hamartithia Posted October 25, 2024 Author Posted October 25, 2024 On 10/23/2024 at 4:14 AM, Platinphoenixx said: I must say, the price setting also does simply not work for me. When in the mod's settings, the bc integration is off, i cannot se the price, the field resets to zero every time and when i use bc, the price is way too high (100-120 silver) and visitors "use" but don't pay. Yes, this issue has been identified and will be patched in next update. 1
hamartithia Posted October 25, 2024 Author Posted October 25, 2024 On 10/22/2024 at 11:22 PM, Ink_Ribbon said: I'm still not seeing the tab. Does it also require RJW 5.5.0+ in order to be visible? Because I'm on 5.4.1 still, as I didn't want to break my save, but the mod page says that it works with both. I managed to identify the source of the issue. Try the updated version when it is pushed.
hamartithia Posted October 25, 2024 Author Posted October 25, 2024 On 10/23/2024 at 7:29 AM, Promenade said: I really appreciate what's behind this mod! It's got much of what I wanted. I do have a few things though: 1. For whatever reason, there is "No convertible item" for cum. I see references to Cumpilation in the code, and I have it installed (higher on the modlist), so I'm not sure why it's not just seeing the "cum" item there. Suggestions: 1. I'd like an option to reduce visual noise. I appreciate the effort in it, but it's a lot. I'd be happy with much more minimal visuals - I appreciate the active visual of the fluid filling up and the pump, but I could live without the others (the pawn flashing, the penetrations) 2. Some sort of Auto-Output spot. I can use RimFactory to get it to my stockpiles, but I'd prefer to reduce having to go in and click on things to remove the spot's inventory. Otherwise, even in its current form, it's very good. Thank you! The convertible item needs to be defined in a def. I'll add compilation support. 1. I will gradually open up more options for graphics. The next version will come with an option to disable all additional graphics. Not exactly what you wanted but it will eventually get there once I have the rendering system polished. 2. The storage should just act like a normal storage. I just added custom UI. Did you try using rim factory stuff to interact with it? The rationale behind the storage is to prevent things be reserved by prisoners, as well as reduce the number of times pawns try to haul from it so pawns work more efficiently and less resources intensive.
Platinphoenixx Posted October 25, 2024 Posted October 25, 2024 10 hours ago, hamartithia said: The convertible item needs to be defined in a def. I'll add compilation support. 1. I will gradually open up more options for graphics. The next version will come with an option to disable all additional graphics. Not exactly what you wanted but it will eventually get there once I have the rendering system polished. 2. The storage should just act like a normal storage. I just added custom UI. Did you try using rim factory stuff to interact with it? The rationale behind the storage is to prevent things be reserved by prisoners, as well as reduce the number of times pawns try to haul from it so pawns work more efficiently and less resources intensive. Yeah that all sounds great. now all you are missing is a tipping jar.
hamartithia Posted October 25, 2024 Author Posted October 25, 2024 11 hours ago, Platinphoenixx said: Yeah that all sounds great. now all you are missing is a tipping jar. Thanks sir. There is no need, just have some fun. The new version is out, keeps bug reports/suggestions coming. 1
Deliboi Posted October 26, 2024 Posted October 26, 2024 Brilliant mod, was playing with the old version and just updated today but now getting some issues with rendering. Specifically when using a vaginal machine and cum collector alongside either a shower or auto feeder. The latter two don't render while the former two are both active. I get an error which repeats infinitely: Exception drawing OnaholeMetalFrame518273: System.NullReferenceException: Object reference not set to an instance of an object [Ref 76CF684D] Duplicate stacktrace, see ref for original UnityEngine.StackTraceUtility:ExtractStackTrace () (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.DynamicDrawManager.DrawDynamicThings_Patch1 (Verse.DynamicDrawManager) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Map.MapUpdate_Patch4 (Verse.Map) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch2 (Verse.Game) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch1 (Verse.Root_Play) Great going so far, really glad someone's made a mod like this
hamartithia Posted October 26, 2024 Author Posted October 26, 2024 27 minutes ago, Deliboi said: Brilliant mod, was playing with the old version and just updated today but now getting some issues with rendering. Specifically when using a vaginal machine and cum collector alongside either a shower or auto feeder. The latter two don't render while the former two are both active. I get an error which repeats infinitely: Exception drawing OnaholeMetalFrame518273: System.NullReferenceException: Object reference not set to an instance of an object [Ref 76CF684D] Duplicate stacktrace, see ref for original UnityEngine.StackTraceUtility:ExtractStackTrace () (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.DynamicDrawManager.DrawDynamicThings_Patch1 (Verse.DynamicDrawManager) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Map.MapUpdate_Patch4 (Verse.Map) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch2 (Verse.Game) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch1 (Verse.Root_Play) Great going so far, really glad someone's made a mod like this Got it. It will be patched soon
Billbilliard Posted October 27, 2024 Posted October 27, 2024 how do you assign prisoners to a device? I cant find the option
Mustard 222 Posted October 27, 2024 Posted October 27, 2024 Amazing! This is the mod I have been waiting since Yuran RJW version mod! Btw, I have created some textures that could fit perfectly in your mod. I was going to use this texture for my future mods that works like your mods( capturing and sexual torturing prisonor with built in animation + sound) however since I have no skill on coding I was frustrated. Are you willing to upload animation codes on GitHub? so that other modders can understand how does animation works? If not, do you have intentions to add more furniture to this mod? If you are going to add more funitures I have few textures you might be interested. here are sample WIP textures I was working on.
psyminki Posted October 27, 2024 Posted October 27, 2024 Good mod! Thank you. I can set ownership on colonists, animals, slaves, and even mechnoids, but can not on prisoners. Did I do something wrong? or is it supposed to be? I wanna put prisoner on it. How?
psyminki Posted October 27, 2024 Posted October 27, 2024 17 minutes ago, psyminki said: Good mod! Thank you. I can set ownership on colonists, animals, slaves, and even mechnoids, but can not on prisoners. Did I do something wrong? or is it supposed to be? I wanna put prisoner on it. How? Haha, I found out how. Its right click on it.
psyminki Posted October 27, 2024 Posted October 27, 2024 Changing sleeping place to for prisoners causes immediate shut down. I may not know English terms of those items, so I attach related picture. Any suggestions?
nrish666 Posted October 27, 2024 Posted October 27, 2024 Changing to slaves with slab bed also causes Crash To Desktop. Love the mod but had to remove it till fix.
Rob The Robot Guard Posted October 27, 2024 Posted October 27, 2024 Most recent build of this mod (1.1.1) has a issue where after setting a bed to used by a prisoner the game will crash to desktop without the unity crash handler pop ping up. This was tested with a minimal modpack with only core dependancys and character editor. Log has been provided. I'm running RJW 5.5.0.3 Also i noticed another error tied to this mod in the debug log i have included that error as well Hope your able to push out a update soon. Player.log Some Random Error.txt 1
hamartithia Posted October 27, 2024 Author Posted October 27, 2024 9 hours ago, Mustard 222 said: Amazing! This is the mod I have been waiting since Yuran RJW version mod! Btw, I have created some textures that could fit perfectly in your mod. I was going to use this texture for my future mods that works like your mods( capturing and sexual torturing prisonor with built in animation + sound) however since I have no skill on coding I was frustrated. Are you willing to upload animation codes on GitHub? so that other modders can understand how does animation works? If not, do you have intentions to add more furniture to this mod? If you are going to add more funitures I have few textures you might be interested. here are sample WIP textures I was working on. Cool textures! These look really neat. The code is available on gitgud, and it is MIT licensed means you can just paste them into your own mod. The animation in this mod is mostly done by using texture atlas and custom shaders. That is, frame-by-frame animation. Judging from your textures, I think you may want to look at transform animations like the ones in RJW animations. Yes, I am planning to add more buildings, but if you want to make a building addon to this mod yourself it should be very straightforward. Just use BaseOnaholeBed as the parent for your building def in xml. You can see how it is done in the buildings def in my mod. Downside is it will come with the machines that I have there that probably doesn't fit too well with your textures. Anyway, keep up the good work and I am always open for a discussion.
hamartithia Posted October 27, 2024 Author Posted October 27, 2024 1 hour ago, Rob The Robot Guard said: Most recent build of this mod (1.1.1) has a issue where after setting a bed to used by a prisoner the game will crash to desktop without the unity crash handler pop ping up. This was tested with a minimal modpack with only core dependancys and character editor. Log has been provided. I'm running RJW 5.5.0.3 Also i noticed another error tied to this mod in the debug log i have included that error as well Hope your able to push out a update soon. Player.log 7.53 kB · 0 downloads Some Random Error.txt 1.52 kB · 0 downloads Thank you for reporting. I'll investigate ASAP.
hamartithia Posted October 27, 2024 Author Posted October 27, 2024 6 hours ago, psyminki said: Changing sleeping place to for prisoners causes immediate shut down. I may not know English terms of those items, so I attach related picture. Any suggestions? I'll do some digging, Sorry for the trouble.
hamartithia Posted October 27, 2024 Author Posted October 27, 2024 5 hours ago, nrish666 said: Changing to slaves with slab bed also causes Crash To Desktop. Love the mod but had to remove it till fix. I'll keep you updated
hamartithia Posted October 27, 2024 Author Posted October 27, 2024 (edited) 7 hours ago, psyminki said: Changing sleeping place to for prisoners causes immediate shut down. I may not know English terms of those items, so I attach related picture. Any suggestions? 7 hours ago, nrish666 said: Changing to slaves with slab bed also causes Crash To Desktop. Love the mod but had to remove it till fix. 3 hours ago, Rob The Robot Guard said: Most recent build of this mod (1.1.1) has a issue where after setting a bed to used by a prisoner the game will crash to desktop without the unity crash handler pop ping up. This was tested with a minimal modpack with only core dependancys and character editor. Log has been provided. I'm running RJW 5.5.0.3 Also i noticed another error tied to this mod in the debug log i have included that error as well Hope your able to push out a update soon. Player.log 7.53 kB · 1 download Some Random Error.txt 1.52 kB · 0 downloads The issue is now patched in 1.1.2. Sorry for making you guys painstakingly diagnose the problem. Turns out I got some elementary school math to learn. Edited October 27, 2024 by hamartithia
WordArtist Posted October 27, 2024 Posted October 27, 2024 Loving the mod so far, great work! A few issues: I'm still running 1.10 - 1.1.2 results in a black screen with just a cursor when I load my save. Also, I'm not sure what I'm doing wrong, but I can't seem to get the power to the machines.
Rob The Robot Guard Posted October 27, 2024 Posted October 27, 2024 22 minutes ago, WordArtist said: Loving the mod so far, great work! A few issues: I'm still running 1.10 - 1.1.2 results in a black screen with just a cursor when I load my save. Also, I'm not sure what I'm doing wrong, but I can't seem to get the power to the machines. The machines need to be dirrectly connected by cable for them to be able to work.
WordArtist Posted October 27, 2024 Posted October 27, 2024 6 minutes ago, Rob The Robot Guard said: The machines need to be dirrectly connected by cable for them to be able to work. 🤦♀️ Thanks!
psyminki Posted October 28, 2024 Posted October 28, 2024 15 hours ago, hamartithia said: I'll do some digging, Sorry for the trouble. I just checked you promptly updated the mod. Thank you for your effort. You are the best.
psyminki Posted October 28, 2024 Posted October 28, 2024 I have a suggestion. I hope its possible to bind colonists and slaves as well, not only for prisoners. I found this device is very good to give masochist traits on desired pawn. 3
Rorschachink Posted October 29, 2024 Posted October 29, 2024 On 10/20/2024 at 11:44 AM, Rorschachink said: Thoughts? Exception from long event: System.ArgumentNullException: Value cannot be null. Parameter name: key [Ref 7574102B] at System.Collections.Generic.Dictionary`2[TKey,TValue].FindEntry (TKey key) [0x00008] in <eae584ce26bc40229c1b1aa476bfa589>:0 at System.Collections.Generic.Dictionary`2[TKey,TValue].TryGetValue (TKey key, TValue& value) [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0 at Verse.DefDatabase`1[T].GetNamed (System.String defName, System.Boolean errorOnFail) [0x00071] in <2a40c3593b334f29ac3cb3d32d652351>:0 at Verse.DefDatabase`1[T].GetNamedSilentFail (System.String defName) [0x00000] in <2a40c3593b334f29ac3cb3d32d652351>:0 at RJW_Onahole.Data.FilthConversionDef.get_ThingDef () [0x0000f] in <4361b30bfbbc44c8aebb73ec27ec7a35>:0 at RJW_Onahole.Utilities.CacheUtility.FilthToConversionDefs () [0x00018] in <4361b30bfbbc44c8aebb73ec27ec7a35>:0 at RJW_Onahole.Utilities.CacheUtility.LateInit () [0x0000d] in <4361b30bfbbc44c8aebb73ec27ec7a35>:0 at RJW_Onahole.Utilities.CacheUtility+<>c.<.cctor>b__3_0 () [0x00001] in <4361b30bfbbc44c8aebb73ec27ec7a35>:0 at Verse.LongEventHandler.UpdateCurrentSynchronousEvent (System.Boolean& sceneChanged) [0x0001d] in <2a40c3593b334f29ac3cb3d32d652351>:0 UnityEngine.StackTraceUtility:ExtractStackTrace () Verse.Log:Error (string) Verse.LongEventHandler:UpdateCurrentSynchronousEvent (bool&) Verse.LongEventHandler:LongEventsUpdate (bool&) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch1 (Verse.Root) Verse.Root_Entry:Update () Tried 1.1.2 Exception from long event: System.ArgumentNullException: Value cannot be null. Parameter name: key [Ref 40696FAB] at System.Collections.Generic.Dictionary`2[TKey,TValue].FindEntry (TKey key) [0x00008] in <eae584ce26bc40229c1b1aa476bfa589>:0 at System.Collections.Generic.Dictionary`2[TKey,TValue].TryGetValue (TKey key, TValue& value) [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0 at Verse.DefDatabase`1[T].GetNamed (System.String defName, System.Boolean errorOnFail) [0x00071] in <2a40c3593b334f29ac3cb3d32d652351>:0 at Verse.DefDatabase`1[T].GetNamedSilentFail (System.String defName) [0x00000] in <2a40c3593b334f29ac3cb3d32d652351>:0 at RJW_Onahole.Data.FilthConversionDef.get_ThingDef () [0x0000f] in <a5799071784c48a6b9e8bff983aabaeb>:0 at RJW_Onahole.Utilities.CacheUtility.FilthToConversionDefs () [0x00018] in <a5799071784c48a6b9e8bff983aabaeb>:0 at RJW_Onahole.Utilities.CacheUtility.LateInit () [0x0000d] in <a5799071784c48a6b9e8bff983aabaeb>:0 at RJW_Onahole.Utilities.CacheUtility+<>c.<.cctor>b__3_0 () [0x00001] in <a5799071784c48a6b9e8bff983aabaeb>:0 at Verse.LongEventHandler.UpdateCurrentSynchronousEvent (System.Boolean& sceneChanged) [0x0001d] in <2a40c3593b334f29ac3cb3d32d652351>:0 UnityEngine.StackTraceUtility:ExtractStackTrace () (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string) Verse.LongEventHandler:UpdateCurrentSynchronousEvent (bool&) Verse.LongEventHandler:LongEventsUpdate (bool&) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch1 (Verse.Root) Verse.Root_Entry:Update () Ehhh... So the parameter key Ref changed, but the issue seems similar? Is this a new glitch to fix?
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now