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[mod] RimJobWorld - Onahole Extension


hamartithia

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Posted

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.

Posted (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 by Nohrin
Posted

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).

Posted
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...

Posted
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.

 

QQ20251217-044528.png

Posted

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.

  • 3 weeks later...
Posted

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

Posted
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

Posted
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”😆

 

Posted

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

Screenshot (145).png

Posted

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.

Posted

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 ()

Posted
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....

Posted

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!

Posted

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.

Posted

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.

Posted

@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??? 

Posted

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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