code:
-The transgender thoughts sometimes disappear if you perform a chain of sex operations on the same pawn.
Probably some oversight in algorithm that gives thoughts on transition (some underthought chaining of effects).
Fix somewhere in the future.

-Whores with untended diseases (flu, herpes, warts) will try hookup and may succeed but the job will get cancelled shortly afterwards resulting in message spam.
Currently added different message to notify players of problem.

-Genital helper is shit. It does not account for later added animal dicks. has_<x> methods are fucking runtime regex searches

repo_name: ElToro/rjw

license: mit


code:
CORE:

add nymph lord ai, so nymphs can behave as visitors
add sex addiction to demonic parts?
add insects dragging pawns to hives
gene inheritance for insect ovis

workgivers(aka manual control):
-workgiver for sex with humpshrooms, increasing their growth by 1 day, causing addiction, temp? humpshroom-penis futa?
-workgiver(auto, cleaning) to collect cum

add recipe to make food from cum?
add female cum?

add some sort of right clicking sub menu:
-designate breeding pair(through relations?)

rework genital system, so it only have vag,penis,breast,anus (with comp?) storing name, severity(size?) of part
probably also rework surgeries to support those
rework sex satisfaction system(based on parts size/difference? traits/quirks etc)

integrate milkable colonists with sizes support and operations? to change milk type(w gitterworld med?)

BDSM:
-make ropes and other generic gear, that is "locked" but not with hololock unique keys - normal keys made of steel, etc
-piercing?
-blindfolds?
-vibrators?

Multiplayer:
-figure out predictable seeds instead of syncmethod's

maybe:
add support for other pregnancy mods
more sex related incidents?
backstories: cowgirl, etc

whoring:
-add whoring zone( esp for prisoners)
-limit whoring to zone
-whore in zone does most checks but instead of going after client- client comes to whore and they do stuff
or merge quickies with whoring
or idk invent something new
and maybe while at it make toggles for whores to service colonists, oh and defying whores will count toward rape and accepted whores - con sex

never?
-make interactive COC like sex/stories
RatherNot (Code)
We need Pawn Sexualization Request: like Pawn Generation Request, but for generating RJW things
Current approach missing any kind of flexibility
In can be useful for race support to: instead placing checks directly in generator you can place limitations on generator in request

older stuff
TO DO:
Add new body part groups for the bondage gear (specifically a genitals group for the CB and a jaw or mouth group for the gag, the mouth group that's already in the game won't work I'm pretty sure)
Once that (^^^) is done make it so that the groups are automatically blocked by the gear, like a more robust version of the blocks_genitals flag
Add more thoughts after sex about e.g. partner's dick size and sex skill
Add chance for sex/fap with a peg dick to produce splinters

TO DO EVENTUALLY (AKA NEVER):
Improve detection of genital harvest vs amputation
  - (Maybe) Make it so that downgrading a pawn is considered harvesting

OTHER RANDOM/HALF-BAKED IDEAS:
Add some random dialogues for rapes, lovins, etc.
Strap prisoners to their beds
Sex addiction
  - Reduces satisfaction from sex
  - Should only affect nymphomaniacs?

Traits?:
Low Self Esteem (just another pessimist trait)

Dom/Sub

Mindbroken (raped so much that they are at a permanent max happiness, but are worth nothing more than just hauling and cleaning)

Branded, this pawn is branded a cow/animal fucker/prostitute/rapist, whatever his/her extra curricular is comes with a negative opinions so they are pretty much never liked?

path: todo or not todo.txt


code:
# Degrees of Lewdity Art Mod
11212024ver

# Made by Goose
This is a work in progress mod, so it's not a finished

# Art Credits (Thank you so much for your help!)
Chou Chou (@chouchou6061)
img/clothes/handheld
img/misc/icon/clothes/balloons

# Remember
1. Absolutely no re-uploads
2. No use for anything other than Degrees of Lewdity
3. Absolutely no secondary amendment distribution except in Discord 'Degrees of Lewdity Modding' (personal modifications are fine)

# Support hungry goose
[feed goose](https://ko-fi.com/bullygoose)

path: Goose's Shit (F side only)/Read me.txt

license: unknown


path: Goose's Shit (F side only)/img/misc/icon/clothes/desktop.ini


repo_name: cptyossarian/sized

path: .vs/Sized Apparel Rimsenal patch/CopilotIndices/17.12.68.61481/CodeChunks.db-wal


path: .vs/Sized Apparel Rimsenal patch/CopilotIndices/17.12.68.61481/SemanticSymbols.db-wal


code:
<?xml version="1.0" encoding="utf-8"?>
<ModMetaData>
	<name>Sized Apparel - Rimsenal Patch</name>
	<author>Laknomurka</author>
	<url></url>
	<supportedVersions>

1.4

1.5

	</supportedVersions>
	<packageId>laknomurka.SizedApparelRimsenalPatch</packageId>
	<description>
		Adds various Rimsenal outfits for Sized Apparel mod (just the Carbon suit so far). Install after the main mod.

	</description>
	<modDependencies>

			<packageId>brrainz.harmony</packageId>
			<displayName>Harmony</displayName>
			<steamWorkshopUrl>steam://url/CommunityFilePage/2009463077</steamWorkshopUrl>
			<downloadUrl>https://github.com/pardeike/HarmonyRimWorld/releases/latest</downloadUrl>

			<packageId>OTYOTY.SizedApparel</packageId>
			<displayName>Sized Apparel for RJW (SAR version)</displayName>
			<downloadUrl>hhttps://www.loverslab.com/files/file/26526-sized-apparel-zero-sized-apparel-retextures-sar-bodiesmod/</downloadUrl>

			<packageId>rimsenal.core</packageId>
			<displayName>Rimsenal - Core</displayName>
			<steamWorkshopUrl>steam://url/CommunityFilePage/725947920</steamWorkshopUrl>
			<downloadUrl>https://steamcommunity.com/sharedfiles/filedetails/?id=725947920</downloadUrl>

	</modDependencies>
	<loadAfter>

brrainz.harmony

rim.job.world

OTYOTY.SizedApparel

rimsenal.core

	</loadAfter>
</ModMetaData>


code:
<?xml version="1.0" encoding="utf-8" ?>
<loadFolders>
  <v1.4>

/

1.4

Rimsenal - Core

  </v1.4>
  <v1.5>

/

1.5

Rimsenal - Core

  </v1.5>
</loadFolders>


code:
# Sized Apparel - Rimsenal Patch

## Getting started

To make it easy for you to get started with GitLab, here's a list of recommended next steps.

Already a pro? Just edit this README.md and make it your own. Want to make it easy? [Use the template at the bottom](#editing-this-readme)!

## Add your files

- [ ] [Create](https://docs.gitlab.com/ee/user/project/repository/web_editor.html#create-a-file) or [upload](https://docs.gitlab.com/ee/user/project/repository/web_editor.html#upload-a-file) files
- [ ] [Add files using the command line](https://docs.gitlab.com/ee/gitlab-basics/add-file.html#add-a-file-using-the-command-line) or push an existing Git repository with the following command:

```
cd existing_repo
git remote add origin https://gitgud.io/cptyossarian/sized-apparel-rimsenal-patch.git
git branch -M master
git push -uf origin master
```

## Integrate with your tools

- [ ] [Set up project integrations](https://gitgud.io/cptyossarian/sized-apparel-rimsenal-patch/-/settings/integrations)

## Collaborate with your team

- [ ] [Invite team members and collaborators](https://docs.gitlab.com/ee/user/project/members/)
- [ ] [Create a new merge request](https://docs.gitlab.com/ee/user/project/merge_requests/creating_merge_requests.html)
- [ ] [Automatically close issues from merge requests](https://docs.gitlab.com/ee/user/project/issues/managing_issues.html#closing-issues-automatically)
- [ ] [Enable merge request approvals](https://docs.gitlab.com/ee/user/project/merge_requests/approvals/)
- [ ] [Set auto-merge](https://docs.gitlab.com/ee/user/project/merge_requests/merge_when_pipeline_succeeds.html)

## Test and Deploy

Use the built-in continuous integration in GitLab.

- [ ] [Get started with GitLab CI/CD](https://docs.gitlab.com/ee/ci/quick_start/)
- [ ] [Analyze your code for known vulnerabilities with Static Application Security Testing (SAST)](https://docs.gitlab.com/ee/user/application_security/sast/)
- [ ] [Deploy to Kubernetes, Amazon EC2, or Amazon ECS using Auto Deploy](https://docs.gitlab.com/ee/topics/autodevops/requirements.html)
- [ ] [Use pull-based deployments for improved Kubernetes management](https://docs.gitlab.com/ee/user/clusters/agent/)
- [ ] [Set up protected environments](https://docs.gitlab.com/ee/ci/environments/protected_environments.html)

***

# Editing this README

When you're ready to make this README your own, just edit this file and use the handy template below (or feel free to structure it however you want - this is just a starting point!). Thanks to [makeareadme.com](https://www.makeareadme.com/) for this template.

## Suggestions for a good README

Every project is different, so consider which of these sections apply to yours. The sections used in the template are suggestions for most open source projects. Also keep in mind that while a README can be too long and detailed, too long is better than too short. If you think your README is too long, consider utilizing another form of documentation rather than cutting out information.

## Name
Choose a self-explaining name for your project.

## Description
Let people know what your project can do specifically. Provide context and add a link to any reference visitors might be unfamiliar with. A list of Features or a Background subsection can also be added here. If there are alternatives to your project, this is a good place to list differentiating factors.

## Badges
On some READMEs, you may see small images that convey metadata, such as whether or not all the tests are passing for the project. You can use Shields to add some to your README. Many services also have instructions for adding a badge.

## Visuals
Depending on what you are making, it can be a good idea to include screenshots or even a video (you'll frequently see GIFs rather than actual videos). Tools like ttygif can help, but check out Asciinema for a more sophisticated method.

## Installation
Within a particular ecosystem, there may be a common way of installing things, such as using Yarn, NuGet, or Homebrew. However, consider the possibility that whoever is reading your README is a novice and would like more guidance. Listing specific steps helps remove ambiguity and gets people to using your project as quickly as possible. If it only runs in a specific context like a particular programming language version or operating system or has dependencies that have to be installed manually, also add a Requirements subsection.

## Usage
Use examples liberally, and show the expected output if you can. It's helpful to have inline the smallest example of usage that you can demonstrate, while providing links to more sophisticated examples if they are too long to reasonably include in the README.

## Support
Tell people where they can go to for help. It can be any combination of an issue tracker, a chat room, an email address, etc.

## Roadmap
If you have ideas for releases in the future, it is a good idea to list them in the README.

## Contributing
State if you are open to contributions and what your requirements are for accepting them.

For people who want to make changes to your project, it's helpful to have some documentation on how to get started. Perhaps there is a script that they should run or some environment variables that they need to set. Make these steps explicit. These instructions could also be useful to your future self.

You can also document commands to lint the code or run tests. These steps help to ensure high code quality and reduce the likelihood that the changes inadvertently break something. Having instructions for running tests is especially helpful if it requires external setup, such as starting a Selenium server for testing in a browser.

## Authors and acknowledgment
Show your appreciation to those who have contributed to the project.

## License
For open source projects, say how it is licensed.

## Project status
If you have run out of energy or time for your project, put a note at the top of the README saying that development has slowed down or stopped completely. Someone may choose to fork your project or volunteer to step in as a maintainer or owner, allowing your project to keep going. You can also make an explicit request for maintainers.


code:
/** Client-side UI Model */

/**
 @param root element to inject CUM into
 */
function CUM(root, prepend) {
    this._prepend = prepend || false;
    this._root = root;
    $(root).hide();
    this._elems = {};
}

// PUBLIC API

/** @param inject ui from json array */
CUM.prototype.inject = function(ja) {
    var self = this;
    $(ja).each(function(idx, j) {
        try {
            var parent = null;
            if(j.parentID) {
                parent = $("#"+j.parentID) || null;
            } else if(j.parent) {
                parent = j.parent;
            }
            var e = self._newElem(j.name, j.css, j.id, j.attrs, parent);
            if(j.click) {
                e.onclick = function(ev) { j.click(ev); };
            }
            if(j.html) {
                $(e).append($(j.html));
            } else if(j.text) {
                $(e).text(j.text);
            } else

            if(j.finish && j.id) {
                self._elems[j.id] = function() { j.finish(e); };
            }
        } catch(ex) {
            console.log(idx, j, ex);
        }
    });
    return self;
};

/** @param finish building UI */
CUM.prototype.finish = function() {
    var self = this;
    for (var id in self._elems) {
        var f = self._elems[id];
        if(f) f();
    }
    $(self._root).show();
};

// INTERNAL API

/**
 create new element <name class="css"></name>
 append to parent if provided otherwise append to root element
 @return created element
 */
CUM.prototype._newElem = function(name, css, id, attrs, parent) {
    var self = this;
    var elem = document.createElement(name);
    if(css) {
        $(elem).addClass(css);
    }
    if(id) {
        $(elem).attr("id", id);
    }

    if(attrs) {
        for (var k in attrs) {
            $(elem).attr(k, attrs[k]);
        }
    }

    if (!parent) {
        parent = self._root;
    }
    if(self._prepend) {
        $(parent).prepend(elem);
    } else {
        $(parent).append(elem);
    }
    return elem;
};

repo_name: EsiuxJwP/cum


code:
###############################################################################
# Set default behavior to automatically normalize line endings.
###############################################################################
* text=auto

###############################################################################
# Set default behavior for command prompt diff.
#
# This is need for earlier builds of msysgit that does not have it on by
# default for csharp files.
# Note: This is only used by command line
###############################################################################
#*.cs     diff=csharp

###############################################################################
# Set the merge driver for project and solution files
#
# Merging from the command prompt will add diff markers to the files if there
# are conflicts (Merging from VS is not affected by the settings below, in VS
# the diff markers are never inserted). Diff markers may cause the following
# file extensions to fail to load in VS. An alternative would be to treat
# these files as binary and thus will always conflict and require user
# intervention with every merge. To do so, just uncomment the entries below
###############################################################################
#*.sln       merge=binary
#*.csproj    merge=binary
#*.vbproj    merge=binary
#*.vcxproj   merge=binary
#*.vcproj    merge=binary
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#*.wixproj   merge=binary
#*.modelproj merge=binary
#*.sqlproj   merge=binary
#*.wwaproj   merge=binary

###############################################################################
# behavior for image files
#
# image files are treated as binary by default.
###############################################################################
#*.jpg   binary
#*.png   binary
#*.gif   binary

###############################################################################
# diff behavior for common document formats
#
# Convert binary document formats to text before diffing them. This feature
# is only available from the command line. Turn it on by uncommenting the
# entries below.
###############################################################################
#*.doc   diff=astextplain
#*.DOC   diff=astextplain
#*.docx  diff=astextplain
#*.DOCX  diff=astextplain
#*.dot   diff=astextplain
#*.DOT   diff=astextplain
#*.pdf   diff=astextplain
#*.PDF   diff=astextplain
#*.rtf   diff=astextplain
#*.RTF   diff=astextplain

repo_name: DarkKel/rimworld

path: .gitattributes


code:
## Ignore Visual Studio temporary files, build results, and
## files generated by popular Visual Studio add-ons.
##
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# User-specific files
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# User-specific files (MonoDevelop/Xamarin Studio)
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# Build results
[Dd]ebug/
[Dd]ebugPublic/
[Rr]elease/
[Rr]eleases/
x64/
x86/
[Aa][Rr][Mm]/
[Aa][Rr][Mm]64/
bld/
[Bb]in/
[Oo]bj/
[Ll]og/

# Visual Studio 2015/2017 cache/options directory
.vs/
# Uncomment if you have tasks that create the project's static files in wwwroot
#wwwroot/

# Visual Studio 2017 auto generated files
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*.nvuser

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.mfractor/

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.localhistory/

# BeatPulse healthcheck temp database
healthchecksdb
/Source/Patches/PawnAnimationPatches/HarmonyPatch_Pawn_DrawTracker.cs
/Source/Patches/PawnAnimationPatches/HarmonyPatch_PawnRotation.cs
/Source/Patches/PawnAnimationPatches/HarmonyPatch_PawnRenderer.cs
/Source/Patches/OtherModPatches/HarmonyPatch_ShowHairWithHats.cs
/Source/Patches/OtherModPatches/HarmonyPatch_FacialAnimation.cs
/Source/Patches/OtherModPatches/HarmonyPatch_DontShaveYourHead.cs
/Source/Patches/OtherModPatches/HarmonyPatch_CSL.cs
/Source/Patches/OtherModPatches/HarmonyPatch_AlienRace.cs
/Source/Patches/ThingAnimationPatches/HarmonyPatch_ThingDrawAt.cs
/Defs/AnimationDefs/Animations_SexToys.xml

path: .gitignore


code:
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
  <Rimworld_Animations.AnimationDef>
    <defName>Dog_Doggystyle</defName>
    dog doggystyle
    <sounds>true</sounds>
    <sexTypes>

Anal

Vaginal

    </sexTypes>

    <interactionDefTypes>

VaginalBreeding

AnalBreeding

    </interactionDefTypes>

    <actors>

        <defNames>

Human

        </defNames>
        <isFucked>true</isFucked>

        <defNames>

Wolf_Timber

Wolf_Arctic

Whitefox

Warg

Husky

LabradorRetriever

AEXP_WelshTerrier

AEXP_Rottweiler

AEXP_Poodle

AEXP_GreatDane

AEXP_GermanShepherd

AEXP_FrenchBulldog

AEXP_Corgi

AEXP_CatAbyssinian

AEXP_CatBengal

AEXP_CatMaineCoon

AEXP_CatSphynx

        </defNames>
        <bodyDefTypes>

QuadrupedAnimalWithHooves

QuadrupedAnimalWithPawsAndTail

        </bodyDefTypes>
        <isFucking>true</isFucking>
        <initiator>true</initiator>

    </actors>

    <animationStages>

        <stageName>Fuck</stageName>
        <isLooping>true</isLooping>
        <playTimeTicks>765</playTimeTicks>
        <stageIndex>0</stageIndex>
        <animationClips>

            <layer>LayingPawn</layer>
            <keyframes>

                <tickDuration>10</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>7.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>

                <tickDuration>6</tickDuration>
                <bodyAngle>53.7</bodyAngle>
                <headAngle>5.4</headAngle>
                <bodyOffsetX>0.068</bodyOffsetX>
                <bodyOffsetZ>-0.038</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>

                <tickDuration>1</tickDuration>
                <bodyAngle>56.7</bodyAngle>
                <headAngle>7.5</headAngle>
                <bodyOffsetX>0.057</bodyOffsetX>
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                <bodyFacing>1</bodyFacing>
                <headFacing>0</headFacing>
                <headBob>0</headBob>

                <tickDuration>8</tickDuration>
                <soundEffect>Fuck</soundEffect>
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                <tickDuration>1</tickDuration>
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                <headBob>0</headBob>

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        </animationClips>

        <stageName>Knot</stageName>
        <isLooping>False</isLooping>
        <playTimeTicks>71</playTimeTicks>
        <stageIndex>0</stageIndex>
        <animationClips>

            <layer>LayingPawn</layer>
            <keyframes>

                <quiver>true</quiver>
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                <bodyAngle>53.7</bodyAngle>
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                <bodyOffsetX>0.068</bodyOffsetX>
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                <headFacing>1</headFacing>
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                <tickDuration>6</tickDuration>
                <soundEffect>Cum</soundEffect>
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                <headFacing>1</headFacing>

                <tickDuration>4</tickDuration>
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                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>

                <tickDuration>1</tickDuration>
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                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>

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            <keyframes>

                <tickDuration>60</tickDuration>
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                <bodyOffsetX>-0.492</bodyOffsetX>
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                <bodyFacing>1</bodyFacing>
                <headFacing>0</headFacing>
                <headBob>0</headBob>

                <tickDuration>6</tickDuration>
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                <bodyOffsetZ>0.256</bodyOffsetZ>
                <bodyFacing>1</bodyFacing>
                <headFacing>0</headFacing>

                <tickDuration>4</tickDuration>
                <soundEffect>Fuck</soundEffect>
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                <tickDuration>1</tickDuration>
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                <headBob>0</headBob>

            </keyframes>

        </animationClips>

        <stageName>Cum</stageName>
        <isLooping>true</isLooping>
        <playTimeTicks>600</playTimeTicks>
        <stageIndex>0</stageIndex>
        <animationClips>

            <layer>LayingPawn</layer>
            <keyframes>

                <tickDuration>40</tickDuration>
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                <bodyOffsetX>0.068</bodyOffsetX>
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                <tickDuration>40</tickDuration>
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                <tickDuration>1</tickDuration>
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                <bodyFacing>1</bodyFacing>
                <headFacing>1</headFacing>
                <headBob>0</headBob>

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            <keyframes>

                <tickDuration>10</tickDuration>
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                <bodyFacing>1</bodyFacing>
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                <tickDuration>10</tickDuration>
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                <tickDuration>10</tickDuration>
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                <tickDuration>10</tickDuration>
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                <tickDuration>10</tickDuration>
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                <tickDuration>10</tickDuration>
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                <tickDuration>1</tickDuration>
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                <bodyOffsetX>-0.353</bodyOffsetX>
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                <bodyFacing>1</bodyFacing>
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                <headBob>0</headBob>

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        </animationClips>

    </animationStages>

  </Rimworld_Animations.AnimationDef>
  <Rimworld_Animations.AnimationDef>
    <defName>Horse_Cowgirl</defName>
    HorseCowgirl
    <sounds>true</sounds>
    <sexTypes>

Anal

Vaginal

    </sexTypes>

    <interactionDefTypes>

RequestVaginalBreeding

RequestAnalBreeding

    </interactionDefTypes>

    <actors>

        <defNames>

Human

        </defNames>
        <isFucked>true</isFucked>
        <initiator>true</initiator>
        <bodyTypeOffset>
          <Hulk>(0, 0.2)</Hulk>
        </bodyTypeOffset>

        <defNames>

Horse

        </defNames>
        <bodyDefTypes>

QuadrupedAnimalWithHooves

        </bodyDefTypes>
        <isFucking>true</isFucking>

    </actors>

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        <isLooping>false</isLooping>
        <stageIndex>0</stageIndex>
        <animationClips>

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                <tickDuration>70</tickDuration>
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                <tickDuration>1</tickDuration>
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                <bodyFacing>3</bodyFacing>
                <headFacing>3</headFacing>
                <soundEffect>Slimy</soundEffect>

            </keyframes>

            <layer>LayingPawn</layer>
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                <tickDuration>250</tickDuration>
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                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
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                <soundEffect />

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                <bodyFacing>1</bodyFacing>
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        </animationClips>

        <stageName>SlowFuck</stageName>
        <isLooping>true</isLooping>
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        <stageIndex>0</stageIndex>
        <animationClips>

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                <tickDuration>80</tickDuration>
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          <layer>LayingPawn</layer>
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        <stageName>Transition</stageName>
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        <animationClips>

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            <layer>LayingPawn</layer>
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                <bodyFacing>1</bodyFacing>
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                <tickDuration>15</tickDuration>
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                <tickDuration>80</tickDuration>
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                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>0</headFacing>
                <soundEffect>Fuck</soundEffect>

                <tickDuration>1</tickDuration>
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                <headBob>0</headBob>
                <bodyFacing>1</bodyFacing>
                <headFacing>0</headFacing>

            </keyframes>

        </animationClips>

        <stageName>FastFuck</stageName>
        <isLooping>true</isLooping>
        <playTimeTicks>1260</playTimeTicks>
        <stageIndex>0</stageIndex>
        <animationClips>

            <keyframes>

                <tickDuration>10</tickDuration>
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                <headFacing>3</headFacing>
                <soundEffect>Slimy</soundEffect>

                <tickDuration>24</tickDuration>
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