, DubiousBiasNil said:

Мод, о котором я говорил, это RJW Gasses Biological version, который вы можете найти, скачав его с моей страницы. Но для этого требуется сам биологический мод от Biological Warfare.

 

Примечание: он не совместим с моей страницей GitGud; используйте только один, так как оба не совместимы друг с другом.

Теперь я понял, о чём речь, спасибо. Нет, Biological я не использовал. Скачивал лишь отсюда https://gitgud.io/MimiNil/gas и устанавливал только SimpleCustomGasFramework и непосредственно Gasses. Один из них вызывает вылет при сохранении. При их отключении сохранения начинают работать. У тебя такой проблемы не возникает?

Posted (edited)

I am getting the crash on save as well on the Simple Custom Gas Framework version of RJW Gasses. Last lines of my Log always mentions something about deep saving something from Vanilla Weapons Expanded: Bioferrite, but who knows if that has anything to do with it.

 

I could adjust to going to the Biological warfare version (I'm really going to miss messing with traders by placing a rapor/sissy vent where they hang out)

but I'm also a bit perplexed.

If the Biological warfare involves getting a disease and incubating it or replication by spreading...how is that supposed to work for Lewd disease if it doesn't occur naturally? All is see is praying for a bio trader for anything Lewd related. Even after that it sounds like a slow process to build up enough shells vs just growing some humpshrooms from the Gas Framework version.

Edited by McLovin3
Posted (edited)
2 hours ago, Alpenglow said:

Теперь я понял, о чём речь, спасибо. Нет, Biological я не использовал. Скачивал лишь отсюда https://gitgud.io/MimiNil/gas и устанавливал только SimpleCustomGasFramework и непосредственно Gasses. Один из них вызывает вылет при сохранении. При их отключении сохранения начинают работать. У тебя такой проблемы не возникает?

 

53 minutes ago, McLovin3 said:

I am getting the crash on save as well on the Simple Custom Gas Framework version of RJW Gasses. Last lines of my Log always mentions something about deep saving something from Vanilla Weapons Expanded: Bioferrite, but who knows if that has anything to do with it.

 

I could adjust to going to the Biological warfare version (I'm really going to miss messing with traders by placing a rapor/sissy vent where they hang out)

but I'm also a bit perplexed.

If the Biological warfare involves getting a disease and incubating it or replication by spreading...how is that supposed to work for Lewd disease if it doesn't occur naturally? All is see is praying for a bio trader for anything Lewd related. Even after that it sounds like a slow process to build up enough shells vs just growing some humpshrooms from the Gas Framework version.

Нет, у меня такой проблемы нет, но я разберусь с этим, так как это всё ещё прототип, и я собираюсь изменить много кода, поэтому это может занять много времени. Может быть несовместимость.

Также это может произойти естественным образом и вырастает так же, как (сонная болезнь), непристойное для биологической войны я не рекомендую как решение; из-за того, что это затрагивает детей. Вот почему процесс дольше и сложнее, чем должен быть. ;-; И всё ещё тестирую, чтобы увидеть, могу ли я изменить базовый код, чтобы упростить это и сделать детей невосприимчивыми.

Эту рекомендацию дал Тори.

 

No I don’t have that problem but I will look into it as it’s still prototype and I will change a lot of the coding itself so it might take a long time. There might be incompatibility.

 

Also can happen naturally and is grown the same as (Sleeping Sickness) lewd for biological warfare is something that I don’t recommend as a solution; due to it affect kids. That’s why the process is longer and harder than it should. ;-; And yet still testing to see if I can modify the base code to make it easier and make kids immune.

 

This recommendation was from Tory.

Edited by DubiousBiasNil
  • 2 weeks later...
Posted

Is it intentional that Tentacle Love tentacle monsters become male? I can't tell when or why it happens, but after a few in-game weeks or less, they always turn into males, which sucks since only the females produce milk. It doesn't seem like they ever turn back into females, so you're just left with tons of pretty useless creatures. I've even converted the males to females and they just end up turning back into males after some time. Can't find any documentation for how or why.

Posted
6 hours ago, lrk19 said:

Is it intentional that Tentacle Love tentacle monsters become male? I can't tell when or why it happens, but after a few in-game weeks or less, they always turn into males, which sucks since only the females produce milk. It doesn't seem like they ever turn back into females, so you're just left with tons of pretty useless creatures. I've even converted the males to females and they just end up turning back into males after some time. Can't find any documentation for how or why.

Hmmm; I will look into it because it seem like something is wrong

Posted
4 hours ago, DubiousBiasNil said:

Hmmm; I will look into it because it seem like something is wrong

It seems like it's somehow related to mating behaviour. The males seem to turn the females into males somehow. I've edited the herd so that there are no males present at all and it no longer seems to be an issue. Still not sure why it happens, but it's technically manageable with proper pens as long as they're separated. 

  • 3 weeks later...
Posted

from what i could test, numerous shenanigans is extremely broken. could be having an interference with mods like better romance options or so. but i highly recommend, not using that mod til it has good compatibility.

 

with it enabled, i get crazy bugs like kids suddenly romancing adults and wanting to sleep in the same bed as 'em. also adults who are heteero suddenly fuck peeps of the same sex. all the thresholds being done are ignored. my guess is, that something is going nuts with the age restriction + the romance tweakings.

Posted

Also having problems with numerous shenanigans. People dont seem to have any restrictions on romancing each other. Such important things like "tried to romance the target 5 seconds ago" or "The target not being sexually compatible" or "The target already being my lover/wife". I get New Lover notifications every 10 seconds for the same couples..

 

  • 3 weeks later...
Posted

Since the original Tentacle Love mod thread seems to have fallen off the face of the site, I'm forced to ask; why did transforming a tentacle into a tentacle warbeast give it an egg and genitals that immediately immobilizes it and is there a way to get rid of them? 

Posted

Another for the 'Nugerumon's Shenanigans' is broken list. I cannot open the Dev mode Debug Actions Menu, View Settings Menu, or Debug Logging Menu. The mod itself has some debug logging bits with it, probably the culprit.

  • 2 weeks later...
Posted (edited)

I get an error between this mod and hugslib saying something along the lines of "child mod failed to instantiation". Should I be concerned :sweat_smile:?

Edited by TheDragonBone
  • 2 months later...
Posted (edited)
On 7/29/2024 at 9:19 AM, McLovin3 said:

If the Biological warfare involves getting a disease and incubating it or replication by spreading...how is that supposed to work for Lewd disease if it doesn't occur naturally?

 

On 7/29/2024 at 10:06 AM, DubiousBiasNil said:

Also can happen naturally and is grown the same as (Sleeping Sickness) lewd for biological warfare

 

Apart from waiting for it to happen naturally I expected it to work this way: once lewd gas exposure reaches 100%, it turns to sickness. Unfortunately, it's not how it works right now. It's quite easy to find lewd shells at weapon suppliers. I'd say it's a reasonable mechanical expectation, would you consider it DubiousBiasNil?

 

UPD: Couldn't even find a hediff for such sickness, is it really there and occurring naturally? It appears that the mod is fully functional yet there's no non-cheaty way to get through mod progression.

Edited by w5fw7lvab
to clarify what I was responding to
Posted (edited)
On 7/29/2024 at 9:19 AM, McLovin3 said:

Even after that it sounds like a slow process to build up enough shells vs just growing some humpshrooms from the Gas Framework version.

 

Change Defs/CombatDiseases to

<li Class="CompProperties_Refuelable">
  <fuelConsumptionRate>0</fuelConsumptionRate>
  <initialFuelPercent>1</initialFuelPercent>
  <consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed>
  <targetFuelLevelConfigurable>true</targetFuelLevelConfigurable>
  <showAllowAutoRefuelToggle>true</showAllowAutoRefuelToggle>
  <initialConfigurableTargetFuelLevel>25</initialConfigurableTargetFuelLevel>
  <fuelCapacity>50</fuelCapacity>
  <fuelFilter>
    <thingDefs>
      <li>HumpShroom</li>
    </thingDefs>
  </fuelFilter>
</li>

and, to your liking, this is about 1 shroom per 20 cells

<pathogensPerCell>0.05</pathogensPerCell>

And it'll be ok

 

Adding to the above - the lewd things are created as `USH_DiseasePathogenBase` which seem to inherit `USH_ParasitePathogenBase` by default with or without intention - it's a parasite. Once you get pathogen, turn it into pills, once you get pills, administer it to somebody. They will start reproducing pathogens but also losing organs and body parts rapidly, I think it would be very tedious to get a pawn to produce 150 pathogens, though, the disease is alive for 10 days, and if you manage to keep pawn alive - you may do a vent or two. Technically, combat warfare recommends using big animals for such kind of war crimes. I am now testing the following in `/Defs/CombatDiseases/Base/RJW_LewdPathogen_Bases.xml`:

 

<?xml version="1.0" encoding="utf-8"?>
<Defs>
  <ThingDef Name="RJW_LewdPathogenBase" Abstract="True" ParentName="USH_VirusPathogenBase" />
</Defs>

 

It should turn that disease into a virus, that you can replicate quickly.

 

Bear with me, I think I found a way to add this thing as a naturally occurring disease, or at least sample it from humpshroom administered pawns, because I see this:

 

<!-- Maybe not needed -->
<!--\<samplableHediffDefs>
  <li>USH_SleepingSicknessSample</li>
</samplableHediffDefs>-->

 

And this is exactly what seem to connect pathogen to disease (hediff). Simplest way to address that seem to be:

 

<samplableHediffDefs>
  <li>rjw_genes_aphrodisiac_pheromone</li>
</samplableHediffDefs>

 

But that's kinda lazy, you just get to replicate virus from humshroom induced pawns. The way i tried that seem to be this:

 

<samplableHediffDefs>
  <li>Tory187_LewdGas</li>
</samplableHediffDefs>

 

Kind of self referencing. You explode a shell, which is easy to find, you sample the effected pawn, reproduce as virus.

???

Profit.

Edited by w5fw7lvab
hediff is needed
  • 2 weeks later...
Posted

For some reason the Nugerumon's Shinanagins makes it so the Debug menu is completely unuseable, normally this wouldnt be a problem but i play with a considerable amount of mods so there could be the occasional problem out of my controll.... i did try it with only RJW alone but even then it didnt work, its only by me manually removing one mod at a time but nope, its only THAT mod. But yeah heres the Error im not too sure what it means but i did figure out it was related RJW cause it was brought up

Exception filling window for Verse.ImmediateWindow: System.TypeLoadException: Could not resolve type with token 01000016 (from typeref, class/assembly rjw.CompHediffBodyPart, RJW, Version=1.5.8926.15079, Culture=neutral, PublicKeyToken=null)
[Ref 4FF5638A]
 at (wrapper managed-to-native) System.Reflection.MonoMethodInfo.get_method_info(intptr,System.Reflection.MonoMethodInfo&)
 at System.Reflection.MonoMethodInfo.GetMethodInfo (System.IntPtr handle) [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0
 at System.Reflection.MonoMethod.GetPseudoCustomAttributes () [0x00002] in <eae584ce26bc40229c1b1aa476bfa589>:0
 at System.MonoCustomAttrs.GetPseudoCustomAttributes (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType) [0x0000a] in <eae584ce26bc40229c1b1aa476bfa589>:0
 at System.MonoCustomAttrs.GetCustomAttributesBase (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType, System.Boolean inheritedOnly) [0x0001f] in <eae584ce26bc40229c1b1aa476bfa589>:0
 at System.MonoCustomAttrs.GetCustomAttributes (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType, System.Boolean inherit) [0x00037] in <eae584ce26bc40229c1b1aa476bfa589>:0
 at System.Reflection.MonoMethod.GetCustomAttributes (System.Type attributeType, System.Boolean inherit) [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0
 at Verse.GenAttribute.TryGetAttribute[T] (System.Reflection.MemberInfo memberInfo, T& customAttribute) [0x00000] in <69945a8ed6c540cf90b578de735e0605>:0
 at LudeonTK.DebugTabMenu_Actions.InitActions (LudeonTK.DebugActionNode absRoot) [0x00080] in <69945a8ed6c540cf90b578de735e0605>:0
 at LudeonTK.Dialog_Debug.TrySetupNodeGraph () [0x00040] in <69945a8ed6c540cf90b578de735e0605>:0
 at LudeonTK.Dialog_Debug.SwitchTab (RimWorld.DebugTabMenuDef def) [0x00000] in <69945a8ed6c540cf90b578de735e0605>:0
 at <0x1cda627b130 + 0x00142> <unknown method>
 at Verse.DebugWindowsOpener.ToggleDebugActionsMenu () [0x00013] in <69945a8ed6c540cf90b578de735e0605>:0
 at Verse.DebugWindowsOpener.DrawButtons () [0x000dd] in <69945a8ed6c540cf90b578de735e0605>:0
     - TRANSPILER UnlimitedHugs.HugsLib: IEnumerable`1 HugsLib.Patches.DebugWindowsOpener_Patch:DrawAdditionalButtons(IEnumerable`1 instructions)
     - TRANSPILER OskarPotocki.VFECore: IEnumerable`1 VFECore.DebugWindowsOpener_DrawButtons_Patch:Transpiler(IEnumerable`1 instructions)
 at RocketMan.DebugWindowsOpener_Patch+<>c__DisplayClass3_0.<Postfix>b__0 () [0x00000] in <949351c33af947369af199f234821cd7>:0
 at Verse.ImmediateWindow.DoWindowContents (UnityEngine.Rect inRect) [0x00000] in <69945a8ed6c540cf90b578de735e0605>:0
 at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x001a6] in <69945a8ed6c540cf90b578de735e0605>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)

Posted (edited)
On 12/19/2024 at 3:18 AM, Mediocrename said:

For some reason the Nugerumon's Shinanagins makes it so the Debug menu is completely unuseable

My guess is that it hasn't been updated to RJW 5.5, so its main feature is broken / breaks things.

 

Unfortunately I can't even get my own version to work. While it doesn't break the debug menu, it just doesn't do anything.

 

Edit: Finally found the right method to patch and made an update:

 

Edited by nugerumon
  • 2 months later...
  • 5 weeks later...

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