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[mod] Corruption, Bimbofication, Mutation and Mutagens


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Posted
7 hours ago, blankusernn said:

Would you be open to making a bovinification version that integrates with equal milking? That's the milking mod that several other RJW mods integrate with.

 

the short answer is probably not

i just don't know how it works

i could probably add a setting that just kills the lactation system i made for compatibility if it's disruptive?

Posted (edited)
3 hours ago, jackinthebox2 said:

 

the short answer is probably not

i just don't know how it works

i could probably add a setting that just kills the lactation system i made for compatibility if it's disruptive?

Compatibility should be as straightforward as making it use that mod's permanent lactating gene rather than the inbuilt one you made if the mod is detected. I don't enough about programming to know how hard that would be to do though, so if that's a lot of work then don't worry about it.

Edited by blankusernn
Posted

Would love to see the melee weapons integrated into the generic weapon pool (and also the faction specific one of course)

My own turn to ask for a "Any chance you'll make this" question.  Do you plan to make any simple Ideologies around the transformation?  Feel like that would be a nice addition as your pawns slowly get corrupted.

Posted (edited)

if I can figure out how to make weapon distribution a setting in the menu I'll make melee spawn with any raid

i'm wary of making it too intrusive without being able to change it

 

if i can't make it work that way i'll make more hostile factions with them so you can pick and choose what's in the world on generation

i just made a system that allows corruption to increase over time while an item is worn but haven't figured out where to implement it

maybe a doll? idk

as for ideologies i'll have to take a look - i like the idea

literally everything in this mod is stuff i learned looking at how it's done elsewhere plus torturing an ai trying to make it bugfix my code

my suspicion is it shouldn't be too complicated but sometimes something simple is hours of work and something complicated is immediately solved

i think maybe a couple of new memes that unlock a precept like corruption required

and ritual outcomes that add or increase corruption

Edited by jackinthebox2
Posted

Haha, I can’t believe you actually brought the concept of melee weapons to life—that’s amazing!

 

These weapons always remind me of those legendary artifacts with dark curses—like the witch’s pointed hat that turns an apprentice into a witch, the amulet that transforms a knight into a goblin, the mechanical maid chip that can possess humans, or the demon king’s sword that slowly corrupts a hero into a succubus.

 

A cursed weapon that gradually corroded its wielder’s mind and soul…  

They are powerful, but always come at a cost: the more you use them, the deeper the corruption and downfall grows.

 

Of course, I’m just sharing my spontaneous thoughts LOL.Just stick to your original plan.

 

Posted
On 8/19/2025 at 7:12 AM, TwoMoreTimes89 said:

Would love to see the melee weapons integrated into the generic weapon pool (and also the faction specific one of course)

My own turn to ask for a "Any chance you'll make this" question.  Do you plan to make any simple Ideologies around the transformation?  Feel like that would be a nice addition as your pawns slowly get corrupted.

ok i added some memes

the code wasn't so bad it's just super tedious to define all the thought permutations and ritual details

i may expand it in future

Posted
On 8/21/2025 at 8:21 PM, Seal Knight said:

Haha, I can’t believe you actually brought the concept of melee weapons to life—that’s amazing!

 

These weapons always remind me of those legendary artifacts with dark curses—like the witch’s pointed hat that turns an apprentice into a witch, the amulet that transforms a knight into a goblin, the mechanical maid chip that can possess humans, or the demon king’s sword that slowly corrupts a hero into a succubus.

 

A cursed weapon that gradually corroded its wielder’s mind and soul…  

They are powerful, but always come at a cost: the more you use them, the deeper the corruption and downfall grows.

 

Of course, I’m just sharing my spontaneous thoughts LOL.Just stick to your original plan.

 

 

that's what i want to do with the items but i'm trying to figure out the mechanics

it's easy to have the items corrupt over time if a player chooses to put them on a pawn

but they're not locked on and nothing forces them on either 

im not even sure if rimworld supports forced equipment

Posted (edited)
On 8/22/2025 at 1:03 AM, Ewura said:

Love the mod. Possible to make it only affect females?

 

probably not

it's more work than i want to do to update the mod menu to support sex specific controls (you gotta update all the assemblies)

i could implement a janky solution that disables corruption affecting a blocked gender with little work I suppose

it would mean the corruption still seems to build up but it never triggers any actual transformations

i did add a generic immunity gene you might give men

maybe i'll make a craftable that introduces it so you can get it early game

Edited by jackinthebox2
Posted
On 8/18/2025 at 8:35 PM, jackinthebox2 said:

i just made a system that allows corruption to increase over time while an item is worn but haven't figured out where to implement it

maybe a doll? idk

 

I really like the doll idea but I haven't got a clue what genes you'd put on it.

 

I had an idea for corrupting royalty/slave clothing based on the current mutations already in the mod. It may not be an exciting, new transformation but I like the idea of "accidentally" picking up a crown from a quest that turns your colony leader into a succubus, or a colony that gradually turns all of its slaves into goblins. Or maybe crowns would be a good way to access some regal variant of the baseline mutations with an added gene or two to set it apart. 

 

I'm just spitballing but if you implement the worn items code I'll definitely play around with it. I've been looking through the guide files and I've finally started putting together a couple of mutations of my own.

Posted
1 hour ago, TGene said:

 

I really like the doll idea but I haven't got a clue what genes you'd put on it.

 

I had an idea for corrupting royalty/slave clothing based on the current mutations already in the mod. It may not be an exciting, new transformation but I like the idea of "accidentally" picking up a crown from a quest that turns your colony leader into a succubus, or a colony that gradually turns all of its slaves into goblins. Or maybe crowns would be a good way to access some regal variant of the baseline mutations with an added gene or two to set it apart. 

 

I'm just spitballing but if you implement the worn items code I'll definitely play around with it. I've been looking through the guide files and I've finally started putting together a couple of mutations of my own.

 

cool ideas

 

"forcing" equipment on a pawn is super complicated (im not even sure its possible) so I think instead I'm going to make some items that can appear as quest rewards

they'll have a very strong effect but gradually introduce corruption while worn

so you can use them voluntarily but risk corruption without constant cleanser doses

Posted

I think if these cursed items could, like the "Golden Rubik's Cube", have a mechanism that makes people addicted and can greatly influence the characters' emotions, and because the characters develop a psychological dependence on them, perhaps they could constitute an indirect "forced equipment".

Posted (edited)
18 hours ago, jackinthebox2 said:

"forcing" equipment on a pawn is super complicated (im not even sure its possible)

 

image.png.f3c8b612070a4eb2dab7f3d2a934e2d6.png

 

1.6 changed that, if you right click equipment with a pawn selected you should have the option to have that pawn forcefully equip it on someone else (your cursor becomes a selector to choose the pawn you want to force the item on). I don't believe this requires Odyssey it should just be a base game change for 1.6. I'm not sure the limits of this feature but it was added for players to manage the specific apparel of prisoners/slaves.

 

After poking around in my gene mods I noticed Alpha Genes adds genes for naturally armored skin made of wood/steel/plasteel/ect. which might be a good starting point to make a porcelain skin gene that resists slashing but is weak to bludgeoning for the doll mutation. Integrated Genes has a Natural Leader gene as well as a Greedy trait gene so I may mess around with those on some corrupt crowns when the framework is available since I'm already playing around with that gene mod.

 

 

 

Edited by TGene
Posted
11 hours ago, TGene said:

 

image.png.f3c8b612070a4eb2dab7f3d2a934e2d6.png

 

1.6 changed that, if you right click equipment with a pawn selected you should have the option to have that pawn forcefully equip it on someone else (your cursor becomes a selector to choose the pawn you want to force the item on). I don't believe this requires Odyssey it should just be a base game change for 1.6. I'm not sure the limits of this feature but it was added for players to manage the specific apparel of prisoners/slaves.

 

After poking around in my gene mods I noticed Alpha Genes adds genes for naturally armored skin made of wood/steel/plasteel/ect. which might be a good starting point to make a porcelain skin gene that resists slashing but is weak to bludgeoning for the doll mutation. Integrated Genes has a Natural Leader gene as well as a Greedy trait gene so I may mess around with those on some corrupt crowns when the framework is available since I'm already playing around with that gene mod.

 

 

 



1.6 didn't add a system you can enforce forcing by cs

yes you can manually force equip obviously but even if you called that with code it's functionally the same as a player right clicking and force equipping

IE

you could just do it yourself, and you can remove it at will which defeats the purpose

making genes add armour types or traits is trivial yeah

Posted

Hello! I'm trying to build my own corruption type and I need to lock the post sex initiation rule to only one gender. I wonder if that's what this does, since no such gene is in the game. Can you please confirm this?

  <requiredGene>Gene_Male</requiredGene>

 

Posted
12 hours ago, Public_Swan said:

Hello! I'm trying to build my own corruption type and I need to lock the post sex initiation rule to only one gender. I wonder if that's what this does, since no such gene is in the game. Can you please confirm this?

  <requiredGene>Gene_Male</requiredGene>

 

i realised how confusing that point in the guide was

Gene_Male is an actual gene that isn't naturally present in male or female pawns it's just how RJW handles genetic sexes

i changed the example gene

i didn't have a system for checking for gender in postsex rules before but I expanded the cs to add it for you

<requiredGender>Male</requiredGender>
<requiredGender>Female</requiredGender>

checks that the receiver has the required gender

i also updated the guide to reflect this and things i added to rules (the older method works but it's way more tedious to define a rule for every sex type to have variety in messages)

Posted

OK, I'm trying to create a mutation which affects only the self/receiver similar to how it already has been set up for bimbos. For some reason, whatever combination of either or both mustBeReceiver/mustNotBeReceivereither true/false, the mutation always afflicts both partners or none. I can't seem to filter out the positioning. This is the part from the bimbo PostSexRule I'm talking about.

 

  <allowedSexTypes><li>Anal</li></allowedSexTypes>
  <mustNotBeReceiver>false</mustNotBeReceiver>

 

Posted
38 minutes ago, Public_Swan said:

OK, I'm trying to create a mutation which affects only the self/receiver similar to how it already has been set up for bimbos. For some reason, whatever combination of either or both mustBeReceiver/mustNotBeReceivereither true/false, the mutation always afflicts both partners or none. I can't seem to filter out the positioning. This is the part from the bimbo PostSexRule I'm talking about.

 

  <allowedSexTypes><li>Anal</li></allowedSexTypes>
  <mustNotBeReceiver>false</mustNotBeReceiver>

 

 

the system is only theoretically sensitive to true flags

some of my old xmls were written inconsistently with the cs (and I stopped trying to be specific for reasons I'll elaborate on)

but setting mustNotBeReceiver or mustBeReceiver to false is exactly the same as having no check at all - the system only gates on true (it's why there's one of each)

so if you just want receiver it should be

mustBeReceiver

however

i found that whatever rjw uses to categorise sex types and positions wasn't consistent with what I expected

i'm not sure how but sometimes sex types and positions filter, sometimes they didn't

tldr;

try mustBeReceiver

if that doesn't work i'm not sure

Posted
On 8/28/2025 at 10:23 PM, jackinthebox2 said:

1.6 didn't add a system you can enforce forcing by cs

yes you can manually force equip obviously but even if you called that with code it's functionally the same as a player right clicking and force equipping

IE

you could just do it yourself, and you can remove it at will which defeats the purpose

 

I see. So would the Hololock bondage gear in RJW be a suitable work around for that since it can't be removed without its specific key?

 

Alternatively maybe a surgery that requires a certain item to then apply a permanent Hediff that enables corruption unless surgically removed?

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