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[mod] RimJobWorld - Onahole Extension


hamartithia

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Posted (edited)
9 hours ago, Akiya82 said:

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.

Hide uterus: I'll add a check for visibility
Offsets for hulk and fat: This will have to wait for the UI overhaul.

Edited by hamartithia
Posted
4 hours ago, XegotLax said:

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 :)

I haven't been playing anomaly much but I'll see what I can do.

Posted
On 1/2/2025 at 2:56 AM, 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 :)

Memory leak is fixed. Thanks for the report

Posted
10 hours ago, hamartithia said:

Memory leak is fixed. Thanks for the report

Nice, I can use the Metal Frame and Hangar again (also confirmed, no leaks)!

The binding context menu is sooo much better now too, thanks! It takes me 2 seconds to find my target, rather than 20.

 

I did notice an issue where the Shamblers and Ghouls no longer appear in the binding context menu, possibly because they don't have a category like Prisoner or Animal (enemy shamblers might come up as DarkEntities though). Could there be a catch-all category (such as "Other") for those cases?

Posted (edited)
1 hour ago, XegotLax said:

Nice, I can use the Metal Frame and Hangar again (also confirmed, no leaks)!

The binding context menu is sooo much better now too, thanks! It takes me 2 seconds to find my target, rather than 20.

 

I did notice an issue where the Shamblers and Ghouls no longer appear in the binding context menu, possibly because they don't have a category like Prisoner or Animal (enemy shamblers might come up as DarkEntities though). Could there be a catch-all category (such as "Other") for those cases?

Yes. These options will be available once again in next update. There will be Enemy(Downed) and Misc(Catch all) categories available. Allowing all pawns to be bound was causing many issues , especially the anomaly stuff. I had to disable it temporarily for a stable release as 1.2.6 is the last version supporting RJW 5.4.1.

I need some time to study the anomaly mechanics to fix all the issues.

Edited by hamartithia
Posted
On 12/31/2024 at 2:14 PM, hamartithia said:

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

If you have it on hand, could you please post a link to the RJW version of milk pipe? I cannot seem to find it.

Posted

I've been having the problem of putting a pawn in, and it randomly getting out as if "Okay, that's enough Onaholing for me.". Aka, it breaks out of any bind.
Here's the error message (From what I can see, it has something to do with the JobDriver.css file[?]):

Exception in JobDriver tick for pawn Lihas driver=JobDriver_BeOnahole (toilIndex=1) driver.job=(BeOnahole (Job_6236) B = Thing_OnaholePillory51067)
System.MissingMethodException: void AlienRace.AlienPartGenerator/AlienComp.RegenerateAddonGraphicsWithCondition(Verse.Pawn,System.Collections.Generic.HashSet`1<System.Type>)
[Ref 7F9B46B4]
 at RJW_Onahole.Jobs.JobDriver_BeOnahole.SignalSleepStateChanged () [0x0001c] in <49d00529e2e2460090d028abad4d9903>:0
     - POSTFIX RJW_OnaholeHAR: Void RJW_Onahole.JobDriver_BeOnahole_Patch:SignalSleepStateChanged_Postfix(JobDriver_BeOnahole __instance)
 at RJW_Onahole.Jobs.JobDriver_BeOnahole+<>c__DisplayClass7_0.<MakeNewToils>b__0 () [0x00241] in <49d00529e2e2460090d028abad4d9903>:0
 at Verse.AI.JobDriver.DriverTick () [0x00163] in <9b17790b066e46d08be4026d65926375>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.AI.JobUtility:TryStartErrorRecoverJob (Verse.Pawn,string,System.Exception,Verse.AI.JobDriver)
Verse.AI.JobDriver:DriverTick ()
Verse.AI.Pawn_JobTracker:JobTrackerTick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Pawn.Tick_Patch2 (Verse.Pawn)
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch3 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()

 

Posted (edited)
1 hour ago, Charles_Gotham said:

I've been having the problem of putting a pawn in, and it randomly getting out as if "Okay, that's enough Onaholing for me.". Aka, it breaks out of any bind.
Here's the error message (From what I can see, it has something to do with the JobDriver.css file[?]):

Exception in JobDriver tick for pawn Lihas driver=JobDriver_BeOnahole (toilIndex=1) driver.job=(BeOnahole (Job_6236) B = Thing_OnaholePillory51067)
System.MissingMethodException: void AlienRace.AlienPartGenerator/AlienComp.RegenerateAddonGraphicsWithCondition(Verse.Pawn,System.Collections.Generic.HashSet`1<System.Type>)
[Ref 7F9B46B4]
 at RJW_Onahole.Jobs.JobDriver_BeOnahole.SignalSleepStateChanged () [0x0001c] in <49d00529e2e2460090d028abad4d9903>:0
     - POSTFIX RJW_OnaholeHAR: Void RJW_Onahole.JobDriver_BeOnahole_Patch:SignalSleepStateChanged_Postfix(JobDriver_BeOnahole __instance)
 at RJW_Onahole.Jobs.JobDriver_BeOnahole+<>c__DisplayClass7_0.<MakeNewToils>b__0 () [0x00241] in <49d00529e2e2460090d028abad4d9903>:0
 at Verse.AI.JobDriver.DriverTick () [0x00163] in <9b17790b066e46d08be4026d65926375>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.AI.JobUtility:TryStartErrorRecoverJob (Verse.Pawn,string,System.Exception,Verse.AI.JobDriver)
Verse.AI.JobDriver:DriverTick ()
Verse.AI.Pawn_JobTracker:JobTrackerTick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Pawn.Tick_Patch2 (Verse.Pawn)
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch3 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()

 

Your HAR is outdated. Are you using HSK mod pack?

Edited by hamartithia
Posted
8 hours ago, ObedientCat said:

If you have it on hand, could you please post a link to the RJW version of milk pipe? I cannot seem to find it.

Some one posted a file on the dc server. I don't have a link to it either.

Posted
9 hours ago, hamartithia said:

Your HAR is outdated. Are you using HSK mod pack?

Wow, that was quite a quick reply!
No, I installed everything 1/1 from github/gitgud, so some mods may be out of date.

After reinstalling Humanoid Alien Races it seems like manually binding works, but the problem persists when defeated. (Screen fades to black, find one of my pawns strapped for a second to the onahole, then they break out with the same error.)
Maybe it's the defeat patch doing this, or is it simply incompatible with HAR?

Posted
13 hours ago, hamartithia said:

Some one posted a file on the dc server. I don't have a link to it either.

I see, I found it on Discord after a short search.

 

It is named "Tab's Piped Human Milk" by Taberu, file name "rjw-mc-tank.zip" or ".7z" and it seems to be maintained by oral tradition almost by different people changing it and reposting. I dare not repost any version here, but it can be found in Discord. It seems to be made for 1.4.

 

It seem to work in 1.5, but I am looking forward to future proper re-implementations of milk pipes mentioned too.

Posted
6 hours ago, Charles_Gotham said:

Wow, that was quite a quick reply!
No, I installed everything 1/1 from github/gitgud, so some mods may be out of date.

After reinstalling Humanoid Alien Races it seems like manually binding works, but the problem persists when defeated. (Screen fades to black, find one of my pawns strapped for a second to the onahole, then they break out with the same error.)
Maybe it's the defeat patch doing this, or is it simply incompatible with HAR?

That is very odd. Does that produce the same error? The one you posted was a common issue and updating HAR fixes it. If it was the same issue. It is unlikely that the defeat patch alone causes it.

Posted
1 hour ago, hamartithia said:

That is very odd. Does that produce the same error? The one you posted was a common issue and updating HAR fixes it. If it was the same issue. It is unlikely that the defeat patch alone causes it.

Yes, I was able to reproduce it, although I have just recently re-installed HAR.
 

Exception in JobDriver tick for pawn Von driver=JobDriver_BeOnahole (toilIndex=1) driver.job=(BeOnahole (Job_10092) B = Thing_OnaholePillory48025)
System.MissingMethodException: void AlienRace.AlienPartGenerator/AlienComp.RegenerateAddonGraphicsWithCondition(Verse.Pawn,System.Collections.Generic.HashSet`1<System.Type>)
[Ref 7F9B46B4] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.AI.JobUtility:TryStartErrorRecoverJob (Verse.Pawn,string,System.Exception,Verse.AI.JobDriver)
Verse.AI.JobDriver:DriverTick ()
Verse.AI.Pawn_JobTracker:JobTrackerTick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Pawn.Tick_Patch2 (Verse.Pawn)
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch3 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()

 

Posted
5 hours ago, Charles_Gotham said:

Yes, I was able to reproduce it, although I have just recently re-installed HAR.
 

Exception in JobDriver tick for pawn Von driver=JobDriver_BeOnahole (toilIndex=1) driver.job=(BeOnahole (Job_10092) B = Thing_OnaholePillory48025)
System.MissingMethodException: void AlienRace.AlienPartGenerator/AlienComp.RegenerateAddonGraphicsWithCondition(Verse.Pawn,System.Collections.Generic.HashSet`1<System.Type>)
[Ref 7F9B46B4] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.AI.JobUtility:TryStartErrorRecoverJob (Verse.Pawn,string,System.Exception,Verse.AI.JobDriver)
Verse.AI.JobDriver:DriverTick ()
Verse.AI.Pawn_JobTracker:JobTrackerTick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Pawn.Tick_Patch2 (Verse.Pawn)
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch3 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()

 

I'll look into that

Posted

Some drugs aren't appearing while setting up the drug infuser. The ones I noticed in particular were the hyperfertility/contraceptive pills from RJW and galactagogues from Cumpilation, but after some (minimal) testing, it seems like only addictive substances are selectable, while anything with a safe dose interval of "always safe" can't be used.

Posted
9 minutes ago, MerFeather said:

Some drugs aren't appearing while setting up the drug infuser. The ones I noticed in particular were the hyperfertility/contraceptive pills from RJW and galactagogues from Cumpilation, but after some (minimal) testing, it seems like only addictive substances are selectable, while anything with a safe dose interval of "always safe" can't be used.

I am still trying to find a optimal solution. Now It only accepts drugs with drug property defined. I'll try to workout something better

Posted
16 hours ago, MerFeather said:

Some drugs aren't appearing while setting up the drug infuser. The ones I noticed in particular were the hyperfertility/contraceptive pills from RJW and galactagogues from Cumpilation, but after some (minimal) testing, it seems like only addictive substances are selectable, while anything with a safe dose interval of "always safe" can't be used.

Now it should accept the pills. And will no longer overdose

Posted

image.png.d9802a75dfa9d98edadb8a339f351e5e.png

With certain combinations of mods the fluid storage menu becomes unable to display every fluid that can be collected. I would advise adding a scroll bar to the fluid storage menu to allow for the ability to display everything correctly.
In the above screenshot its clear that i have alot of Girlcum in fluid storage but looking within the fluid storage menu its not there since its most likely outside the boundrys of the menu/list

Also i wonder what mods implement girlcum as an item that can be collected. i dont seem to be able to find any mods which implement girlcum as an item.

Posted
7 hours ago, Rob The Robot Guard said:

image.png.d9802a75dfa9d98edadb8a339f351e5e.png

With certain combinations of mods the fluid storage menu becomes unable to display every fluid that can be collected. I would advise adding a scroll bar to the fluid storage menu to allow for the ability to display everything correctly.
In the above screenshot its clear that i have alot of Girlcum in fluid storage but looking within the fluid storage menu its not there since its most likely outside the boundrys of the menu/list

Also i wonder what mods implement girlcum as an item that can be collected. i dont seem to be able to find any mods which implement girlcum as an item.

hmm, It does have a scroll bar in place. I am not sure why it is not showing up. Can you share your log?

In old versions, girl cum was converted to girl juice. It was a very sketchy implementation and I do not want it to carry over as off now. We'll have to wait for some other mod to implement that because I don't want to define one and override changes made by other modders.

Posted
10 hours ago, unwashed biomass said:

As soon as i toggle automatic feeding both fluid storage and pawn satiety goes haywire.

 

image.png.80d76dc5b9fd1408e0cc1f365295638b.png

I'll fix that. Probably an underflow.

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