JankinT Posted September 13 Posted September 13 2 hours ago, Tsukigin said: I turned off the "trap spawn" option in RimJobWorld, and then in RJW Dynamics, I increased the "femboy spawn chance" to 1%. Then you can use the Femboy gene from RJW Genes to control offspring's trait. thank you for the answer, I'll try that when I got time, by the way, did you use fantasy races or human cattle mods?
Tsukigin Posted September 13 Posted September 13 2 hours ago, JankinT said: thank you for the answer, I'll try that when I got time, by the way, did you use fantasy races or human cattle mods? I didn't, RJW Genes + Equal Milking + Big & Small is already sufficient for me.
blackbutterfly Posted September 15 Posted September 15 On 9/13/2026 at 12:04 AM, Daikido said: Huh. I don't remember seeing that the last time I looked. Then again, sometimes I'll be looking for something that's right in front of my nose and never find it lol. Thanks. 1
darkgear998 Posted September 16 Posted September 16 I am uncertain if I am encountering a bug, an issue with my settings, or intended behavior. On “dynamics” page for a pawn, it shows a dominance meter, for example “1.0 exclusive top” in red. Is this meter supposed to change dynamically during a relationship, eg, if a dominant male is continually topped by a futa, is his dominance meter supposed to regress? Currently the only thing that seems to adjust it are stat changes (gain melee) or trait changes, which makes sense as it’s built into the baseline calculation. Basically, if the dom/sub rules and chastity rules are on, should this meter change after sex acts? It’s not for me.
JankinT Posted September 16 Posted September 16 On 9/13/2026 at 8:05 PM, Tsukigin said: I turned off the "trap spawn" option in RimJobWorld, and then in RJW Dynamics, I increased the "femboy spawn chance" to 1%. Then you can use the Femboy gene from RJW Genes to control offspring's trait. sadly it didn't work for me, the new born conony animals are all male right after I pick the dynamic meme.
Tsukigin Posted September 16 Posted September 16 (edited) 2 hours ago, JankinT said: sadly it didn't work for me, the new born conony animals are all male right after I pick the dynamic meme. It might be due to a mod conflict or caused by other mods.Because I have never encountered such a situation, and RJW Dynamic should not have the function of modifying the gender of the newborn pawns. Only some functions might change the refreshed male pawns into femboys. The problems that this mod causes in my game are all related to the compatibility issue of [NL] Facial Animation. During my testing (in the character editor), I discovered that it did not alter the original distinction between male and female genders, and the "futa/trans" in this mod represents a female character, while the "femboy" represents a male character. I think it merely added femboy-specific male pawns to the existing judgment criteria already present in the RJW core. It will not affect the gender of the newborn at all. There are 5 newborn children in my colony, 2 girls and 3 boys. I have also raised chickens. Before I sold all of them, the chicks were of both male and female types. By the way, my version of RJW Dynamics is 1.1.4. And I also reduced the generation probability of futa (in the RJW core) to 1%. In my mod list, there is only one way to determine the gender of a newborn. That is to insert certain mods that contain genes for gender determination (RJW Genes etc. ). Suppose I insert the "male gene" gene into the father's body, then the newborn who inherits the "male gene" will definitely be male. Edited September 16 by Tsukigin
JankinT Posted September 17 Posted September 17 19 hours ago, Tsukigin said: It might be due to a mod conflict or caused by other mods.Because I have never encountered such a situation, and RJW Dynamic should not have the function of modifying the gender of the newborn pawns. Only some functions might change the refreshed male pawns into femboys. The problems that this mod causes in my game are all related to the compatibility issue of [NL] Facial Animation. During my testing (in the character editor), I discovered that it did not alter the original distinction between male and female genders, and the "futa/trans" in this mod represents a female character, while the "femboy" represents a male character. I think it merely added femboy-specific male pawns to the existing judgment criteria already present in the RJW core. It will not affect the gender of the newborn at all. There are 5 newborn children in my colony, 2 girls and 3 boys. I have also raised chickens. Before I sold all of them, the chicks were of both male and female types. By the way, my version of RJW Dynamics is 1.1.4. And I also reduced the generation probability of futa (in the RJW core) to 1%. In my mod list, there is only one way to determine the gender of a newborn. That is to insert certain mods that contain genes for gender determination (RJW Genes etc. ). Suppose I insert the "male gene" gene into the father's body, then the newborn who inherits the "male gene" will definitely be male. I have removed every gene mod, and it turnt out that, once I have the dynamic memes active, and set men as dom, femboys as sub, it just turnt every new born colony animals male, for some reason. I can't figure it out
Tsukigin Posted September 17 Posted September 17 2 hours ago, JankinT said: I have removed every gene mod, and it turnt out that, once I have the dynamic memes active, and set men as dom, femboys as sub, it just turnt every new born colony animals male, for some reason. I can't figure it out I suggest that you only keep RJW Core, RJW Dynamics, size appreal zero, NL facial animation and character editor for the quick DEV test. If there are no issues, gradually add your mods back to the list until problems arise. You can use Rimpy's "Import save" “Export list” "Import list" and "Change Mod Color" "Filter by -> this mod color" to visually troubleshoot the mod.
Tsukigin Posted September 19 Posted September 19 (edited) On 9/10/2026 at 11:26 AM, Tsukigin said: But here comes the problem. In version 1.1.4, if the Femboy trait is added using the Character Editor, the gender will be set as Femboy (while maintaining male in the Character Editor), with a male head, NL male face (keeping the original components), and using the female standard body. However, if the trap pill is used, it will change to the trans gender (becoming Female in the Character Editor), with a female head, NL female face (randomly refreshing the components), and using the female standard body. At the same time, the name of the pawn will also be changed. ------------------------------ Edit: The reason for this situation is that the chest size of the male pawns I used for the experiment were 1%, only males with a chest size of 0% can transform into a Femboy, and changing from male to female in Character Editor will randomly generate NL facial components(And it will be renamed, which is equivalent to creating a new pawn.). All the male pawns created by RJW have 1% of chest size. Therefore, the trap pill will only generate trans rather than femboy. Update: During the DEV fast testing, male with 1% chest size successfully generated Femboy. It seems that this issue occurred in the old save files. However, changing pawns to "trans" or "futa" would reset the their full facial parts and renaming them are still be problems. -------- At the same time, in this version of the mod, if the pawns' genes are altered (with Biotech DLC), the facial components of the [NL] Facial Animation will also be changed. Without this mod, modifying the genes will not adjust the facial components. - This problem lies with normal male/female pawns that are not femboys. Only femboy pawns, after having their genes modified, will not have random facial components. And change femboy's facial components to the same components but in female version. As I mentioned earlier, the Femboy trait will retain the NL male face (keeping the original components). It is not until the genes are altered that the face will transform into the female version. ----- mod List: The situation is even more serious than I thought. After implanting certain genes, the facial animation components of the pawns changes every few seconds. It happened when I implanted a femboy pawn into a futanari gene. Now only the "femboy trait" can fix the random change of facial components of this pawn. At the same time, Even if the genes revert to Homo, change this pawn to an ordinary male/female, it is impossible to prevent the random changes in the facial animation component. This mod is very likely to have corrupted the data of this pawn. It can be seen from the fact that pawns with femboy traits cannot have their facial animation components changed using the character editor. Given that the author hasn't communicated for a long time, I don't recommend that anyone who has the [NL] Facial Animation mod use this mod. ------------------------------------------------------------------------------------------------------- [RJW Dynamics] Facial Animation has no 'open' art at Things/Pawn/FA-Experimentals/Mouth/Triangle/Female/{0} for Anypuce (Female, femboy=False, Head=HeadNormal Eyeball=EyeKirakira Lid=LidPyon Brow=BrowKatsuobusi Mouth=MouthTriangle Skin=SkinNormal LidOption=LidOptionNormal Emotion=EmotionNormal LidOption=none Emotion=none LidOption=none Emotion=none). Drawing another shape from the same set instead. Without this guard the whole map's pawns would go invisible. Original error: KeyNotFoundException UnityEngine.StackTraceUtility:ExtractStackTrace () (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Warning_Patch1 (string) RJWDynamics.Patch_FacialAnimation:SurviveMissingShape (object,Verse.Pawn,object,System.Exception,Verse.Graphic&) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:FacialAnimation.NLGraphic_Collection`1[[FacialAnimation.LidShapeDef, FacialAnimation, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]].GetSubGraphic_Patch1 (FacialAnimation.NLGraphic_Collection`1<FacialAnimation.LidShapeDef>,Verse.Pawn,FacialAnimation.LidShapeDef,Verse.RotDrawMode) FacialAnimation.ControllerBaseComp`2<FacialAnimation.MouthTypeDef, FacialAnimation.MouthShapeDef>:GetGraphic (FacialAnimation.NLFacialAnimationLayerType,Verse.RotDrawMode) FacialAnimation.NLFacialAnimationPartNode:GraphicFor (Verse.Pawn) FacialAnimation.NLFacialAnimationPartNodeWorker:GetGraphic (Verse.PawnRenderNode,Verse.PawnDrawParms) Verse.PawnRenderNodeWorker:GetMaterialPropertyBlock (Verse.PawnRenderNode,UnityEngine.Material,Verse.PawnDrawParms) Verse.PawnRenderTree:Draw (Verse.PawnDrawParms) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.PawnRenderer.RenderPawnInternal_Patch1 (Verse.PawnRenderer,Verse.PawnDrawParms) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.PawnRenderer.RenderPawnAt_Patch11 (Verse.PawnRenderer,UnityEngine.Vector3,System.Nullable`1<Verse.Rot4>,bool) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.PawnRenderer.DynamicDrawPhaseAt_Patch1 (Verse.PawnRenderer,Verse.DrawPhase,UnityEngine.Vector3,System.Nullable`1<Verse.Rot4>,bool) Verse.Pawn:DynamicDrawPhaseAt (Verse.DrawPhase,UnityEngine.Vector3,bool) Verse.Thing:DynamicDrawPhase (Verse.DrawPhase) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.DynamicDrawManager.DrawDynamicThings_Patch2 (Verse.DynamicDrawManager) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Map.MapUpdate_Patch6 (Verse.Map) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch4 (Verse.Game) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch3 (Verse.Root_Play) [RJW Dynamics] Facial Animation has no 'flat' art at Things/Pawn/FA-Experimentals/Brows/Katsuobusi/Female/{0} for Anypuce (Female, femboy=False, Head=HeadNormal Eyeball=EyeKirakira Lid=LidPyon Brow=BrowKatsuobusi Mouth=MouthTriangle Skin=SkinNormal LidOption=LidOptionNormal Emotion=EmotionNormal LidOption=none Emotion=none LidOption=none Emotion=none). Drawing another shape from the same set instead. Without this guard the whole map's pawns would go invisible. Original error: KeyNotFoundException UnityEngine.StackTraceUtility:ExtractStackTrace () (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Warning_Patch1 (string) RJWDynamics.Patch_FacialAnimation:SurviveMissingShape (object,Verse.Pawn,object,System.Exception,Verse.Graphic&) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:FacialAnimation.NLGraphic_Collection`1[[FacialAnimation.LidShapeDef, FacialAnimation, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]].GetSubGraphic_Patch1 (FacialAnimation.NLGraphic_Collection`1<FacialAnimation.LidShapeDef>,Verse.Pawn,FacialAnimation.LidShapeDef,Verse.RotDrawMode) FacialAnimation.ControllerBaseComp`2<FacialAnimation.BrowTypeDef, FacialAnimation.BrowShapeDef>:GetGraphic (FacialAnimation.NLFacialAnimationLayerType,Verse.RotDrawMode) FacialAnimation.NLFacialAnimationPartNode:GraphicFor (Verse.Pawn) FacialAnimation.NLFacialAnimationPartNode:GraphicsFor (Verse.Pawn) Verse.PawnRenderNode:EnsureInitialized (Verse.PawnRenderFlags) Verse.PawnRenderNode:EnsureInitialized (Verse.PawnRenderFlags) Verse.PawnRenderNode:EnsureInitialized (Verse.PawnRenderFlags) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.PawnRenderTree.EnsureInitialized_Patch1 (Verse.PawnRenderTree,Verse.PawnRenderFlags) Verse.PawnRenderer:EnsureGraphicsInitialized () (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.PawnRenderer.DynamicDrawPhaseAt_Patch1 (Verse.PawnRenderer,Verse.DrawPhase,UnityEngine.Vector3,System.Nullable`1<Verse.Rot4>,bool) Verse.Pawn:DynamicDrawPhaseAt (Verse.DrawPhase,UnityEngine.Vector3,bool) Verse.Thing:DynamicDrawPhase (Verse.DrawPhase) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.DynamicDrawManager.DrawDynamicThings_Patch2 (Verse.DynamicDrawManager) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Map.MapUpdate_Patch6 (Verse.Map) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch4 (Verse.Game) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch3 (Verse.Root_Play) [RJW Dynamics] Facial Animation has no 'normal' art at Things/Pawn/FA-Experimentals/Mouth/Triangle/Female/{0} for Anypuce (Female, femboy=False, Head=HeadNormal Eyeball=EyeKirakira Lid=LidPyon Brow=BrowKatsuobusi Mouth=MouthTriangle Skin=SkinNormal LidOption=LidOptionNormal Emotion=EmotionNormal LidOption=none Emotion=none LidOption=none Emotion=none). Drawing another shape from the same set instead. Without this guard the whole map's pawns would go invisible. Original error: KeyNotFoundException UnityEngine.StackTraceUtility:ExtractStackTrace () (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Warning_Patch1 (string) RJWDynamics.Patch_FacialAnimation:SurviveMissingShape (object,Verse.Pawn,object,System.Exception,Verse.Graphic&) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:FacialAnimation.NLGraphic_Collection`1[[FacialAnimation.LidShapeDef, FacialAnimation, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]].GetSubGraphic_Patch1 (FacialAnimation.NLGraphic_Collection`1<FacialAnimation.LidShapeDef>,Verse.Pawn,FacialAnimation.LidShapeDef,Verse.RotDrawMode) FacialAnimation.ControllerBaseComp`2<FacialAnimation.MouthTypeDef, FacialAnimation.MouthShapeDef>:GetGraphic (FacialAnimation.NLFacialAnimationLayerType,Verse.RotDrawMode) FacialAnimation.NLFacialAnimationPartNode:GraphicFor (Verse.Pawn) FacialAnimation.NLFacialAnimationPartNode:GraphicsFor (Verse.Pawn) Verse.PawnRenderNode:EnsureInitialized (Verse.PawnRenderFlags) Verse.PawnRenderNode:EnsureInitialized (Verse.PawnRenderFlags) Verse.PawnRenderNode:EnsureInitialized (Verse.PawnRenderFlags) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.PawnRenderTree.EnsureInitialized_Patch1 (Verse.PawnRenderTree,Verse.PawnRenderFlags) Verse.PawnRenderer:EnsureGraphicsInitialized () (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.PawnRenderer.DynamicDrawPhaseAt_Patch1 (Verse.PawnRenderer,Verse.DrawPhase,UnityEngine.Vector3,System.Nullable`1<Verse.Rot4>,bool) Verse.Pawn:DynamicDrawPhaseAt (Verse.DrawPhase,UnityEngine.Vector3,bool) Verse.Thing:DynamicDrawPhase (Verse.DrawPhase) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.DynamicDrawManager.DrawDynamicThings_Patch2 (Verse.DynamicDrawManager) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Map.MapUpdate_Patch6 (Verse.Map) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch4 (Verse.Game) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch3 (Verse.Root_Play) [RJW Dynamics] Facial Animation has no 'normal' art at Things/Pawn/FA-Experimentals/Mouth/Hiroi/Female/{0} for Anypuce(Female, femboy=False, Head=HeadNormal Eyeball=EyeNormal Lid=LidOnikkoB Brow=BrowMizika Mouth=MouthHiroi Skin=SkinNormal LidOption=LidOptionNormal Emotion=EmotionNormal LidOption=none Emotion=none LidOption=none Emotion=none). Drawing another shape from the same set instead. Without this guard the whole map's pawns would go invisible. Original error: KeyNotFoundException UnityEngine.StackTraceUtility:ExtractStackTrace () (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Warning_Patch1 (string) RJWDynamics.Patch_FacialAnimation:SurviveMissingShape (object,Verse.Pawn,object,System.Exception,Verse.Graphic&) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:FacialAnimation.NLGraphic_Collection`1[[FacialAnimation.LidShapeDef, FacialAnimation, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]].GetSubGraphic_Patch1 (FacialAnimation.NLGraphic_Collection`1<FacialAnimation.LidShapeDef>,Verse.Pawn,FacialAnimation.LidShapeDef,Verse.RotDrawMode) FacialAnimation.ControllerBaseComp`2<FacialAnimation.MouthTypeDef, FacialAnimation.MouthShapeDef>:GetGraphic (FacialAnimation.NLFacialAnimationLayerType,Verse.RotDrawMode) FacialAnimation.NLFacialAnimationPartNode:GraphicFor (Verse.Pawn) FacialAnimation.NLFacialAnimationPartNode:GraphicsFor (Verse.Pawn) Verse.PawnRenderNode:EnsureInitialized (Verse.PawnRenderFlags) Verse.PawnRenderNode:EnsureInitialized (Verse.PawnRenderFlags) Verse.PawnRenderNode:EnsureInitialized (Verse.PawnRenderFlags) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.PawnRenderTree.EnsureInitialized_Patch1 (Verse.PawnRenderTree,Verse.PawnRenderFlags) Verse.PawnRenderer:EnsureGraphicsInitialized () (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.PawnRenderer.DynamicDrawPhaseAt_Patch1 (Verse.PawnRenderer,Verse.DrawPhase,UnityEngine.Vector3,System.Nullable`1<Verse.Rot4>,bool) Verse.Pawn:DynamicDrawPhaseAt (Verse.DrawPhase,UnityEngine.Vector3,bool) Verse.Thing:DynamicDrawPhase (Verse.DrawPhase) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.DynamicDrawManager.DrawDynamicThings_Patch2 (Verse.DynamicDrawManager) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Map.MapUpdate_Patch6 (Verse.Map) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch4 (Verse.Game) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch3 (Verse.Root_Play) Edited September 19 by Tsukigin
Bingusasdf Posted September 21 Posted September 21 (edited) So im not the only one getting a million errors logged every tick for rjwdynamics referencing facial animation? Didnt realize how much it was slowing down my game, stopped playing because it was getting jittery even at 1x speed, 2x-3x speed virtually useless. Runs smooth as butter after removing dynamics, which is unfortunate since it seemed like a great expansion on rjw extension. Edited September 21 by Bingusasdf
begrudgenz Posted September 25 Posted September 25 Yeah I hope the facial animations incompatibility can be fixed, really like this one
Arikon37 Posted September 26 Posted September 26 (edited) Getting this error every few ticks [RJW Dynamics] Facial Animation has no 'open' art at Things/Pawn/Humanlike/Mouth/Scowl/Male/{0} for Оранжевый (Male, femboy=False, Head=HeadSquare Eyeball=EyeNormal Lid=LidStuffed Brow=BrowRaised Mouth=MouthScowl Skin=SkinCrowsFeet). Drawing another shape from the same set instead. Without this guard the whole map's pawns would go invisible. Original error: KeyNotFoundException [Prepatcher, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.UnityEngine.StackTraceUtility.ExtractStackTrace_Patch1() [Core, Assembly-CSharp.dll] Verse.Log.Warning(System.String text) [RJW Dynamics, RJWDynamics.dll] RJWDynamics.Patch_FacialAnimation.SurviveMissingShape(System.Object __instance, Verse.Pawn pawn, System.Object shape, System.Exception __exception, Verse.Graphic& __result) [Prepatcher, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.FacialAnimation.NLGraphic_Collection`1[[FacialAnimation.LidShapeDef, FacialAnimation, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]].GetSubGraphic_Patch1(FacialAnimation.NLGraphic_Collection`1[FacialAnimation.LidShapeDef], Verse.Pawn, FacialAnimation.LidShapeDef, Verse.RotDrawMode) [[NL] Facial Animation - WIP, FacialAnimation.dll] FacialAnimation.ControllerBaseComp`2[[FacialAnimation.MouthTypeDef, FacialAnimation, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null],[FacialAnimation.MouthShapeDef, FacialAnimation, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]].GetGraphic(FacialAnimation.NLFacialAnimationLayerType layerType, Verse.RotDrawMode rotMode) [[NL] Facial Animation - WIP, FacialAnimation.dll] FacialAnimation.NLFacialAnimationPartNode.GraphicFor(Verse.Pawn pawn) [[NL] Facial Animation - WIP, FacialAnimation.dll] FacialAnimation.NLFacialAnimationPartNodeWorker.GetGraphic(Verse.PawnRenderNode node, Verse.PawnDrawParms parms) [Prepatcher, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.PawnRenderNodeWorker.GetMaterial_Patch1(Verse.PawnRenderNodeWorker, Verse.PawnRenderNode, Verse.PawnDrawParms) [Core, Assembly-CSharp.dll] Verse.PawnRenderNodeWorker.GetFinalizedMaterial(Verse.PawnRenderNode node, Verse.PawnDrawParms parms) [[NL] Facial Animation - WIP, FacialAnimation.dll] FacialAnimation.NLFacialAnimationHeadNodeWorker.GetFinalizedMaterial(Verse.PawnRenderNode node, Verse.PawnDrawParms parms) [[NL] Facial Animation - WIP, FacialAnimation.dll] FacialAnimation.NLFacialAnimationHeadNodeWorker.AppendDrawRequests(Verse.PawnRenderNode node, Verse.PawnDrawParms parms, System.Collections.Generic.List`1[Verse.PawnGraphicDrawRequest] requests) [Prepatcher, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.PawnRenderNode.AppendRequests_Patch1(Verse.PawnRenderNode, Verse.PawnDrawParms, System.Collections.Generic.List`1[Verse.PawnGraphicDrawRequest]) [Prepatcher, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.PawnRenderNode.AppendRequests_Patch1(Verse.PawnRenderNode, Verse.PawnDrawParms, System.Collections.Generic.List`1[Verse.PawnGraphicDrawRequest]) [Prepatcher, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.PawnRenderNode.AppendRequests_Patch1(Verse.PawnRenderNode, Verse.PawnDrawParms, System.Collections.Generic.List`1[Verse.PawnGraphicDrawRequest]) [Prepatcher, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.PawnRenderTree.ParallelPreDraw_Patch2(Verse.PawnRenderTree, Verse.PawnDrawParms) [Prepatcher, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.PawnRenderer.ParallelGetPreRenderResults_Patch8(Verse.PawnRenderer, UnityEngine.Vector3, System.Nullable`1[Verse.Rot4], System.Boolean, System.Boolean) [Prepatcher, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Glue:AbiFixup<Verse.PawnRenderer+PreRenderResults Verse.PawnRenderer:ParallelGetPreRenderResults(UnityEngine.Vector3, System.Nullable`1[[Verse.Rot4, Assembly-CSharp, Version=1.6.9676.17735, Culture=neutral, PublicKeyToken=null]], System.Boolean, System.Boolean),Verse.PawnRenderer+PreRenderResults Verse.PawnRenderer.ParallelGetPreRenderResults_Patch8(Verse.PawnRenderer, UnityEngine.Vector3, System.Nullable`1[[Verse.Rot4, Assembly-CSharp, Version=1.6.9676.17735, Culture=neutral, PublicKeyToken=null]], System.Boolean, System.Boolean)>(Verse.PawnRenderer, Verse.PawnRenderer+PreRenderResults&, UnityEngine.Vector3, System.Nullable`1[Verse.Rot4], System.Boolean, System.Boolean) [Prepatcher, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.PawnRenderer.ParallelPreRenderPawnAt_Patch1(Verse.PawnRenderer, UnityEngine.Vector3, System.Nullable`1[Verse.Rot4], System.Boolean) [Prepatcher, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.PawnRenderer.DynamicDrawPhaseAt_Patch1(Verse.PawnRenderer, Verse.DrawPhase, UnityEngine.Vector3, System.Nullable`1[Verse.Rot4], System.Boolean) [Core, Assembly-CSharp.dll] Verse.Pawn.DynamicDrawPhaseAt(Verse.DrawPhase phase, UnityEngine.Vector3 drawLoc, System.Boolean flip) [Core, Assembly-CSharp.dll] Verse.Thing.DynamicDrawPhase(Verse.DrawPhase phase) [Core, Assembly-CSharp.dll] Verse.DynamicDrawManager+PreDrawThings.Execute(System.Int32 index) [System, Assembly-CSharp.dll] Gilzoide.ManagedJobs.ManagedJobParallelFor.Execute(System.Int32 index) [System, UnityEngine.CoreModule.dll] Unity.Jobs.IJobParallelForExtensions+ParallelForJobStruct`1[[Gilzoide.ManagedJobs.ManagedJobParallelFor, Assembly-CSharp, Version=1.6.9676.17735, Culture=neutral, PublicKeyToken=null]].Execute(Gilzoide.ManagedJobs.ManagedJobParallelFor& jobData, System.IntPtr additionalPtr, System.IntPtr bufferRangePatchData, Unity.Jobs.LowLevel.Unsafe.JobRanges& ranges, System.Int32 jobIndex) Anyone knows if this mod is safe to remove from safe, or I'm better off just starting new game? Edited September 26 by Arikon37 Added question
Sari Maxwell Posted September 27 Posted September 27 9 hours ago, Arikon37 said: Getting this error every few ticks [RJW Dynamics] Facial Animation has no 'open' art at Things/Pawn/Humanlike/Mouth/Scowl/Male/{0} for Оранжевый (Male, femboy=False, Head=HeadSquare Eyeball=EyeNormal Lid=LidStuffed Brow=BrowRaised Mouth=MouthScowl Skin=SkinCrowsFeet). Drawing another shape from the same set instead. Without this guard the whole map's pawns would go invisible. Original error: KeyNotFoundException [Prepatcher, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.UnityEngine.StackTraceUtility.ExtractStackTrace_Patch1() [Core, Assembly-CSharp.dll] Verse.Log.Warning(System.String text) [RJW Dynamics, RJWDynamics.dll] RJWDynamics.Patch_FacialAnimation.SurviveMissingShape(System.Object __instance, Verse.Pawn pawn, System.Object shape, System.Exception __exception, Verse.Graphic& __result) [Prepatcher, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.FacialAnimation.NLGraphic_Collection`1[[FacialAnimation.LidShapeDef, FacialAnimation, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]].GetSubGraphic_Patch1(FacialAnimation.NLGraphic_Collection`1[FacialAnimation.LidShapeDef], Verse.Pawn, FacialAnimation.LidShapeDef, Verse.RotDrawMode) [[NL] Facial Animation - WIP, FacialAnimation.dll] FacialAnimation.ControllerBaseComp`2[[FacialAnimation.MouthTypeDef, FacialAnimation, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null],[FacialAnimation.MouthShapeDef, FacialAnimation, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]].GetGraphic(FacialAnimation.NLFacialAnimationLayerType layerType, Verse.RotDrawMode rotMode) [[NL] Facial Animation - WIP, FacialAnimation.dll] FacialAnimation.NLFacialAnimationPartNode.GraphicFor(Verse.Pawn pawn) [[NL] Facial Animation - WIP, FacialAnimation.dll] FacialAnimation.NLFacialAnimationPartNodeWorker.GetGraphic(Verse.PawnRenderNode node, Verse.PawnDrawParms parms) [Prepatcher, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.PawnRenderNodeWorker.GetMaterial_Patch1(Verse.PawnRenderNodeWorker, Verse.PawnRenderNode, Verse.PawnDrawParms) [Core, Assembly-CSharp.dll] Verse.PawnRenderNodeWorker.GetFinalizedMaterial(Verse.PawnRenderNode node, Verse.PawnDrawParms parms) [[NL] Facial Animation - WIP, FacialAnimation.dll] FacialAnimation.NLFacialAnimationHeadNodeWorker.GetFinalizedMaterial(Verse.PawnRenderNode node, Verse.PawnDrawParms parms) [[NL] Facial Animation - WIP, FacialAnimation.dll] FacialAnimation.NLFacialAnimationHeadNodeWorker.AppendDrawRequests(Verse.PawnRenderNode node, Verse.PawnDrawParms parms, System.Collections.Generic.List`1[Verse.PawnGraphicDrawRequest] requests) [Prepatcher, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.PawnRenderNode.AppendRequests_Patch1(Verse.PawnRenderNode, Verse.PawnDrawParms, System.Collections.Generic.List`1[Verse.PawnGraphicDrawRequest]) [Prepatcher, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.PawnRenderNode.AppendRequests_Patch1(Verse.PawnRenderNode, Verse.PawnDrawParms, System.Collections.Generic.List`1[Verse.PawnGraphicDrawRequest]) [Prepatcher, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.PawnRenderNode.AppendRequests_Patch1(Verse.PawnRenderNode, Verse.PawnDrawParms, System.Collections.Generic.List`1[Verse.PawnGraphicDrawRequest]) [Prepatcher, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.PawnRenderTree.ParallelPreDraw_Patch2(Verse.PawnRenderTree, Verse.PawnDrawParms) [Prepatcher, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.PawnRenderer.ParallelGetPreRenderResults_Patch8(Verse.PawnRenderer, UnityEngine.Vector3, System.Nullable`1[Verse.Rot4], System.Boolean, System.Boolean) [Prepatcher, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Glue:AbiFixup<Verse.PawnRenderer+PreRenderResults Verse.PawnRenderer:ParallelGetPreRenderResults(UnityEngine.Vector3, System.Nullable`1[[Verse.Rot4, Assembly-CSharp, Version=1.6.9676.17735, Culture=neutral, PublicKeyToken=null]], System.Boolean, System.Boolean),Verse.PawnRenderer+PreRenderResults Verse.PawnRenderer.ParallelGetPreRenderResults_Patch8(Verse.PawnRenderer, UnityEngine.Vector3, System.Nullable`1[[Verse.Rot4, Assembly-CSharp, Version=1.6.9676.17735, Culture=neutral, PublicKeyToken=null]], System.Boolean, System.Boolean)>(Verse.PawnRenderer, Verse.PawnRenderer+PreRenderResults&, UnityEngine.Vector3, System.Nullable`1[Verse.Rot4], System.Boolean, System.Boolean) [Prepatcher, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.PawnRenderer.ParallelPreRenderPawnAt_Patch1(Verse.PawnRenderer, UnityEngine.Vector3, System.Nullable`1[Verse.Rot4], System.Boolean) [Prepatcher, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.PawnRenderer.DynamicDrawPhaseAt_Patch1(Verse.PawnRenderer, Verse.DrawPhase, UnityEngine.Vector3, System.Nullable`1[Verse.Rot4], System.Boolean) [Core, Assembly-CSharp.dll] Verse.Pawn.DynamicDrawPhaseAt(Verse.DrawPhase phase, UnityEngine.Vector3 drawLoc, System.Boolean flip) [Core, Assembly-CSharp.dll] Verse.Thing.DynamicDrawPhase(Verse.DrawPhase phase) [Core, Assembly-CSharp.dll] Verse.DynamicDrawManager+PreDrawThings.Execute(System.Int32 index) [System, Assembly-CSharp.dll] Gilzoide.ManagedJobs.ManagedJobParallelFor.Execute(System.Int32 index) [System, UnityEngine.CoreModule.dll] Unity.Jobs.IJobParallelForExtensions+ParallelForJobStruct`1[[Gilzoide.ManagedJobs.ManagedJobParallelFor, Assembly-CSharp, Version=1.6.9676.17735, Culture=neutral, PublicKeyToken=null]].Execute(Gilzoide.ManagedJobs.ManagedJobParallelFor& jobData, System.IntPtr additionalPtr, System.IntPtr bufferRangePatchData, Unity.Jobs.LowLevel.Unsafe.JobRanges& ranges, System.Int32 jobIndex) Anyone knows if this mod is safe to remove from safe, or I'm better off just starting new game? We JUST all talked about how this mod is incompatible with Facial Animation mods. it's right there in the first line of your error log. Though I'll take credit for being the first to bring up how this mod isn't compatible with it. Unfortunately, you likely will have to restart. not only that, but you have to choose between RJW Dynamics and Facial Animation. (at least until the mod author comes back to fix this)
Tsukigin Posted September 27 Posted September 27 13 hours ago, Arikon37 said: Getting this error every few ticks [RJW Dynamics] Facial Animation has no 'open' art at Things/Pawn/Humanlike/Mouth/Scowl/Male/{0} for Оранжевый (Male, femboy=False, Head=HeadSquare Eyeball=EyeNormal Lid=LidStuffed Brow=BrowRaised Mouth=MouthScowl Skin=SkinCrowsFeet). Drawing another shape from the same set instead. Without this guard the whole map's pawns would go invisible. Original error: KeyNotFoundException [Prepatcher, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.UnityEngine.StackTraceUtility.ExtractStackTrace_Patch1() [Core, Assembly-CSharp.dll] Verse.Log.Warning(System.String text) [RJW Dynamics, RJWDynamics.dll] RJWDynamics.Patch_FacialAnimation.SurviveMissingShape(System.Object __instance, Verse.Pawn pawn, System.Object shape, System.Exception __exception, Verse.Graphic& __result) [Prepatcher, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.FacialAnimation.NLGraphic_Collection`1[[FacialAnimation.LidShapeDef, FacialAnimation, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]].GetSubGraphic_Patch1(FacialAnimation.NLGraphic_Collection`1[FacialAnimation.LidShapeDef], Verse.Pawn, FacialAnimation.LidShapeDef, Verse.RotDrawMode) [[NL] Facial Animation - WIP, FacialAnimation.dll] FacialAnimation.ControllerBaseComp`2[[FacialAnimation.MouthTypeDef, FacialAnimation, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null],[FacialAnimation.MouthShapeDef, FacialAnimation, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]].GetGraphic(FacialAnimation.NLFacialAnimationLayerType layerType, Verse.RotDrawMode rotMode) [[NL] Facial Animation - WIP, FacialAnimation.dll] FacialAnimation.NLFacialAnimationPartNode.GraphicFor(Verse.Pawn pawn) [[NL] Facial Animation - WIP, FacialAnimation.dll] FacialAnimation.NLFacialAnimationPartNodeWorker.GetGraphic(Verse.PawnRenderNode node, Verse.PawnDrawParms parms) [Prepatcher, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.PawnRenderNodeWorker.GetMaterial_Patch1(Verse.PawnRenderNodeWorker, Verse.PawnRenderNode, Verse.PawnDrawParms) [Core, Assembly-CSharp.dll] Verse.PawnRenderNodeWorker.GetFinalizedMaterial(Verse.PawnRenderNode node, Verse.PawnDrawParms parms) [[NL] Facial Animation - WIP, FacialAnimation.dll] FacialAnimation.NLFacialAnimationHeadNodeWorker.GetFinalizedMaterial(Verse.PawnRenderNode node, Verse.PawnDrawParms parms) [[NL] Facial Animation - WIP, FacialAnimation.dll] FacialAnimation.NLFacialAnimationHeadNodeWorker.AppendDrawRequests(Verse.PawnRenderNode node, Verse.PawnDrawParms parms, System.Collections.Generic.List`1[Verse.PawnGraphicDrawRequest] requests) [Prepatcher, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.PawnRenderNode.AppendRequests_Patch1(Verse.PawnRenderNode, Verse.PawnDrawParms, System.Collections.Generic.List`1[Verse.PawnGraphicDrawRequest]) [Prepatcher, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.PawnRenderNode.AppendRequests_Patch1(Verse.PawnRenderNode, Verse.PawnDrawParms, System.Collections.Generic.List`1[Verse.PawnGraphicDrawRequest]) [Prepatcher, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.PawnRenderNode.AppendRequests_Patch1(Verse.PawnRenderNode, Verse.PawnDrawParms, System.Collections.Generic.List`1[Verse.PawnGraphicDrawRequest]) [Prepatcher, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.PawnRenderTree.ParallelPreDraw_Patch2(Verse.PawnRenderTree, Verse.PawnDrawParms) [Prepatcher, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.PawnRenderer.ParallelGetPreRenderResults_Patch8(Verse.PawnRenderer, UnityEngine.Vector3, System.Nullable`1[Verse.Rot4], System.Boolean, System.Boolean) [Prepatcher, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Glue:AbiFixup<Verse.PawnRenderer+PreRenderResults Verse.PawnRenderer:ParallelGetPreRenderResults(UnityEngine.Vector3, System.Nullable`1[[Verse.Rot4, Assembly-CSharp, Version=1.6.9676.17735, Culture=neutral, PublicKeyToken=null]], System.Boolean, System.Boolean),Verse.PawnRenderer+PreRenderResults Verse.PawnRenderer.ParallelGetPreRenderResults_Patch8(Verse.PawnRenderer, UnityEngine.Vector3, System.Nullable`1[[Verse.Rot4, Assembly-CSharp, Version=1.6.9676.17735, Culture=neutral, PublicKeyToken=null]], System.Boolean, System.Boolean)>(Verse.PawnRenderer, Verse.PawnRenderer+PreRenderResults&, UnityEngine.Vector3, System.Nullable`1[Verse.Rot4], System.Boolean, System.Boolean) [Prepatcher, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.PawnRenderer.ParallelPreRenderPawnAt_Patch1(Verse.PawnRenderer, UnityEngine.Vector3, System.Nullable`1[Verse.Rot4], System.Boolean) [Prepatcher, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.PawnRenderer.DynamicDrawPhaseAt_Patch1(Verse.PawnRenderer, Verse.DrawPhase, UnityEngine.Vector3, System.Nullable`1[Verse.Rot4], System.Boolean) [Core, Assembly-CSharp.dll] Verse.Pawn.DynamicDrawPhaseAt(Verse.DrawPhase phase, UnityEngine.Vector3 drawLoc, System.Boolean flip) [Core, Assembly-CSharp.dll] Verse.Thing.DynamicDrawPhase(Verse.DrawPhase phase) [Core, Assembly-CSharp.dll] Verse.DynamicDrawManager+PreDrawThings.Execute(System.Int32 index) [System, Assembly-CSharp.dll] Gilzoide.ManagedJobs.ManagedJobParallelFor.Execute(System.Int32 index) [System, UnityEngine.CoreModule.dll] Unity.Jobs.IJobParallelForExtensions+ParallelForJobStruct`1[[Gilzoide.ManagedJobs.ManagedJobParallelFor, Assembly-CSharp, Version=1.6.9676.17735, Culture=neutral, PublicKeyToken=null]].Execute(Gilzoide.ManagedJobs.ManagedJobParallelFor& jobData, System.IntPtr additionalPtr, System.IntPtr bufferRangePatchData, Unity.Jobs.LowLevel.Unsafe.JobRanges& ranges, System.Int32 jobIndex) Anyone knows if this mod is safe to remove from safe, or I'm better off just starting new game? Remove the "femboy trait" from all pawns that have this trait using the "character editor". If the mod-added elements are present in the culture, they should also be removed using the character editor. Delete all drugs similar to "trap pills", remove the restraints and destroy them. Then you can safely delete it.
Public_Swan Posted 22 hours ago Posted 22 hours ago Shouldn't the vulnerability be the other way around on the flat chastity cage? As in, it increases vulnerability?
fraternalis Posted 16 hours ago Posted 16 hours ago Popping in to say that I love this mod so much! Its the final piece I needed to be able to make the exact colony I wanted, and I really appreciate it. There's a bug that was driving me craaaazy so I figured I'd post it here in case anyone went looking later: I was having a problem where every single male character was generating as a femboy. I even experimented with the character editor and every male character I randomized was a femboy as well. This turned out to be because I had "futa-fy traps" toggled on. After i turned it off I changed some other settings and randomized the character editor a few times, and it was fine, so its just that toggle. Also this mod interacts badly with Rimworld Stripper Pole mod. When pawns strip they strip off the cage too, and it ends their current keyholder relationship and duplicates their key. Otherwise I've been having great fun and I really appreciate having so many options to tailor the experience how I like.
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