ArisuShizen Posted June 1, 2024 Posted June 1, 2024 Opening the social tab of a pawn results in a null pointer error. Error in WorldPawnGCTick(): System.NullReferenceException: Object reference not set to an instance of an object [Ref 477F4A07] at Verse.PlayLog.AnyEntryConcerns (Verse.Pawn p) [0x00010] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0 at RimWorld.Planet.WorldPawnGC.GetCriticalPawnReason (Verse.Pawn pawn) [0x00124] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0 at RimWorld.Planet.WorldPawnGC+<AccumulatePawnGCData>d__10.MoveNext () [0x0005a] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0 at RimWorld.Planet.WorldPawnGC+<PawnGCPass>d__13.MoveNext () [0x0008d] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0 at RimWorld.Planet.WorldPawnGC.WorldPawnGCTick () [0x00071] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0 at RimWorld.Planet.WorldPawns.WorldPawnsTick () [0x00264] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0 UnityEngine.StackTraceUtility:ExtractStackTrace () searched the saved data and found that somehow the LogEntry is like: <li Class="Stripper.LogEntry_UseStripperPole"> <ticksAbs>3810464</ticksAbs> <logID>39979</logID> <def>UseStripperPole</def> <dancer>Thing_Human2908</dancer> <extras IsNull="True" /> </li> I tried removing "IsNull = True," but it was not useful.
cryptidfarmer Posted June 2, 2024 Author Posted June 2, 2024 12 hours ago, ArisuShizen said: Opening the social tab of a pawn results in a null pointer error. Thanks for the report. I just pushed a fix. You should be able to just update and have everything work. 1
TeH_Dav Posted June 3, 2024 Posted June 3, 2024 I noticed recently that there seems to be two different ways that pawns strip; one where they slowly remove clothing items and place them in their inventory, and another where they completely strip themselves and drop everything on the ground, which has to be re-equipped. Would it be possible to make it so they don't just completely remove everything, and only remove it visually? I notice this tends to happen primarily when the dance gets interrupted by something, so maybe this wasn't intended?
cryptidfarmer Posted June 5, 2024 Author Posted June 5, 2024 On 6/3/2024 at 12:14 PM, TeH_Dav said: I noticed recently that there seems to be two different ways that pawns strip; one where they slowly remove clothing items and place them in their inventory, and another where they completely strip themselves and drop everything on the ground, which has to be re-equipped. Would it be possible to make it so they don't just completely remove everything, and only remove it visually? I notice this tends to happen primarily when the dance gets interrupted by something, so maybe this wasn't intended? That is strange. The simplest way I found to make it work was to move the clothes to their inventory during the dance and reequip it when done. They shouldn't be dropping equipment when interrupted. What are they being interrupted by when they drop equipment? Are you able to make it happen consistently?
LEIVIEL Posted June 6, 2024 Posted June 6, 2024 I'm very much looking forward for the hospitality compatibility because I play with it a lot and I also had a subjection I think for the ideology trying to do something with slaves and or having some kind of "Stripper specialist" like a Pimp with slaves strippers or a way to make it a bit more like a colony could be centered on the idea of a brothel/Stripper club.
crow_mw Posted June 6, 2024 Posted June 6, 2024 Hi. I would just like to encourage further work on this mod. This is something I wanted in RJW for quite some time, and the execution seems good so far. 1
CountCard Posted June 19, 2024 Posted June 19, 2024 Loving the idea and can't wait to see when the Brothel and Hospitality stuff comes along so I can make even more money! $$$$$
pyrobladeich Posted July 24, 2024 Posted July 24, 2024 (edited) Having an issue were the pawn just goes to the pole/spot and drops their cloths and walks off. No dance animation happens. Any thoughts? Edit: After I placed the pole/spots saved and reloaded they seemed to work. Edited July 24, 2024 by pyrobladeich
Forest1395101 Posted August 5, 2024 Posted August 5, 2024 I haven't seen anyone watch the dancers. Does it require chairs or something?
zvezdin Posted August 18, 2024 Posted August 18, 2024 Slaves don't know how to dance, they just throw their clothes on the floor and leave. Lasts less than 1 second. They just come up and take off their clothes. Is this a mistake?
cryptidfarmer Posted August 18, 2024 Author Posted August 18, 2024 On 8/5/2024 at 1:25 AM, Forest1395101 said: I haven't seen anyone watch the dancers. Does it require chairs or something? Yeah, they need some place to sit down to enjoy the show from. 1 hour ago, zvezdin said: Slaves don't know how to dance, they just throw their clothes on the floor and leave. Lasts less than 1 second. They just come up and take off their clothes. Is this a mistake? That sounds like a bug I will look into. Saving and reloading might help in the mean time.
razar51 Posted August 19, 2024 Posted August 19, 2024 I've had dancers drop all their clothes on the floor when I draft them during the dance.
kalafior1 Posted September 1, 2024 Posted September 1, 2024 Mechinator dancing on the pole causes her to remove the bandwidth backpack, which in turn causes mechs to go wild wandering around. It's a bit annoying
loonbag Posted September 20, 2024 Posted September 20, 2024 So right now you can designate a owner like with a bed, but would it be possible to set a designation like "Colonists only" so that random guests don't use them?
oblivions Posted October 1, 2024 Posted October 1, 2024 (edited) Small issue - Mod prevents the "Job Giver" section in Dubs Performance Analyzer from loading entirely. Spoiler --- [Red Error] [Analyzer] Failed to patch entry, failed with the message Ambiguous match in Harmony patch for Stripper.JobGiver_UseStripperPole:TryGiveJob, exception: Ambiguous match in Harmony patch for Stripper.JobGiver_UseStripperPole:TryGiveJob, occured at HarmonyLib.AccessTools:Method(Type, string, Type[], Type[]) Analyzer.Profiling.H_JobGivers+<GetPatchMethods>d__2:MoveNext() Analyzer.Profiling.MethodTransplanting:UpdateMethods(Type, IEnumerable<MethodInfo>) Analyzer.Profiling.MethodTransplanting:PatchMethods(Type) Analyzer.Profiling.Analyzer+<>c__DisplayClass38_0:<PatchEntry>b__0() Analyzer.Profiling.ThreadSafeLogger:ReportException(Exception, string) Analyzer.Profiling.Analyzer+<>c__DisplayClass38_0:<PatchEntry>b__0() System.Threading.Tasks.Task:InnerInvoke() System.Threading.Tasks.Task:Execute() System.Threading.Tasks.Task:ExecutionContextCallback(object) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, object, bool) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, object, bool) System.Threading.Tasks.Task:ExecuteWithThreadLocal(ref Task&) System.Threading.Tasks.Task:ExecuteEntry(bool) System.Threading.Tasks.Task:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem() System.Threading.ThreadPoolWorkQueue:Dispatch() System.Threading._ThreadPoolWaitCallback:PerformWaitCallback() --- [White info message] [Analyzer] Adding new internal array to the MethodInfoCache Analyzer.Profiling.MethodInfoCache:AddMethod(string, MethodBase) Analyzer.Profiling.MethodTransplanting+<Transpiler>d__18:MoveNext() System.Linq.Enumerable:ToList<CodeInstruction>(this IEnumerable<CodeInstruction>) HarmonyLib.CodeTranspiler:ConvertToGeneralInstructions(MethodInfo, IEnumerable, ref Dictionary<>) HarmonyLib.CodeTranspiler+<>c__DisplayClass11_0:<GetResult>b__0(MethodInfo) System.Collections.Generic.List<MethodInfo>:ForEach(Action<MethodInfo>) HarmonyLib.CodeTranspiler:GetResult(ILGenerator, MethodBase) HarmonyLib.MethodBodyReader:FinalizeILCodes(Emitter, List<MethodInfo>, List<Label>, ref bool&, ref bool&) HarmonyLib.MethodCopier:Finalize(Emitter, List<Label>, ref bool&, ref bool&) HarmonyLib.MethodPatcher:CreateReplacement(ref Dictionary<>) HarmonyLib.PatchFunctions:UpdateWrapper(MethodBase, PatchInfo) HarmonyLib.PatchProcessor:Patch() HarmonyLib.Harmony:Patch(MethodBase, HarmonyMethod, HarmonyMethod, HarmonyMethod, HarmonyMethod) Analyzer.Profiling.MethodTransplanting+<>c__DisplayClass17_0:<UpdateMethod>b__0() System.Threading.Tasks.Task:InnerInvoke() System.Threading.Tasks.Task:Execute() System.Threading.Tasks.Task:ExecutionContextCallback(object) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, object, bool) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, object, bool) System.Threading.Tasks.Task:ExecuteWithThreadLocal(ref Task&) System.Threading.Tasks.Task:ExecuteEntry(bool) System.Threading.Tasks.Task:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem() System.Threading.ThreadPoolWorkQueue:Dispatch() System.Threading._ThreadPoolWaitCallback:PerformWaitCallback() Issue occurs with only DPA + Stripper Pole active, regardless of load order. Added Harmony to test further, still occurs. Can easily test by loading the two mods, new game, open DPA, and open the "Job Giver" section. Error pops up and Job Giver will just be stuck loading forever. Just thought I'd let you know. Thanks! Edited October 1, 2024 by oblivions
McLovin3 Posted December 17, 2024 Posted December 17, 2024 Looks like you got a rival OnlyPawns: Strip & Stream https://steamcommunity.com/sharedfiles/filedetails/?id=3385915389&searchtext= There's a few key differences for those that don't want to click the link but for the most part OnlyPawns is a bit a head in the game OnlyPawns drop their clothes on the floor while Stripper Poles does not and they requip after stripping unless the pawns bugs out. Only Pawns can generate revenue if a Cam is placed in the room, A new Room type: Strip Club can further influence revenue gained based on how good the room is. Obviously anything goes in this "race", depending on who wants to continue adding on to this and who wants to add integration with mods like Hospitality or other RJW mods like Brothel Colony
lock0u Posted December 19, 2024 Posted December 19, 2024 On 12/17/2024 at 7:19 AM, McLovin3 said: Looks like you got a rival OnlyPawns: Strip & Stream https://steamcommunity.com/sharedfiles/filedetails/?id=3385915389&searchtext= There's a few key differences for those that don't want to click the link but for the most part OnlyPawns is a bit a head in the game OnlyPawns drop their clothes on the floor while Stripper Poles does not and they requip after stripping unless the pawns bugs out. Only Pawns can generate revenue if a Cam is placed in the room, A new Room type: Strip Club can further influence revenue gained based on how good the room is. Obviously anything goes in this "race", depending on who wants to continue adding on to this and who wants to add integration with mods like Hospitality or other RJW mods like Brothel Colony I was about to share this mod in here (I am not related to this mod). Anyway, we were having similar conversation in another thread in
ghostfalll Posted July 16, 2025 Posted July 16, 2025 (edited) Came here to ask about 1.6, but I see it's already been updated. But for Ideology DLC, is it possible for the dance party event to trigger automatically adding sexy dancing during dance parties (instead of the mosh dancing that normally occurs)? Well, or dancing on a pole that is already existing near the ritual mark? Edited July 16, 2025 by ghostfalll
flyingpig24 Posted August 14, 2025 Posted August 14, 2025 The recreation meter isn't filling for pawns dancing or watching. Anyone else having this issue in 1.6? 1
razar51 Posted August 17, 2025 Posted August 17, 2025 On 8/14/2025 at 2:03 AM, flyingpig24 said: The recreation meter isn't filling for pawns dancing or watching. Anyone else having this issue in 1.6? Yeah I have the same issue, 1
razar51 Posted August 31, 2025 Posted August 31, 2025 On 4/10/2024 at 10:16 PM, cryptidfarmer said: A simple mod that adds a build-able stripper pole. JoyUtility.JoyTickCheckEnd needs to be passed a non-zero value for the 'delta' in order for the pawns to receive recreation gain. This needs to be updated for JobDriver_UseStripperPole->TickStats() and for JobDriver_WatchStripperPole->WatchTickAction()
ghostfalll Posted September 18, 2025 Posted September 18, 2025 (edited) On 4/10/2024 at 8:16 PM, cryptidfarmer said: Coming Soon™️(In no particular order): Exhibitionist Bonuses: extra joy for doing a dance Sadly, this might now take either more work or an extra mod dependency requirement to add, since apparently new RJW has kicked quirks to a sub-mod... although cross-integration with the privacy please mod might be easier to implement. But an update fixing the recreation issue is probably more pressing. Edit: On 4/10/2024 at 8:16 PM, cryptidfarmer said: Coming Soon™️(In no particular order): Anomaly Ritual: Multiple people dance at the same time Didn't know about it since I haven't purchased Anomaly, but turns out the DLC includes at least one ritual that could have some nice interaction potential: https://rimworldwiki.com/wiki/Pleasure_pulse Still, definitely less of a priority than other stuff. Edited September 18, 2025 by ghostfalll
ghostfalll Posted September 28, 2025 Posted September 28, 2025 On 12/17/2024 at 7:19 AM, McLovin3 said: OnlyPawns: Strip & Stream https://steamcommunity.com/sharedfiles/filedetails/?id=3385915389&searchtext= There's a few key differences for those that don't want to click the link but for the most part OnlyPawns is a bit a head in the game OnlyPawns drop their clothes on the floor while Stripper Poles does not and they requip after stripping unless the pawns bugs out. Only Pawns can generate revenue if a Cam is placed in the room, A new Room type: Strip Club can further influence revenue gained based on how good the room is. With regard to this, there is always the following: https://steamcommunity.com/sharedfiles/filedetails/?id=2041369919 AND https://steamcommunity.com/sharedfiles/filedetails/?id=3452169099 Could be interesting to add compatibility with these mods...
ghostfalll Posted October 5, 2025 Posted October 5, 2025 Also been meaning to ask, why no dancing as a direct social interaction? I get that the dance spot exists to allow assigning the dancing job without a pole, but what about implementing the possibility for it to occur completely organically (ie, the act of dancing as a social interaction may result in the pawn choosing to then go dance at a spot/pole, likely mostly dependent on the reaction of the other half of the social interaction). Although I guess all social interactions are defined as 1 on 1 unless it's a ritual... so I guess maybe the chances would increase just based on the proximity of more pawns? Anyways, mostly just curious if implementing dancing as a social interaction was worth the effort or is just not easily implemented for some reason.
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