Guest Posted July 20, 2017 Posted July 20, 2017 Guys, how about psyhology mod? Does it someday would be compatible with RJW because now this mod makes pawns to run around with no any sexual interactions its for future
Cortlyn1211 Posted July 20, 2017 Posted July 20, 2017 Hi, long time lurker first time poster, and I've come in contact with a couple bugs. When comfort prisoners are enabled, I get this one constantly: Exception in SetupToils (pawn=Cowgirl61079, job=ComfortPrisonerRapin A=Thing_Human95885): System.NullReferenceException: Object reference not set to an instance of an objectat rjw.xxx.is_bloodlust (Verse.Pawn pawn) [0x00000] in :0at rjw.JobDriver_ComfortPrisonerRapin+d__10.MoveNext () [0x00000] in :0at Verse.AI.JobDriver.SetupToils () [0x00000] in :0 lastJobGiver=rjw.JobGiver_ComfortPrisonerRape, curJob.def=ComfortPrisonerRapin, curDriver=rjw.JobDriver_ComfortPrisonerRapinVerse.Log:Error(String)Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)Verse.AI.JobDriver:SetupToils()Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)Verse.AI.Pawn_JobTracker:TryFindAndStartJob()Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)Verse.AI.Pawn_JobTracker:JobTrackerTick()Verse.Pawn:Tick()Verse.TickList:Tick()Verse.TickManager:DoSingleTick()Verse.TickManager:TickManagerUpdate()Verse.Game:UpdatePlay()Verse.Root_Play:Update() And when an animal, in this case my lamia from the monster girl mod, is about to give birth I get this error: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentException: Cannot get index of BodyPartRecord that is not in this BodyDef. at Verse.BodyDef.GetIndexOfPart (Verse.BodyPartRecord rec) [0x00000] in :0at Verse.Hediff.set_Part (Verse.BodyPartRecord value) [0x00000] in :0at Verse.Pawn_HealthTracker.AddHediff (Verse.Hediff hediff, Verse.BodyPartRecord part, Nullable`1 dinfo) [0x00000] in :0at Verse.Pawn_HealthTracker.AddHediff (Verse.HediffDef def, Verse.BodyPartRecord part, Nullable`1 dinfo) [0x00000] in :0at rjw.std.infect (Verse.Pawn p, rjw.std_def sd, Boolean include_coinfection) [0x00000] in :0at rjw.std.generate_on (Verse.Pawn p) [0x00000] in :0at rjw.Hediff_InitPrivates.PostAdd (Nullable`1 dinfo) [0x00000] in :0at Verse.HediffSet.AddDirect (Verse.Hediff hediff, Nullable`1 dinfo) [0x00000] in :0at Verse.Pawn_HealthTracker.AddHediff (Verse.Hediff hediff, Verse.BodyPartRecord part, Nullable`1 dinfo) [0x00000] in :0at Verse.HediffGiveUtility.TryApply (Verse.Pawn pawn, Verse.HediffDef hediff, System.Collections.Generic.List`1 partsToAffect, Boolean canAffectAnyLivePart, Int32 countToAffect, System.Collections.Generic.List`1 outAddedHediffs) [0x00000] in :0at Verse.HediffGiver.TryApply (Verse.Pawn pawn, System.Collections.Generic.List`1 outAddedHediffs) [0x00000] in :0at Verse.HediffGiver_Birthday.TryApplyAndSimulateSeverityChange (Verse.Pawn pawn, Single gotAtAge, Boolean tryNotToKillPawn) [0x00000] in :0at RimWorld.AgeInjuryUtility.GenerateRandomOldAgeInjuries (Verse.Pawn pawn, Boolean tryNotToKillPawn) [0x00000] in :0at Verse.PawnGenerator.GenerateInitialHediffs (Verse.Pawn pawn, PawnGenerationRequest request) [0x00000] in :0at Verse.PawnGenerator.TryGenerateNewNakedPawn (Verse.PawnGenerationRequest& request, System.String& error, Boolean ignoreScenarioRequirements) [0x00000] in :0at Verse.PawnGenerator.GenerateNewNakedPawn (Verse.PawnGenerationRequest& request) [0x00000] in :0at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&)at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in :0--- End of inner exception stack trace ---at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in :0at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in :0at RimWorldChildren.ChildCode._GeneratePawn (PawnGenerationRequest request) [0x00000] in :0at Verse.PawnGenerator.GeneratePawn (Verse.PawnKindDef kindDef, RimWorld.Faction faction) [0x00000] in :0at RimWorld.WildSpawner.SpawnRandomWildAnimalAt (IntVec3 loc) [0x00000] in :0at RimWorld.WildSpawner.WildSpawnerTick () [0x00000] in :0at Verse.Map.MapPostTick () [0x00000] in :0Verse.Log:Error(String)Verse.Map:MapPostTick()Verse.TickManager:DoSingleTick()Verse.TickManager:TickManagerUpdate()Verse.Game:UpdatePlay()Verse.Root_Play:Update() Just giving a heads up, since I forgot all of my coding knowledge granted by highschool. I can send a screenshot of my mod list if that changes anything.
AngleWyrm Posted July 20, 2017 Posted July 20, 2017 I got an error like the above which listed forest fairy as the failed attempt. Also, threesomes
sidfu Posted July 21, 2017 Posted July 21, 2017 seems animal on animal comfort prisoner is buggging Exception in SetupToils (pawn=Rimwolf115316, job=ComfortPrisonerRapin A=Thing_Buffalo115372): System.NullReferenceException: Object reference not set to an instance of an object at rjw.xxx.is_bloodlust (Verse.Pawn pawn) [0x00000] in <filename unknown>:0 at rjw.JobDriver_ComfortPrisonerRapin+<MakeNewToils>d__10.MoveNext () [0x00000] in <filename unknown>:0 at Verse.AI.JobDriver.SetupToils () [0x00000] in <filename unknown>:0 lastJobGiver=rjw.JobGiver_ComfortPrisonerRape, curJob.def=ComfortPrisonerRapin, curDriver=rjw.JobDriver_ComfortPrisonerRapinVerse.Log:Error(String)Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)Verse.AI.JobDriver:SetupToils()Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)Verse.AI.Pawn_JobTracker:TryFindAndStartJob()Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)Verse.AI.Pawn_JobTracker:JobTrackerTick()Verse.Pawn:Tick()Verse.TickList:Tick()Verse.TickManager:DoSingleTick()Verse.TickManager:TickManagerUpdate()Verse.Game:UpdatePlay()Verse.Root_Play:Update()
torill Posted July 21, 2017 Posted July 21, 2017 hello, if you guys could help me with a wee tiny problem i'm having with RJW and Monstergirls+. When one of my pawns goes to have sex with one of the monster girls, he removes his clothes and starts the "animations". But the girl just walks away like nothing is happening. (yes my colonist keep going in the same spot until he climaxes in the wind) I tried turning off all my mods, re-installing RJW and tried to find a different version for the monster girls mod. and in the console everything looks normal. no errors... kinda... i don't think they are related though. halp. EDIT.: actually sorry, it must be a problem with rimjob. even the base animals walk away. noice. EDIT.: Starting to think it's a problem with my game if anything else... I get it as well but I've just been ignoring it as a quirk that will be sorted at some point. I bet Semigimp and others regret taking this on lol.
Kedwyn Posted July 21, 2017 Posted July 21, 2017 I got an error like the above which listed forest fairy as the failed attempt. Also, threesomes but if you look at anglewyrm's picture. everything seems just fine for him xD yeah, i'm fine with ignoring it too. i was just wondering if it was a bug on my thing or a common thing.
torill Posted July 21, 2017 Posted July 21, 2017 I got an error like the above which listed forest fairy as the failed attempt. Also, threesomes but if you look at anglewyrm's picture. everything seems just fine for him xD yeah, i'm fine with ignoring it too. i was just wondering if it was a bug on my thing or a common thing. It's only intermittent with me. The mostergirls only seem to walk off if they have something to do like cleaning or hauling. I've found if they are just wandering they stand still. I have no idea about code so this is just a guess but their default behaviour apparently takes precedence over RJW.
Kedwyn Posted July 21, 2017 Posted July 21, 2017 I got an error like the above which listed forest fairy as the failed attempt. Also, threesomes but if you look at anglewyrm's picture. everything seems just fine for him xD yeah, i'm fine with ignoring it too. i was just wondering if it was a bug on my thing or a common thing. It's only intermittent with me. The mostergirls only seem to walk off if they have something to do like cleaning or hauling. I've found if they are just wandering they stand still. I have no idea about code so this is just a guess but their default behaviour apparently takes precedence over RJW. Even if they have nothing to do they still keep wandering. but your guess could be right? or they forgot a line to lock the pawn in place like a colonist? What do i know i just download mods.
kristtymn Posted July 21, 2017 Posted July 21, 2017 Aside from that "Exception in SetupToils (pawn=*pet 1*, job=ComfortPrisonerRapin A=*pet 2*): System.NullReferenceException: Object reference not set to an instance of an object" error, the mod works perfectly, thanks! Our colony just had new colonists, twins, a boy and a girl They looks just like their daddy mom is a slimegirl
feliperiot Posted July 21, 2017 Posted July 21, 2017 The nude mod made by underfall00 is pretty....... Normal?, so i put a little more of details in the pawns body's, just replace the textures in the folder: Mods\Nude Textures A17\Textures\Things\Pawn\Humanlike\Bodies Bodies.rar
jacb Posted July 21, 2017 Posted July 21, 2017 Instead of doing ton of sanity checks, better to keep it somewhat random, but go with social fights as a catalyst: lost = got raped. All the 'kind' people don't get involved in that anyway, if they can help it. So the way I see it: less checks and meddling with vanilla mechannics. Why would you want LESS checks? There needs to be some sanity to the actions and effect. Sex and Rape should just be a random roll to happen, they should be tied to a pawns need, preferences and what's available. Less meddling with the code = more stable application. The way I see it: pawns should go satisfy heir needs based on their preferences (same as they do with food, for example). When they are unable to do that, they get a mood/opinion debuff -> more likely to break/fight, which is when that 'random' rape should come into play.
Mad King Posted July 21, 2017 Posted July 21, 2017 I've been looking around for the rimworldchildren mod but i haven't found anything by that name. Does the mod go by a different name or something?
kristtymn Posted July 21, 2017 Posted July 21, 2017 I've been looking around for the rimworldchildren mod but i haven't found anything by that name. Does the mod go by a different name or something? different name, the first result if you google "rimworld children"
7113 Posted July 22, 2017 Posted July 22, 2017 Oh sweet. Have this latest Rimjobworld release been tested with that .2F unstable release? if so, does it work? Or has there been a dedicated pregnancy mod release?
Soronarr Posted July 23, 2017 Posted July 23, 2017 Guys, how about psyhology mod? Does it someday would be compatible with RJW because now this mod makes pawns to run around with no any sexual interactions its for future Works for me with no issues I can see. I got an error like the above which listed forest fairy as the failed attempt. Also, threesomes That's nothing. I have several monstergirls and a trade caravan visiting. My 2 prisoners are gangbanged by at least 4 people at all times. They can't even sleep or eat in peace. Why would you want LESS checks? There needs to be some sanity to the actions and effect. Sex and Rape should just be a random roll to happen, they should be tied to a pawns need, preferences and what's available. Less meddling with the code = more stable application. The way I see it: pawns should go satisfy heir needs based on their preferences (same as they do with food, for example). When they are unable to do that, they get a mood/opinion debuff -> more likely to break/fight, which is when that 'random' rape should come into play. You honestly think checking a stock variable will cause instability? Look, it's obvious you have no idea how scripting or programing or mods work.
AngleWyrm Posted July 24, 2017 Posted July 24, 2017 There needs to be some sanity to the actions and effect. Sex and Rape should ... be tied to a pawns need, preferences and what's available. pawns should go satisfy heir needs based on their preferences Looks to me like two people saying the same thing, that needs and wants should play a role in what a pawn does next, a form of sorting out priorities. Some of that already exists; a hungry or sleepy pawn will take action to remedy their need. And isn't that also the case with a horny pawn, choosing to go get some sex as their next thing on the to-do list? I see two parts going on: First, does the amount of time spent during a day finding and satisfying sexual desire seem to work within Rimworld? I'd like to see the Asexual trait from Romance Diversified be used in this determination, as well as Nymphomaniac from this mod. Pawns are also tasked by other mods to do things like spend time on hygene, attend classes and sermons, and work in other production chains. So what fraction of a 24hr day should a pawn spend on sex? Second: After a pawn has set "get some sex" as their current job, what ranking system seems appropriate for who to fuck/get fucked by? The mod Romance Diversified goes into depth on this topic: Adds the sexuality traits Straight, Bisexual and Asexual Adds the traits Faithful and Philanderer, with appropriate changes to the likelihood of cheating on a partner. Philanderers are more likely to cheat if their partner is off the map, and there's a good chance that their partner won't find out! Changes the curves for attraction and the rate at which people hit on each other so that there is a cultural component, with female pawns from Tribal and Imperial backgrounds more forward, male pawns form Medieval and Urbworld backgrounds more forward, and MidWorld and GlitterWorld backgrounds gender equal. Unfairly judged pawns, be they ugly, creepy, annoying or disfigured, get much lower opinion debuffs with each other. Let's see a little empathy! Not included in that list and perhaps worthy of consideration for inclusion in this mod is the time it would take to satisfy a need from the set of available sexual partners. Is the value of that nearby sheep to me at least as worthwhile as the far away but attractive co-worker? Also, the more intellectual pursuit of purposeful breeding might play a role: Is the pawn trying to propagate their species, and if so what criteria would they use to select for children's DNA?
Alanetsai Posted July 24, 2017 Posted July 24, 2017 How about let lovers do loving without bed,but not rape? I played one man with two lovers,I also use Children and Pregnancy MOD. But if I don't change the assign of the bed,only who sleep with that man can become pregnant.
Soronarr Posted July 24, 2017 Posted July 24, 2017 Looks to me like two people saying the same thing, that needs and wants should play a role in what a pawn does next, a form of sorting out priorities. Some of that already exists; a hungry or sleepy pawn will take action to remedy their need. And isn't that also the case with a horny pawn, choosing to go get some sex as their next thing on the to-do list? The problem is that it doesn't seem to work properly. I had a married pawn with almost full sex need bar go rape, ignoring both his wife and the colony nymph. Married couples/lovers should prioritize their significant other. Easier and less risky ways to get sex should get priority. Rapists should try to find someone alone, in a secluded spot to rape. Stumbling onto one colonist raping a fellow colonist in the middle of a colony should incur big relationship penalties from other colonist (unless they have a rapist trait too..in which case they might join in if no one else is around). Also, beastiaiity trait that increases chance to seek comfort with animals
AngleWyrm Posted July 24, 2017 Posted July 24, 2017 The problem is that it doesn't seem to work properly. I had a married pawn with almost full sex need bar go rape, ignoring both his wife and the colony nymph. After examining the file Need_Sex.cs it looks like some confused math is going on. First, There is an effort to make a sexual need modifier based on age, an age curve with a set of points that produces an output like so: This is what the human fertility curve looks like; the labels 1st, 2nd, 3rd, etc indicate the child born to a mother of that age. The listing for first-borns (green bar) would make a fairly good approximation of sexual appetite. A dataset that can be used in the CurvePoint() function within Need_Sex.cs: { (0, 0), (14, 0.0455), (19, 0.682), (24, 1), (29, 0.680), (34, 0.545), (39, 0.182), (44, 0.045), (49, 0.009), (80, 0) } which gives a plot like so:
Solzucht Posted July 24, 2017 Posted July 24, 2017 tough that statistics would ruin any gameplay in which you can stay young and live long, which i do at times~400 years in a timescale. any way to fit the sexual need to the possible outcome of the age of an person?
AngleWyrm Posted July 24, 2017 Posted July 24, 2017 The second part of the math needs some clean-up. There are two functions, one called balance_factor() and another called NeedInterval(). balance_factor alters the need curve based on some arbitrary opinion that has no unit of measure, and looks like it's just the work of someone mucking about. The input curve is changed to an output like so, and I suspect the author of this curve has never seen the graph of it: Pawn sexual need is then computed by combining both the age curve and the remapping of the needs curve in the above function, and a default need falloff per day. I'd like to suggest elimination of the balance_factor() function altogether, as it doesn't seem to be contributing anything of value to the calculation of the amount of sexual need that fades from satisfaction every day.
zia Posted July 24, 2017 Posted July 24, 2017 I don't know if it has been reported or not but pawns with the zoophilia trait tend to loose their close when they preform a bestiality job. They don't drop the close on the ground they just vanish from their inventory.
Kitsone Posted July 25, 2017 Posted July 25, 2017 @AngleWyrm's graphs: Birth rates do not equal fertility in a world with contraceptives and the belief of birthing issues as age sets in, social norms/influences, abortion, etc. The state of contraceptives, medicine technology, and overall population diet/health will actively influence any real fertility rate study as well. I wouldn't bother trying to reproduce fertility rates from reality anyway since Rimworld's Glitterworld medicine and life expectancy are far beyond real world.
AngleWyrm Posted July 25, 2017 Posted July 25, 2017 @AngleWyrm's graphs: Birth rates do not equal fertility Fertility is measured as the number of births per thousand women in the age range 15..44. Birth Rate is measured as the number of births per thousand population. See Center for Disease Control page on births
Kitsone Posted July 25, 2017 Posted July 25, 2017 @AngleWyrm's graphs: Birth rates do not equal fertility Fertility is measured as the number of births per thousand women in the age range 15..44. Birth Rate is measured as the number of births per thousand population. See Center for Disease Control page on births CDC's data on fertility is just a projection of a population based on Birth Rate that doesn't accurately represent actual individual fertility for many reasons I already specified and you failed to quote. CDC's fertility estimates are just for estimating population growth in a more granular way than simply assuming an arbitrary change to Birth Rate over a time period. Basically CDC's fertility numbers are simply representing the amount of a population of women whom are expected to get pregnant and carry it to term since the data is based on Birth Rate- to take this as the actual fertility chance of an individual is fundamentally flawed as this data would assume that ANY form of pregnancy avoidance or abortion is infertility. It's equivalent to saying a woman that didn't have a child last year was obviously infertile that year. I say again- Birth Rates (of a population) do not equal Fertility (of individuals). As well as Fertility Rate of a population is just the expected rate of population growth and does not directly coincide to individual biological fertility chances. But the main point is don't bother directly modeling real world Birth Data to extrapolate fertility rate in a super advanced futuristic setting when the setting itself would offset numbers to a great degree already.
Recommended Posts
Archived
This topic is now archived and is closed to further replies.