Ears Posted December 13, 2025 Posted December 13, 2025 Additional furniture needed: 1. A cage to hold a prisoner. 2. A long chain to which a dancer or Princess Leia can be attached to enhance the beauty of the room.
Nohrin Posted December 15, 2025 Posted December 15, 2025 (edited) I recently updated to 3.1.2 and haven't experienced any issues so far. If that changes, I will edit this post. I thank you for the updates! Edit: Also experiencing the CTD when launching/landing a grav ship. Edited December 23, 2025 by Nohrin
Anta_Ruisi Posted December 16, 2025 Posted December 16, 2025 I don't know why, but if the pillars have enemies or prisoners tied to them, the game crashes when the spaceship lands. When I report the error to the AI, it only tells me there's a character data error, without mentioning any conflicts. If it's colonists or slaves tied up, this doesn't happen (I don't know if this problem is only happening to me).
ghostfalll Posted December 16, 2025 Posted December 16, 2025 5 hours ago, Anta_Ruisi said: I don't know why, but if the pillars have enemies or prisoners tied to them, the game crashes when the spaceship lands. When I report the error to the AI, it only tells me there's a character data error, without mentioning any conflicts. If it's colonists or slaves tied up, this doesn't happen (I don't know if this problem is only happening to me). Is this with the new updated version that dropped yesterday, or the older version that already had that issue? Because yesterday's version was supposed to have fixed that...
Anta_Ruisi Posted December 16, 2025 Posted December 16, 2025 19 minutes ago, ghostfalll said: Is this with the new updated version that dropped yesterday, or the older version that already had that issue? Because yesterday's version was supposed to have fixed that... Right now I'm using yesterday's new version. In the older version, when a spaceship landed, the bound person would have their bonds released. But in the new version, if the bound person is a colonist or a slave, it doesn't crash. If it's a prisoner or an enemy, the game crashes as soon as it lands. My mod list is like this, yet this problem still occurs.
f789778899yeah Posted December 22, 2025 Posted December 22, 2025 bug reported: If there are any ongoing bonding operations on the deck when the gravship takes off, the game will crash.
Nohrin Posted December 23, 2025 Posted December 23, 2025 Also am experiencing the CTD on launch/land of the Gravship. I don't know how to tell if its this mod causing it, but since others have reported it here, they must know something I don't.
SnowMoring Posted January 10 Posted January 10 If my colonist was tied up after being defeated on another map, and I sent a team to rescue her, how do I remove the "defeated" debuff from her to restore her mobility? 如果我的殖民者在别的地图战败后被绑起来了,我又派人过去救了她,我要如果移除她身上的战败效果让她恢复移动力? Thx for Q/A
LevyK Posted January 10 Posted January 10 42 minutes ago, SnowMoring said: If my colonist was tied up after being defeated on another map, and I sent a team to rescue her, how do I remove the "defeated" debuff from her to restore her mobility? 如果我的殖民者在别的地图战败后被绑起来了,我又派人过去救了她,我要如果移除她身上的战败效果让她恢复移动力? Thx for Q/A In Character Editor go to health tab and enable "Show hidden hediffs" so you could remove it
SnowMoring Posted January 10 Posted January 10 1 minute ago, LevyK said: 在角色编辑器中,转到“生命值”选项卡并启用“显示隐藏的生命值差异”,这样你就可以将其移除。 i knew this way to remove “defeated”,but.....but its too “unimmersion”,right?lol🤣😉 anyway thx your answer i still wait the “true way”😆
Glueman_TM Posted January 13 Posted January 13 I feel like ive tried everything but i simply cannot get this mod to work for 1.5. Even with no other mods installed other than the requirements it keeps throwing errors and when i finally got the game to launch the mod menu would somehow softlock my game and throw even more errors. Previous messages recommended trying github release of this mod, but it made no difference for me. I love this mod so im really sad i cant find a way to use it
Damedesu1 Posted January 14 Posted January 14 Is there any way to not make these count as beds (or the rooms they're in as bedrooms)? I'd like to keep the most beautiful onaholes as decoration in my ideology room, but it makes it count as a prison barracks.
Mantass01 Posted January 18 Posted January 18 I have one error on game start up: Could not resolve cross-reference to Verse.ResearchProjectDef named Plumbing (wanter=researchPrerequisites. The mod seems to work at first glance. Could not resolve cross-reference to Verse.ResearchProjectDef named Plumbing (wanter=researchPrerequisites) UnityEngine.StackTraceUtility:ExtractStackTrace () Verse.Log:Error (string) Verse.DirectXmlCrossRefLoader:TryResolveDef<Verse.ResearchProjectDef> (string,Verse.FailMode,object) Verse.DirectXmlCrossRefLoader/WantedRefForList`1<Verse.ResearchProjectDef>:TryResolve (Verse.FailMode) Verse.DirectXmlCrossRefLoader/<>c__DisplayClass16_0:<ResolveAllWantedCrossReferences>b__0 (Verse.DirectXmlCrossRefLoader/WantedRef) Verse.GenThreading/<>c__DisplayClass7_1`1<Verse.DirectXmlCrossRefLoader/WantedRef>:<ParallelForEach>b__0 (object) System.Threading.QueueUserWorkItemCallback:WaitCallback_Context (object) System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool) System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool) System.Threading.QueueUserWorkItemCallback:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem () System.Threading.ThreadPoolWorkQueue:Dispatch () System.Threading._ThreadPoolWaitCallback:PerformWaitCallback ()
Mantass01 Posted January 23 Posted January 23 On 1/18/2026 at 1:43 PM, Mantass01 said: I have one error on game start up: Could not resolve cross-reference to Verse.ResearchProjectDef named Plumbing (wanter=researchPrerequisites. The mod seems to work at first glance. Could not resolve cross-reference to Verse.ResearchProjectDef named Plumbing (wanter=researchPrerequisites) UnityEngine.StackTraceUtility:ExtractStackTrace () Verse.Log:Error (string) Verse.DirectXmlCrossRefLoader:TryResolveDef<Verse.ResearchProjectDef> (string,Verse.FailMode,object) Verse.DirectXmlCrossRefLoader/WantedRefForList`1<Verse.ResearchProjectDef>:TryResolve (Verse.FailMode) Verse.DirectXmlCrossRefLoader/<>c__DisplayClass16_0:<ResolveAllWantedCrossReferences>b__0 (Verse.DirectXmlCrossRefLoader/WantedRef) Verse.GenThreading/<>c__DisplayClass7_1`1<Verse.DirectXmlCrossRefLoader/WantedRef>:<ParallelForEach>b__0 (object) System.Threading.QueueUserWorkItemCallback:WaitCallback_Context (object) System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool) System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool) System.Threading.QueueUserWorkItemCallback:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem () System.Threading.ThreadPoolWorkQueue:Dispatch () System.Threading._ThreadPoolWaitCallback:PerformWaitCallback () Solved it. It happen when you load it with the combination with the bad dubs hygiene mod. If you use that mod and have "lite mode" enabled, you get this message. maybe becaus the pipe/plumbing are absent or someting....
DaMan1 Posted January 26 Posted January 26 I just wanted to say, even tho this mod is not my cup of tea, what you have accomplished is freaking awesome dude, goddamn freaking mimics in rjw is just crazy. Take care of yourself and have a great/ day/evening!
balkanyesss Posted January 28 Posted January 28 pawns wont use the onahole no matter what i do, ive assigned the prisoner as a comfort pawn, is this mod broken??
takuma03 Posted January 30 Posted January 30 Hi, I don't know why, but my settlers can't use the Onahole mod, but other visitors can. Also, when I go into the mod options, I can't close it and have to restart the game. Any solutions? I'm on version 1.6.
nosaywaymate Posted January 30 Posted January 30 Any chance we get the mimic to fill the pawn with it's eggs when it's in onahole mode?
DarkReynard Posted February 3 Posted February 3 Heads up for folks having no onahole use and being unable to close the mod menu, in my case it was RimJobWorld Additions that was causing the problem. Dunno if anything else might but maybe that'll help some people.
Norts1997 Posted February 5 Posted February 5 @hamartithia I really love the mod i have used it in quite a few colonies but recently i have started a new one and when a female pawn is bound say to a pillory and a pawn goes to use her vaginally the male lies on the floor or covers her face to face animation repeatedly i remember a good animation where the male went to the bound pawns left side slid his cock in and fucked her sideways has this animation been removed or have i done something wrong in set up to have it not be possible to see this animation???
marius33 Posted February 7 Posted February 7 How does the mod work for prisonner everythin work but the prosooner dont go ti them
Kitsunesorcerer Posted February 9 Posted February 9 Is there any way to use this for consensual sex? Im wanting to do a heavily BDSM based playthrough.
uekl Posted February 14 Posted February 14 I'm currently experiencing the following issues: 1. When I click on the mimic RidmHUD crashes / resets and to use it again I have to restart the game. 2. When a pawn was bound to the onahole-furniture and then sold as slave to a trader that furniture rests "owned" by that pawn and another can't be bound to it unless I uninstall and reinstall that furniture. Is anyone else encountering those issues?
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