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[mod] RimJobWorld - Onahole Extension


hamartithia

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Posted (edited)
4 hours ago, unwashed biomass said:

image.png.72e8a63c6dce846ea1fea0878c0a43fb.pngimage.png.64dffa2e5fdefabfe55a9518ad70d334.png 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 by hamartithia
Posted
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

Posted

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.

Posted

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!! 

image_2025-01-15_120716629.png

log.log

Posted
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!! 

image_2025-01-15_120716629.png

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 

 

Posted
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.

Posted
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

Posted

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).

Posted
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

Posted (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 by kurikinton
Posted

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

Posted
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. 

Posted
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?

Posted
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

Posted (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?

 

Edit: It seems that toggling that prisoner to "No medical care" makes the pawns leave them in the rack.

Edited by kurikinton
Posted
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?

 

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

Posted (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 by kurikinton
Posted
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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