Lenistolan Posted December 31, 2022 Posted December 31, 2022 On 12/20/2022 at 7:10 PM, koukasa said: does this works on 1.4? I haven't tested it on 1.4, yet, but the repo has a 1.4/ directory, which is what would be required for it to work with that version. It should work.
Grojcig Posted February 19, 2023 Posted February 19, 2023 (edited) What's a hololock and where do you get it from? I decided to edit the XML, to remove the hololock requirement. I created a few and then I saw a hash on each item that is created. It's still a mystery to me where the hololock comes from though. Is this item in the vanilla game or is this something that was added in this mod? I wanna know cause I probably won't be able to remove these items if I put them on. Edited February 20, 2023 by Grojcig
Ed86 Posted February 20, 2023 Author Posted February 20, 2023 7 hours ago, Grojcig said: What's a hololock and where do you get it from? I decided to edit the XML, to remove the hololock requirement. I created a few and then I saw a hash on each item that is created. It's still a mystery to me where the hololock comes from though. Is this item in the vanilla game or is this something that was added in this mod? I wanna know cause I probably won't be able to remove these items if I put them on. its a lock for bondage items so the cant be removed, without key, that is generated when item is put on you craft it its part of rjw, i think
overseerthelune Posted February 21, 2023 Posted February 21, 2023 can I force prisoners to use it?. like restraining a prisoner and forcing them to use the chair kinda way.
Ed86 Posted February 21, 2023 Author Posted February 21, 2023 7 hours ago, overseerthelune said: can I force prisoners to use it?. like restraining a prisoner and forcing them to use the chair kinda way. yes
Grojcig Posted February 23, 2023 Posted February 23, 2023 On 2/20/2023 at 8:33 AM, Ed86 said: its a lock for bondage items so the cant be removed, without key, that is generated when item is put on you craft it its part of rjw, i think It's all good, I figured it out. You can craft hololocks at the fabrication bench. It's pretty expensive.
Zsar Posted March 21, 2023 Posted March 21, 2023 (edited) Bug: Pawns never equip plugs, even if they are expected to via Ideoligion. I think the issue is that they are in the ThingCategoryDef Bondage and that is rigged by RJW to never be auto-equipped. Possible Solutions: It would be best to patch (or just flat out alter?) function bondage_gear::GetSpecialApparelScoreOffset in RJW to account for desired apparel and only return the low score for non-desired apparel. This has the additional charm that it works for _all_ such articles: If you want all your men in chastity cages - now you can! It would probably be "good enough" to just remove the ThingCategoryDef from non-locking plugs - it's not as if butt plugs were a particularly bondagey sex toy to begin with. Side note: I found it a bit odd that RJW comes with all the code for the apparel, even though it ships with zero items. This creates the unfortunate situation that one mod has to update even though the broken item is part of another one. ... But they have the same maintainer anyway, so I guess it does not matter. Feature Request: Make Inflatable Plug non-locking It is the "one size fits all" upgrade over the earlier low-tech plugs, but unfortunately it is also a locking device. If such a device is required (for Cumslut training, etc.) maybe an actual Anal Lock would be a better fit (and may, from what I have seen of real-world items, basically keep the current Inflatable Plug mechanics 1:1). Edited March 21, 2023 by Zsar wording
Bingusasdf Posted April 14, 2023 Posted April 14, 2023 On 2/20/2023 at 8:12 PM, overseerthelune said: can I force prisoners to use it?. like restraining a prisoner and forcing them to use the chair kinda way. On 2/21/2023 at 3:44 AM, Ed86 said: yes I cant figure this out
Zsar Posted April 14, 2023 Posted April 14, 2023 @Bingusasdf: You select one of your own colonists, right-click the item in question and it should provide you with a context menu of actions: Force wear <item> Equip on ... It seems with similar menus that pawns currently in some sort of "blocking" interaction sometimes do not get listed - generally it helps to just try again after some in-game time has passed.
Bingusasdf Posted April 15, 2023 Posted April 15, 2023 On 4/14/2023 at 7:54 AM, Zsar said: @Bingusasdf: You select one of your own colonists, right-click the item in question and it should provide you with a context menu of actions: Force wear <item> Equip on ... It seems with similar menus that pawns currently in some sort of "blocking" interaction sometimes do not get listed - generally it helps to just try again after some in-game time has passed. I meant the chair
Ed86 Posted April 16, 2023 Author Posted April 16, 2023 (edited) On 3/21/2023 at 11:42 PM, Zsar said: Bug: Pawns never equip plugs, even if they are expected to via Ideoligion. I think the issue is that they are in the ThingCategoryDef Bondage and that is rigged by RJW to never be auto-equipped. Possible Solutions: It would be best to patch (or just flat out alter?) function bondage_gear::GetSpecialApparelScoreOffset in RJW to account for desired apparel and only return the low score for non-desired apparel. This has the additional charm that it works for _all_ such articles: If you want all your men in chastity cages - now you can! It would probably be "good enough" to just remove the ThingCategoryDef from non-locking plugs - it's not as if butt plugs were a particularly bondagey sex toy to begin with. Side note: I found it a bit odd that RJW comes with all the code for the apparel, even though it ships with zero items. This creates the unfortunate situation that one mod has to update even though the broken item is part of another one. ... But they have the same maintainer anyway, so I guess it does not matter. Feature Request: Make Inflatable Plug non-locking It is the "one size fits all" upgrade over the earlier low-tech plugs, but unfortunately it is also a locking device. If such a device is required (for Cumslut training, etc.) maybe an actual Anal Lock would be a better fit (and may, from what I have seen of real-world items, basically keep the current Inflatable Plug mechanics 1:1). no idea how to alter GetSpecialApparelScoreOffset, well.. i probably do but so far its not working not sure if category has anything to do with this, afaik its used for menues bondage used to be in rjw but now its not added non lockable infl plug rjw-ex.zip Edited April 16, 2023 by Ed86
Zsar Posted April 16, 2023 Posted April 16, 2023 (edited) @Bingusasdf: Ah sorry, I misread. I do not think this is currently possible - I cannot find a job definition or FloatMenuOption for it in either RJW-Extension or RJW itself. @Ed86: Had a look via RW-Decompile and think it cannot be done using GetSpecialApparelScoreOffset . JobGiver_OptimizeApparel::ApparelScoreRaw has to be changed (there we can access prospective wearers before they don the item). Presumably that can/should be done via one of these Harmony patches? Not really a Rimworld modder myself, so idk. Re category: Nevermind, I was completely wrong here: The binding happens via XML tag thingClass . Plugs have the thingClass 'anal_plug', which is an empty child of class 'bondage_gear' and thence uses the same 'GetSpecialApparelScoreOffset'. Re not-locking expanding plug: Thank you for the quick response, but I think it's a bit too rushed: it has identical graphical representation to the existing plug, which is not user friendly it still has the "blocks_anus" tag, which, if I understand correctly, should only be used on locking apparel (none of the other not-locking plugs have it) its mass is identical to the locking plug, even though .5 of .8 of the latter come from the hololock (side-note: Taking care of such "sanity check" issues is a huge drag; maybe something from the mod StuffMassMatters could help automate generating consistent product mass?) It is not a huge issue, thence I think it would be better to properly implement it for the next regular release, rather than produce a rush job that will likely have to be amended immediately. Edited April 16, 2023 by Zsar
Ed86 Posted April 16, 2023 Author Posted April 16, 2023 33 minutes ago, Zsar said: @Bingusasdf: Ah sorry, I misread. I do not think this is currently possible - I cannot find a job definition or FloatMenuOption for it in either RJW-Extension or RJW itself. @Ed86: Had a look via RW-Decompile and think it cannot be done using GetSpecialApparelScoreOffset . JobGiver_OptimizeApparel::ApparelScoreRaw has to be changed (there we can access prospective wearers before they don the item). Presumably that can/should be done via one of these Harmony patches? Not really a Rimworld modder myself, so idk. Re category: Nevermind, I was completely wrong here: The binding happens via XML tag thingClass . Plugs have the thingClass 'anal_plug', which is an empty child of class 'bondage_gear' and thence uses the same 'GetSpecialApparelScoreOffset'. Re not-locking expanding plug: Thank you for the quick response, but I think it's a bit too rushed: it has identical graphical representation to the existing plug, which is not user friendly it still has the "blocks_anus" tag, which, if I understand correctly, should only be used on locking apparel (none of the other not-locking plugs have it) its mass is identical to the locking plug, even though .5 of .8 of the latter come from the hololock (side-note: Taking care of such "sanity check" issues is a huge drag; maybe something from the mod StuffMassMatters could help automate generating consistent product mass?) It is not a huge issue, thence I think it would be better to properly implement it for the next regular release, rather than produce a rush job that will likely have to be amended immediately. ive tried moving GetSpecialApparelScoreOffset to JobGiver_OptimizeApparel but failed with harmony paramemters, maybe someday in future and idk how ideology gear coded well i guess someone would need to supply hololock plugs new art, i dont remember current having hi tech looks im not sure sanity apply to rw, i guess it can be set to 0.4
Ed86 Posted April 17, 2023 Author Posted April 17, 2023 18 hours ago, Zsar said: @Bingusasdf: Ah sorry, I misread. I do not think this is currently possible - I cannot find a job definition or FloatMenuOption for it in either RJW-Extension or RJW itself. @Ed86: Had a look via RW-Decompile and think it cannot be done using GetSpecialApparelScoreOffset . JobGiver_OptimizeApparel::ApparelScoreRaw has to be changed (there we can access prospective wearers before they don the item). Presumably that can/should be done via one of these Harmony patches? Not really a Rimworld modder myself, so idk. Re category: Nevermind, I was completely wrong here: The binding happens via XML tag thingClass . Plugs have the thingClass 'anal_plug', which is an empty child of class 'bondage_gear' and thence uses the same 'GetSpecialApparelScoreOffset'. Re not-locking expanding plug: Thank you for the quick response, but I think it's a bit too rushed: it has identical graphical representation to the existing plug, which is not user friendly it still has the "blocks_anus" tag, which, if I understand correctly, should only be used on locking apparel (none of the other not-locking plugs have it) its mass is identical to the locking plug, even though .5 of .8 of the latter come from the hololock (side-note: Taking care of such "sanity check" issues is a huge drag; maybe something from the mod StuffMassMatters could help automate generating consistent product mass?) It is not a huge issue, thence I think it would be better to properly implement it for the next regular release, rather than produce a rush job that will likely have to be amended immediately. ok, ive made patch if (ap.HasThingCategory(ThingCategoryDef.Named("Bondage"))) { if (ap.Wearer == pawn) __result += 0f; else if(ap.AllComps.Any(x=> x.props is CompProperties_HoloCryptoStamped)) __result -= 1e5f; else __result += 0f; //Log.Message("bondage_score_offset " + __result); } so theoretically plugs should have 0 score penalty ive set policy to allow plugs but im not sure that is working
Bingusasdf Posted April 22, 2023 Posted April 22, 2023 (edited) can the machines have sizes? like the plugs? a job for 'strap in to autochair' would be really cool too. Edited April 22, 2023 by Bingusasdf
pyrobladeich Posted April 22, 2023 Posted April 22, 2023 Is there a way to get moans from RJW Voice Patch into the machine animations? I have been trying to figure it out but with no luck.
Bingusasdf Posted April 23, 2023 Posted April 23, 2023 On 4/22/2023 at 2:55 PM, pyrobladeich said: Is there a way to get moans from RJW Voice Patch into the machine animations? I have been trying to figure it out but with no luck. this might be a bad workaround for someone like me who doesnt know modding too well, but in a simple audio editor like veed.io you can layer audio clips, layer a moan from voice patch on top of the clip fmthrust and replace the fmthrust file with that.
Zsar Posted April 24, 2023 Posted April 24, 2023 On 4/17/2023 at 10:59 AM, Ed86 said: ok, ive made patch if (ap.HasThingCategory(ThingCategoryDef.Named("Bondage"))) { if (ap.Wearer == pawn) __result += 0f; else if(ap.AllComps.Any(x=> x.props is CompProperties_HoloCryptoStamped)) __result -= 1e5f; else __result += 0f; //Log.Message("bondage_score_offset " + __result); } so theoretically plugs should have 0 score penalty ive set policy to allow plugs but im not sure that is working Will test. Note that this does not simply extend the previous behaviour, though. That would be (I think): if (ap.HasThingCategory(ThingCategoryDef.Named("Bondage")) && ((bondage_gear)ap).has_lock()) __result += ap.Wearer == pawn ? -1e5f : 1e5f; Because this is more limited than my original proposal of also supporting locked apparel, it can also be done completely within the existing bondage_gear class: public override float GetSpecialApparelScoreOffset() { return this.has_lock() ? (Wearer == null) ? -1e5f : 1e5f : 0f; } Would you like me to create a pull request after testing? Would you prefer to restrict automatic functionality to non-locking apparel, as you did here? If you'd be okay with extending it to all apparel, would you mind sharing your full harmony patch? I don't really know how to do those yet. Will not have issues with extending / golfing an existing one, though, I'd think. Re new non-locking inflatable plug: Would you be alright with rebranding the locking variant as "anal lock"? That would make finding new images easier. I can try to rasterise some stock image and create a PR for that as well. (But, issue is: I have no clue how a locking and non-locking plug should differ in apparence.)
Ed86 Posted April 25, 2023 Author Posted April 25, 2023 15 hours ago, Zsar said: Will test. Note that this does not simply extend the previous behaviour, though. That would be (I think): if (ap.HasThingCategory(ThingCategoryDef.Named("Bondage")) && ((bondage_gear)ap).has_lock()) __result += ap.Wearer == pawn ? -1e5f : 1e5f; Because this is more limited than my original proposal of also supporting locked apparel, it can also be done completely within the existing bondage_gear class: public override float GetSpecialApparelScoreOffset() { return this.has_lock() ? (Wearer == null) ? -1e5f : 1e5f : 0f; } Would you like me to create a pull request after testing? Would you prefer to restrict automatic functionality to non-locking apparel, as you did here? If you'd be okay with extending it to all apparel, would you mind sharing your full harmony patch? I don't really know how to do those yet. Will not have issues with extending / golfing an existing one, though, I'd think. Re new non-locking inflatable plug: Would you be alright with rebranding the locking variant as "anal lock"? That would make finding new images easier. I can try to rasterise some stock image and create a PR for that as well. (But, issue is: I have no clue how a locking and non-locking plug should differ in apparence.) my patch is [HarmonyPatch(typeof(JobGiver_OptimizeApparel))] [HarmonyPatch("ApparelScoreRaw")] internal static class PATCH_JobGiver_OptimizeApparel_ApparelScoreRaw { [HarmonyPostfix] static void bondage_score_offset(Pawn pawn, Apparel ap, ref float __result, JobGiver_OptimizeApparel __instance) { if (ap.HasThingCategory(ThingCategoryDef.Named("Bondage"))) { if (ap.Wearer == pawn) __result += 0f; else if(ap.AllComps.Any(x=> x.props is CompProperties_HoloCryptoStamped)) __result -= 1e5f; else __result += 0f; //Log.Message("bondage_score_offset " + __result); } } } i think its probably? better than messing with GetSpecialApparelScoreOffset as it actually gives access to pawn, so it can maybe modded by other mods(ideology?) can maybe move code from patch to bondage_gear_extensions, so its easier to patch not sure what is this "anal lock", so idk
Derenriche Posted October 16, 2023 Posted October 16, 2023 (edited) Currently my colonists will automatically try to equip bondage gear if available. If I forbid them from clothing policy, they will indefinitely try to remove locked gear unless it was force equipped. This just leaves them hanging there forever. Is this intentional or some form of bug? Edited October 16, 2023 by Derenriche
Ed86 Posted October 17, 2023 Author Posted October 17, 2023 16 hours ago, Derenriche said: Currently my colonists will automatically try to equip bondage gear if available. If I forbid them from clothing policy, they will indefinitely try to remove locked gear unless it was force equipped. This just leaves them hanging there forever. Is this intentional or some form of bug? bug i guess
Sosa Yang Posted May 3, 2024 Posted May 3, 2024 Excuse me, is this applicable to the current version 1.5? I tried putting it in the mod list but it popped up a lot of red errors
Nizumi Posted May 30, 2024 Posted May 30, 2024 On 5/3/2024 at 10:31 AM, Sosa Yang said: Excuse me, is this applicable to the current version 1.5? I tried putting it in the mod list but it popped up a lot of red errors I heard something about new rendering that fcks this mod up, also im pretty sure this mod's not being developed anymore.
LightV__ Posted June 12, 2024 Posted June 12, 2024 @Ed86 if mod are rip and you will be not support it anymore, can you public source code here or on git?
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