RimWorld

RimWorld

Intimacy - A Lovin' Expansion
724 Comments
turkler  [author] 5 Oct @ 11:51pm 
@Wolf-Nyan~ I don't think you need dedicated rooms for lovin', you can assign pawns to work or meditate if you don't want them to freely do lovin'. intimacy is a need pawns will try to fill in their own time. pawns can actively seek lovin' in their free time, after they've met their recreation need, so you shouldn't suffer any intimacy debuffs from that
oh and that is also why this mod reduces the bio cost of genes that make pawns more likely to do lovin'. pawns that try to constantly do lovin' will have more downtime
Wolf-Nyan~ 5 Oct @ 11:42pm 
@turkler gotcha yeah i figured that was the case initially, but the repeated treks made mestart watching my pawns more carefully, then the extremely rare "wait why are you lovin on the bridge and not the bedroom right there..?" threw me off big time. thanks for the quick clarification, never though't i'd be adding dedicated lovin' rooms to the list of random stuff i have placed around the colony to cut down on travel times, but here we are.
turkler  [author] 5 Oct @ 11:38pm 
@Wolf-Nyan~ that's mostly intended, yes. most panws will care about privacy and will try to do lovin' in their bedroom, or any nearby indoors space if none is available
this is due to lovin' being a *lot* more frequent. like, you know those genes from vre highmates/charmweavers that say they increase lovin' frequency? in vanilla they don't do much as lovin' can only happen once a night, when both pawns are in bed, whereas with intimacy it's more or less as often as their lovin' cooldown will allow. this allows you to stack a bigger mood buff, so I implemented this decency check as the tradeoff

there are some exceptions to that rule though. pawns with big movement speed differences (2c/s or more, so that a super fast pawn doesn't waste time waiting for a super slow pawn to arrive) and nudists (be it from trait or ideology) will generally do lovin' right then and there
Wolf-Nyan~ 5 Oct @ 11:26pm 
Been using this for a few days in a colony with 4 pawns, and noticed that they would travel extreme distances to get back to a bed following a successful seduction attempt, Example: 2 pawns in a mining hut across the map deciding to make the 200 tile trek back to one of their beds.
in a 5-year colony i have only seen lovin' occur outside of a bed a total of 4 times, where lovin' occurs about 2 times a day on average.

I'm curious if this is intended behavior where pawns have a large 'get home before lovin' search radius and i should start spacing out my bedrooms (like building tables around the place), or if it's not and i need to go hunt down some random rogue mod and prepare a proper bug-report for your discord.
turkler  [author] 4 Oct @ 2:13pm 
@Saki yeah for context, the reproductives are stored as fake hediffs. the hediffs don't do anything or even tick, I just implemented storage like this so that you can easily tweak pawns with devmode/character editor
Saki 4 Oct @ 9:48am 
Fixed it! Did'nt know reproductive hediffs (phallus, etc) were a thing xD Phew, I'm relieved.
Saki 4 Oct @ 9:23am 
Disabled the options and restarted game. Reproductive genes + manually giving them genitals does'nt fix it still. :\ Please tell me my save is not just shot now?
turkler  [author] 4 Oct @ 3:56am 
also you removing the hediff does nothing because its applied with a patch that runs after every hediff addition/removal which checks whether the pawn has any reproductives and adds the neuter hediff to apply the debuffs if the pawn doesn't have any
removing the hediff, funnily enough, triggers that exact check so it immediately gets reapplied again. that is intentional, you're meant to fix neuters by assigning them reproductives instead
turkler  [author] 4 Oct @ 3:52am 
@Saki you're seeing hussars come out as neuter because hussars have the neuter birth gene, while highmates have all the reproductive genes and have one be active at random (like how vanilla cosmetic genes work). you can disable xenotype gene integrations in mod settings, though any existing pawns you'll have to edit manually
Saki 4 Oct @ 2:35am 
Pretty sure I already commented yesterday, but it seems my comment got lost, so here I go again:

I have the problem that all my kids, Hussars and Highmates get neutered upon creation/birth. It gets reaplied when I delete the hediff via editor and altering the xml naturally leads to more problems. They do not have the neuter gene and should be born phallors or gestors (the kids at least), but they don't. Any idea why that is? They are simple custom races I made and don't have any gender-altering genes. Even when manually giving them gestor/phallor genes, it gets overwritten. What can I do to fix it? The debuff is really annoying.
samso 4 Oct @ 12:09am 
OHH thank you. I thought it meant like only if more than lovers. which in hindsight doesnt make any sense since there is the spouse only precept. I appreciate the help!
turkler  [author] 3 Oct @ 11:34pm 
@samso that's what the 'partner only if commited' precept does, yes
samso 3 Oct @ 10:53pm 
I'm unsure if i'm not doing something right but is there a way for an ideoligion to have it so colonists not in relationships can lovin freely with each other, but once they are dating someone they are not free to cheat on their lover?
turkler  [author] 3 Oct @ 10:22pm 
small update today. nothing new I'm afraid, I just made some tweaks to make sure everything works fine without the ideology dlc
FloofyMomo 3 Oct @ 4:12pm 
Using way better romance with this now is so much better for new sexualities.
a three-colored carp 1 Oct @ 9:09pm 
ara ara
FloofyMomo 26 Sep @ 7:24pm 
Aight thanks I was using individuality and it was kind of awkward, I might check out those others, but the mod Adjustable Sexual Orientation is working wonders in giving out traits so I am using that at the moment.
turkler  [author] 26 Sep @ 3:15pm 
@FloofyMomo vanilla trait based sexuality system, also respects way better romance's sexuality traits. Rimpsyche also has patched intimacy to use their sexuality check instead. other mods with their own sexuality systems are encouraged to patch things on their end, I don't plan to patch every mod, yes. especially not abondoned mods someone is continuing
FloofyMomo 26 Sep @ 2:42pm 
How does sexuality work? Is it based on traits or a new system? Just because I want to see when my colonists are other sexualities.
Raven E² 26 Sep @ 2:34pm 
@turkler Understood, and thanks for taking the time to address it instead of deleting :) I'm new to modding, and may well just have a load order/conflict issue that I'm not sure how to work out yet, but it's no biggie, I'll figure it out :) . Thanks again, and I'll look to check the Discord to see if I can find my fix there :steamthumbsup:!
turkler  [author] 26 Sep @ 1:28pm 
@Raven E² I usually delete such comments but I'll leave yours up since you sound nice. I've squashed out all issues related to pawns getting stuck. I play with the mod myself, and I couldn't find any such issues in my charmweaver harem run (which I'm adding because, you know, charmweavers. a lot of lovin' was going on. I'd have run into any issues there if there was any)
the part in the faq directs you to make a full report in my discord for a reason. if your 'report' is a dismissive 'I saw this issue once' without any errors logs, mod lists, steps to replicate, etc. you're going to get an equally dismissve response like ''it's probably one of your other mods doing it''
@cosmic meatball perfectly fine
@Yut Moik I don't know, I don't support removing any of my mods mid-save so you're on your own. give it a shot and let me know how it goes
Raven E² 26 Sep @ 1:20pm 
Just dropping in after a bit of use to thank you for this awesome mod (with 1 minor bug note): It's perfect for the colonies I like to build, and works so damn well! I just wanted to mention that the only bug I've noticed is, rarely, pawns that initiate Seducin' and their targets will get stuck, the heart symbols disappearing and their both standing in place until I draft/undraft one of them.

Keep up the amazing work!
Lactating King 25 Sep @ 6:15pm 
how are genderless pawns handled
Yut Moik 24 Sep @ 9:30pm 
Is it unsafe to remove this mod mid-save?
turkler  [author] 24 Sep @ 3:00am 
@jotek2000 what do you mean -5? the only gene I add to hussar is solitary and that isn't a -5 gene
jotek2000 24 Sep @ 1:23am 
Hey, when you combine this mod with Vanilla Races Expanded - Hussar, Hussars metabolic efficiency goes all the way to -5. Any chance of this being fixed?
turkler  [author] 21 Sep @ 9:40am 
@RottenRuby is the multiplayer mod even updated anymore?
RottenRuby 21 Sep @ 9:38am 
Does it cause desync in multiplayer?
turkler  [author] 20 Sep @ 6:12am 
@Husker_85 intimacy is a need like any other, I assume what's happening is that the intimacy need of those pawns are at a level where they can actively try to seek intimacy and they do exactly that
Husker_85 20 Sep @ 6:06am 
Not complaining, but I've noticed that during more than one of my grav ship starts my crew members will initiate lovin' with each other on the grav ship the moment I unpause right after we spawn in XD
turkler  [author] 19 Sep @ 10:04am 
@Maux I'll fix that sometime
Maux 18 Sep @ 9:09pm 
Just reporting something I noticed: Ideology is not listed as requirement but loading without it Intimacy will give bug for failed patch, also at the end of lovin' the ApplyLovinThoughts will give null ref error when trying to DefDatabase<ThoughtDef>.GetNamed("Lovin_Know_Approved")
Test: Run with Harmony, Core, Biotech, Intimacy (patch error). Go to dev mode and let pawns do lovin' (null ref error)
turkler  [author] 17 Sep @ 6:17pm 
@Sir Dhyne no, it should work as long as the mechanitor is that mech's overlord. I just tested it and it works, I assume it's a problem on your end
Sir Dhyne 17 Sep @ 6:09pm 
Are there any additional requirements for mechanitors to do lovin' with their mechanoids aside from turning it on in the mod options and toggling servicin' on? I have a VRE - Android mechanitor that's been stuck at 0 intimacy for days because she won't initiate anything. I'm not getting any errors related to this mod either.

Of note (and this is a function of Despicable, I believe), I can right-click on another pawn that I spawned in and force an interaction, however I cannot do so with the mechs.
turkler  [author] 17 Sep @ 3:07pm 
@Raven E² no, vanilla lovin' is disabled for many reasons. pawns will still do lovin' on beds though, so I don't understand the problem
@Depth Charge what
Raven E² 17 Sep @ 11:56am 
I sincerely apologize if this has been asked to death, but I was wondering about re-enabling the vanilla bed-style lovin' act along with this mod's stopharvestingcornandbendover style. Love the mod, and just hoped to see if there's a way to add this back, as the mod that tries is not up to date, and causes free-standing lovin pawns to freeze and stand there until exaustion.
Depth Charge 17 Sep @ 10:13am 
does the lovin' work with Insectoids too?
turkler  [author] 16 Sep @ 3:54pm 
undrafted pawns* bleh
flea eater 14 Sep @ 2:13am 
👍
turkler  [author] 14 Sep @ 1:55am 
@flea eater intimacy is a need like any other and two undrafted with no threats nearby isn't an oversight. schedule those pawns to work if you don't want them doing lovin'
flea eater 14 Sep @ 1:09am 
I feel like there should be some better 'common sense' code in this mod. Checks to, say, prevent pawns from trying to seduce eachother when they're on a hostile map and undrafted. I've also been in the situation where I was trying to get my colonists read to leave a raid map as quickly as possible to get back home since they had no more food and the other colonist kept trying to seduce them and interrupting their hauling jobs. I had to draft the other colonist up and make them stand there because they weren't doing their work and were disrupting the other colonist. It was very irritating.
turkler  [author] 13 Sep @ 9:31pm 
@Eclipse the despicable mod (that is the mod's name, yes. despicable) has that
Eclipse 13 Sep @ 9:17pm 
is there a chance for texture module for body parts similar to THAT mod?

body variety is the thing holding me from using intimacy instead
Efreitor 11 Sep @ 7:28am 
womp womp turtle
TurtleShroom 10 Sep @ 5:40pm 
Mind you, it's not so much that I hate sex, but I hate all sex that is not between a man and a woman in the boundaries of wedlock which is done by way of male into female reproductive organs. I myself am sex negative and committed to total celibacy.
TurtleShroom 10 Sep @ 5:34pm 
Yes, I do jhate sex out of wedlock and such.

This Mod was billed as a Mod which adds age-appropriate, tasteful, and non-sexual aspects of intimacy, such as social contact and romance, as well as factors in sexual intercourse as A means of fulfilling the need for human contact. I found the idea both realistic and heartwarming, so I gave the Mod a chance.

I was expecting things like more Pawns falling in love, or Pawns making friends and fulfilling the Intimacy need with talking and friendship and such as well as having married Pawns go to town.

If I am mistaken in this and it's actually super perverted, I had no idea and will quickly unsubscribe.
turkler  [author] 10 Sep @ 4:11pm 
@TurtleShroom wtf turtleshroom, don't you hate sex or whatever? what are you doing here?
TurtleShroom 10 Sep @ 3:48pm 
I have encountered a strange error in this Mod.

If you have the Vanilla Traits Expanded Mod, you can disable individual Traits from that Mod, including any Trait that governs sexual orientation. When that happens, this Mod causes errors to fire every few seconds, like this:

Failed to find RimWorld.TraitDef named Asexual. There are 282 defs of this type loaded.
UnityEngine.StackTraceUtility:ExtractStackTrace ()


I think it should be specified that adding this Mod requires those two Traits to also be enabled.
turkler  [author] 9 Sep @ 7:31pm 
@AJarOfDirt pawn editor :ujel:
as I've said, unless you have a mod enabling incestuous romance, such pairings will never engage in lovin'. this check uses a function from vanilla to check whether a pairing is related or not. if such pairings still happen, you have a mod breaking things
AJarOfDirt 9 Sep @ 6:43pm 
Comments are being weird for me right now, but I think it was Pawn Editor at start that broke the relation. After using Pawn editor to remove and add the brother/sister relationship back it is working correctly now.