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[mod] RimJobWorld - Onahole Extension


hamartithia

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Posted
9 hours ago, YeahBunny said:

Yeah, that doesn't happen for me unfortunately. And don't worry, I don't blame you, just my perfectionism I guess. Nice mod, even if it doesnt work for me ^^

Can you post your hugslog so I can take a deeper look?

Posted
On 12/28/2024 at 12:30 AM, hamartithia said:

I'll put that on the todo-list

Thanks, this is really spicing up my psycho-pirate colony.

 

Posted (edited)

I just noticed a Constructoid violating a prisoner on a hanger, and now the Agrihand is lining up. Is this intended?

"Was violated by contructoid 1. Constructoid 1 implanted something inside X."

Edit: Now he is pregnant, I am now very curious what will come out.
 

Edit 2: He birthed a Scyther that counted as my faction, so my Mechanitor could simply take control of it. Unexpected gestation path.

Edited by ObedientCat
Add anecdote
Posted

Fantastic mod, been looking for something like this for a while. Cant seem to get the milk pipes to work however and I dont see a RJW version that has milk pipes in it and using Milk Pipe Network on steam (While showing the connection underneath furniture itself when connecting the pipe) It doesn't actually do anything

Posted
16 hours ago, ObedientCat said:

I just noticed a Constructoid violating a prisoner on a hanger, and now the Agrihand is lining up. Is this intended?

"Was violated by contructoid 1. Constructoid 1 implanted something inside X."

Edit: Now he is pregnant, I am now very curious what will come out.
 

If you enabled mechs implantation, then yes, it is intended. It is vanilla RJW feature, but it can only happen if your pawn is defeated by a mech and submits to it.

Posted
11 hours ago, profess11 said:

Fantastic mod, been looking for something like this for a while. Cant seem to get the milk pipes to work however and I dont see a RJW version that has milk pipes in it and using Milk Pipe Network on steam (While showing the connection underneath furniture itself when connecting the pipe) It doesn't actually do anything

There is a RJW version of milk pipe somewhere on the forum. It is compatible.
The steam ver does not transport humanoid milk. You need to either switch to your milk pipe system to rjw one or use Equal Milking as your milking mod

Posted (edited)
51 minutes ago, hamartithia said:

If you enabled mechs implantation, then yes, it is intended. It is vanilla RJW feature, but it can only happen if your pawn is defeated by a mech and submits to it.

 

Thank you. I do want enemy mechanoids to still be dangerous, but perhaps keep my friendly mechanoids focused on their work. Also, every time they "interact" with a prisoner this way my time slows down, which hinders my game play. For now I will have to disable that RJW feature until I get a mechanoid raid, then enable it while the raid is active.

 

This is however a hilarious way of gestating friendly mechanoids.

Edited by ObedientCat
Mention time slow down
Posted
14 minutes ago, ObedientCat said:

 

Thank you. I do want enemy mechanoids to still be dangerous, but perhaps keep my friendly mechanoids focused on their work. Also, every time they "interact" with a prisoner this way my time slows down, which hinders my game play. For now I will have to disable that RJW feature until I get a mechanoid raid, then enable it while the raid is active.

 

This is however a hilarious way of gestating friendly mechanoids.

Seems like there is a misconfiguration or bug. The building option should enable you to disallow colony mechanoids using the onaholes. Is it not working? (Enemy mechs are not restricted by that, that is by design)

Posted
On 12/29/2024 at 3:04 PM, Vengarr said:

Thanks, this is really spicing up my psycho-pirate colony.

 

The feature is now available in the most recent update. Enjoy your psycho-pirate colony!

Posted
1 hour ago, hamartithia said:

Seems like there is a misconfiguration or bug. The building option should enable you to disallow colony mechanoids using the onaholes. Is it not working? (Enemy mechs are not restricted by that, that is by design)

No, even if I limit to colonists only mechanoids will still approach. Mechanoids do show up in the colonist list if I want to allow only specific colonists and disallow the mechanoids that way, but I want to allow all colonists without having to keep that list up to date for each building.

Posted
Just now, ObedientCat said:

No, even if I limit to colonists only mechanoids will still approach. Mechanoids do show up in the colonist list if I want to allow only specific colonists and disallow the mechanoids that way, but I want to allow all colonists without having to keep that list up to date for each building.

OK, sounds like a bug. I'll take a look

Posted
On 12/29/2024 at 4:51 AM, YeahBunny said:

Yeah, that doesn't happen for me unfortunately. And don't worry, I don't blame you, just my perfectionism I guess. Nice mod, even if it doesnt work for me ^^

The new update should fix the Rmb menu issue

Posted
On 12/31/2024 at 2:05 AM, hamartithia said:

The feature is now available in the most recent update. Enjoy your psycho-pirate colony!

My nightmare is now over, thank you.

 

 

Posted
On 12/13/2024 at 9:38 AM, hamartithia said:

I see. I will investigate. Do you see any error message?

Not the original poster, but I can confirm there appears to be a memory leak (no errors in the logs from what I can see either).

Strangely, this is only affecting the Hangar and Metal Frame versions. The others didn't appear to have the same issue ¯\_(ツ)_/¯.

 

I tested with the following mods / load order:

  • Harmony
  • Core
  • Royalty [Official DLC]
  • Ideology [Official DLC]
  • Biotech [Official DLC]
  • Anomaly [Official DLC]
  • RimJobWorld
  • RimJobWorld - Onahole Extension

No leaks occur while the buildings are just sitting there (tested by pausing the game and watching memory usage and waiting for it to settle).

The moment a pawn is bound to either a Hangar or Metal Frame, the memory leak starts (memory usage climbs even while paused).

Releasing the pawn after stops the memory from climbing, but doesn't release the consumed memory.

 

For one final test, I replaced all of my mounted Metal Frame and Hangar types in my main save with Pillary and Pole types, and the leak seems to have stopped.

It would be great to have this fixed though, since the Metal Frame and Hangar are my favorite types :P.

 

On a separate note, I like the idea of being able to bind anything to the furniture, but finding a "specific" target to bind is a nightmare when you have a ton of animals and mechs 😆. Any chance they could be maybe grouped under separate menu items (such as Colonists / Prisoners / Animals / Mechs)?

 

Liking the mod so far btw :)

Posted
6 hours ago, XegotLax said:

Not the original poster, but I can confirm there appears to be a memory leak (no errors in the logs from what I can see either).

Strangely, this is only affecting the Hangar and Metal Frame versions. The others didn't appear to have the same issue ¯\_(ツ)_/¯.

 

I tested with the following mods / load order:

  • Harmony
  • Core
  • Royalty [Official DLC]
  • Ideology [Official DLC]
  • Biotech [Official DLC]
  • Anomaly [Official DLC]
  • RimJobWorld
  • RimJobWorld - Onahole Extension

No leaks occur while the buildings are just sitting there (tested by pausing the game and watching memory usage and waiting for it to settle).

The moment a pawn is bound to either a Hangar or Metal Frame, the memory leak starts (memory usage climbs even while paused).

Releasing the pawn after stops the memory from climbing, but doesn't release the consumed memory.

 

For one final test, I replaced all of my mounted Metal Frame and Hangar types in my main save with Pillary and Pole types, and the leak seems to have stopped.

It would be great to have this fixed though, since the Metal Frame and Hangar are my favorite types :P.

 

On a separate note, I like the idea of being able to bind anything to the furniture, but finding a "specific" target to bind is a nightmare when you have a ton of animals and mechs 😆. Any chance they could be maybe grouped under separate menu items (such as Colonists / Prisoners / Animals / Mechs)?

 

Liking the mod so far btw :)

I managed to track down the memory leak issue yesterday. Fix should be out soon. I'll also add the group options.

Posted (edited)

Suggestion: make the onahole buildings usable for the Sex meditation focus. So you can install them in your throne room like a real badass.

 

I'm not sure if this is possible, but if the focus quality scaled based on the SexFrequency of the onahole (the way Beauty currently scales), it would be a good reason to use the Drug Infuser to pump them full of aphrodisiac.

 

Also implants/surgeries/psycasts from other mods :)

Edited by Vengarr
Posted
4 hours ago, Vengarr said:

Suggestion: make the onahole buildings usable for the Sex meditation focus. So you can install them in your throne room like a real badass.

 

I'm not sure if this is possible, but if the focus quality scaled based on the SexFrequency of the onahole (the way Beauty currently scales), it would be a good reason to use the Drug Infuser to pump them full of aphrodisiac.

 

Also implants/surgeries/psycasts from other mods :)

Interesting idea. I'll add it to the back log. I am currently focused more on fixes and QOL improvements as the version that supports 5.4.1 is approaching its end of life cycle. New features will come with the next major update

Posted (edited)

I am getting a little bit of a log spam when this is used together with Hospitality.

 

ThingDef OnaholeCross must have a 'CompAssignableToPawn_Bed' in comps. This is a misconfiguration in RimJobWorld - Onahole Extension.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
Hospitality.Utilities.DefsUtility:LogMisconfiguration (Verse.Def,string)
Hospitality.Utilities.DefsUtility:CheckBedDefs ()
Hospitality.Utilities.DefsUtility:CheckForInvalidDefs ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Entry:Update ()


 

Not creating guest beds for Cross from RimJobWorld - Onahole Extension. It does not have a CompAssignableToPawn_Bed.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
Hospitality.Hospitality_SpecialInjector:CreateGuestBedDefs (Verse.ThingDef[],RimWorld.CompProperties_Facility[])
Hospitality.Hospitality_SpecialInjector:Inject ()
Hospitality.Hospitality_SpecialInjector:.cctor ()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (System.RuntimeTypeHandle)
StartupImpact.Patch.StaticConstructorOnStartupUtilityCallAll:Prefix ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.StaticConstructorOnStartupUtility.CallAll_Patch4 ()
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_4 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Entry:Update ()

 

This is repeated for Hanger, Horse, Metal, Pillory and Pole. I am assuming that CompAssignableToPawn_Bed should be set so that it cannot be used as a guest bed.

 

Originates from here I believe: https://github.com/OrionFive/Hospitality/blob/develop/Source/Source/Utilities/DefsUtility.cs

Edited by ObedientCat
Add link
Posted

An additional thing, the flammability of the base bed is currently set to 0. I always manually edit this to 1, and I do not notice any issues.

 

It just felt out of place that everything around it would burn, but not any furniture from this mod. Will leave it to you if you want to keep it at 0 or change it.

Posted
2 hours ago, ObedientCat said:

I am getting a little bit of a log spam when this is used together with Hospitality.

 

ThingDef OnaholeCross must have a 'CompAssignableToPawn_Bed' in comps. This is a misconfiguration in RimJobWorld - Onahole Extension.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
Hospitality.Utilities.DefsUtility:LogMisconfiguration (Verse.Def,string)
Hospitality.Utilities.DefsUtility:CheckBedDefs ()
Hospitality.Utilities.DefsUtility:CheckForInvalidDefs ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Entry:Update ()


 

Not creating guest beds for Cross from RimJobWorld - Onahole Extension. It does not have a CompAssignableToPawn_Bed.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
Hospitality.Hospitality_SpecialInjector:CreateGuestBedDefs (Verse.ThingDef[],RimWorld.CompProperties_Facility[])
Hospitality.Hospitality_SpecialInjector:Inject ()
Hospitality.Hospitality_SpecialInjector:.cctor ()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (System.RuntimeTypeHandle)
StartupImpact.Patch.StaticConstructorOnStartupUtilityCallAll:Prefix ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.StaticConstructorOnStartupUtility.CallAll_Patch4 ()
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_4 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Entry:Update ()

 

This is repeated for Hanger, Horse, Metal, Pillory and Pole. I am assuming that CompAssignableToPawn_Bed should be set so that it cannot be used as a guest bed.

 

Originates from here I believe: https://github.com/OrionFive/Hospitality/blob/develop/Source/Source/Utilities/DefsUtility.cs

It was intentional. Hospitality just want to insist that it was my misconfiguration. IT IS NOT!

I was think about Harmony patching Hospitality just to get rid of that. I decided not to because I thought I was just overreacting. Now it seems like a must because there are people like you who are confused by it.

Posted
1 hour ago, ObedientCat said:

An additional thing, the flammability of the base bed is currently set to 0. I always manually edit this to 1, and I do not notice any issues.

 

It just felt out of place that everything around it would burn, but not any furniture from this mod. Will leave it to you if you want to keep it at 0 or change it.

This was also intentional. This mod has a feature that allows raiders to rape onaholes placed outside. However, even with AI never trash this being true, I have got reports that sometimes raider AI still light it on fire. I cannot fix that so I just made it not flammable.

Posted (edited)

Feature request: 
- Hide uterus overlay with fetus before pregnancy detection
- Fit offsets to hulk body type and fat body type

 

P.S. Been eyeing the mod for a long time when it was only linked to Yuran, but porting it to 1.5 was beyond me. Thanks for the wonderful mod and your hard work.

Edited by Akiya82
Posted

Is there any chance we could get the Shambler countdown timer paused (like when they are put into containment)?

I currently call dead raiders "the lucky ones"; I don't want that for them any more :)

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