hamartithia Posted January 15, 2025 Author Posted January 15, 2025 (edited) 4 hours ago, unwashed biomass said: Â and reproductive spunk last I have a suspicion that the issue was caused by the extra fluids added by other mods not properly configured. I'll roll out a fix tomorrow. I am still testing. Edited January 15, 2025 by hamartithia
hamartithia Posted January 15, 2025 Author Posted January 15, 2025 2 hours ago, TheRedCoal23 said: Hi! I have a problem when the onahole animation comes to the end. After the "cum", the animation keep going and the game still consider the bind pawn being in the animation also with the other pawn being away from the onahole. Any suggestions? Do you see any errors in the log? Send the log even there is no errors. I can take a deeper look
TheRedCoal23 Posted January 15, 2025 Posted January 15, 2025 6 hours ago, hamartithia said: Do you see any errors in the log? Send the log even there is no errors. I can take a deeper look I collected here the errors Rimworld errors log.txt
hamartithia Posted January 15, 2025 Author Posted January 15, 2025 6 hours ago, TheRedCoal23 said: I collected here the errors Rimworld errors log.txt 4.09 kB · 2 downloads There is no error in there. Just hospitality being a dick and complaining about none existing issue. Youbhave to send me the full log
unwashed biomass Posted January 15, 2025 Posted January 15, 2025 Does it matter what kind of nutritious meal is in feeder? Tried to feed them meals but their satiety intervals and levels weren't drastically changed. Kinda bummers, because it limits how many onaholes you can have (constant maintenance) - maybe change limit from 20 to 75.
TheRedCoal23 Posted January 15, 2025 Posted January 15, 2025 1 hour ago, hamartithia said: There is no error in there. Just hospitality being a dick and complaining about none existing issue. Youbhave to send me the full log I think this time should be good, let me know in case Full log.txt
hamartithia Posted January 15, 2025 Author Posted January 15, 2025 17 minutes ago, TheRedCoal23 said: I think this time should be good, let me know in case Full log.txt 44.8 kB · 0 downloads Well, you have a tone of errors from other mods. Update those mods and remove the duplicate. See if it still happens
lettuce_001 Posted January 15, 2025 Posted January 15, 2025 Hello! I really love this mod, but I'm coming into an error where the milk machine texture is scaled down a lot and the animations for the vaginal sex machine don't work : ( I've tried reinstalling it (deleting old mod and replacing it with the new one) but it doesn't help. I've attached a photo and the log in case you might need it! Thank you!! log.log
hamartithia Posted January 15, 2025 Author Posted January 15, 2025 3 hours ago, lettuce_001 said: Hello! I really love this mod, but I'm coming into an error where the milk machine texture is scaled down a lot and the animations for the vaginal sex machine don't work : ( I've tried reinstalling it (deleting old mod and replacing it with the new one) but it doesn't help. I've attached a photo and the log in case you might need it! Thank you!! log.log 41.46 kB · 0 downloads You have duplicates, delete one:  C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods\rjw onahole C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods\rimjobworld-onahole-extension AND also UAP  C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods\ultimate-animation-pack C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods\UAP Â
hamartithia Posted January 16, 2025 Author Posted January 16, 2025 12 hours ago, unwashed biomass said: Does it matter what kind of nutritious meal is in feeder? Tried to feed them meals but their satiety intervals and levels weren't drastically changed. Kinda bummers, because it limits how many onaholes you can have (constant maintenance) - maybe change limit from 20 to 75. You can edit the def yourself. Because food doesn't deteriorate in the storage, it will be too op to make the capacity too large. You can also install nutrient paste expanded or other similar mods, to feed them using a centralized pipe network. 1
reeeeeeessdf5 Posted January 21, 2025 Posted January 21, 2025 Anyway to be able to set fluids convertible item in mod settings? I want make a fluid convert to something custom, but can't figure out how. Thank you.
hamartithia Posted January 22, 2025 Author Posted January 22, 2025 On 1/20/2025 at 10:08 PM, reeeeeeessdf5 said: Anyway to be able to set fluids convertible item in mod settings? I want make a fluid convert to something custom, but can't figure out how. Thank you. You need to make a xml patch for the sex fluid def. Or edit the def file. Add consumable field to the def will do the trick
unwashed biomass Posted January 22, 2025 Posted January 22, 2025 The amount of instect jelly obtained is "lil" bit too high, also i noticed that after reloading save adjustments go completely haywire, also after update for some reason my animals don't wanna use onaholes.
coria15 Posted January 24, 2025 Posted January 24, 2025 I think I found a bug. When I have this mod loaded I can't open the debug actions menu or the debug logging menu (both part of the game's development mode).
hamartithia Posted January 24, 2025 Author Posted January 24, 2025 18 hours ago, coria15 said: I think I found a bug. When I have this mod loaded I can't open the debug actions menu or the debug logging menu (both part of the game's development mode). Any logs? I use debug menu to test so for sure it runs on my end
kurikinton Posted January 26, 2025 Posted January 26, 2025 (edited) Stupid question, probably, but my wardens refuse to carry the assigned prisoner to the rack. I make sure they're not assigned to a bed in the prison, assign them to the rack, select the warden, and right click the prisoner and select "prioritize taking .... to bed". The warden goes up to them, does nothing, and immediately goes away to do some other task. The prisoner stays where they are. So how do you get the prisoner to actually be carried to the rack? It's outside the prison. Edited January 26, 2025 by kurikinton
Anonymous7777777 Posted January 26, 2025 Posted January 26, 2025 hey quick question, how i am suppose to actived the mod ? For the moment i opened the file inside de mods file of the game and actived it in the game but that doesn't work, nothing appear in game. So, someone can explain me how am i suppose to do that ? thank you. Sorry for my terrible english, this isn't my first language
coria15 Posted January 27, 2025 Posted January 27, 2025 On 1/24/2025 at 2:23 PM, hamartithia said: Any logs? I use debug menu to test so for sure it runs on my end After trial and error, I found the conficting mod. I redownloaded said mod, and things are working fine now. So, either outdated and/or bugged. 1
hamartithia Posted January 27, 2025 Author Posted January 27, 2025 7 hours ago, Anonymous7777777 said: hey quick question, how i am suppose to actived the mod ? For the moment i opened the file inside de mods file of the game and actived it in the game but that doesn't work, nothing appear in game. So, someone can explain me how am i suppose to do that ? thank you. Sorry for my terrible english, this isn't my first language What do you mean by nothing appears in your game? Does it break the game or you can't find the added furniture?
hamartithia Posted January 27, 2025 Author Posted January 27, 2025 19 hours ago, kurikinton said: Stupid question, probably, but my wardens refuse to carry the assigned prisoner to the rack. I make sure they're not assigned to a bed in the prison, assign them to the rack, select the warden, and right click the prisoner and select "prioritize taking .... to bed". The warden goes up to them, does nothing, and immediately goes away to do some other task. The prisoner stays where they are. So how do you get the prisoner to actually be carried to the rack? It's outside the prison. No, assignments works as restricting who can fuck bound pawn. To carry to it you need to select a colonist, and right click the building
kurikinton Posted January 27, 2025 Posted January 27, 2025 24 minutes ago, hamartithia said: To carry to it you need to select a colonist, and right click the building  Ah, got it. Trying that now. Thank you.
kurikinton Posted January 27, 2025 Posted January 27, 2025 (edited) It worked, thanks! Now my next question is how do I prevent my colonists from removing the prisoner from the rack the minute they're flagged by the game as requiring medical attention lol? Â Edit: It seems that toggling that prisoner to "No medical care" makes the pawns leave them in the rack. Edited January 27, 2025 by kurikinton
hamartithia Posted January 27, 2025 Author Posted January 27, 2025 11 minutes ago, kurikinton said: It worked, thanks! Now my next question is how do I prevent my colonists from removing the prisoner from the rack the minute they're flagged by the game as requiring medical attention lol? Â Edit: It seems that toggling that prisoner to "No medical care" makes the pawns leave them in the rack. Humm i guess I can add a check somewhere to prevent this from happening
kurikinton Posted January 27, 2025 Posted January 27, 2025 (edited) Update: The mod MedPod is the culprit of prisoners being unbound automatically. MedPod appears to ignore when a pawn is set to "No Medical Care". Pawns and robots (from Misc. Robots++) kept pulling the prisoner off after a while until I disabled the MedPods I had in the prison. Edited January 27, 2025 by kurikinton
hamartithia Posted January 27, 2025 Author Posted January 27, 2025 16 minutes ago, kurikinton said: Update: The mod MedPod is the culprit of prisoners being unbound automatically. MedPod appears to ignore when a pawn is set to "No Medical Care". Pawns and robots (from Misc. Robots++) kept pulling the prisoner off after a while until I disabled the MedPods I had in the prison. The onahole buildings are considered as beds. In vanilla logic if a pawn is already in bed it will just tend the pawn on that bed. I'll need to dig deeper to prevent this once and for all
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