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What is it and Why is it?
I've been working on a mod which fills in the missing features concerning human pregnancy/children for a couple months while now, in my limited free time. I've been keeping it under wraps to keep me focused on hammering out the base idea before worrying about specifics. I think a lot of the time when people argue and argue about a topic without ever actually seeing it in practice, they tend to make biased arguments that don't take everything into account. So I just went ahead and started making it, so we could at least see how it could be, not just "how I imagine it would be". The mod is meant to be as vanilla friendly as possible in this respect.
How does it work?
> Two colonists sharing a bed do the Lovin' action
> If either is not using a contraceptive (new drug) or has been sterilized (new surgery), the woman (assuming it's a heterosexual couple) has a chance to get pregnant relevant to her age. 16-25 is the ideal age and 45~ is the dropoff.
> The woman may either take a pill to cancel the pregnancy (if early enough- one season), have an abortion at any time by a doctor, or carry the baby/babies to term (three seasons).
> Once the baby is born, they can do nothing except lie in bed and be fed for 3 2~ seasons. This is the newborn stage. Mothers will have a certain chance to get post partum depression, especially if they have the neurotic or depressive traits.
> After that is the toddler stage. They can crawl around and eat by themselves. They basically act like a tamed (untrained) creature at this stage. Halfway through the toddler stage, they'll stand up and be able to do simple things like flicking switches and carrying items.
> Child stage at 3.5~ years. They can do nearly everything an adult can do, but with less speed/skill. Children will be able to study skills up to level 5 via new "textbook" items which can either be purchased from traders or crafted by sufficiently skilled colonists at a new "writing desk" workbench
At 13 they'll grow into a teenager at which point vanilla mechanics take over.
Some screenshots:
(http://i.imgur.com/As1rRrK.png)(http://i.imgur.com/dVtadI2.png)
(http://i.imgur.com/Bh80R2u.png)(http://i.imgur.com/GrAi5xp.png)
C&P is in a very mature state and plays very stably. I will be moving this topic to the Release subsection of the Mods forum soon.
Requires HugsLib (https://ludeon.com/forums/index.php?topic=28066.0) to function
v0.5b Download here (https://gitlab.com/Thirite/children-and-pregnancy-collab/-/archive/master/children-and-pregnancy-collab-master.zip) - updated 2018/Feb/25
Notice:
Using Children & Pregnancy with certain mods that affect pawn rendering may produce bizarre results. For now, the mod has only been configured to function properly with Alien Races Framework.
Known Bugs
- Child prisoners seem to never be delivered food by wardens; looking into this now
- Incompatibility with Show Hair With Hat mod: Children's hair doesn't get scaled properly
TODO
- Birthdays
- Add textbooks and writing desk
- Make growth vats
- implement gene sampling, in vitro, and cloning
Authors
C&P started as a solo project, but as I'm a total flake other users have collaborated on the mod to update it and fix its bugs. These users are credited:
- Cheran: Ported the mod to the v1.0 Release of RimWorld and fixed many bugs
- Jarry1250: Reworked the tolerance level of social joy for babies and toddlers
- lellel: Fixed a notorious and old rendering bug.
- Kori: Patched out pirates from spawning with children
Permissions
Consider it licensed CC-BY-NC-SA (https://creativecommons.org/licenses/by-nc-sa/3.0/).
What about Cheating? :P
Cheating as in relationships? I haven't modified the relationship code at all.
yea why not? you can get rebuffed , I don't see why you cant get cheated on . Thou is just a suggestion.
Also quick question , could you also right click prioritize making baby or something? or its like an RNG event that happens
maybe we can make abortion or even giving birth with a failure rate? and maybe it will cost the mothers life if the surgery performed failed?
I have tested stuff along the same line, except mine were "pet" Neanderthals. I had a weird society where the children were the only ones who could breed. And people only turn into "adults" if I had them move to a new colony. One thing I noticed in my tests that might apply to yours.
1. Protect those babies! Predators will eat your babies if you are not careful!
2. Make sure you balance the reproduction. In jut a year I had a ton of babies due to the high reproduction rate of the neanderthals.
Also how are you going to deal with inbreeding. My Neanderthals had weird things were they became basically "their own grandpa" Are you going to use the Sims rules on inbreeding? I think its like 4th generation can breed together. So like the great great grand children.
Also will "baby back ribs" make people sad like if you eat adults (unless you have cannibal trait)? Note that was one issue I had to deal with for the neanderthals. They counted as human so you would get sad if you ate one. However since they were pets they did not get any penalties for eating dead humans.
Anywho best of luck!
Quote from: Botmee on December 28, 2016, 02:16:14 AM
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Cheating already happens in the base game as far as I am aware, though I haven't seen someone actually get cucked by another colonist. Lovin' is an event that happens randomly and is weighted by the age of the colonists involved. I plan to keep that out of player control as it's a 'joy action', though you can use contraceptives to stop women from getting pregnant. Abortions are already implemented in both pill form and surgery depending on how far along it is (as stated in the OP), and there is indeed a balanced risk like any other surgery in the game.
Quote from: Hydromancerx on December 28, 2016, 03:16:41 AM
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Yeah, babies/children are absolutely vulnerable. Due to their small body size they count as prey for a lot of animals that would otherwise never hunt colonists. Reproduction seems balanced so far as it takes 3 seasons to give birth, so the entire colony isn't going to be literally crawling with babies in two years- typically I only have one or two successful couples per game that's 5 years~ long.
Human incest is very rare in game, but I'm going to make any direct relationship (ie: sibling,parent,grandparent) have a decent chance to cause a deformity. As for child cannibalism the meat produced isn't going to carry any special "harvested from child" flag, and the debuff from slaughtering a child for meat is going to be absurdly bad already.
Keep up the good work, dear friend.
I have notified the good people of Reddit to support you if need be.
Please finish this revolutionary mod as fast as you can
Looking for testers? I'd happily contribute my QA eye to proceedings :)
Quote from: SergeshD123 on December 28, 2016, 10:09:38 AM
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Heh, thanks. But I've found it's hardly revolutionary; gameplay remains largely unchanged. It just adds some diversity to pawns.
Quote from: demeggy on December 28, 2016, 11:33:33 AM
Looking for testers? I'd happily contribute my QA eye to proceedings :)
I'll release a public testing version once I update it to A16. Like I said in the OP, I don't have much time to actually work on it so it could be a while. I use the forum plenty on my phone at work so I'm free for discussion though.
This is great, Thirite. I think you're right that a mod is the best way to have a useful conversation about this. I'd also love to test, when you're at that stage.
As a parent of currently-small kids, I have some feedback on the timescales - I think you can add more capabilities to toddlerhood, and thus maybe get away with letting toddlerhood last longer.
It's not uncommon to start crawling at 6 months; you could safely move crawling and stuffing things in their mouths up to 2 seasons instead of 3. Walking typically starts around 1 year, give or take. Both crawling and walking, they'll start doing these "chores" on their own initiative:
- Patient Emergency/Bedrest - well, they'll fall asleep right where they are.
- Flick - they start flicking switches as soon as they can reach them, whether or not you want them to. Sometimes they'll do it when you ask.
- Handling - they'll follow animals and try to pet them. They won't do any real training, but they would be capable of a new task like "pet doggy" or something.
- Growing - they are totally happy to dig up holes and drop seeds in. This is a delightful game.
- Plant cutting - they are even happier to pull up small plants, especially ones they just planted. They couldn't cut trees or bushes, but rice, potatoes, berries, grass, dandelion - pulling things up is also delightful.
- Construction/crafting/Art - they wouldn't be capable of normal adult tasks yet, but like half of kid toys are designed to train construction skills, like building blocks, or art, like crayons.
- Hauling/Cleaning - on their own, they carry their toys with them when they move - or whatever else they've decided is a toy. They might carry what you want, if you ask nicely and if they're not mad at you. But they'll drop things all over the floor and make a lot of messes, too.
They get more reliable about doing all these things in a helpful/reliable manner as they age - I'd let 'em behave adultlike for growing, plant cutting, and hauling/cleaning even at 2 years, but with a much higher need to drop everything and go Joy/Sleep for a while.
So I'd say you could try Toddler from 2 seasons to 4 years, with Flick/Grow/PlantCut/Art/Construction/Hauling/Cleaning open from the start, (but maybe not capable of all adult work tasks yet), and reliability/capability/stamina increasing as they grow. They might be useful enough in the garden and housecleaning to allow for toddlerhood to stick till 4.I'd put adultlike animal Handling, Cooking, Art, and Tailoring at 4; my kids started demanding they be allowed adultlike on those at 4.
My kids are 5-7 now - I wouldn't give them Smithing or Mining yet, but they're starting to agitate for real adultlike Construction/Crafting/Hunting/Research-like tasks. So I'd say the latter could open up at 5-6.
It's probably hard to separate smithing from tailoring/crafting, sooooo...
my recommendation would be that Child stage adds adult Handling, Cooking, and Crafting/Tailoring/Smithing, and lasts from 4-6. Though if it's possible to stick Smithing in the next older bracket, I would.
Then at 6, maybe a Big Kid stage that opens up adult Construction/Research, maybe Hunting? Though one hopes they'll start with squirrels or tin cans...
My experience with kid capability ends at that age, with Mining and possibly Hunting still in undefined adult territory.
Oh my God, I'll also have suggestions for pregnancy/post-pregnancy hediffs, when you're looking for suggestions on that.
It turns out there's a lot of shit your momma doesn't tell you, in part because her body literally produced chemicals to induce her forgetting about them, so that when you ask what you should prepare for, she'll gloss over a few commonly known aches and pains and then smile gently, "But it's all worth it," and mournfully wish she could do it all over again.
Gimme some time to think of what they were. Nobody's immune to those chemicals.
I used to be against the addition of rimkids just because of the length required for them to actually be useful in a playthrough, but seeing the current implementation you have set so far and with A16's caravan mechanic, I'm starting to see how they might work pretty decently.
For backstories/traits, couldn't you just look at the backlog of all events that occurred to the pawn during x ages and then assign the associated story/traits when they hit an older age? i.e child kills a raider, event logs in save and then there's a chance they get assigned a bloodlust/incapable of violence trait. Would be an interesting dynamic that changes how the colonist grows up in the end.
Have you looked in compatibility with other visual-changing mods for colonists, i.e Facial Stuff? I can't imagine they work together great but the visual of a dreadlock-beard toddler is pretty funny.
Great Idea
Agreed. Fantastic idea for a mod.
Quote from: Tammabanana on December 28, 2016, 01:10:20 PM
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Yeah, traits and backstory is going to be interesting to work on.
Sounds great for you helping out. I'm planning for something not too over the top but I'd definitely like something based on reality in terms of post-birth mother behaviour.
Thanks guys.
Really awesome, seeing this come out like this!
Sorry I didn't have time to help you do more private testing :( University loves to swallow my time.
You've done something truly amazing for the topic of children in RimWorld. I'll be following it more closely now that this is public :)
Quote from: Goldenpotatoes on December 28, 2016, 01:11:05 PM
I used to be against the addition of rimkids just because of the length required for them to actually be useful in a playthrough, but seeing the current implementation you have set so far and with A16's caravan mechanic, I'm starting to see how they might work pretty decently.
For backstories/traits, couldn't you just look at the backlog of all events that occurred to the pawn during x ages and then assign the associated story/traits when they hit an older age? i.e child kills a raider, event logs in save and then there's a chance they get assigned a bloodlust/incapable of violence trait. Would be an interesting dynamic that changes how the colonist grows up in the end.
Have you looked in compatibility with other visual-changing mods for colonists, i.e Facial Stuff? I can't imagine they work together great but the visual of a dreadlock-beard toddler is pretty funny.
At the very least jut a generic "Rimworlder" childhood trait since we know all babies will be born on rimworld (as opposed to say a glitterworld).
@ThiriteI look forward to trying out your mod when you have it ready for alpha 16. Just having "pet babies" is a huge step!
Quote from: Hydromancerx on December 28, 2016, 07:26:55 PM
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Right, when children grow up to the teenager stage they'll get a generic "Rimworld child" backstory that doesn't give any pluses or minuses to skills, since those are gained through normal gameplay during the child stage.
Quote from: Goldenpotatoes on December 28, 2016, 01:11:05 PM
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I like the idea of gaining traits relevant to a child's experiences, though I'll probably do it dynamically rather than have them all suddenly appear when they become a teenager. ie: a child killing a raider may immediately get the Bloodlust trait, eating human flesh may immediately get the Cannibal trait, getting beaten up for Masochist, etc.
Most of the traits seem to be "genetic traits" which will be decided immediately upon birth- eg: Psychopath, Too Smart, every 'Spectrum Trait'. So at least I don't have to worry about having the code watch for too many different things to happen.
Some questions I haven't seen addressed yet
- To what degree is the feeding of a newborn tied to the mother? What happens if the mother dies, and if the father takes over, what if he dies? How might this system interact with an "incapable of caring" trait?
- Is giving birth implemented as a medical procedure? Is there any chance the baby or mother are injured or killed during birth?
- Can a pregnant woman be wounded in a way that kills the unborn child?
- Do newborns/toddlers/children need tending to other than feeding?
- Do newborns/toddlers/children consume food at the same rate as an adult?
- Do newborns/toddlers/children wear adult clothes?
- It sounds like children are somewhere between animals and colonists in their capabilities and traits. Can children be given orders? Is there anything children outright can't do at all; like medically treat people or act as a warden?
- If children learn skills at a much faster rate for 3.5 years, even starting at zero, wouldn't children emerge into adulthood with level 20 in multiple areas? A colonist can get to level 20 in less time than that.
Some impulsive ideas:
- Toddlers/children degrade the cleanliness of wherever they go faster than colonists. Their clothing and any equipment they're using wears down faster. They're more prone to discarding gear and clothing in random places. Newborns more rapidly degrade the cleanliness of whatever room they're in
- Toddlers are only able to open wood doors and auto-doors. Children can open more but the heaviest types are still unopenable or they're very slow at it
- Toddlers, and children to a lesser extent, are curious and destructive. They have a chance of breaking stuff/setting fires/ruining equipment/destroying individual soft perishables. Can randomly injure themselves on anything involving heat or electricity. Can randomly injure pets. If they encounter a weapon there's a chance they initiate an "attack" by that weapon with random result, including injuring themselves or someone nearby
- Toddlers don't know to avoid deadfall or IED traps, and perhaps they're too small to set off the former. Children know they're there, but there's a chance they get too curious about them
- Children are less focused on their tasks, and prone to go off doing something random or pointless or involving playing with an animal. They have erratic or suboptimal pathfinding and less patience with doing one thing for too long. They're more likely to randomly do whatever people near them are doing
- Children prefer being outside in goodish weather. There's a small chance they violate zone restrictions, and for no real reason
- Toddlers are slower than adults. Children are faster than normal-speed adults, or are normal speed but at random times they're fast, as if running for no reason. Sandbags and other geometrical obstacles proportionately slow both of them down a lot more
- Vents and furniture are passable by toddlers/children and count as obstacles that decrease walking speed. In the case of furniture it's as if they're climbing on top
- Wild animals are more likely to attack toddlers/children
- Children are more mentally stressed out by fires, raids, violence, and deaths. Lightning has a chance to cause a mood debuff. Child mental breaks are only of the hide in room or sad wandering variety
- Toddlers/children have a lower threshold for being downed by injuries
- Flesh injuries to the torso or head are more likely to kill newborns/toddlers/children. All types of injuries are less likely to cause long term impairments
- The flu and plague is more serious for newborns/toddlers/children, with the youngest most at risk. Just so it's not all bad, newborns/toddlers/children are immune to sleeping sickness and the symptoms of parasites are less severe
- Default medikits are not recommended for use on colonists below age 16. It's no less effective at treating ailments but there's a chance of side effects like food poisoning or kidney damage. Use herbal medicine instead
- Children/toddlers are inclined towards eating chocolate and berries
- There's a decent chance an obedient dog or wolf will rescue a downed child/toddler regardless of whether it was trained to do so. Dogs and other small tamed mammals are likelier to bond with children than adults. Cats are the exception, and there's a small chance a pet cat will attack a newborn. Some random strange animal, like the megasloth or spelopede, are hugely friendlier with children and have a greatly increased chance of being trained by them
- Children/toddlers are not innately interested in drugs or beer. If they do take them they have an amplified effect and it's likelier to result in medical problems inherent to the substance. The harder drugs have a chance to kill them instantly. Beer gives no mood buff, or gives a debuff
- Children are unaffected by the looks of other colonists (beautiful, ugly, etc.). Colonists with the "dislikes [gender]" trait only apply the negative opinion to adults, children don't count. If children can have the abrasive trait, it has no effect on adults
- An adult's "sleep disturbed" debuff is larger if caused by a child or toddler
- If there are multiple children, their social interactions and (non-romantic) relationships are disproportionately confined to each other. The same holds for adults among adults. Children who grow up together are more likely to have a friend or rival status with each other. Children are more susceptible to social fights, which only occur with other children. If children can have the psychopathic, abrasive, or bloodlust traits, those who do might bully toddlers
- A child wielding a bow or throwable weapon has decreased range. Accuracy is decreased for all ranged weapons. If we pretend a charge rifle lacks recoil, children suffer no hit to accuracy. Children with automatic weapons behave like they have the "trigger happy" trait, while they handle longer range rifles as if they have the "careful shooter" trait, but with little to no accuracy improvement. Children can fire mortars faster than an adult. A child with a melee weapon inflicts far less damage, with the exception of the Scyther blade
- Wearing a helmet impairs a child's vision. Wearing other kinds of armor has a larger negative impact on walking speed and additionally impairs manipulation
- Certain raiding factions will wholly ignore any non-hostile children. But if a child attacks them, that faction will consider children fair game in the future, including kidnapping children. If children can be on the slave market, pirates prefer kidnapping children. If the player kidnaps a child from another faction, that faction might raid you later trying to get the child back. If it's possible to capture/recruit children, they're easier to recruit than the other members of their faction. Killing or injuring newborns/toddlers/children of other factions are likelier to inspire retaliation from all enemy factions
- Toddlers/children are generally harder to hit with gunfire/arrows, and cover/sandbags proportionately protects them more than it does adults
- Some random colonist join events involve an adult with a child/toddler/newborn, or a pregnant female, or a lost or abandoned child, or a child with a pet, or a child with a toddler. If you recruit someone from a visiting or trading groups who has a toddler/child (whether or not the child is accompanying the visiting or trading party) there's a chance they bring their kid into your colony too
Ah - Unsavory's mention of zone restriction possible violation reminds me. Perhaps a variation on the "Arrest"function, where you can right-click the kid to send an adult to go pick them up and get them out of danger? (Or out of the chocolate.) Possibly Wardens assigned to do this as one of their chores, or any nearby adult?
(Maybe a new work type, Childcare, that could be treated like Firefighting/Doctor - something you could set to 1 for any skilled/interested colonists, or for all of them capable.)
Those are some great ideas! Some ideas for furniture ...
Crib
Basically beds for babies and toddlers.
Playpen
Keeps babies and toddlers from moving around. Possibly gives some mood buffs.
Highchair
Used to feed babies and toddlers. No mood buff from not eating at a table for babies and toddlers.
Toy Chest
Increases the mood for Toddlers and Children when they interact with it.
Playground
A large increases of mood for Toddlers and Children when they interact with it.
I think those are a little bit too much for Thirite to work on by himself. If you guys know some of the big name Modders from the other sub please notify them of this mod.
Can't wait to see how much human leather babies yield
Quote from: SergeshD123 on December 29, 2016, 09:44:17 AM
I think those are a little bit too much for Thirite to work on by himself. If you guys know some of the big name Modders from the other sub please notify them of this mod.
"Big name"? Really?
I'll grant that this is a bravely extensive mod Thirite has taken on authorship of, and that we've already thrown out more suggestions than he's likely to be able to implement in any soon-ish time-frame, and that he may have already addressed or planned how to address a bunch of them in his existing code. But he's already mentioned that he's had modder-testers on his under-wraps version, and by posting this thread he's recruiting other interested modder-testers, some of whom are likely to voice their enthusiasm and opinions in the form of volunteered code for his review/possible integration.
Rimkids have been a hotly debated issue forever. I wouldn't expect implementation to be fast. The community debate isn't going to
stop, it's going to move from theoretical to practical. It's not going to be any faster by seeking out "big name" modders, who became "big names" by writing huge mods that they've already committed vast amounts of time to maintaining. If they have time and interest, they'll be reading this forum and they'll volunteer themselves.
If Thirite wasn't a "big name" already, bv taking the wheel on Rimkid implementation, he's become one.
Quote from: Thirite on December 29, 2016, 01:09:33 AM
I like the idea of gaining traits relevant to a child's experiences, though I'll probably do it dynamically rather than have them all suddenly appear when they become a teenager. ie: a child killing a raider may immediately get the Bloodlust trait, eating human flesh may immediately get the Cannibal trait, getting beaten up for Masochist, etc.
Most of the traits seem to be "genetic traits" which will be decided immediately upon birth- eg: Psychopath, Too Smart, every 'Spectrum Trait'. So at least I don't have to worry about having the code watch for too many different things to happen.
I like this. I've been tinkering with traits lately; if I were to volunteer you more genetic traits geared towards the Rimworld-born, what kind of scope would you want on them? Are bonuses to work types (Social/Handling/etc.) fair game, and if so, should they stay under +2 or +4 or something? There's a bunch of other things that can be added to traits, too, like various work speeds or accuracy, that might reflect a kid's natural aptitude for something or other.
@ Tammabanana
So what exactly is the point here? I'm just saying that Thirite can use some help from other experienced modders, never said anything about Thirite not being an experienced modder or him not having a retinue of his own. Just simply saying that inviting reputable people to work alongside Thirite can't hurt and it would speed up the progress. Mods aren't that hard to maintain, only once per Alpha, unless modders are constantly adding new features, which not everyone does. We can notify people with notable accomplishments of this mod, so they can help Thirite out with it. Having more people to work on it can't hurt, especially skilled people.
I don't see how Rimkid being a controversial subject is relevant to the current subject matter of speeding up the progress of this mod. Not everyone is going to be against Thirite's ideas. You are making it sounds like all Big Name modders are going to disagree and refuse to help him.
We have to notify others because people usually don't go into this sub, it gets less publicity here. If more people know, there will be greater interest in contributing to the mod.
Oh wow. Quite the response.
Quote from: UnsavoryChap on December 29, 2016, 06:40:10 AM
Some questions I haven't seen addressed yet
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1- Currently babies eat normal meals. I'll probably add a job to breastfeed/baby food later but not in the first stable release.
2- Shortly before giving birth the woman will require "rescue" to a bed, and after giving birth will gain a Hediff to control post pregnancy recovery and behavioural effects.
3- Yes, this is already in the vanilla game code
4- They will often make filth which needs to be cleaned up but nothing other than that has been planned/implemented
5- It's planned they'll have a faster metabolism but I've not implemented it yet
6- Newborns/Toddlers are forbidden from wearing clothes, and children wear the same clothes as adults for simplicity's sake.
7- Children can do everything an adult can with the exception of Lovin' for obvious reasons. Even toddlers can be "drafted" so you can tell them to get out of danger. Though when I add the functionality for "Put toddler in crib" that will be disabled. Some skills like Doctoring will need some way to educate (I'll probably add 'textbooks' eventually that freely train a skill up to a certain level) so you don't need to have a child constantly cutting up prisoners if you want them to be a doctor. I heard about a "Teaching" mod that adds classroom functionality for colonists in an older version of the game, but I think I'll leave that to someone else to make. Kind of outside the purview of my mod.
8- Hm, really? Even with skill drain? I guess I will have to see how it works without an XP boost and balance it from there.
Going to continue this post on my computer
Lots of good ideas in this post too. Some are already true just based on vanilla code interacting with my mod (7,9,11,12,24). I'll be sure to save this for later.
Quote from: Tammabanana on December 29, 2016, 07:36:32 AM
...Perhaps a variation on the "Arrest"function, where you can right-click the kid to send an adult to go pick them up and get them out of danger? (Or out of the chocolate.) Possibly Wardens assigned to do this as one of their chores, or any nearby adult?
Yeah, that will be part of the crib's function. "Put NAME in crib" will be a job available to any colonist older than a child. Toddlers will be able to crawl into a crib by themselves to go to sleep, but will require help to be let out.
@SergeshD123/Tammabanana
Really the only help that can be given is contextual help relevant to whatever problem I am currently having with the code. For example, I was recently trying to figure out how to make custom backstories load via xml, but CCL already had that feature it turns out. So I copy/pasted the code I needed and problem solved.
Maintaining a mod can be very cumbersome, because you have to go and fix a whole bunch of new problems created that you have no warning of every few months, instead of working on improving the mod. It also limits you to not make more mods, because each new mod you make is another mod that will need to be updated every alpha. Just look at the Prisoners and Slaves mod by 1000101- its features are requested probably as much as children but he's put it on the backburner until Rimworld stops being in such a state of constant revision. The more complex the mod, the more work it's going to take every game update to fix. It's why I've put off updating it to A16 until I hammer out the basic feature set, just so I'm actually doing work on the mod itself.
When I do make a stable release, presumably for A16, the best help I'll be able to get is testing for bugs/balance and player log files of any errors encountered.
Baby Food could be interesting to have. As well as formula. Maybe milk can be used as a stand in for nursing.
By the way, will this mod be compatible with Prepare Carefully? Or EPOE?
In A15 it would work, but Prepare Carefully would throw an error if you generated a colonist younger than 13 (by hitting random a bunch of times, since PC locks minimum age at 15). My guess is that this is a problem with PC not asking for the child graphics. EPOE should work perfectly fine on the other hand, as I've been using it the entire time developing this mod (along with Hospitality)
Mods that absolutely wouldn't work with this are Custom Alien Races and Facial Stuff. Basically anything that modifies how a colonist is drawn in game.
What about custom NPC alien races? Will it work with the Lovecraft mod that add monstrosities? Will it work with hair mods like Spoon hair?
It looks like I would have to make a few sacrifices to get my hand on delicious baby meats
Hair mods will absolutely work, though if they have beards those will be drawn on children too. The Cthulu mod doesn't say what detours it uses (if any) so I can neither confirm nor deny if it's compatible.
(http://img.huffingtonpost.com/asset/,scalefit_600_noupscale/5707ffab150000ee010b463c.jpeg?cache=eol2j0fd2l)
Sounds great! I needed a substitute for the hauling robots... Did I say that out loud?
Love the idea, coincidently enough I was talking to someone on IRC about a mod about pregnancy, now I've found this. I'll definitely keep an eye on it. The added difficulty and story telling makes this a must needed mod for me.
Bit of a progress report:
- Post partum depression working. -15 to -20 debuff depending on the severity. Depressive/neurotic pawns get it worse, and have a much higher chance of getting it to begin with. Sanguine/Psychopath pawns are immune.
- New mothers don't immediately recover after giving birth, now getting the "just gave birth" hediff, which keeps them bedlocked for around another day.
Wondering whether or not it would be better gameplay-wise for women to just promptly give birth- or require a doctor to perform a "deliver baby" procedure or suffer possible injuries/still birth.
Well what happens if there is no doctor? Like all your pawns cannot actually do doctor tasks?
Also will you have a chance of twins (or more)?
Quote from: Thirite on January 01, 2017, 08:36:00 PM
Wondering whether or not it would be better gameplay-wise for women to just promptly give birth- or require a doctor to perform a "deliver baby" procedure or suffer possible injuries/still birth.
Unattended childbirth is pretty dangerous; I feel like skipping that would be missing out on Rimworld drama opportunity. I'd lean towards having it start with contractions that trigger her to walk to the hospital/bed (or need rescued, if they're painful enough); the birth takes some time and will progress on its own with a fair chance of success even if she's alone; but mother and child both have a higher chance of surviving if a doctor tends. I'd only give it an "operation" procedure if you want to incorporate Caesareans, in a kind of analogous manner to how you might call for an amputation if an infection is going badly.
Quote from: Hydromancerx on January 01, 2017, 10:24:26 PM
...
Chance of baby and/or mother death, complications like blood loss.
Quote from: Tammabanana on January 01, 2017, 10:43:05 PM
... I feel like skipping that would be missing out on Rimworld drama opportunity.
Yeah, absolutely. I want to strike a reasonable amount of 'gamey' challenge without making things needlessly complex- but I think doctors delivering a baby would be fine. Complications requiring cesareans might be a bit much though; I hadn't considered making a job similar in mechanics to "cheer up sick pawn", but instead of improving mood it improves the chances of a positive birth result. Would make a lot more sense than a surgery to promptly deliver the baby- though probably more work to code, haha.
Quote from: Thirite on January 02, 2017, 01:15:18 AM
Quote from: Tammabanana on January 01, 2017, 10:43:05 PM
... I feel like skipping that would be missing out on Rimworld drama opportunity.
Yeah, absolutely. I want to strike a reasonable amount of 'gamey' challenge without making things needlessly complex- but I think doctors delivering a baby would be fine. Complications requiring cesareans might be a bit much though; I hadn't considered making a job similar in mechanics to "cheer up sick pawn", but instead of improving mood it improves the chances of a positive birth result. Would make a lot more sense than a surgery to promptly deliver the baby- though probably more work to code, haha.
Oh, I was thinking just the normal doctoring task - instead of bandaging a wound or doing whatever to gut worms, "delivering baby" or "checking on progress of birth" or something. I don't know enough code to know whether that's more work or less, though.
Yeah, exactly that. Mostly it's going to be more work because I haven't done it before, but better to do it the sensible way than the easy way.
I cant wait for this!! When will this be release?? ;D ;D
Probably a few weeks away. It is already very functional in A15 and almost feature complete for the basics, but updating it to A16 is going to take a decent amount of work.
Perhaps just straight up deliver baby initially for the essential functionality, then maybe incorporate doctors to deliver it at a later stage? Although they can still be independently delivered at a certain time past the due date, it'll have a plethora of negatives and possibly death in the worst case scenario.
This mod looks really good, definitely going to check it whenever it releases :)
I have a idea, why not make the kids do like adventures in the map, like wandering somewhere, and get into trouble with animals or things like that?
Update news: I've had the time to update the mod to A16 now, but still have to iron out a few things for a testing release- namely pawn generation. Also, I even integrated my "BeardFramework" I made for hair mods (since the same methods must be detoured for drawing children anyways) so children won't be getting beards anymore. Haha
Quote from: XeoNovaDan on January 06, 2017, 03:45:19 PM
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Maybe, if it turns out to be a lot of trouble to implement. I'm guessing it shouldn't be that difficult.
Quote from: lacrimi512 on January 06, 2017, 04:55:28 PM
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Well, toddlers do a lot of wandering around already. As for children, I'm probably going to make their joy meter go down a bit faster so the player has to set more time aside for them to play.
After I get the basics done, I'm also considering adding textbooks which children (primarily) can use to train a skill up to a certain level (probably a max of 5, with 8 for higher level books maybe) so you don't have them fumbling around making horrible crafted items or digging around in a raider's guts just so you can get them some experience. Textbooks could either be bought by traders or written by your colonists at a new "writing desk" that are skilled in the relevant field.
Just curious, will there be a certain weapon limit enforced for certain ages during childhood (drawing this from the screenshot with the kid with an assault rifle)?
For example: A child wouldn't be able to use a weapon until they are perhaps 7 years of age, and then they can only use very basic weapons such as pistols, short bows, shanks, knives, and perhaps clubs (but be inefficient).
Then perhaps by the age of 9 or 10, they'll be physically able to handle small automatic weapons such as Machine Pistols (but probably not quite Heavy SMG), and throw grenades and molotovs with a larger forced miss radius, and less range.
And as they start to approach adolescence, they could perhaps handle slightly bigger weapons such as Heavy SMGs, assault rifles, great bows, charge rifles, or gladii by the age of 12, and perhaps the great Survival Rifle by the age of 13?
And then by the age of 16 or 17, they'll be able to reliably handle larger weapons such as incendiary launchers and longsword, but not quite miniguns, powerful sniper rifles, LMGs or either rocket launcher until they reach full adulthood?
Very curious about how you will approach this :)
Quote from: XeoNovaDan on January 13, 2017, 06:53:03 PM
And then by the age of 16 or 17, they'll be able to reliably handle larger weapons such as incendiary launchers and longsword, but not quite miniguns, powerful sniper rifles, LMGs or either rocket launcher until they reach full adulthood?
14 years old colonists are already capable of handling guns in Vanilla game
To be honest I had not even considered the absurdity of a child wielding a minigun. I don't want to make things realistic if it's going to hinder having fun- but I can definitely see merit in limiting young children to smaller arms and limiting all children from things like triple rocket launchers. Probably will just make them promptly drop the weapon if it's too heavy for them.
Quote from: Thirite on January 13, 2017, 11:04:42 PM
To be honest I had not even considered the absurdity of a child wielding a minigun. I don't want to make things realistic if it's going to hinder having fun- but I can definitely see merit in limiting young children to smaller arms and limiting all children from things like triple rocket launchers. Probably will just make them promptly drop the weapon if it's too heavy for them.
Leave it in for the absurdity of being able to telling the story about how your 3-year old somehow managed to wield a doomsday launcher and blew up a group of raiders.
Quote from: Goldenpotatoes on January 13, 2017, 11:11:00 PM
Leave it in for the absurdity of being able to telling the story about how your 3-year old somehow managed to wield a doomsday launcher and blew up a group of raiders.
Actually yeah, scratch that! Almost lost myself in the realistic side of things as opposed to the traditional, comical side of RimWorld... plz save me
(http://unhyphenatedamerica.org/wp-content/uploads/2015/01/baby-rocket-launcher.jpg)
Google images never disappoint.
"And he went on to single-handedly destroy a terrifying raid consisting of 127 tribals with that one shot, and he became a godlike marksman from there on out"
Quote from: XeoNovaDan on January 14, 2017, 07:46:15 AM
"And he went on to single-handedly destroy a terrifying raid consisting of 127 tribals with that one shot, and he became a godlike marksman from there on out"
Traits gained!
I think their movement speed should be slowed significantly while carrying (dragging) weapons that are too large for them, but yeah, a 3-year-old totes knows to aim weapons in the general vicinity of bad guys.
I think vanilla 14's a good age to go full-adult as far as weapon-carrying strength goes - roughly coincides with the kid->adult-size growth spurt anyway.
on the subject of realism... I got my first rifle, a single shot bolt action winchester 22, when I was 7; after I had shown that I was capable of handling and cleaning it responsibly. I wasn't allowed to use anything higher caliber unless on a hunt with adults until I was about 13. Even then, I wasn't allowed to shoot anything bigger than a 270 until I was 18. and handguns were off limits until about 15 or 16. also..monkey with an ak-47 baby edition would be pretty funny.
LOL, good idea! I thought its already exists in vanilla!
I think until at least age 7, baby should be useless at any skill.
Update: Stable testing release soon!
- Updated to A16
- Babies can be born with drug addictions if the mother was taking them during pregnancy
- Babies can get fetal alcohol syndrome
- Babies can get deformities or be stillborn from inbreeding
- Fixed lots of issues with child pawn generation for cases other than in-game birthing
- Works with Prepare Carefully (sort of- the graphics don't seem to update when changing ages, and PC locks minimum age at 14)
(click to enlarge)
(http://i.imgur.com/IeAD4U7.png)
Edit:
What's still left to do:
- Give children non-genetic traits when certain events happen in their childhood (eg: bloodlust from killing)
- Make a "deliver baby" job for doctors
LEGENDARY!
Can't wait to try this! I'd support this if I could, but I can't :(
Also Dems looks adowoable :D
> Also Dems looks adowoable :D
Well he does have the "Pretty" trait (https://www.youtube.com/watch?v=10Jp5SiBezQ)
"Kenny Samuelson Jeremy Demler is the hottest kid in school the colony!"
"Oh, have I ever told you about Snow Leopards Thrumbos?"
Quote from: Thirite on January 16, 2017, 03:49:11 PM
Update: Stable testing release soon!
- Updated to A16
- Babies can be born with drug addictions if the mother was taking them during pregnancy
- Babies can get fetal alcohol syndrome
- Babies can get deformities or be stillborn from inbreeding
- Fixed lots of issues with child pawn generation for cases other than in-game birthing
- Works with Prepare Carefully (sort of- the graphics don't seem to update when changing ages, and PC locks minimum age at 14)
(click to enlarge)
(http://i.imgur.com/IeAD4U7.png)
Edit:
What's still left to do:
- Give children non-genetic traits when certain events happen in their childhood (eg: bloodlust from killing)
- Make a "deliver baby" job for doctors
:o :o Incredible :o :o
I have a small idea, infertile adults with negative mood
Something I haven't seen anyone asks around here is mental breaks!
Can children get mental breaks? Can they go berserk? I chuckle at the thought of an 8 years old going a murderous rage against grown men and women
I'm thinking of making "tantrums" children will throw instead of having mental breaks, but for now they get them just the same as adults. Something I'll do later down the line once the basics are better developed.
Quote from: Thirite on January 16, 2017, 03:49:11 PM
Update: Stable testing release soon!
- Updated to A16
- Babies can be born with drug addictions if the mother was taking them during pregnancy
- Babies can get fetal alcohol syndrome
- Babies can get deformities or be stillborn from inbreeding
- Fixed lots of issues with child pawn generation for cases other than in-game birthing
- Works with Prepare Carefully (sort of- the graphics don't seem to update when changing ages, and PC locks minimum age at 14)
(click to enlarge)
(http://i.imgur.com/IeAD4U7.png)
Edit:
What's still left to do:
- Give children non-genetic traits when certain events happen in their childhood (eg: bloodlust from killing)
- Make a "deliver baby" job for doctors
Exciting!!! ;D
Testing release available!
Check the OP for details and download
My god! This is excellent!
So gonna try this out!
Edit: Gonna try it with my existing modded ice sheet extreme (haven't done a terrible amount on it so not the end of the world if I lose it) - if I can make it far enough. Toni and Andy are lovers, which is one thing. This is where it's at so far :P
(http://image.prntscr.com/image/2f8b01b3fbdf4f17b507c4b6502eaf73.png)
Edit 2: Also running this along with ~70 other mods, so I'll feed back soon on anything that pops up. Placed this near-last in the load order (before Zhentar's vanilla tweaks, hygiene, less arbitrary surgery, and psychology)
I'm also adding the mod to my existing ice sea save. I find it's the best biome to test stuff out as you hit the dev speed without too much slowdown. I'll report back any errors or bugs I find, and thank you so so much for working on this! :D
I'm not an expert on child care but I don't think ice-sheets are the best place to raise a kid.
Nah, we have... unique - yeah, let's say that - parenting strategies: raise kids to be tough as soon as possible so they survive the cold, harsh RimWorld!
Yeah, it should have no problems being added to existing saves (I did it countless times during development). Removing it would probably cause a mess of problems though.
Quote from: Goldenpotatoes on January 17, 2017, 05:32:12 PM
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Hey, that's not very culturally sensitive to inuit people. #TRIGGERED
Just for funsies, I'm going to do a sorta tweaked crashlanded with 2 children and 1 teen (will have to prepare carefully as age range restriction still only goes down to 15). See how it pans out - will be very interesting. Might stick to Intense though, as I'm only just starting to get into Extreme, and Extreme raids won't work out very well with children
Edit 2: Even prepare carefully only goes down to 14. Randomising it is! Would be interesting to have a 16 year-old Emmie, and then child versions of Engie and Toni or something like that
Yeah, unfortunately that limitation is enforced by prepare carefully's assembly afaik. But as long as you roll a child pawn they still work with being edited in PC as long as you don't change the age.
Indeed. I've already ran into something that's rather comical xD
This child didn't have the most responsible parents...
(https://i.gyazo.com/3042298fec631fa106b61286303aeb8a.png)
Also rolled a pyromaniac :P
Edit 2: This is what I've settled on for my 2 children + 1 teen colony
(https://i.gyazo.com/1ccdeeb78fa25eee62ed18504b232370.jpg)
Sora (aged 4) is bonded to little Lilu (aged 5). SO ADOWOABLE
Ceti's 17, Nobu's 11.
Lilu's the youngest, but also the best shot out of the three (9 shooting) and will therefore take responsibility for the rifle (a little top-heavy), Nobu's decent at Medicine and Research, and a pretty bad shot (4 shooting) but not as bad as Ceti (1 shooting). Ceti isn't really as good, but she's a passionate socialite and she's also Beautiful, so she'll make an excellent warden, and she's passionate about medicine, and a green thumb, and she's taking the knife (4 melee).
I can tell this story's probably going to be centred around Sora and Lilu
Edit 3: Character overview of each person... (will do it in links as otherwise it'll probably fill up the remainder of this page, if it hasn't already)
Lilu: https://gyazo.com/65ab99b01bbe8b759ff16e54bc859f11
Nobu: https://gyazo.com/2d9ef447b218e4b8df1595c792b470ff
Ceti: https://gyazo.com/c7d91f6bb356c5bd2b82f4d0b8703a95
What would be the intended behavior to get a pawn pregnant? Just have a couple, wait for the lovin' action and a lucky roll / JobDriver_Lovin.MakeNewToils to fire ?
I have a married couple right now and when they get into lovin', it throws this error:
Pawn Carlotta threw exception while executing toil's finish action (1), curJob=Lovin A=Thing_Human4699 B=Thing_DoubleBed6232: System.InvalidCastException: Cannot cast from source type to destination type.
at RimWorldChildren.Lovin_Override.TryToImpregnate (Verse.Pawn male, Verse.Pawn female) [0x00000] in <filename unknown>:0
at RimWorldChildren.Lovin_Override+<_MakeNewToils>c__Iterator0+<_MakeNewToils>c__AnonStorey1.<>m__5 () [0x00000] in <filename unknown>:0
at Verse.AI.Toil.Cleanup () [0x00000] in <filename unknown>:0
Going back to the first post, I've noticed that I forgot the humanoid framework mod active and you have clearly stated it will cause a conflict. My bad! I'll disable it and start anew. =]
Damn, that error is still valid regardless. Unfortunately I just started work so I won't be able to fix it for a while.
Edit: But yes, if the bug didn't occur you'd be going about it the right way.
Well just downloaded this, now to see how much my colonist will screw this one up. Also might have to cut back on mods.
Stupid question, but is there any chance for some sort of patch for alien framework?
It's entirely possible but not something I'm going to worry about for now.
Any chance that this will be addressed in the future? As interesting as it is for a young 5 year old to be capturing a 42 year old man, it defies the laws of gravy (yes, gravy is the new physics)
(http://i86.photobucket.com/albums/k101/XeoNovaDan/5YOCapture_zps59jgkqxp.png)
New testing release. I didn't have much time tonight, but I should have fixed the error caused after two pawns have some adult fun. Women should get properly pregnant now. Available in the OP as usual.
Quote from: XeoNovaDan on January 18, 2017, 03:14:57 AM
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Hah! Well, I could probably make it so children can't haul colonists (unless the colonist is also a child) by detouring whatever methods govern the action. Same way I detoured the methods for wearing clothes to disable toddlers from equipping gear, I suppose. But to be fair. (https://i.redd.it/6fxma3gnx3ay.jpg)
RimWorld logic in a nutshell!
Lilu's first shot was on poor Freckles' head... she's okay though. Freckles and Ceti beat Fox up though. Imagine that comic but with Lilu instead of whatshisface, and her with the rifle on her back which is probably bigger than she is (I've seen quite a few of those comics on Reddit, but can't keep track of the character names for the life of me)
And now to bring the sound of small children playing to my temple :D
Finally!
I can start making clans and stuff now :D Eugenics , breeding etc (more like in Dune not nazis he he)
Little bit sad it does not work with facial stuff, but its kinda buggy anyway, good reason for me not to use it anymore :D
(i just loved the beards and hair not dissapearing with helmets on.
But this it totally worth it!
Im going to test it now , just had an random idea maybe at some point ,it would be cool to add family trees, similar like you have in sims :)
Tywm for your hard work .
off topic: i saw a mod that hides helmets only in colonist bar, but i dont rembemer the name because i never used it, anyone could tell me?
I started anew with the fixed version and I just had the first successful pregnancy, followed by a breakup... ::)
I think you should change the pregnancy warning to a blue message instead of a yellow warning for future releases. It's a happy event generally speaking.
On the other hand, I have a lot of warnings and oddities concerning discarded pawns. The first ones occurred at world generation and then at events where pawns are generated (escape pods, raids and so on).
Tried to pass a discarded pawn Salt to world with discardMode=Keep. Discarded pawns should never be stored in WorldPawns.
Tried to pass a discarded pawn Marjot to world with discardMode=Keep. Discarded pawns should never be stored in WorldPawns.
Warning during generating pawn relations for mercenary slasher: Pawn Maverick is discarded, yet he was yielded by PawnUtility. Discarding a pawn means that he is no longer managed by anything.
That being said, I run a heavily modded game so do take the report with a grain of salt. ^^" The complete log is here. (https://gist.github.com/HugsLibRecordKeeper/7384b0d30b614bdf531c002d9fe42ea0)
Finally, are there any checks to prevent raids for spawning children? So far, I had two raids where the game generated a child and in both cases, said child was a naked dead corpse. Maverick, referenced in the code above, was one of them.
Quoteoff topic: i saw a mod that hides helmets only in colonist bar, but i dont rembemer the name because i never used it, anyone could tell me?
A world without hat perhaps? (https://ludeon.com/forums/index.php?topic=26623.msg269338#msg269338)
Thank You Cassiopeia.
@ajaviide:
Well, the children mod has an integrated version of my BeardMod I made for Spoonshortage and Nackblad's hair mods. Though I don't think they've updated their mods to support the new feature yet.
@Cassiopea:
Strange. I suspect they're getting treated as stillborn on generation for whatever reason. I had child raiders/visitors working fine before, but I've meddled with the generation code a bit since. I'll have to look over it. Not that children raiders should be appearing anyways, but I've yet to disable that.
I've noticed that tribal raids spawn children without issues. They have a loadout, are healthy and ready to smash the doors. I guess some other mod is conflicting when it's a pirate group. I'll do further testing with different load orders and see if I can isolate the issue.
And, OMAGOD Ana is born! (http://imgur.com/a/t4jmf)
The birth was performed rather poorly as the mother was the only real medic, I love how you accounted for that by having a pregnancy tear.
Do you assign the newborn's last name based on the first name of the pawn who delivered the baby?
Congrats! I'm not too happy with the code for delivering babies since I haven't figured out how to query the quality of the tending done... so for now pregnancy tears are just random (I plan to make that randomness weighted by quality of care)! Just figured it out
The newborn's last name is derived typically from the father, but defaults to the mother's if for whatever reason a father doesn't exist *cough* devcheats *cough*
Oh really cool .
I havent noticed it here earlier , bookmarked it, going to try it later. It does exactly that what i liked most about facial stuff but without clutter :)
Hi,
I run the mod on an otherwise unmodded steam game. I loaded the mod on an ongoing colony (9 years). The pregancy feature seems to be working fine so far (3 pregnant women), but I have noticed several oddities:
-As others have already said pirates spawning with dead children. I have also noticed this with traders.
-Parts of the game getting stuck: Traders and passersby never leaving, parties never ending, raiders never fleeing, raider structure blueprints not disappearing.
Important info: I am running two colonies simultaneously (2 maps, same game) currently, only noticed these bugs on the second colony so far, but I have only played a few hours with the mod.
Thanks for the report. I'm fairly certain raider blueprints not disappearing is a vanilla bug as I remember it happening multiple times in A15 (before I started work on this mod). Strange about things getting stuck though. I experienced a weird "bug" where my colonists would just stay perfectly still for hours with action description "standing". Might have something to do with the detours I've made for wearing apparel.
Raiders spawning dead children is definitely related to the pawn generation detours and something I'm trying to find the cause of.
Another thing I've noticed is that when loading a save back up, children will drop their equipped weapons
Weird. I just spawn about 20 3000pt raids and though I saw a dozen children among them, not a single one was spawned dead. I'm still going to disable children from appearing in raids though- but that's not going to fix traders spawning dead kids.
@XeoNovaDan:
I just confirmed kids dropping weapons on game load. Weird, since it never happened in A15. Edit: Just had a look at the save file, and the game does properly save the equipment for the children. Something on game load makes them drop it.
If I had to theorise, it's possibly down to the game itself not recognising the children as pawns initially? Seeing as the vanilla minimum age is registered as 15 years (although 14 years is possible but rare), and children would be significantly younger.
Edit: Also, how's this for being a badass? The prisoner is 37 years old for reference (I had to get rid of my original 2 children + teen colony because of a semi-game-breaking bug where butchering creatures won't yield their things. Not linked to this mod though)
(http://image.prntscr.com/image/a25cc5aa33e348448d9732c14dd571eb.png)
> If I had to theorise, it's possibly down to the game itself not recognising the children as pawns initially?
That's what I initially thought too, but couldn't find anything in the decompiled source hinting at that. After some quick tests I noticed for the first tick before unpausing a loaded savegame, if you tell a child to pick up the dropped weapon it will say "X is incapable". Which makes me suspect they are getting the "incapable of everything" toddler backstory for at least one frame.
A couple of questions and notes.
Do the pregnancy roll occurs immediately after lovin'? Or does it enter a hidden state and only fires the got pregnant message when they are middle stage pregnant? I'm suspecting the latter or otherwise Carly just got impregnated by a ghost. (Father away on camping / wood chopping trip with the first daughter.)
The standing in place bug isn't an artifact of your mod, I'd say. I've encountered it countless times before and I think it's tied to the job resolution algorithm getting overloaded and not being able to assign work to pawns.
The dead children raiders on arrival doesn't happen all the time on my tests. Some spawn just fine. Maybe it's related to their loadout? They do spawn with zero gear that could be tied to toddler/baby status firing at the wrong time. Maybe the game just doesn't handle these two stages? I mean, instead of a 6+ years old child, it tries to spawn a toddler/baby and runs into an age/gear error that results in a child?
And, to counteract some of the previous discussions regarding how implementing children would be morally iffy (hi there cowboy hats), having a toddler move around carefree in the colony is the most adorable thing I've ever seen in rimworld. Got them a pet jackalope from your taiga mod and it's the cutest friends ever. Any raider approaching the colony is now met with an even more lethal firepower so don't you dare touch my babies or just entertain the thought of abusing them. <.<
And finally, I've just encountered the butcher creatures not yielding anything bug. Never had it before and it started occurring when I created a second colony. (Lumber outpost) Any ideas where that may come from? I'm noticing all kind of weird behaviors like ghost blueprints and so on on the second map. I guess it's normal since I'm stretching the game to the limits here.
>Edit: Yep, I've abandoned my second outpost and now back at base, butchering works fine again.
@Cassiopea
> Or does it enter a hidden state and only fires the got pregnant message when they are middle stage pregnant?
It has a short period where it remains hidden until the "early stage", same as animal pregnancy. Of course there is a bug in the vanilla game that lets you remove hidden hediffs, so right now you can see if the "perform abortion" operation is available whether or not the pregnancy hediff is visible.
Good to know the standing in place bug isn't my fault. I've got enough bugs to deal with already.
Glad to hear you like how children add to the colony, it's certainly not the purpose for children to be there just to butcher and cannibalize for lulz. Like I've said or implied before though, I really don't care about whatever people crying about "muh killable children muh morals" are saying, they're no better than the SJWs at Rock Paper Shotgun crying about heteronormative relationship code. They're both the same kind of Anita Sarkeesian-tier "has no other purpose or value in life other than whining about non-issues in a videogame".
Loving the mod. So far I've got one pregnant colonist, and one 7 year old prisoner who appeared as a single raider (peg leg too, what have the bloody pirates done to the poor wee mite?). I did have one dead 12 year old on the map, I think they spawned in dead, they had no injuries, but that was possibly on the first mod version.
Yay! Hope to have more time to playtest this weekend; I've Prepared Carefully a 10-person homesteader colony that's half kids and one of the moms is mid-stage pregnant. I'm restarting it, though, on account of other-mod weirdness, and disabling that mod mid-game appears to be unworkable. The story I've got so far is from a kind of combined that-mod's-bug plus the Children mod's tantrums.
A visitor pawn, apparently introduced by a Mo'Events event, was just hanging around at the edge of the colony forever, with plenty of food in her pockets that she wasn't eating. So she's starving, and her mood drops to zero, and... she throws a tantrum. She started whaling on the side of the barn with her club until finally she keeled over from starvation.
Pretty sure most of that was a Mo'Events bug. My question for this mod: are grown-ups intended to be able to have tantrums? Are visitors intended to be able to have tantrums?
(I could go either way on whether they should/shouldn't; that was unexpected, but hilarious.)
Quote from: Thirite on January 19, 2017, 09:37:49 PM
@Cassiopea
> Or does it enter a hidden state and only fires the got pregnant message when they are middle stage pregnant?
It has a short period where it remains hidden until the "early stage", same as animal pregnancy. Of course there is a bug in the vanilla game that lets you remove hidden hediffs, so right now you can see if the "perform abortion" operation is available whether or not the pregnancy hediff is visible.
If there could be some sort of "Test for pregnancy" operation that could reveal the early-stage pregnancy early, that would be cool. Also an "Induce birth" operation, for a middle/late-stage pregnancy where the mother's injuries are bad enough to risk miscarriage/death. The more premature the baby is, the higher its risk for immediate survival and for chronic illnesses. (I think a lot of lung/eye development happens in the last few months... I'd have to look it up, which are the most common risks.)
IMO, early-stage should also be revealable randomly, as well as testable - with the chance of the reveal rising as time passes, and rising with each pregnancy symptom experienced. Some pregnancies are hard to detect initially, but others make themselves known quite quickly. I was having migraines and nausea within the first few weeks of my first (planned) pregnancy, and existing pee-tests can confirm pregnancy like ~2 weeks from conception. (They tend to say something like, "within days of your first missed period"; doctors officially date the beginning of a pregnancy back to the date of your last known period because that's something that's easy to pinpoint, but the actual conception happens ~halfway between the periods. So, like, detectable at 2 weeks.)
The pee-test is basically just chromatography - put the right chemical/dye-thing on the right kind of paper, and if the hormones in your pee attach to that, they carry the dye up the paper. A Doctor colonist could probably cobble one together out of wood and medicine. A Doctor colonist could probably also take a pretty good guess just by a checkup, though.
Quote from: Thirite on January 19, 2017, 05:42:44 PM
> If I had to theorise, it's possibly down to the game itself not recognising the children as pawns initially?
That's what I initially thought too, but couldn't find anything in the decompiled source hinting at that.
There's a mod called CryptoRestore Casket, it reverses the age of colonists you put inside. I accidentally left a man named Young in the casket too long (
yes, I recognize the coincidental name). He came out 8 years old. He continued to function as any other colonist, having lost no ability or skill during that time. Still able to equip weapons, still cooked and hunted. Having seen young pawn behavior outside of your mod, I can say the game doesn't appear to treat under 15 pawns any differently than pawns at 15+. I don't think there is anything that treats pawns differently based on age, aside from age related illnesses.
Also, not at home yet, so I can't try out the mod. Do you have baby gates or something similar that can be constructed to block the pathing of infants and toddlers?
I've since fixed the bug with children dropping their weapons. Complicated answer for how, but suffice to say it's fixed.
@Tammabanana
Yeah, Tantrums for children aren't even added by this mod yet so it's bound to be another mod causing it.
As for the visibility of it I totally agree. I'll have to integrate a proper pregnancy discovery system.
@KageNoOni
Baby gates are a pretty good idea. Probably something I will have to make down the line.
Only possible issue I can see with tantrums is that it may conflict with Psychology and More Mental Breaks
Sounds pretty cool! Just downloaded it, gonna try it out now.
I was wondering a couple of things:
1) Are there any plans to add something like artificial insemination? Like, a medical procedure that has the standard chance to induce pregnancy.
2) How does this interact with Fluffy's 'The Birds and the Bees' mod? I don't know myself, haven't added this one yet, so I'm not sure if Fluffy's mod affects the mechanics in this mod.
Right, I've currently got a trader caravan onsite, all of them seem to starving and because of this, are throwing tantrums, beserking and dying. I'm not running mo'events like the previous poster though.
Update. I passed that trader caravan to world, removed the trading spot and then devved another trade caravan. These traders came, traded and left normally. So perhaps it's a problem/conflict with the trading spot?
@mimib14
1: I've been considering it, yeah. Conversely, I would also have a doctoring task of, "Acquire gene sample" which would work on either gender, effectively allowing a lesbian couple to have a genetic child of their own.
2: Can't say for sure as I haven't used it. Though it might be interesting to make male colonists incapable of Lovin' if they had their family tree blown off. I don't know exactly what B&Bs adds, but it would be preferable to have the pregnancy affect the uterus rather than the torso.
@lilymortis
Strange. I'm hoping it's not a fault of my code, but it very well could be. The only way my mod currently changes the pawn job giving behaviour is by stopping toddlers from trying to wear clothing, which shouldn't even affect anyone but your own colonists.
@Tammabanana
Yeah, I'll have to see how those mods work. If they don't detour anything but just add new types of breaks, adding temper tantrums exclusively for children shouldn't cause any conflicts- as I'll absolutely need to detour the code responsible for giving pawns mental breaks.
So, I got another trader (not devved in) and same thing, they are not leaving and starving despite having food with them.
Quote from: lilymortis on January 20, 2017, 04:56:30 PM
So, I got another trader (not devved in) and same thing, they are not leaving and starving despite having food with them.
Ah so this is the mod that's is causing it! I did not know which one was.
I reported it here ...
https://ludeon.com/forums/index.php?topic=29761.0
I had tantrums too. What other mod are you guys using?
Children and Pregnancy does not deal with mental breaks at all yet. Tantrums are from twoski's More Mental Breaks mod. The cause of traders/visitors not leaving and starving sounds like it might be my fault, but the tantrums are irrelevant.
https://gist.github.com/HugsLibRecordKeeper/90fd688b46cfd5607e95f616abce3e88 this is a list of mods and errors. I think the tantrums are possibly from psychology, or a traits mod. I'm not running more mental breaks mod.
I got a baby! :D
Yeah I am not using more mental breaks either (see my post before for my mods list). I do have psychology mod as well as the more traits mod.
I also had my first baby too. I cannot wait for there to be baby cribs. In the mean time since mine is a tribal level village I used the Rimkea tribal bed for the baby.
I also had an all kid raiding group (14, 11 and 6) I managed to capture and convert the 2 older ones but the 6 year old died. :( They had a pyre burial in the medieval mod's bonfire.
@lilymortis
Yeah, from what I can read of those errors what's happening is the AI is failing to find a way off the map and therefore just waiting until they starve. Is everyone getting this error running Hospitality? Because the methods throwing the errors certainly aren't affected by Children & Pregnancy.
Yes i use Hospitality as well as this mod. I have only seen it happen with traders so far. I cannot confirm if visitors that stay in Hospitality beds also starve to death.
If it is Hospitality at fault it would potentially affect all visitors/traders, not just ones staying at your hotel. I suspect it is Hospitality but I'll need to investigate.
I'm not sure if it is ever going to be relevant. Once I installed a bionic arm (and leg) on a toddler she became capable of using drugs (smokeleaf) and started playing horseshoes. Which I hadn't seen other babies do up to that point.
Quote from: Thirite on January 20, 2017, 10:21:43 PM
If it is Hospitality at fault it would potentially affect all visitors/traders, not just ones staying at your hotel. I suspect it is Hospitality but I'll need to investigate.
Getting the same issue after installing this mod too.
Heres the log if anyone wants:
System.NullReferenceException: Object reference not set to an instance of an object
at Verse.AI.Group.LordToil_Travel.LordToilTick () [0x00000] in <filename unknown>:0
at Verse.AI.Group.Lord.LordTick () [0x00000] in <filename unknown>:0
at Verse.AI.Group.LordManager.LordManagerTick () [0x00000] in <filename unknown>:0
at Verse.Map.MapPostTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
I'll be trying to toil again at the source codes for Hospitality and this mod again later when I get more time.
My visitors are coming and going as normal. I requested a bulk trade caravan and two bulk traders from the same faction turned up at the same time.One stayed and starved, the other left. Then I got a combat trader turn up and behave normally. I'm going to try put this mod below hospitality and see if that works. I'll report back.
Radijis, I had a stoned 7 year old. I very quickly amended their drugs policy!
Moved this mod to below hospitality, came up with this error.
System.NullReferenceException: Object reference not set to an instance of an object
at Verse.AI.Group.Trigger_PawnCannotReachMapEdge.ActivateOn (Verse.AI.Group.Lord lord, TriggerSignal signal) [0x00000] in <filename unknown>:0
at Verse.AI.Group.Transition.CheckSignal (Verse.AI.Group.Lord lord, TriggerSignal signal) [0x00000] in <filename unknown>:0
at Verse.AI.Group.Lord.CheckTransitionOnSignal (TriggerSignal signal) [0x00000] in <filename unknown>:0
at Verse.AI.Group.Lord.LordTick () [0x00000] in <filename unknown>:0
at Verse.AI.Group.LordManager.LordManagerTick () [0x00000] in <filename unknown>:0
at Verse.Map.MapPostTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Made an account to do a bit of a bug report for you:
Im using the following mods(Listed in load order):
Core
Children and Pregnancy - Test Version
EdB Prepare Carefully
Tilled Soil
ED-Embrasures
Path Avoid
Efficient Light
----
I am getting the traders starving with food in their inventories, along with a few other weird weird bugs I've never seen before. I have run the above mod list for 5-10 playthroughs and never had any issues before installing "Children and Pregnancy - Test Version".
Caravans are starving standing outside the base
Some animals give 0 meat when butchered (Mainly Elk I think?)
Other strange glitches started happening after a baby was born when colonists would start just standing entirely stationary, or performing tasks unusually. (Building 1 wood wall at a time instead of bringing the mats for half the row). Colonists no longer eating for some reason and getting to the point I would have to force them to eat (right click consume) or they would happily stand around till they broke.
I'm not even sure how half of this would even be related to what the mod changes? :S
Unlike others I do not use Hospitality mod.
Edit:
Almost forgot, all 5 of my active colonists decided to stand inside my mortal shell room (2x2 space) 1 stood in the door way all cloudwatching..?
Quote from: Thirite on January 20, 2017, 10:21:43 PM
If it is Hospitality at fault it would potentially affect all visitors/traders, not just ones staying at your hotel. I suspect it is Hospitality but I'll need to investigate.
Are we talking about the visitors/traders not leaving issue? Hospitality isn't one of the mods I've been running.
I am using Psychology but not More Mental Breaks, so that's probably where her tantrum came from, then. Below, the mods I'm running in the current game. I cut out some that were running during my trader tantrum incident... Mo'Events, Additional Joy Objects, Crafting Hysteresis... things I like, but that I can live without fairly easily.
The "Initial Conditions" mods are WIPs I'm writing/remixing, XML-only, that add furniture/benches/recipes.
<li>Core</li>
<li>HugsLib</li>
<li>Prepare for Romance!</li>
<li>RomanceDiversified</li>
<li>Rumours And Deception</li>
<li>Rim Disorders</li>
<li>Initial Conditions #1: Subsistence</li>
<li>Initial Conditions #3: Homestead flavor</li>
<li>Wildlife Tab</li>
<li>Miniaturisation</li>
<li>Spoons Hair Mod</li>
<li>Nackblad Inc Rimhair</li>
<li>Rimsenal - Rimhair</li>
<li>Xeva's Rimhair (A14, A15, A16)</li>
<li>[A16] Kitchen Counter and other shelves</li>
<li>RimFridge</li>
<li>The Mad Rabbits of Caerbannog</li>
<li>Taiga Creatures</li>
<li>Dubs Skylight</li>
<li>CaravanSpot</li>
<li>No Raid Storyteller</li>
<li>Garden Resources a16</li>
<li>Travel rations: MREs</li>
<li>ExtendedStorage</li>
<li>Psychology</li>
<li>Children and Pregnancy - TestVersion</li>
I think I've had a trader die, but from mysterious causes. I didn't see what happened, but I caught one of the kids with a Chemical Interest tipping a bottle of beer.
Where did you get that? And I saw another colonist carrying some Yayo, which I'm not farming and I'm pretty sure I saw in the contents of a trader's gear. That trader was solo; I can't find his skeleton on the map, so I don't know if he was eaten by one of the hungry bears outside the wall, or if maybe he never left and starved... and then the bears ate his body?
Anyway, I'm pretty sure that, using the above modlist, that one trader never made it off the map... but I can't confirm why. I can't remember if he showed up during my afternoon playsession (whose output_log is overwritten by now), or my evening one (attached). The evening one seems to reflect a lot of issues with
"Could not resolve reference to object with loadID Thing_Human3172 of type Verse.Pawn." early on., and a lot of
"Pawn Fumiko has relation "ExSpouse" with null pawn after loading. This means that we forgot to serialize pawns somewhere" later. But apparently nobody failing to make it off the map in the evening play session.
I don't recognize a lot of the pawn names - Fox was from a group of visitors/traders. (Not sure if they were still on the map when I logged off or not.) Young and Meadows are the last names of my families. Oh - in the save file, "Patty" is turning up as "Patty Meadows", "Mark" as "Mark Young"... save file is too big for here, I'll find a place to upload it.
I downloaded Children version b when I started this save yesterday.
More update: Save, output_log, and WIP mods at https://github.com/Tammabanana/Miscellaneous-logs/tree/master/ChildrenMod%20test%201-20-2017
[attachment deleted by admin due to age]
Well I guess I can't really blame another mod for this LordToil error anymore, though I can't imagine why my mod is causing it. Fug.
@Radijs
Haha, yeah I've since fixed that too. I made the mistake of using an offset of -1 to disable manipulation rather than using setMax 0.
My first experience and only experience so far has been buying a 13-year old slave off some pirates, who then proceeded to get their head crushed by falling space debris.
I laughed, then I realized I spent 1k silver on him early-game. I'm pretty certain the pirates did it.
Quote from: Thirite on January 21, 2017, 12:14:35 PM
Well I guess I can't really blame another mod for this LordToil error anymore, though I can't imagine why my mod is causing it. Fug.
@Radijs
Haha, yeah I've since fixed that too. I made the mistake of using an offset of -1 to disable manipulation rather than using setMax 0.
Yeah I also took a look at the code and couldn't figure out what's causing the incompatibility. My guess was the injector bits but I'm not entirely sure since I tried an edit on it and it didn't quite do anything...
Bug report: I just got a popup happily announcing that Ashe, who I Prepared Carefully to start the game at middle-stage pregnancy, was pregnant! But... she hasn't given birth to the first one yet. Now she has two pregnancy hediffs, one on Whole Body and one on Torso, and the -15% moving has stacked to 30%. (Fibrous mechanites are making up for it. :P)
This is in-game day 15 - I assumed the PC'd pgcy would have moved from middle-stage to late-stage around this time. I suppose it would be the day that a pregnancy that started from zero on day 1 would have announced itself, too.
Screenshot, output log, save game: https://github.com/Tammabanana/Miscellaneous-logs/tree/master/ChildrenMod%20test%201-21-2017%20dual%20pgcy
Some more observations and thoughts.
- I swear I didn't enable toddler labor! http://imgur.com/a/hyFIO
And yeah that's Stepan, 6 months old being a mechanic and a researcher... talk about it potential!
This funky bug is the result of fluffy's work tab mod. Whenever you add/ remove a mod or steam knocks off your load order in a client update ::), the worker database gets corrupted and fluffy's mod reroll it. I really don't mind it, I'm just posting it to add to the known issues list.
- My toddler threw a party. While it's adorable, I think he has yet to understand the concept of social gatherings. That being said having a birthday party would be neat. Not one every year but three special ones to celebrate their progress from baby to toddler to child and then to teenager. It would be extra neat if it's recorded in the history tab.
- How about interactions with a baby/toddler/child resulting in positive moodlet? Much like being nuzzled by an animal with +8 from a baby, +6 from a toddler +4 from a child. They are after all a source of hope for the colony and would work well in a narrative where you're settling in for the long term and not rushing a spacecraft.
- Would it be possible to include some kind of clothing for babies/toddlers? Just one item akin to tribal wear that would raise their, um, thermal resilience. I might or might not have a toddler fall unconscious after wandering for too long in the fridge.
And finally concerning the bug of dead raider / traders on arrival. It also happened to me on a fresh game with no other mods aside from hugs lib and mods backup list. I basically built a box and spam spawned drifters and town traders and sure enough, the children were dead on spawn. Log is here:
https://gist.github.com/HugsLibRecordKeeper/7ead4839d9bf9ae325b5135259e34e87
Curiously, after exiting to the menu and starting another colony with the same conditions, I was able to spawn child drifters and traders and they were alive and with gears. I used the explosion tool to clean them after taking screenshots and it stopped working. The explosions were doing zero damage to pawns and environment. I had this bug earlier in a modded game but I crossed out as being a conflict. But now it appears to be an artifact of your mod. The log was filling up with errors and warnings so I couldn't upload it but here's a copy of some of it:
Exception drawing Human_Corpse13905: System.InvalidCastException: Cannot cast from source type to destination type.
at Verse.Corpse.get_InnerPawn () [0x00000] in <filename unknown>:0
at Verse.Corpse.DrawAt (Vector3 drawLoc) [0x00000] in <filename unknown>:0
at Verse.Thing.Draw () [0x00000] in <filename unknown>:0
at Verse.ThingWithComps.Draw () [0x00000] in <filename unknown>:0
at Verse.DynamicDrawManager.DrawDynamicThings () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
And some screenshots if it's helpful: http://imgur.com/a/KIaqM
I will try to reproduce this issue and get some workable logs. Moreover, I had some issues where raids didn't spawn at all after receiving the alert. And I also had four different raids at the same time from the same event. I accepted a rescue call and the raid generation fired 4 times back to back sending four different groups of the same enemy faction. It happened, however, in a modded play-through.
The toddlers definitely need some sort of clothing, my toddler has just had a mental break because of cabin fever (no, you can't go outside, it's too cold... sure, have a tantrum. Ben, why are you drinking? Ben? Oh look, intoxicated and unconscious toddler...)
So,my wishlist for this mod; that you can equip them with tribalwear so the mobile little feckers can play out, cribs and sleeping mats so they can crash out in various spots (or remove the 'slept on floor debuff - I've got kids, they really don't care), also handy would be removing the shared room debuff, so you can stick them in with their parents or a shared nursery.
@Goldenpotatoes
Seems like something the kind of people dealing in child slavery would do for laughs
@Tammabanana
Ah, I'll have to make pregnancy enforced to only be on the torso. I guess I missed that.
@Cassiopea
Good suggestions, I've taken note of them. I still haven't added hair to toddlers, but clothes will come- corresponding to tech level as well.
I rather clone myself a hundred times and let 'em turn vat-grown adults than raising a child in rimworld. Perfect place to breed Sly Marbos rocket wielding 4 year old rambos. Man, I mean, I already got depressed when my labrador got eaten by a warg, imagine having a kid roaming around.. I.. guess thats just life.
Cant wait for cloning, vat-growing children, genetic tempering, perfect engineered mates and order 66 features.
Growth vats and cloning are already on the todo list- Of course I'm trying to fix the most flagrant bugs before adding new features.
Edit: Finally reproduced children spawning in dead. Investigating now.
Edit2: Oh for fuck's sake. The Pawn_HealthTracker* considers pawns incapable of moving as needing to be "downed" which then decides whether or not to randomly kill them. The reason I never saw it before was because I was using the "No RNG in Death" mod which disables the random death from getting downed. God that's stupid.
Edit3: Version 0.1c available
- Fixed trader/raider/visitor children randomly dying on spawn
No RNG in Death is now redundant to the code of Children & Pregnancy but shouldn't cause errors if loaded alongside it.
Ive had two male pregnancies... not sure if that is supposed to happen?! :P
Quote from: Techgenius on January 21, 2017, 09:54:18 PM
I rather clone myself a hundred times and let 'em turn vat-grown adults than raising a child in rimworld. Perfect place to breed Sly Marbos rocket wielding 4 year old rambos. Man, I mean, I already got depressed when my labrador got eaten by a warg, imagine having a kid roaming around.. I.. guess thats just life.
I had a pirate raid drop pod inside the nursery where a baby was there. I naturally save scummed like there was no tomorrow.
Using 0.1c and now I cannot feed the baby. :(
Does this work or have any plans of working with The Birds and The Bees mod by fluffy? It adds a fertility function and I would find it odd to have children after losing their reproductive organs after a mortar shell.
https://ludeon.com/forums/index.php?topic=16120.0
Quote from: Thirite on January 22, 2017, 12:00:38 AM
Growth vats and cloning are already on the todo list...
Growth vats question: are you talking cloning chambers to produce adults, or uterine replicators to incubate babies (either from conception, or transferred due to maternal health/preference), or possibly both?
Quote from: lionessJess on January 22, 2017, 03:46:47 AM
Ive had two male pregnancies... not sure if that is supposed to happen?! :P
Oh, man, I totally want implantable uteruses for male colonists.
See how you like it.
> Male pregnancies
Haha, that's undoubtedly the cause of letting the pregnancy hediff be generated for pawns. I've disabled that in 0.1c.
@Hydromancerx
Oh boy. Going to try to reproduce now.
Edit: Still working for me. (http://i.imgur.com/p9kVMYc.png) Could be caused by a mod conflict?
@Archadeas
Quote2: Can't say for sure as I haven't used it. Though it might be interesting to make male colonists incapable of Lovin' if they had their family tree blown off. I don't know exactly what B&Bs adds, but it would be preferable to have the pregnancy affect the uterus rather than the torso.
@Tammabanana
I'm planning for it to basically be an accelerated growth chamber that can accept one or two gene samples. One sample would produce a clone and two would emulate a normal pregnancy. Right now I've only got a WIP graphic; you can take a look in the Source/blend folder to see what it looks like for now.
The mod adds reproductive organs to both male and female pawns as well as add fertility, after they get too old, they lose their fertility and go through menopause for women and males become impotent. It also allows you to sterilize any pawn, like prisoners and animals. I can imagine this mod being great for something like a mars colonization.
Hmm, interesting to have that functionality, but odd that it's enabled for humans despite them not being able to reproduce in vanilla. I'd probably want to develop my own system- or be able to use Fluffy's mod with attribution, because I don't like the prospect of having a dependency for a seperate mod that someone else may not maintain/update.
Quote from: Thirite on January 22, 2017, 03:57:32 PM
Hmm, interesting to have that functionality, but odd that it's enabled for humans despite them not being able to reproduce in vanilla. I'd probably want to develop my own system- or be able to use Fluffy's mod with attribution, because I don't like the prospect of having a dependency for a seperate mod that someone else may not maintain/update.
Its good to not have dependencies, I was just bringing it up to give an idea for the future for your own system or to incorporate it into the mod(with permission). As it stands now, both mods work together, but I haven't had any interaction with it so far, or at least, nothing noticeable. Now, back to my fallout shelter and prepare for the next wave of enemies, what a world to raise a child in.
Well, it would be entirely possible to check if B&Bs exists and interact with it if it does. But I'd rather just have something like that integrated rather than fork the game logic two separate ways depending on whether or not another mod is active.
So my 6 years old got beaten to death by a 42 years old she insulted and started a social fight with...
Rimworld at its finest.
Quote from: Thirite on January 22, 2017, 11:41:02 AM
@Hydromancerx
Oh boy. Going to try to reproduce now.
Edit: Still working for me. (http://i.imgur.com/p9kVMYc.png) Could be caused by a mod conflict?
Here are the mods i use ...
HugsLib | http://steamcommunity.com/sharedfiles/filedetails/?id=818773962
Mod List Backup | http://steamcommunity.com/sharedfiles/filedetails/?id=840043916
Glitter Tech | http://steamcommunity.com/sharedfiles/filedetails/?id=725576127
Miscellaneous 'CORE' | http://steamcommunity.com/sharedfiles/filedetails/?id=704181221
Misc. Robots | http://steamcommunity.com/sharedfiles/filedetails/?id=724602224
Misc. Robots++ | http://steamcommunity.com/sharedfiles/filedetails/?id=747645520
Misc. MAI | http://steamcommunity.com/sharedfiles/filedetails/?id=724600171
[A16] Mobile AI Body Parts Upgrades | http://steamcommunity.com/sharedfiles/filedetails/?id=798748737
Craftable Robots | http://steamcommunity.com/sharedfiles/filedetails/?id=727484454
Core Driller | http://steamcommunity.com/sharedfiles/filedetails/?id=822107128
Core Driller - Stone Addon | http://steamcommunity.com/sharedfiles/filedetails/?id=822106946
Core Driller - Glitter Tech Addon | http://steamcommunity.com/sharedfiles/filedetails/?id=822106352
Mountain Miner (A16) | http://steamcommunity.com/sharedfiles/filedetails/?id=794450222
MiningCo. MMS | http://steamcommunity.com/sharedfiles/filedetails/?id=755224256
MiningCo. LaserFence | http://steamcommunity.com/sharedfiles/filedetails/?id=755234383
Glass+Lights | http://steamcommunity.com/sharedfiles/filedetails/?id=826153738
PowerSwitch | http://steamcommunity.com/sharedfiles/filedetails/?id=717632155
Chemfuel Generator | http://steamcommunity.com/sharedfiles/filedetails/?id=822585590
Chemicals & Neutroamine | http://steamcommunity.com/sharedfiles/filedetails/?id=765351437
Expanded Prosthetics and Organ Engineering | http://steamcommunity.com/sharedfiles/filedetails/?id=725956940
[sd] medicaddons | http://steamcommunity.com/sharedfiles/filedetails/?id=786233894
AMC(2) Medical Training |
MiningCo. ForceField | http://steamcommunity.com/sharedfiles/filedetails/?id=755235157
ED-Embrasures | http://steamcommunity.com/sharedfiles/filedetails/?id=722085442
Log Walls |
[T] MoreFloors | http://steamcommunity.com/sharedfiles/filedetails/?id=725623521
Fences And Floors | http://steamcommunity.com/sharedfiles/filedetails/?id=784370602
Cobblestone Floors | https://ludeon.com/forums/index.php?topic=25580.0
Primitive Floors |
[sd] spaceship | http://steamcommunity.com/sharedfiles/filedetails/?id=766959460
Big Jade | http://steamcommunity.com/sharedfiles/filedetails/?id=831806456
Black Fuel |
RT Fuse | http://steamcommunity.com/sharedfiles/filedetails/?id=728314182
RT Power Switch | http://steamcommunity.com/sharedfiles/filedetails/?id=728314859
RT Solar Flare Shield | http://steamcommunity.com/sharedfiles/filedetails/?id=728315620
RT Quantum Storage | http://steamcommunity.com/sharedfiles/filedetails/?id=728318507
High Tech Laboratory Facilities | http://steamcommunity.com/sharedfiles/filedetails/?id=841760538
Industrialisation |
Industrial Rollers | http://steamcommunity.com/sharedfiles/filedetails/?id=784327493
Training Console | http://steamcommunity.com/sharedfiles/filedetails/?id=799371823
Additional Joy Objects | https://ludeon.com/forums/index.php?topic=13400.0
Signs and Memorials | http://steamcommunity.com/sharedfiles/filedetails/?id=846276095
Misc. Objects | http://steamcommunity.com/sharedfiles/filedetails/?id=727710731
More Furniture | http://steamcommunity.com/sharedfiles/filedetails/?id=739089840
RIMkea | http://steamcommunity.com/sharedfiles/filedetails/?id=769201959
[A16] Kitchen Counter and other shelves | http://steamcommunity.com/sharedfiles/filedetails/?id=820841728
Call of Cthulhu - Industrial Age Objects A16 | http://steamcommunity.com/sharedfiles/filedetails/?id=777197241
Lavatory |
Dubs Bad Hygiene | http://steamcommunity.com/sharedfiles/filedetails/?id=836308268
RedistHeat | https://ludeon.com/forums/index.php?topic=21770.0
LED Technology [A16] | http://steamcommunity.com/sharedfiles/filedetails/?id=760900903
Fireplace Mod V1.7 A15 | https://ludeon.com/forums/index.php?topic=25580.0
Wall Torch Mod V1.1 | https://ludeon.com/forums/index.php?topic=25580.0
iroriplus | http://steamcommunity.com/sharedfiles/filedetails/?id=792561656
ishidourou plus | http://steamcommunity.com/sharedfiles/filedetails/?id=801739573
[T] ExpandedCloth | http://steamcommunity.com/sharedfiles/filedetails/?id=726236520
FashionRIMsta | http://steamcommunity.com/sharedfiles/filedetails/?id=745193823
MiningCo. MiningHelmet | http://steamcommunity.com/sharedfiles/filedetails/?id=755227567
Call of Cthulhu - Factions - Items Only V1.7 A16 | http://steamcommunity.com/sharedfiles/filedetails/?id=770220326
Call of Cthulhu - Straitjackets V1.0a A16 | http://steamcommunity.com/sharedfiles/filedetails/?id=824831260
Boots and Stuff A16 | http://steamcommunity.com/sharedfiles/filedetails/?id=837279896
Animal Hoods | http://steamcommunity.com/sharedfiles/filedetails/?id=802218392
AR- civil stuff |
Medieval Times | http://steamcommunity.com/sharedfiles/filedetails/?id=732569232
Medieval Coal | http://steamcommunity.com/sharedfiles/filedetails/?id=838499205
[A16] Wehrmacht | http://steamcommunity.com/sharedfiles/filedetails/?id=793443438
[A16] Red Army | http://steamcommunity.com/sharedfiles/filedetails/?id=808149207
The Great War | http://steamcommunity.com/sharedfiles/filedetails/?id=794159377
[A16] Dune [Initial release] | http://steamcommunity.com/sharedfiles/filedetails/?id=827966051
DTC Weapon Expansion - Melee V2.0 |
DTC Weapon Overhaul - Misc V2.0 |
DTC Weapon Overhaul - Firearms V2.0 |
Right Tool For The Job |
Remote Explosives | http://steamcommunity.com/sharedfiles/filedetails/?id=761379469
Fire Department |
Tilled Soil | http://steamcommunity.com/sharedfiles/filedetails/?id=725747149
Vegetable Garden | http://steamcommunity.com/sharedfiles/filedetails/?id=822470192
LT-Gardening | http://steamcommunity.com/sharedfiles/filedetails/?id=728160701
Noku Mushrooms | http://steamcommunity.com/sharedfiles/filedetails/?id=725674293
FishIndustry | http://steamcommunity.com/sharedfiles/filedetails/?id=758810805
CK - Animal and Plant Pack - A16 fork | https://ludeon.com/forums/index.php?topic=25187
Taiga Creatures | https://ludeon.com/forums/index.php?topic=26497.0
Aurochs! | https://ludeon.com/forums/index.php?topic=26265.msg275938#msg275938
Badger Badger Badger Mod! |
Caravan Dogs | http://steamcommunity.com/sharedfiles/filedetails/?id=840429520
Animal Feed Trough V1.1 [V.G.] | https://ludeon.com/forums/index.php?topic=25580.0
Barn Stall V1.0 | https://ludeon.com/forums/index.php?topic=25580.0
[sd] chicken nest | http://steamcommunity.com/sharedfiles/filedetails/?id=760708576
Wildlife Tab | http://steamcommunity.com/sharedfiles/filedetails/?id=759219409
Trading Spot | http://steamcommunity.com/sharedfiles/filedetails/?id=822180758
Melee Hunting A16 | http://steamcommunity.com/sharedfiles/filedetails/?id=832151070
More Trade Ships | http://steamcommunity.com/sharedfiles/filedetails/?id=725465444
Blueprints | http://steamcommunity.com/sharedfiles/filedetails/?id=708455313
No Raid Storyteller |
Map Reroll | http://steamcommunity.com/sharedfiles/filedetails/?id=761315214
Set-Up Camp | http://steamcommunity.com/sharedfiles/filedetails/?id=832990295
Camping Stuff | http://steamcommunity.com/sharedfiles/filedetails/?id=834823750
Children and Pregnancy - TestVersion |
Call of Cthulhu - Cults A16 | http://steamcommunity.com/sharedfiles/filedetails/?id=815039373
Mo'Events | http://steamcommunity.com/sharedfiles/filedetails/?id=835151481
Hospitality A16 | http://steamcommunity.com/sharedfiles/filedetails/?id=753498552
Rumours And Deception | http://steamcommunity.com/sharedfiles/filedetails/?id=796643425
Additional Traits v2.0 | http://steamcommunity.com/sharedfiles/filedetails/?id=844563435
Psychology | http://steamcommunity.com/sharedfiles/filedetails/?id=747313773
Faction Discovery A16 | http://steamcommunity.com/sharedfiles/filedetails/?id=751841890
ResearchList |
EdB Prepare Carefully | http://steamcommunity.com/sharedfiles/filedetails/?id=735106432
Is there a way I can use debug / god mode to save the baby? Can i make it grow up?
Yeah, just use the dev command "Force birthday" until it's at least a toddler. That's bizarre that it won't let you feed it though.
Ok so i moved the mod to the bottom of the mod list and still nothing happened. I tried making normal meals instead of pemmican. Still nothing. I tried to place the baby in a sleeping spot instead of a mod bed. Still nothing. I tried to use the "Force birthday" and still nothing. No one wants to feed this pawn no matter what. :(
EDIT: Found an autosave before the baby went unconscious. And then forced birthday on the baby. The baby was able to crawl over to food and eat! Huzzah!
However will this mean all new babies will risk starvation? Also what about normal pawns that cannot walk?
EDIT2: Now the toddler went into a daze and starved to death. :( RIP Baby Choco.
My colonists put the baby in a hospital bed and fed him there. Is it a doctoring task, or is it supposed to work independent of that? (Oh, is there a baby-specific bed? Maybe I've overlooked it.)
Report on the starving trader issue, version c: no dead bodies spawning on entrance anymore, and the trader corpses no longer despawn when I save-quit-reload. But the traders still won't leave. They will, sometimes, hurry inside to eat when I rescue one of their downed buddies or one of them exits his tantrum state or something. But that just prolongs their torture, they all starve to death in the end.
They've busted up my kitchen pretty good with their tantrums and set the place on fire twice, but I have quite a lot of silver now to compensate me for my troubles.
I'm not sure if its a mod conflict, or I'm just blind, but I can't seem to find any abortion option for my one colonist that is currently in term 2. Was I supposed to do it before then?
@Arigas
Ah, that was a mistake on my part. I forgot to update abortions and mifepristol (abortion drug) to remove the "HumanPregnancy" hediff rather than the "Pregnant" hediff when I made a custom one for humans. I've already fixed it, but I wanted to make a few more fixes/updates before releasing a new testing version.
@Tammabanana
It's just a typical doctoring task. But there aren't any cribs implemented yet, unfortunately. The mod "works" without them so I'm priortizing fixing issues like the whole standing around and starving traders one.
I am now having an epidemic of people who get injured and in hospital beds, starve to death because no doctors come feed them. :(
7th of Winter 5523
Ripley, aged 9, lies in a hospital bed bruised but feeling satisfied after starting a fight with one of her father's ex-wives. Her transgender mother Lumi tends to the wife while half-brother Daisuke, aged 3, is treating Ripley's wounds. Daisuke's twin brother is happily deep-drilling for steel. The youngest member of the bunch, Gumpy, 2, is still crawling around naked enjoying what's left of her childhood. Meanwhile the starving refugees keep piling up outside the perimeter...
Haven't seen any dead arrivals in v0.1c , the log repeats:
System.NullReferenceException: Object reference not set to an instance of an object
at Verse.AI.Group.Trigger_PawnCannotReachMapEdge.ActivateOn (Verse.AI.Group.Lord lord, TriggerSignal signal) [0x00000] in <filename unknown>:0
at Verse.AI.Group.Transition.CheckSignal (Verse.AI.Group.Lord lord, TriggerSignal signal) [0x00000] in <filename unknown>:0
at Verse.AI.Group.Lord.CheckTransitionOnSignal (TriggerSignal signal) [0x00000] in <filename unknown>:0
at Verse.AI.Group.Lord.LordTick () [0x00000] in <filename unknown>:0
at Verse.AI.Group.LordManager.LordManagerTick () [0x00000] in <filename unknown>:0
at Verse.Map.MapPostTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
System.NullReferenceException: Object reference not set to an instance of an object
at Verse.AI.Group.LordToil_Travel.LordToilTick () [0x00000] in <filename unknown>:0
at Verse.AI.Group.Lord.LordTick () [0x00000] in <filename unknown>:0
at Verse.AI.Group.LordManager.LordManagerTick () [0x00000] in <filename unknown>:0
at Verse.Map.MapPostTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Is that a bug with this mod? I had assumed it was another one >.>
Quote from: Cassiopea on January 22, 2017, 07:19:37 PM
So my 6 years old got beaten to death by a 42 years old she insulted and started a social fight with...
Rimworld at its finest.
I have Psychology installed and Grandma Beaver had a falling out with her 5 day old Grandson. They're now forming cliques against each other.
Yeah I've been playing with Asari people which I think might clash with this...
if u use any custom races ore mods that modify races u need to change the humanlike race xml or u have conflicts.
mosts of the changes will just be to add the ages and such or change the ages for teen and others
Alien Races Framework and Children & Pregnancy are not compatible. Do not attempt to use them together.
Hello, great mod! I just wanted to say that I am coming across a problem that I can't seem to fix: any time a child is added to the map that is injured (like in an escape pod), the child automatically dies. I'm not sure if this is intentional or not, but debug log comes up every time this happens so I was wondering if it is a bug? http://imgur.com/a/a20Bg (http://imgur.com/a/a20Bg) There's a link to the debug log
Edit: I also had a lesbian become pregnant, while sleeping in her own room... working as intended? haha
Ah right, I noticed that bug before too. I'll need to change the GiveInjuriesToForceDowned to somehow not kill kids- I assume the injuries are intended to down an adult but are enough to kill a child, basically.
As for the lesbian getting pregnant, that's probably due to the pawn generator adding it- I've disabled that, but haven't uploaded the newest version as I still have some issues to fix.
Bug report, I think, unless you planned for multiple-baby pregnancies: Hannah just gave birth to septuplets. Very Rimworldy! How am I going to feed them all?? It's mid-winter!
Log and saves:
https://github.com/Tammabanana/Miscellaneous-logs/tree/master/ChildrenMod%20test%201-23-2017%20many%20babies
The first save was taken after... like... baby #4? At that point I wasn't sure it was ever going to stop. The (2) save was taken after all of them had finally been delivered and Hannah stopped having contractions.
...now I shall be testing the contraceptives.
I love this so much!
However, Grandma just got into a social fight with baby Newton. And while I'm technically okay with that in Rimworld (child abuse is a thing irl), I'd love if there was a way for this to cause a social debuff for the relationship between Newton's parents vs Grandma. Not sure about the feasibility of this, maybe similar to the "Cheated on by..."?
Thanks so much for all the effort and for sharing this with us even unfinished
Quote from: Tammabanana on January 23, 2017, 08:38:40 PM
Bug report, I think, unless you planned for multiple-baby pregnancies: Hannah just gave birth to septuplets. Very Rimworldy! How am I going to feed them all?? It's mid-winter!
That's awesome! I hope you keep a small chance to birth more than one child. Also, I'd like to add to the known issue registry. I've added Outfitter to my load order and there's a small conflict when a baby progress to toddler. Outfitter tries to make them wear clothes which loops this error :
Nana started 10 jobs in one tick. thinkResult=(job=Wear A=Thing_Apparel_FSCargoShorts253793 sourceNode=RimWorld.JobGiver_OptimizeApparel) lastJobGiver=RimWorld.JobGiver_OptimizeApparel
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
It's easily avoidable by assigning an outfit with no selected clothes to the toddler.
Exception from asynchronous event: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
at System.Collections.Generic.List`1[Combat_Realism.FireMode].get_Item (Int32 index) [0x00000] in <filename unknown>:0
at System.Linq.Enumerable.ElementAt[FireMode] (IEnumerable`1 source, Int32 index) [0x00000] in <filename unknown>:0
at Combat_Realism.CompFireModes.ResetModes () [0x00000] in <filename unknown>:0
at Combat_Realism.Verb_ShootCR.Notify_EquipmentLost () [0x00000] in <filename unknown>:0
at Verse.CompEquippable.Notify_EquipmentLost () [0x00000] in <filename unknown>:0
at Verse.Pawn_EquipmentTracker.Remove (Verse.ThingWithComps eq) [0x00000] in <filename unknown>:0
at Verse.Pawn_EquipmentTracker.DestroyEquipment (Verse.ThingWithComps eq) [0x00000] in <filename unknown>:0
at RimWorldChildren.ChildCode._CheckForStateChange (Verse.Pawn_HealthTracker _this, Nullable`1 dinfo, Verse.Hediff hediff) [0x00000] in <filename unknown>:0
at Verse.Pawn_HealthTracker.AddHediff (Verse.Hediff hediff, Verse.BodyPartRecord part, Nullable`1 dinfo) [0x00000] in <filename unknown>:0
at Verse.Pawn_HealthTracker.AddHediff (Verse.HediffDef def, Verse.BodyPartRecord part, Nullable`1 dinfo) [0x00000] in <filename unknown>:0
at RimWorldChildren.Hediff_Baby.PostMake () [0x00000] in <filename unknown>:0
at Verse.HediffMaker.MakeHediff (Verse.HediffDef def, Verse.Pawn pawn, Verse.BodyPartRecord partRecord) [0x00000] in <filename unknown>:0
at Verse.Pawn_HealthTracker.AddHediff (Verse.HediffDef def, Verse.BodyPartRecord part, Nullable`1 dinfo) [0x00000] in <filename unknown>:0
at RimWorldChildren.ChildCode._GeneratePawn (PawnGenerationRequest request) [0x00000] in <filename unknown>:0
at RimWorld.Faction.GenerateNewLeader () [0x00000] in <filename unknown>:0
at RimWorld.FactionGenerator.NewGeneratedFaction (RimWorld.FactionDef facDef) [0x00000] in <filename unknown>:0
at RimWorld.FactionGenerator.GenerateFactionsIntoWorld (System.String seedString) [0x00000] in <filename unknown>:0
at RimWorld.Planet.WorldGenerator.GenerateWorld (Single planetCoverage, System.String seedString, OverallRainfall overallRainfall, OverallTemperature overallTemperature) [0x00000] in <filename unknown>:0
at RimWorld.Page_CreateWorldParams.<CanDoNext>m__527 () [0x00000] in <filename unknown>:0
at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
couldnt even try it as it prevented map gen just cause of combat realsim
I'm having a repeated bug where giving birth doesn't remove the pregnancy, or the giving birth Hediffs. The result is the mother just keeps having children one after another with out end.
Exception ticking Purple: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorldChildren.Hediff_HumanPregnancy.DoBirthSpawn (Verse.Pawn mother, Verse.Pawn father, Single chance_successful) [0x00000] in <filename unknown>:0
at RimWorldChildren.Hediff_HumanPregnancy.Tick () [0x00000] in <filename unknown>:0
at Verse.Pawn_HealthTracker.HealthTick () [0x00000] in <filename unknown>:0
at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Edit: I'm basically having to save after the mother gives birth, edit the save file, remove the Pregnancy and Giving Birth hediffs manually, save the changes, then reload my save in RimWorld.
i had 6 babys also on my pawns second pregnancy :D I did save/load after 6th hoping it fixes the bug and it did! :) But they ate so much, i could not feed them, but i could not kill them either, so i just stopped playing that game :D
You can remove it by using the Restore body part option in the dev menu as well. Its what I use for unwanted pregnancies :P
Great mod :)
Testing it with a new colony, works good so far, first newborn is now a toddler, 2 women are pregnant mid-stage.
However, it is - 12° celsius~ outside, and the toddler does not wear clothes i tryed to enforce. Thus, being totaly naked, it is restricted now to parents bedroom, with all the negative debuffs that bringt it with it :/
Quote from: Arigas on January 23, 2017, 09:57:03 AM
Is that a bug with this mod? I had assumed it was another one >.>
I was running with just Core and Children active. Whatever caused it seems to be stuck in the save file. I started a new game with v 0.1c , 2 years have passed and no LordToil errors. Caravans and visitors are behaving normally :)
Quote from: Arigas on January 24, 2017, 11:05:51 AM
You can remove it by using the Restore body part option in the dev menu as well. Its what I use for unwanted pregnancies :P
I could do that, but that removes some of the other things the mod does, such as the mother being incapable of moving for a day or so after giving birth, some bleeding, and a tear. Also, I'm trying to play w/o the dev menu as much as possible.
Will there be compatibility with combat realism in the future, or is not feasible?
I am also getting a bug whenever a child enters the map that says "-child's name- is not a world pawn" and then the child is either replaced with a dead corpse or doesn't show up at all.
@Rocket_Raccoon
Right, toddlers and newborns won't be getting stir crazy mood debuffs in the upcoming version. I actually just have a simple list of "Thoughts toddlers can't get" so it was just an oversight I didn't add it earlier.
@enduron
As much as I'd like to believe the bug just magically disappeared you probably are just lucky so far.
@KageNoOni
Hah, well it is a testing version after all. Use of the dev commands may be necessary. I won't judge.
@CathDubh
It might be possible, depending on how Combat Realism works. The fix to make children stop spawning in dead was what caused the conflict. But such compatibility will be after a stable alpha (all currently implemented features working without errors).
@ssprenger13
That should have been fixed in v0.1c. Make sure you're not using combat realism or the No RNG in Death mods.
Loving this mod so far.
Simple suggestion, when you do put a new version out on the OP, could you put the date when added, besides the version number in the post.
oops sorry! didn't see the new version. Thanks!
By the way Thirite, someone was asking about some kind of evil cloning lab. It's not quite along the same lines as growth vats (which you mentioned in your OP) but I thought I would pass the idea along. :)
Right, I actually plan to have cloning as part of the growth vat functionality. I mentioned in some earlier post that it'll take one or two gene samples- one producing a clone and two imitating normal reproduction.
By the way- contraceptives will not work in v0.1c unfortunately. I've fixed them already for upcoming v0.1d but just so everyone is aware they currently do nothing.
I have a new bug to report. I caught my 2 season old toddler Chicken Breixo (side note, I swear that sounds less like a name, and more like a fancy dinner dish, but the game chose the name, not me) doing research at my high tech research bench with multi-analyzer.
Edit: Toggling draft stopped the research initially, and the toddler went back to wandering around. I had thought this meant it was fixed, but apparently not. Chicken went back to researching later, and could not be pulled away from the research bench. The draft method didn't work, and pulling Chicken away while drafted, and releasing her to go back to her normal thing resulted in her running straight back to the research bench. As one person in the Phi client noted, she has a bright future ahead of her. :P
Edit 2: Colonists aren't feeding prisoners.
Quote from: MarvinKosh on January 24, 2017, 09:32:08 PM
By the way Thirite, someone was asking about some kind of evil cloning lab. It's not quite along the same lines as growth vats (which you mentioned in your OP) but I thought I would pass the idea along. :)
Pretty sure that was me at some point. I wanted an army of clones to rule the world, and now that I can drop them into enemy areas, even more so.
https://ludeon.com/forums/index.php?topic=25754.0
Quote from: KageNoOni on January 25, 2017, 12:20:57 AM
I have a new bug to report. I caught my 2 season old toddler Chicken Breixo (side note, I swear that sounds less like a name, and more like a fancy dinner dish, but the game chose the name, not me) doing research at my high tech research bench with multi-analyzer.
Edit: Toggling draft stopped the research initially, and the toddler went back to wandering around. I had thought this meant it was fixed, but apparently not. Chicken went back to researching later, and could not be pulled away from the research bench. The draft method didn't work, and pulling Chicken away while drafted, and releasing her to go back to her normal thing resulted in her running straight back to the research bench. As one person in the Phi client noted, she has a bright future ahead of her. :P
Edit 2: Colonists aren't feeding prisoners.
Do you have Fluffy's work tab mod?
Quote from: Thirite on January 24, 2017, 09:45:21 PM
By the way- contraceptives will not work in v0.1c unfortunately.
Dang. Well, I feel less bad now about starting a new save to test whether I could reproduce enduron's new-game-starting-with-c-fixes-traders result. Roughly the same original colonists in a roughly similar scenario: two sets of parents, Lumi LeBlanc as badass gramma, and five kids ages 6-9, with some chickens and muffalos and a brand new homestead just outside of an outlander town. Hannah is surely happy to hit the reset button back to before the septuplets and ineffective contraceptives.
I've only had one set of traders so far - visitors who "seem to have a few items to trade" - and they came and went just fine. Sample size of one isn't much to go on yet, though.
@Cassiopea
Can you confirm it's Fluffy's Work Tab causing this error?
Please ass a Joy Object for Kids such as a Toy Box or something.
Suggestion: Maybe make a new skill/work column that can be added, maybe like "parenting" or "Nannying", and have this person attend to the children instead of a doctor? Or maybe make parents feed the children instead of a doctor? I'm not sure how easy that would be to add, but it might be something to look into.
Another one: Is it possible to get rid of the 'sharing room' debuff for parents and children (or just for children), similar to how couples do not get that debuff? At least until the children are fully functional, it makes the most sense to me for them to be in their parents room or in a nursery together with the other children, but then everyone is upset because they're in a barrack instead of having their own room.
Quote from: ssprenger13 on January 25, 2017, 07:39:06 PM
Another one: Is it possible to get rid of the 'sharing room' debuff for parents and children (or just for children), similar to how couples do not get that debuff? At least until the children are fully functional, it makes the most sense to me for them to be in their parents room or in a nursery together with the other children, but then everyone is upset because they're in a barrack instead of having their own room.
This would be realistic on children - they're all about crawling into other people's beds to snuggle, or chattering late into the night to each other to stall on sleeping, or to reassure each other that it's safe here in the dark and there are no monsters under each other's beds.
But, I mean, I could be biased because it's the kids' bedtime literally right now and they're exceptionally stall-some tonight, but they're only
in the next room and I feel like I need to walk outside into the frozen howling wilderness to get a moment's peace. That mood debuff is totally accurate on parents and actually should maybe increase if a parent is sharing a room with a mobile/talking child, because other grown-ups at least
try to respect your privacy and autonomy, and kids just don't.
There was a time when I preferred to have them close at hand, to make sure they didn't stop breathing in the middle of the night. Maybe a lesser debuff for sharing a room with a <1-year-old. It still sucked to never sleep - you wake up every time the infant snorts - but "Baby is indeed still breathing" is a significant positive mood offset to that. (Perhaps "Disturbed sleep" x infinity would cover that situation, though, and no "shared room" debuff necessary.)
*****
On a
completely unrelated note, Marco (grownup) ripped Wendy's (child) arm off during a social fight. Wendy started it, but maybe grownups need to pull their punches during social fights with kids. I also noticed that Wendy's parents were not mad at Marco about it, so maybe room for future enhancements there.
*****
Two more visitors-with-items, and a bulk caravan, came and went without incident on this new .c save.
I look more into the potential conflict with Fluffy's work tab and try to reproduce the bug.
And I might have come upon a design issue. Kids are logically less resilient to pain. But I just had a child contract muscle parasites while having a mild fibrous mechanite infection. The moment she contracted the parasites she was downed due to extreme pain, at 80%. When the fibrous mechanite will progress from mild to advanced (http://rimworldwiki.com/wiki/Fibrous_Mechanites), the pain will exceed the lethal threshold. Thus, in the unlikely event of contracting them both, it's basically a death sentence you can't do anything about, at least in vanilla. For now, I'm going to grab some morphine mod and sedate the child until she pulls through.
Edit: But when I think about it, loosing a child to a rare and fatally vicious disease, while sad is quite realistic in the sense it's got its place in the overall narrative. That won't stop me though from being a responsible parent and getting that damn morphine.
Quote from: ssprenger13 on January 25, 2017, 07:39:06 PM
...Is it possible to get rid of the 'sharing room' debuff for parents and children (or just for children)...
It's already been fixed in upcoming v0.1d (for children).
Quote from: Tammabanana on January 25, 2017, 08:30:56 PM
...
On a completely unrelated note, Marco (grownup) ripped Wendy's (child) arm off during a social fight. Wendy started it, but maybe grownups need to pull their punches during social fights with kids. I also noticed that Wendy's parents were not mad at Marco about it, so maybe room for future enhancements there.
What an asshole. But okay, clearly I will have to get rid of adults having social fights with kids (unless they're psychopaths maybe). Replace it with "Disciplining child"?
@Cassiopea
Sound like a miserable "working as intended" situation.
Quote from: Thirite on January 25, 2017, 08:51:17 PM
What an asshole. But okay, clearly I will have to get rid of adults having social fights with kids (unless they're psychopaths maybe). Replace it with "Disciplining child"?
Yeah - maybe resulting in a mood debuff for the kid, instead of injury?
And I think you mentioned a planned feature, to pick up a baby and put them in their crib? Something similar would be appropriate for older kids - if they pick a fight/misbehave, a grownup might pick them up and haul them off to their room to Think About What They've Done.
Miraculously, children will often actually go to their room under their own power just because you've yelled at them to do so, but I don't know whether that's easier/harder to implement.
Quote from: Cassiopea on January 25, 2017, 06:18:48 AMDo you have Fluffy's work tab mod?
I do indeed. Which of the two bugs do you think is caused by the work tab mod?
Edit: I went back to my game only to find one of my toddlers decided to throw a party for the whole colony.
I use the "Rumors And Deception" mod with this and my baby was sad that their grandma was spreading rumors about them. I just though it was funny cross mod effects.
Quote from: KageNoOni on January 26, 2017, 02:30:16 AM
Quote from: Cassiopea on January 25, 2017, 06:18:48 AMDo you have Fluffy's work tab mod?
I do indeed. Which of the two bugs do you think is caused by the work tab mod?
Edit: I went back to my game only to find one of my toddlers decided to throw a party for the whole colony.
Have you added or removed a mod resulting in the worker database getting corrupted? The mod will warn you when it happens and since it rerolls work priorities for every pawn, I'm theorizing it's causing toddlers to do research and what not.
Quote from: Cassiopea on January 26, 2017, 06:29:56 AM
Quote from: KageNoOni on January 26, 2017, 02:30:16 AM
Quote from: Cassiopea on January 25, 2017, 06:18:48 AMDo you have Fluffy's work tab mod?
I do indeed. Which of the two bugs do you think is caused by the work tab mod?
Edit: I went back to my game only to find one of my toddlers decided to throw a party for the whole colony.
Have you added or removed a mod resulting in the worker database getting corrupted? The mod will warn you when it happens and since it rerolls work priorities for every pawn, I'm theorizing it's causing toddlers to do research and what not.
Is fluffy's tab loaded after this mod? I have this mod loaded last(well, last ish) and it seems to not have issues, then again I have 132 mods installed, so yeah...
Also, is it only me or does anyone else want to have "clone troopers" as soldiers?
So I tried to corrupt the WorkGiver database intentionally. This is how it looks like:
http://imgur.com/a/iB276
Firefighting, Doctor, Warden, Cooking, Growing, Mining, Hauling and Cleaning are blocked and throw errors. It could be interpreted as the other jobs being enabled, like research and construction. And I did have a toddler researching and repairing in a previous session. Unfortunately, in this session I've already finished all research. I went ahead and added some weapon mod to get a new tech option but so far, the toddler didn't interact with the research table.
Here's the errors:
QuoteException in RimWorld.ThinkNode_ConditionalColonist TryIssueJobPackage: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
at System.Collections.Generic.List`1[System.Int32].get_Item (Int32 index) [0x00000] in <filename unknown>:0
at Verse.DefMap`2[RimWorld.WorkGiverDef,System.Int32].get_Item (RimWorld.WorkGiverDef def) [0x00000] in <filename unknown>:0
at Fluffy_Tabs.PawnPrioritiesTracker.GetPriority (RimWorld.WorkGiverDef workgiver, Int32 hour) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
RimWorld.Pawn_DraftController:set_Drafted(Boolean)
RimWorld.<GetGizmos>c__IteratorDC:<>m__2A1()
Verse.Command_Toggle:ProcessInput(Event)
Verse.GizmoGridDrawer:DrawGizmoGrid(IEnumerable`1, Single, Gizmo&)
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor(IEnumerable`1)
RimWorld.MainTabWindow_Inspect:DrawInspectGizmos()
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane)
RimWorld.MainTabWindow_Inspect:ExtraOnGUI()
Verse.WindowStack:WindowStackOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()
tried to enable work Firefighter for Gracie, who is incapable of said work.
Verse.Log:Error(String)
Fluffy_Tabs.PawnPrioritiesTracker:SetPriority(WorkGiverDef, Int32, Int32)
Fluffy_Tabs.PawnPrioritiesTracker:SetPriority(WorkTypeDef, Int32, Int32)
Fluffy_Tabs.PawnPrioritiesTracker:InitPriorityCache()
Fluffy_Tabs.PawnPrioritiesTracker:GetPriority(WorkGiverDef, Int32)
Fluffy_Tabs.PawnPrioritiesTracker:GetPriority(WorkGiverDef)
Fluffy_Tabs.<>c__DisplayClass9_0:<_CacheWorkGiversInOrder>b__1(WorkGiver)
System.Linq.<CreateWhereIterator>c__Iterator1D`1:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToArray(IEnumerable`1)
System.Linq.QuickSort`1:.ctor(IEnumerable`1, SortContext`1)
System.Linq.<Sort>c__Iterator21:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Fluffy_Tabs.Detours_WorkSettings:_CacheWorkGiversInOrder()
RimWorld.Pawn_WorkSettings:get_WorkGiversInOrderEmergency()
RimWorld.JobGiver_Work:TryGiveJob(Pawn)
Verse.AI.ThinkNode_JobGiver:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
RimWorld.Pawn_DraftController:set_Drafted(Boolean)
RimWorld.<GetGizmos>c__IteratorDC:<>m__2A1()
Verse.Command_Toggle:ProcessInput(Event)
Verse.GizmoGridDrawer:DrawGizmoGrid(IEnumerable`1, Single, Gizmo&)
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor(IEnumerable`1)
RimWorld.MainTabWindow_Inspect:DrawInspectGizmos()
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane)
RimWorld.MainTabWindow_Inspect:ExtraOnGUI()
Verse.WindowStack:WindowStackOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()
Full log. (https://gist.github.com/8045eee2b4b88f49b2591ad2f6d0cfcc)
Quote from: Cassiopea on January 26, 2017, 06:29:56 AM
Have you added or removed a mod resulting in the worker database getting corrupted? The mod will warn you when it happens and since it rerolls work priorities for every pawn, I'm theorizing it's causing toddlers to do research and what not.
I have made no changes to the mods since creating this colony. I also do not get any errors like the ones you describe, or any errors in red that would automatically pop up the debug log.
Edit: Well, I get the occasional "corpse has null inner pawn" or "tried to give <pawn> <task> but there was no task to give" type errors, but I get that even in vanilla.
Edit: Got back home, loaded up my game, and now that I have children old enough to work, I'm getting those errors for the first time. When the toddlers were doing research was before seeing this error.
Quote from: Archadeas on January 26, 2017, 07:24:12 AM
Is fluffy's tab loaded after this mod? I have this mod loaded last(well, last ish) and it seems to not have issues, then again I have 132 mods installed, so yeah...
Also, is it only me or does anyone else want to have "clone troopers" as soldiers?
I'm currently at work, so I can't check the order of the mods, and I don't remember off the top of my head which one is first.
Edit: Ok, back home, looks like I have Children and Pregnancy loaded immediately after core, with WorkTab loaded much later.
Version 0.1d available! Check the OP, as usual.
- Mostly fixes done; contraceptives and abortions should be working again.
- Messages related to pregnancy are considered "good" (blue envelope)
- Fixed the bug resulting in potentially ludicrous number of birthings in a row
- Hopefully fixed the bug resulting in children dying when spawning injured in a cryptosleep casket
- Fixed/Rebalanced pregnancy tears to have some actual risk
- Toddlers now grow little mops of hair at 2yo. They also now walk upright at this point, though I can't remember if that was already the case or not.
- I've added a fleshed out "English" language folder that acts as a template for translating the mod into other languages. I know recently lots of Russian players have become interested in the mod, particularly. I forgot to finish this actually, fug
Things not fixed yet:
- I still haven't taken a look at the whole LordToil "Can't reach map exit" bug. Crossed fingers that it went up in a puff of smoke
- Adults still will gleefully beat the shit out of kids in social fights
Could you possibly remove the 'cabin fever' debuff for children too young to wear clothing? Also, most kids are walking at just past a year, almost all by 18 months, two years is a long time, perhaps 1 year 2 seasons would be more realistic.
Quote from: lilymortis on January 26, 2017, 11:38:46 PM
Could you possibly remove the 'cabin fever' debuff for children too young to wear clothing? ...
Oops, forgot to fix that. Updated the download link in the OP with fixed version. As for the walking, I'll probably have to tweak it later. For now, 2 years is just an easy number to remember when programming. I'll have to make actual methods "CanToddlerWalk" etc. in the future.
Current (minor) bugs I've noticed
When a child changes stages (in bed to crawling, crawling to walking) the graphic on the colonist bar doesn't update. So when a kid starts crawling, I have to quit the game and reload for the image to switch from a baby in bed to a baby crawling. Same when they start walking. I suspect becoming an adult will probably be the same.
When a child is able to start working, if you select that child then click the Character button, it will still show dashes through all the skills, indicating being incapable of the various forms of work, despite now being able to do the job. Once again, a save and reload is required to update this.
Edit: Almost forgot. Every time I load the game, I get a new notification of pregnancy for each pregnant colonist, even if there is already a notification up.
Edit again: Purple Meniño just had a baby girl. Irgo 'Salamander' Meniño. While I like the new "Newborn baby" pop up, "Salamander has given birth." is the not the notification I expected when I moused over it.
Weird... for whatever reason the variable determining if the pregnancy has been discovered or not is not being saved.
So, no comment on how babies are giving birth to themselves according to the notice? :P
Quote from: Thirite on January 26, 2017, 10:48:04 PM
Version 0.1d available! Check the OP, as usual.
Things not fixed yet:
- I still haven't taken a look at the whole LordToil "Can't reach map exit" bug. Crossed fingers that it went up in a puff of smoke
I'm continuing to see all my traders/caravans in the new save exit the map properly. I think it was related somehow to the dead kids at the edge of the map - both of those bugs' resultant corpses despawned on save/reload, for me.
@KageNoOni
Load the tabs first, they are best when loaded early and prevents them from forcing a job onto things that are not suppose to have a job.
Quote from: KageNoOni on January 27, 2017, 03:28:50 AM
So, no comment on how babies are giving birth to themselves according to the notice? :P
Oh boy what did I fug up now
Edit: Oh! I see. I gave the letter notification the variable for the newborn's name rather than the mother. Haha
Hotfix v0.1f available
Fixes annoying duplicate "is pregnant" messages on game load, and fixes the issue describe above
Quote from: Thirite on January 26, 2017, 10:48:04 PM
- Toddlers now grow little mops of hair at 2yo. They also now walk upright at this point, though I can't remember if that was already the case or not.
http://imgur.com/a/jDKfA
Gracie is adorable!
Also, I have three married couples in this colony. As you can see in the colonist bar, access to cheap and
reliable contraceptives is important folks!
once u get the base feature of growing up done would be nice after that if we can get compabitly. would suck if it winds up being incompatible with to many mods.
Compatches for other mods is not high on the priority list. After it leaves the unfinished section it will be worth working on, but certainly not when even things like cribs and changes to stop adults from murdering children in social fights aren't implemented.
I'm very interested in how this mod is produced to very fine details of pregnancy.
Do you add features such as The Birds and the Bees Mod, adding reproductive organs, becoming unable to reproduct by impairment or impotence or menopause?
Can confirm here that version 01f no longer has the traders not leaving issue it previously had. Cheers for the playable version!
@koyo
Not yet, but it's certainly planned.
@Icefrenzy
Great to hear! I wasn't looking forward to a long process of digging through the source code for what caused the bug, so the more I hear "it's just gone" the better.
A suggestion for Thirite: Decrease the damage kids deal in melee fights. Had one hospitalize another in the shortest fight I've ever seen.
LOL, gonna make my baby food farm.. my cannibal psychopaths are slurping already!! :D
Edit : resolved
Is there any way to disable child pawns attempting to woo each-other and adult pawns.
Quote from: Napple on January 28, 2017, 12:18:47 PM
Is there any way to disable child pawns attempting to woo each-other and adult pawns.
I haven't seen this before. My child pawns make no attempts to romance anyone, not even each other. Sure they beat each other senseless occasionally, but no romancing. It might just be a mod you have interfering with things.
Lol I was surprised when one of my pregnant colonist suddenly gave birth to THREE BABIES! Lol this mod is amazing so far. No issues here besides the occasional babies having "X lied to me!" and kids attempting to woo adults. But that's other mods problems.
Good job for the mod!
Noticed a bug with this mod (confirmed by repeating the particular instance with and without this mod):
Animals will become 'Incapacitated' upon reaching 'Severe' pain, regardless of movement efficiency. Methodology included beating up a tortoise with only this mod loaded (excluding HugsLib and Mod List Backup, but I doubt they'd cause conflict), and then without this mod loaded. It also applies to other animals, including Thrumbos. Doesn't apply to people.
Hi,
I have loaded the updated mod on my existing colony. Most of the problems are gone, but on the second map colony the visitors/traders still will not leave. Passersby are ok.
Some things I noticed while playing around with a current colony after adding the 01f release.
A newborn arrived, everything is fine, at the age of day 1 the newborn became an alcoholic and begins the withdrawal cycle because nobody seems to want to give a baby a beer!?! LOL Serriously, I have a one day old alcoholic in the medbay.
I have two new mothers, only one of the two has the "New Mother" thought.
A slaver caravan arrived the other day. The primary trader for the caravan was six years old. That's what I call an entrepreneur... hell, at six I think I was still playing with legos, I'm so jelly.
It's an interesting mod so far, thanks for working on it for us!
-BB
Quote from: bonebaby on January 29, 2017, 10:19:03 AM
Some things I noticed while playing around with a current colony after adding the 01f release.
A newborn arrived, everything is fine, at the age of day 1 the newborn became an alcoholic and begins the withdrawal cycle because nobody seems to want to give a baby a beer!?! LOL Serriously, I have a one day old alcoholic in the medbay.
I have two new mothers, only one of the two has the "New Mother" thought.
A slaver caravan arrived the other day. The primary trader for the caravan was six years old. That's what I call an entrepreneur... hell, at six I think I was still playing with legos, I'm so jelly.
It's an interesting mod so far, thanks for working on it for us!
-BB
Holy, i dont think this is intended, but i would not mind if it were.. thats too funny.. different planets different habbits, right?
Quote from: bonebaby on January 29, 2017, 10:19:03 AM
...
A newborn arrived, everything is fine, at the age of day 1 the newborn became an alcoholic and begins the withdrawal cycle because nobody seems to want to give a baby a beer!?! LOL Serriously, I have a one day old alcoholic in the medbay.
...
I mean, theoretically you should be able to 'administer beer' as an operation if you really want to feed that kid's addiction... kinda messed up though.
Quote from: Scythah on January 29, 2017, 12:19:53 PM
I mean, theoretically you should be able to 'administer beer' as an operation if you really want to feed that kid's addiction... kinda messed up though.
I had considered it, but then I realized something. It's the perfect detox situation actually, they can't start fights & they can't go get the hooch on their own. So, I had one cranky baby in the medbay for about a month. She came through like a champ :P
Something else I noticed was the "lovin'" action seems to start/finish in about 1 second. Rather than take awile, it seems to happen in an instant. My colonists are now "very efficient" or need to go see a reproduction specilist for a blue pill to last longer :P It doesn't seem to have any specific negative effect at the moment.
-BB
Had my one pawn get pregnant 4 seconds after being married...while in the "celebration" with everyone.
@XeoNovaDan
Right, I think I made an oversight when modifying the code related to getting downed from pain- didn't make sure severe pain only downed humanlike children I think.
I recently noticed the Lovin' action taking an absurdly short time as well. Something must have changed between A15 and A16 to cause that, as I haven't touched the code overriding Lovin since.
Right now upset babies don't cause much of an issue, but I will be making them give a negative mood to anyone within earshot when they're unhappy.
Thirite, Is there anything you can use from this mod https://ludeon.com/forums/index.php?topic=29847.0 for incorporation of children teaching.
I don't plan to make any in depth teaching mechanics apart from the previously mentioned textbooks which colonists (typically children) will be able to read to gain experience up to level 5.
Edit: Today I learned how to properly save variables to the save file using ExposeData. One more step away from being a script kiddie
Id really like to children scared of the dark - stronger child darkness debuff & potential cowering. as they get older not so much. superawesome mod much appreciated. i know you are focused on core stuff right now, just wanted to suggest.
Is there any kind of ETA for a compatibility between this and the Humanoid Aliens framework? I want to use this mod but I use Orassans, so
Quote from: easedel on January 29, 2017, 01:59:44 PM
Had my one pawn get pregnant 4 seconds after being married...while in the "celebration" with everyone.
Why not? :D
@auamoti
That's actually a really good idea that could be implemented quite easily if I'm not wrong.
@LycanBlackpaw
The implications of making them work together would require large changes to the Alien Framework to also support alien children. And I really have less than zero interest in making my mod compatible with something as degenerate as furries.
Quote from: easedel on January 29, 2017, 01:59:44 PM
Had my one pawn get pregnant 4 seconds after being married...while in the "celebration" with everyone.
Sounds like a shotgun wedding!
Just downloaded it and am playing around with it! Great mod! I have a suggestion, a very minor suggestion. Is it possible to remove the shared room debuff with a positive moodlet for the mother or father to share a room with the baby.
Note the mother is a psychopath. I am not sure if this effects it.
Thanks!
Quote from: Jstank on January 31, 2017, 11:12:57 PMNote the mother is a psychopath. I am not sure if this effects it.
lol....
Hello,
this is one of my favorite mods now alongside Numbers :)
does it work with EPOE hardcore? sry if someone asked this already but its already 16 pages here :)
Quote from: ajaviide on February 01, 2017, 03:02:34 AM
Hello,
this is one of my favorite mods now alongside Numbers :)
does it work with EPOE hardcore? sry if someone asked this already but its already 16 pages here :)
edit:dunno about EPOE , though you could cross reference the list of affected modules so to speak (info on pages 1 & 1) ^ ^
...
too busy playing to post bug reports on this great unfinished mod, no related script errors on this run so far X crossed , noticed some anomaly (involving 40% pain threshold to downed children) on last run.. << (?) anyways :) back 2 the game !
...
_______________________________________________________ :)
Hello,
First of all, my english is very bad (uses a translator), sorry if:
It is difficult to understand what will follow.
If this has already been said (I can not read and understand all posts).
That said I find the idea of this great mod and thank you for this project I hope it will soon come to term: D
I'm testing several hours in the night voila what I said to myself
(I also use "The Birds and the Bees" may be that it influences)
1) My female colons often falls pregnant as my female muffalo.
- perhaps a balancing on the chance of fertilization to do?
2) in a "Tribal" game we do not have access to contraceptives before long time, can be increased the infant mortality rate (In relation to the medical technological level) will be logical and will avoid overpopulation infantile.
(Not test over a long enough period to be sure of that)
3) Babies use a medical bed for a very long time.
- specific baby bed implantation permeate better base management (bed in the bedroom/parental suite or in a nursery, connectable to specific utility to the infant) without blocked the use of the medical beds.
I am aware that i mod is developing this post is not a criticism but is done that for putting the developer back a feel of are using (and on a relative short period).
In any case I am impatient to see are evolution.
Thank you again for this project (and to have made the effort to try to read me and understand, it does not have to be easy ....)
@enduron
It should have no problem with any version of EPOE. Any mod that only modifies XML and doesn't change the raceDef for humans will work fine.
@Erazil
Don't worry about the translator, you're understandable. Mais, je parle en francais aussi- peut être un peu pire qu'en anglais. Hah
Birds and the Bees affecte pas cet mod- je vais faire fonctionnalités comparable quand j'ai la temps, mais j'ai pas trop de temps libre. Donc, je travail sur les choses plus important pour l'instant.
1. Oui, j'ai besoin baisser fertilité- c'est en fort maintenant donc c'est facile tester. Mais, je pense quand c'est plus proche être fini je vais baisser ca.
2. Vraiment- je dois compenser la chance de naissance réussie avec la compétence du médicin et la qualité de la médicament utilisé. En maintenant, il juste regarder si un médicin délivre le bébé ou pas.
3. Lit de bébé sont en travaux aussi. Ils vont besoin de moins matériaux q'un lit normal, mais ils vont besoin du tissu aussi (être doux pour le bébé!).
J'ai seulement un peu de temps travailler sur cet mod malheureusement- mais je vais le voir à travers, bien que j'ai besoin trop des mois. :P
ton français est bien meilleur que mon anglais ( voir même que mon français ;) )
merci pour ta réponse clair
1) je comprend tout a fait ton réglage de fertilité en phase de teste :)
2) c'est une bonne nouvelle :)
3) encore une bonne nouvelle :)
euu par contre ..... COMMENT !!!! il ya plus important que ce projet ... ? :p
plus sérieusement, je suis impatient de voir la suite sont développement et je ne pense pas être le seul ;) , bon courage pour trouvé un peut de temps et pour la suite :)
merci encore pour ta réponse et pour ton travaille Thirite :)
Quote from: Thirite@LycanBlackpaw
The implications of making them work together would require large changes to the Alien Framework to also support alien children. And I really have less than zero interest in making my mod compatible with something as degenerate as furries.
...Wow. Hating people for an interest when you're putting babies in a game with cannibalism. Suddenly I don't want to use this mod anymore.
I never considered the Orassans as furries, I was always put in mind of the cat people on Doctor Who. On the other hand... kittens! Orassans would have kittens, right? Cuteness overload.
Loving it so far, had a couple of problems on my recent save.
It wouldn't let me form a caravan, the colonists gathered everything up but then did that thing where they wandered around at the edge of the map but wouldn't leave... strangeee
Also for some reason on this save it wont let me use the comms console, it works fine on other saves with this mod installed so not sure what happened that
Keep up the good work!!!
p.s in my recent game pregnant mother just got murdered and it would be appropriate if the father was sad about the baby death as well as the wife's death.
Quote from: lionessJess on February 02, 2017, 01:31:59 PM
... it would be appropriate if the father was sad about the baby death as well as the wife's death.
Good idea. I've been working a lot on the death related thoughts recently and stillbirths/abortions/miscarriages. I imagine the screw up with the caravan relates to the same LordToil AI bug I mention in the OP. I figured the underlying problem was still there, whatever it is.
@LycanBlackpaw
What a shame.
Quote from: Thirite on January 31, 2017, 11:23:24 AM
@LycanBlackpaw
The implications of making them work together would require large changes to the Alien Framework to also support alien children. And I really have less than zero interest in making my mod compatible with something as degenerate as furries.
Writing off the entire framework mod as 'furry' seems a bit too much, although I can see where you might find things made using the framework as distasteful.
I wouldn't expect any compatibility between these kinds of mods during development stages anyway, but going against it entirely because of one mod someone made using said framework is.. eh. Its your own time you put into making this, though, so I can't really judge where you want to put the effort into.
Don't get me wrong- I'm not writing off the Humanoid Alien Framework in any regard. erdelf's work is impressive and surely better coded than my own- I'm very much an artist before programmer. What I am saying is that as a source of reason to "hurriedly make the mods compatible", a mod that adds furries is hardly motivation for me. I have been in countless modding communities- from Morrowind, Oblivion, Skyrim, Don't Starve, Minecraft, New Vegas, and a few others- and it is always the purview of some to inject their unhealthy fetishes into the games. And I want no part of such degenerate content or behaviour.
While I certainly would like to see HAF and C&P have some compatch in the future, it's not a priority right now.
Much thanks for taking the 'shared room' debuff off, could you tell me what age it kicks back in, please?
Can't remember to be honest. But I still need to make adults not get the debuff if in the same room as toddlers/newborns. I will be making babies do screaming fits when upset though, which will cause a debuff to anyone that hears it.
Can't remember to be honest. But I still need to make adults not get the debuff if in the same room as toddlers/newborns. I will be making babies do screaming fits when upset though, which will cause a debuff to anyone that hears it.
Ahh much better!!!!
Quote from: Thirite on February 02, 2017, 05:04:54 PM
I will be making babies do screaming fits when upset though, which will cause a debuff to anyone that hears it.
And maybe disable silent jaw surgery while you're at it? ;D
Babies will not dress in clothes and therefore are loosing their little toes and fingers to frostbite. Could you think about adding baby clothes to the mod?
Or, if coding the baby sprites to be able to wear clothes is impossible, would it be easier to change the sprites so they appear to be wearing a bodysuit and up their comfortable temperature? Slightly unrealistic but more practical.
Jstank, I keep mine inside and use a refrigerator from the Industrial objects mod so they can feed themselves.
Quote from: Thirite..."hurriedly make the mods compatible"...
I asked if there was an 'Estimated Time of Arrival (ETA)' on compatibility with the Alien Races framework. I didn't say you needed to work on it, nor that it should be a priority. Yet you immediately decided that, instead of simply saying "No", you would insult me for using Orassans.
That's a really dick move, and was completely uncalled for. I prefer using Orassans not because it's a "Furry" mod, as you put it, but because it adds more variety to the pawns-Once several more large race mods are released (with some content, not just a reskin of a human) I'll probably add those as well. Orassans just happens to be in that state currently.
I like that idea. They should be wrapped in swaddling clothes permanently if it is not possible to give them clothes!
@Jstank & lilymortis
I imagine it won't be terribly difficult to add clothes for toddlers (which can only be worn by toddlers). I didn't want to make them permanently in clothing because I'd have to detour even more methods which creates more possible mod incompatibilities.
@LycanBlackpaw
The only thing I insulted was a degenerate sexual fetish. Not my problem or interest if that triggers you.
Question about traits of babies, are they inherited? or are they gained throughout its life time as a child? Cause my pawns gave birth and one time it gave me a baby with 2 traits the other just 1.
Inherited I think. I've got one couple with 5 kids, they've all got the same two traits.
I don't know about that . . cause the parents of the baby have 4 traits each and the baby was born with 1 trait.
@s3gur0
Both. Some traits are considered genetic (eg: beauty/ugliness, psychopathy, basically all "spectrum" traits) which can be passed down from the parents, but others can be gained depending on the child's experiences when they become a teenager (eg: cannibal, green thumb, dislike for certain gender, shooting accuracy).
So i did something silly . . which was i reloaded the game about ten times just to see if there were different results in the child's traits and all 10 reloads the only thing that changed in the child was its gender and different passions. The child's trait never changed it remained 1 and the same.
First playthrough where I survived long enough for a colony's couple to actually make a kid.
(http://i.imgur.com/cR1tHh5.png)
Almost a whole year old now, feel pretty bad for the kid though. His father is a psychopath, while his mother died in a raid while carrying the second child, a spawn of an affair with the father's rival.
Once hes able to stand on his feet, he will be my tiny cleaner. Maybe I'll have him compete with the cleaning robot for custodial superiority?
(http://i.imgur.com/9Ovkz1H.png)
Baby was just literally born and its wandering around . . .
@s3gur0
Weird. Looks like the "Hediff_BabyState" didn't get applied for whatever reason. If you try using the "Give birth" devmode command I'm fairly sure it won't apply it- can't imagine any other reason why it would do that. But you can still add the babystate hediff via devmode command "Add hediff -> RimWorldChildren.Hediff_BabyState -> BabyState".
Quote from: Thirite on February 03, 2017, 11:19:57 AM
@Jstank & lilymortis
I imagine it won't be terribly difficult to add clothes for toddlers (which can only be worn by toddlers). I didn't want to make them permanently in clothing because I'd have to detour even more methods which creates more possible mod incompatibilities.
@LycanBlackpaw
The only thing I insulted was a degenerate sexual fetish. Not my problem or interest if that triggers you.
Call it how you want to call it sport but you still sounded like a douche; just saiyan.
Meet Freckles
(http://i.imgur.com/rxuZUrW.png)
(http://i.imgur.com/ql7DTG5.png)
He is 4 years old and has a 100% accuracy using a superior hunting rifle at short to medium range... He is a fucking champ!
Quote from: Ramsis on February 03, 2017, 08:28:48 PM
Quote from: Thirite on February 03, 2017, 11:19:57 AM
@Jstank & lilymortis
I imagine it won't be terribly difficult to add clothes for toddlers (which can only be worn by toddlers). I didn't want to make them permanently in clothing because I'd have to detour even more methods which creates more possible mod incompatibilities.
@LycanBlackpaw
The only thing I insulted was a degenerate sexual fetish. Not my problem or interest if that triggers you.
Call it how you want to call it sport but you still sounded like a douche; just saiyan.
[/quote
I hate to say it, but I have to agree. Calling him a degenerate just for using a certain mod is very close behavior to certain types of people that might be critical of your mod.
@Ramsis
I can certainly act like a prick at times, I'm not going to deny it by any stretch. But I hardly think it's unjustified to say I want nothing to do with someone's weird kinks that should by all good manners be kept private.
Quote from: Thirite on February 03, 2017, 09:17:25 PM
@Ramsis
I can certainly act like a prick at times, I'm not going to deny it by any stretch. But I hardly think it's unjustified to say I want nothing to do with someone's weird kinks that should by all good manners be kept private.
I can understand that. But not everyone who uses that mod HAS to be a furry. Lycan even claimed that they aren't a furry. IF that's the truth then you don't actually have any moral ground to stand on, and you just end up looking like a prick for no real reason.
Not saying you have to be. I'm saying that I have no interest in making compatches for a mod which to my observation is the "Furry mod" that all modding communities are subject to. If people get offended when I call borderline-zoophilia degeneracy, well, tough luck.
edit: Regardless, this is getting incredibly off topic and I would rather have this continue in a separate thread if it has any reason to continue at all.
I had a thought last night, a previous poster mentioned that the 'lovin'' action now takes only microseconds (maybe buy some viagra off the pirates, wink wink) instead of the few seconds it previously took; is this possibly because the colonists are mating? The animals only take microseconds to mate. I don't know whether that's something you'd want to look into. It's so trivial it hardly matters, but I thought I'd mention it.
I've currently aged up all my colonists and pets up by a couple of years, I'm going to play a year then do it again. I want to see how the kids get on as children/ teens and adults. The cost to this, is that research that would have been done in that two years hasn't been, middle aged animals are now older animals (and yes, by the time I've done it a couple of times, some pets will be dead, and some colonists will have age related diseases). Could this be one way of speeding up the process of childhood? Instead of ageing up just the children, there's a button in dev mode that adds two years to all your pawns? I'm not considering it cheating, just skipping a few years, what I gain from useful older children, I lose with older pawns and pets, research,money and stock.
I've actually fixed the problem with Lovin' taking seemingly one game tick to finish- just haven't uploaded the new version yet since it's a pretty harmless bug. I'm pretty sure animals are supposed to take a while to mate as well so it could very well be a vanilla bug.
I'm investigating an issue I have with my save. I've got a ton of mods going, so I'm not really sure if I'm hitting a conflict there, but I figured I'd do a shout out and see if anyone have been hit by this.
I have in my save a pawn that is 12 years 3 seasons & 14 days old. When I unpause and let the game run a couple hours, the game freezes at the point where this pawn would age into the teen bracket of the lifecycle. The game is just toast at this point. If I go into the human defs file for the mod and bump up the definition to 14 then it will carry through and keep running with the pawn aging to 13 as expected, but still being a child.
So, do you think I have a mod conflict somewhere, or is this something that you have seen?
I suppose I could try and narrow it down a bit, but before I go on that path I figured I'd give a shout and see if anyone has an idea.
BTW, awsome mod, thanks for it!
-BB
Quote from: Thirite on February 03, 2017, 10:04:42 PM
Not saying you have to be. I'm saying that I have no interest in making compatches for a mod which to my observation is the "Furry mod" that all modding communities are subject to. If people get offended when I call borderline-zoophilia degeneracy, well, tough luck.
edit: Regardless, this is getting incredibly off topic and I would rather have this continue in a separate thread if it has any reason to continue at all.
See, the thing is with that statement is that it's not a compat for a "Furry mod". It's a compat for a Framework mod, which is built to allow for alien races to be inserted into the game-which includes Jaffa (humans that were subjugated in the Stargate TV series) and Crystalloids (literal crystal beings). Your logic entirely dictates around JUST the "Orassans" mod, and not what was actually asked.
I personally don't care one way or another if you think it's a "sexual fetish" or whatever-that wasn't the point. The point was that you decided to go off on a tangent about something that had nothing to do with the original question asked, instead of simply answering it like a well-adjusted person by saying "No, there is not an ETA for compatibility."
You said you used the Orassans mod which conflicted with this mod. I have no interest in making them compatible. Compatibility with the framework entails compatibility with resulting mods derived from it (children race graphics & race specific code). Really not interested in arguing this any further, but I did get a good laugh that you would imply I wasnt well adjusted.
Quote from: Thirite on February 07, 2017, 01:38:23 AM
You said you used the Orassans mod which conflicted with this mod. I have no interest in making them compatible. Compatibility with the framework entails compatibility with resulting mods derived from it (children race graphics & race specific code). Really not interested in arguing this any further, but I did get a good laugh that you would imply I wasnt well adjusted.
Considering that compatibility does NOT mean that (look at Psychology-it works with other mods, and runs with the AR framework, but simply doesn't affect custom pawn types. Before that fix was implemented, it would literally prevent you from playing if you had a custom race) I do think you're not well adjusted. You insult people who ask a simple question based on one, unrelated part. Whether or not I had specifically mentioned "Orassans", would you have said the same thing anyway? What if I had said it was because I used "Crystalloids"?
You specifically targeted a group of people simply based on one, meaningless aspect, just because you don't like it. If you want to think you're better than everyone else, go ahead. But you simply proved my point by not understanding the question or statements I have made.
That is the good question, Why would compatibility require having children with other races? couldn't put in the code that if the def isn't human to bypass?
it's kinda an idea, sure have your compatibility but no babies for you?
Quote from: bonebaby on February 06, 2017, 08:57:23 PM
I'm investigating an issue I have with my save. I've got a ton of mods going, so I'm not really sure if I'm hitting a conflict there, but I figured I'd do a shout out and see if anyone have been hit by this.
I have in my save a pawn that is 12 years 3 seasons & 14 days old. When I unpause and let the game run a couple hours, the game freezes at the point where this pawn would age into the teen bracket of the lifecycle. The game is just toast at this point. If I go into the human defs file for the mod and bump up the definition to 14 then it will carry through and keep running with the pawn aging to 13 as expected, but still being a child.
So, do you think I have a mod conflict somewhere, or is this something that you have seen?
I suppose I could try and narrow it down a bit, but before I go on that path I figured I'd give a shout and see if anyone has an idea.
I'm having the same problem, what mods do you have installed?
@Seeker89
It would certainly be the easiest and low effort way of doing things, but I'd rather not spend time making them work together if they don't actually... function together. I'd much rather spend my time (in the future) making a compatch that actually allows children of other races, if the custom race supports it, rather than just a "patch over" which would require integrating the code from HAF anyways.
@LycanBlackpaw
Take your fursection complex somewhere else.
Quote from: lionessJess on February 07, 2017, 10:42:34 AM
Quote from: bonebaby on February 06, 2017, 08:57:23 PM
I'm investigating an issue I have with my save. I've got a ton of mods going, so I'm not really sure if I'm hitting a conflict there, but I figured I'd do a shout out and see if anyone have been hit by this.
I have in my save a pawn that is 12 years 3 seasons & 14 days old. When I unpause and let the game run a couple hours, the game freezes at the point where this pawn would age into the teen bracket of the lifecycle. The game is just toast at this point. If I go into the human defs file for the mod and bump up the definition to 14 then it will carry through and keep running with the pawn aging to 13 as expected, but still being a child.
So, do you think I have a mod conflict somewhere, or is this something that you have seen?
I suppose I could try and narrow it down a bit, but before I go on that path I figured I'd give a shout and see if anyone has an idea.
I'm having the same problem, what mods do you have installed?
Well, most of the mods I have are pretty much cosmetic, or stuff like more joy objects and different furniture... I have a couple loaded that I *think* could have problems with this one, specifically the EPOE or Hospitality. I'm not sure though as I haven't dug into them yet. I'm just guessing at this point.
Here's the full list:
<modNames>
<li>Core</li>
<li>EdB Prepare Carefully</li>
<li>More Vanilla Turrets</li>
<li>EPOE Hardcore Version</li>
<li>Additional Joy Objects</li>
<li>ED-Laser Drill</li>
<li>LT-DoorMat</li>
<li>Mad Skills</li>
<li>Trading Spot</li>
<li>Shutdown All</li>
<li>Floor Lights</li>
<li>RimFridge</li>
<li>Hospitality A16</li>
<li>Dye Vat</li>
<li>Tilled Soil</li>
<li>HugsLib</li>
<li>Remote Explosives</li>
<li>Children and Pregnancy - Testing v0.1d</li>
<li>WorldPawnGC</li>
</modNames>
-BB
None of those mods look like they should conflict with C&P, but make sure to always check for the newest version in the OP (you're on 0.1d, newest is 0.1f). I had problems relating to MadSkills in the past, but that's just a guess.
Quote from: Thirite on February 07, 2017, 05:56:51 PM
None of those mods look like they should conflict with C&P, but make sure to always check for the newest version in the OP (you're on 0.1d, newest is 0.1f). I had problems relating to MadSkills in the past, but that's just a guess.
I'm on f, the about.xml in the .1f archive is still tagged as .1d. I noticed it and thought it was just an oversight in the versioning.
I'll D/L it again, but I'm pretty sure I pulled what was in the OP and that was .1f.
-BB
Yeah, I pulled the .1f download and extracted it, it says .1d in the about.xml.
Ah, you're right. Well, I guess I'll have to remember to properly update the about.xml in the upcoming 0.1g...
I'm a bit behind, keeping up with this one - I think I last worked with d or so. Is the social fighting problem updated by g?
(Not looking forward to a repeat of the arm-ripping-off incident, so I put playtesting on hold for the moment. Shall return once you've had opportunity to update on that front.)
man I was having fun with your mod, but my computer desided it wanted to melt the cpu. Was really looking forword to the next update :-\
Quote from: Thirite on December 28, 2016, 09:55:34 AM
Cheating already happens in the base game as far as I am aware
Yes, it does. However, from my experience it requires user intervention in the form of changing bed assignments. The debuff is "Wants to sleep with <pawn name> -5"
Quote from: bonebaby on February 06, 2017, 08:57:23 PM
Well, most of the mods I have are pretty much cosmetic, or stuff like more joy objects and different furniture... I have a couple loaded that I *think* could have problems with this one, specifically the EPOE or Hospitality. I'm not sure though as I haven't dug into them yet. I'm just guessing at this point.
Here's the full list:
<modNames>
<li>Core</li>
<li>EdB Prepare Carefully</li>
<li>More Vanilla Turrets</li>
<li>EPOE Hardcore Version</li>
<li>Additional Joy Objects</li>
<li>ED-Laser Drill</li>
<li>LT-DoorMat</li>
<li>Mad Skills</li>
<li>Trading Spot</li>
<li>Shutdown All</li>
<li>Floor Lights</li>
<li>RimFridge</li>
<li>Hospitality A16</li>
<li>Dye Vat</li>
<li>Tilled Soil</li>
<li>HugsLib</li>
<li>Remote Explosives</li>
<li>Children and Pregnancy - Testing v0.1d</li>
<li>WorldPawnGC</li>
</modNames>
-BB
The only mods that we both have are:
EdB Prepare Carefully
Children and Pregnancy - Testing v0.1d
HugsLib
Quote from: lionessJess on February 08, 2017, 04:53:13 AM
The only mods that we both have are:
EdB Prepare Carefully
Children and Pregnancy - Testing v0.1d
HugsLib
Interesting, thanks. I started a new colony without the madskillz mod & will try and see if I can get it to the point where I can cause a freeze when a pawn is promoted to the next lifecycle stage. I just thought I'd try that out first. If it still locks up, I may try a new save and pull out HugsLib next.
-BB
I'm getting the same error on transition to teenager stage now. I'm investigating it further.
Edit: Yeah it was completely my fault; not a mod conflict. Fixing now...
New version available - v0.1g
Fixes:
- abortions and related thoughts should function properly now
- the game should no longer freeze when a child becomes a teenager
- Lovin' now properly lasts for the appropriate time rather than finishing in 1 game tick
- Fixed some potential problems relating to the integrated Simple Beard Framework
Not fixed:
- Adults will still happily murder children in social fights
That's great Thirite, I'll update the mod & try it on my primary save. Thanks!
-BB
My husband and I love this mod, I'm excited for this update. :)
HURRAY
On the latest update, I get the following error every time I disassemble a mechanoid.
Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorldChildren.ChildGraphics.ResolveAgeGraphics (Verse.PawnGraphicSet graphics) [0x00000] in <filename unknown>:0
at RimWorldChildren.ChildGraphics+<_ApparelChanged>c__AnonStorey0.<>m__0 () [0x00000] in <filename unknown>:0
at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:ExecuteWhenFinished(Action)
RimWorldChildren.ChildGraphics:_ApparelChanged(Pawn_ApparelTracker)
RimWorld.Pawn_ApparelTracker:DestroyAll(DestroyMode)
Verse.Corpse:Destroy(DestroyMode)
Verse.RecipeWorker:ConsumeIngredient(Thing, RecipeDef, Map)
Verse.AI.Toils_Recipe:ConsumeIngredients(List`1, RecipeDef, Map)
Verse.AI.<FinishRecipeAndStartStoringProduct>c__AnonStorey418:<>m__674()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.<DoRecipeWork>c__AnonStorey417:<>m__66F()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Anyone having invisible children? :o I don't know what may be causing this, have some other mods installed. Prepare Carefully and some Hair mods with beards, but I have disables the Beard Framework.
@KageNoOni
Odd, I'll have to investigate that further. I'm itching to add more features but I would rather have it bug free before that...
Edit: Alright, fixed. Looking for some other small fixes I can patch quickly before pushing v0.1h
@Anmer
Please refer to the OP to make sure you're not using any incompatible mods, and if the problem persists, post your modlist
New version available: v0.1h v0.1i
Fixed:
- (sane) adults will no longer start social fights with children, but tell them off or discipline them instead
- resolved the issue with 'ResolveAgeGraphics' throwing errors due to being erroneously applied to non-humanlikes
- abortions (again)
Will you be adding this to steam?
Nope. I don't plan to put any of my stuff on steam; having mods locked behind a wall of DRM that legitimate owners of the game cannot access because they use the DRM Free version of RimWorld is not something I support or would engage in. While I could do something like putting a link to the forum in the mod description, I have had a strong dislike of Steam ever since they tried their paid mods scheme and would just prefer not to use it at all.
Manually installing mods for RimWorld is far from rocket science anyway: just paste the folder of the mod you want to install into RimWorld's 'Mods' folder. This is still doable with the Steam version - as I myself also use the Steam version.
The only downside to not installing mods via steam is that they won't automatically update nor notify you of updates, but that's nothing a little check of the mod page can't clear up. It's not as hard as you may think
I just wish HugsLib or something had a "new update available!" functionality for mods. Checking through each one is certainly a huge pain with 50~ mods installed
Quote from: Thirite on February 09, 2017, 07:27:49 PM
New version available: v0.1h v0.1i
Fixed:
- (sane) adults will no longer start social fights with children, but tell them off or discipline them instead
- resolved the issue with 'ResolveAgeGraphics' throwing errors due to being erroneously applied to non-humanlikes
- abortions (again)
Awesome! Do kids still start social fights? If so, will the adult still engage? (Wendy started it, after all...)
Oh, I suppose I hadn't thought of that. I don't mind children starting social fights with other children, but with an adult seems absurd.
Just found something weird . . . some kids even though they aren't incapable of anything are capable of certain tasks . . . is that a bug?
Well, absurdity is something they're good at; I've had a few punches thrown at my legs (as high as they could reach :P ). I'm not sure whether it's easier to turn off starting fights with adults at all, or to make the adults respond with discipline/telling off instead?
For some reason, the game is repeatedly giving me log messages about resolving age graphics for my entire colony.
Salamander
Verse.Log:Message(String)
RimWorldChildren.ChildGraphics:ResolveAgeGraphics(PawnGraphicSet)
RimWorldChildren.ChildGraphics:_ResolveAllGraphics(PawnGraphicSet)
RimWorldChildren.Hediff_Baby:TickRare()
RimWorldChildren.Hediff_Baby:Tick()
Verse.Pawn_HealthTracker:HealthTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
And a quick link (https://youtu.be/h7aLb-jyaHA) to show it in action.
Ah, just a harmless debugging message I forgot to remove. Not indicative of any problem, only worry if you get a Log.Warning or Log.Error
Quote from: Thirite on February 10, 2017, 04:43:24 PM
Oh, I suppose I hadn't thought of that. I don't mind children starting social fights with other children, but with an adult seems absurd.
We have plenty of colonists that are high maintenance, so why wouldn't the children be any different? And why wouldn't our immature adults fight with children, as they do in real life? It could count toward social development scores.
Well, because it typically results in the child being severely wounded or dead.
Quote from: Thirite on February 11, 2017, 08:50:05 PM
Well, because it typically results in the child being severely wounded or dead.
How is that different than any other event in this game? And what prevents such interactions from being variably attenuated for children, or not?
This isn't to advocate physical abuse of children, or children abusing adults (because that happens more often than you'd believe) but humans are humans and these things happen. But not everyone that would physically hurt a child would have the aim to severely injure them, so damage done could be varied to that colonists personality, just like anything else in this game. And a colonist abusing a child could raise an alarm similar to a hostile intruder, bringing others to their aid--parameters like a major/minor break.
@travin
Social fights between adults and children will still be entirely possible if the adult is a psychopath, but I'm not going to have any random colonist willing to beat a kid to death because they got insulted or the kid punched them in the leg. Sane adults will already physically discipline children if they're in a bad mood and get offended (not tested though, but probably works), or tell them off if they're in a good mood. Kind colonists on the other hand will never hit a child but will still tell them off.
Quote from: Thirite on February 11, 2017, 10:11:09 PM
@travin
Social fights between adults and children will still be entirely possible if the adult is a psychopath, but I'm not going to have any random colonist willing to beat a kid to death because they got insulted or the kid punched them in the leg. Sane adults will already physically discipline children if they're in a bad mood and get offended (not tested though, but probably works), or tell them off if they're in a good mood. Kind colonists on the other hand will never hit a child but will still tell them off.
I didn't ask for colonists to beat children to death. In fact, I clearly stated I don't advocate violence against children and that altercations be attenuated specifically for children.
But I do find it rather strange that an adult must be a psychopath to get into a physical altercation with non-adult colonists. It seems unnecessarily biased. Especially considering the broad personality traits that lead to conflicts for both children and adults. My only concern would be the use of weapons, otherwise it's all fair game and left to personality mechanics of the game already in place--which seem to be handled quite well.
Allowing typical social fights between children/sane-adults without the children potentially being killed would require detouring more code for adults to "throw their punches" so they don't kill them in three hits, which I don't plan to do because it could potentially create even more mod incompatibilities than there already are. So instead the adult just gives them a spanking/smacks them upside the head. So having a normal social fight with a child is mutually inclusive with potentially murdering them- hence why only psychopaths will do it.
Quote from: Thirite on February 12, 2017, 12:46:51 AM
Allowing typical social fights between children/sane-adults without the children potentially being killed would require detouring more code for adults to "throw their punches" so they don't kill them in three hits, which I don't plan to do because it could potentially create even more mod incompatibilities than there already are. So instead the adult just gives them a spanking/smacks them upside the head. So having a normal social fight with a child is mutually inclusive with potentially murdering them- hence why only psychopaths will do it.
If you don't have to "detour code" but still provide a means for them to get into physical altercations without killing them, I'm having a difficult time finding any difference between what I'm talking about and what you've just described.
Could you add some sort of "Play Pretend" or "Play in Dirt/Sand/Mud" or other game for bored children? My tribal children do not have much to do and get grumpy. Also some sort of toy box joy object would be very useful.
I remember in the Sims 2 that my tribal toddlers would spend hours playing in puddles getting their joy.
Will there be some factor as to how likely an adult is to social fight with a child? (not dissimilar to mental breaks with psychology)
So a psychopath will have a(n) x% chance to social fight with a child, and perhaps bloodlust will have a(n) y% chance to social fight..?
Quote from: travin on February 12, 2017, 12:55:18 AM
Quote from: Thirite on February 12, 2017, 12:46:51 AM
Allowing typical social fights between children/sane-adults without the children potentially being killed would require detouring more code for adults to "throw their punches" so they don't kill them in three hits, which I don't plan to do because it could potentially create even more mod incompatibilities than there already are. So instead the adult just gives them a spanking/smacks them upside the head. So having a normal social fight with a child is mutually inclusive with potentially murdering them- hence why only psychopaths will do it.
If you don't have to "detour code" but still provide a means for them to get into physical altercations without killing them, I'm having a difficult time finding any difference between what I'm talking about and what you've just described.
The difference is that parents and sane adults actually
do prefer to spank a kid or tell them off instead of beating them up.
@Hydromancerx
Yeah, I'll certainly be adding stuff like that in the future. Joy activities both for children and between children/parents.
@XeoNovaDan
Currently social fights just reroute between three options- normal fighting for psychopaths, physical discipline, or telling them off. Psychopaths will just always go for a social fight if one is triggered, but I could change it. Regardless, while testing I've run into a bizarre bug getting the otherPawn variable from the social fighting mental state so it all seems to be completely broken right now anyways. :| Which is completely weird because the decompiled source is apparently exactly the same as the part of my code which throws the error. By all rights it shouldn't have an error, but it does. Fug.
Edit: Looks like I fixed it, but still not sure why the original decompiled code didn't work... it should have by all obvious logic. Oh well. v0.1j coming soon
Kid and Adult turn orange and throw the following error , then chill, decide they had a social fight and go back to work one catharic the other angered.
Exception in Verse.AI.ThinkNode_Priority TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorldChildren.Thought_Override._TryGiveJob_SocialFight (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
be advised save game was started with version h , over-written with version i
mods used: Core, Children and Pregnancy - Testing v0.1i, Nandonalt's Set up Camp, Fluffy's Relations Tab
(P.S. I'd be using a ton more mods if authors would release stuff that doesn't constantly spam the default output.log with stuff that belongs in verbose making it harder to debug lol.)
Great work so far Thirite.
Not sure what she's missing but Trudy got this for her 13th birthday:
Exception ticking Trudy: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorldChildren.Hediff_Baby.GrowUpTo (Int32 stage, Boolean generated) [0x00000] in <filename unknown>:0
at RimWorldChildren.Hediff_Baby.Tick () [0x00000] in <filename unknown>:0
at Verse.Pawn_HealthTracker.HealthTick () [0x00000] in <filename unknown>:0
at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
edit: Bug was failure to lose the <child growing> tag and become an adult (on all of 9 children). I fired up a new game and wasn't able to reproduce this error again - but the social fighting one above keeps occuring.
Right, the social fighting thing I'm working on currently. Unfortunately writing the MakeNewToils function is nowhere near as straightforward as I figured it would be- running into a lot of problems getting the pawn to do what I need it to do.
Might want to take a look at this... I'm sure the two mods would work GLORIOUSLY together as long as they're compatible
https://steamcommunity.com/sharedfiles/filedetails/?id=751049133&searchtext=
Also, any plans of putting this up on the workshop?
@Psyckosama
I'm planning to implement similar functionality, but won't be using B&B itself.
Quote from: Thirite on February 10, 2017, 02:49:24 PM
Nope. I don't plan to put any of my stuff on steam; having mods locked behind a wall of DRM that legitimate owners of the game cannot access because they use the DRM Free version of RimWorld is not something I support or would engage in. While I could do something like putting a link to the forum in the mod description, I have had a strong dislike of Steam ever since they tried their paid mods scheme and would just prefer not to use it at all.
Adding to that, they're trying paid mods AGAIN. (https://ludeon.com/forums/index.php?topic=30493.msg311470)So don't expect to see anything of mine on the workshop.
I decided to give your mod a test run in my new tribal game. The first raid, often referred to as "guy with a club", was a 7 yr old girl. I'm assuming little kid raiders are not intended, 'cause it felt pretty bad digging a little grave for her. Is this a known issue?
Yeah, I've known about it for a while now. I will have to change the pawn generator to disallow children for raiders. But as there are game-interfering bugs it's a bit lower priority.
Quote from: Thirite on February 13, 2017, 11:05:00 PM
Yeah, I've known about it for a while now. I will have to change the pawn generator to disallow children for raiders. But as there are game-interfering bugs it's a bit lower priority.
Well, I think it's fine, some tribes will send the young out to earn their name. And some raider groups don't care since it might not be their kid. Look and child soldiers and human debris in Gundam IBO. http://gundam.wikia.com/wiki/Human_Debris
Small bug - if the mother has bionic legs after giving birth, her movement will be above 0% and the "Recovering From Giving Birth" status doesn't make her bedridden. Currently the status gives -100% to movement. If it instead set the maximum movement to 0%, it might work as intended.
Anyway, great mod! I had been waiting for something like this to be made for a while and you integrated it into the game marvelously. Well done. I'm excited to see where you go with it in the future :)
Quote from: Thirite on February 13, 2017, 10:17:13 PM
@Psyckosama
I'm planning to implement similar functionality, but won't be using B&B itself.
[/quote]
Cool.
QuoteQuote from: Thirite on February 10, 2017, 02:49:24 PM
Nope. I don't plan to put any of my stuff on steam; having mods locked behind a wall of DRM that legitimate owners of the game cannot access because they use the DRM Free version of RimWorld is not something I support or would engage in. While I could do something like putting a link to the forum in the mod description, I have had a strong dislike of Steam ever since they tried their paid mods scheme and would just prefer not to use it at all.
Honestly I'd suggest that strongly. Steam's Autoupdate feature is extremely useful.
QuoteAdding to that, they're trying paid mods AGAIN. (https://ludeon.com/forums/index.php?topic=30493.msg311470)So don't expect to see anything of mine on the workshop.
It doesn't apply to Rimworld. Expressly forbidden in the TOS.
That said here's hoping when they do they don't do it like idiots. Having a built in Tips-Jar or a built in "Patreon" style function would be a world better than the idiocy of selling mods.
New version available - v0.1j
Changes:
- Social fights between adults and children are now functioning as intended
- Mod will throw errors on game start if it detects incompatible active mods
@Psyckosama
That's not the point. It's the fact that they don't give a damn about modding communities, the fact that they wall off their downloads behind DRM so people with the sendowl client can't access content, the fact that the only thing they care about is money. I'm not interested in engaging with a service so staunchly against the very idea of free open source software.
You CAN download workshop content if you don't own the associated game, either through a site or a browser plugin. The issue is that developers can choose to block this feature from their game's workshop. I know Rimworld does this, along with some other titles like XCOM 2. Blame the developer for choosing to do this, not the workshop itself.
Wanted to jump in regarding B&B...
Having both mods, it doesn't seem to throw any incompatibilities. B&B still has its fertility + reproductive organs and if one is infertile/organs destroyed, they aren't bearing children.
This has been through a playthrough of about 15+ hours, I'll see if it ends up being conflicting, however.
Hi!
First I would like to say that this is a great mod and compliments to the author for all the work involved.
I wanted to ask if this mod is incompatible with MISC mods? M.A.I and robots to be precise? The robots one doesn't work (the hauler and cleaner bots can be placed, but when pressing "Activate" nothing happens), M.A.I works, but it got the sprite of a baby (http://i.imgur.com/tVP4Ttl.jpg) . At first, after beign built, it appeared headless.
Any idea how can I fix this? Cheers!
Eh, weird. I can't say I know how the mod works but by the looks of it it detours the pawn rendering methods as well to make a robot. I guess the two aren't compatible.
I knew the babies were actually robots!
I once made a mod that allowed you to accelerate aging. Would you like me to update it to A16?
Quote from: robotguy4 on February 18, 2017, 03:53:29 AM
I once made a mod that allowed you to accelerate aging. Would you like me to update it to A16?
YES! :D
Quote from: Dragoon on February 18, 2017, 09:54:22 AM
Quote from: robotguy4 on February 18, 2017, 03:53:29 AM
I once made a mod that allowed you to accelerate aging. Would you like me to update it to A16?
YES! :D
K. It's been a while since I touched Rimworld modding and I was never incredible at it. I just got my tools working again, though.
Last time I had it working was in A14. I never released it as I had trouble finding a way to apply the accelerated aging without it becoming a micromanaging nightmare. A16's drug system might solve this problem.
Should be pretty easy with a drug- have the drug 'high' be a hediff which incrementally ages up the pawn every tick of the hediff class. I think there's a method called AgeTick or something similar in the Pawn_AgeTracker class which you could execute manually to speed aging. If you called it once per frame of the hediff you'd effectively double age speed, if you called it twice per hediff tick you'd triple it etc.
Quote from: Thirite on February 18, 2017, 08:24:24 PM
I think there's a method called AgeTick or something similar in the Pawn_AgeTracker class which you could execute manually to speed aging. If you called it once per frame of the hediff you'd effectively double age speed, if you called it twice per hediff tick you'd triple it etc.
Yeah, that's basically what I did.
I got my accelerated Hediff working again on A16, but I can't seem to get my new drugs to work. I keep getting an error.
If you would like, I could send you what I've got so far.
Using the Children and Pregnancy mod with Misc Robots and Misc Robots++. No errors, no incompatabilities. When I activate the bots, I briefly (1 frame) see the sprite for a newborn baby, then the correct sprite takes over. This only happens once per bot, and deactivating and reactivating the bot later shows the correct sprite. In case it matters, I have Children and Pregnancy loaded before Misc Robots and Misc Robots++.
Edit: I should probably mention I'm still on version 0.1i, since 0.1j just freezes RimWorld on load for me.
Could be the bot ageing? I thought about this with mai too
@KageNoOni
Hum, interesting. The crash is probably related to the new feature of detecting incompatible mods on startup, I'll have to take a look. I also want to add joy activities for parents and babies in v0.1k- should be fairly easy now that I've gotten the hang of job drivers.
I too have the game crash if i make a new world with this mod. If i disable it it works fine to make a new world. Also saved game work fine with the mod. Only world creation for some reason. note i use v0.1j
Quote from: Thirite on February 19, 2017, 06:51:06 PM
@KageNoOni
Hum, interesting. The crash is probably related to the new feature of detecting incompatible mods on startup, I'll have to take a look. I also want to add joy activities for parents and babies in v0.1k- should be fairly easy now that I've gotten the hang of job drivers.
For reference, v0.1j didn't crash for me during the creation of a new game. I modded up heavily - avoided mods I knew/thought might be incompatible, but I'm not knowledgeable on C# incompatibility, so it's possible I guessed wrong. But I didn't get any errors displayed about incompatibility.
I threw out Psychology from my mod list this time around - I heard chatter about its recent update changing pawn types or something, which Alien Races' author was displeased about for compatibility, so I speculated it might not play nice with Children anymore?
(Also, I decided that I much prefer Romance Diversified/Rumours & Deception's social interaction systems to Psychology's new ones. Also, interaction with Romance Diversified (I think): my 13-year-old is hitting on the adults left and right, and he is
so bummed that none of them will sleep with him. It's hilarious.)
@Tammabanana
Yeah that sounds like a typical teenage boy. Hahaha
A question, is it necessary to recreate a saved or not?
Should work just fine on existing saves, as long as it doesn't meet any incompatible mods.
I installed this mod (my first for the game!) and really love it. But I am having a problem where wardens won't deliver food to prisoner children. :/ I am running the new set up camp and camping stuff mods too. So not sure if that is causing the conflict?
Also please don't change it so children never spawn in raids. Just perhaps reduce the chances of them spawning as raiders? My best colonists are 10-12 yr olds I've captured from raiders. LOL
Also, I haven't yet had any babies (I finally have one pg colonist) but I'm not sure if the textbooks are even necessary? My kids are already experts in their passion areas after only 2 yrs. Unless they are intended to work in conjunction with the growth vat? But then wouldn't the neurotrainer that already exists in the game work just as well?
Thanks for a great mod. I am really enjoying it. I don't think I will ever go back to vanilla after this. :)
Rue
Interesting feedback! I do plan to add skillbooks just as a way to get their skills up from zero to five or so, but that's surprising that they gain skill xp that quickly. Out of curiosity, are you using the Mad Skills mod to remove skill degradation? I don't think I'll completely remove children from raids, but I want to tweak it to make a bit more sense. Child soldiers certainly are a thing after all.
On the gaining XP very quickly point, is there a way to change their passions mid life cycle. Babies and young children's brains are like sponges and so I think that form the moment they become full colonists untill maybe 6 years old they should have double burning passions in all categories. After they turn 6 they should have passions and double passions in their highest skills, and if they say never touched a stove have no passion in cooking.
Quote from: Thirite on February 22, 2017, 09:22:24 PM
Interesting feedback! I do plan to add skillbooks just as a way to get their skills up from zero to five or so, but that's surprising that they gain skill xp that quickly. Out of curiosity, are you using the Mad Skills mod to remove skill degradation? I don't think I'll completely remove children from raids, but I want to tweak it to make a bit more sense. Child soldiers certainly are a thing after all.
Nope. Only mods I'm running are the ones I mentioned. To be fair, for probably the first year I had all of 2 adults and the rest were kids. So they had to pull their weight earlier than they should've had to. LOL But I found they levelled up in their passion areas as least as fast as the adults did. If I recall correctly, they started off in the 1-4 skills range when I got them. But for passions it takes no time to level up those first few levels at all. Now they are experts and I even have a growing master. She lost her foot to frag grenades in a raid when she was 10, so she's restricted to home base and pretty much just gardens all day. She should be 13 soon. One of my other kids just turned 13. Like I said, I really am enjoying this mod. LOL
But if you could fix the glitch where the kid prisoners don't get fed that would be great. If they are injured or incapacitated the wardens will feed them, but not if they are healthy. I can't even prioritize them to do it. :/
Thanks!
Rue
Quote from: Jstank on February 22, 2017, 11:21:43 PM
Babies and young children's brains are like sponges and so I think that form the moment they become full colonists untill maybe 6 years old they should have double burning passions in all categories.
That doesn't sound realistic to me. Children display extremely strong opinions on what they're interested in and what they're not very, very early. I've been able to tell since like 6-9 months old that my elder child has zero interest in music and double burning passion in (lego) construction, and this remains true 7 years later.
About to run a serverly modded run threw gona test if SS[Advanced bodies] rimworld mod conflicts.
Also putting this mod fairly low on the load order will cause it to overwrite other mods. such as facial stuff and worlds w/o hate lower on the list means everything above it is lower on the priority load. tho i dont want kids with beards.
I really love this mod. I run it with a lot of other mods, and though I get weird periodic slowdowns, moreso as my game progresses, that's not what I'm posting about today.
Female pawns need a longer break after giving birth before they're fertile again. Babies should be spaced out 2-3 years. Maybe, after giving birth, give the mother a "Breastfeeding" condition to her torso, which (randomly lasts anywhere from two seasons to three years? Then it goes away and she can conceive again. This is a simplification from the real world, but I think it would serve the mod well.
Thanks for making this very cool mod!
PS: I really like having kids in raids and trade groups. It adds to the story, and they're the only pawns I go out of my way to rescue and recruit (and then launch, if I'm able). Poor kids need to have a chance at a better life.
Quote from: Bob Roberts on February 24, 2017, 02:50:46 PM
I really love this mod. I run it with a lot of other mods, and though I get weird periodic slowdowns, moreso as my game progresses, that's not what I'm posting about today.
Female pawns need a longer break after giving birth before they're fertile again. Babies should be spaced out 2-3 years. Maybe, after giving birth, give the mother a "Breastfeeding" condition to her torso, which (randomly lasts anywhere from two seasons to three years? Then it goes away and she can conceive again. This is a simplification from the real world, but I think it would serve the mod well.
Thanks for making this very cool mod!
PS: I really like having kids in raids and trade groups. It adds to the story, and they're the only pawns I go out of my way to rescue and recruit (and then launch, if I'm able). Poor kids need to have a chance at a better life.
I disagree many moms have kids back to back (one year apart.) I don't think there needs to be additional spacing, other than how much spacing there is.
Quote from: Dragoon on February 24, 2017, 03:46:14 PMI disagree many moms have kids back to back (one year apart.) I don't think there needs to be additional spacing, other than how much spacing there is.
"Irish twins" ie, children a year apart, are not as common as you think, Dragoon.
I did more thinking and it would be fine if the infertile time was between no time at all and three years. It could be applied like a drug, systemically, with a very long timer. That would work very well.
Quote from: Dragoon on February 24, 2017, 03:46:14 PM
Quote from: Bob Roberts on February 24, 2017, 02:50:46 PM
I really love this mod. I run it with a lot of other mods, and though I get weird periodic slowdowns, moreso as my game progresses, that's not what I'm posting about today.
Female pawns need a longer break after giving birth before they're fertile again. Babies should be spaced out 2-3 years. Maybe, after giving birth, give the mother a "Breastfeeding" condition to her torso, which (randomly lasts anywhere from two seasons to three years? Then it goes away and she can conceive again. This is a simplification from the real world, but I think it would serve the mod well.
Thanks for making this very cool mod!
PS: I really like having kids in raids and trade groups. It adds to the story, and they're the only pawns I go out of my way to rescue and recruit (and then launch, if I'm able). Poor kids need to have a chance at a better life.
I disagree many moms have kids back to back (one year apart.) I don't think there needs to be additional spacing, other than how much spacing there is.
It takes about 1-3 months for a mother's childbirth-injuries, including just regression to approximately-normal body-state, to heal to a point where she's willing to do lovin' again. Even with a smooth childbirth, that vagina's just been stretched out to canteloupe-sized proportions, and those boobs are in pain from the incoming milk and the associated clogs and mastitis, which are much more frequent during those first few months, before the mammary glands have gotten themselves up and running smoothly. Prevention of the next pregnancy should be tied to a post-birth pain condition for the mother that triggers her to rebuff any overtures towards lovin'
in no uncertain terms. The duration of the condition could be variable, depending on how the birth went plus some RNG.
Mothers who choose not to breastfeed will be
even more "get your hands off me" for the first few weeks, because that milk is going to come in whether she likes it or not, and
not expressing it is seriously explodey-painful. But the only way to make the milk stop generating is to not express it. (Not sure off the top of my head how long it takes for that to subside for non-breastfeeding mothers, and there are probably some tricks for mitigating the pain that I don't know if. I didn't go that route.)
Breastfeeding itself has a small contraceptive effect, but not 100%. It only produces
some of the hormones used in contraceptives. Modern breastfeeding women who want to prevent another pregnancy use a progesterone-only pill, which is not gonna do the job when the kid starts weaning itself and the breastfeeding isn't creating its share of the contraceptive hormones anymore. (Full medical contraceptives will dry up the milk.) If breastfeeding is implemented, it should reduce the chance of another pregnancy, but not prevent it. I don't know the percent chances offhand. (But for anecdotal reference: in my own family of 6 living siblings, 3 miscarriages/stillborn, and no contraception, there were 3 incidents of conception ~3 months after the last kid's birth, and one dry spell of 6 years between the conception of my older brother and me.)
This has been your TMI for the day. Congratulations, you've now learned something that nobody polite would have told you until it's too late and you're stuck with the consequences.
Basic stats of the 4 million births tracked in the US during 2002
(https://s6.postimg.org/fy0jve09d/births_by_age_bar.jpg)
Quote from: AngleWyrm on February 25, 2017, 08:25:37 PM
Basic stats of the 4 million births tracked in the US during 2002
That graph is interesting but it only represents one country on one type of planet. I can tell the graph would be very different where I live (I mention it because in rimworld we're supposed to get a mixture of people from tribes, glitterworlds, urbworlds etc.)
Mod compatibility note:
If you are using Fluffy's Work Tabs mod, your console will spit out a lot of errors if there's a baby on the map. Don't worry, these seem to be safe to ignore.
When the baby does finally does grow up to working age, you may find that all the job settings are missing from the work tab. Again, don't worry: reload your save. This will add the jobs to the work tab GUI for said child.
Without looking at any code, I would suspect that Work Tabs only checks for jobs that a colonist can do at start-up and it interprets pawns not able to do certain jobs as being an error.
I got an initial version of my age-up drug working. I'm thinking that it raising hunger by the same amount as age acceleration may be a good balancing mechanic. Any thoughts?
Extended texting of [ss] Advanced bodies complete No errors child raised from infant to young adult no issues.
Can you please add to the incompatibility list the mods you decided to forcibly make this none compatible with to the point this mod will freeze, or crash your game. Because you're only going to blacklist yourself for that type of coding without telling people your don't like said mods, therefore, forced it to be incompatible with them. Don't care that you've done it just warn people that it's coded to happen with certain mods.
Quote from: Goryokaku on March 01, 2017, 04:57:16 PM
Can you please add to the incompatibility list the mods you decided to forcibly make this none compatible with to the point this mod will freeze, or crash your game. Because you're only going to blacklist yourself for that type of coding without telling people your don't like said mods, therefore, forced it to be incompatible with them. Don't care that you've done it just warn people that it's coded to happen with certain mods.
"Forced" is a pretty strong word for something gone buggy in a mod still on the Unfinished forums. You may want to read a page or two back in the thread, where there's some conversation about what might be causing the crashes. Spoiler alert - it's not malice.
Quote from: Tammabanana on March 01, 2017, 08:50:57 PM
Quote from: Goryokaku on March 01, 2017, 04:57:16 PM
Can you please add to the incompatibility list the mods you decided to forcibly make this none compatible with to the point this mod will freeze, or crash your game. Because you're only going to blacklist yourself for that type of coding without telling people your don't like said mods, therefore, forced it to be incompatible with them. Don't care that you've done it just warn people that it's coded to happen with certain mods.
"Forced" is a pretty strong word for something gone buggy in a mod still on the Unfinished forums. You may want to read a page or two back in the thread, where there's some conversation about what might be causing the crashes. Spoiler alert - it's not malice.
He's not talking about the list that's listed in the OP.
Because apparently someone found this in the assembly dll.
// eat shit
if (mod.Name.Contains("[censored]")) {
Int64 i = 0;
while (true) {
i += 1;
}
}
Quote from: LordBitter on March 01, 2017, 09:45:36 PM
Quote from: Tammabanana on March 01, 2017, 08:50:57 PM
Quote from: Goryokaku on March 01, 2017, 04:57:16 PM
Can you please add to the incompatibility list the mods you decided to forcibly make this none compatible with to the point this mod will freeze, or crash your game. Because you're only going to blacklist yourself for that type of coding without telling people your don't like said mods, therefore, forced it to be incompatible with them. Don't care that you've done it just warn people that it's coded to happen with certain mods.
"Forced" is a pretty strong word for something gone buggy in a mod still on the Unfinished forums. You may want to read a page or two back in the thread, where there's some conversation about what might be causing the crashes. Spoiler alert - it's not malice.
He's not talking about the list that's listed in the OP.
Because apparently someone found this in the assembly dll.
// eat shit
if (mod.Name.Contains("[censored]")) {
Int64 i = 0;
while (true) {
i += 1;
}
}
Never heard of someone doing that before. I would have written it off as unintentional if you hadn't posted that. Is there a good reason for this?
Quote from: Lennbolt7 on March 02, 2017, 02:26:56 AM
Quote from: LordBitter on March 01, 2017, 09:45:36 PM
Quote from: Tammabanana on March 01, 2017, 08:50:57 PM
Quote from: Goryokaku on March 01, 2017, 04:57:16 PM
Can you please add to the incompatibility list the mods you decided to forcibly make this none compatible with to the point this mod will freeze, or crash your game. Because you're only going to blacklist yourself for that type of coding without telling people your don't like said mods, therefore, forced it to be incompatible with them. Don't care that you've done it just warn people that it's coded to happen with certain mods.
"Forced" is a pretty strong word for something gone buggy in a mod still on the Unfinished forums. You may want to read a page or two back in the thread, where there's some conversation about what might be causing the crashes. Spoiler alert - it's not malice.
He's not talking about the list that's listed in the OP.
Because apparently someone found this in the assembly dll.
// eat shit
if (mod.Name.Contains("[censored]")) {
Int64 i = 0;
while (true) {
i += 1;
}
}
Never heard of someone doing that before. I would have written it off as unintentional if you hadn't posted that. Is there a good reason for this?
Uh. No...?
That being said, I've never heard of the mod listed there nor can I seem to find it on the Ludeon forum.
Hmmm. There's talk about patching this portion of the code out on Lover's Lab. I think that might be why.
EDIT: To be honest, IMO this "eat shit" code will not solve the problem. Basically the way I found what the "banned" mod was was by searching for the "eat shit" code. It lead me right to the thread about the "banned" mod along with a download for a DLL without this freezing code.
Adding the eat shit code will just piss people off about "censorship" and "malicious code". I've seen this sort of shit happen numerous times in other modding communities many times before in many different implementations. It doesn't end well for the person who does the censorship.
Quote from: robotguy4 on March 02, 2017, 06:40:56 AM
EDIT: To be honest, IMO this "eat shit" code will not solve the problem. Basically the way I found what the "banned" mod was was by searching for the "eat shit" code. It lead me right to the thread about the "banned" mod along with a download for a DLL without this freezing code.
Adding the eat shit code will just piss people off about "censorship". I've seen this sort of shit happen in other modding communities many times before. It usually doesn't end well for the person who does the censorship.
Now I'm curious to what the banned mod is. Is the "banned mod" on lovers lab?
Quote from: Dragoon on March 02, 2017, 07:09:07 AM
Quote from: robotguy4 on March 02, 2017, 06:40:56 AM
EDIT: To be honest, IMO this "eat shit" code will not solve the problem. Basically the way I found what the "banned" mod was was by searching for the "eat shit" code. It lead me right to the thread about the "banned" mod along with a download for a DLL without this freezing code.
Adding the eat shit code will just piss people off about "censorship". I've seen this sort of shit happen in other modding communities many times before. It usually doesn't end well for the person who does the censorship.
Now I'm curious, is the "banned mod" on lovers lab?
Yeah. Also the mod page for said "banned" (Note: I'm not sure if it is "banned" anywhere other than in this code. I suspect it might be, but I'm not too interested in looking up more modding drama) mod has a download link for a DLL for the Children and Pregnancy mod that doesn't have the freezing code. Basically, if someone is going to use this mod with that mod, they're going to install that version, making those 6 lines of code pointless.
Whenever someone creates needless "DRM" for their mod, it makes everyone hate them in some capacity, no matter what the intentions were.
I don't plan to say much else just wanted the mod maker to at least inform people that his mod will cause issues with mods. As I said not bothered that he did it more, that he didn't say the mod was incompatible, it's a pretty nasty code to write in. Just want him to at least state the mod in question is incompatible.
its like the trial of howard roark
whoever got the //eat shit was most likely "pretty nasty" also. who was the firestarter?
edit: i should not have used a term like firestarter. i assumed there was a reason whichever mod was banned, and this is what i meant. not to blame someone in the forum for posting about the code. sorry for poor use of language, lol.
Quote from: auamoti on March 02, 2017, 11:05:31 AM
its like the trial of howard roark
whoever got the //eat shit was most likely "pretty nasty" also. who was the firestarter?
Well, i was the one who disabled that "// eat shit" code in order to make this mod compatible with the "censored" mod on the other forum thread.
You can easily find this piece of code lying untouched in the /ModFolder/Source/RimWorldChildren/RimWorld-Children/DetourInjector.cs file around line ~180 as it stands in the recent 0.1j version.
No one seems to try to "start fires". I see a few people around here merely asking why author needed such a categorical thing as crashing/freezing the game and not giving any noticeable information about that could happen to them.
I got a tip off from a random anon the mod in question was specifically designed to allow things like detailed pederasty/child sexual abuse etc. with my mod. So I in turn made my mod specifically designed to not work with it. If you don't like it you can build your own mod with my modified source. And at the end of the day, if I made a couple pederasts butthurt then those few lines of shittily written "load the game forever" code have served their purpose.
So what are you working on for the next release?
Done already:
- Russian translation (from native speaker)
- Some fixes to the drawing code relating to children and beards
- Parents hugging their kids (Adds good thought and positive relations)
In Progress
- French translation
- Parents playing with baby to improve baby mood
Planned, not started
- Breast feeding
- Kids playing games with each other (patty cake, tag)
This update has been very slow progress though as I've been spending a lot of my time contributing to the Community Animal Project to code a library that allows animals to have variable graphics as well as dynamically changing winter coats based on outdoor temperature. But I think I'm pretty much finished making it outside minor bugfixing so I should have more time to work on this.
Quote from: Thirite on March 04, 2017, 01:22:57 AM
I got a tip off from a random anon the mod in question was specifically designed to allow things like detailed pederasty/child sexual abuse etc. with my mod. So I in turn made my mod specifically designed to not work with it. If you don't like it you can build your own mod with my modified source. And at the end of the day, if I made a couple pederasts butthurt then those few lines of shittily written "load the game forever" code have served their purpose.
What mod are your talking about? the one we are talking about is the one form /vg/ and it has none of that in it.
Quote from: Thirite on March 04, 2017, 01:22:57 AM
I got a tip off from a random anon the mod in question was specifically designed to allow things like detailed pederasty/child sexual abuse etc. with my mod. So I in turn made my mod specifically designed to not work with it. If you don't like it you can build your own mod with my modified source. And at the end of the day, if I made a couple pederasts butthurt then those few lines of shittily written "load the game forever" code have served their purpose.
Neither of those two things you accusing %that% mod for are in there. Oh well.
Previously you were talking about that you know the other modding communities, one of them is the Minecraft, am i right?
So do you know the mod for it that is called "Gregtech"?
Quote from: Armyguy on March 04, 2017, 05:15:59 AM
Quote from: Thirite on March 04, 2017, 01:22:57 AM
I got a tip off from a random anon the mod in question was specifically designed to allow things like detailed pederasty/child sexual abuse etc. with my mod. So I in turn made my mod specifically designed to not work with it. If you don't like it you can build your own mod with my modified source. And at the end of the day, if I made a couple pederasts butthurt then those few lines of shittily written "load the game forever" code have served their purpose.
What mod are your talking about? the one we are talking about is the one form /vg/ and it has none of that in it.
What are you talking about? You don't need to get into details when you are a knight of justice and holiness in the shining armors, with the glowing golden nimbus spinning over your head. Well, at least when you consider yourself as one.
Quote from: nethrez1m on March 04, 2017, 05:35:39 AM
What are you talking about? You don't need to get into details when you are a knight of justice and holiness in the shining armors, with the glowing golden nimbus spinning over your head. Well, at least when you consider yourself as one.
The one we are talking about is a sex mod like the old romance mod all it looks for is pawn and not dead do to the min age in the unmoded game is 14 (from what i see) pederasty more or less can't come up useing that mod.
Quote from: Armyguy on March 04, 2017, 05:48:20 AM
The one we are talking about is a sex mod like the old romance mod all it looks for is pawn and not dead do to the min age in the unmoded game is 14 (from what i see) pederasty more or less can't come up useing that mod.
...so if that mod isn't checking for age, what happens when the min age is modded down to 0, pray tell?
I don't agree with the way in which the mod incompatibility was implemented, but your "but it's not even this mod" defense is flawed*, and
so lacking moral high ground. I'm not even going to touch your
14 isn't pederasty/child abuse implication; that speaks volumes on its own.
* (Not just because you're inaccurately presenting it in terms of an unmodded game, but also rhetorically: OK, so which mods
should be blocked?)
Quote from: Thirite on March 04, 2017, 02:51:38 AM
In Progress
- French translation
- Parents playing with baby to improve baby mood
Can parents playing with baby improve parent mood, too, please? Or add joy? Playtime is fun for everybody.
Balance-wise, tantrums and disciplining and desperately trying to figure out what this kid will eat and why they won't go back to sleep usually create the offsetting significant mood/joy decreases.
Quote from: Tammabanana on March 04, 2017, 08:04:28 AM
Quote from: Armyguy on March 04, 2017, 05:48:20 AM
The one we are talking about is a sex mod like the old romance mod all it looks for is pawn and not dead do to the min age in the unmoded game is 14 (from what i see) pederasty more or less can't come up useing that mod.
...so if that mod isn't checking for age, what happens when the min age is modded down to 0, pray tell?
I don't agree with the way in which the mod incompatibility was implemented, but your "but it's not even this mod" defense is flawed*, and so lacking moral high ground. I'm not even going to touch your 14 isn't pederasty/child abuse implication; that speaks volumes on its own.
* (Not just because you're inaccurately presenting it in terms of an unmodded game, but also rhetorically: OK, so which mods should be blocked?)
But %that% mod does checks for age in the ~same manner as the original Rimworld does. So it probably shouldn't be blamed for a child abuse if you don't blame the game itself as well.
Personally I think it's only the author's choice to block any other mod - because users are free in choice of mods and authors. But i think that authors
should give the info about the blocking done in the malicious way.
Added:
Quote from: metky on March 04, 2017, 08:13:54 AM
It's a rape mod.
The sex need/STD mechanic is pretty tame & could be interesting for additional psychology traits or relationship dynamics, but mostly I see it around because it allows tagging prisoners for rape (not to mention adding a nympho trait that allows raping sleeping colonists.)
I 100% support any modder that rigs their code to crash that mod since it's obviously easily circumvented (in the current implementation) and ultimately just making a statement.
It's harsh game.
The eat need/organ removal mechanic is pretty tame & could be interesting for additional psychology traits or relationship dynamics, but mostly I see it around because it allows butchering prisoners for meat and organs (not to mention adding a cannibal trait that allows eating dead colonists.)
I 0% support any modder that rigs their code to crash that game since it's obviously easily circumvented (in the current implementation) and ultimately just making a statement.
I did it for laughs to upset degenerates. That simple.
Quote from: Thirite on March 04, 2017, 11:51:08 AM
I did it for laughs to upset degenerates. That simple.
The only thing for a proud degenerate here to be upset about is monochromacy itself as the phenomena, not the actions monochromats take due to their illness. It's about the cause, not the consequence.
@Tammabanana
Right, that won't be hard to modify. I haven't started child specific tantrums though- don't want to try shoving too much into one update.
Quote from: Thirite on March 04, 2017, 11:51:08 AM
I did it for laughs to upset (((degenerates))). That simple.
Oy vey
Quote from: Tammabanana on March 04, 2017, 08:04:28 AM
...so if that mod isn't checking for age, what happens when the min age is modded down to 0, pray tell?
I don't agree with the way in which the mod incompatibility was implemented, but your "but it's not even this mod" defense is flawed*, and so lacking moral high ground. I'm not even going to touch your 14 isn't pederasty/child abuse implication; that speaks volumes on its own.
* (Not just because you're inaccurately presenting it in terms of an unmodded game, but also rhetorically: OK, so which mods should be blocked?)
No if you read it was "pederasty more or less can't come up useing that mod." as the in game low is 14 and as the mod used the in-game loven to start the 14y old pawn will need to be married 1st and so the unmoded game can have 14y old's marry and doing it before we the get mod to start working and that's why i say "pederasty more or less can't come up useing that mod."
And my starting comment was on Thirites "I got a tip off from a random anon the mod in question was specifically designed to allow things like detailed pederasty/child sexual abuse etc. with my mod." in that as the mod is only looking for pawns its not "specifically designed" to "allow things like detailed pederasty/child sexual abuse etc. with my mod" its that the modder.
A did not know and mods added in sub 14y old pawns or.
B Did know but was not going to work on adding support for a mod that form what i can see in /vg/ no one at /vg/ is useing /vg/ being the anons hes making the mod for.
A or B are still not that "specifically designed" Thirite saying.
What the actual f*ck? Can someone please ban these creepers?
I do like your way of dealing with it though, Thriite. Very funny...
No bugs so far on my playthrough. Nice work!
Quote from: eadras on March 04, 2017, 07:31:10 PM
What the actual f*ck? Can someone please ban these creepers?
I do like your way of dealing with it though, Thriite. Very funny...
No bugs so far on my playthrough. Nice work!
These creepy fucks are on another site, so no. It is pretty funny though.
Edit: Skullywag made a good point. The modder(s) are only creepy if they knew it could happen and did nothing.
OH BOY YOU KNOW WHAT I LOVE WAKING UP TO? Drama on the forum, oh jeez it's almost as relaxing as that fresh cup of tears straight from the source.
Alright you gaggle of idiots, and I'm using this as a full blown shut up and listen to the admin situation so any idiocy past this point may result in temp bans! Yay temp bans!
Look if you have something to say about "oh my goodness this mod is wrong or gross the door is right there. No seriously, from this point on please report any whining or griping because I won't be as friendly about it from here on in. Thirite is entitled to make THEIR MOD however THEY WANT. It's within our rules, it's following standards, and unless someone is noticing something completely off the wall shush.
IRT Furry anything: Again, Thirite is allowed to do whatever they want in this scenario. If the homie doesn't like furries and that makes 'em not want to update to support a mod or twelve that's their right as a mod maker and nobody has the right to tell them otherwise. Am I personally anti-furry? No, I'm the kinda guy who just wants people to live their lives while I stay out of it. Is the drama getting to be too much for me at this point? Yeah... yeah it is.
@Thirite: Stop being an instigating prick. You know what you're doing <3 stop it. Make your mod, stop feeding into the trolling, stop trolling people yourself because holy crap it's too obvious for it's own good, just chill man. You have a problem you ping report them and I will step in and start slapping people around, but at this point you're starting to dig a grave. Just let me do my job, don't do my job for me. ¯\_(ツ)_/¯ Also your starting post of the thread please VERY PLAINLY mention that any use of certain mods, and name them, will result in crashes if used with your mod.
Friggen woke up to 16 reports, most from random people and about 42 individual PM's complaining about this thread. Seriously? I mean the reports I'm happy about, please report every little post you want there is no such thing as a bad report, but the PM's whining about personal opinions and wanting people removed... cmooooooooooooooooooon.
Will there eventually be a patch to make it compatible with facial stuff and hat mods? Thats whats stopping me from trying this out, as tempting as it is.
@Ramsis
I'll update the OP but for clarity's sake the code should never have crashed the game. If it did that's entirely unintentional; the code was designed to stop children and pregnancy from successfully loading. Which I tested and confirmed to do entirely as intended if it found a mod name matching "Rimjobworld". I honestly never expected any drama here, since I figured only 4chan users would be the only ones using such a mod- one that I was informed and was shown gifs of working with mine to allow pederasty. So I guess I'm pretty fucking disappointed in the community right now.
@Ruisuki
Likely not. There will undoubtedly eventually be a patch for Alien Races but no others are planned.
Quote from: Thirite on March 05, 2017, 07:30:35 PM
@Ramsis
I'll update the OP but for clarity's sake the code should never have crashed the game. If it did that's entirely unintentional; the code was designed to stop children and pregnancy from successfully loading. Which I tested and confirmed to do entirely as intended if it found a mod name matching "Rimjobworld". I honestly never expected any drama here, since I figured only 4chan users would be the only ones using such a mod- one that I was informed and was shown gifs of working with mine to allow pederasty. So I guess I'm pretty fucking disappointed in the community right now.
@Ruisuki
Likely not. There will undoubtedly eventually be a patch for Alien Races but no others are planned.
Aw thats disappointing to hear. Is it an issue of adding more work on your end or something that would involve the authors of those mods?
Yeah, it would create a lot of overhead work for me making compatches when my mod isn't even done. The biggest thing would be mucking around in other people's code and trying to combine their's with mine without breaking either one's functionality.
Hey Thirite, good mod man this is revolutionary work right here good job. I saw your mod get mentioned on a steam discussion and thought I'd check it out. Pretty good so far with little to no bugs encountered. Continue the great work!
Quote from: Jager on March 06, 2017, 10:37:17 PM
Hey Thirite, good mod man this is revolutionary work right here good job. I saw your mod get mentioned on a steam discussion and thought I'd check it out. Pretty good so far with little to no bugs encountered. Continue the great work!
Maybe one day when this is complete FS and AWWH can play together in perfect harmony . I can dream...
edit: woops wrong quote
Awesome looking mod.
I've been dying to try it out but was playing with a bunch of incompatible mods, until I finally decide to forego them and give this one a try. Now... a proud (and much worried) owner parent of two baby colonists in my latest run.
One question:
Does giving birth, getting pregnant and related events get tracked in the colony "log". Ie: will these events show up as inspiration for art descriptions later on?
Im gonna post this here as I posted it on the DRM poll. Thirite, that mod was written against the main core game, not your mod, your mod opens up and unintended interaction, is it therefore your job to be malicious in your code to stop that interaction? answer: no it is not, you could of handled this in numerous other ways. Im not saying I agree with what the other mod opens up in the base game but I wont use said mod so I dont care. you dont for example even know if at the time you got those gifs if the other modder in question was even aware of this interaction...
We get unknown interactions between mods all the time that open up game breaking exploits and stuff like that, reacting to this as fast and as maliciously as you did was the wrong choice here imo.
Hey! Just wanted to say thanks for this mod! Completely love the mechanics behind this and can't wait to see what C&P's future holds :)
Have yet to download v0.1j - still using v0.1i - over concerns of crashing and whatnot that I read in previous posts but I shall follow the progress with excited anticipation! ;D
Would it be difficult to modify the age at which children become full colonists? I'm a pretty big fan of realism, but I've only had one colony go on for 14 years.
Quote from: Facepunch on March 08, 2017, 12:02:35 AM
Would it be difficult to modify the age at which children become full colonists? I'm a pretty big fan of realism, but I've only had one colony go on for 14 years.
What happens at the 14-year-old-rollover, anyway? All my 4-13 year-olds have been able to do all the chores; I haven't had a chance to playtest the rollover process yet.
Quote from: Tammabanana on March 08, 2017, 07:10:24 AM
Quote from: Facepunch on March 08, 2017, 12:02:35 AM
Would it be difficult to modify the age at which children become full colonists? I'm a pretty big fan of realism, but I've only had one colony go on for 14 years.
What happens at the 14-year-old-rollover, anyway? All my 4-13 year-olds have been able to do all the chores; I haven't had a chance to playtest the rollover process yet.
they just do it slower before then?
Quote from: Facepunch on March 08, 2017, 12:02:35 AM
Would it be difficult to modify the age at which children become full colonists? I'm a pretty big fan of realism, but I've only had one colony go on for 14 years.
I know a growth vat is on the to-do list and I imagine (couldn't find details) that it could be used for cherry-picking your child's age. It'd be great if it had a mechanic where you could put a colonist of any age in the vat to speed up growth until you released (with some high-risk complications).
Quote from: Tammabanana on March 08, 2017, 07:10:24 AM
Quote from: Facepunch on March 08, 2017, 12:02:35 AM
Would it be difficult to modify the age at which children become full colonists? I'm a pretty big fan of realism, but I've only had one colony go on for 14 years.
What happens at the 14-year-old-rollover, anyway? All my 4-13 year-olds have been able to do all the chores; I haven't had a chance to playtest the rollover process yet.
Pretty sure they age up at 13. I have had 3 turn 13 so far. They gain a third attribute and an adult pawn body. 2 ended up with bloodlust. What can I say? My colony had a tough start. :/
Rue
Having played some more, I have another thought/suggestion: child-friendly painkillers. I hate seeing the poor little things in pain, but also don't feel right giving them addictive drugs. LOL
I had a thought to add smokeleaf oil to the game since it is non-addictive, but has painkilling properties. I have no idea about how coding works, but I posted a suggestion on the main mod board on how it would work in game to keep it (mostly) balanced:
https://ludeon.com/forums/index.php?topic=30977.0
(https://ludeon.com/forums/index.php?topic=30977.0)
I'm thinking, though, it probably should still have some long-term health effects. Maybe kidney or liver damage? Unfortunately I haven't been able to find any serious side effects for it's real life counterpoint. LOL
Anyway, hope that helps! :)
Rue
Going to start a new try with the latest version, last version i used was .d if i remember correct.
Excited to see the changes :)
€: is it save-game compatible?
@Rimrue
Hmm, interesting thought but it's sort of outside the mod's intended content goal.
@metky
Heh, at least to begin with growth vats will only support using gene samples, but it would be nice functionality to be able to put in an already developed child.
@thedarkclaw
I didn't intentionally add any 'Tale' related code, but I believe for the surgeries it should work just from base game code. I do plan to add such detail later on.
2 things ive noticed. prisoner children have issues with being fed sometimes. and incompatabilities with MAI's from haplo's robots and robots ++ head goes missing tho that might be a incompatability with bodyshapes mod also ill try to figure it out.
effects on mai.
http://steamcommunity.com/sharedfiles/filedetails/?id=882715765
code thrown. ignore the version missmatch misc items is not registered and its version isnt set yet.
https://gist.github.com/2d649ec7d2bf70a1c7c4c2a756be0595
hope u can find a fix or workaround or any help.
rimworld sorta sucks in regards to pawn awareness. Pawn A + B will be married or whatnot, Pawn C will romantically advance on B right in front of A. This event is not logged, A has no reaction, A and C are still best friends or whatever. this is rimworld, in its current state - and being such its impossible to suggest that C&P might consider adding a reaction to events such as B + C having a child when A + B are married (or lovers, etc).
lack of pawn believability is the factor most limiting my further interest in the rimworld experience.
^Psychology might be related to that in a way. Some pawns are polyamorous, others romantics etc
Hey, really cool mod. I don't know if anyone suggested this yet; but, for the age issue I think there's a somewhat "simple," lore-friendly solution. Vat grown people are a reality in Rimworld, so what if you made a vat? You place the kid in it, and, for every use, it does the command "Make one year older" that can be found in the tools section. I feel like that would allow those who want to accelerate growth to do so, while allowing others to have their children age naturally. Again, sorry if this is repetition (I tried looking through older posts, and now I certainly don't even the odd attention you've gotten xD). Anyways, I look forward to future updates. Good luck!
Quote from: Juno413 on March 15, 2017, 08:10:41 PM
Hey, really cool mod. I don't know if anyone suggested this yet; but, for the age issue I think there's a somewhat "simple," lore-friendly solution. Vat grown people are a reality in Rimworld, so what if you made a vat? You place the kid in it, and, for every use, it does the command "Make one year older" that can be found in the tools section. I feel like that would allow those who want to accelerate growth to do so, while allowing others to have their children age naturally. Again, sorry if this is repetition (I tried looking through older posts, and now I certainly don't even the odd attention you've gotten xD). Anyways, I look forward to future updates. Good luck!
That sounds like a fantastic way, of balancing it. I would still like to see cloning vats. As I think that's what "True" vat grown people are. I can't think of how to balance that though. Maybe, they can't be used till adulthood/teenagerdom?
Quote from: Dragoon on March 16, 2017, 03:07:20 AM
Quote from: Juno413 on March 15, 2017, 08:10:41 PM
Hey, really cool mod. I don't know if anyone suggested this yet; but, for the age issue I think there's a somewhat "simple," lore-friendly solution. Vat grown people are a reality in Rimworld, so what if you made a vat? You place the kid in it, and, for every use, it does the command "Make one year older" that can be found in the tools section. I feel like that would allow those who want to accelerate growth to do so, while allowing others to have their children age naturally. Again, sorry if this is repetition (I tried looking through older posts, and now I certainly don't even the odd attention you've gotten xD). Anyways, I look forward to future updates. Good luck!
That sounds like a fantastic way, of balancing it. I would still like to see cloning vats. As I think that's what "True" vat grown people are. I can't think of how to balance that though. Maybe, they can't be used till adulthood/teenagerdom?
I believe the OP has mentioned this in previous comments as well as the "To Do" list in the first post
Quote from: Xena on March 16, 2017, 03:04:59 PM
I believe the OP has mentioned this in previous comments as well as the "To Do" list in the first post
Well My post was for a way to balance it out.
hi, i am using your mod since 1 year ingame and after one of my couples got i little baby i decided to put the mother on contraceptice becuase i like my colony to follow a one child policy to prevent overpopulation (and therefore slowdown)
now the Women just got pregnant again, while the contraceptice buff on the health tab shows also up and is on.
seems like a bug to me
edit: the father was also on contraceptives when the pregnancy showed up. (does pregnancy show up right after it started or is it for some time invisivle. maybe they used it to late?)
on more note: so far i have only got to the stage of babys. they are just lying in bed all day and need to be feeded. feels a bit plain. needs some more interaction with parents and wardens. a least a play with baby for joy job for wardens.
also couldnt find a cript so i can put the baby in the paretns room. so far it is still lying in my hospital bed and i cant find a way to move it
anyway great mod. hopefully one day in the base game. looking forward to your updates
geojak, I believe that the pregnancy shows up a short time after contraception has occurred. Also, the baby will stay in the hospital bed for two months/seasons or so. I usually like to put a TV in the hospital room/wherever the baby is :)
Quote from: Dragoon on March 16, 2017, 03:07:20 AM
That sounds like a fantastic way, of balancing it. I would still like to see cloning vats. As I think that's what "True" vat grown people are. I can't think of how to balance that though. Maybe, they can't be used till adulthood/teenagerdom?
Hey, I was thinking over that issue a little bit and I think it all depends on what you want out of cloning. If you want a one for one, all skill levels all passions, then I'd probably think a debuff to learning would be appropriate. Meaning that, yes, you cloned a Skill 10 shooter, but their learning rate is capped at 1/3 or 1/2 (which would reduce the full passion advantage to a normal, un-passionate rate). Or, if you cloned passions but not skill levels, then you could play with the idea of acclamation. The clone has limited manipulation and consciousness (kinda playing off the idea of cryptosleep sickness) and gradually (over a year maybe) reaches normalcy. Sorry if this conversation is a little off topic xD; just thought I'd reply to a reply.
Hey, pretty good ideas. I don't think there's any in lore explanation of how vatgrown soldiers/slaves learn- whether they come out "educated" or have to learn from zero. I like the idea of copying passions though, and an acclamation period sounds excellent. Even if they're adults they were "just born" in a sense.
Quote from: Thirite on March 18, 2017, 01:58:28 AM
Hey, pretty good ideas. I don't think there's any in lore explanation of how vatgrown soldiers/slaves learn- whether they come out "educated" or have to learn from zero. I like the idea of copying passions though, and an acclamation period sounds excellent. Even if they're adults they were "just born" in a sense.
Think so? Well, if you ever wanted to play with the moodlet side of it, here's an idea. Accelerated growth, either by cloning or aging a child, could result in the affected person having negative feelings toward their original/parent. On the side of parenting it reflects what one could construe as neglect/laziness; thus the accelerated child would realize (through hypothetical talks with others) what they missed. You could do something similar with negative traits (pyro, nervous, etc), but I imagine that would be much harder to do.
And the absence of lore is a good point; cause it makes me ask, 'Why not both?' If you're already making a device that clones a person, perhaps consider modules (like Multi-analyzer) to expand the vat options (Base Clone, Clone + Passion, Clone + P + Skills). Adding functionality via separate equipment, in the sense of practicality, makes this over-complicated though. So you could have the vat start out with all 3 functions, just each function takes exponentially more time than the last (therefore the add-ons would purely mimic at M-A and just accelerate the vat's processes).
I hope these ideas do help out. Seeing this game become more immersive with major mods, like this one, is exciting.
My ideas for balancing:
Give kids a debuf on learning speed from birth until they have aged to teenager state.
Starts with -X and reduced over time until 0 at age 14
This reflects the child's brain development
If we artificially increase the age/growth (vats) of a kid, the child's brain will still not be developed fully or could be even madel permanently limited of growing into a normal adults brain
for example: we put our newborn in a growing vat and let's say after 2 years it has a body of a 14 years old but the brain is only that of a 2 years old
Anyway, just ideals. I would love the focus to be on natural development of child's to stay close to vanilla
Maybe the growing vat has a built in matrix like simulation to keep the childs mind active during growing!
- Growing vat needs AI core to build...?
IMHO just being able to age up a child to adulthood (BTW is that 13? 16? 18?) would be enough of a bonus without increasing their skills too. I think that's where the neurotrainer that already exists in the game would come in. Or the books Thirite us talking about introducing.
I do think children may need a debuff in their learning speed. I've played a few years into 3 different scenarios and in each of them the kids I've got level up fast. For example I currently have a 7 yr old who is level 8 cooking and level 9 growing. And an 8 yr old who is level 13 animals and level 10 medicine. LOL
Haven't got any babies past toddlerhood yet, but I imagine they will level up as fast once they hit child stage.
BTW any news when when the next update will be out?
Thanks! :)
When there is a compatibility patch for humanoid alien framework, it will be awesome. Aliens are better than toddlers on the rimworlds I think
Quote from: Jstank on March 18, 2017, 01:39:12 PM
Maybe the growing vat has a built in matrix like simulation to keep the childs mind active during growing!
- Growing vat needs AI core to build...?
I feel like that would poor way of balancing it out.
Here's a thought: What if you don't need the "matrix module" for a growing vat. You just need it to keep your vat grown humans sane and well rounded?
It could be a separate structure linked to the vat like hi-tech research tables and multi-analyzers.
Child labour hell yeah!
Was just playing a bit and saw my chemical interested 2 season old baby picking up some beer to get drunk.
BUT what actually surprised me was, when it then proceeded to crawl to my research bench and work on the development of space ship engines :O
DO i have baby einstein in my conlony???
the character tab says incapable of research and it is not clickable in the worktab
funny bug thought
Got 2 new lovers, however since they are together( 3 days) they never ,,did the love".
Anyone else got that or is there a possibility that a cuple never does lovin?
€: before i forget, i got them together via console/dev mode.
Quote from: Rocket_Raccoon on March 28, 2017, 06:34:28 PM
Got 2 new lovers, however since they are together( 3 days) they never ,,did the love".
Anyone else got that or is there a possibility that a cuple never does lovin?
€: before i forget, i got them together via console/dev mode.
Couples don't always "do lovin". It may take a while.
There is a way to force them: check add hediff and add the "getfuckin" hediff when your pawns are in the same bed. It seems to also have a "cool down" period.
Quote from: geojak on March 27, 2017, 07:18:11 AM
Was just playing a bit and saw my chemical interested 2 season old baby picking up some beer to get drunk.
BUT what actually surprised me was, when it then proceeded to crawl to my research bench and work on the development of space ship engines :O
DO i have baby einstein in my conlony???
the character tab says incapable of research and it is not clickable in the worktab
funny bug thought
That doesn't sound like usual behavior defined by the mod. Did you use dev tools?
I don't want to be pushy but any news on an update? I love this mod so much. :)
Thanks!
(https://s-media-cache-ak0.pinimg.com/736x/dc/43/92/dc43929d40ef814a40944d879de62a7b.jpg) | Quote from: Thirite on December 27, 2016, 09:06:22 PM Child stage at 3.5~ years. They can do nearly everything an adult can do, but with less speed/skill. ... - Time scale is a fair issue. Children taking 4.5 years (vanilla values) to become a "child" from a newborn is ridiculously long if toddlers can't even do anything but act like a pet. I've scaled it down to 3.5, but this may still be too long to not be a nuisance. Probably will drop it to 3 years.
Another way to look at time
- How long in game-days is the collection of your save games?
- How many days does a game last before it dies and is replaced by a new game?
- What does that population curve look like?
That is the lifespan and mortality of a game of Rimworld, and the lifespans of colonists are considerably shorter than that. So how much of those time periods should be spent in undeveloped childhood?
|
That doesn't sound like usual behavior defined by the mod. Did you use dev tools?
[/quote]
Only to Cheat in some extra steel...
I added the cutting is for growers mod which messes some with the work tab for old saves. Might be related with the researching, but doesn't have to be.
Still drinking beer isn't explained by it.
I just saw your accelerated aging mod: going to try it out the other day. I have a question. Do you use the brackets age, like some colonist have 20(104) to indicate their biological age and real age.
So for accelerated aging it could be 14(7) assuming the real age is 7 but because of drugs and such the body is of an 14 years old.
Quote from: geojak on April 01, 2017, 05:40:13 AM
So for accelerated aging it could be 14(7) assuming the real age is 7 but because of drugs and such the body is of an 14 years old.
Yes.
I'm thinking I might try to tweak some of the drug mechanics, so let me know what you think about it. Currently the drug's strength uses divideByBodySize. Right now it takes 9 doses of Senexamine to age up a newborn to working age in a day (or however long the drug lasts...). The hunger is currently non-compounding.
I should probably start a separate thread about this mod.
Just wanted to update everyone on the current state of the mod. Work irl is getting very busy right now so I unfortunately haven't had any time to work on this lately. While it would be nice to just push out what I have so far, other half-implemented stuff is also sitting in the code that would need te to be removed- effectively working backwards, to make a new release. Sorry for the bad news to anyone hoping for a new update on the near future '^^
Take your time, Thirite. No one is pushing.
Is there any chance of Humanoid Alien compatibility in the next release since your other features have to be removed? I literally have to flip a coin to decide between children and alien every time I plan to start a new colony.
Quote from: Thirite on April 01, 2017, 07:26:06 PM
Just wanted to update everyone on the current state of the mod. Work irl is getting very busy right now so I unfortunately haven't had any time to work on this lately. While it would be nice to just push out what I have so far, other half-implemented stuff is also sitting in the code that would need te to be removed- effectively working backwards, to make a new release. Sorry for the bad news to anyone hoping for a new update on the near future '^^
Thanks for the update. I will try to be patient! Lol
Quote from: Thirite on April 01, 2017, 07:26:06 PM
Just wanted to update everyone on the current state of the mod. Work irl is getting very busy right now so I unfortunately haven't had any time to work on this lately. While it would be nice to just push out what I have so far, other half-implemented stuff is also sitting in the code that would need te to be removed- effectively working backwards, to make a new release. Sorry for the bad news to anyone hoping for a new update on the near future '^^
Do not worry, for now the mod is going very well :D . (The only thing I would like to see is the cribs and saw that you already made the textures for that ;) )
Quote from: SergeshD123 on April 02, 2017, 12:05:04 AM
Take your time, Thirite. No one is pushing.
Ditto. I haven't had opportunity to do a good long playthrough on the latest update anyway.
(I set one up last week, when it was announced that A16 will be with us for a while yet, but... life. The poor dears are still working on moving out of the storage barn and into proper bedrooms/kitchens/etc.)
Quick question, since I've read through the thread and haven't been able to find an answer, but do children inherit their parent's physical appearance like hair color, or is such a thing not yet finished/not actually possible?
I'm just wondering for when I give the mod a go myself :)
Quote from: caekdaemon on April 03, 2017, 03:08:43 PM
Quick question, since I've read through the thread and haven't been able to find an answer, but do children inherit their parent's physical appearance like hair color, or is such a thing not yet finished/not actually possible?
I'm just wondering for when I give the mod a go myself :)
That appears to be the case for skin color at least. A colony of mine (https://i.redditmedia.com/-Whh-lx7UIo8lAW4RFTlD3mHvhKOnuJHklVeVuRu3eE.png?w=1024&s=4dd6e0f7dbb2772e06ab0c1f7ea4a55a). Nerhesi and Juliet were my starting couple here, and their children are Rafael, Manny, Wendy, and Katten.
I really like this idea... it definitely adds an aspect that I thought was missing. Also, looks like as a community we're getting getting closer and closer to chestbursters everyday.
I started a new game with the mod and several other ones that I usually play with. When I tried to load the game again, I got an error after a long wait. The only bug I noticed during the game was that a relationship ended even though I don't remember getting a notification that they broke up. It was a relationship that I created with Prepare Carefully.
Here is my error log: https://gist.github.com/b8a4cb5f894d26b2a7441a782f123cd0
When one of my babies arrived at child age (3.5 years) he is unable to do all the tasks a normal child could do, he can just fight in melee.
Is this normal or is it a bug :-\ ?
Quote from: Mathis55120 on April 15, 2017, 06:16:27 AM
When one of my babies arrived at child age (3.5 years) he is unable to do all the tasks a normal child could do, he can just fight in melee.
Is this normal or is it a bug :-\ ?
Did you try saving, reloading your game, and then checking your work tab?
EDIT: I've started to rewrite this mod to use Harmony detouring. The initial results are promising. Still needs work to get everything currently in this mod functioning.
Quote from: robotguy4 on April 20, 2017, 10:55:40 PM
Quote from: Mathis55120 on April 15, 2017, 06:16:27 AM
When one of my babies arrived at child age (3.5 years) he is unable to do all the tasks a normal child could do, he can just fight in melee.
Is this normal or is it a bug :-\ ?
Did you try saving, reloading your game, and then checking your work tab?
EDIT: I've started to rewrite this mod to use Harmony detouring. The initial results are promising. Still needs work to get everything currently in this mod functioning.
Would this mean the mod will be compatible with the humanoid alien framework.
Quote from: robotguy4 on April 20, 2017, 10:55:40 PM
Quote from: Mathis55120 on April 15, 2017, 06:16:27 AM
When one of my babies arrived at child age (3.5 years) he is unable to do all the tasks a normal child could do, he can just fight in melee.
Is this normal or is it a bug :-\ ?
Did you try saving, reloading your game, and then checking your work tab?
EDIT: I've started to rewrite this mod to use Harmony detouring. The initial results are promising. Still needs work to get everything currently in this mod functioning.
Yes, I have checked everything
Finally I reinstall the mod and the bug has gone :D
Quote from: Napple on April 21, 2017, 03:33:48 PM
Would this mean the mod will be compatible with the humanoid alien framework.
That's the plan. Whether or not this is the reality, it's too early to say.
After many painful playthroughs, I have finally gotten a toddler to the age of 3 1/2, they look just like a child now, but I'm having a problem. Under "Incapable of" on Kiriko's character page, it now says none, as opposed to listing literally everything besides flicking switches like it still does with her younger sister Felicia, still in the toddler phase. However, under the skills side, all of her skills show a dash mark instead of a zero, and hovering over them shows they are still marked "Disabled". Is this normal? I was under the impression that children can do EVERYTHING at this age, simply slower and badly since all of their skills will be 0. This is still the first day since she became 3.5, just wanted to be sure before I play a couple more seasons just to find out I'm experiencing some weird bug. Not using any of the incompatible mods either.
Quote from: stalenewport on April 25, 2017, 02:49:26 PM
After many painful playthroughs, I have finally gotten a toddler to the age of 3 1/2, they look just like a child now, but I'm having a problem. Under "Incapable of" on Kiriko's character page, it now says none, as opposed to listing literally everything besides flicking switches like it still does with her younger sister Felicia, still in the toddler phase. However, under the skills side, all of her skills show a dash mark instead of a zero, and hovering over them shows they are still marked "Disabled". Is this normal? I was under the impression that children can do EVERYTHING at this age, simply slower and badly since all of their skills will be 0. This is still the first day since she became 3.5, just wanted to be sure before I play a couple more seasons just to find out I'm experiencing some weird bug. Not using any of the incompatible mods either.
Try saving and reload.
Quote from: robotguy4 on April 25, 2017, 04:02:48 PM
Try saving and reload.
Worked, thanks. Noticed I had to do the same thing for portraits to update between baby/toddler/child stages.
I really want to try this mod out, but when I added it to my load order and restarted the game the game just hangs at the "Initializing..." dialogue with the music playing. The menu shows up for a split second, but then it goes right back to the "Initializing..." dialogue with nothing else. I also tried removing all other mods and loading just this mod, and got the same problem so it shouldn't be a mod conflict issue. Am I doing something wrong? Thanks in advance.
Is normal that my baby just stand up and go when she is 1 seseon old? Just texture is baby's and It looks scary.
I really love this mod.
I like how "realistic" it make the world to be, when tribal raids, they come with teenagers or even childrens among the raiders - and pregnant mothers's death in battle really makes a huge impact on the colony (especially how long it takes for the mother to even get to late stage pregnancy)
But its such a hard choice now to choose this or the alien framework (with all the custom factions)...
Waiting for 1.0 (and compatibility with Alien framework)!!!
Any chance we will see this updated for A17? :)
Complete noob question: where do I put the mod files when I've downloaded them?
Quote from: Chipmunk216 on May 15, 2017, 12:46:11 PM
Complete noob question: where do I put the mod files when I've downloaded them?
in your mod folder. Where your core is (not in the core).
Can anyone make facial stuff compatible? I want this mod really bad but facial stuff is one of the best mods in the game, a rim world without beards many hats or facial features sounds very very dull.
Quote from: Soapie on April 28, 2017, 12:34:14 AM
I really want to try this mod out, but when I added it to my load order and restarted the game the game just hangs at the "Initializing..." dialogue with the music playing. The menu shows up for a split second, but then it goes right back to the "Initializing..." dialogue with nothing else. I also tried removing all other mods and loading just this mod, and got the same problem so it shouldn't be a mod conflict issue. Am I doing something wrong? Thanks in advance.
I'm having this problem as well. Can't get past the initializing phase of start up. Anybody have a fix for this?
Quote from: Dragoon on May 16, 2017, 07:31:31 AM
Quote from: Chipmunk216 on May 15, 2017, 12:46:11 PM
Complete noob question: where do I put the mod files when I've downloaded them?
in your mod folder. Where your core is (not in the core).
When I do this it doesn't show up in my mod list, is that normal? (all my other mod are steam mods if that makes a difference....)
Quote from: auamoti on March 15, 2017, 06:44:35 PM
rimworld sorta sucks in regards to pawn awareness. Pawn A + B will be married or whatnot, Pawn C will romantically advance on B right in front of A. This event is not logged, A has no reaction, A and C are still best friends or whatever. this is rimworld, in its current state - and being such its impossible to suggest that C&P might consider adding a reaction to events such as B + C having a child when A + B are married (or lovers, etc).
lack of pawn believability is the factor most limiting my further interest in the rimworld experience.
That they let people hit on their spouses/lovers is a little strange but I don't see why having a baby with the other person would require a reaction... IIRL it would most likely be kept secret from A so why should rimworld be different? If pawn B is female she would probably convince pawn A the baby is his, and if pawn B is male he would just not acknowledge the child of pawn C...
Quote from: robottoast on May 20, 2017, 01:10:31 PM
When I do this it doesn't show up in my mod list, is that normal? (all my other mod are steam mods if that makes a difference....)
Did you put a folder in, or was it still a zip file? Gotta unzip it.
ptw bump
Will this be updated to a17?
Thirite (author of this mod) hasn't been active on the forums for a good two weeks now.
I wouldn't hold your breath for it. He might be back eventually, but there's no guarantee.
Can someone else update it if he won't/can't?
ptw
According to the license it's under, I guess?
As long as whoever does it uses the same license and what-not.
I would maybe give him some time, though. A17 literally just came out. He might have life stuff going on.
Quote from: O Negative on May 25, 2017, 08:33:06 PM
I would maybe give him some time, though. A17 literally just came out. He might have life stuff going on.
Okay, thank you for the reply O Negative :-)
I do plan to update this to A17 eventually, along with finishing the half-implemented features I was working on ages ago. It could be a while yet though, as it's a two step process- finishing what's there and then converting the whole thing to A17. By the comments there still seem to be some unresolved bugs relating to the child graphics not updating without saving/loading the game which I will have to look into, as well as possibly converting the mod to use Harmony, which I believe robotguy4 already started.
Great news!
This mod is essential for me
Apologies if you're already aware of this, but there is a rather unusual bug which can sometimes occur during childbirth. On rare occasions, a baby is born, but the 'giving birth' state does not end. This results in a potentially enormous number of children from a single labour (Engie, bless her little heart, made it to nine babies before I removed the pregnancy condition using dev mode). Had I not intervened, I think she would probably have continued spawning, for want of a better phrase, until she died of starvation.
On one hand, having nine new colonists was lovely. Sadly, everybody starved to death before Engie's brood were able to contribute anything to the colony. It was pretty tragic, realizing that the four surviving infants were the only human beings left on the map, while the base burned down around them and manhunter wargs circled hungrily...
I didn't get any popups or logged errors when this happened, so I don't have a clue what exactly went wrong.
Bit of a progress update. Most of the features I was working on are finished:
- Breastfeeding
- Discipline/Scolding and related memories
- Playing with babies/toddlers
- Pawns hugging and related memory
- Crying babies and related thoughts
Not started:
- Kid's games (pattycake, tag)
- Updating to A17
@Orpheus
Are you using the current v0.1j? Does it happen when assisted by a doctor, when not, or both?
I am so excited to see this mod being updated! Thanks! :D
Great, I'm waiting with my first A17 Playthrough until its updated. I added it pretty late in my A16 Playthrough when I basically already "beat" the Game, so my Kids never made it out of the Toddler age.
But is there a way to configure the chance of Women getting pregnant? I had the feeling my women all got pregant the first time they got some lovin'.
Quote from: Orpheus on May 28, 2017, 03:32:51 PM
Apologies if you're already aware of this, but there is a rather unusual bug which can sometimes occur during childbirth. On rare occasions, a baby is born, but the 'giving birth' state does not end. This results in a potentially enormous number of children from a single labour (Engie, bless her little heart, made it to nine babies before I removed the pregnancy condition using dev mode). Had I not intervened, I think she would probably have continued spawning, for want of a better phrase, until she died of starvation.
On one hand, having nine new colonists was lovely. Sadly, everybody starved to death before Engie's brood were able to contribute anything to the colony. It was pretty tragic, realizing that the four surviving infants were the only human beings left on the map, while the base burned down around them and manhunter wargs circled hungrily...
I didn't get any popups or logged errors when this happened, so I don't have a clue what exactly went wrong.
Doctor: Push, Engie, Push!
*pop*
Doctor: Well, will you look at that! It's a beautiful baby boy!
*pop*
Doctor: Oh wow, it looks like we have twins!
*pop*
Doctor: Ow! What just hit me? *looks at ground* Wait, another baby? You had triplets?
*pop*
Doctor: Ok, this is just getting ridiculous.
*pop*
Doctor: Engie, stop pushing!
*pop*
*pop*
*pop*
*pop*
Also just wanted to let you know that I love this mod and I am excited for it to be updated!!
Awesome progress :) I won't be starting RimWorld again until this is up to a17. This and Dubs Hygiene are for me two essential mods that need to become core features. Any rough ETA?
Currently I'm just working on fixing a bug where children that you started the game with don't seem to get the "child growing" status effect- resulting in them not graphically updating or getting a new backstory on transition to teenager stage. After that it's updating the mod to A17, which will probably between a few days to a week? I know A17 has some fairly drastic changes in comparison to previous Alpha updates in regards to the code.
I also would like to investigate converting the Mod to use Harmony, though that will likely come after an initial A17 release.
Quote from: Thirite on May 28, 2017, 05:44:28 PM
Bit of a progress update. Most of the features I was working on are finished:
- Breastfeeding
- Discipline/Scolding and related memories
- Playing with babies/toddlers
- Pawns hugging and related memory
- Crying babies and related thoughts
Not started:
- Kid's games (pattycake, tag)
- Updating to A17
These updates sound really cool and thank you so much for continuing this, this is one of my favorite mods :-)
Quote from: Thirite on May 29, 2017, 09:06:37 AM
Currently I'm just working on fixing a bug where children that you started the game with don't seem to get the "child growing" status effect- resulting in them not graphically updating or getting a new backstory on transition to teenager stage. After that it's updating the mod to A17, which will probably between a few days to a week? I know A17 has some fairly drastic changes in comparison to previous Alpha updates in regards to the code.
I also would like to investigate converting the Mod to use Harmony, though that will likely come after an initial A17 release.
Best of luck. I've dabbled with the .dll's myself, so I know how frustrating it can be between versions. Will check back in the next week or so!
Quote from: Thirite on May 28, 2017, 05:44:28 PM
Bit of a progress update. Most of the features I was working on are finished:
- Breastfeeding
- Discipline/Scolding and related memories
- Playing with babies/toddlers
- Pawns hugging and related memory
- Crying babies and related thoughts
Not started:
- Kid's games (pattycake, tag)
- Updating to A17
Yay!
New version available - v0.2A
Changes:
- Updated to A17
- Pregnancy is half as likely as it was before; still up for balancing
- Added new features: Child discipline, crying babies, breast-feeding, playing with babies
- Fixed some bugs
Not implemented:
- Harmony integration
- Kid's social games
As usual, check the OP for the download link.
How do I install this mod? I use Steam.
Thanks a lot :D, I love your mod and can't play this game anymore without it.
Quote from: Thirite on May 29, 2017, 09:50:21 PM
New version available - v0.2A
Changes:
- Updated to A17
- Pregnancy is half as likely as it was before; still up for balancing
- Added new features: Child discipline, crying babies, breast-feeding, playing with babies
- Fixed some bugs
Not implemented:
- Harmony integration
- Kid's social games
As usual, check the OP for the download link.
You fantastic bugger :) cheers!
Damn, that was faster then expected. *startstoplanhisA17Playthrough* :D
Awesome news!
Going to try it out tomorrow.
@The Name Guy: Put it in your Rimworld mod folder which should be located under Steam>Steamapps>common>Rimworld>Mods. Oh, and don´t put it inside the core folder.
Alas, coming across issues with my colonists refusing to get down and dirty :(
Could not reserve Thing_DoubleBed26627/ for Peach doing job Lovin A=Thing_Human1651 B=Thing_DoubleBed26627(curToil=1) for maxPawns 2 and stackCount -1. Existing reserver: Demeggy doing job Lovin A=Thing_Human1659 B=Thing_DoubleBed26627(curToil=4)
Verse.Log:Error(String)
Verse.AI.ReservationManager:LogCouldNotReserveError(Pawn, LocalTargetInfo, Int32, Int32, ReservationLayerDef)
Verse.AI.ReservationManager:Reserve(Pawn, LocalTargetInfo, Int32, Int32, ReservationLayerDef)
Verse.AI.ReservationUtility:Reserve(Pawn, LocalTargetInfo, Int32, Int32, ReservationLayerDef)
Verse.AI.<Reserve>c__AnonStorey4F8:<>m__7E2()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
RimWorldChildren.<_MakeNewToils>c__AnonStorey1:<>m__1()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
RimWorld.<GotoBed>c__AnonStorey271:<>m__EF()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:CheckForJobOverride()
RimWorld.<LayDown>c__AnonStorey27F:<>m__109()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Odd, haven't seen that error before. Will look into it asap.
It seems like this mod is preventing characters from dying. No character in any of the games ive played with this mod has been able to die short of having their head blown off in combat. They are unable to starve, to bleed out, or even to die from infection. Ive had downed enemies sit on the floor long enough for their wounds to stop bleeding on their own and then for them to build up immunity from their infections after a few days.
[attachment deleted by admin due to age]
Quote from: ponyguru on May 30, 2017, 07:14:50 PM
It seems like this mod is preventing characters from dying. No character in any of the games ive played with this mod has been able to die short of having their head blown off in combat. They are unable to starve, to bleed out, or even to die from infection. Ive had downed enemies sit on the floor long enough for their wounds to stop bleeding on their own and then for them to build up immunity from their infections after a few days.
Im having this issue too, on top of that even malnutrition at 100% and 1.0 they will survive forever.
Swell. The not dying bug seems to be caused by a single missing "!" character in the code. Working on fixing Lovin, then fixing it so the deaf can't hear crying babies, then v0.2B will get dropped.
Awesome, I'm glad it's not just me and something I did. I can't play without this mod :)
New version available - v0.2B
Changes:
- Fixed error on Lovin'
- Fixed bug resulting in Pawns never dying
- Fixed oversight of deaf Pawns being able to hear crying babies
You're the real MVP Thirite! Much appreciated :)
So excited for this update! Thanks Thirite! :)
Cheers bud :) will give it a whirl
Is it just me, or is it way too hard to get pregnant now? Had a married couple for an entire rim-year who seem to be lovin' everyday and no pregnancy...
Thanks for your hard work!! :)
Damn my pawns still cant die with 0.2B :( oh well must be my setup.
Huh, that's not right. I tested a pawn getting shot in the head and he died immediately for me. If it's still happening then something must still be wrong. I'll have test when I get home I suppose.
Does it require a new game to enable pregnancy? I've gone for two rim years with two couples (age 39ish) and no pregnancy. I enabled the mod for an already active save though, so perhaps that has an affect?
Quote from: Thirite on May 31, 2017, 06:12:08 PM
Huh, that's not right. I tested a pawn getting shot in the head and he died immediately for me. If it's still happening then something must still be wrong. I'll have test when I get home I suppose.
Maybe insta-kills still work but drawn out either starving to death or blood loss deaths are impossible im still testing my self.
Edit: Yeah insta-death still works but anything else thats like a count down (bloodloss, disease etc) does not kill the pawn. (Only mods im running along it is , Hugslib, Mod Menu Enhanced and Extra Widgets)
@psychp
It should work perfectly fine with an existing save. I suspect something must be silently broken though; someone else was saying they couldn't seem to have a colonist get pregnant either.
@Sniper Pilot
Yeah, I'm going to have to do more thorough testing when I get home.
Edit: Confirmed pawns not dying except from "instant death" causes. Also confirmed women not getting pregnant even when impregnation should be happening. Working on fixing both now.
Quote from: Thirite on May 30, 2017, 11:20:28 PM
New version available - v0.2B
Changes:
- Fixed error on Lovin'
- Fixed bug resulting in Pawns never dying
- Fixed oversight of deaf Pawns being able to hear crying babies
Damn! Thats why one Prisoner and one Colonist not died through Bloodloss and Infection...
€dit: I think its still not fixed. I had a Dog at 100% Infection and he did not die. Then I disabled the Mod and he died instantly the second I loaded in. Too bad I can't save with the Mod removed. :x
I've since fixed the bug, pretty simple and stupid mistake. But now I'm running into a problem where babies will not update their graphics at all (toddlers, walling toddlers) until they get to the Child stage. Have no idea what's causing it yet; the code looks fine. Need more time to investigate and fix it before I push v0.2C.
Quote from: Thirite on June 01, 2017, 01:29:49 PM
I've since fixed the bug, pretty simple and stupid mistake. But now I'm running into a problem where babies will not update their graphics at all (toddlers, walling toddlers) until they get to the Child stage. Have no idea what's causing it yet; the code looks fine. Need more time to investigate and fix it before I push v0.2C.
Thank you for your hard work! :D . . . I'll wait till you finish to continue my stream haha . .
Quote from: Thirite on May 29, 2017, 09:50:21 PM
New version available - v0.2A
Changes:
- Updated to A17
- Pregnancy is half as likely as it was before; still up for balancing
- Added new features: Child discipline, crying babies, breast-feeding, playing with babies
- Fixed some bugs
Not implemented:
- Harmony integration
- Kid's social games
As usual, check the OP for the download link.
Is this compatible with aliens framework yet? =P
@s3gur0
Ah, sorry about that! But I guess it's to be expected with an unstable mod still in development. ×_×
@WalkingProblem
Nope, unfortunately not. That will require Harmony integration and then a LOT of testing.
Quote from: Thirite on June 01, 2017, 03:36:41 PM
@s3gur0
Ah, sorry about that! But I guess it's to be expected with an unstable mod still in development. ×_×
It's fine :D I think this mod is awesome and they should add it to the core.
@Walking Problem
what mods are incompatible with Starship trooper: Arachnid mod?
Yes, thank you for your continuous hard work you make this game so much more enjoyable and your effort shows. Even though it's WIP it's been playing so well that I forget it's not a "released" mod. A testament to your achievement and skills! Cheers!
Sadly, my 30yr old female pawn doesnt seem to be getting pregnant, despite going at it twice or thrice a day for an entire year. Any theories? Not on contraception.
Quote from: demeggy on June 01, 2017, 06:38:12 PM
Sadly, my 30yr old female pawn doesnt seem to be getting pregnant, despite going at it twice or thrice a day for an entire year. Any theories? Not on contraception.
This land is barren . . we must move to another . . . Lol. The mod is still buggy due to the core's update. Thirite is fixing at the moment. Let's be patient.
Quote from: Names are for the Weak on May 28, 2017, 11:10:23 PM
Quote from: Orpheus on May 28, 2017, 03:32:51 PM
Apologies if you're already aware of this, but there is a rather unusual bug which can sometimes occur during childbirth. On rare occasions, a baby is born, but the 'giving birth' state does not end. This results in a potentially enormous number of children from a single labour (Engie, bless her little heart, made it to nine babies before I removed the pregnancy condition using dev mode). Had I not intervened, I think she would probably have continued spawning, for want of a better phrase, until she died of starvation.
On one hand, having nine new colonists was lovely. Sadly, everybody starved to death before Engie's brood were able to contribute anything to the colony. It was pretty tragic, realizing that the four surviving infants were the only human beings left on the map, while the base burned down around them and manhunter wargs circled hungrily...
I didn't get any popups or logged errors when this happened, so I don't have a clue what exactly went wrong.
Doctor: Push, Engie, Push!
*pop*
Doctor: Well, will you look at that! It's a beautiful baby boy!
*pop*
Doctor: Oh wow, it looks like we have twins!
*pop*
Doctor: Ow! What just hit me? *looks at ground* Wait, another baby? You had triplets?
*pop*
Doctor: Ok, this is just getting ridiculous.
*pop*
Doctor: Engie, stop pushing!
*pop*
*pop*
*pop*
*pop*
Yeah, that's pretty much how it went down.
Sorry for the delayed reply. This was using 0.1j, and the Engie Incident happened with a doctor assisting. I also had the same thing happen later, with an unassisted birth. She was a melee master, she went berserk and killed her husband. I stopped my other colonists from shooting her, because I do have a slight shred of humanity now and then, but then she killed them too.
I stopped her spawning after 5 babies, and somehow she and all of them survived. Though the kids grew up eating the defrosted flesh of their father and wearing babygrows made of his skin...
Later, she got pregnant by a new recruit, and the whole pregnancy and birth worked like it was supposed to, without the endless loop.
New version available - v0.2C
Changes:
- Fixed undying pawns (this time hopefully for real)
- Fixed women never getting pregnant (tested only briefly, looking for feedback)
- Converted changes made to the Humanlike RaceDef to a patch using new A17 feature
Quote from: Thirite on June 02, 2017, 01:21:25 AM
New version available - v0.2C
Changes:
- Fixed undying pawns (this time hopefully for real)
- Fixed women never getting pregnant (tested only briefly, looking for feedback)
- Converted changes made to the Humanlike RaceDef to a patch using new A17 feature
OMFG thank you!
You are a god among men Thirite! Now its even harder that I won't be able to boot up RW for another 2 days lol.
Quote from: Thirite on June 02, 2017, 01:21:25 AM
New version available - v0.2C
Changes:
- Fixed undying pawns (this time hopefully for real)
- Fixed women never getting pregnant (tested only briefly, looking for feedback)
- Converted changes made to the Humanlike RaceDef to a patch using new A17 feature
Ok my Pawns can die and can get pregnant now. I'll play more and see if everything looks right.
Awesome and thank you for your fast work!
Thanks Pal
I wanted to start my new scenario with Children (it is necessary for this scenario goals)
Now i can make a REAL COLONY
Hi,
Before I write anything else, thanks for updating the mod! Sadly I had some problems though.
I have encountered some strange stuff with the latest version, namely:
Very frequent mental breaks, like every other minute (phoebe, rough).
Pawn (child) being decapacitated in severe pain, with capable body parts (at least that is my assesment, could be false).
Children being downed with less pain is intended; kids cry about the tiniest scratch right? So their pain tolerance is lower than an adult's. I'd need some details about the mental breaks though. A screenshots of the pawn's needs menu might shed some light.
About to start either a tribal or medieval only playthrough. I'd love to use this mod with it. Would it create any problems? Like, you don't need any advanced stuff for pregnancy to work, right?
Should work just fine. It operates very similarly to how animal reproduction works, albeit with more detail. I suppose the only thing it necessarily requires is a double bed for two pawns to be able to do some Lovin' in.
Download link isn't working for me.
Redirect fails invariably (Firefox error message saying "The page isn't redirecting properly").
On that note, will this be put on a site that works (i.e. not Google Docs, maybe something like Github or Dropbox)?
(https://blog.codinghorror.com/content/images/uploads/2007/03/6a0120a85dcdae970b0128776ff992970c-pi.png)
Mirror here: https://mega.nz/#!5hthVb6R!GwPeta6L9qn2LZr5ECkITLPTwFHTRh9y80gyRsOjPPY
Quote from: Thirite on June 02, 2017, 07:43:03 PM
(https://blog.codinghorror.com/content/images/uploads/2007/03/6a0120a85dcdae970b0128776ff992970c-pi.png)
Mirror here: https://mega.nz/#!5hthVb6R!GwPeta6L9qn2LZr5ECkITLPTwFHTRh9y80gyRsOjPPY
Thanks, man! :)
Bookmarked.
Quote from: Hayden on June 02, 2017, 05:38:56 PM
About to start either a tribal or medieval only playthrough. I'd love to use this mod with it. Would it create any problems? Like, you don't need any advanced stuff for pregnancy to work, right?
Pregnancy works the old-fashioned way. It works just fine playing tribal. ;)
Quote from: Rimrue on June 02, 2017, 09:02:02 PM
Quote from: Hayden on June 02, 2017, 05:38:56 PM
About to start either a tribal or medieval only playthrough. I'd love to use this mod with it. Would it create any problems? Like, you don't need any advanced stuff for pregnancy to work, right?
Pregnancy works the old-fashioned way. It works just fine playing tribal. ;)
One thing I just realized is that your tribal planet mod says it needs Humanoid Alien Framework, but on page 1 here it says this mod isn't compatible with that. No real way i can get around that, right? It's either pregnancy or tribal planet?
PM me. I may have a workaround for you. :)
Pregnancy seems to be working now :) however it all female colonists breastfeed the babies, is this a feature or a bug? :P
A bit of both. I need to refine breastfeeding a fair amount still; having wet-nurses is intended but it's not exactly how I'd like it right now.
When will Alien races compatibility be added? It's hard to decide between kids and aliens.
Quote from: Thirite on June 03, 2017, 06:59:00 PM
A bit of both. I need to refine breastfeeding a fair amount still; having wet-nurses is intended but it's not exactly how I'd like it right now.
So 3500 years into the future, when a woman gives birth, all women close to her start lactating as well? :o ;D ;)
Seems to be working well for me other than a slight hiccup where a woman had twins on a hospital bed in the corner and the kids popped up INSIDE the wall north of her, had to deconstruct it to rescue them!
My only complaint is that it seems to disable the vanilla hiding helmets feature in the colony bar, I had to use another no hat option to get rid of them but it removes them from the game world too sadly.
Awesome work though!
Ah, regarding the visibility of hats in the colonist bar I actually fixed that- along with heads disappearing when the pawn no longer has one. I wanted to push some more changes for v0.2D like refining how breastfeeding works and start integrating Harmony. There's a decent number of things that still have to be worked on, and I figure as long as the current version is stable, it's a good chance to start working on the missing features than pushing out a slew of bugfix releases.
Just found a funny side effect using this mod and Rim Disorders mod. Since the baby cannot walk it is considered "downed" until someone recuses the baby. Which causes them to get PTSD from Rim Disorders. Just a weird disorder for a baby to get. Note I realize its a "use other mods at your own risk" but I thought it was interesting enough to mention.
Quote from: Thirite on June 09, 2017, 06:03:07 PM
Ah, regarding the visibility of hats in the colonist bar I actually fixed that- along with heads disappearing when the pawn no longer has one. I wanted to push some more changes for v0.2D like refining how breastfeeding works and start integrating Harmony. There's a decent number of things that still have to be worked on, and I figure as long as the current version is stable, it's a good chance to start working on the missing features than pushing out a slew of bugfix releases.
Agreed! Thanks again for all you do!
I am new to the mod so I don't know if this bug has been addressed before. My female colonists cant get pregnant. I even used the addHediff command. Also I disabled all the mods and tested it alone and it still didn't work. Can anybody please help?
Edit: Nevermind I just have bad luck. One of my female colonist got pregnant after one in-game year. What is the percentage of pregnancy because it seems very low.
Was looking for a mod like this about 2 weeks ago, couldn't find anything because everyone was afraid of timescaling or more. THANK YOU for taking this on, my usual rimworld experience is not enough colonist, this would be a great way to grow the colonists.
Been using it since yesterday, two women are pregnant with no births yet. So I'm excited to see how this is gonna go!
Added it to a save file already made and its working great.
Is there any way to get this to work with Facial Stuff?
As much as I'm a super fan of this mod. I've never gotten past the pregnancy. The brutality of rimworld.
Quote from: PixelBitZombie on June 10, 2017, 01:50:35 PM
Was looking for a mod like this about 2 weeks ago, couldn't find anything because everyone was afraid of timescaling or more. THANK YOU for taking this on, my usual rimworld experience is not enough colonist, this would be a great way to grow the colonists.
Been using it since yesterday, two women are pregnant with no births yet. So I'm excited to see how this is gonna go!
Added it to a save file already made and its working great.
Quote from: Pboy0011 on June 10, 2017, 08:47:57 AMWhat is the percentage of pregnancy because it seems very low.
Not sure on exact percentages, but age is a factor. If I start a colony with people at 20-30 years old, pregnancies happen almost immediately after the first couple forms.
New version available - v0.2D
Changes:
- Added Japanese translation by Proxyer
- Potential fix for never-ending birth loop; looking for feedback
- Merged changes to RenderPawnInternal from A17
-- Hats don't draw in the colonist bar if defined as such in Options
-- Pawn's heads don't draw if they're missing them
I discovered another bug:
At the 0% level of consciousness, the person / animal does not die. ???
So I tested it out with the humanoid alien framework and it runs without obvious red errors but the alien pawns have human heads.
@Mathis55120
Hum, is that expected? If a pawn has max 0% consciousness they should just be comatose but alive right? I'm not aware of the normal RimWorld behaviour on this though.
@Napple
Heh, Alien Framework is not really expected to work at all with C&P at this stage. I'm in the process of converting my stuff to Harmony detours but the most important one of PawnRendering will probably be especially difficult because of how much I reworked it.
How would you feel if somebody were to upload this mod to Steam, assuming that they credited you as the creator and made it clear that it was your mod?
Quote from: Names are for the Weak on June 13, 2017, 03:47:30 AM
How would you feel if somebody were to upload this mod to Steam
I believe this mod's quite far from complete, so I doubt Thirite would approve.
Quote from: Thirite on June 12, 2017, 07:12:18 PM
@Mathis55120
Hum, is that expected? If a pawn has max 0% consciousness they should just be comatose but alive right? I'm not aware of the normal RimWorld behaviour on this though.
Yes, consciousness as a capacity is meant to represent general neurological function.
When a person has their consciousness maxed at
10% in the game (by anesthesia or brain damage) their ability to eat, talk, move and manipulate are all reduced to
0%.
In the xml, consciousness as a capacity should have:
<lethalFlesh>true</lethalFlesh>
AKA: When this capacity reaches 0% the pawn (if flesh) should die
instantlyThat's how vanilla RimWorld behavior is, anyhow :D
@Names are for the Weak
I appreciate the honesty, but like XeoNovaDan said it's far from complete- and I don't really like Steam for various reasons. I might upload it under my own profile with a direct link to a non-DRM Locked download at the top of the description when it's v1.0 just so more players can enjoy the mod. But for now I'd prefer it be kept away from Valve's greedy little fingers.
@O Negative
Huh, imagine that. I wonder what could be causing it then. I'll have to investigate it this afternoon.
Is there some way to make it compatible with the Headframe Mods so that Beards/Hair don't disappear if you wear Headgear?
@Thirite For example, when a settler reaches 100% poisoning, he does not die
Quote from: Hadley on June 14, 2017, 03:29:00 AM
Is there some way to make it compatible with the Headframe Mods so that Beards/Hair don't disappear if you wear Headgear?
I don't know what you mean by "headframe" mods but my Simple Beard Framework is integrated in C&P. I haven't updated the Simple Beard Framework standalone (https://ludeon.com/forums/index.php?topic=29704.msg301030) though.
Quote from: Sniper Pilot on June 11, 2017, 04:39:09 PM
As much as I'm a super fan of this mod. I've never gotten past the pregnancy. The brutality of rimworld.
Quote from: PixelBitZombie on June 10, 2017, 01:50:35 PM
Was looking for a mod like this about 2 weeks ago, couldn't find anything because everyone was afraid of timescaling or more. THANK YOU for taking this on, my usual rimworld experience is not enough colonist, this would be a great way to grow the colonists.
Been using it since yesterday, two women are pregnant with no births yet. So I'm excited to see how this is gonna go!
Added it to a save file already made and its working great.
I made it far enough so they gave birth, but literally by the time they gave birth I wasn't technically end game because of certain mods but I was far enough by the time they gave birth the game was being ruined by raiders and lag. They never grew into children, I summoned Cthulhu, game ending spell and murdered everyone but 4 people, the 4th person was one of the babies. I think the timescale should be lowered in order to get full optimal experience from the mod.
Also any woman able to breast feed, while not game breaking is super odd.
Basically, got to baby stage and no more, ended game because raids ruined map and bad fps. It worked with facial stuff, started a new colony and now it doesn't work. So at the moment im not using the mod because I love the diversity of the colonists facial stuff does.
Anyway just input on how my save file went from the Child mod.
Something like the runtime cleaner is 'probably' required to get the most of of this mod to keep the game lag free for as long as possible.
For the time scaling, that's sort of human nature...but maybe one option would be some sort of nanite injection that boosts a kids age up a year everytime it's applied, with a downside of course.
Timescale balancing is a fair issue. I mean there's 60 days to a year so it's kind of a moot point saying "pregnancy has to take 3/4.of a year". That said my last major save lasted for six years without breaking horribly- but I was considering shortening the timescale anyways as I know most people don't bother with a single game for that long.
I haven't yet had a baby reach childhood either. Lol
But that's fine. I've had several kids (who joined at anywhere from age 8 to 12) reach 13 which is the equivalent of adulthood.
I think the timescale you've currently got works fine. Unless I've got it wrong, pregnancy is 3 seasons. Babyhood is 2 seasons. Toddlerhood is 3 years. And childhood lasts until 13. Perhaps toddlers could become children at 3 instead of 3.5, but any shorter would seem odd.
I noticed you've got the art for the growth vat now, so it's only a matter of time until we can create vatgrown colonists anyway. ;)
Quote from: Dekent59 on June 14, 2017, 08:13:55 PM
Something like the runtime cleaner is 'probably' required to get the most of of this mod to keep the game lag free for as long as possible.
For the time scaling, that's sort of human nature...but maybe one option would be some sort of nanite injection that boosts a kids age up a year everytime it's applied, with a downside of course.
I actually found that about 3 days I think after I found this mod since it was updated as well. It helped my save file but in the end raids and too much going on kinda ruined the save so I ended it. It also didn't help I was running 103 mods.
Quote from: Thirite on June 14, 2017, 08:41:07 PM
Timescale balancing is a fair issue. I mean there's 60 days to a year so it's kind of a moot point saying "pregnancy has to take 3/4.of a year". That said my last major save lasted for six years without breaking horribly- but I was considering shortening the timescale anyways as I know most people don't bother with a single game for that long.
Honestly I'm not sure how long my game was in terms of years. I'm that guy that doesn't pay attention to history very much, so normally I don't know my wealth or anything. However last I checked in real life time was 3 days with normally about 8-12 hours of game time within those days. But I shouldn't say it took awhile to give birth since I think at the time before I installed the child mod I was about halfway through and they got pregnant. Either way the mod is incredible and I'm glad you took the time to do this since most would not tackle it.
Quote from: Rimrue on June 14, 2017, 08:53:10 PMI think the timescale you've currently got works fine. Unless I've got it wrong, pregnancy is 3 seasons. Babyhood is 2 seasons. Toddlerhood is 3 years. And childhood lasts until 13. Perhaps toddlers could become children at 3 instead of 3.5, but any shorter would seem odd.
I agree that the Toddler stage should be reduced from 3.5, down to 3, maybe even 2.5. Babyhood and Toddlerhood are probably the least fun and least interesting stages, at least in terms of this mod. There's a reason that children in Dwarf Fortress go from newly born to adult in only 13 years. It's too long, otherwise.
Quote from: Rimrue on June 14, 2017, 08:53:10 PMI noticed you've got the art for the growth vat now, so it's only a matter of time until we can create vatgrown colonists anyway. ;)
Nice! Once growth vats are a thing, I suspect this mod will get a lot more users and popularity.
QuoteKnown Incompatible Mods:
...Combat Realism
Ouch. That may be a deal breaker for me as I usually want to use it. Combat Realism (now called "Combat Extended") is one of the more popular mods, with thousands of users. That said, CR/CE is also one of the biggest mods out there, with many hundreds of lines of code. So it's not surprising that it is incompatible with various mods - and not just weapon mods.
Using v0.2d and when my pawn started to give birth she would never give birth. Eventually the message for going into contractions started spamming the screen.
I noticed a minor issue in my last colony, where my priority 1 doctor was also a new mother. Every time the baby would start crying and need rescue, I'd get errors like this:
Isolde starting job BreastFeedBaby A=Thing_Human165943 from JobGiver RimWorld.JobGiver_Work while already having job TendPatient A=Thing_Human161987 without a specific job end condition.
Sometimes she would put the baby back to bed after feeding. Other times should would drop it and leave it crying. If I have more than one high priority doctor, they will rush over with a meal to feed the baby at the same time as the mother is trying to breastfeed it. Not game breaking stuff or anything, just some minor prioritization issues that I wanted to give some feedback on.
Also still hoping to see child raiders forbidden if it's not too difficult. Great work on the mod so far, it really adds a missing dimension to the game by adding meaningful familial connections and the need to protect the young.
Ah, thanks! I can already tell what my error was in the code without even looking, from your description. Cheers
Quote from: Thirite on June 14, 2017, 10:45:15 AM
Quote from: Hadley on June 14, 2017, 03:29:00 AM
Is there some way to make it compatible with the Headframe Mods so that Beards/Hair don't disappear if you wear Headgear?
I don't know what you mean by "headframe" mods but my Simple Beard Framework is integrated in C&P. I haven't updated the Simple Beard Framework standalone (https://ludeon.com/forums/index.php?topic=29704.msg301030) though.
Does not work for me for some reason. I tried a lot, even a new Game. I disabled all Mods other than this one and I could not get beards/hair to show when putting a hat on.
Quote from: Hydromancerx on June 15, 2017, 02:53:35 AM
Using v0.2d and when my pawn started to give birth she would never give birth. Eventually the message for going into contractions started spamming the screen.
The only way i found to fix this was to give the mother an abortion as she was giving birth. :(
Oh boyo. Sounds like a decent bug. I'll have to investigate it this evening.
Quote from: Thirite on June 14, 2017, 08:41:07 PM
Timescale balancing is a fair issue. I mean there's 60 days to a year so it's kind of a moot point saying "pregnancy has to take 3/4.of a year". That said my last major save lasted for six years without breaking horribly- but I was considering shortening the timescale anyways as I know most people don't bother with a single game for that long.
The timescale have to be even more drastically reduced for having children make even any sense (playability). In my Minions mod, I altered the timescale for my minions to grow up in accordance to this thought of playability. The Minions grows up to Adult in just 1 year.
TIMESCALE CODE FOR MINIONS
HumanlikeBaby - 0
HumanlikeToddler - 0.2
HumanlikeChild - 0.5
HumanlikeTeenager - 0.8
HumanlikeAdult - 1
But even so, most of the baby minions never made it to adulthood due to their main job as soldiers.
---
I would suggest that to make having heirs and giving birth make more sense, and the mod more playable, perhaps change the time frame to:
HumanlikeBaby - 0
HumanlikeToddler - 0.6
HumanlikeChild - 1.5
HumanlikeTeenager - 3 (from here on, they will go back to vanilla settings - if not we are breaking the game i guess)
It will keep the game interesting juggling new births and grow childrens, as well as training them to be a good colonists. As they will be alive for so long in game time, they may become maxed up in their stats before they ever reach adulthood.
But if we dont do this, then perhaps only thing left is to add growthvat as others had suggested~
=P
Its just a games design thing you may need to ponder this on. =}
The thing is RimWorld isn't just meant to be a game with strict rules of game design applied to it. Like Tynan has said before, it's meant to be a story generator. Scaling the time down that far would kill off the majority of chances to have crazy things happen in regards to children- and would make children less of a neat detail that can add interest to the game to just another way to pump out free colonists. That's not really the point. There should be challenge with children- they should be a pain in the ass. The player should have to make hard decisions and it shouldn't be a simple matter of playing for a year or two before they're indistinguishable from everyone else.
On the other side of the coin, children shouldn't be a huge pain in the ass that remain like so for an entire game. Getting to childhood is the relevant part which offers reward for the player, so scaling that to three years sounds reasonable. Once they're a child they can do virtually everything an adult can.
I would be very sad if the growth rate of children was truncated that much. :(
I love having kids around. Sure they can be a pain at times (whaddya mean you're scared of the dark? Get out there and collect that corn! Lol), but they add so much to my colonies. :)
Plus raider kids are super easy to catch (just punch them a couple times! Lol) and recruit. So you can easily add colonists that way. ;)
Yeah, simulating a teenage colonist at only 3 years of age would be a huge mistake. It takes away so much immersion, it's ridiculous.
I would like to reiterate a suggestion I've made in the past, which is to accelerate the rate of aging for all living things. It's something Banished did, and it worked rather well. You would actually have the opportunity to see your original colonists be effected by age, which isn't something you normally get (which is a shame if you ask me).
I'm not sure how flexible the aging code is, so I can't say it would be an easy thing to accomplish. I just wanted to throw the idea out there.
Quote from: Rimrue on June 15, 2017, 07:18:54 PM
I would be very sad if the growth rate of children was truncated that much. :(
I love having kids around. Sure they can be a pain at times (whaddya mean you're scared of the dark? Get out there and collect that corn! Lol), but they add so much to my colonies. :)
Plus raider kids are super easy to catch (just punch them a couple times! Lol) and recruit. So you can easily add colonists that way. ;)
This is true too. It never fails to fascinate me how many teenagers/children go to raid with their adults~ haha
Quote from: O Negative on June 15, 2017, 07:54:57 PM
Yeah, simulating a teenage colonist at only 3 years of age would be a huge mistake. It takes away so much immersion, it's ridiculous.
I would like to reiterate a suggestion I've made in the past, which is to accelerate the rate of aging for all living things. It's something Banished did, and it worked rather well. You would actually have the opportunity to see your original colonists be effected by age, which isn't something you normally get (which is a shame if you ask me).
I'm not sure how flexible the aging code is, so I can't say it would be an easy thing to accomplish. I just wanted to throw the idea out there.
I wont say its a mistake (which is sweeping) - it depends on the games design - what is the original intention of the mod/game.
In term of aging codes, its based on the years; I not sure how can the age be accelerated in that sort of way (skipping years?) May present different sort of problems.
Quote from: Thirite on June 15, 2017, 07:03:27 PM
The thing is RimWorld isn't just meant to be a game with strict rules of game design applied to it. Like Tynan has said before, it's meant to be a story generator. Scaling the time down that far would kill off the majority of chances to have crazy things happen in regards to children- and would make children less of a neat detail that can add interest to the game to just another way to pump out free colonists. That's not really the point. There should be challenge with children- they should be a pain in the ass. The player should have to make hard decisions and it shouldn't be a simple matter of playing for a year or two before they're indistinguishable from everyone else.
On the other side of the coin, children shouldn't be a huge pain in the ass that remain like so for an entire game. Getting to childhood is the relevant part which offers reward for the player, so scaling that to three years sounds reasonable. Once they're a child they can do virtually everything an adult can.
3 in game years is a long long time and plenty of time for the child to provide a massive amount of pain in the ass.
Most colonies can't even survive that long. And this 3 years is only for the first child, minus the first year of setting up the colony and the pregnancy. Which means its 4 in game years before you can "reap" the reward of all those pain in the ass.
But yeah, its a hard decision to make in term of hacking the age stages....
My baby was born with a psychite addiction even though the mother did not take any psychite drugs. She was, however, taking penoxycline to prevent malaria etc. Could be a bug in which penoxycline is recognized as a psychite drug. Also, been reading some of the earlier posts. Maybe you could allow an option for users to set the age scale. Some want immersion and have the scale be like real life and some want a truncated scale. Some may be happy with the turning into a competent child at 3 years old scale.
I'm hoping I can find a happy medium between them, but if that can't be done then I'll probably add it as mod settings. As for the addiction, I think I might know what's causing that. The addiction tracker should only be looking for hediffs with specific attributes to them, but I'll see.
I like the current timescale but maybe you could add something to make toddlers less useless. Possibly let them do dumb labour from 2-3.5 or just haul like smart animals. You could call this life stage 'less shitty toddlers'.
I've noticed babies being born with random addictions as well, but since they are cured of it before toddler stage, it isn't really a major issue (incapacitated pawns cannot break). The only exception would be if a baby was born with a luciferium addiction...
On another note, my doctor just gave birth to triplets. What are the odds of that? I know they are quite low irl without the use of fertility drugs. It's hilarious watching her ping pong back and forth trying to breastfeed all those screaming mouths.
Okay, I've fixed babies being born with unintended addictions. Just an oversight on my part. Also fixed the Job Error for breastfeeding, but I plan to rewrite that part of the code anyways, so as to better integrate it work the Humanlike thinktree. v0.2E will also be coming with a Korean translation thanks to lellel.
There is an easier fix then just changing the growth period for the children or the of scaling the age up for everything.
Quote from: O Negative on June 15, 2017, 07:54:57 PM
I would like to reiterate a suggestion I've made in the past, which is to accelerate the rate of aging for all living things.
I disagree with this statement, just because it then makes the mod effect and cause more compatibility issues with other mods. Not to mention it makes the game go farther away from the original feel of rimworld. Which is not what any of us want. We want the same feeling but with the realism of children in it.
however I do agree with this statement.
Quote from: O Negative on June 15, 2017, 07:54:57 PM
Yeah, simulating a teenage colonist at only 3 years of age would be a huge mistake. It takes away so much immersion, it's ridiculous.
The easier fix is to make a drug ( a non addicting one) the players can create that would cause the ageing of user by a set number of years that way it would not just make the the child age up to adult instantly as it would take a bit of time a (few days for it to work.) And they would need to take it more than once in order to age up. If you made it so one does is 3 or 4 years it remains balanced, as they don't get all the backstory bonuses with just one backstory.
This way everyone gets what they want. If they want them to age normally than they get it if they want them to age faster they make the drug. The downside could be a simple straight forward one. During the process it takes to work, they could suffer from temporary work and combat penalties. Nothing permanent to dissuade wade them from using it other than the cost of it. And again if they don't want fast aging they simply don't use the drug.
Isn't that a better way than changing the mechanics?
Quote from: Thirite on June 16, 2017, 01:41:06 PM
Okay, I've fixed babies being born with unintended addictions. Just an oversight on my part. Also fixed the Job Error for breastfeeding, but I plan to rewrite that part of the code anyways, so as to better integrate it work the Humanlike thinktree. v0.2E will also be coming with a Korean translation thanks to lellel.
Could have been worse, the dogs could have started breastfeeding, which honestly would have been hilarious. Excited about the new update!
Quote from: Dragoon on June 16, 2017, 04:28:48 PM
~snip~
Yeah, you make a good point about mod incompatability potential. Also, a lot people who played Banished (myself included) weren't the biggest fans of one chronological year aging people by 3/5/7 biological years. The reason I think it
"worked" for Banished, still, is because that game relied on simulating a growing population susceptible to death by old age. RimWorld is, admittedly, a completely different experience than Banished was.
I agree with your points on giving people an option, but I think a question of balance comes into play. Why
wouldn't somebody want to quickly age up their colonists, given the opportunity? If there's a drug that increases the rate of growth/maturity for a born human being, I think there should be an increased chance of age-related disease associated with it.
For instance, the accidental formation of cancer (carcinoma) comes to mind. Accelerated cell-growth of this magnitude has huge potential to cause this, I would think. Plus, as a gameplay mechanic, it's punishing without being debilitating (assuming you have a decent doctor). I also think I read something about vat-grown colonists once? But, I think they would need to be born incapable of some of the basic human capabilities a normal child would have (social/caring/etc.) or even just a lack of any sort of passion would be good.
But, at the end of the day, I'm not the one who decides what should and shouldn't be part of this mod. I'm grateful for whatever I can get for my extremely long playthroughs :)
Well the thing is if you play just to win and are one to give everyone bionics. Then you would abuse it but if your not and your like me where you only give to those who are wounded. of course there are those who don't wanna take away a kids childhood.
That said I agree with your idea for the downside of the drug. Since it is curable after some time, and it does seem like something that could happen.
Unless I'm mistaking how the growth vat works, I'm pretty sure that will solve all these issues. Have a baby? Pop it in the growth vat. ;) Need new colonists, but nobody's getting pregnant? Clone some colonists and pop them into the growth vat. Lol
Quote from: Rimrue on June 16, 2017, 06:38:30 PM
Unless I'm mistaking how the growth vat works, I'm pretty sure that will solve all these issues. Have a baby? Pop it in the growth vat. ;) Need new colonists, but nobody's getting pregnant? Clone some colonists and pop them into the growth vat. Lol
Um you actually are mistaking how that works. You don't put a baby in a growth vat. Growth vats are artificial wombs, used to grow the created life. You can't put something that is already out of the womb back into another womb. You can put a fertilized egg(real or artificial doesn't matter) in a growth vat however. So your second point makes sense. That is why there are growth accelerants. The only reason why we want them is growth vats help for future children not current ones.
Why couldn't you put a baby in a growth vat and age it up? It's science fiction. You can make the rules whatever you want them to be. ;)
And I'm sure I've seen movies and books and games that use growth vats to age up people to adulthood. That's always how I pictured the "vatgrown soldier" backstory that's already in the game to have worked.
At any rate, I'm not against using other forms of growth accelerants on kids. I just thought the growth vat could be the simplest and easiest means of implementing accelerated growth into the game/mod.
Anyway, it's up to Thirite. It's his mod. :)
Rimrue is right about how they describes the growth vat working- that's how I have it planned to work. I mentioned it somewhere before on this thread, but this is one of the longest threads on the forum now- so not gonna fault anyone for missing something or asking questions that have already been answered.
Can't you add an option in that can choose how long you want the child aging to be, or will that be game breaking?
For example like you can change the aging from 1 day to ∞ years, etc, etc.
The never ending birthing is still a thing btw :)
@Xenophobe
I'll probably add in an options menu for different timescale modes eventually. Right now I want to find an all around middleground that works best at default. Then users could later select "fast development" in the options or something.
@lionessJess
Ah crud. I'll have to do a bunch of debugging to figure out the root of this. Pregnancy works perfectly fine when I add the HumanPregnancy hediff in devmode, single birth and all. Clearly something is not functioning as intended.
Quote from: lionessJess on June 18, 2017, 05:19:34 AM
The never ending birthing is still a thing btw :)
Are you running any other mods?
Quote from: Sniper Pilot on June 18, 2017, 10:37:20 PM
Are you running any other mods?
Yeah, I just assumed since it's been mentioned before here that it was just to do with Children and Pregnancy, I shall test without mods and see.
That would be a great help. Knowing if it's a mod conflict or if it's an internal bug would be useful info. That said, any mods that don't use assemblies (you can easily check by looking in a mod folder and seeing if it has an "Assembly" subfolder) won't affect the result of this kind of test so it wouldn't matter if those were running as well.
PS: I'm going to be MIA for about a week. Going to the US and probably won't have time/access for wifi. So this is going to be put on hold until I'm back. Cheers
Quote from: Thirite on June 20, 2017, 11:26:28 AM
That would be a great help. Knowing if it's a mod conflict or if it's an internal bug would be useful info. That said, any mods that don't use assemblies (you can easily check by looking in a mod folder and seeing if it has an "Assembly" subfolder) won't affect the result of this kind of test so it wouldn't matter if those were running as well.
PS: I'm going to be MIA for about a week. Going to the US and probably won't have time/access for wifi. So this is going to be put on hold until I'm back. Cheers
While you're out i'm going to make your mod more popular haha . . . Also Have fun and safe journey!
Great mod! I love finally having a family dynamic (not just, "he's my grandda cause I said so!") and a reason to keep a colony going. Let us know if you need any help with certain features or testing! I'm sure plenty of people bug you about their problems but this is a pretty huge project and you've already made a lot of progress. Let us know how we can help if there is a specific task!
Just to clear things up I am not that guy that posted this mod in steam. I have more sense than that. When I said that i'll make this mode famous. I meant that I'll be showing it off in my youtube videos. I knew from A16 even before that the Thirite didn't this mod to be released in steam. So to who ever is Chris.P.Bacon in steam yeah bruh that ain't me.
If you guys appreciate this mod and Thirite's work help us get this guy to remove this mod in steam! http://steamcommunity.com/sharedfiles/filedetails/?id=952381235
Now I wait for this mod to not conflict with Alien Framework and then I can enjoy the true Rimworld experience.
I know you're somewhere traveling right now but I found a small bug. It seems that even if the child is created by a legitimate father, the baby still labels the father as its step father . . which is weird . . . anyways the bug can wait till you get back from your travels. Be safe!
Finally got a baby in my game (my pawns just wouldn't shack up! Lol) and am wondering, is there a way to build the crib yet? I thought I saw that it was working now.
Thanks!
Quote from: Rimrue on June 25, 2017, 03:50:29 AM
Finally got a baby in my game (my pawns just wouldn't shack up! Lol) and am wondering, is there a way to build the crib yet? I thought I saw that it was working now.
Thanks!
No cribs yet from what i've noticed.
Hey, great mod, though I'm having an issue where my baby is going through an endless cycle of just standing there and collapsing from exhaustion. He still can't move even though he's on his knees.
EDIT: ok nvm he can move around but he won't sleep he just stands there until he collapses from exhaustion. He is also totally joy deprived. He even went berserk once so I had to literally punch a baby.
EDIT EDIT: I tried moving the mod to later in my load order and that seems to have fixed it, no idea what mod was conflicting.
Quote@Xenophobe
I'll probably add in an options menu for different timescale modes eventually. Right now I want to find an all around middleground that works best at default. Then users could later select "fast development" in the options or something.
Dear Thirite, first of all I want to say this is excellent work you are doing, and I am really impressed and eager to include this mod very soon.
I know it is very late in the discussion, but I have read almost this entire thread and wanted to comment on development time / speed:
The Rimworld year is 4 quadrums each of 15 days. So that is a 60 day year.
You can go from nothing to an entire interstellar starship in maybe 5 to 10 years depending on your effort as a player.
You can go from stone age to fully developed tech tree in 2 to 3 years with the right research team and policy.
All of this is to say that time is VERY relative in Rimworld, and it seems to me the main design decision is to make the actions occurring in-game fun and interesting at the timescale of the game... realism is really not a high factor on list!
I think the development cycle for kids should be pretty fast. If someone has a baby, we as players want to see that development and "leveling up" of that new child pawn within the context of the normal game... and games do not seem to usually last 20 years in-game time.
So just adding in my own thoughts.
"Newborn" should last a few days.
"Toddler" should last maybe a year at most.
"Preteen but useful pawn" should happen over 2-3 years.
"Teen" that is 14 and ready to be left to all normal game rules should be resulting after all of these stages, so maybe 3-4 years development time.
The "growing vat" sounds like a potential add-on option, but should be very late in the tech tree.
Thanks again for all of the excellent development work, this mod is quite an incredible accomplishment!
I haven't commented yet, and I haven't tried the mod yet, but I've been following it with interest for a bit. I'm commenting now to politely disagree with Meatbomb's suggestion/request to make the timescales shorter.
My typical Rimworld colony lasts maybe a couple years. This isn't because I die, but because I get bored; Once I get to a certain stable point, the game loses a lot of its fun for me. The primary reason I've been following this thread with interest is because I see children as a way to extend the game, give it some point beyond the first few years.
While many people don't see it this way, and are able to enjoy a game 5-10+ years in, I have a feeling that my paradigm of deleting and restarting periodically isn't exactly rare. Having a reason to extend a game beyond the 2-3 year mark is something that I feel the game really needs; Increasingly harder raids just doesn't cut it.
I have a feeling that protecting, nurturing and raising children just might.
DariusWolfe, you really should install this mod now! It's already super stable compared to some other mods and adds soooo much to the game. :)
Also, in response to the idea of shortening kids' lives: colonists already age one rim-year at a time. It only makes sense that this mod would follow the same pattern.
Quote from: O Negative on June 16, 2017, 06:25:53 PM
Also, a lot people who played Banished (myself included) weren't the biggest fans of one chronological year aging people by 3/5/7 biological years.
Likewise for The Guild 2, where each season was considered a year. It "worked" in the context of the game, since you could become reasonably rich and gain a fully upgraded business in just a couple in-game years, and the whole point was to make a dynasty. Thus, you only had about 50-80 "turns" before your character would kick off, rather than a few hundred. However, it just felt so darned wrong from an intuitive and realism standpoint. Since the game is ancient, mod support is all over the place, and every mod I ever tried that attempted to enable realistic aging progression was incompatible or just plainly didn't work at all. At one point I managed to hack something together from an outdated mod and got it working -- people would only officially increase in age by one year every winter -- but since modding for that game is always directly overwriting the "core", I lost all my changes when I installed someone else's mod. Gah. =P
I therefore fully endorse any option to have a "reasonable" default so long as we have a realistic range option as well. I'd prefer not to have to hack anything, because as far as hacks go, I am one. =)
I just began to use this mod and it's one of my favorite already. Great job !
Some random stuff I noticed so far :
- Babies need clothes, really, I'm playing on an ice sheet and I'm just lucky to have some geothermal generators inside of my base, so I can throw the baby in the room when there is a solar flare and it stays more or less warm, but it's stressful.
- Every women is able to breastfeed the baby, which is weird.
- There is no mood penalty when a woman miscarried due to poor health.
- Raiders are sending children in the battlefield with no weapons, but I'm using Combat Extended so perhaps this is causing the issue ? I'll make some tests.
- The baby I have did a alcohol binge and try to go outside, as it was -30°C I arrested her and she goes into jail (she is one year old). The game became really laggy all of a sudden. I didn't undersand and thought I just had too many mods, but when the baby has been released the fps went back to normal instantly.
Quote from: DariusWolfe on June 26, 2017, 02:48:29 AM
I haven't commented yet, and I haven't tried the mod yet, but I've been following it with interest for a bit. I'm commenting now to politely disagree with Meatbomb's suggestion/request to make the timescales shorter.
My typical Rimworld colony lasts maybe a couple years. This isn't because I die, but because I get bored; Once I get to a certain stable point, the game loses a lot of its fun for me. The primary reason I've been following this thread with interest is because I see children as a way to extend the game, give it some point beyond the first few years.
While many people don't see it this way, and are able to enjoy a game 5-10+ years in, I have a feeling that my paradigm of deleting and restarting periodically isn't exactly rare. Having a reason to extend a game beyond the 2-3 year mark is something that I feel the game really needs; Increasingly harder raids just doesn't cut it.
I have a feeling that protecting, nurturing and raising children just might.
Feel free to watch my videos i'm doing a let's play with this mod at the moment. It does give you a sense of "Oh shit i need to survive/thrive so that the babies can live!". But for the first 2 years of their life they are useless. Also my play through is a Tribal community so things are slow and the amount of babies are increasing lol . . its getting harder to maintain sometimes.
How about growth hormones or steroids? Drugs you can take to accelerate growth, would be good for tribes to be able to trade for them because I'm assuming growth vats are far down the tech tree.
Is there an ETA on cribs being implemented? I am sick and tired of all these babies taking up all my hospital beds. Or at least some way to prevent pawns from carrying babies to hospital beds, as those should be reserved for people who are actually sick and injured.
The art for the crib is already there. I'm tempted to just add an XML file to get it working. It would mean adults could use it too, but at least then babies wouldn't occupy regular medical beds. ;)
Found a bug.
In A17 my pawns keep aborting the Lovin' action, even to go so far as to wake one of them up. I've played the game with just this mod installed to see if it was a mod conflict with the same result. I've played it over different spans of time to see if it would still allow pregnancy, but so far in all my tests there hasn't been a single one, and I think its because of the aborted lovin' action.
Here's the bug report.
QuoteCould not reserve Thing_DoubleBed12590/ for Rick doing job Lovin A=Thing_Human400 B=Thing_DoubleBed12590(curToil=1) for maxPawns 2 and stackCount -1. Existing reserver: Sparks doing job Lovin A=Thing_Human381 B=Thing_DoubleBed12590(curToil=4)
Verse.Log:Error(String)
Verse.AI.ReservationManager:LogCouldNotReserveError(Pawn, LocalTargetInfo, Int32, Int32, ReservationLayerDef)
Verse.AI.ReservationManager:Reserve(Pawn, LocalTargetInfo, Int32, Int32, ReservationLayerDef)
Verse.AI.ReservationUtility:Reserve(Pawn, LocalTargetInfo, Int32, Int32, ReservationLayerDef)
Verse.AI.<Reserve>c__AnonStorey4F7:<>m__7DF()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
RimWorldChildren.<_MakeNewToils>c__AnonStorey1:<>m__1()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
RimWorld.<GotoBed>c__AnonStorey271:<>m__EF()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:CheckForJobOverride()
RimWorld.<LayDown>c__AnonStorey27F:<>m__109()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
@Rimrue
Regarding cribs, they're not finished yet- so if you enable them you'll just get a weirdly small bed that anyone can sleep in. The base class for the Bed object is infuriatingly closed off in terms of making derived classes so I'll have to use Harmony to change it I guess.
@Challengingreality
Ah great. I think I saw this error before but only once- thanks for the report though.
I know. I'm still tempted. ;) Once they are in the bed no one else is going to take it from them and once they can crawl, I can just assign it to them. :)
Also there's nothing stopping adults in real life from sleeping in a crib. So it's not totally unrealistic if adults still *can* sleep in one. Ridiculous as it is. ;)
Is there anything I can do to fix it on my end?
Outside disabling the mod unfortunately not. Otherwise you could prevent the pawns from sleeping in the same bed I suppose.
I didn't have the error until updating to the current version.
I like the mod so I'll keep it. I guess I"ll just cheat them into pregnancy XD.
It did work in A16, so I think its just an A17 bug that happened.
I appreciate all the work you've done on this mod.
Also, just realized I"m using an outdated version 0.2A. Updating now to see if that fixes the bug.
Decided after months of lurking in this thread I'd give this mod a test run after finishing up a recent playthrough... as excited as I've been seeing all the progress you've made with this, I was really hesitant since I got attached to Misc. MAI & more recently all the mods that give the in-game options of showing hair under hats. Kinda hard to let go, but for the meantime, I literally set all my hair mods to draw under hats regardless of beards or not. :P
Ran into a couple of issues though. One being sometimes when visitors spawn on my map, I'll get a random child-aged visitor that throws thousands of ticks worth of red errors for not being able to draw the child pawn graphics...?
Object reference not set to an instance of an object
at RimWorldChildren.ChildGraphics._RenderPawnInternal (Verse.PawnRenderer,UnityEngine.Vector3,UnityEngine.Quaternion,bool,Verse.Rot4,Verse.Rot4,Verse.RotDrawMode,bool,bool) <0x0063c>
at Verse.PawnRenderer.RenderPawnInternal (UnityEngine.Vector3,UnityEngine.Quaternion,bool,Verse.RotDrawMode,bool) <0x0007d>
at Verse.PawnRenderer.RenderPawnAt (UnityEngine.Vector3,Verse.RotDrawMode,bool) <0x00209>
at Verse.PawnRenderer.RenderPawnAt (UnityEngine.Vector3) <0x00061>
at Verse.Pawn_DrawTracker.DrawAt (UnityEngine.Vector3) <0x0002a>
at Verse.Pawn.DrawAt (UnityEngine.Vector3,bool) <0x00032>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at (wrapper dynamic-method) Verse.DynamicDrawManager.DrawDynamicThings_Patch1 (object,Verse.DrawTargetDef) <0x0021a>
at Verse.Map.MapUpdate () <0x0012c>
at Verse.Game.UpdatePlay () <0x0005c>
at Verse.Root_Play.Update () <0x0004c>
Another issue is the one mentioned above in Challengingreality's post, but since that might be fixed by next version up, I'll deal until then somehow.
Lastly, though not nearly as serious as those two, just a note of potentially another compatibility clash: Blas88's More Reasonable Prison Break mod seems to clash a bit with this one. At least on my end... not sure if anyone else has had issues of red errors popping up every other 10 seconds when the two are enabled? (I don't have a log for this one , forgot to copy over before I disabled it...)
Updated to 0.2D and it fixed the aborted Lovin' bug.
Which is weird, because I do have 0.2D installed. Going to try a mod refresh to see if that fixes it, but at least 3 of my pawn couples have been jumping out of bed mid-lovin'. :o
Updated to v0.2E Unstable
- Moved to GitHub
- Potential fix for endless pregnancy loop
- Began migrating detours to Harmony patches
@Tenshi~Akari
Sorry, I couldn't investigate the drawing error you refer to. Perhaps I'll be able to have a look tomorrow
This week I've been trying to test out what makes endless birthing and I just can't find it. When I tested with all the same mods enabled in the same order as the save in which the birthing never stopped I couldn't force it to happen. Also it seems as if when you exit and reload an never ending birth then it stops.
Then this morning I installed the unstable version of 0.2E and it caused a very strange thing to happen, one of my colonists would randomly birth a child every night. I would get a notification that she was pregnant and at the same time a newborn baby notification. She was pregnant before so it seems to be a delayed version of the never ending pregnancy.
Thanks for all of your work on the mod :)
Oh, right. I made HumanPregnancy take no time at all to gestate for debugging and I forgot to switch it back. Should be fixed now though.
Keep up the good work!
Looks amazing.
The endless birth glitch may be a vanilla bug:
https://ludeon.com/forums/index.php?topic=33236.msg348285;topicseen#new
Oh, bizarre. In 2E I made it so if the human pregnancy hediff is still ticking and it detects the "PostPregnancy" hediff it will delete itself- not a great fix if the bug is mine... I wonder why pregnancy would fail like this in the vanilla Pregnancy hediff.
Found a hilarious incompatible mod.
The mod is called Legs.
It does exactly what it says, adds legs to pawns. What this does is causes the graphical glitch where child pawns [and also thin pawns] have legs on their heads, which ends up making them look like they have antennae. Doesn't cause any functional problems, but I thought I'd give you the heads up for the graphical glitch so that anyone that wants to use that mod alongside yours will know what to expect.
I love this mod and I'll continue to keep an eye on it. Thank you for all your hard work.
Quote from: lionessJess on June 30, 2017, 05:28:45 AM
This week I've been trying to test out what makes endless birthing and I just can't find it. When I tested with all the same mods enabled in the same order as the save in which the birthing never stopped I couldn't force it to happen. Also it seems as if when you exit and reload an never ending birth then it stops.
Then this morning I installed the unstable version of 0.2E and it caused a very strange thing to happen, one of my colonists would randomly birth a child every night. I would get a notification that she was pregnant and at the same time a newborn baby notification. She was pregnant before so it seems to be a delayed version of the never ending pregnancy.
Thanks for all of your work on the mod :)
That mental image though...
Hello Thirite,
Received reports that the children from this mod are able to run for elections in Psychology. Is there anything that separates a child from an adult in terms of the vanilla game that I could use? If not, are there any checks in the mod I could use?
e: On second thought, considering this mod is still using detours and not Harmony, I'll just list it as incompatible.
You could simply put in a check:
if (pawn.ageTracker.CurLifeStageIndex < 3){
return;
}
Or similar. Humanlike Pawns are never below index 3 unless using this mod, so that would be the simplest way to do it. I am in the process of converting my detours to Harmony, but it's probably going to be a bit before that's done. I have a lot- the most difficult ones to convert will be the PawnRenderer.RenderPawnInternal method as I'll need to transpile it, and I've never attempted that before.
Updated to v0.2F Unstable
- Added Korean Translation
- Updated Russian Translation
The Birds and the Bees - seem to make no problems so far ..
it only adds a body-part which influences the ability of lovemaking ( better, worse, none .. ) but not the result.
I got one pregnancy so far, but sadly she miscarried due to sickness.
The number of children in Pirate Raids is kind of weird though, can you influence this in some way ?
Child just turned 4 - in the character tab it showed no skills in anything (except malee for some reason) but in work tab I couldn't assign them to anything. I restarted the game, now I can assign them to work but they have lots of random skills.
I'm having an error that is definitely a mod conflict, with either Razzle Dazzle or Recon and Discovery plus... something else in my load order. I did the method of adding mods one after the other until the error occurred (sadly my memory is shite and I don't remember which one I added that made it choke, but it was definitely one of the two), but the error doesn't happen with just these two + this mod.
(Ftr I'm not expecting/demanding a fix or anything, just giving a heads up. Which is probably obvious but I have brainbugs that make me need to say that or I feel demanding.)
https://pastebin.com/x2iXawvz
ETA: had the same issue with Show Hair With Hats or Hide All Hats, seems to be whatever you're both doing that makes them incompatible with each other, at a guess.
Yeah, any mods that modify how pawns are drawn in game will conflict with CnP. That's a known caveat of using it for now.
This is relatively minor, but I'm not seeing the contraceptive in the drug policies window, i was planning on putting them all on the pill once every 15 days but It doesn'tvseem to show up in there.
Hum, must be missing some tag I guess. Penox shows up in there I assume?
Unable to add babies to caravans. Intentional, known bug or not yet implemented?
Quote from: Thirite on July 03, 2017, 01:37:05 AM
Hum, must be missing some tag I guess. Penox shows up in there I assume?
Yes, penoxycyline shows up in there. I have a few other mods, including some that add other drugs (vegetable garden, mostly, I think). There are three other drugs with the prescription only behavior. (Antibiotics, Flu Ez, and Ibuprofen)
if i remember right it has to be medicne or drink tag on it to give while in bed.
Quote from: Thirite on December 28, 2016, 09:55:34 AM
Human incest is very rare in game, but I'm going to make any direct relationship (ie: sibling,parent,grandparent) have a decent chance to cause a deformity.
The deformity chance from incest is still very low even in real life (only about 7-8% more common than in normal couples, meaning 90% of children born from incest are still completely fine (this was in last years global birthrate study)). Problems are more common when mothers are sick, intoxicated, mentally unstable or old.
I didnt actually even know incest was possible in RimWorld, lol. Never seen it happen even with hookups, but then again i rarely get many colonists with relatives during a game.
Downloaded and tested this, got my first baby pretty fast (ironically he got named Loser). Parents broke up like two days after the birth and mom already has a new fiance, that lady really gets around.
Is it normal that newborn baby is constantly in need of rescuing? My trained dogs are picking the baby up literally from his bed to the same bed like ten times a day some days. Other days Loser is completely fine and nobody needs to pay mind to him. It seems somewhat random so I'm not sure whats causing the chain rescue alerts.
Would it be possible to include breastfeeding to newborns? I feel weird stuffing muffalo beef down a week old babys throat, lol. Or if mom is dead/unable to feed there could be like a milk substitute made from small amounts of animal milk or soy/almond milk (kinda hardcore mechanic maybe but I like my colony life brutal, and theres no soy/almonds in Rimworld so idk, invent a new rimsoy? hah)
Quote from: kiesu on July 03, 2017, 06:43:01 PMWould it be possible to include breastfeeding to newborns? I feel weird stuffing muffalo beef down a week old babys throat, lol. Or if mom is dead/unable to feed there could be like a milk substitute made from small amounts of animal milk or soy/almond milk (kinda hardcore mechanic maybe but I like my colony life brutal, and theres no soy/almonds in Rimworld so idk, invent a new rimsoy? hah)
Breastfeeding and milk substitute have been discussed!
RNG was absolutely evil and I decided to play it anyway, but I wanted to share. I have the crashlanding mod, which means you land with nothing but whatever you manage to salvage from burning chunks that rain down from the sky (for those unfamiliar). I went easy mode with three starting colonists, but any more have to be rescued. They were: Lorenzo, 8 year old kid. His aspiring pop-idol-turned-assassin sister Missy, 21. And 14-year-old vatgrown combat medic Psyche (traits: psychopath, prostopophile, too smart). It's got me writing again, trying to figure out how an assassin ended up on a ship with her baby brother. And a barely-teenager combat medic psychopath is the kind of character I want to figure out how ticks.
Missy hooked up with one of the survivors from a cryosleep block crash, Harvey, and is already pregnant. I haven't even played a quadrum and the mod has already invited such deep story.
There may be a soft incompatibility with crashlanding, as I didn't get any children in cryosleep block crashes. It may have just been RNG not cooperating, or it might just not drop kids.
Now at level of consciousness 0% (100% malnutrition for example) the characters die, so the bug is resolved.
But when the level of consciousness is low enough that normally the person falls to the ground and does not move (95% extreme malnutrition for example), the person moves by being unconscious once every two (she gets up and moves very slowly)
It is noticeable during a toxic rain on wild animals.
Is there a way to remove the Simple Beard Framework? Id like to use a different mod. And while this one is good. The show hair one just having a switch for yes or no is just better for me.
Quote from: Dragoon on July 05, 2017, 08:34:36 AM
Is there a way to remove the Simple Beard Framework? Id like to use a different mod. And while this one is good. The show hair one just having a switch for yes or no is just better for me.
nope there no way. right now the author should focus on going from a detour that overwrites to using harmony so a billion mods that add textures or do something with a pawn aren't incompatible.
sidfu is right, removing the SBF would only remove functionality but would not have any benefits. You still couldn't use another mod which changed pawn drawing with CnP regardless. I still need to update the SBF standalone as it's a great solution for drawing beards/hair under a hat.
Technically Facial Stuff works with CaP, just don't have beards and I believe literally just 1 hair style causes a giant white/grey/black block over the character. Just one hairstyle. Other than that you get the full features, skin color, new hair etc. I've never used SBF, but I imagine this is pretty much the same but more compatibility? Maybe someone else can give more info, but the mod works well for me, just no beards.
Im not wntirely sure if this is just my game but when I use this mod and the zombieland mod the models for the babies show up instead of the zombie models so I end up with a horde of bloodthirsty canabalistic babies who will infect you and turn you into a baby.
Quote from: dodger0788 on July 05, 2017, 04:04:05 PM
Im not wntirely sure if this is just my game but when I use this mod and the zombieland mod the models for the babies show up instead of the zombie models so I end up with a horde of bloodthirsty canabalistic babies who will infect you and turn you into a baby.
I wheeze-laughed. This is a hilarious incompatibility/bug.
Quote from: Thirite on June 30, 2017, 03:52:52 AM
@Tenshi~Akari
Sorry, I couldn't investigate the drawing error you refer to. Perhaps I'll be able to have a look tomorrow
Don't worry about it. I finally figured out it wasn't even this mod so much as there was a missing a texture file for a hat I was testing. The game stopped throwing up as soon as I fixed it, so it's all good. ;)
Although there is something else I have to note. Ever since I started my recent colony, there has been no sign of the name faction/colony dialog box, and 3 seasons have already passed. I had to dev mode that info in, but this didn't seem to be an issue until prior testing this. Not sure if anyone else has this problem or not... or perhaps, now that I'm thinking about it, it's probably because the last faction I made was set to Tribal, this current one is actually New Arrivals, if that matters. (Not sure if it's Vanilla bug or not, but going to see if that's the case when I start up in a few.)
Seconded on the zombabies. Hilarious!
Tenshi-Akari, that is a known vanilla bug. :/
the no name colonly is a base game issue. u can enable dev and force a name of faction and colony without any issues.
Quote from: sidfu on July 05, 2017, 09:12:49 PM
the no name colonly is a base game issue. u can enable dev and force a name of faction and colony without any issues.
Yup this has to do with they unopened crypts or whatchamacallits, simply opening that with dev mode and deleting the enemies works as well, also leaves you with loot you can choose to keep or destroy you don't have to mess with the crypto sleep pods either so you can keep those in and seal it back up with God mode for a "almost" normal discovery. This will also stop "Friendlies" from enetering
Ok then, it must be with just the "New Arrivals" faction setting that bug happens with, because it works just fine for me on "Tribal". Even tested on a new game, and lo & behold, colonist made the suggestion. Either that, or my map roll was fortunate enough to not add in sleep pods...
Thanks for the notice on that bug, everyone! :D
Is anyone experiencing unlimited pregnancy with the newest update (for humans, anyways)? I'd be glad to know if this thorn in my side is finally gone or not.
Quote from: Thirite on July 07, 2017, 12:21:21 AM
Is anyone experiencing unlimited pregnancy with the newest update (for humans, anyways)? I'd be glad to know if this thorn in my side is finally gone or not.
Personally since I've been using the mod, I think since it was released? I've never once had this bug. So that makes me wonder what people were doing or mod they had installed.
I have not .. one single cute little jelly bean is all I got after my first pawn gave birth
QuoteI'm also working on cribs, growth vats, possibility for in utero deformities from incest/drugs/alcohol use, and mood modifiers for parents and child. eg: extreme negative moodlet for baby death, negative moodlet on late term abortion, etc. Suggestions and ideas more than welcome as long as you're not a moral guardian, though I should note a few things I've already found to be true:
I am a father of three, so I have some experience in what I am talking about, and I am no moral guardian.
And since I am a late joiner of the party, I rather would not read through 25 prior pages and just add my 2cents right here :
Baby and Toddler clothing should be on your priority list. Little peanut just lost a toe to hypothermia. ( Which was totally my fault because I messed up my heating system )
But I approve that you allready fixed the comfortable temperatures of babys to a smaller range than adults or children.
The things I would like to see would be an additional Parenting/Child Care Worktype ( yes I know this may break savegames ) which would include feeding, dressing, caring, entertaining, teaching etc.
I guess making it really relations dependant could be a real bitch, so the general worktype would at least enable you to designate a Child Nurse, Kindergardener or however you want to name the child-healthcare-professional ..
Also Babys/Children should have some cutie-aura that affects adults in their radius.
Another thing parental thing I thought of would really be bound to blood relations :
Combat and Mood modifiers. Gave Birth bonus, became a daddy bonus ..
( funny enough both pregnancies were followed by a quick marriage afterwards :) )
defending the children / wife / family ..
( pirates nearly sacked the colony until they tried to take away sigourneys baby )
which could also be expanded to animals ..
( would you rather fight the big grumpy bear or the wild boar followed by piglets ? )
The smallest thing would be 2 additional traits : Likes Children / Does not like Children .. which give additional mood modifiers when being around children. In extreme this could expand to animal babies as well .. look at the cute cat baby .. look at it ..
-- yeah it will taste great with mashed potatoes.
------
And a question for last :
I have the mod running with Misc. Robots and Robots++ so far and not noticed any problems ( except some problems with animal handling, which I am trying to resolve at the moments )
What are the known breaking problems between the both of them, or is it a dated issue ?
So, if you use this mod with Zombies! you'll get the disturbing image of lots and lots of zombie babies. Not really a glitch persay, but an interesting gameplay experience.
Guys, how to add a trait from custom mod to genetic traits pool, or how it's called? (So child can inherit it from parents, if they have it, and with low chance - randomly)
I'm using star wars mod, and force sensitive trait doesn't seem to inherit, although both of parents have it. Beside that, i think, there might be a problem for a game to determine that trait properly, even if added to pool, because when progressing, it replaces with another one - jedi, or sith, etc. It will be funny, if a newborn will already be a Sith lord, lol.
For some reason I don't see the "writing desk" item in the production menu. Bug?
Not implemented yet; sorry.
oic, didn't see that on the front page.
Hi! I've been playing with this mod for a little while now, along with a LOT of other mods. So, first some mod compatibility notes:
Rim Disorders and Rumours and Deception recognize babies the same way as regular pawns. So, babies will get upset about the other colonists telling lies about them, and develop disorders like PTSD from being downed. (What is it about the babies getting downed constantly, anyway?) These aren't exactly incompatibilities, since both mods involved work the way they're supposed to, just something interesting to note.
Ok, now some suggestions. I think the main issue with this mod (other than the detours used, making it incompatible with several mods) is that it takes an overly long time for the babies born to grow into useful pawns. Growth vats are an option, but I think tackling this issue in a Sims-esque way would also work. Infants in Sims 4 grow up after 3 days, toddlers grow after 7, and children grow after 11. In RimWorld I think those numbers are pretty low, but altering the growth times to be unrealistic might be your best option. Something like babies grow after 20 days, toddlers grow after 40, and children grow after 1-2 years. It would be even better if they actually aged quickly during this time, so by the time they grow into teenagers their age actually displays 14, not 3. I have no idea how you would do that, of course, but speeding up the growth times until they're teenagers would alleviate the problem of them being useless for too long. You could shorten the pregnancy time too, which could benefit from some sort of indicator of how much time is left until they give birth (like pregnant animals have a day counter).
I understand not everyone is going to agree with me, and will prefer the more realistic age lengths that the mod has now. That's just my thoughts on a way to "fix" the useless baby problem. You could implement it as a setting for the mod, or just a permanent world event that doesn't happen normally and we just add it to the scenario when starting a game. Another way could be to make a pill that the mother takes during her pregnancy, and babies born while their mother is under the influence of the pill grow faster.
Some other ideas I had were the idea of adding child furniture, and a nursery room type. Nurseries wouldn't have the shared room or barrack debuff, and babies/toddlers would be taken here when they were downed instead of to hospital beds. I think the ideas of different mood effects from things like abortions and defending family members would be great--though there should always be a negative effect from having an abortion, not just in late term pregnancies. Earlier term abortions could just have less impact and not last as long as one in the latest term. Nobody I've ever met whose had an abortion isn't affected by it, even if they had never planned to keep the pregnancy. Contraception was a bit of a disappointment to me, since neutroamine is so hard to find in the early game unless you get really lucky. Could you possibly make a second version of it that is like a wash-out fluid of some sort? Using herbal medicine and beer, perhaps? It would have the same effect but you could make it not last as long, so your pawns have to use more materials to keep themselves from getting pregnant.
Anyway, those were just my thoughts and ideas on how the mod could be improved. Thanks for the great mod, and all your hard work. :)
Thanks for the feedback. Timescale absolutely is a fair issue that I need to address. Aiming for realism would be misguided as gameplay trumps realism, but otoh babies aren't just supposed to be a nice and easy way to pump out colonists. So yeah, some happy medium will have to be found between providing difficulty and providing interesting gameplay. As for mods' mechanics conflicting with children, it's the onus on those modders to put in a simple "curLifeStageIndex > 2" check to ensure the Pawn is at least a teenager. There's not a lot I could do to ensure their mods' mechanics make sense with children in mind when I'm not designing them.
For the repeated downed state of babies, it's a temporary solution that will be replaced with a better mechanic; I left it as is temporarily because there were more important game breaking issues to fix which seem to be resolved now. Cribs will be added soon; thanks to Harmony it should be easy enough to solve the issue I was having adding them. You're probably right about abortions- I'm just designing by what I've read, but I assume a fairly early pregnancy (less than a week in reality) wouldn't be much of an issue if they never wanted it/hate kids etc.
Contraceptive's cost being too high is also fair; I've been planning to simply change its ingredients to one or two herbal medicine. It's supposed to be easily produced after all, and neutroamine in vanilla is typically very frustrating to acquire (I personally always use the Chemical Extraction & Neutroamine Crafting mod to alleviate this).
I'll likely get some hours to work on the mod again the next couple days; I've been recently focusing on fixing the biggest problems of Simple Slavery so I could leave it in a stable state before I start hammering out more work on this mod- which is stable, but still has a lot of mechanically unfinished parts (breastfeeding, cribs, learning/teaching mechanics, growthvats, etc).
If you decide to go with a faster aging mechanic, could you please allow a realistic aging option for those of us who like it as it currently is? :)
As for abortions, I think even if women hate kids they would still have a negative mood as they would still have had to go through the unpleasantness of having the procedure done. I don't think anyone enjoys having an abortion. :/
Maybe -5 for early stage, -10 for middle-stage, and -15 for late stage?
Also, yes, please add somewhere how many days left until birth like pregnant animals have in the animal tab. I've wanted that info more than a few times. Lol
For the contraceptives, could there be an easily craftable, but less effective herbal version in addition to the current version made from neutroamine? I just can't see herbal contraceptives being equally effective. I mean they have already been around a long time. If they were equally as effective, there'd never have been need for modern hormonal contraceptives to begin with. ;)
Thanks again for such a great mod. :)
Quote from: Rimrue on July 10, 2017, 04:12:32 AM
If you decide to go with a faster aging mechanic, could you please allow a realistic aging option for those of us who like it as it currently is? :)
As for abortions, I think even if women hate kids they would still have a negative mood as they would still have had to go through the unpleasantness of having the procedure done. I don't think anyone enjoys having an abortion. :/
Maybe -5 for early stage, -10 for middle-stage, and -15 for late stage?
Also, yes, please add somewhere how many days left until birth like pregnant animals have in the animal tab. I've wanted that info more than a few times. Lol
For the contraceptives, could there be an easily craftable, but less effective herbal version in addition to the current version made from neutroamine? I just can't see herbal contraceptives being equally effective. I mean they have already been around a long time. If they were equally as effective, there'd never have been need for modern hormonal contraceptives to begin with. ;)
Thanks again for such a great mod. :)
You allready made every single point, I wanted to make :)
What I read about herbal contraceptives sounds more like a herbal way of early abortion instead of really preventing the fertilisation.
But having a "modern" only method of contraceptive would also bug out the tribal fans.
And I don't want to be the morale police, but I feel really uncomfortable with the late-state abortion since the Child is theoretically complete and could survive outside of the womb. But hey .. thats player decission. I am adult enough to decide on my own if I want to do something in this game or not.
This leads me to another thing I noticed. A miscariage should have a mood debuff.
Finally : DAMN YOU THIRITE. I played once with the mod and now I am hooked.
I deactivated it for my next playthrough but I allready miss the feature. I think the mod is great proof for a great feature.
Regarding contraceptives, like I said about gameplay trumping realism in my last post, I think that really applies here. Contraceptives shouldn't be difficult to produce, and I think having a "less effective" version would just be extraneous. And yeah, I might have to make a mod setting to allow the player to choose "realistic timeframes". But first I'll be trying to find balanced times that are neither ridiculously long nor too short to provide story/challenge. I'll have to take a look at the vanilla pregnancy code to emulate the "days remaining" I suppose.
@SpaceDorf
Heh heh, this was the goal of this mod. People could have argued about whether or not children are a good idea until they all died of old age, but actually seeing it in action gives you some facts to settle the endless debates.
Thanks, Thirite,
I think you really nailed the timeframe for children. Not to long, the become a real burden,
but still long enough to feel somehow fitting to the game.
And as DF player I know how cool it is to build my own generation vault.
( great .. new playthrough Idea )
What bugs me more is that raids contain so many small children. My main problem with this is, that the children are considerable weaker than adult raiders. Could you do something against this ?
Regarding tribal play .. the idea of having no options for contraceptives or at least only dangerous ones sounds like rather appealing to me.
This could improve the darker vibes of the stone-age / western feeling.
Mixed with complications during birth and welcome to the middle ages ;D
Leaves you only with the catholic version of birth control. Seperate Beds.
Yeah, I've noticed the overabundance of child raiders too. I'm not against including child soldiers but there seem to be far more than is reasonable.
On an unrelated note, I've started implementing cribs thanks to Harmony. Running into some weird bug where a pawn can sleep in a bed too small for them if it's marked as Medical, but otherwise progressing smoothly.
In reality, there are herbal treatments for preemptive contraception (rather than immediate or early abortion). They typically work the same way the modern hormonal version does, by suspending the menstrual cycle, so there's no reason why they should be different in-game. HOWEVER, they were superceded in the developed world by synthetic hormones, not because the modern form is more effective, but because herbal contraceptives are typically toxic in the long term. So if realism is required, you could have a contraceptive made from herbal meds, with a slow, minor Toxic Buildup effect attached.
Herbal abortifacients also exist and so are equally plausible in-game, BUT again have serious risks associated with them. Most effective abortifacients (both organic and synthetic) carry a high risk of serious birth abnormalities if the foetus survives, and many are also carcinogenic. In addition, ALL abortion drugs are toxic to some degree (that's how they work - I won't spell it out, for the sake of more sensitive readers, but the toxicity is necessary).
Regarding the 'issues' with Rumours and Deception and various other mods, as I understand it you can include sections of code which only trigger if another named mod is detected to be enabled (the anti-RimJobWorld logic bomb comes to mind...). So in theory if other modders don't take the steps to make their mods play nicely with yours, you can do it for them to a certain extent, at least for specific, named mods with known issues. Couldn't you, for instance, have a script which triggers only if Rumours is enabled, containing code derived from that mod, to suppress certain effects on pre-teen pawns?
I realize that this just adds more work for you, and I totally understand why you might not want to do it. But it is at least an option, and one which could also be taken up by individual users of your mod, if you don't want to implement it yourself.
Oh and also, amazing work so far, and thank you for making this awesome mod!
> Regarding the 'issues' with Rumours and Deception and various other mods...
The thing is, it's not my job to patch other people's code. I can make my mod compatible with other people's mods by ensuring it's coded properly- for example, if mod X is detected then do Y in my code instead of Z. But what you're saying is that if mod X is detected then do Y in their code, which is not my code and therefore not my responsibility. It's each mod creator's responsibility to code their own mods to play nicely with each other's- not to patch other people's code to play nice with their's. If you do it right, you should rarely even have to look at another mod author's code to ensure compatibility. Just knowing what they do ought to be enough. If this sounds like "Oh I just don't want to do it" then look at it like this. Imagine my mod and another mod both try to patch the same thing in a third mod for compatibility. What happens? Probably everything breaks, and then compatibility is lost anyways. The ideal solution is for each mod author to make their own mod as compatible as they can, to maintain their own code, and keep everything as self-contained and modular as possible.
For example, in my mod Nerve Stapling I programmed it to have three settings- vanilla, EPOE, and RBSE compatibility modes which it would dynamically choose at runtime. But it was modifying its own contents to play nice with EPOE and RBSE, not modifying EPOE and RBSE to play nicely with it. The alternative is an expedited ticket to horrifyingly bad spaghetti code.
thirite isnt the main issue C&P have with other mods is that where they all using hugs/harmony children mod still using a hard detour?
Quote from: Orpheus on July 12, 2017, 06:58:36 AM
"Rumours and Deception and various other mods"
To be fair that guys mods don't play nicely with a lot of stuff which is why I dropped all of his mods. Even the psychology mod made by him (
NOT linq) was ruining a lot of the game play either because of incompatibility or stuff progressed too fast and destroyed the characters. So essentially you're better off finding mods similar and running them to see if it has issues.
I realize R&D is a decent mod and adds some depth to characters, so all your colonists aren't buddy buddy every time of the day every day. But I'd say until then, you'd have to wait and see if another version pops up.
@sidfu
That is indeed the case with a number of mods, bust the vast majority of mods still work fine with CnP- I've had CnP enabled since A15 and I've only had to pass on sparse few mods because of it. Certain mods that do not conflict with CnP at all exist but are not programmed to be "aware" of CnP. eg: Prepare Carefully only allows you to set min age to 15 I think, so you can only create a child colonist by randomly generating one below 15- Leadership and Teaching would require only a simple check to ensure a pawn is at least a teenager to attain full compatibility. etc. The hard detours are something I am working on adapting to Harmony patches, but that will only enable compatibility with a small number of mods in the end (Alien Races, Miscellaneous w MAI + Robots, any other of the few mods which modifies pawn drawing).
Speaking of generating children. I've actually generated just a few, babies. Most babies I generated came with clothing thus making them look like an invisible character. it's interesting, I'm not sure if EDB can make babies off the bat, I imagine it's still RNG if you wanted one as a colonist.
You mentioned MAI, I haven't messed with that mod yet, it is installed. Is there an issue with it? Mainly something major? If not I won't worry about it.
Regarding MAI, it just messes up the drawing of the robot. That's weird though about generating babies- that shouldn't happen. The cutoff age for Human race pawn generation is 4.
I had babies before but I didn't take a picture at that time. I did get one of one that was 12, in the "kinda looks invisible" weird texture bug. Before this particular person it was 2 babies in a row and then a normal person, another child, baby and child "this one in the picture".
(http://i.imgur.com/UPmWn0G.png?1)
You might have other mods installed which affect the pawn rendering. I've never seen that bizarre bug before.
I had a child generate without a head back in A16. I saved and reloaded and her head loaded just fine after that. :)
Quote from: Rimrue on July 13, 2017, 10:48:45 PM
I had a child generate without a head back in A16. I saved and reloaded and her head loaded just fine after that. :)
Lol this is slightly different. If you look closely you can see the childs eyes right in the Neck Hole. Specifically for whatever reason it made the shirt 10x bigger than the child.
And yes @Thirite, I believe this was caused by FacialStuff, which gives no errors other than saying it's incompatible. I've ran FacialStuff since I've used this mod. Literally the only thing broken is no beards and I guess getting children to generate in Colonist Selection.
I didn't take any screenshots, so can't tell you if it's exactly the same or not, but my pawn did look pretty much like that. So maybe it wasn't a case of not generating a head but generating clothing in such a way that the head appeared to be missing? Lol
I didn't have any other mods installed at the time, though, and have never seen it happen since. So not sure what caused it. But reloading the game fixed it.
Well, as you can see from the Prepare Carefully menu the colonist is not actually a baby- they're 12 years old, but for whatever reason they are using the graphics of a newborn. Regardless, Facial Stuff is known to be incompatible, and that's unfortunately probably not going to change once I transfer the hard detours to Harmony patches.
Quote from: Thirite on July 12, 2017, 11:01:00 PM
The thing is, it's not my job to patch other people's code...
I absolutely agree. I don't mean to suggest that this should be your responsibility, and I'm inclined to agree that actually you probably shouldn't do it. I mentioned it more to raise the fact that individual
users of your (or any) mod could do this with their own private copy of it, if it was particularly important to them that it was compatible with a specific other mod, and if it turned out to be simpler than directly editing the other mod (which might be the case if the second mod in question was programmed very sloppily or awkwardly).
Quote from: sidfu on July 13, 2017, 12:21:24 PM
thirite isnt the main issue C&P have with other mods is that where they all using hugs/harmony children mod still using a hard detour?
A question about detours, when a mod uses hard detours, that means the mod is saying it wants PawnRenderer (or whatever) to be solely reserved for its usage, right?
So... Core PawnRenderer = ;D
But then C&P detours it and turns it into :)
And when mods use Harmony, PawnRenderer stays ;D but mods using Harmony can use ;D without changing the original function?
So then if I load Facial Stuff with C&P, despite it using Harmony now, the PawnRenderer will be :) because C&P is detouring it?
Sorry, all this coding talk all over the mod forums has gotten me interested. Plus I'd really like to fix my Research trees when I've got tons of mods.
Quote from: Undeadbanana on July 15, 2017, 02:39:28 AM
"So then if I load Facial Stuff with C&P"
The thing about FacialStuff though it hasn't been updated in awhile. I believe when a17 came out, it was put out and then never updated. So it's possible FS just needs an update to maybe, possibly fix the no beards issue. It does say incompatible, please turn either off. However in the real world once loaded has no negative consequences in the game other than no facial hair and 1 piece of head hair that causes a black/grey square over the characters face. Unless Tyan puts in new facial things I can't give up both, both C&P and FS are great mods. FS gives more color to characters, new hair and beards. Obviously we know what C&P does ;D
Basically don't be scared to use FS with C&P if you don't mind losing the beards.
Oh my god. I can't believe this mod actually exists :0
When I first started playing rimworld a week ago one of my biggest excitements was the scrumptious end goal of keeping a child ALIVE through the years in rimworld, and seeing them grow and become useful. And you're tellin me it's in the game?! bwaaah?
I might have to ditch Psychology mod for this one, I might I might, but you and Linq need to get together and make a baby of your own, if you know what I mean ;D
Good job. Seriously!
I can't say I expected this, but birds and the bees doesn't seem to affect this mod in any way. Neither does Phileas' extended human body simulation.
@UndeadBanana
You've got it pretty much right, but for one thing: each class (eg: PawnRenderer) is an object with a series commands (called methods in C#). Rather than detouring the entire object, you only need to detour one of the methods inside it. In this case, RenderPawnInternal.
@PixelBitZombie
Interesting; it's surprising they work at all together. But even with minor rendering errors I think it's fair to regard them as incompatible.
@SoupyDelicious
Haha, thanks.
@Lennbolt7
Interesting. I expected them to conflict somehow back when hard detours were the norm; I suppose it would make perfect sense now for them not to conflict at all.
Quote from: Soupy Delicious on July 15, 2017, 06:17:45 AM
I might have to ditch Psychology mod for this one, I might I might, but you and Linq need to get together and make a baby of your own, if you know what I mean ;D
Good job. Seriously!
It's still totally useable with Psychology. You get weird quirks like children becoming mayor, but otherwise nothing I've considered game-breaking (so far).
I consider that immersion breaking, and immersion is what i play this game for xP but good to hear its still playable.
Reporting in, because I've seen this mentioned on the last page about certain mods, I'm running Rumors & Deception, Romance Diversified, and Razzle Dazzle and really haven't come across any game-breaking issues on my end, so kind of confused as to what I should be looking out for from those that doesn't play friendly with this one? The only thing I've seen is kids having random urges to ask for hook-ups, but THANKFULLY every single time it fails, which I guess has to attribute to the age checks already implemented in C&P already since the vanilla interactions for attempting to woo other colonists also fails? Not sure, but this happened a lot before I turned the rate down in that RD's options, so I think it's safe to say on my end kids won't get caught up in the "romance" side of things, despite what additional orientation traits they're generated with in that mod. (Then again, I'm a modding n00b, so I'm just making assumptions based on what I've experienced in-game so far...) :-[
Outside of that, things seem pretty normal.
-----------
Also noting, first little jellybean has finally arrived, and it's so funny watching colonists running around to feed cookies to the kiddo whenever he cries. ;D
Looking forward to the crib option officially whenever it gets done. I kinda did move that folder into the proper directory on my end just to see how it would work & just made it a regular medical bed for now. Just have to micro-manage to make sure my older pawns don't shove themselves into them when they get sick & those are empty. ::)
Quote from: Tenshi~Akari on July 15, 2017, 10:47:55 AM
Reporting in, because I've seen this mentioned on the last page about certain mods, I'm running Rumors & Deception, Romance Diversified, and Razzle Dazzle and really haven't come across any game-breaking issues on my end, so kind of confused as to what I should be looking out for from those that doesn't play friendly with this one? The only thing I've seen is kids having random urges to ask for hook-ups, but THANKFULLY every single time it fails, which I guess has to attribute to the age checks already implemented in C&P already since the vanilla interactions for attempting to woo other colonists also fails? Not sure, but this happened a lot before I turned the rate down in that RD's options, so I think it's safe to say on my end kids won't get caught up in the "romance" side of things, despite what additional orientation traits they're generated with in that mod. (Then again, I'm a modding n00b, so I'm just making assumptions based on what I've experienced in-game so far...) :-[
Outside of that, things seem pretty normal.
-----------
Also noting, first little jellybean has finally arrived, and it's so funny watching colonists running around to feed cookies to the kiddo whenever he cries. ;D
Looking forward to the crib option officially whenever it gets done. I kinda did move that folder into the proper directory on my end just to see how it would work & just made it a regular medical bed for now. Just have to micro-manage to make sure my older pawns don't shove themselves into them when they get sick & those are empty. ::)
I didn't even notice these were supposedly incompatible. I use them as well and haven't noticed a single issue. Adding psychology breaks pawn interaction completely though. not sure if that's a conflict with this or something else.
@Lennbolt7
All those mods are not incompatible per se, they are just missing checks to ensure the relevant pawn is at least a teenager or greater. This would not even require detecting if C&P is running as vanilla has Humanlike age stages 0 through 2 (Baby, Toddler, Child) which I simply add content to.
I agree it's fair to say that too. Even though it works it does stop FEATURES from working, which does mean incompatible. However, most people would be in awe in how I get 120 mods to work together without any issues. Well let me tell you, it takes time and a lot of patience and figuring out which mod I want more.
Quote from: Tenshi~Akari on July 15, 2017, 10:47:55 AM
...The only thing I've seen is kids having random urges to ask for hook-ups, but THANKFULLY every single time it fails, which I guess has to attribute to the age checks already implemented in C&P already since the vanilla interactions for attempting to woo other colonists also fails? Not sure, but this happened a lot before I turned the rate down in that RD's options, so I think it's safe to say on my end kids won't get caught up in the "romance" side of things, despite what additional orientation traits they're generated with in that mod.
Interestingly enough, it's vanilla that's stopping this from happening. If I recall correctly, the way attraction is coded results in men having zero attraction chance to girls under 16 and women have zero attraction to anyone a few years younger than them. So theoretically a couple could form between a teenage-girl/boy or girl/girl but I've never seen it bappen. And even it it did, it would simply result in a "childhood sweetheart" thing as both parties must be teenagers for Lovin to be able to occur.
Haha men not being attracted to girls under 16... They'd be getting pretty desperate out on a rimworld I'd say ;P
Quote from: Soupy Delicious on July 16, 2017, 12:09:37 AM
Haha men not being attracted to girls under 16... They'd be getting pretty desperate out on a rimworld I'd say ;P
Have to agree, cannibalism 100% fine. Slave trading 100%. Mass murder, people slowly starving to death, Giant creatures of mind destruction 100% fine. 16 and 20-year-old hooking up on a dying world filled with death and sorrow. AWWW HELL NAH.
Joking aside it's quite an interesting, and ongoing topic as we both want realism but some people don't want that level of it, while others do. One issue we won't be discussing here as we should try to keep politics out of gaming ( especially one based on semi-realism) I know I know, it's too damn late for that. BUT WE HAVE TO TRY DAMNIT!!!! Plus if we want to chat about that it should be done on another thread. Not saying you or anyone else were going to. Just saying before anyone starts.
Quote from: Dragoon on July 16, 2017, 12:26:41 AM
Joking aside it's quite an interesting, and ongoing topic as we both want realism but some people don't want that level of it, while others do. One issue we won't be discussing here as we should try to keep politics out of gaming ( especially one based on semi-realism) I know I know, it's too damn late for that. BUT WE HAVE TO TRY DAMNIT!!!! Plus if we want to chat about that it should be done on another thread. Not saying you or anyone else were going to. Just saying before anyone starts.
although I was having a bit of a laugh about such a fat inconsistency that goes against everything else about rimworld (like you pointed out) it is definitely an important topic. This is the place to discuss it, though, because this mod is already rolling at good speed and Tynan sure as he'll isn't going to fix the problem.
Not saying we should start seeing that old coot with creepy breathing getting it on with an 8 year old (though it'd probably happen out on a desperate colony somewhere :P). We should, though, not be so restricted by silly taboo.
Some taboos are silly, some exist for logical reasons that have been selected for in human history. eg: Incest is taboo because it causes deformed children; while sex in the modern world is no longer necessarily equal with a high likelihood of pregnancy, it remains a taboo from traditional and evolutionarily selected psychological biases. Pedophilia is taboo because it typically causes psychological trauma that lasts throughout the person's life, irreversibly damaging them and potentially their success in adulthood. While I strongly believe in, "It's just a videogame, it's not real life; stop getting so butthurt", it's certainly not my plan to make a mod which is tailored so degenerates can enact their fantasies. The difference from, "You can make a couch out of human leather! You can feed this baby to your pigs!" is that while comically terrible, they don't attract fetishist bottom-feeders.
Could you make it so at least the older teens have a chance of forming a romantic relationship with each other? I've got a pair of 17 yr olds who are good friends and highly compatible, but have 0% chance of romance. It just seems odd they'd wait till they're 18 to consider starting a relationship. Lol
Yeah, basically I still agree there needs to be a line drawn. I'm argueing that it's drawn too far back.
I've identified that theres a definite difference between violence and sexual pleasure. Id like there to be a slight, but not to slight chance for, say, a 30 year old to get with a 15 year old depending on how empty the colony is. That IS entering the realm of where bottom-feeders, like you say, will be getting interested, but I feel that everything else in the game lets me pretend that it's a real colony of real people, and this problem breaks the illusion for a minute. It's not that a big deal, but :3
Quote from: Thirite on July 16, 2017, 02:07:29 AM
Incest is taboo because it causes deformed children; while sex in the modern world is no longer necessarily equal with a high likelihood of pregnancy, it remains a taboo from traditional and evolutionarily selected psychological biases.
Pedophilia is taboo because it typically causes psychological trauma that lasts throughout the person's life, irreversibly damaging them and potentially their success in adulthood. While I strongly believe in, "It's just a videogame, it's not real life; stop getting so butthurt", it's certainly not my plan to make a mod which is tailored so degenerates can enact their fantasies. The difference from, "You can make a couch out of human leather! You can feed this baby to your pigs!" is that while comically terrible, they don't attract fetishist bottom-feeders.
The taboo with incest is slowly changing. The genetic argument is only true when practised over generations ( intermarriage between nobles for example )
The argument of the freedom of choice for two "consenting adults" is starting to change the perception.
In Sweden "related couples" are even officially allowed to marry and have children, after a psychic consultation.
( I googled this a few days ago .. because I was curious myself )
The argument against pedophilia is, that it breaks the unwritten law of "consenting adults" and is most of the time also
based on the abuse of a position of power. ( parents, teachers, clerics, trainers as examples... )
Thus It falls under the umbrella of rape. Which I think we should completely leave out of rimworld.
Historically adulthood itself is quite the blurry line, which changed ever so often. So there may be some wiggleroom for improvement.
I've never manually modded rimworld before and ive been following this thread for a while; how do i install it?
How to Install a Mod in RimWorld DRM Free or From non Steam Sources.
1.) Download Mod.
2.) Copy Mod to some folder to unpack.
3.) Copy unpacked Mod Folder to folder "Mods" in your Rimworld Folder.
4.) Start Rimworld.
5.) Click on Mods
6.) Activate the Mod.
Restart.
Done.
Listen to the sudden chant "one of us .. one of us .. " while a cold shiver runs down your spine, because you know you are hooked now.
Quote from: SpaceDorf on July 16, 2017, 09:56:23 AM
How to Install a Mod in RimWorld DRM Free or From non Steam Sources.
1.) Download Mod.
2.) Copy Mod to some folder to unpack.
3.) Copy unpacked Mod Folder to folder "Mods" in your Rimworld Folder.
4.) Start Rimworld.
5.) Click on Mods
6.) Activate the Mod.
Restart.
Done.
Listen to the sudden chant "one of us .. one of us .. " while a cold shiver runs down your spine, because you know you are hooked now.
I dont see what i can identify as a mod on that github, is it something i have to be logged in to see? or is there a specific file there im just too blind to notice? ::)
There are different Kinds of Download possibilities.
thirite has yet to create a release version of his mod, which I assume he did not, because it is still a Work In Progress.
What you see on GitHub is the whole mod. Folder Structure and everything.
To download it use the green button in the upper right .. which is labeled "clone or download"
after clicking you get the choice between "open in desktop" or "download zip" .. download zip is the obvious answer here.
and don't forget to download Hugslib (https://ludeon.com/forums/index.php?topic=28066.0) because it is required by C&P and has to be before C&P in the mod load order.
When you expand your modlist, you will soon notice that Hugslib is the One mod that goes right after Core in the load order :)
We should remember this mod is about Children and Pregnancy only. Rimworld itself does the lovers stuff, this just add onto that. It sounds like some of you want him to make this mod insure pawns can have sex with each other based on different factors, which I won't name and that isn't what this mod is about.
It's about adding a way to get more colonist, dynamic gameplay, immersion. Simply, just babies and pregnancy. Not ways of perverted sex.
Absolutely what PixelBitZombie says.
That said, it's strange that two ~17yo pawns have a romance chance of 0%. Pawns over 16 should be perfectly able to form 'adult' romances without restrictions. I might have to take a look at the code in vanilla and see what is up. I would be fine with younger pawns forming childhood crushes, as I remember myself the first time I started noticing girls was around 10yo. That's just the reality of puberty, even if you don't understand why you're interested girls/boys until years later.
Let's not get all excited and righteous, Pixel. This is something related to Thirites mod because it adds in children, and early teens (haven't played Rimworld long enough to see anyone beneath 15 , so could be wrong about that last one), and it's pretty clear that me and that other dude were not picketing this mod page for the addition perverted things.
I wanted to put the idea in your head, Thirite. This is the place of change, not some dead-end suggestions thread ;P. I just want believable rimchildren and teens, not law-abiding robots.
Quote from: Soupy Delicious on July 16, 2017, 10:38:22 PM
Let's not get all excited and righteous, Pixel. This is something related to Thirites mod because it adds in children, and early teens.
Nothing like that, Thirite, stated in a formal yet understanding statement he had no intentions of adding such things. Yes, it does add children and teens, that is what this mod is. Children and Pregnancy, nothing more nothing less. It's a way to add colonists to your colony, add immersion and a sense of realism that a few like myself found missing in the Vanilla game.
Of course maybe I'm speaking far too much for Thirite, but I feel like I'm pretty on point.
QuoteThis is the place of change, not some dead-end suggestions thread.
Yes you're right. This is a place for change, however, what some of you want added is not Thirites intentions.
(I'm regretting even having posted what I did if it was going to bring about the morality topic that kinda was addressed a few months prior. Forgive me for that, never my intention, I just thought wanted to be sure that there wasn't any crazy mod conflicts that I was supposed to be aware of w/ some of the mods I had...) :'(
Question on sounds: how often is the baby cry supposed to play? I've come around to times where the sounds would play through sometime in the beginning of gameplay, but after a while, the cries cease to happen, even with the unhappy baby thing going on... (sometimes I don't realize it's happening until the game screams at me that a "Colonist needs to be rescued" when it's the kid trying to jump out the bed...) :o
Bit of a progress update:
- All hard detours have been removed and successfully converted to Harmony patches. Big thanks to Brrainz(Pardeike), Erdelf, and Why_is_that for all the useful info about complex transpiler use.
- The crib is nearly done; it is properly restricted to children and younger. However, there seems to be a vanilla bug where pawns will not check if they can actually use the bed before lying down specifically for medical reasons. Will have to fix until it gets fixed in the future.
- Contraceptive has been changed to require simply 1 herbal medicine rather than 1 neutroamine for balancing, as it is not supposed to be difficult to produce.
In v0.3:
- Breastfeeding will be properly integrated with the feeding job, resolving problems people were experiencing with doctors and viable women all rushing to feed a baby at once.
- Babies will no longer get downed when waking up to whine and cry, but will use a proper job to keep them awake while still being in bed.
- If a child fires a weapon too large for them to handle, it will result in them dropping it, with possible injuries.
You said all hard detours are removed? Does that mean it will work with other mods easier?
Absolutely. It may take a bit of fiddling to make it cleanly work with Alien Races Framework, but now it will actually be possible (without a huge amount of compatch overhead work every single revision of either mod).
I am looking forward to this :)
replying just to bookmark this mod...
im hoping this kind of similar feature gets added to vanilla game... its weird that animals/pets gets pregnant and have kids, while humans can't??? are humans in rimworld universe grown out of vats or testtubes???
Canonically, yes, there are vatgrown humans in RimWorld lore. But they're not all supposed to be. I'm not sure exactly why Tynan has decided not to implement children, as the vanilla game data has unused age stages for babies, toddlers, and children- that even scale the pawn's speed, weight, strength, health etc. with no extra effort on my part. All I've done is basically add new graphics, a custom human pregnancy, and injected a bit of new code so babies/toddlers didn't operate like adults.
I suspect it might have something to do with the fact that you can already cannibalize people and wear clothes made from their skin; if that's the case then in my honest opinion it's a misguided decision. I think I've already proven in the unfinished state it's in, children add another layer of detail to the game which significantly expands the story-telling capabilities. It would be an incredible shame if Tynan decided to limit/censor the game in any way because someone might be offended.
There is this pervasive belief that videogames are somehow inherently a more puerile medium than books, movies, etc. and so have 'no right' to cover darker topics that might seem unsavory. Of course, this belief is simply a result of videogames being a newer medium than others. There's nothing inherently more "mature" about sitting in front of a TV watching something happen on it than there is sitting in front of a TV and interacting with something on it. Yet videogames receive an incredibly unfair treatment in regards to their content; how many times has Schindlers List been demonized for depicting the Nazis murdering jews? How many times has The Lord of the Flies been regarded as a "disgusting, problematic, and offensive" book? Yet depict nazis murdering jews in a game or children murdering each other and suddenly you're somehow just as evil as the Nazis themselves!
What a large number of people do not understand is that depiction is not equal to endorsement. Just because you can do something in a game does not mean you should, nor does it mean the developer encourages you to do it; and it especially does not mean the developer encourages you to do it in real life. Thinking otherwise is simply foolishness in the same vein of misinformed belief as Jack Thompson or Anita Sarkeesian types.
Babies are already in the game code? Bwaah?!
Quote from: Soupy Delicious on July 20, 2017, 01:14:50 AM
Babies are already in the game code? Bwaah?!
That was basically my first thought, too! Lol
There must be some other reason Tynan is holding off on adding kids and babies, though, as the whole, "but you could eat them!/make them into hats!" reasoning doesn't make sense. Babies just don't appear out of thin air. They have parents AKA colonists. Colonists who will lose their minds if their child dies. Also babies are tiny. How much meat would they really produce? (I'm sure it's there in the stats, I've never had cause to check! Lol) And they take 3 seasons to be born, so far too long to actually make them worthwhile to try to "farm" (maybe a good reason NOT to reduce the length of pregnancies???) even if you had a dozen female colonists having babies. Which brings you right back to point one: Do you really want to risk your colony collapsing because the parents are losing their minds because you butchered babies??? :o
There's got to be another reason he's holding off on adding them. I'm more inclined to think it's the fact that kids take so long to grow up. But I still maintain that shouldn't matter. They add enough to the game even if they never reach adulthood to be worthwhile adding IMVHO.
Anyway, until such time as Tynan decides to add pregnancy and kids, I'm enjoying this mod very much. :)
I understand why Tynan might not want to add children to the game. Based off the last update it seems as though a lot more is planned for the game. Seeing this mod (which I love btw (never play without it (though I do wish it was available for auto update on steam as I am okay with starting new games when mod updates create conflict))), makes me realize that the balancing is not quite perfect with it. I would say the main reason for this is its reliance on the base game romance which is... well kind of random no matter what you do (mods help a little). I've had saves where no one is a couple, and one where there are 4 couples constantly pregnant (1-2 generally actually give birth due to miscarriages that I kind of let happen :/). Overall, I think it's something that will have to wait to settle before a true balance is achieved.
Also, how are babies calculated towards raid points or whatever? Because when I have a couple babies those raids are brutal. I generally just leave a baby's room open for sacrifice.
Wow, this is everything I've felt was missing (most everything else is covered by other mods)! I can't wait for the A17/Steam release so I can play it!
As for the Tynan question, I'd guess that he probably sees other aspects of the game as better/higher value places to focus his work on. Working on this (especially if mods are going to take care of it anyway) is complex, doesn't appeal to everyone, and could bog him down for a while when he could be focusing on other, more straightforward issues and features. I'm sure the morality concerns ("do I let colonists butcher kids?", "When should kids be able to start relationships?", etc.) also make this an issue he'd happily leave to modders for the time being, especially after that weird issue with RPS a while back.
its good that we have mods to fix some of the shortcomings of the game in the time being....
the bad side is that mods aren't perfect.. they fix one thing, and break another... and in this mod's case, you can't use alien species as a trade off in order to have kids in your colony.. so no to playable asari, jaffa, orissan, or even dwarves..
the only other option for those who still want playable alien races and have kids is using dev mode... i just discovered that option and I still don't know what it will do in game for me..
Alien Races compatibility will be coming shortly with any luck. I've already converted all the hard detours to Harmony patches; now it's just a matter of finishing the last few things I already had planned before looking at how Alien Races affects the RenderPawnInternal code instruction set to ensure the Alien Races code injections don't clash with mine. I would also like to eventually integrate full functionality with Alien Races so they can have custom children as well. But obviously that will be lower priority until I finish the other stuff I have planned.
Btw, using dev tools to make a human pregnant/ give birth without the C&P mod active will just result in a normal looking pawn that moves/works very slowly; you won't get anything that really resembles or acts like a child.
Quote from: Thirite on July 21, 2017, 07:23:23 PM
Alien Races compatibility will be coming shortly with any luck. I've already converted all the hard detours to Harmony patches; now it's just a matter of finishing the last few things I already had planned before looking at how Alien Races affects the RenderPawnInternal code instruction set to ensure the Alien Races code injections don't clash with mine. I would also like to eventually integrate full functionality with Alien Races so they can have custom children as well. But obviously that will be lower priority until I finish the other stuff I have planned.
Btw, using dev tools to make a human pregnant/ give birth without the C&P mod active will just result in a normal looking pawn that moves/works very slowly; you won't get anything that really resembles or acts like a child.
not to sound entitled... but how soon??? lol im just psyched to hear that a compatibility patch is coming, which means kids for my colony... which means i got more extra parts to sale for profits lol
and regarding using dev tools to make kids, yeah i noticed it too. it feels like they are just pets.. so i treated them like pets in game as well lol... but still doesn't feel like right playing with them around...
It could still be a bit off. Probably a week max? You can track my progress via the Issue Tracker on github, here: https://github.com/thirite/ChildrenAndPregnancy/issues
Updated to initial v0.3 Testing Version
- Completely removed all hard detours and replaced them with Harmony Patches
- Alien Races Framework compatible! (no Alien Children yet, sorry)
- Functioning crib added that is prioritized over standard beds for children
- Children will now drop weapons too large for them when they fire them, possibly injuring them in the process (dependent on weapon mass)
- Made babies not "fall out" of bed when they wake up to cry, no longer requiring a pawn to put them back in bed
- Created a proper workgiver for breastfeeding babies
- Mothers now get the "Lactating" hediff after delivery which allows them to breastfeed babies
I didn't have much time to test it, so there may be new bugs that I haven't encountered- particularly with the new breastfeeding mechanics.
Updated to v0.3a Testing Version
- Updated Russian translation and added English placeholders for new strings for Korean & Japanese translations
well alien children would require switching everything from pawn human thats used to pawn male/female i think. then would need to add a percentage chance of either mother or father race if say u have a asari mother and a norbal dad.
Interbreeding isn't really high on the priority list, though I suppose it wouldn't be any more difficult to design than what I already have planned. In the future, custom humanlike races will be able to have a "Children.xml" file which will define their race's baby/toddler/child graphics as well as some other customizable features.
Dear Thirite,
does this now work with Facial Stuff?
Regards
Hi!
First of all I want to say how much I've enjoyed this mod, it really makes me play the game as I want to, so thank you for your hard work!
So far I hadn't encountered any "game breaking" glitches, but unfortunately with the newest update my colonists are no longer performing the "lovin'" action. Additionally it made my game crash :(
The crash error was an Access Violation, and I believe the colonists are attempting to conceive, as they are kind of getting up (for a millisecond) and are far more likely to do random tasks in the middle of the night.
If there is any additional information I can provide to help, please let me know!
Edit; Crash was bc ive never messed with modded stuff before and I believe it was bc i had the mods in the wrong order.
Only installed "prepare carefully" & hugslib and it still had the problem of not doing the lovin.
Awesome Update.
A question though, just out of interest .. Did you enable humans for multiple births ?
My colonists dont have sex anymore since the lastest update.
Also the newborns still got fed with regular food
Oh, and how to put them into the cribs?
@Luftytwo
Uh oh. Looks like I did something very wrong. I can probably take a look at it tonight and see what's going wrong with the Lovin' action.
@SpaceDorf
Heh, that's another one of vanilla's mechanics. You can get twins and triplets. Might be a good idea to limit it to twins though.
@Rocket_Raccoon
For breastfeeding to work I believe a woman with the lactating hediff mist be set to doctoring. Otherwise they will simply eat normal food. You should be able to assign children and younger to a crib just like a normal bed, and doctors should prioritize taking babies to cribs (particularly if they are set as Medical).
@TA1980
Probably not; I haven't tested it, and Alien Races Framework which doesn't modify Pawn Rendering as much as Facial Stuff does took a bit of configuring to make them work together without issue.
Updated to v0.3b Testing Version
- Fixed error on Lovin' action
- Fixed crash on map generation for new game
Maybe some people who have tested this mod with Psychology can tell me exactly what goes wrong when used together? I want to figure out whether it's something I could go in there and focus down in a couple sessions of figure-outtery.
So, anyone?
Updated to v0.3c Testing Version
- Fixed a bug in the pawn health tracker resulting in pawns not dying from lethal hediffs
- Fixed an oversight where you would get a notification that a weapon was too heavy to use for a child that was not in your faction
Quote from: Thirite on July 24, 2017, 12:11:40 AM
Updated to v0.3c Testing Version
- Fixed a bug in the pawn health tracker resulting in pawns not dying from lethal hediffs
- Fixed an oversight where you would get a notification that a weapon was too heavy to use for a child that was not in your faction
Oh, I just had such a funny sight in my head. Enemies don't bring their babies along to their raids, do they? Bahahaha
Quote from: Soupy Delicious on July 24, 2017, 03:42:54 AM
Quote from: Thirite on July 24, 2017, 12:11:40 AM
Updated to v0.3c Testing Version
- Fixed a bug in the pawn health tracker resulting in pawns not dying from lethal hediffs
- Fixed an oversight where you would get a notification that a weapon was too heavy to use for a child that was not in your faction
Oh, I just had such a funny sight in my head. Enemies don't bring their babies along to their raids, do they? Bahahaha
Five year olds were the youngest I have seen in raids.
But if you are refering to DF were Females carry their Babys into Battle .. that would be an awesome sight in Rimworld ;D
Guess I have to start a new save file for this...? My existing children won't draw & this error ticks thousands of times when I mouse the map over where they used to be:
Object reference not set to an instance of an object
at Verse.PawnGraphicSet.MatsBodyBaseAt (Verse.Rot4,Verse.RotDrawMode) <0x00087>
at (wrapper dynamic-method) Verse.PawnRenderer.RenderPawnInternal_Patch0 (object,UnityEngine.Vector3,UnityEngine.Quaternion,bool,Verse.Rot4,Verse.Rot4,Verse.RotDrawMode,bool,bool) <0x0031a>
at Verse.PawnRenderer.RenderPawnInternal (UnityEngine.Vector3,UnityEngine.Quaternion,bool,Verse.RotDrawMode,bool) <0x0007d>
at Verse.PawnRenderer.RenderPawnAt (UnityEngine.Vector3,Verse.RotDrawMode,bool) <0x00209>
at Verse.PawnRenderer.RenderPawnAt (UnityEngine.Vector3) <0x00061>
at Verse.Pawn_DrawTracker.DrawAt (UnityEngine.Vector3) <0x0002a>
at Verse.Pawn.DrawAt (UnityEngine.Vector3,bool) <0x00032>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at (wrapper dynamic-method) Verse.DynamicDrawManager.DrawDynamicThings_Patch1 (object,Verse.DrawTargetDef) <0x0021a>
at Verse.Map.MapUpdate () <0x0012c>
at Verse.Game.UpdatePlay () <0x0005c>
at Verse.Root_Play.Update () <0x0004c>
Quote from: Tenshi~Akari on July 24, 2017, 10:37:40 AM
Guess I have to start a new save file for this...? My existing children won't draw & this error ticks thousands of times when I mouse the map over where they used to be:
Object reference not set to an instance of an object
at Verse.PawnGraphicSet.MatsBodyBaseAt (Verse.Rot4,Verse.RotDrawMode) <0x00087>
at (wrapper dynamic-method) Verse.PawnRenderer.RenderPawnInternal_Patch0 (object,UnityEngine.Vector3,UnityEngine.Quaternion,bool,Verse.Rot4,Verse.Rot4,Verse.RotDrawMode,bool,bool) <0x0031a>
at Verse.PawnRenderer.RenderPawnInternal (UnityEngine.Vector3,UnityEngine.Quaternion,bool,Verse.RotDrawMode,bool) <0x0007d>
at Verse.PawnRenderer.RenderPawnAt (UnityEngine.Vector3,Verse.RotDrawMode,bool) <0x00209>
at Verse.PawnRenderer.RenderPawnAt (UnityEngine.Vector3) <0x00061>
at Verse.Pawn_DrawTracker.DrawAt (UnityEngine.Vector3) <0x0002a>
at Verse.Pawn.DrawAt (UnityEngine.Vector3,bool) <0x00032>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at (wrapper dynamic-method) Verse.DynamicDrawManager.DrawDynamicThings_Patch1 (object,Verse.DrawTargetDef) <0x0021a>
at Verse.Map.MapUpdate () <0x0012c>
at Verse.Game.UpdatePlay () <0x0005c>
at Verse.Root_Play.Update () <0x0004c>
I've been having that exact same problem since the B update along with C having the odd crash again on generating a new world tho I only started a couple new worlds with B before the C update hit.
edit: I should also add in that when using prepare carefully hitting random till you get a child to pop also doesn;t draw the pawn and shoots errors in the log as well for a new game in C.
I have a similar problem since 0.3b or so. With the latest patch this error(s) came.
(https://abload.de/thumb/rimworldwin2017-07-248us74.png) (http://abload.de/image.php?img=rimworldwin2017-07-248us74.png)
(https://abload.de/thumb/rimworldwin2017-07-2449sjz.png) (http://abload.de/image.php?img=rimworldwin2017-07-2449sjz.png)
Bleh, I just noticed this bug myself too. The children were drawing fine, somehow, until a new child popped on the map causing tonnes of this error. I almost have it fixed, though.
Updated to v0.3d Testing Version
- Fixed major error on child rendering
OK, thanks! So that newest updated got them to draw...
Although now, I'm coming across a few graphical glitches for already existing pawns still. I have mods that actually draw the pants on pawns, and those pants are showing kind of "split"... this doesn't seem to do this with newly made pawns, but I know with pawns made prior to the updates (whether through saves or EdB Prepare Carefully), this glitch happens most on "average male" body types, but sometimes I see it on Hulks, too. Even making them replace the clothing produces this for some reason.
Other instance of graphic issues I'm seeing is the kids now take on the clothes of the body types they were set to grow into when they turn 13 as opposed to the fitted clothes for children they had before... currently I have an 8 y/o hulk roaming around the base & didn't know it.
(EDIT: Whoops! Forgot to attach screenshot... examples of what I'm talking about below...)
And last thing, though I just want to check... is the beard framework still in play with the updates as well? Noticed all those graphics have reverted to the Vanilla version of baldness for all the hairs I had set to show underneath hats. If not, is it safe to see if this will now work with other mods that enable hats with hair underneath?
EDIT #2: Also reporting back in again, just experienced first instance of world gen crash... was trying to grab a log of a series of errors I had come across trying to test a new map, but seems to be kind of iffy on whether it goes through completely or not.
[attachment deleted by admin due to age]
I'm getting this error an awful lot now on map and world gen ( along with a random crash on generating a new world every so often still).
[HugsLib][ERR] Failed to apply Harmony patches for HugsLib.Children_and_Pregnancy. Exception was: System.Exception: Wrong null argument: br
at Harmony.ILCopying.MethodBodyReader.<FinalizeILCodes>b__17_4 (Harmony.CodeInstruction codeInstruction) [0x00000] in <filename unknown>:0
at Harmony.CollectionExtensions.Do[CodeInstruction] (IEnumerable`1 sequence, System.Action`1 action) [0x00000] in <filename unknown>:0
Now I'll be entirely upfront on this. I am a fairly new player so I'm still trying to figure out all the error logging and stuff (luckly I've played enough unity games that its not hard). I'm also using 2 listed incompatible mods ( Psychology and The Birds and the Bees) that up till v0.3 weren't having these kind of issues. Wanted that out there incase its this causing the conflicts but up till the newest version I haven't had any issues at all.
edit: just loaded this mod alone several times without that same error so its likely one of my mods conflicting with this so disreguard for now.
Updated to v0.3e Testing Version
- Merged updates to Japanese translation by Proxyer
Can confirm that this mod still doesn't play well with the Alien Humanoid Framework mod as I had a 11 yr old refugee spawn and was invisible with the mod on.
Edit: I`m getting this bug where pawns under 13 yr old and above toddler age don`t render. Mod list should be fully compatible as I turned off Alien Humanoid Framework and any associated mods with it.
(https://cdn.pbrd.co/images/GCxaUCQ.png)
Still having random World Generation crashes, using 0.3e (even though I know the issue hasn't been addressed quite yet)... I think this happens whenever it's trying to add child pawns into the mix somehow, but looking at the crash log, these were the red errors I had seen that had popped up one time & was trying to get to happen again, but just running into crashes instead...
Tried to get a resource "Things/Pawn/Humanlike/Bodies/Naked_Male_back" from a different thread. All resources must be loaded in the main thread.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Failed to find any texture while constructing Multi(initPath=Things/Pawn/Humanlike/Bodies/Naked_Male, color=RGBA(1.000, 0.937, 0.835, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Tried to get a resource "Things/Pawn/Humanlike/Bodies/Naked_Male_back" from a different thread. All resources must be loaded in the main thread.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Failed to find any texture while constructing Multi(initPath=Things/Pawn/Humanlike/Bodies/Naked_Male, color=RGBA(0.340, 0.320, 0.300, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Tried to get a resource "Things/Pawn/Humanlike/HumanoidDessicated_back" from a different thread. All resources must be loaded in the main thread.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Failed to find any texture while constructing Multi(initPath=Things/Pawn/Humanlike/HumanoidDessicated, color=RGBA(1.000, 1.000, 1.000, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
I can still play my current save, but still experiencing those awkward visuals shown in my last post. (Apparently it's not just kids, but adults with that weird pants glitch for any body type, and even thin adults are stuck with sized-down for kids clothes.)
In the meantime, I might make a quick jet back a couple of versions until the next update is ready. Will be waiting patiently to test again. ;)
@Tenshi~Akari
Yeah, I suppose any mods which add features to pawn rendering without taking children's scale into account are prone to bizarre effects.
@Icefrenzy
Huh, Alien Races Framework works 100% for me.
Thought I fixed that bug though... I guess I'll have to investigate what's going on. By the looks of it is trying to load graphics of an async thread. Hum.
@Tenshi~Akari
Oh, I forgot to answer: No, the Simple Beard Framework has been removed for now. I'm going to be making a proper A17 standalone with new features and uses Harmony rather than detours. The only reason I packaged SBF with C&P previously was because the old detouring method required me to if you wanted to be able to have them both at the same time.
Updated to v0.3f
- Fixed a bug resulting in game crash on world gen- hopefully this fixed rendering issues some users are having too
But little Sally had such a beautiful Beard. :(
@Thirite: Ok, just wondering. After I check around the newer update, gonna try a few mods I had to disable before for that to see what happens. Thanks again! :D
EDIT: UGH... hate to report it so soon, still experienced a world gen crash... Now it's happening after the failed loading of the "fat" body type graphics.
Tried to get a resource "Things/Pawn/Humanlike/Bodies/Naked_Fat_back" from a different thread. All resources must be loaded in the main thread.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Failed to find any texture while constructing Multi(initPath=Things/Pawn/Humanlike/Bodies/Naked_Fat, color=RGBA(1.000, 0.937, 0.813, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Tried to get a resource "Things/Pawn/Humanlike/Bodies/Naked_Fat_back" from a different thread. All resources must be loaded in the main thread.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Failed to find any texture while constructing Multi(initPath=Things/Pawn/Humanlike/Bodies/Naked_Fat, color=RGBA(0.340, 0.320, 0.300, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Tried to get a resource "Things/Pawn/Humanlike/HumanoidDessicated_back" from a different thread. All resources must be loaded in the main thread.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Failed to find any texture while constructing Multi(initPath=Things/Pawn/Humanlike/HumanoidDessicated, color=RGBA(1.000, 1.000, 1.000, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Also tried again a second time, crashed again, this time it was the female body type... might want to check all the other body types just in case? Going to see if my save file shows any signs of issues, but as far as making new colonies goes, it's still not working as it should.
Quote from: Soupy Delicious on July 23, 2017, 10:41:45 PM
Maybe some people who have tested this mod with Psychology can tell me exactly what goes wrong when used together? I want to figure out whether it's something I could go in there and focus down in a couple sessions of figure-outtery.
Honestly the only stuff I've noticed is surrounding mayorship:
- babies attending meetings with the mayor
- kids running for and winning elections (I haven't seen babies do this, only kids with full work functionality)
Quote from: metky on July 26, 2017, 09:40:24 AM
Quote from: Soupy Delicious on July 23, 2017, 10:41:45 PM
Maybe some people who have tested this mod with Psychology can tell me exactly what goes wrong when used together? I want to figure out whether it's something I could go in there and focus down in a couple sessions of figure-outtery.
Honestly the only stuff I've noticed is surrounding mayorship:
- babies attending meetings with the mayor
- kids running for and winning elections (I haven't seen babies do this, only kids with full work functionality)
I've had a 5 day old baby win an election with it on so its entirely possible for that to happen.
hug lib error
[HugsLib][ERR] Failed to apply Harmony patches for HugsLib.Children_and_Pregnancy. Exception was: System.Exception: Wrong null argument: br
at Harmony.ILCopying.MethodBodyReader.<FinalizeILCodes>b__17_4 (Harmony.CodeInstruction codeInstruction) [0x00000] in <filename unknown>:0
at Harmony.CollectionExtensions.Do[CodeInstruction] (IEnumerable`1 sequence, System.Action`1 action) [0x00000] in <filename unknown>:0
at Harmony.ILCopying.MethodBodyReader.FinalizeILCodes (System.Collections.Generic.List`1 transpilers, Label endLabel) [0x00000] in <filename unknown>:0
at Harmony.ILCopying.MethodCopier.Emit (Label endLabel) [0x00000] in <filename unknown>:0
at Harmony.MethodPatcher.CreatePatchedMethod (System.Reflection.MethodBase original, System.Collections.Generic.List`1 prefixes, System.Collections.Generic.List`1 postfixes, System.Collections.Generic.List`1 transpilers) [0x00000] in <filename unknown>:0
at Harmony.PatchFunctions.UpdateWrapper (System.Reflection.MethodBase original, Harmony.PatchInfo patchInfo) [0x00000] in <filename unknown>:0
at Harmony.PatchProcessor.Patch () [0x00000] in <filename unknown>:0
at Harmony.HarmonyInstance.<PatchAll>b__6_0 (System.Type type) [0x00000] in <filename unknown>:0
at Harmony.CollectionExtensions.Do[Type] (IEnumerable`1 sequence, System.Action`1 action) [0x00000] in <filename unknown>:0
at Harmony.HarmonyInstance.PatchAll (System.Reflection.Assembly assembly) [0x00000] in <filename unknown>:0
at HugsLib.ModBase.ApplyHarmonyPatches () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
HugsLib.Utils.ModLogger:Error(String, Object[])
HugsLib.ModBase:ApplyHarmonyPatches()
HugsLib.HugsLibController:EnumerateChildMods()
HugsLib.HugsLibController:LoadReloadInitialize()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
Exception in SetupToils (pawn=Nate, job=Lovin A=Thing_Human14904 B=Thing_HideBedDouble518237): System.NullReferenceException: Object reference not set to an instance of an object
at Verse.AI.Toil.AddFinishAction (System.Action) <0x0003c>
at RimWorldChildren.Lovin_Override.JobDriver_Lovin_MoveNext_Postfix (Verse.AI.Toil&,RimWorld.JobDriver_Lovin&) <0x00079>
at (wrapper dynamic-method) RimWorld.JobDriver_Lovin/<MakeNewToils>c__Iterator32.MoveNext_Patch1 (object) <0x003fb>
at Verse.AI.JobDriver.SetupToils () <0x000c0>
lastJobGiver=RimWorld.JobGiver_DoLovin, curJob.def=Lovin, curDriver=RimWorld.JobDriver_Lovin
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:SetupToils()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:CheckForJobOverride()
RimWorld.<LayDown>c__AnonStorey27F:<>m__109()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Updated to v0.3g Testing Version
- Hopefully fixed the last of the errors related to crashes on worldgen (tested it many times, seems to never crash now for me)
- Adjusted the position children are rendered in bed, fixing some odd visuals
lets see how this one goes
Quote from: Kalista on July 26, 2017, 10:49:49 AM
Quote from: metky on July 26, 2017, 09:40:24 AM
Quote from: Soupy Delicious on July 23, 2017, 10:41:45 PM
Maybe some people who have tested this mod with Psychology can tell me exactly what goes wrong when used together? I want to figure out whether it's something I could go in there and focus down in a couple sessions of figure-outtery.
Honestly the only stuff I've noticed is surrounding mayorship:
- babies attending meetings with the mayor
- kids running for and winning elections (I haven't seen babies do this, only kids with full work functionality)
I've had a 5 day old baby win an election with it on so its entirely possible for that to happen.
What a progressive society you live in! :0
no luck here still getting the fail to apply harmoy patches error.
Looking at 0.3g now. Happy to report, no world gen crashes so far, but still getting red errors related to graphics every now & then...
Tried to get a resource "Things/Pawn/Humanlike/Bodies/Naked_Fat_back" from a different thread. All resources must be loaded in the main thread.
Verse.Log:Error(String)
Verse.ContentFinder`1:Get(String, Boolean)
Verse.Graphic_Multi:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(String, Shader, Vector2, Color)
Verse.GraphicGetter_NakedHumanlike:GetNakedBodyGraphic(BodyType, Shader, Color)
Verse.PawnGraphicSet:ResolveAllGraphics_Patch1(Object)
RimWorldChildren.Hediff_Baby:GrowUpTo(Int32, Boolean)
RimWorldChildren.PawnGenerate_Patch:_GeneratePawn(PawnGenerationRequest&, Pawn&)
Verse.PawnGenerator:GeneratePawn_Patch1(PawnGenerationRequest)
Verse.StartingPawnUtility:NewGeneratedStartingPawn()
RimWorld.ScenPart_ConfigPage_ConfigureStartingPawns:PostWorldGenerate()
RimWorld.Scenario:PostWorldGenerate()
RimWorld.Planet.WorldGenerator:GenerateWorld(Single, String, OverallRainfall, OverallTemperature)
RimWorld.Page_CreateWorldParams:<CanDoNext>m__615()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
Failed to find any texture while constructing Multi(initPath=Things/Pawn/Humanlike/Bodies/Naked_Fat, color=RGBA(0.340, 0.320, 0.300, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
Verse.Log:Error(String)
Verse.Graphic_Multi:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(String, Shader, Vector2, Color)
Verse.GraphicGetter_NakedHumanlike:GetNakedBodyGraphic(BodyType, Shader, Color)
Verse.PawnGraphicSet:ResolveAllGraphics_Patch1(Object)
RimWorldChildren.Hediff_Baby:GrowUpTo(Int32, Boolean)
RimWorldChildren.PawnGenerate_Patch:_GeneratePawn(PawnGenerationRequest&, Pawn&)
Verse.PawnGenerator:GeneratePawn_Patch1(PawnGenerationRequest)
Verse.StartingPawnUtility:NewGeneratedStartingPawn()
RimWorld.ScenPart_ConfigPage_ConfigureStartingPawns:PostWorldGenerate()
RimWorld.Scenario:PostWorldGenerate()
RimWorld.Planet.WorldGenerator:GenerateWorld(Single, String, OverallRainfall, OverallTemperature)
RimWorld.Page_CreateWorldParams:<CanDoNext>m__615()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
Again, seems to be happening w/ all of the body types other than thin when a child is auto generated in the character creator, as if the game thinks their back textures are missing? (They'll usually play nice w/ random generator & default to thin body type, though, but it's the initial generation that's causing issues apparently.) Also seems this bug kind of affects the graphics generation of clothing/armor/hair options unrelated to the mod completely that comes on each child, which I know worked just fine before in 0.2f... that could possibly be a reason why I'm still getting that slight graphics glitch with visible pants or full clothing clipping at the top of the sprites. Other than that, gameplay seems to be fine as usual. Just still have kids roaming in oversized clothes, but I think I'll probably end up changing their body types via the save xml so that won't happen for now. :)
EDIT: Also happy to report, currently using "Don't Shave Your Head" mod in place of Simple Beard Framework since that is not built in anymore, and that seems to be meshing fine as well with the changes of this mod, for those of you wondering about mods that render hair underneath hats. Haven't tested the others available yet, but perhaps someone else has already?
I found a bug - when I shoot or beat a poison ship - the game gives me red errors, and i does not damage ship
Exception ticking Bullet_ChargeRifle62430: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorldChildren.ChildrenUtility.ChildMaxWeaponMass (Verse.Pawn) <0x0001a>
at RimWorldChildren.PawnEquipmentracker_NotifyEquipmentAdded_Patch.Notify_EquipmentAdded_Patch (Verse.ThingWithComps&,Verse.Pawn_EquipmentTracker&) <0x00053>
at (wrapper dynamic-method) Verse.Pawn_EquipmentTracker.Notify_EquipmentAdded_Patch2 (object,Verse.ThingWithComps) <0x000b4>
at Verse.ThingOwner.NotifyAdded (Verse.Thing) <0x00275>
at Verse.ThingOwner`1<Verse.ThingWithComps>.TryAdd (Verse.Thing,bool) <0x003f2>
at Verse.Pawn_EquipmentTracker.AddEquipment (Verse.ThingWithComps) <0x0013f>
at RimWorld.PawnWeaponGenerator.TryGenerateWeaponFor (Verse.Pawn) <0x0035c>
at Verse.PawnGenerator.GenerateGearFor (Verse.Pawn,Verse.PawnGenerationRequest) <0x0006d>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawn_Patch1 (Verse.PawnGenerationRequest) <0x0041b>
at Verse.PawnGenerator.GeneratePawn (Verse.PawnKindDef,RimWorld.Faction) <0x00105>
at RimWorld.Building_CrashedShipPart.TrySpawnMechanoids () <0x0028f>
at RimWorld.Building_CrashedShipPart.PreApplyDamage (Verse.DamageInfo,bool&) <0x00148>
at (wrapper dynamic-method) Verse.Thing.TakeDamage_Patch1 (object,Verse.DamageInfo) <0x0016d>
at RimWorld.Bullet.Impact (Verse.Thing) <0x00174>
at Verse.Projectile.CheckForFreeIntercept (Verse.IntVec3) <0x00170>
at Verse.Projectile.CheckForFreeInterceptBetween (UnityEngine.Vector3,UnityEngine.Vector3) <0x00291>
at Verse.Projectile.Tick () <0x001c9>
at Verse.TickList.Tick () <0x002c0>
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
And an errors with start new game
Exception ticking Bullet_ChargeRifle62430: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorldChildren.ChildrenUtility.ChildMaxWeaponMass (Verse.Pawn) <0x0001a>
at RimWorldChildren.PawnEquipmentracker_NotifyEquipmentAdded_Patch.Notify_EquipmentAdded_Patch (Verse.ThingWithComps&,Verse.Pawn_EquipmentTracker&) <0x00053>
at (wrapper dynamic-method) Verse.Pawn_EquipmentTracker.Notify_EquipmentAdded_Patch2 (object,Verse.ThingWithComps) <0x000b4>
at Verse.ThingOwner.NotifyAdded (Verse.Thing) <0x00275>
at Verse.ThingOwner`1<Verse.ThingWithComps>.TryAdd (Verse.Thing,bool) <0x003f2>
at Verse.Pawn_EquipmentTracker.AddEquipment (Verse.ThingWithComps) <0x0013f>
at RimWorld.PawnWeaponGenerator.TryGenerateWeaponFor (Verse.Pawn) <0x0035c>
at Verse.PawnGenerator.GenerateGearFor (Verse.Pawn,Verse.PawnGenerationRequest) <0x0006d>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawn_Patch1 (Verse.PawnGenerationRequest) <0x0041b>
at Verse.PawnGenerator.GeneratePawn (Verse.PawnKindDef,RimWorld.Faction) <0x00105>
at RimWorld.Building_CrashedShipPart.TrySpawnMechanoids () <0x0028f>
at RimWorld.Building_CrashedShipPart.PreApplyDamage (Verse.DamageInfo,bool&) <0x00148>
at (wrapper dynamic-method) Verse.Thing.TakeDamage_Patch1 (object,Verse.DamageInfo) <0x0016d>
at RimWorld.Bullet.Impact (Verse.Thing) <0x00174>
at Verse.Projectile.CheckForFreeIntercept (Verse.IntVec3) <0x00170>
at Verse.Projectile.CheckForFreeInterceptBetween (UnityEngine.Vector3,UnityEngine.Vector3) <0x00291>
at Verse.Projectile.Tick () <0x001c9>
at Verse.TickList.Tick () <0x002c0>
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
@Kartel7
Bizarre. Well, I fixed it:
Updated to v0.3h Testing Version
- Fixed a strange bug triggered on shooting a poison ship
:'( Had my first set of crashes in a while trying to start a new test colony. Currently on 0.3h, so I'm up-to-date on all files for this.
Same type of errors as before where I mentioned the graphics issue again, the game keeps complaining about not being able to load "[clothing_name]_[body_type]_back" in the logs on my end. Whether it's trying to pull back graphics for Male, Female, Fat, or Hulk, I'm either getting a mixed bag where I'll end up w/ loading a world w/ the red errors popping up if kids are auto generated, or in this instance a crash.
Hate to have to keep bringing this up, but I think it may be something not working well with pawn "back" graphics in the code? It never mentions any issues with having trouble pulling up "front" or "side" graphics, which is odd...
(BTW, recently disabled a number of mods, including some recent additions just to see if it was anything else that was possibly conflicting, but still the same deal, red errors seem to be happening on Naked sprites & Tribal clothing in this case.)
I suspect it's just because it loads the _back graphic first out of a set of multi graphics (back, front side). I've been looking into the issue, but I haven't been able to pin down exactly where or why it's trying to load graphics on an asynchronous thread.
still getting the
[HugsLib][ERR] Failed to apply Harmony patches for HugsLib.Children_and_Pregnancy. Exception was: System.Exception: Wrong null argument: br that i posted above. do u know any mods that might cause it?
Quote from: Soupy Delicious on July 27, 2017, 02:41:50 AM
Quote from: Kalista on July 26, 2017, 10:49:49 AM
Quote from: metky on July 26, 2017, 09:40:24 AM
Quote from: Soupy Delicious on July 23, 2017, 10:41:45 PM
Maybe some people who have tested this mod with Psychology can tell me exactly what goes wrong when used together? I want to figure out whether it's something I could go in there and focus down in a couple sessions of figure-outtery.
Honestly the only stuff I've noticed is surrounding mayorship:
- babies attending meetings with the mayor
- kids running for and winning elections (I haven't seen babies do this, only kids with full work functionality)
I've had a 5 day old baby win an election with it on so its entirely possible for that to happen.
What a progressive society you live in! :0
So, it works then? I've been hoping to use this with Psychology and was holding off due to the dire warnings of incompatibility but it seems that it's compatible/not incompatible?
so weird even thou i get that harmony patches fail message it seems to be workingg good. still cant figure out how to breast feed thou.
That moment when your baby gets lost in your mountain base, has an extreme mental break and gets into a fist fight with an adult ...
I think i have a female Stewie here, all shes missing is a voice and a ray gun.
@sidfu
Right now the only mods I predict that will clash with it are ones that modify pawn drawing in a way that doesn't take children's smaller scale into account. But they should only cause visual oddities, not straight up fail at patching. If you post your full player.log file I might be able to get a better idea where this "Wrong null argument: br" is coming from.
@tyriaelsoban
Haha, oh fug. I completely forgot about rerouting baby mental breaks to "Have a tantrum". I'll add that to my todo list.
Quote from: Thirite on July 28, 2017, 05:52:23 PM
@sidfu
Right now the only mods I predict that will clash with it are ones that modify pawn drawing in a way that doesn't take children's smaller scale into account. But they should only cause visual oddities, not straight up fail at patching. If you post your full player.log file I might be able to get a better idea where this "Wrong null argument: br" is coming from.
@tyriaelsoban
Haha, oh fug. I completely forgot about rerouting baby mental breaks to "Have a tantrum". I'll add that to my todo list.
found the culprit. its alien framework. i think the thing u did to fix the graphic thing is what caused the harmony patch failure. when u put out the first version with harmory i didnt get that error so had to be a fix u did for the graphic error.
Am I stupid? I've read that I need to drag the mod into the mod folder for rimworld, but I can't find it. Is it under config? HugsLib? Saves? I'm really confused. Can you provide me with a map? I'm in *username*, AppData, LocalLow, Ludeon Studios, RimWold by Ludeon Studios.
Quote from: Thirite on July 28, 2017, 05:52:23 PM
@tyriaelsoban
Haha, oh fug. I completely forgot about rerouting baby mental breaks to "Have a tantrum". I'll add that to my todo list.
Wait, what ... that was a bug in 0.3 too? xD
I hadnt updated yet when i made that comment.
Also, when using dubs hygiene and central heating mod, the babies ... well, they shit the bed alot not being able to move and all, the only workaround ive found thus far is to medbed them,
Quote from: Names are for the Weak on July 29, 2017, 03:33:23 AM
Am I stupid? I've read that I need to drag the mod into the mod folder for rimworld, but I can't find it. Is it under config? HugsLib? Saves? I'm really confused. Can you provide me with a map? I'm in *username*, AppData, LocalLow, Ludeon Studios, RimWold by Ludeon Studios.
Yikes, you don't want to put it in that one, that's where all your game/config save data is. You want to go to the file that has the main Rimworld .exe file to start up the game. That same folder is where you'll find the Mod folder. (In this case: RimWorld1557Win if you have Windows. At least, that's what it is for me...)
------------
Oh yeah... I came back because I figured out my problem... Faction Colors 1.4 initial update was causing the issues. After removing as many traces of the mod that I could, everything popped back into place like it should. A huge gaffe on my part, I didn't even think to check & see if that was an issue, because I was trying to test an armor piece I was working on that I wanted to have multiple colors. Too bad, gonna have to scrap that until that mod is properly updated...
If you have Rimworld on Steam for Windows, then your mod folder is located at:
C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods
theres some error wit hthe harmony patches and alien framework, it makes worldgen impossible, heres the error it throws after trying to generate a world: https://pastebin.com/7WfHgi8D
Quote from: zakthefallen on July 29, 2017, 08:41:36 AM
If you have Rimworld on Steam for Windows, then your mod folder is located at:
C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods
Thanks! I think I got it. I'm supposed to put HugsLib in the mods folder as well, right?
yup ^^
Should I put C&P INTO HugsLib?
Quote from: Names are for the Weak on July 29, 2017, 12:34:53 PM
Should I put C&P INTO HugsLib?
nope
in the mods folder like hugslib ..
to be sure check the folders of the mods ( hugslib and c&p )
if they have the following subfolders :
about
defs
textures
ressources
..
those have to be directly in the root folder of the map, otherwise rimworld will not find the ressources it needs.
In both mod folders? The subfolders are there for C&P, but not in Hugs.
Edit: Nevermind, the subfolders are in Hugs after all.
Quote from: Names are for the Weak on July 29, 2017, 01:35:36 PM
In both mod folders? The subfolders are there for C&P, but not in Hugs.
Edit: Nevermind, the subfolders are in Hugs after all.
No just put the mod in the mods folder for rimworld. You don't put the mod in another mod's folder.
Wait, should I put both mods into the core folder? Sorry, I've never modded a game like this before. I'm used to simply subscribing to mods on steam.
Quote from: Names are for the Weak on July 29, 2017, 01:51:28 PM
Wait, should I put both mods into the core folder? Sorry, I've never modded a game like this before. I'm used to simply subscribing to mods on steam.
NO !
you have to put both mods into the MODS folder.
Core works just like another mod.
if you open it you see the structure I mentioned .. About, Defs, .. alot of them ..
in the mod folder there should me alot of folders named by numbers .. those are the mods steam installed ( because steam is an asshole, to laze to use names )
If you open them you should see again the same structure ..
Interesting for you is the about folder .. there is the description and the picture you see when selecting the mod ingame.
Nope, no number folders. Only Hugslib and C&P.
Here. You just drag and drop. Make a folder for the contents if the file is not just a folder packaged like this.
[attachment deleted by admin: too old]
Ok, I can finally see it on my mods list. But it claims that it's for a different version.
Question: How likely is it that a colonist will get pregnant after getting some lovin'?
I'm getting this error message. Mod ChildrenAndPregnancy-master has incorrectly formatted target version 'Unknown'. For the current version, write: <targetVersion>0.17.1557</targetVersion> How do I change the target version? What file is it located in?
It is in the about file ... in the about folder.
Most common case for this, ist that the folders are not direct subfolders of the Mods Main Folder
like this : Rimworld\Mods\C&P\AnotherFolder\About
It should look like this :
Rimworld\Mods\C&P\About ..
Rimworld\Mods\C&P\Defs
...
Ok, I found the about file. It's an XML document. I can open it, and see the target version in it, but I don't know how to edit it. There is no button that allows me to edit it.
I have to ask .. are you trying to troll us or are you in serious need of some basic pc lessons ?
if you opened the xml file with IE you can't edit it.
Use a texteditor, it is nothing more than plain ascii text,
also if the wrong version is shown, you either have the wrong version of C&P or still A17a instead of A17b ..
and in addition to my last post, if the file structure of the mod does not look like I discribed .. IT IS WRONG ..
I swear I'm serious. I'm worse than your grandmother when it comes to computers.
EDIT: I installed a text editor and changed the target version to 0.17.1557, which is the version I'm using. Despite this, it's still not working.
Quote from: Names are for the Weak on August 01, 2017, 02:28:48 PM
I swear I'm serious. I'm worse than your grandmother when it comes to computers.
EDIT: I installed a text editor and changed the target version to 0.17.1557, which is the version I'm using. Despite this, it's still not working.
My Gran is great with computers .. she just keeps away, no problem at all.
@Names are for the Weak:
Go back to your mods folder & open this mod's folder up when you get a chance...
By what folks have said here to you & what I've seen, if you're on Windows & have RimWorld through Steam, and if you extracted the C&P mod folder as is from the .zip file into the Mods folder, it should look this way as of the most recent update thus far if this is your first time adding the mod files to your computer...
C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods\ChildrenAndPregnancy-master
Does the address bar at the top of the file system read exactly like this when you left-click the white space to the right of all the text in it in Windows Explorer window?
If yes, are you looking directly at the mod's sub-folders that should look like the attached file?
...or are you looking at yet another folder named "ChildrenAndPregnancy-master" instead that, when you double-click it, has those pictured files actually in it?
It really does sound like if it's still not working after changing the version file, this has to be a case of doubled-up folders... I've done this often myself in the beginning due to accidentally extracting files into a new folder, when there mod was already properly set up to just extract without putting it in its own name folder on my end.
(Also noting, if the About.xml file had "0.17.0" as the version before, it still should've run without throwing wrong version errors. Looking at my mod list with this included, this is the case for me & I haven't had any instance of errors from this or any other A17 mod that keeps the version number simplified like that.)
[attachment deleted by admin: too old]
Ok, I do have doubled-up folders. Maybe that's the issue. I'll check.
EDIT: So I extracted the master folder out of the other master folder, and now it's working fine. Thanks, SpaceDorf, for your patience in helping me mod a game for the first time, and thank you, Tenshi~Akari, for helping me with the final problem!
No prob. Glad you got it fixed is all. ;)
-------
Just wanted to report in, not an error, but went back to using Misc. Robots/Misc. Robots ++ in-game. I'm guessing now that those two mods rely more animal based than human-like pawn-based & C&P now more Harmony based that they work fine together w/out graphics glitches like mentioned a couple of versions before (especially back in A16). No errors or anything happening on my end, they seem to be working fine together as expected.
Haven't tried Misc. MAI yet... I'm tempted to, but I think I'll hold off on that until I'm ready to start another save file just in case. Current colony is steadily growing so I want to see how long it will last. :D
Quote from: Tenshi~Akari on August 02, 2017, 08:11:31 AM
No prob. Glad you got it fixed is all. ;)
-------
Just wanted to report in, not an error, but went back to using Misc. Robots/Misc. Robots ++ in-game. I'm guessing now that those two mods rely more animal based than human-like pawn-based & C&P now more Harmony based that they work fine together w/out graphics glitches like mentioned a couple of versions before (especially back in A16). No errors or anything happening on my end, they seem to be working fine together as expected.
Haven't tried Misc. MAI yet... I'm tempted to, but I think I'll hold off on that until I'm ready to start another save file just in case. Current colony is steadily growing so I want to see how long it will last. :D
Excellent news! I may have to add in Misc. robots now...
Well, I've been having a blast with this mod so far. I just had my first child, a beautiful baby boy named Eduard Singleton, though I've nicknamed him Eddie. And when I said beautiful, I meant that literally. He inherited his father's looks. And his mother's hardworking nature. His mother's already pregnant again, and I think that after she's given birth again, I'll use Catholic contraception, i.e put the parents in separate beds, because I don't have any actual contraception yet. Say, can mothers have twins?
Quote from: Names are for the Weak on August 03, 2017, 07:04:37 PM
Say, can mothers have twins?
IIRC They can if the Random Number Generator gods smile on you. It is supposed to be quite rare though, never had it happen in one of my games.
so for those who have the latest version, right now how stable is this mod??? no crashes often?? no game breaking bugs?? i can live with graphical glitches though, but gamebreaking bugs ruins my day...
also save game compatible or requires a new save??
i'm really itching to play this mod lol... i got 2 couples on my current campaign, and I think both couples are ready to have kids...
Quote from: LiteEmUp on August 04, 2017, 03:00:20 AM
so for those who have the latest version, right now how stable is this mod??? no crashes often?? no game breaking bugs?? i can live with graphical glitches though, but gamebreaking bugs ruins my day...
also save game compatible or requires a new save??
i'm really itching to play this mod lol... i got 2 couples on my current campaign, and I think both couples are ready to have kids...
I'm not an expert, but I downloaded this mod ontop of existing save few versions ago and everything went just fine. Updating the same save with new versions has gone smoothly too. Haven't experienced any crashes yet.
Also, just a side request: Could we make this mod compatible with Legs so children dont have their legs appear ontop of their heads? :D
Just a visual annoyance atm and I'm sure they're not the main thing to worry about in development atm. Just a wish for future, i like my legs.
So, I caught my toddler researching today...
I suspect this may be a bug.
[attachment deleted by admin: too old]
We really need clothes for toddlers. Eduard "Eddie" Singleton has lost a few digits and an ear from frostbite, courtesy of the harsh boreal forest winters.
You could restrict your toddlers to inside zones .. :)
Karina Ingman is doing fine at my colony.
Well except that liver carcinoma she got from drinking all that Hearth Brew .. *sigh*
I am glad, that I have a "no drugs at all" in my mercenary colony.
Quote from: kiesu on August 04, 2017, 08:11:15 AM
Quote from: LiteEmUp on August 04, 2017, 03:00:20 AM
so for those who have the latest version, right now how stable is this mod??? no crashes often?? no game breaking bugs?? i can live with graphical glitches though, but gamebreaking bugs ruins my day...
also save game compatible or requires a new save??
i'm really itching to play this mod lol... i got 2 couples on my current campaign, and I think both couples are ready to have kids...
I'm not an expert, but I downloaded this mod ontop of existing save few versions ago and everything went just fine. Updating the same save with new versions has gone smoothly too. Haven't experienced any crashes yet.
Also, just a side request: Could we make this mod compatible with Legs so children dont have their legs appear ontop of their heads? :D
Just a visual annoyance atm and I'm sure they're not the main thing to worry about in development atm. Just a wish for future, i like my legs.
It might be the other mods I'm running but I've noticed that if I have this mod loaded and try and create a new colony it always crashes my game. However if I deactivate it then create a new colony I can save the game, activate this mod, and reload with no issues.
Quote from: Vega_Kotes on August 04, 2017, 11:24:40 PM
It might be the other mods I'm running but I've noticed that if I have this mod loaded and try and create a new colony it always crashes my game. However if I deactivate it then create a new colony I can save the game, activate this mod, and reload with no issues.
Nope, I have no issues creating new worlds/colonies while having this mod active. I suspect you have a clashing mod or odd load order.
Quote from: hawkinator on August 03, 2017, 07:12:37 PM
Quote from: Names are for the Weak on August 03, 2017, 07:04:37 PM
Say, can mothers have twins?
IIRC They can if the Random Number Generator gods smile on you. It is supposed to be quite rare though, never had it happen in one of my games.
Well, my question got answered, because one woman in my tribe had two baby boys.
Quote from: kiesu on August 05, 2017, 07:11:40 AM
Nope, I have no issues creating new worlds/colonies while having this mod active. I suspect you have a clashing mod or odd load order.
Yeah I figured that was the issue. But since I can get it working anyway I don't think it's worth digging into for now. I don't restart *that* often, hahaha.
Work well with Physialogy, thank you for this mod, it should be in base game like in Dwarf Fortress.
2 days since last post... either thats a good thing coz everything is working as it should be for now or its bad coz people aren't playing this mod due to bugs lol....
so far i love this mod... its no longer just pets who can breed like rabbits lol... horndogs on my colony gets to show off what they are made of ;D...
i have 2 couple already have kids on the way.. both at late stage lol..
my only pet peeve so far:
- seeing those 10-16 on army raids, especially 13 yr old raid leaders.. i can understand child soldiers, but as an adult seeing us beind led by a kid seems weird.. maybe age limit on when they can serve in a raid??
- 9 or 7 yr old wanderers/visitors by themselves... they are like free members to your colony, but its kinda immersion breaking seeing really young kids travel on there own without adult accompanying them..
For the life of me I have basically put it in like any other mod and yet I get tons of errors then when I try to play the game I can't tell my pawns to do anyt
RimWorld 0.17.1557 rev1153
Verse.Log:Message(String)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()
ReflectionTypeLoadException getting types in assembly RimWorldChildren: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0
at Verse.ModAssemblyHandler.AssemblyIsUsable (System.Reflection.Assembly asm) [0x00000] in <filename unknown>:0
Loader exceptions:
=> System.TypeLoadException: Could not load type 'HugsLib.ModBase' from assembly 'HugsLib, Version=0.17.0.0, Culture=neutral, PublicKeyToken=null'.
Verse.Log:Error(String)
Verse.ModAssemblyHandler:AssemblyIsUsable(Assembly)
Verse.ModAssemblyHandler:ReloadAll()
Verse.ModContentPack:ReloadContent()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
Found no usable data when trying to get defs from file Backstories.xml
Verse.Log:Error(String)
Verse.<AllDefsFromAsset>c__Iterator226:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
etc.....
Quote from: magwolf on August 08, 2017, 07:22:44 PM
For the life of me I have basically put it in like any other mod and yet I get tons of errors then when I try to play the game I can't tell my pawns to do anyt
RimWorld 0.17.1557 rev1153
Verse.Log:Message(String)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()
ReflectionTypeLoadException getting types in assembly RimWorldChildren: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0
at Verse.ModAssemblyHandler.AssemblyIsUsable (System.Reflection.Assembly asm) [0x00000] in <filename unknown>:0
Loader exceptions:
=> System.TypeLoadException: Could not load type 'HugsLib.ModBase' from assembly 'HugsLib, Version=0.17.0.0, Culture=neutral, PublicKeyToken=null'.
Verse.Log:Error(String)
Verse.ModAssemblyHandler:AssemblyIsUsable(Assembly)
Verse.ModAssemblyHandler:ReloadAll()
Verse.ModContentPack:ReloadContent()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
Found no usable data when trying to get defs from file Backstories.xml
Verse.Log:Error(String)
Verse.<AllDefsFromAsset>c__Iterator226:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
etc.....
you need hugslib, put it right under core
I'm loving this mod so far, and I think it's well-implemented. However, I do have some various issues and nitpicks for this mod. You probably plan on adding many of my suggestions to the mod already. However, you might not have thought of some things. Some suggestions for this mod:
Add clothing for babies and toddlers. Seriously. It's hard to survive without it during harsh weather, especially if you're a tribe.
Child soldiers should be rarer.
Women should get a significant mood debuff from miscarriages. At the moment, it doesn't seem to affect their mood at all.
Mothers should be able to breastfeed children. You already make them lactate, which does nothing right now.
Mothers who use drugs during pregnancy risk their children being born with defects, which manifest as children being born with a new kind of scar, malformed. The "malformed" scar can appear anywhere. Sometimes, drug use can result in a miscarriage. Alternatively, sometimes babies can be malformed just due to bad luck.
Killing babies or children ought to result in a significant mood debuff, plus a social debuff.
Well, that's all I can think of for now. What do you think?
Edit: Childbirth should function like a heart attack, where multiple treatments need to be done until a child is born.
@Names are for the Wicked
From having read all 32 pages the answer is Yes. ( except for the drug part, can't remember that )
I think everything else you mentioned has allready been mentioned and breastfeeding and clothes are on Thirites todo list right now.
It was only last version that he finally got cribs to work ..
Another suggestion: sperm banks and egg donations. You can buy sperm from traders and inject it into lesbians or women without lovers. However, you would not know what possible traits the sperm could give the child. Perhaps a tech could later be made to analyze the sperm and see what possible traits it would give the child. Also, instead of just making women lose the ability to have children at age 45, make menopause an age-related thing that can affect women like artery blockages or hearing loss. You can either buy anonymous eggs from traders or surgically extract them from fertile women in your colony. Then, you can implant eggs into women in menopause, removing the menopause trait for a quadrum. However, and this may be a little tricky to code, the mother bearing the child in this way will not pass on her traits to the child, but rather the original donor of the egg.
Gene sampling is already planned, such that you could take DNA from a pawn of either sex and give it to a woman to make her pregnant. I don't plan to have more complex mechanics than that- a gene sample will be a gene sample. It will also be usable in a growth vat which can clone a pawn (one sample) or have an arbitrary number of biological parents that DNA was acquired from.
For menopause and genitals the mod you are looking for is fluffies "birds and bees" (https://ludeon.com/forums/index.php?topic=16120.0) .. no known incompability so far .. also includes quality based modifiers for lovin' :)
Quote from: LiteEmUp on August 08, 2017, 02:36:41 PM
my only pet peeve so far:
- seeing those 10-16 on army raids, especially 13 yr old raid leaders.. i can understand child soldiers, but as an adult seeing us beind led by a kid seems weird.. maybe age limit on when they can serve in a raid??
I disagree. I think it is a good thing. I feel like on worlds like these, you may children who have seen more war than these new recruits. And would be sent in to lead these groups. Children on rimworlds aren't like the kids we have in the cities here. They are thrusted into the adult world. Given the circumstances, I would think many of them would rise to be capable leaders. As the group they come from would not see them as children to be protected, but just workers or soldiers, band members, etc. That happens to be young if they can do the job no one will care.
I disagree halfways .. a minimum adult age should be there .. lower for tribals than for industrials,
Every culture has it's rituals for passing into adulthood .. and the age where it happens changes alot with culture and living standars .. a culture with more ressources is able to afford a longer childhood than those that need every hand on the field.
( growing crops .. not battle field )
pirates i am not sure about .. normally that is not something you are born as .. pirates and bandits always were a sign for outcasts and extreme poverty ..
So to me it feels allright if twelve and thirteen year old "adults" join a tribal raid ..
while the same age feels weird for the industrials and pirates ( pirates may even have other uses for children that age )
there adults should mean being fully grown and having finished learning a trade, 16-19 at least..
or being able to stand on their own in a pirate society ..
My line of weird truly gets crossed when there are single digit raiders .. three to nine .. I think even in the height of the dark ages this was to young to be drafted into an army.
Having Children come along with Caravans or Visitors is another matter again .. there the family and teaching aspects apply again.
Quote from: SpaceDorf on August 10, 2017, 12:21:33 PM
-snip-
I agree I think 10 should be the minimum age for a raider, and 13 or 14 minimum age of raid leaders. And 16+ being the traders in a caravan.
I don't know what you are meaning about "being able to stand on their own in a pirate society", I feel as though pirates would not hesitate to use 10-year-olds. They might not have a good use for them. Or may not want to risk them messing things up. To your point of "pirates and bandits always were a sign for outcasts and extreme poverty" if you are farming a little bit for whatever reason or are sorting things, counting bullets, loading ammo, etc. You would not want some amateur messing it up as that could get you killed. Or an outcast would view thigns differently than standard.
And I was saying that pirates do have families, they could be born into piracy. I didn't glorify it, being born and being viewed as another mouth to feed. You can be a rich criminal (even if none of your money is clean) that is how you get crime families, and those on the lower end of the families. Your child would be viewed as expendable, and it's not like you're going to go to the officials or say no to the top. You don't have a choice they will kill you and then take your child. which I believe would greatly increase the chance of them being young.
And being in charge of an attack group does not mean you have any standing, small team leaders, or even big team leaders might only be viewed as such. Nothing but a decent tool or weapon. One that the others listen too.
Also, I wanted to say this mod does not work with the star wars mod and yes vehicles I am not sure why, as all I get is that they are incompatible.
Quote from: Dragoon on August 10, 2017, 01:21:49 PM
Also, I wanted to say this mod does not work with the star wars mod and yes vehicles I am not sure why, as all I get is that they are incompatible.
which part of the star wards mod?? the factions, lightsabers or force??? i use both lightsabers and force mods and so far no problems, cant say about the factions since im not using it.. i'm reading the comments on the workshop page and something caught my attention to wait for that mod get "updated" before adding to my list...
also another pet peeve: why do babies care about being
"joy-deprived" or how
"cool the hospital is"... they are babies, so there basic needs should be just hungry and when parents are nearby, and less emotions about the looks of their surroundings lol
I mentioned a while back in passing that I had some issues with the babies cry not playing after a while in-game. I think I found a fix for that on my end.
Since the original sound files are currently set in .wav format, for whatever reason the game doesn't like to replay .wav files at all, therefore I get the times where the babies are "crying" but no sound plays after the first set of initial cries on the loaded save. Half of the time I never notice an unhappy baby until I see the exclamation mark in passing while checking around the map, or a colonist finally decides to feed the kiddo.
What I did that seems to fix it was reconvert the .wav files back to .ogg & added "<sustainLoop>False</sustainLoop>" to the subSounds of the baby sound defs to avoid the neverending loops that were happening prior to the file conversions from earlier versions. So far, it's been working as expected, even after long periods of gameplay. ;)
Another thing I am noticing now... I haven't had any of my mothers feed their babies yet. Then again, I'm also running WM Smarter Food Selection in my mod order, so I'm not sure how much a difference that makes. Had to come up with a food policy strictly for infants to keep colonists from force-feeding them lavish meals they physically shouldn't even be able to consume at that stage in life. I'm wondering... would there be some sort of food category/classification for feeding that would be easy to implement via a food policy from that mod? At least so that breastfeeding would be top priority over other foods on the map?
Quote from: Tenshi~Akari on August 10, 2017, 10:08:09 PM
I mentioned a while back in passing that I had some issues with the babies cry not playing after a while in-game. I think I found a fix for that on my end.
Since the original sound files are currently set in .wav format, for whatever reason the game doesn't like to replay .wav files at all, therefore I get the times where the babies are "crying" but no sound plays after the first set of initial cries on the loaded save. Half of the time I never notice an unhappy baby until I see the exclamation mark in passing while checking around the map, or a colonist finally decides to feed the kiddo.
What I did that seems to fix it was reconvert the .wav files back to .ogg & added "<sustainLoop>False</sustainLoop>" to the subSounds of the baby sound defs to avoid the neverending loops that were happening prior to the file conversions from earlier versions. So far, it's been working as expected, even after long periods of gameplay. ;)
I've noticed this problem too. How do you convert .wav files into .ogg files? And where exactly should I put "<sustainLoop>False</sustainLoop>" in the files? Will anywhere in lines 8-34 do?
^^ Personally, I used Audacity to export the data to .ogg files. But I'm sure there are some free online converters that will do just the same if needed be.
This is what that specific def edit looks like at the moment:
<SoundDef>
<defName>Pawn_BabyCry</defName>
<eventNames />
<context>MapOnly</context>
<subSounds>
<li>
<grains>
<li Class="AudioGrain_Clip">
<clipPath>Baby/Cry1</clipPath>
</li>
<li Class="AudioGrain_Clip">
<clipPath>Baby/Cry2</clipPath>
</li>
<li Class="AudioGrain_Clip">
<clipPath>Baby/Cry3</clipPath>
</li>
</grains>
<volumeRange>
<min>15</min>
<max>20</max>
</volumeRange>
<pitchRange>
<min>0.9</min>
<max>1.2</max>
</pitchRange>
<distRange>
<min>0</min>
<max>50</max>
</distRange>
<sustainLoop>False</sustainLoop>
</li>
</subSounds>
</SoundDef>
Quote from: Names are for the Weak on August 11, 2017, 12:55:00 AM
I've noticed this problem too. How do you convert .wav files into .ogg files? And where exactly should I put "<sustainLoop>False</sustainLoop>" in the files? Will anywhere in lines 8-34 do?
VLC will do this for you as well. (among many other useful things)
And once I convert the files, do I put them in the same place as the old sound files?
Quote from: Names are for the Weak on August 11, 2017, 01:43:50 PM
And once I convert the files, do I put them in the same place as the old sound files?
yes
Quote from: Dragoon on August 10, 2017, 01:20:50 PM
I don't know what you are meaning about "being able to stand on their own in a pirate society", I feel as though pirates would not hesitate to use 10-year-olds.
--
And being in charge of an attack group does not mean you have any standing, small team leaders, or even big team leaders might only be viewed as such. Nothing but a decent tool or weapon. One that the others listen too.
The part of your post explains what I meant with being able to stand their on their own .. in my mind I compared it a bit to prison society. ( or any other martial society )
If you are able to show your worth and don't fuckup you go on raids .. else you stay at home .. Bitch .
Great, now the crying works like an extremely annoying charm!
Quote from: SpaceDorf on August 11, 2017, 02:22:25 PM
The part of your post explains what I meant with being able to stand their on their own .. in my mind I compared it a bit to prison society. ( or any other martial society )
If you are able to show your worth and don't fuckup you go on raids .. else you stay at home .. Bitch .
I see where you are coming from.
Hey, just a quick heads-up from the maker of Zombieland. Our mods sort of work but zombies render no heads. I traced it down probably being that zombies have a CurLifeStageIndex of 1 but I am not sure. Any ideas? Alternatively, you could add a check for pawn.Type() == zombieType and precalculate zombieType with AccessTools.Type("ZombieLand.Zombie") or such so it does not fail if Zombieland is not installed.
Cheers,
Andreas aka Brrainz
Nice work man with what you have so far. seems to be working fine so far. There was a few bugs i ran into, wasn't sure exactly if its the mix of other mods i'm running. But there was one that really stands out and was wondering if you might have noticed this issue? I had two female colonists who decided to become lovers together, so i ended up giving them a bed to sleep in together. As predicted, they performed the "get Loving" action shortly after. Strangest thing, its biologically impossible, but one of them got pregnant not that long after! lol. Happened twice so i had to put them on contraceptives for now. Let me know if you might have an idea how this could have happened in the code.
So; this just happened ...
Apparently they became lovers during the time in my prison cell, so i gave them a double bed as part of an experiment tabbed dev up for a sec, just to see for a laugh and yeah ... the prisoner is the first person preggo in my colony ;D
[attachment deleted by admin: too old]
Quote from: LiteEmUp on August 08, 2017, 02:36:41 PM
2 days since last post... either thats a good thing coz everything is working as it should be for now or its bad coz people aren't playing this mod due to bugs lol....
so far i love this mod... its no longer just pets who can breed like rabbits lol... horndogs on my colony gets to show off what they are made of ;D...
i have 2 couple already have kids on the way.. both at late stage lol..
my only pet peeve so far:
- seeing those 10-16 on army raids, especially 13 yr old raid leaders.. i can understand child soldiers, but as an adult seeing us beind led by a kid seems weird.. maybe age limit on when they can serve in a raid??
- 9 or 7 yr old wanderers/visitors by themselves... they are like free members to your colony, but its kinda immersion breaking seeing really young kids travel on there own without adult accompanying them..
This game allow you to harvest organs, I don't see why we should be shy about soldiers children.
About kids who travel alone to join your colony, I take that more like they're orphans so I'm cool with it.
Quote from: Chaos17 on August 14, 2017, 04:30:10 AM
This game allow you to harvest organs, I don't see why we should be shy about soldiers children.
About kids who travel alone to join your colony, I take that more like they're orphans so I'm cool with it.
That's how I feel.
Any Idea what this is about? v.3H by the way.
(http://i.imgur.com/6kXiMiv.png?1)
So 'oul rodoballo went into labor, had the baby and gained the "lactating" hediff, does this do anything right now? seeing as how people are just stuffing nutrient paste in the babys face at the moment ...
Quote from: PixelBitZombie on August 16, 2017, 08:05:20 AM
Any Idea what this is about? v.3H by the way.
(http://i.imgur.com/6kXiMiv.png?1)
its caused by alien framework. mod seems to work fine thou only issue i had is that that error seems to cause bbabies to have hair. other than that everything seems to work fine
Quote from: sidfu on August 16, 2017, 12:27:52 PM
Quote from: PixelBitZombie on August 16, 2017, 08:05:20 AM
Any Idea what this is about? v.3H by the way.
(http://i.imgur.com/6kXiMiv.png?1)
its caused by alien framework. mod seems to work fine thou only issue i had is that that error seems to cause bbabies to have hair. other than that everything seems to work fine
You never ran into the issue of alien races being rendered incorrectly,or alien specific traits and backstories breaking while using this? I know that they're incompatible, but I had to try it and ran into all three issues consistently.
Quote from: Tenshi~Akari on August 02, 2017, 08:11:31 AM
No prob. Glad you got it fixed is all. ;)
-------
Just wanted to report in, not an error, but went back to using Misc. Robots/Misc. Robots ++ in-game. I'm guessing now that those two mods rely more animal based than human-like pawn-based & C&P now more Harmony based that they work fine together w/out graphics glitches like mentioned a couple of versions before (especially back in A16). No errors or anything happening on my end, they seem to be working fine together as expected.
Haven't tried Misc. MAI yet... I'm tempted to, but I think I'll hold off on that until I'm ready to start another save file just in case. Current colony is steadily growing so I want to see how long it will last. :D
Just as a heads up, MAI is currently not compatible with Children and Pregnancy. While it is not a game-breaking bug, the MAI just ends up headless (kinda creepy actually).
Quote from: TastyCookies on August 16, 2017, 05:44:15 PM
Just as a heads up, MAI is currently not compatible with Children and Pregnancy. While it is not a game-breaking bug, the MAI just ends up headless (kinda creepy actually).
Not that creepy as headless zombies in the Zombieland mod. Yes, same problem.
For what it's worth. I had a similar problem once in one of my WIP mods (using an old version of the humanoid alien framework.
"Solved it" by putting the vanilla head texture in the right location in my own mod folder
Quote from: kaptain_kavern on August 16, 2017, 06:26:43 PM
For what it's worth. I had a similar problem once in one of my WIP mods (using an old version of the humanoid alien framework.
"Solved it" by putting the vanilla head texture in the right location in my own mod folder
The headless problem here is a bit different. Has nothing to do with the texture at all. It's a misguided check in this mod that looks for the lifestage index of each pawn. Then if its less than 2 it assumes babies and the head is not rendered somehow. Problem is, mods like Zombieland and such have pawns with only two life stages and the index is 1. That does not automatically mean baby and such the head problem is triggered.
No easy way around this since life stages are actually meant to be only 0, 1 for normal human like pawns and higher stages only make sense for animals that actually change shape with different ages in vanilla.
Quote from: sidfu on August 16, 2017, 12:27:52 PM
its caused by alien framework. mod seems to work fine thou only issue i had is that that error seems to cause bbabies to have hair. other than that everything seems to work fine
I don't have Alien Framework though, nothing at all to do with races actually. It would seem I might have it if Mechanoids have Alien Framework.
Quote from: kaptain_kavern on August 16, 2017, 06:26:43 PM
For what it's worth. I had a similar problem once in one of my WIP mods (using an old version of the humanoid alien framework.
"Solved it" by putting the vanilla head texture in the right location in my own mod folder
Same as above
I'm not running anything race related or something that would use Alien Framework.as reference these are what I'm running. if for whatever reason one or multiple of these use Alien Framework than I'm sorry, I've never noticed it.
<activeMods>
<li>Core</li>
<li>HugsLib</li>
<li>Miscellaneous_Core</li>
<li>Miscellaneous_MAI</li>
<li>Miscellaneous_Robots</li>
<li>Robots_PlusPlus_Misc_Robots_Xtension</li>
<li>Miscellaneous_TrainingFacility</li>
<li>JecsTools-1.0.4.13</li>
<li>Rimworld_ModSyncNinja</li>
<li>Mod List Backup</li>
<li>Allow Tool</li>
<li>FuckFriendlyFire</li>
<li>RF - Basic Bridges</li>
<li>RF - Concrete</li>
<li>RF - Fertile Fields</li>
<li>Advanced Power Generation</li>
<li>sd_goodnight</li>
<li>sd_roundtable</li>
<li>T-MoreFloors</li>
<li>More Joy</li>
<li>Allow Dead Man's Apparel</li>
<li>Animal Husbandry Raids A17</li>
<li>Blueprints</li>
<li>Bulk Medicine</li>
<li>Camera+</li>
<li>Ceiling and Floor Lights</li>
<li>Colonist Bar + PSI</li>
<li>Colony Leadership</li>
<li>DeathRattle</li>
<li>DisableVanillaMusic</li>
<li>Extended Human Body Simulation v1.0.0</li>
<li>Diseases overhauled v1.1.0</li>
<li>Crafted Mutants v1.0.0</li>
<li>DESurgeries</li>
<li>Dubs Hygiene and Central Heating</li>
<li>EconomicStability</li>
<li>EcoSmart</li>
<li>EdBPrepareCarefully</li>
<li>Efficient Light</li>
<li>Expanded Prosthetics and Organ Engineering 2.0</li>
<li>EPOERebalanced-1.2</li>
<li>ExpandedRoofing-master</li>
<li>Fences & Floors</li>
<li>TechAdvancing</li>
<li>Glittertech</li>
<li>Greyer Morals</li>
<li>Hand Me That Brick</li>
<li>Harrowed Light</li>
<li>Harveest Everything</li>
<li>Help Tab</li>
<li>Hospitality</li>
<li>Inspiration</li>
<li>LockableDoors</li>
<li>Doormat</li>
<li>Mechanoid Ship Extension</li>
<li>Mass Cooking</li>
<li>Mastubation</li>
<li>Mechanoid Tech</li>
<li>MechanoidsExtraordinaire</li>
<li>Medical Tab</li>
<li>megafauna</li>
<li>Mines-17-8-13</li>
<li>Miniaturisation</li>
<li>More Furniture</li>
<li>More Trade Ships</li>
<li>More Vanilla Turrets</li>
<li>MT - Everyone Hauls</li>
<li>MT - Starting Tech</li>
<li>Notifications</li>
<li>Numbers</li>
<li>patch_goodnight +more furniture</li>
<li>PathAvoid</li>
<li>PPT-17.00</li>
<li>PriorityTreatment A17</li>
<li>Prisoner Harvesting</li>
<li>Psychology</li>
<li>QOLTweaksPack-1.0.2</li>
<li>Quality Builder</li>
<li>Quality Surgeon</li>
<li>Realistic Darkness (Lighter)</li>
<li>Realistic Rooms</li>
<li>Reasonable Moods & Needs</li>
<li>RedistHeat_v47a</li>
<li>Refugee Stats</li>
<li>Research Pal</li>
<li>Rimsenal</li>
<li>Rimsenal_Security</li>
<li>Rimsenal_Hair</li>
<li>Rimsenal_Feral</li>
<li>Rimsenal_Federation</li>
<li>Rimsenal_Vanilla</li>
<li>RT_Fuse-A17-1.0.7</li>
<li>RT_SolarFlareShield-A17-1.2.1</li>
<li>RuntimeGC</li>
<li>SaveStorageSettings</li>
<li>SimpleSidearms-1.1.1</li>
<li>[SS]BiggerBatteries A17</li>
<li>[SS]BiggerFuses A17</li>
<li>DamageIndicators-master</li>
<li>StackMerger</li>
<li>Stack XXL</li>
<li>BirdsAndBees</li>
<li>Vanilla-Friendly-Weapon-Expansion-2.2.1</li>
<li>WaterPower [Basic Bridges Compatible]</li>
<li>Wild West Guns</li>
<li>More Steel 150x Slag</li>
<li>Wildlife Tab</li>
<li>Vegetable Garden 5.4</li>
<li>VergeOfGalaxy16.0</li>
<li>TrapsPlus</li>
<li>CombatExtended</li>
<li>Marine Corps Kit</li>
<li>WW1 WeaponsPack v0.8</li>
<li>ChildrenAndPregnancy-master</li>
<li>Canivale</li>
so i'm wondering what's the current progress of the mod?? just checked the github page and its been ~20 days since the mod was last updated lol..
So i just got my first baby now a toddler.. lol i had to create an a zoned area he can wander around so he don't get himself into trouble.. my impressions so far, i don't have a kid so i don't exactly know how babies/toddlers behave :p, toddlers crawling around is ok but them being able to eat by themselves seems unrealistc just like real life and seems immersion breaking lol.. i don't know if its possible to code, so that they can crawl around, but still needs to be fed..
also a suggestion: clothing that is only specific for babies/toddlers/children.. its for temperature comfortability and for immersiveness lol..
also i don't know if its a bug or not:
(http://i.imgur.com/e76LdU2.jpg)
in that photo:i didn't realized since on prepare carefully i had lord vader a hidden lover.. and didn't realized it has the same name as the newborn baby.. and also the baby girl doesn't have the same last name as father/mother... bug??
another suggestion: ability to name a baby.. i know you can edit the nickname anytime, but i'm not sure if its possible to mod or edit the name???
Baby pours itself a bath and ... well, you cant really see it, despite the general lack of manipulation skills and well the fact that it also cant dispense itself a paste meal, but it can run a bath ;D
It works and its funny to watch mods interact with eachother.
[attachment deleted by admin: too old]
Quote from: tyriaelsoban on August 18, 2017, 12:11:17 AM
Baby pours itself a bath and ... well, you cant really see it, despite the general lack of manipulation skills and well the fact that it also cant dispense itself a paste meal, but it can run a bath ;D
It works and its funny to watch mods interact with eachother.
lol i noticed it too... toddlers can't do jobs, yet can flush toilet, wash in basins, or even use the bathtubs.. kinda immersion breaking, but still works lol..
Just imagine them as smart little humans who only care about cleaning.
Did you reroute the breaks for babies, or is that pending?
I pushed a baby on purpose to see weather it would "tantrum" or not, it started headbutting a grown man again... ::)
Quote from: PixelBitZombie on August 18, 2017, 03:24:50 AM
Just imagine them as smart little humans who only care about cleaning.
its three seasons, he cant even clean :P
Though, ill note that he was able, despite the lack of skills to go to the lab and start research on tiberium power ... i was quite surprised to find a 2 season old baby sitting infront of a tiberium research console.
Updated to v0.3i
- Merged pull request from jacobEAdamson (https://github.com/thirite/ChildrenAndPregnancy/commit/ceeb0f57c0a8db78c26c0ec074ca74edbb9f57ff)
(various small bug fixes and general code improvements)
Sorry for not being as active lately guys. While I haven't responded to all the posts in the thread I have read your reported issues and feedback. Remember to check the issue tracker on github if you're unsure if the current state of the development/plans of the mod.
https://github.com/thirite/ChildrenAndPregnancy/issues
Quote from: pardeike on August 16, 2017, 06:47:24 PM
Quote from: kaptain_kavern on August 16, 2017, 06:26:43 PM
For what it's worth. I had a similar problem once in one of my WIP mods (using an old version of the humanoid alien framework.
"Solved it" by putting the vanilla head texture in the right location in my own mod folder
The headless problem here is a bit different. Has nothing to do with the texture at all. It's a misguided check in this mod that looks for the lifestage index of each pawn. Then if its less than 2 it assumes babies and the head is not rendered somehow. Problem is, mods like Zombieland and such have pawns with only two life stages and the index is 1. That does not automatically mean baby and such the head problem is triggered.
No easy way around this since life stages are actually meant to be only 0, 1 for normal human like pawns and higher stages only make sense for animals that actually change shape with different ages in vanilla.
Would having the mod only check the lifestage index on pawns that only have the human race tag on it fix the issues with other pawns such as zombies and MAIs?
Thanks for the update Thrite, really glad you're working on one of the most sophisticated mods out there. I looked at the issue on github and I was wondering if that also applies to every other non human pawn?
I believe it would, yeah. It won't be a difficult fix but currently I'm out of town with only my phone.
I'm having compatability issues.
Something between Medieval World, Apparello, and This do not get along.
Any 2 of those mods work together, but having all 3 causes a crash upon world generation.
There could be another mod interfering, but after disabling this, no more crashes.
Quote from: Kirid on August 19, 2017, 04:54:48 AM
I'm having compatability issues.
Something between Medieval World, Apparello, and This do not get along.
Any 2 of those mods work together, but having all 3 causes a crash upon world generation.
There could be another mod interfering, but after disabling this, no more crashes.
i have this and apparello and i got no crashes... likely medieval world or another one.... and i do have medieval times mod, but also not crashing.. i hope this helps you
Quote from: Thirite on August 18, 2017, 04:47:53 PM
I believe it would, yeah. It won't be a difficult fix but currently I'm out of town with only my phone.
This is an amazing mod that adds a feature I'd argue is so essential it should be in the base game. I hope you can keep updating this mod in the future. Unfortunately I have found that this mod is very incompatible with mods that add any types of apparel (ex: Medieval times, apparello 2, etc). Its to be expected , since you have listed this mod as unstable. The error is listed as trying to get a resource from a different thread than the core thread. It appears to be an error when trying to render clothes from mods on the children pawns. Would it be possible to make Children and pregnancy compatible with these mods or will the individual mod authors or a third party need to create patches?
so im not sure if this is intended as designed or some unlucky bug??
-- my 2 babies currently would sleep.. and when rest reaches around 15% left, they would wake up and do "baby" stuff like wander areas they are allowed/bathroombreaks/eat food.. i have both babies set to sleep 22 hrs per day and only awake for 2 hrs..
-- this would just repeat, to the point they become either tired or very tired.. didn't came to the point both babies became exhausted.. but it lowered both babies' morales to the point of a mental break... both babies' morales went down coz of relatives dying from an enemy raid...
-- i noticed that both babies' joys are empty coz i removed their access to my living room... so when i allowed them back in, their joy meter got filled.. and both babies finally rested to full and everything went back to normal...
-- so not sure if this was just a minor bug or WAD of game... here is my output log in case: https://gist.github.com/HugsLibRecordKeeper/ebf5f76a0a371e8560307cf4d1b24f5e#file-output_log-txt
also i've heard alien frameworks is about to get updated in a few days.. so it looks like alot of mods are about to get broken lol..
Quote from: LiteEmUp on August 19, 2017, 05:01:36 AM
Quote from: Kirid on August 19, 2017, 04:54:48 AM
I'm having compatability issues.
Something between Medieval World, Apparello, and This do not get along.
Any 2 of those mods work together, but having all 3 causes a crash upon world generation.
There could be another mod interfering, but after disabling this, no more crashes.
i have this and apparello and i got no crashes... likely medieval world or another one.... and i do have medieval times mod, but also not crashing.. i hope this helps you
Missing the point. Like I said, any of the 2 will work fine, but all 3 together causes crash.
I think it has something to do with factions & pawns.
Medieval
Times is a totally different mod, so no issues there.
99% of mods can be used together without conflict, so hoping this one can be solved. I don't like having to choose mods over another.
Psychology mod frontpage says this mod is not compatible with it. Is it really not? I want this mod pretty bad but Psychology mod became a must for me, i can't play without it anymore.
Quote from: jpnm92 on August 24, 2017, 11:07:20 PM
Psychology mod frontpage says this mod is not compatible with it. Is it really not? I want this mod pretty bad but Psychology mod became a must for me, i can't play without it anymore.
it works... read below
Quote from: Onasaki on August 14, 2017, 09:18:01 PM
It could be because the psychology mod is created with the idea that there's only teenage, adult, and elderly pawns. Psychology with kids under 15 can be tricky, especially given the very deep way this mod goes into the psychology of our pawns.
It works, but sometimes can create hilarious results when you have a 10 year old with the 'lecher' trait. That's what I'd figure, anyway, there could be something more code-like that I'm not aware of. But yeah, I can confirm it works with psychology if it's loaded after.
Updated to v0.3j
- Fixed incompatibility with mods such as MAI and Zombieland where their heads wouldn't draw
Quote from: Thirite on August 27, 2017, 10:06:33 PM
Updated to v0.3j
- Fixed incompatibility with mods such as MAI and Zombieland where their heads wouldn't draw
Yay!
Updated to v0.3k
- Potentially fixed the baby crying by making the changes as described by Tenshi~Akari (https://ludeon.com/forums/index.php?topic=28747.msg358651#msg358651)
If my memory wasn't garbage I would have just included this in v0.3j
Quote from: Thirite on August 27, 2017, 10:36:01 PM
Updated to v0.3k
- Potentially fixed the baby crying by making the changes as described by Tenshi~Akari (https://ludeon.com/forums/index.php?topic=28747.msg358651#msg358651)
If my memory wasn't garbage I would have just included this in v0.3j
Sometimes during world generation I get this red error message:
Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Tried to get a resource "Things/Pawn/Humanlike/Bodies/Naked_Female_back" from a different thread. All resources must be loaded in the main thread.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Failed to find any texture while constructing Multi(initPath=Things/Pawn/Humanlike/Bodies/Naked_Female, color=RGBA(0.950, 0.748, 0.571, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Tried to get a resource "Things/Pawn/Humanlike/Heads/Female/Female_Narrow_Normal_back" from a different thread. All resources must be loaded in the main thread.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Failed to find any texture while constructing Multi(initPath=Things/Pawn/Humanlike/Heads/Female/Female_Narrow_Normal, color=RGBA(0.950, 0.748, 0.571, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Tried to get a resource "Things/Pawn/Humanlike/Heads/None_Average_Stump_back" from a different thread. All resources must be loaded in the main thread.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Failed to find any texture while constructing Multi(initPath=Things/Pawn/Humanlike/Heads/None_Average_Stump, color=RGBA(0.950, 0.748, 0.571, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Tried to get a resource "Things/Pawn/Humanlike/Hairs/Flowy_back" from a different thread. All resources must be loaded in the main thread.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Failed to find any texture while constructing Multi(initPath=Things/Pawn/Humanlike/Hairs/Flowy, color=RGBA(0.310, 0.280, 0.260, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
No crashes or anything and there don't even appear to be any missing textures. I don't get message if I disable Children and pregnancy. Since the game doesn't actually crash I can still play but I thought it would be good to bring this to your attention.
Yeah, still trying to figure out what exactly is causing this. Sometimes it does rarely cause a crash on worldgen.
Thank you for the quick reply, I understand you're probably busy but I did some digging and it appears the errors are coming from the game "failing" to load colors for certain textures or trying to load textures from a mod folder and not the "main thread." You know much more about this than I do but I want to help if I can.
Most of texture paths that cause the errors are from the Apparello 2 and Facial Stuff mods. Also loading medieval times with this mod no matter the order or number of mods causes a crash on world gen 100% of the time, but that is not too big of a deal because just disabling that mod fixes the issue, and perhaps someone with more knowledge than I could release a patch.
But back to the main subject: some errors appear to be failures to load textures from the base game. With all mods except Hubslib and children and pregnancy disabled I still see these failed to load texture messages. Plus some of the texture paths seem to lead to base games textures like this:
Tried to get a resource "Things/Pawn/Humanlike/Bodies/Naked_Thin_back" from a different thread. All resources must be loaded in the main thread.
Verse.Log:Error(String)
Verse.ContentFinder`1:Get(String, Boolean)
Verse.Graphic_Multi:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(String, Shader, Vector2, Color)
Verse.GraphicGetter_NakedHumanlike:GetNakedBodyGraphic(BodyType, Shader, Color)
Verse.PawnGraphicSet:ResolveAllGraphics_Patch2(Object)
RimWorldChildren.Hediff_Baby:GrowUpTo(Int32, Boolean)
RimWorldChildren.PawnGenerate_Patch:_GeneratePawn(PawnGenerationRequest&, Pawn&)
Verse.PawnGenerator:GeneratePawn_Patch1(PawnGenerationRequest)
Verse.StartingPawnUtility:NewGeneratedStartingPawn()
RimWorld.ScenPart_ConfigPage_ConfigureStartingPawns:PostWorldGenerate()
RimWorld.Scenario:PostWorldGenerate()
RimWorld.Planet.WorldGenerator:GenerateWorld(Single, String, OverallRainfall, OverallTemperature)
RimWorld.Page_CreateWorldParams:<CanDoNext>m__615()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
Also it makes me wonder if prepared carefully might be conflicting as well.
I hope this helps and if my complete logs would help let me know. Thank you for all the amazing work so far!
Hey i have just downloaded this mod and i am about to give it a shot and will get back to you. Thanks again for creating something as such and the work you put into.
To start of i wanted to know when i start a new game when can i know that this mod is working do i have to wait and see? or is there a way? can this work on existing saves? and lastly i have this error when launching the game and wanted to know what it meant and if it was ok to play with it:
PS: Babies have weird hair above their head... ;)
[HugsLib][ERR] Failed to apply Harmony patches for HugsLib.Children_and_Pregnancy. Exception was: System.Exception: Wrong null argument: br
at Harmony.ILCopying.MethodBodyReader.<FinalizeILCodes>b__17_4 (Harmony.CodeInstruction codeInstruction) [0x00000] in <filename unknown>:0
at Harmony.CollectionExtensions.Do[CodeInstruction] (IEnumerable`1 sequence, System.Action`1 action) [0x00000] in <filename unknown>:0
at Harmony.ILCopying.MethodBodyReader.FinalizeILCodes (System.Collections.Generic.List`1 transpilers, Label endLabel) [0x00000] in <filename unknown>:0
at Harmony.ILCopying.MethodCopier.Emit (Label endLabel) [0x00000] in <filename unknown>:0
at Harmony.MethodPatcher.CreatePatchedMethod (System.Reflection.MethodBase original, System.Collections.Generic.List`1 prefixes, System.Collections.Generic.List`1 postfixes, System.Collections.Generic.List`1 transpilers) [0x00000] in <filename unknown>:0
at Harmony.PatchFunctions.UpdateWrapper (System.Reflection.MethodBase original, Harmony.PatchInfo patchInfo) [0x00000] in <filename unknown>:0
at Harmony.PatchProcessor.Patch () [0x00000] in <filename unknown>:0
at Harmony.HarmonyInstance.<PatchAll>b__6_0 (System.Type type) [0x00000] in <filename unknown>:0
at Harmony.CollectionExtensions.Do[Type] (IEnumerable`1 sequence, System.Action`1 action) [0x00000] in <filename unknown>:0
at Harmony.HarmonyInstance.PatchAll (System.Reflection.Assembly assembly) [0x00000] in <filename unknown>:0
at HugsLib.ModBase.ApplyHarmonyPatches () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
HugsLib.Utils.ModLogger:Error(String, Object[])
HugsLib.ModBase:ApplyHarmonyPatches()
HugsLib.HugsLibController:EnumerateChildMods()
HugsLib.HugsLibController:LoadReloadInitialize()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84A()
Quote from: Sinclair200 on August 31, 2017, 12:37:02 AM
Hey i have just downloaded this mod and i am about to give it a shot and will get back to you. Thanks again for creating something as such and the work you put into.
To start of i wanted to know when i start a new game when can i know that this mod is working do i have to wait and see? or is there a way? can this work on existing saves? and lastly i have this error when launching the game and wanted to know what it meant and if it was ok to play with it:
PS: Babies have weird hair above their head... ;)
[HugsLib][ERR] Failed to apply Harmony patches for HugsLib.Children_and_Pregnancy. Exception was: System.Exception: Wrong null argument: br
at Harmony.ILCopying.MethodBodyReader.<FinalizeILCodes>b__17_4 (Harmony.CodeInstruction codeInstruction) [0x00000] in <filename unknown>:0
at Harmony.CollectionExtensions.Do[CodeInstruction] (IEnumerable`1 sequence, System.Action`1 action) [0x00000] in <filename unknown>:0
at Harmony.ILCopying.MethodBodyReader.FinalizeILCodes (System.Collections.Generic.List`1 transpilers, Label endLabel) [0x00000] in <filename unknown>:0
at Harmony.ILCopying.MethodCopier.Emit (Label endLabel) [0x00000] in <filename unknown>:0
at Harmony.MethodPatcher.CreatePatchedMethod (System.Reflection.MethodBase original, System.Collections.Generic.List`1 prefixes, System.Collections.Generic.List`1 postfixes, System.Collections.Generic.List`1 transpilers) [0x00000] in <filename unknown>:0
at Harmony.PatchFunctions.UpdateWrapper (System.Reflection.MethodBase original, Harmony.PatchInfo patchInfo) [0x00000] in <filename unknown>:0
at Harmony.PatchProcessor.Patch () [0x00000] in <filename unknown>:0
at Harmony.HarmonyInstance.<PatchAll>b__6_0 (System.Type type) [0x00000] in <filename unknown>:0
at Harmony.CollectionExtensions.Do[Type] (IEnumerable`1 sequence, System.Action`1 action) [0x00000] in <filename unknown>:0
at Harmony.HarmonyInstance.PatchAll (System.Reflection.Assembly assembly) [0x00000] in <filename unknown>:0
at HugsLib.ModBase.ApplyHarmonyPatches () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
HugsLib.Utils.ModLogger:Error(String, Object[])
HugsLib.ModBase:ApplyHarmonyPatches()
HugsLib.HugsLibController:EnumerateChildMods()
HugsLib.HugsLibController:LoadReloadInitialize()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84A()
Do you have HugsLib installed by any chance?
@tastrycookies that error is caused by alien framework.
My mistake, thanks for pointing that out sidfu.
I am running about 100 mods and installed this and it crashes when trying to generate my map and start the game. I DO NOT expect this wonderful mod to work with 100+ other mods (I have an addiction) - but I was curious if the error log would still be of interest to the mod developer? If so I can re-enable and get the error again and post it back here.
Otherwise, I look forward to starting a mod-free(ish) run soon and trying this out, thank you! :)
Quote from: Apposl on August 31, 2017, 08:59:42 PM
I am running about 100 mods and installed this and it crashes when trying to generate my map and start the game. I DO NOT expect this wonderful mod to work with 100+ other mods (I have an addiction) - but I was curious if the error log would still be of interest to the mod developer? If so I can re-enable and get the error again and post it back here.
Otherwise, I look forward to starting a mod-free(ish) run soon and trying this out, thank you! :)
it probaly caused a error whenit trieed to gen a kid pawn for a cheif. the crash is probaly a comination of mods not just this one. ive never had it crash world gen but i have had it fail to make the world gen. just try a differnt seed or add the mod after u make the world. u dont need a new game for the mod to be used far as i know.
Alien framework what does that mean?
so far it works fine! :) great job no issues just that error message but not sure what it means... :p
Quote from: sidfu on September 01, 2017, 10:58:23 AM
Quote from: Apposl on August 31, 2017, 08:59:42 PM
I am running about 100 mods and installed this and it crashes when trying to generate my map and start the game. I DO NOT expect this wonderful mod to work with 100+ other mods (I have an addiction) - but I was curious if the error log would still be of interest to the mod developer? If so I can re-enable and get the error again and post it back here.
Otherwise, I look forward to starting a mod-free(ish) run soon and trying this out, thank you! :)
it probaly caused a error whenit trieed to gen a kid pawn for a cheif. the crash is probaly a comination of mods not just this one. ive never had it crash world gen but i have had it fail to make the world gen. just try a differnt seed or add the mod after u make the world. u dont need a new game for the mod to be used far as i know.
Hey thanks, I'll certainly try that. Like I said, wasn't a complaint in the slightest, just curious if the mod dev was trying to collect that sort've info or not. :) I'm definitely going to try this mod out on a cleaner install since my daughter loves this game and she would be freaking ecstatic about children. Oy, what could possibly go wrong with that. Hah.
Thanks again!
Tried to get a resource "Things/Pawn/Humanlike/Bodies/Naked_Thin_back" from a different thread. All resources must be loaded in the main thread.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Failed to find any texture while constructing Multi(initPath=Things/Pawn/Humanlike/Bodies/Naked_Thin, color=RGBA(1.000, 0.937, 0.802, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Tried to get a resource "Things/Pawn/Humanlike/Bodies/Naked_Thin_back" from a different thread. All resources must be loaded in the main thread.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Failed to find any texture while constructing Multi(initPath=Things/Pawn/Humanlike/Bodies/Naked_Thin, color=RGBA(0.340, 0.320, 0.300, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Tried to get a resource "Things/Pawn/Humanlike/HumanoidDessicated_back" from a different thread. All resources must be loaded in the main thread.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Failed to find any texture while constructing Multi(initPath=Things/Pawn/Humanlike/HumanoidDessicated, color=RGBA(1.000, 1.000, 1.000, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Crash!!!
Yikes... still seems to be another issue on my end w/ random world gen crashing. (This is just one of a handful of variations... same issue as last time, it seems to happen w/ a random body type.) I had been lucky enough so far to not have it happen frequently, but I seem to be having crash encounters more often... (or really, because I'm trying to form another test save since I don't want to do too much to disturb my current game w/ 3 new additions. Can't really say if this issue had persisted through each update or not, because I was still working through an existing save.)
Don't worry... this time, I DON'T have any mods from that were causing visual glitches making a conflict this time... although, I still do have my basic apparel mods enabled. (FashionRIMsta & my own personal mod, without Faction Colors this time as much as I want to try the most recent update...)
From what I can see, the crashing is quite possibly due to the game still trying to initially random gen kids graphics w/ different body types other than the one you have them set to be drawn with. Reason I'm thinking this is because every single "successful" initial gen I've gone through has had nothing but pawns 13+ years old. I can randomly gen kids in myself after the world is created, either when I get to the character creation screen or even through Prepare Carefully, but other than that, it's that hurdle of actually getting to that point without having a crash that seems to be the issue. :-\
Hey hey! does it actually take a while before your colonist gets pregant?
Quote from: Thirite on August 27, 2017, 10:36:01 PM
Updated to v0.3k
- Potentially fixed the baby crying by making the changes as described by Tenshi~Akari (https://ludeon.com/forums/index.php?topic=28747.msg358651#msg358651)
If my memory wasn't garbage I would have just included this in v0.3j
i'm still using the o.3h version and im kinda hesitant to update to current version... currently the mod and my campaign is in i'd consider stable condition since the mod is functioning and seems not conflicting with any mods im using.. and im not using zombieland or mai/robots mod at this time.. the only bug i'm having so far are the zabraks lagging my game whenever my camera is in view of them, and the babies crying sound randomly working..
Quote from: Tenshi~Akari on August 11, 2017, 08:33:44 AM
^^ Personally, I used Audacity to export the data to .ogg files. But I'm sure there are some free online converters that will do just the same if needed be.
This is what that specific def edit looks like at the moment:
<SoundDef>
<defName>Pawn_BabyCry</defName>
<eventNames />
<context>MapOnly</context>
<subSounds>
<li>
<grains>
<li Class="AudioGrain_Clip">
<clipPath>Baby/Cry1</clipPath>
</li>
<li Class="AudioGrain_Clip">
<clipPath>Baby/Cry2</clipPath>
</li>
<li Class="AudioGrain_Clip">
<clipPath>Baby/Cry3</clipPath>
</li>
</grains>
<volumeRange>
<min>15</min>
<max>20</max>
</volumeRange>
<pitchRange>
<min>0.9</min>
<max>1.2</max>
</pitchRange>
<distRange>
<min>0</min>
<max>50</max>
</distRange>
<sustainLoop>False</sustainLoop>
</li>
</subSounds>
</SoundDef>
so do i just replace the entire code on that pawnbaby xml file to this new code, after i've converted the wav files into ogg??? and do i need to re-edit the version from 0.3h to 0.3j after doing those???
is there a way to check if im pregant or not already? having it for 15 days now and still no sign of a pregancy. They are lovin every night but nothing tell me its normal.
Quote from: Sinclair200 on September 06, 2017, 01:50:45 PM
is there a way to check if im pregant or not already? having it for 15 days now and still no sign of a pregancy. They are lovin every night but nothing tell me its normal.
It is normal. it will tell you when she's pregnant. in the health as well as a popup.
Aside from an age-nator or something like that, it might be neat if there's a setting to change how aging works. Such as the younger you are the quicker you age and such decreases until going to the normal aging speed (likely give it a default value but allow users to tinker with it).
To quote Fluffy on his Bird&Bees mod, children are fairly silly due to the fact that most people will not play a colony long enough for them to really have any effect. It would be neat for children to feel uncomfortable if they're away from their parents for too long (sort of like how in the Tiberium mod people infected with Tiberium need to go bask in it for a while every so often). This mixed in with another user's recommendation of giving children fruitless, often negative jobs (such as constantly flicking lights or uprooting plants for fun) and some sort of really basic education (such as be able to set children to have an adult colonist as a master (maybe set it so the more kids one colonist needs to tutor the slower their skills grow (bonus points if the tutoring is based on some mix of the social and handle skill with a bonus if the tutor is direct or maybe extended family (damn savages!))) and this would in fact be a fairly revolutionary mod.
I am by no means convinced all this will ever be added as I can only imagine all the work, but there are some suggestions which in a perfect world I'd like this mod to have. If so, then I could have Uncle Ben teach a lowly squire to be the next hero for my Medieval fortress. ;D
CookieWizard - FLUFFLY did say that some people wont play a colony long enough but some of us (me) always like to have a more peaceful none permadeath map just to relax :) so technically we could.
I have installed both bird&bees and cildren&pregancy and so far its going well, i havent gotten pregant yet but hopefully no error shows up.
Can any of you guys let me know if both mods are compatible in adavance? thanks
Quote from: Sinclair200 on September 07, 2017, 01:34:47 AM
CookieWizard - FLUFFLY did say that some people wont play a colony long enough but some of us (me) always like to have a more peaceful none permadeath map just to relax :) so technically we could.
I have installed both bird&bees and cildren&pregancy and so far its going well, i havent gotten pregant yet but hopefully no error shows up.
Can any of you guys let me know if both mods are compatible in adavance? thanks
I'm not saying such people do not exist! I just don't believe there's much of a point of too heavily expanding on a mechanic if it'll only be used by (what I believe) to be a minority of people. Even more importantly, a setting that would allow you to customize the speed at which children age (hopefully with the option of aging slowing down until they finally reach maturity) would still allow people to just set it to the vanilla setting of everyone aging at the same pace.
Quote from: Sinclair200 on September 06, 2017, 01:50:45 PM
is there a way to check if im pregant or not already? having it for 15 days now and still no sign of a pregancy. They are lovin every night but nothing tell me its normal.
I think it took me 30 days for me to get someone pregnant.
You can use the dev tools on the health tab to see if a character is pregnant, if you want to be 100% certain.
is it normal i cant start a colony with one of the colonist being pregnant? (adding it as a health condition? because menoposal is here but not pregant.
Hey Thirite, new user but I love and have been using this mod for almost a year now. I love the latest build and I think it works really well (I run a lot of mods, but none that conflict I don't think (no MarsX or Birds & Bees)). I just have one small suggestion for the ageing, because I think that it can still be a little slow before child colonists are useful, even at 3.5 years.
What do you think about splitting up the childhood into two stages? Say early childhood at age 2-2.5 years to 5 years, where they can do simple tasks like haul very small amounts (maybe 10 of an item) and clean rooms, although at a much slower rate than adult colonists, flick switches, things like that. But no skilled labour, intellectual, or hunting. And then, from age five to thirteen, have the normal child stage that you already have. That way your child colonists can be useful helping out from the time they start being able to walk, even if it's in very small amounts.
I would also love to see a teacher skill added to pawns so they can have classrooms and teach different skills to the kids, for rooms that have only cribs in them to be labelled nurseries, and for school desks, baby clothes, unique tantrums and misbehaviour, etc. etc. to be a thing, but I'm sure that's probably asking for too much :P This is still my all-time favourite mod out there for RimWorld regardless, and I appreciate the ton of work you've already put into it. Thank you!
is it not compatible with birds and bees? cheers
Hello, I'm playing with Combat Extended and getting this error when loading the mod:
[HugsLib][ERR] Failed to apply Harmony patches for HugsLib.Children_and_Pregnancy. Exception was: System.Exception: Wrong null argument: br
at Harmony.ILCopying.MethodBodyReader.<FinalizeILCodes>b__17_4 (Harmony.CodeInstruction codeInstruction) [0x00000] in <filename unknown>:0
at Harmony.CollectionExtensions.Do[CodeInstruction] (IEnumerable`1 sequence, System.Action`1 action) [0x00000] in <filename unknown>:0
at Harmony.ILCopying.MethodBodyReader.FinalizeILCodes (System.Collections.Generic.List`1 transpilers, Label endLabel) [0x00000] in <filename unknown>:0
at Harmony.ILCopying.MethodCopier.Emit (Label endLabel) [0x00000] in <filename unknown>:0
at Harmony.MethodPatcher.CreatePatchedMethod (System.Reflection.MethodBase original, System.Collections.Generic.List`1 prefixes, System.Collections.Generic.List`1 postfixes, System.Collections.Generic.List`1 transpilers) [0x00000] in <filename unknown>:0
at Harmony.PatchFunctions.UpdateWrapper (System.Reflection.MethodBase original, Harmony.PatchInfo patchInfo) [0x00000] in <filename unknown>:0
at Harmony.PatchProcessor.Patch () [0x00000] in <filename unknown>:0
at Harmony.HarmonyInstance.<PatchAll>b__6_0 (System.Type type) [0x00000] in <filename unknown>:0
at Harmony.CollectionExtensions.Do[Type] (IEnumerable`1 sequence, System.Action`1 action) [0x00000] in <filename unknown>:0
at Harmony.HarmonyInstance.PatchAll (System.Reflection.Assembly assembly) [0x00000] in <filename unknown>:0
at HugsLib.ModBase.ApplyHarmonyPatches () [0x00000] in <filename unknown>:0
Is this something I can ignore or will something probably be broken? :-\
^^ This mod is not compatible with Combat Extended.
Quote from: Tenshi~Akari on September 16, 2017, 08:47:34 AM
^^ This mod is not compatible with Combat Extended.
It's not? :( Because so far it SEEMS to work. I wasn't able to test pregnancy yet, but all the new CE mechanics seem to apply correctly.
Is there anything specific that probably might be broken or that I should try?
Given the popularity of CE becoming some kind of standard mod for many players, are there any chances that compatibility could be included intp CaP, please?
I don't wanrt to miss features like inventory management and ammunition anymore (endless ammunition in vanilla always bothered me a lot), but still want to know where new Rimworlders come from... :-\
Last time I checked, a while back there was an incompatibility between this & CE... then again, it was during the 0.2 stage of the mod. I'm not completely sure if that changed with the Harmony transitions made here, but from the looks of that error shown, there still might be some issues?
How do you get pawns to breastfeed or play with their baby? I can see in the defs that the jobs exist, but both my pawn who's had a kid so far just completely ignores her, except to occasionally waste lavish meals on her.
Quote from: centerflag982 on September 17, 2017, 07:38:37 PM
How do you get pawns to breastfeed or play with their baby? I can see in the defs that the jobs exist, but both my pawn who's had a kid so far just completely ignores her, except to occasionally waste lavish meals on her.
Afaik these are planned features and not implemented yet.
Quote from: Kori on September 17, 2017, 07:45:42 PM
Afaik these are planned features and not implemented yet.
Ah, alright, thanks. I thought that might be the case but I'm not familiar enough with RW modding to poke through the source files to find out :P
well right now he needs to fix the error related to alein framework again. he fixed it when he first put in the harmony bypasses then broke it again after he added/changed them.
I hope this will make it compatible with Combat Extended too! :)
Hello,
First of all thanks for making this mod, it's very interesting. I encountered a minor bug while playing through with it. I accidently put restrictions on my toddlers resulting in them breaking their usual routine of "socailizing". This resulted in them being joy-deprived, which in turn seems to prevent them from sleeping. Eventually the toddlers get too tired and end up both joy deprived and tired, and are stuck in a cycle of always tired and always joy deprived (with no way to fix it) as they never socialize long enough to recover the joy and never rest enough to stop being tired.
Quote from: jargon777 on September 19, 2017, 09:31:14 PM
Hello,
First of all thanks for making this mod, it's very interesting. I encountered a minor bug while playing through with it. I accidently put restrictions on my toddlers resulting in them breaking their usual routine of "socailizing". This resulted in them being joy-deprived, which in turn seems to prevent them from sleeping. Eventually the toddlers get too tired and end up both joy deprived and tired, and are stuck in a cycle of always tired and always joy deprived (with no way to fix it) as they never socialize long enough to recover the joy and never rest enough to stop being tired.
i've encountered this bug, and luckily for me its no longer a problem coz the babies are back to normal routines of sleeping/eating/etc..
i've noticed if their joy deprived by 14%, they'd try to sleep.. and when rest is back up to 14%, they would wake up and try to do normal functions.. what i've changed is to allow them area access to joy materials and hopefully their joy reaches enough levels before they get tired again and go back to sleep... coffee also helps them stay awake longer so that it helps fill their joy meter lol
Quote from: LiteEmUp on September 20, 2017, 01:53:17 AM
coffee also helps them stay awake longer so that it helps fill their joy meter lol
Where are you getting the coffee from? i havnt had a coffee mod since A15!
Quote from: tyriaelsoban on September 20, 2017, 04:26:19 AM
Quote from: LiteEmUp on September 20, 2017, 01:53:17 AM
coffee also helps them stay awake longer so that it helps fill their joy meter lol
Where are you getting the coffee from? i havnt had a coffee mod since A15!
Vegetable Garden https://ludeon.com/forums/index.php?topic=12934.0
or
Cupro's Drinks https://ludeon.com/forums/index.php?topic=32190.msg329350#msg329350
They also work together.
Quote from: Kori on September 19, 2017, 12:07:05 AM
I hope this will make it compatible with Combat Extended too! :)
I'm playing with Combat Extended and it looks like that glitch is just a minor one - my pawns have gotten pregnant and given birth without issue :D
And this mod is absolutely incredible! I'm just wondering whether or not it would be possible to increase the chance of a pregnancy following some lovin'? I've checked the files, and it looks like it's these lines that control it:
// Make sure the woman is not pregnanct and not using a contraceptive
if(female.health.hediffSet.HasHediff(HediffDefOf.Pregnant, torso) || female.health.hediffSet.HasHediff(contraceptive, null) || male.health.hediffSet.HasHediff(contraceptive, null)){
return;
}
// Check the pawn's age to see how likely it is she can carry a fetus
// 25 and below is guaranteed, 50 and above is impossible, 37.5 is 50% chance
float preg_chance = Math.Max (1 - (Math.Max (female.ageTracker.AgeBiologicalYearsFloat - 25, 0) / 25), 0) * 0.33f;
// For debug testing
//float preg_chance = 1;
if (preg_chance < Rand.Value) {
if(Prefs.DevMode) Log.Message ("Impregnation failed. Chance was " + preg_chance);
return;
But I'm not sure what to do to raise the probability - programming is not my thing, I just want to know how things would go if I used prepare carefully to build a colony from one single starting pair of individuals :P
Quote from: caekdaemon on September 20, 2017, 02:52:48 PM
Quote from: Kori on September 19, 2017, 12:07:05 AM
I hope this will make it compatible with Combat Extended too! :)
I'm playing with Combat Extended and it looks like that glitch is just a minor one - my pawns have gotten pregnant and given birth without issue :D
So everything works fine? Have you tested all the features? That would be incredible news!
Because you know... I'm always getting a bit nervous when using a mod that produces many evil looking, deep red warnings in conjunction with a savegame I can easily play for several hundreds of hours. ;)
Do you load CaP before or after CE?
PS: I noticed that when I add CaP to my modlist with CE enabled, generating a new world tends to cause a crash. Not alway, but maybe 50% of the time.
Could you please try generating a new world a few times to see if that happens to you too?
Quote from: Kori on September 20, 2017, 05:55:27 PM
So everything works fine? Have you tested all the features? That would be incredible news!
Yep, everything looks like it works fine - there's definitely no issues that I can see with C&P, since pawns get pregnant, give birth and their children are fine as well, so that's entirely functional, and as far as I can tell CE is fine as well as all the gun shooting stances, aiming, ammunition, damage, etc are all entirely working. The glitch is mostly cosmetic by the seems of things.
Quote from: Kori on September 20, 2017, 05:55:27 PMDo you load CaP before or after CE?
After :D
Quote from: Kori on September 20, 2017, 05:55:27 PMPS: I noticed that when I add CaP to my modlist with CE enabled, generating a new world tends to cause a crash. Not alway, but maybe 50% of the time.
Could you please try generating a new world a few times to see if that happens to you too?
I've been getting that crash as well, but the weirdest thing is I was getting the crash
before adding C&P to my mod list. Even still, though, I've generated a dozen worlds and I'd rate that it crashes around 30-40% of the time, but will always crash on a bad seed. One of mine that works is "john", for example, and that world always works, but one of the ones that broke for me, "tyranny" if I remember right always crashed.
So if the issue is somehow tied to world generation, then that seems to be the end of it - everything works fine once you get going! :)
Okay, thank you very much! :)
Does this mod conflict with the birds & bees mod?
Nope.
You mentioned that this works with Alien Races? Could you explain how that works?
Is a new playthrough required, or is it save game friendly? I've had the same issues as others with crashed games on bad seed loads... Would love a list of good seeds, btw.
Quote from: Dolore9000 on September 24, 2017, 12:07:06 AM
Is a new playthrough required, or is it save game friendly? I've had the same issues as others with crashed games on bad seed loads... Would love a list of good seeds, btw.
You can savely add the mod to any savegame, but not remove it once the younger pawns are in the game.
What kind of seed are you looking for ? The definition of good highly depends on this :)
Has to mod now switched over to Harmony?
Looks good, gonna give it a try. :)
Quote from: Hadley on September 26, 2017, 01:35:17 PM
Has to mod now switched over to Harmony?
Looks like it.
Quote from: Nothing on September 23, 2017, 03:05:08 PM
You mentioned that this works with Alien Races? Could you explain how that works?
As far as I can tell, this mod will not conflict with most Aliens Framework mods. I've so far only tested this with the Android mod with zero problems. As for the reproduction of aliens, I think that hasn't been implemented and most likely would be part of its own patch or mod.
EDIT: Took a look at the code. Yeah, only humans for now though it's possible to impregnate a human female with a male alien.
I would love to see the owners of the respective race mods to provide an integration patch with this mod.
I'm new to downloading mods from things other than the Steam Workshop so I don't know which files to download, can someone please help and tell me which ones?
Quote from: Thirite on December 27, 2016, 09:06:22 PM
Requires HugsLib (https://ludeon.com/forums/index.php?topic=28066.0) to function
v0.3kUnstable Download here (https://github.com/thirite/ChildrenAndPregnancy)
You want to download the most recent huglib from the first link and in the second one you click the big green button and download the repo as a zip.
I may have found a bug.
It would appear if the mother gives birth while being carried, RimWorldChildren.Hediff_HumanPregnancy.DoBirthSpawn seems to fail, causing the HumanPregnancy Hediff to not be properly removed and the baby fail to spawn.
I'm not 100% sure as I found this bug while messing with some code related to accelerating pregnancy (this bug wouldn't usually happen as the time between a pregnant pawn being picked up and natural birth is normally long enough to reach a bed) and also [REDACTED].
Also, I'm starting to work on my accelerated aging-drugs for Rimworld again, among other things.
Here's the relevant error log snippets. It may also hint as to what the [REDACTED] portion of my mucking around with the code is:
Exception ticking Ocelot: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorldChildren.Hediff_HumanPregnancy.DoBirthSpawn (Verse.Pawn mother, Verse.Pawn father, Single chance_successful) [0x00000] in <filename unknown>:0
at RimWorldChildren.Hediff_HumanPregnancy.Tick () [0x00000] in <filename unknown>:0
at Verse.Pawn_HealthTracker.HealthTick () [0x00000] in <filename unknown>:0
at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
at Verse.ThingOwner.ThingOwnerTick (Boolean removeIfDestroyed) [0x00000] in <filename unknown>:0
at Verse.Pawn_CarryTracker.CarryHandsTick () [0x00000] in <filename unknown>:0
at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
HumanPregnancy Hediff was not properly removed when pawn Kitty gave birth.
Verse.Log:Error(String)
RimWorldChildren.Hediff_HumanPregnancy:Tick()
Verse.Pawn_HealthTracker:HealthTick()
Verse.Pawn:Tick()
Verse.ThingOwner:ThingOwnerTick(Boolean)
Verse.Pawn_CarryTracker:CarryHandsTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
I'll give more info on my modifications once I get it more stable.
Tick bug, this time with kids spawning from Cryptosleep Caskets:
Object reference not set to an instance of an object
at RimWorldChildren.Children_Drawing.ModifyHairForChild (UnityEngine.Material,Verse.Pawn) <0x0001e>
at (wrapper dynamic-method) Verse.PawnRenderer.RenderPawnInternal_Patch0 (object,UnityEngine.Vector3,UnityEngine.Quaternion,bool,Verse.Rot4,Verse.Rot4,Verse.RotDrawMode,bool,bool) <0x00a7f>
at Verse.PawnRenderer.RenderPawnAt (UnityEngine.Vector3,Verse.RotDrawMode,bool) <0x00b82>
at Verse.PawnRenderer.RenderPawnAt (UnityEngine.Vector3) <0x00061>
at Verse.Pawn_DrawTracker.DrawAt (UnityEngine.Vector3) <0x0002a>
at Verse.Pawn.DrawAt (UnityEngine.Vector3,bool) <0x00032>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at (wrapper dynamic-method) Verse.DynamicDrawManager.DrawDynamicThings_Patch1 (object,Verse.DrawTargetDef) <0x0021a>
at Verse.Map.MapUpdate () <0x0012c>
at Verse.Game.UpdatePlay () <0x0005c>
at Verse.Root_Play.Update () <0x0004c>
Causes other on-map graphics to not render or flicker when that particular child pawn is on screen, and slight tick lag as a result.
Also still having a hard time with random worldgen crashes when the game tries to generate kids into my starting lineup... I've just had the idea to try editing scenarios to start with one pawn then use EdB-PC to add in the rest that I need, but I can see where this might be a slight issue for those that chose not to have that mod in not being able to do that.
@Thirite
do you want to release an update in the near future, or do you want to wait for A18?
Is there a way to remove the crying from toddlers at the walking stage? I understand kids cry at this age, not as often but still do, however... its kind of obnoxious :)
I've been waiting to see a mod like this for a long time.
wonder if this mod could be changed to take advantage of alien races? so that one could spawn babies of varying race, even hybrid races and mutations? such that lineage could be traced back atleast 4 generations
example ;
Human + Crystalloid = Hucryst
Hucryst + Human = Human or Hucryst
Human? + Human = Human...
but then this Human grows a psionic node!!
somethin like that
Quote from: ZE on October 12, 2017, 09:33:56 AM
wonder if this mod could be changed to take advantage of alien races? so that one could spawn babies of varying race, even hybrid races and mutations? such that lineage could be traced back atleast 4 generations
example ;
Human + Crystalloid = Hucryst
Hucryst + Human = Human or Hucryst
Human? + Human = Human...
but then this Human grows a psionic node!!
somethin like that
wouldnt work well as tht be to many combinations
what he should do is just have it rng onn weather it be based on the mother or the father when there more than 1 race. so if it was a asari and a human i twould randomly chose 1 to base child after.
Kids screams are so damn annoying as you forced to hear them eveyday. A-a-and there's also annoying mood debuff for barrack if you place the crib. And to make it worse, after updating mod from 0.2 to 0.3 kids now only eat normal food instead of breastfeeding and it's such damn big pain in the ass... So I guess I'll delete this mod for now.
My game just seems to randomly crash constantly. with just the bare minimum mods.
running
HugsLib
JecsTools
DDA Security [for testing purposes]
Stuffed floors
Archtectual Senses
Childs Pregs
Cupro's Stones
Cupro's Alloys
I hope the crash dump helps.
[attachment deleted by admin: too old]
Figured it out. it was JecTools
Quote from: ZE on October 12, 2017, 09:33:56 AM
wonder if this mod could be changed to take advantage of alien races? so that one could spawn babies of varying race, even hybrid races and mutations? such that lineage could be traced back atleast 4 generations
example ;
Human + Crystalloid = Hucryst
Hucryst + Human = Human or Hucryst
Human? + Human = Human...
but then this Human grows a psionic node!!
somethin like that
Well, that would depend on how liberally you apply genetic engineering and on the alien.
Quote from: Diana Winters on October 16, 2017, 03:15:06 PM
Quote from: ZE on October 12, 2017, 09:33:56 AM
wonder if this mod could be changed to take advantage of alien races? so that one could spawn babies of varying race, even hybrid races and mutations? such that lineage could be traced back atleast 4 generations
example ;
Human + Crystalloid = Hucryst
Hucryst + Human = Human or Hucryst
Human? + Human = Human...
but then this Human grows a psionic node!!
somethin like that
Well, that would depend on how liberally you apply genetic engineering and on the alien.
Ok, so this is what I've actually been messing with.
So far, I'm just focusing on doing what I believe is called a hard patch of the game. Currently using Orassans with no hybridization.
I believe that a new XML file defining the reproductive and developmental behaviours of the alien races will need to be created at some point in the future to facilitate race creators.
So far, I've modified the human pregnancy hediff to work with Orassans. The graphics of the offspring still need to be tweaked.
Awesome mod, congratz!
I saw many people saying CaP is not compatible with CE, but I'm using CE and CaP and having no problems. I'm with 5 childs now.
What I want to ask is, my older child is now 3 years old. How can I teach her?
Quote from: robotguy4 on October 17, 2017, 05:20:03 PM
Ok, so this is what I've actually been messing with.
So far, I'm just focusing on doing what I believe is called a hard patch of the game. Currently using Orassans with no hybridization.
I believe that a new XML file defining the reproductive and developmental behaviours of the alien races will need to be created at some point in the future to facilitate race creators.
So far, I've modified the human pregnancy hediff to work with Orassans. The graphics of the offspring still need to be tweaked.
Do you need to do something special with the xml to allow alien races to get pregnant and give birth?
Quote from: Walking Problem on October 18, 2017, 06:05:25 PM
Do you need to do something special with the xml to allow alien races to get pregnant and give birth?
No. It requires C#.
Quote from: robotguy4 on October 18, 2017, 07:51:57 PM
No. It requires C#.
Do you know how it works? I believe many of us modders who are using alien framework are interested to make it compatible to this pregnancy mod
I found how to make child learn to do work. When they hit 3 years old, I have to quit from game and back (not necessarily quit the entire game, just go to main screen and back to save game). This is intentional or I did something wrong?
Another question: there is a way to shut up the children when they are hungry? It's being a pain for 3 years, they crying always when hungry. When they are at bed, just after born, and can't walk by themselves, it's ok, but when they can walk, from the bed to the kitchen, or from where they were when become hungry to the kitchen, they don't stop crying...
Cant run this mod with jectools causes crash to desktop so i reverted back to an old version of this.
Since this mod is incompatible with Fluffy BirdsAndBees I made a patch for them. I'm uploading it for anyone who wants to use both mods.
Impregnation works and pawns have genitals you can shoot off. Just replace the assembly in BirdsAndBees with the one from here:
https://www.dropbox.com/s/c0oegc4fz9mu2es/Fluffy_BirdsAndBees%20v0.17.1.9%20%2B%20ChildrenAndPregnancy%20v0.3k%20patch.rar?dl=0
Really enjoy this mod, although it conflicts with Jec Tools, the mod is perfect! Keep it up.
I'm running version 0.3k with the newest version of JecsTools and I am not experiencing any crashing at all. When do you crash? I do know that some people have problems on loading a new game and they would just enable this mod after they started their new world.
Quote from: Kolljak on October 20, 2017, 11:19:48 AM
Cant run this mod with jectools causes crash to desktop so i reverted back to an old version of this.
I'm running with Jectools as well. Only problem I have is sometimes my saves won't load, but usually trying to load them multiple times will eventually start up the game.
When i use this mod some animals when dieing disappear and all pawns disappear to dieing is this normal
Quote from: Tejko on October 20, 2017, 02:48:58 PM
Since this mod is incompatible with Fluffy BirdsAndBees I made a patch for them. I'm uploading it for anyone who wants to use both mods.
Impregnation works and pawns have genitals you can shoot off. Just replace the assembly in BirdsAndBees with the one from here:
https://www.dropbox.com/s/c0oegc4fz9mu2es/Fluffy_BirdsAndBees%20v0.17.1.9%20%2B%20ChildrenAndPregnancy%20v0.3k%20patch.rar?dl=0
Wow thank you! I love B&B, so glad you made them play together nicely. This is gonna get a lot of use! From me at-least hah
Works like a charm too already tried it.
how do i download this mod into rimworld?
Quote from: Hallahan on October 23, 2017, 08:48:09 PM
how do i download this mod into rimworld?
Go to your rimworld install directory, go to the "Mods" folder, and unpack the zipped file there
Where do you find the writing bench?
Quote from: kkira555 on October 24, 2017, 01:15:59 PM
Where do you find the writing bench?
There is a writing bench?
That's under the "To Do" list. It hasn't been implemented yet. ;)
Hey, I'm new to the forum and tbh I dont really want to go through 62 pages, so I'm just gonna ask: How's the progress? When do you plan to release it on the steam workshop? I'm sorry if this is an often asked question^^
Quote from: Peachman on October 25, 2017, 03:59:17 PM
Hey, I'm new to the forum and tbh I dont really want to go through 62 pages, so I'm just gonna ask: How's the progress? When do you plan to release it on the steam workshop? I'm sorry if this is an often asked question^^
Quote from: Thirite on June 13, 2017, 10:58:34 AM
I don't really like Steam for various reasons. I might upload it under my own profile with a direct link to a non-DRM Locked download at the top of the description when it's v1.0 just so more players can enjoy the mod. But for now I'd prefer it be kept away from Valve's greedy little fingers.
EDIT:
Quote from: Walking Problem on October 19, 2017, 09:35:51 AM
Do you know how it works? I believe many of us modders who are using alien framework are interested to make it compatible to this pregnancy mod
Basically, the behavior needs to be coded which would require adding more C# to this mod.
Right now, there's a single line of code that limits the humanpregnancy hediff to be given only to human females, remove this and it allows all races to get pregnant. This isn't enough for a functioning alien pregnancy mod, as you'd have to change how the babies are spawned. I've done this (using Orassans as test subjects), but next need to modify the code responsible for setting the babies' graphics to the baby sprite. I also think that some hediffs that are usually applied to regular human babies aren't getting applied for some reason.
All this, of course, ends up with a mod that gives the new alien babies a life cycle and reproduction which is the same as a human. To allow for race modders to change this behaviour, I believe we'll have to make the C# code read a new XML file that outlines reproduction, similar to how the Alien Race Framework has its own XML file for defining alien races.
Hi Thirite, I've been playing around with your mod over the last week or so, and I really like it! :)
One suggestion I'd have to further make it better is maybe allowing colonists with a good research skill to teach child colonists. I think it would be a cool idea to have a classroom in your colonies somewhere.
did Thirite give up on this or he gonna update to a18 eventually?
Quote from: CrowSR on October 30, 2017, 12:14:07 PM
did Thirite give up on this or he gonna update to a18 eventually?
It seems like he was waiting on A18, he stopped updating around the time the news broke.
I haven't given up on the mod, I just haven't gotten around to working on it for a long time. The problems with graphics getting loaded on an async thread really threw a wrench in my gears as I haven't since been able to find a solution for that, which effectively stopped progress as I wanted to fix that before moving forward with new features (or fixing incomplete ones).
Quote from: Thirite on November 01, 2017, 11:35:22 PM
I haven't given up on the mod, I just haven't gotten around to working on it for a long time. The problems with graphics getting loaded on an async thread really threw a wrench in my gears as I haven't since been able to find a solution for that, which effectively stopped progress as I wanted to fix that before moving forward with new features (or fixing incomplete ones).
I hope you will find a solution, good luck!
facial stuff compatible coming whenever theres no more work to be added to this maybe?
What about imprinting by watching for adults? Imitation?
Grab and transport them without downed position, in conscious.
Reeducation of captured children from raids. Rewriting of their bonds.
Buy them from starving families.
Just making a "small" note on the graphics thing... again.
Kind of like I experienced earlier, I'm noticing some of that strange stuff when tribal kids spawn with the tribal wear, regardless of other mods installed or not. Seems they want to take on the adult shapes rather than the child one. Additionally, some adults have the awkward shaping/positioning that was probably meant for the kid body? I know it seemed to happen when there were children wearing the same apparel with the same material type as the adults... in one instance I had a female tribe pawn spawn with what was probably meant to be clothing proportions & position for a child pawn, and additionally a child pawn on the map had the same type of material tribal wear, but with the female body shape on it & that little "pixel glitch" at the top of the draw box. (The positioning thing also happens occasionally with other clothing but just affects how Thin body type OnSkin pieces are drawn, not any other body types. That's more understandable since the kid body & clothes rely on that body type anyways...) Perhaps that might be one thing that's going on? I'll try to grab a screen if I catch it happening again to be a little more clear.
Other than that, on an off note, I was somewhat hoping future updates of RW would at least provide an easier way to mod how pawns are drawn w/out too many mods clashing, or at least give some flexibility to add additional body types. Or, additionally, giving the body types themselves more function than just looks alone, I guess. Probably would've made things a bit easier to work with on this end, right? :P
What about sexual assault of raiders, without killing?
^^ I might not be Thirite, but I'm pretty sure anyone that was around long enough during this mod's existence can answer this.
Short answer: no.
Long answer: due to previous instances of drama touching that subject with & people doing stuff they probably shouldn't have with this mod earlier this year, more than likely never an option.
I really want to get this to work, but I get a bug where I cannot interact with anything. Any ideas?
+100 for this mod this must be in core game.
Quote from: Dobbs12 on November 14, 2017, 08:44:26 PM
I really want to get this to work, but I get a bug where I cannot interact with anything. Any ideas?
What's your mod order looking like?
When I use the mod clothes won't show on the pawns.
is anyone else seeing this bug?
Hello alpha 18 is here , any news on an update for this mod?
I sound like an impatient brat i know , also know that you've said you work on it but i find your mod so good for this games immersion that playing 18b without it makes the game feel incomplete.
Quote from: Julius_Catenam on November 17, 2017, 11:01:29 PM
When I use the mod clothes won't show on the pawns.
is anyone else seeing this bug?
You are using the mod on a version that isnt 17b as it had been updated recently(most likely), if you want for the mod to work you will need to change the game version from the steam client.
Is there a update for B18, maybe in a new thread that i might have missed? If not please update the mod! It's one of the most important mods for me. You did a good job so far.
Seconding request to convert this WIP mod to build 18. It really adds a whole new survival aspect when you need to worry about those extra mouths to feed, wont feel the same pregnancies!
I know there's a lot to go through with the aforementioned thread async issues & working on updates/additional content and all, so it'll be a while before a B18 version of this is ready for us to test... but just a thought on something. Not sure if this was brought up earlier in development or not, this thread is honkin' huge...
Labor process. It's a good start where it is right now, but honestly, as strange as this is going to sound, I think it would work better as the same way the heart attack hediff works. The more I play with the mod, the more I realize this one thing could be the difference on whether I get that potentially legendary weapon finished in time before the next raid....
IRL, it's more of a gradual process instead of instant shock/downing/etc., this coming from being a lady myself witnessing other ladies in the family's experiences, and even coming across an expectant mother actually on their job working while dealing with early labor contractions, as hard as it is to believe.
The instant downing with the current hediff kind of disrupts workflow a bit, especially when timing is key and you have only a handful of pawns that can do certain things. If it were instead a gradual pain process similar to the real deal, it would be a little bit more pleasant to deal with, especially if doctoring pawns are too far out on the map for rescuing expectant mothers. That, and it would give us the option of whether to let the pregnant pawn finish up what she's doing before being out of commission for a bit, or allowing a window of time for her to go to the nearest bed for herself to rest until active labor hits.
TLDR: Suggestion a for an non-tendable "Early Labor" hediff: adds pain & movement debuff (but not to the level of instantly downing the pawn), progress in stages over time until "Active Labor" hediff (which is the current labor hediff as it is now) is given during the heighten progress of the early labor hediff.
Just a thought that came up when I was exploring hediff xml files for my own mod set I'm still working on ever so slowly... not so much a "need realism" thing as it is a slightly more practical way to save time on some things when labor hits... :)
Hoping you find a way & time to work on those other issues. I'm still playing A17 version on my other account, but missing it heavily when playing B18. Good luck!
I feel very odd playing without this mod now. Eagerly looking forward to its update.
My first pregnant colonist never even had her baby before B18 was released so I didn't get to try it out. I am very much hoping this gets an update.
I have a suggestion, if it's ever considered. Adoption. Not every orphan gets to grow up and be Batman, y'know? Maybe for those kids who lost their parents, whether separated or deceased, other colonists could adopt them so they can still be loved. I love this mod and have rolled back my game to A17 to keep playing it.
I am REALLY waiting this mod on B18. On A17 i have saw some stuff that is not so realistic, like children come in the raids (Will be good make some age limit to go n a raid) i saw children with 6-9 years old, maybe a chang on this will be good
Quote from: Heni on November 29, 2017, 04:59:25 PM
I am REALLY waiting this mod on B18. On A17 i have saw some stuff that is not so realistic, like children come in the raids (Will be good make some age limit to go n a raid) i saw children with 6-9 years old, maybe a chang on this will be good
I think it makes sense for children to be in raids.
I mean, terrorist groups (example: the Lord's Resistance Army [Kony, anyone?] and the Warsaw Uprising) and some governments (example: The Kuomintang and the USSR) have been known to use child soldiers. I'd say a pirate gang isn't too far off.
Tribals are easy. Rites of passage, different ideas on maturity, lack of manpower... the list goes on.
The Outsiders, however, should probably not bring kids on raids (what with mostly coming from places with human rights and such). Not sure if it's even possible for a single faction to have the age restrictions, though, let alone if age restricions on raiding are even possible.
Just echoing the desire for B18
Children and Pregnancy is an essential mod for any multi sit down play throughs in my opinion. Hope to see the update soon.
-Happy Hollidays
I agree on missing this mod, now I have nothing to offer those raiders when I don't feel like fighting them :P
Quote from: frankwest16 on November 30, 2017, 08:00:33 PM
Quote from: Heni on November 29, 2017, 04:59:25 PM
I am REALLY waiting this mod on B18. On A17 i have saw some stuff that is not so realistic, like children come in the raids (Will be good make some age limit to go n a raid) i saw children with 6-9 years old, maybe a chang on this will be good
I think it makes sense for children to be in raids.
I mean, terrorist groups (example: the Lord's Resistance Army [Kony, anyone?] and the Warsaw Uprising) and some governments (example: The Kuomintang and the USSR) have been known to use child soldiers. I'd say a pirate gang isn't too far off.
Tribals are easy. Rites of passage, different ideas on maturity, lack of manpower... the list goes on.
The Outsiders, however, should probably not bring kids on raids (what with mostly coming from places with human rights and such). Not sure if it's even possible for a single faction to have the age restrictions, though, let alone if age restricions on raiding are even possible.
Hmm... i dont have think this, you are rigth
where is the writing desk? o.O I cant find it
When can we expect a B18 release?
Is this being continued on B18?
The mod creator hasn't logged in here in a month, and the git repo has been idle for 3 months. Might be a dead mod, which is a shame.
-BB
Quote from: bonebaby on December 05, 2017, 04:26:48 PM
The mod creator hasn't logged in here in a month, and the git repo has been idle for 3 months. Might be a dead mod, which is a shame.
-BB
Quote from: Thirite on November 01, 2017, 11:35:22 PM
I haven't given up on the mod, I just haven't gotten around to working on it for a long time. The problems with graphics getting loaded on an async thread really threw a wrench in my gears as I haven't since been able to find a solution for that, which effectively stopped progress as I wanted to fix that before moving forward with new features (or fixing incomplete ones).
Fixed the issue described here:
https://github.com/thirite/ChildrenAndPregnancy/issues/29
I believe it is the root cause of the crash on worldgen that has been plaguing me for months. Looking at the code it makes perfect sense, as well. Do people still play A17? Otherwise I will just wait before pushing the update, when I update the mod to B18. I'm still very short on time but I'm very glad someone was able to find a clue to fix this.
Quote from: Thirite on December 06, 2017, 05:15:02 PM
Do people still play A17?
I do. Not all the mods I'm using have been updated.
Quote from: Lennbolt7 on December 06, 2017, 08:11:43 PM
Quote from: Thirite on December 06, 2017, 05:15:02 PM
Do people still play A17?
I do. Not all the mods I'm using have been updated.
I have not switched to A18 mostly because Mods (like this one) have not been updated and I dont want to start a Playthrough before I'm happy with my Modsetup.
But I'm basically done with A17 and I doubt people are starting new A17 Playthroughs. If I had all my Mods I would switch over ASAP.
Been mostly on B18 now... since I switched up computers, that's what I have currently set-up to do now that I'm on a single account again.
Glad the problem was figured out finally! Hoping all continues to go well with the update process. 8)
Alright, I've pushed the fix for anyone who wants it. Available at the same place on github. I'm currently working on fixing some old issues before updating to B18 as I expect that to be a little difficult.
Can you add a surgery for have tubes tied?
Hey Thrite. Nice to see you are still working on that brilliant mod. Can't wait for the B18 Update, but take your time. Rome wasn't build in a day. I wish you good luck and want to thank you for all the effort. :)
@Saberwulfy
Sure, that would be easy enough to do.
@Feindflug
Heh, thanks. I haven't even gotten to try B18 yet, but perhaps this evening. The update from A16-A17 was actually pretty trivial iirc so maybe it won't take too long. But it all depends on how much free time I have at the end of the day, which always varies.
I'm so glad you're still working on this! This is by far my favorite mod and while I like B18, the game is not the same without your mod. Thank you so much for all you do!
Quote from: bonebaby on December 05, 2017, 04:26:48 PM
The mod creator hasn't logged in here in a month, and the git repo has been idle for 3 months. Might be a dead mod, which is a shame.
-BB
I think I need to go back and naysay in all my favorite un-updated mods, LOL :P Sorry I doubted you thirite.
-BB
@Thirite Im ecstatic that you're still active because this mod has turned into one of my favorites. Its one of those things you dont know you cant live without until you dont have it.
Glad to hear that, Thirite! Will wait for the update untill i start to play B18, simply can´t play anymore without this mod, too much missing else :D
I never knew this mod existed until now. If you ask me, its one of the few major features I feel are missing from this game. Will definitely give this a try once it's up to B18 :)
excuse me, someone can tell me where can I find the writing desk? :s
It is not yet in the mod, only planned.
Quote from: Exortus on December 09, 2017, 03:23:17 AM
It is not yet in the mod, only planned.
Then what the heck was I building that let me have colonists write books?
Quote from: TaurusII on December 09, 2017, 06:11:53 PM
Quote from: Exortus on December 09, 2017, 03:23:17 AM
It is not yet in the mod, only planned.
Then what the heck was I building that let me have colonists write books?
There was a mod, something like "additional joy objects" that added writing desks, easels, books, paper, paints, etc... Perhaps you had that mod also?
-BB
That would have been it, yes.
Quote from: TaurusII on December 09, 2017, 09:35:31 PM
That would have been it, yes.
Your in luck, it's been updated to 18 https://ludeon.com/forums/index.php?topic=32190.0 (https://ludeon.com/forums/index.php?topic=32190.0)
-BB
I cannot doubt I am looking forward to this mode being updated to B18. I wanna have kids in my colony!
Quote from: bonebaby on December 09, 2017, 10:30:47 PM
Your in luck, it's been updated to 18 https://ludeon.com/forums/index.php?topic=32190.0 (https://ludeon.com/forums/index.php?topic=32190.0)
-BB
Already updated it; this is the last of my mods I'm still waiting on.
Working on getting it updated to B18 since I know time is tough for the Author. Im having issues with AI Tree which seems obscure and something about hashes for everything like build torchlamp already has a shorthash but it doesnt tell me where from.
If anyone has a lead I'd be grateful but otherwise Ill have this done in the next day or so.
I believe the huge spam of "X already has a shorthash" is caused by the IDE copying the reference libraries to the build location. ie: Assembly-CSharp.dll
Edit: Well, I feel like an idiot. Turns out I actually left the worldgen crash fix commented out from when I was testing... urgh. Edit2: It's pushed now. For now I'm currently working on the "unstable" branch for new features/fixes and the upcoming B18 update. Unstable will be merged to master when finished.
Oooo! Yay! ;D
Is there an A16 version of this available to try out with MarsX, or was this made post A16?
@The_Fuul I'm nearly done the initial update to B18- honestly I'd be pretty surprised if you could do it without previous experience with the mod, as the code gets pretty damn complex in some parts. All I have left now anyways is fixing the RenderPawnInternal transpiler and then runtime testing. But help with continued development after the update to B18 would be more than welcome.
@alexander_q
It began development in A14 but has been fairly buggy all along the way. I suppose it would be possible to backport the fixes so far to A16 but it's not something I really plan to work on in terms of priorities.
Can't wait my favorite mod on B18! <3
Quote from: Thirite on December 12, 2017, 05:55:18 PM
@The_Fuul I'm nearly done the initial update to B18- honestly I'd be pretty surprised if you could do it without previous experience with the mod, as the code gets pretty damn complex in some parts. All I have left now anyways is fixing the RenderPawnInternal transpiler and then runtime testing. But help with continued development after the update to B18 would be more than welcome.
@alexander_qI have the version from a16 in my mods for rimworld archive, I could upload if you permit
It began development in A14 but has been fairly buggy all along the way. I suppose it would be possible to backport the fixes so far to A16 but it's not something I really plan to work on in terms of priorities.
I have copies of the a16 version(s) of the mod in my offline archive of rimworld mods, if you like I can upload it here
All old code has been successfully migrated to work with B18. Just putting some finishing touches and doing a bit of testing. Should be available tonight.
Just out of curiosity, will it require a new game or is it safe to integrate into a current playthrough?
Updated to v0.4a
- Updated to work with B18
- Added Sterilize surgery to permanently prevent colonists from reproducing
- New WorkType: Childcare. Currently only encompasses feeding and entertaining babies/toddlers.
- Fixed crash on worldgen from async graphics loading
- Fixed minor issue where children could spawn with weapons too large for them to handle
@GrimTrigger
Now that I'm adding a new work type (childcare), I'm not too sure. Probably will work fine though.
I love you Thirite ^_^
I love you too, Thrite! ;D
Already testing it. So far no Problems integrating it in my current savegame (so yes it seems to be savegame compatible). Worldgenerations seems fine also (generated new games 3 times without errors). Thank you so much. Good work!
Just in Time the Children on the Rim can celebrate Raider Christmas.
Hello, author.
Update cheers for good work.
I updated the Japanese translation for v0.4a and sent a pull request from GitHub, so please confirm and merge. Thank you.
Thank you so much for the release !
Haha thanks. Hopefully it has less bugs than my usual releases.
@battlemage64
If you modify this file in your local copy: https://github.com/thirite/ChildrenAndPregnancy/blob/master/Patches/Human.xml
You can see the values 0.5 and 3- that's for toddler and child ages. You can set them to whatever you like, and if you add a new operation for li[4] you can change when they grow to a teenager as well.
Thanks for the hard work in the update! 8)
So, I think my only VERY minor issue so far is that the pawns' positioning when sleeping in beds is kind of screwy (https://imgur.com/a/QCWI0)... especially the sideways alignment. All pawns were more centered prior to adding the mod.
If I remember correctly I think this happened in A17 as well, but forgot to mention it.
Ah, oops. I believe that positioning change is only supposed to happen for the crib- I must have forgot to put a check for that somehow.
Have you thought about adding toys? Teddy bears to train social, building blocks for construction, tiny plasteel soldiers for shooting/melee... that's all I can think of. So babies can "train" themselves a little bit while growing.
Thanks for updating!
That's a pretty good idea. I already have textbooks planned for training academic skills, and was considering a teddy bear/doll but merely as a joy object. Toy soldiers strikes me as odd to level melee/shooting, but I think a way to train them is probably necessary as I always found it nearly impossible to make any significant progress training combat skills in vanilla balancing.
Quote from: Thirite on December 14, 2017, 04:04:28 PM
That's a pretty good idea. I already have textbooks planned for training academic skills, and was considering a teddy bear/doll but merely as a joy object. Toy soldiers strikes me as odd to level melee/shooting, but I think a way to train them is probably necessary as I always found it nearly impossible to make any significant progress training combat skills in vanilla balancing.
You could always add an official Red Ryder, carbine action, two-hundred shot range model air rifle... But they'd probably just shoot thier eye out! In the spirit of the holidays of course :P
-BB
Firstly, I want to thank you for making this mod. I tried hard to find a way to do this myself after failing to find such a mod on the steam workshop, but I had no idea where to start. This mod is in my opinion the thing missing the most from Rimworld.
Second, I think I found another mod incompatability; Glittertech.
Thirdly, me and a few friends were discussing the mod had some ideas. Specifically we wondered if Glitterworlds would have experimented with high-tech alternatives to abortion, and realized some of the technology is already in the game. Specifically, things like removing an unborn child early, but unharmed. Then using a machine to either grow it independently of the mother, or even place it in a sort of cyrostasis (if supporting another person would be too much). Scientifically we know they have cyrostasis and modern science can incubate animals. But we're not asking for a machine that lets kids age faster, as that may not actually be scientifically possible, and certainly won't actually TEACH them how to be older.
We had some ideas about how to implement such mechanics, but unless you want them I'll keep them to myself since you probably know better solutions.
Otherwise keep up the good work! This is perhaps the one mod we consider Rimworld unplayable without!
QuoteI have copies of the a16 version(s) of the mod in my offline archive of rimworld mods, if you like I can upload it here
@harpo99999
I'd really appreciate that.
Hey your mod is popular on Reddit :p
https://www.reddit.com/r/RimWorld/comments/7jpvd4/thirites_children_and_pregnancy_mod_has_just_been/
As everyone already said, thank you for your work
I know it's completely unrealistic, but any chance of Mpreg- i.e. letting men have kids? Maybe as a toggle-able option? :p
Also, is this mod compatibly with Psychology?
Quote from: alexander_q on December 14, 2017, 10:56:02 PM
QuoteI have copies of the a16 version(s) of the mod in my offline archive of rimworld mods, if you like I can upload it here
@harpo99999
I'd really appreciate that.
thirite, is it permitable for me to upload the a16 v2d of the children mod into the thread? (edited for typo in alpha version number)
Hey Thrite,
encountered a bug with the new childcare job. Here are my logs:
https://gist.github.com/2a1439c09dafae431bc5f7a1e826deb8
Only happens when a pawn wants to play with a baby. Dont matter which pawn it is. Happens in hospital beds as well as in the crip. Reload an older save will fix the issue. But it will randomly produce this error again after some time. Cant find anything to reproduce. Seems to be completly random. Maybe you can get some information out of that logs.
Hello,
sry, my english is not so good, but i have a question.
For the mod gives a german translation?
This mod is great, because I would like to stay on the planet :)
Quote from: Feindflug on December 15, 2017, 04:32:17 AM
Hey Thrite,
encountered a bug with the new childcare job. Here are my logs:
https://gist.github.com/2a1439c09dafae431bc5f7a1e826deb8
Only happens when a pawn wants to play with a baby. Dont matter which pawn it is. Happens in hospital beds as well as in the crip. Reload an older save will fix the issue. But it will randomly produce this error again after some time. Cant find anything to reproduce. Seems to be completly random. Maybe you can get some information out of that logs.
I am also having similar issues
And another thing I don't know if its just the one time I did it but when a pawn was born they came out full grown, its probably because they are an alien race but would like to know if anyone else had the same thing
@TomorrowWeLive
I've heard conflicting reports on whether or not it works with Psychology. I think there are some minor problems with children getting adult-intended psychological effects but I don't know the details. If that's the case it's a matter of the Psychology mod author to make checks to ensure their code only applies to teenagers and above.
@harpo99999
The mod is CC-BY-NC-SA (https://creativecommons.org/licenses/by-nc-sa/3.0/), do as you wish lol.
@Cessa
There's currently no German translation but I would be happy to have someone make one.
@The_Mild
Alien Races isn't fully compatible with C&P, I'm surprised you even got an Alien race pregnant.
i read the title wrong, was about to rage comment but nvm ^_^
@Thirite
I think I could do that if I have your permission.
I've already looked at the files because I do not like being able to read something in the game. 8)
My english is bad, but my german is great :P :P
thirite, thank ypu for the permission, here is a link to a copy of the last a16 version that I have
https://www.dropbox.com/s/k6vxps24aantaid/ChildrenMod_v02D%20-%20Copy.zip?dl=0
Updated to v0.4b
- Hopefully fixed the "Started 10 Jobs in one tick" error that occurred when a pawn intiated the 'Play with baby' job
- Fixed the code to make Determine Pregnancy usable and function as intended
@Cessa
Of course, go ahead.
I would also very much like bb guns or .22 weapons to be added to the game so children could learn how to shoot and as teenagers even go/learn hunting without breaking their shoulders :p
Would be awesome and going great imo with the weapon usage restriction for children.
@ Thrite
Thanks for the fix. Seems to be working now. I will keep testing. :)
AGHHHHH! YES! I now have sacrifices for raiders again!!!! (And things to love and protect... i guess). Seriously tho, was not having as much fun in B18 without this mod :D
been getting this error which someone said was supposed to have been fixed(yes, i am using latest version)
[HugsLib][ERR] Failed to apply Harmony patches for HugsLib.Children_and_Pregnancy_testing. Exception was: System.Exception: Wrong null argument: br
at Harmony.ILCopying.MethodBodyReader.<FinalizeILCodes>b__17_4 (Harmony.CodeInstruction codeInstruction) [0x00000] in <filename unknown>:0
at Harmony.CollectionExtensions.Do[CodeInstruction] (IEnumerable`1 sequence, System.Action`1 action) [0x00000] in <filename unknown>:0
at Harmony.ILCopying.MethodBodyReader.FinalizeILCodes (System.Collections.Generic.List`1 transpilers, Label endLabel) [0x00000] in <filename unknown>:0
at Harmony.ILCopying.MethodCopier.Emit (Label endLabel) [0x00000] in <filename unknown>:0
at Harmony.MethodPatcher.CreatePatchedMethod (System.Reflection.MethodBase original, System.Collections.Generic.List`1 prefixes, System.Collections.Generic.List`1 postfixes, System.Collections.Generic.List`1 transpilers) [0x00000] in <filename unknown>:0
at Harmony.PatchFunctions.UpdateWrapper (System.Reflection.MethodBase original, Harmony.PatchInfo patchInfo) [0x00000] in <filename unknown>:0
at Harmony.PatchProcessor.Patch () [0x00000] in <filename unknown>:0
at Harmony.HarmonyInstance.<PatchAll>b__6_0 (System.Type type) [0x00000] in <filename unknown>:0
at Harmony.CollectionExtensions.Do[Type] (IEnumerable`1 sequence, System.Action`1 action) [0x00000] in <filename unknown>:0
at Harmony.HarmonyInstance.PatchAll (System.Reflection.Assembly assembly) [0x00000] in <filename unknown>:0
at HugsLib.ModBase.ApplyHarmonyPatches () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
HugsLib.Utils.ModLogger:Error(String, Object[])
HugsLib.ModBase:ApplyHarmonyPatches()
HugsLib.HugsLibController:EnumerateChildMods()
HugsLib.HugsLibController:LoadReloadInitialize()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
logs: https://gist.github.com/1ccff89e4262681570f89412acee895a
This is a different error. I'd need to see a Harmony.log file to diagnose this one. It should print to desktop on booting RimWorld- I suggest deleting it and rebooting RimWorld just once (as it keeps appending logs to the same file rather than replacing it each boot, unfortunately). I assume this is a mod incompatibility from another mod that transpiles one of the same methods as C&P.
thats the same error i posted a few mod versions ago. its caused when u have alien framework enabled.
Quote from: sidfu on December 20, 2017, 04:57:11 AM
thats the same error i posted a few mod versions ago. its caused when u have alien framework enabled.
Thats correct. I have the same error when alien framework and c&p enabled at the same time. I cant see any ingame bugs though. It seems to work pretty well except the initializing take longer than usual.
Again thanks for this mod! been using it always!
however i just wanted to check if anybody else ever had someone pregnant because for me it seems like never. I also have children learning mod and before C&P i had a kid straight up!
Just wanted to know how slim was the chances of getting a kid with this great mod and if they are any mod incompatibilities that would make me not have kids. PS: i have 2 couples and they do make love from time to time :) one is menopausal due to the birds and bees mod, so i am praying on the other couple for a kid to come.
Thanks again
Children and Pregnancy doesn't interact with the Birds and the Bees (not yet, I might change that*), but there is a cutoff age for female fertility. You should be able to use the "Determine pregnancy" procedure on women to check whether or not they are pregnant before it becomes naturally visible.
* Initially I didn't want to depend on another mod but I've learned it's trivial to make a mod compatch itself at runtime, and the BntB seems to be very well made/maintained. So I will likely make them interact properly in the future.
Edit: A user reports that BntB replaces the Lovin action which makes C&P not impregnate properly.
Ah that's a bummer but i am relieved to hear that might be the problem.
Thanks again for taking the time in answering and making your mod top notch!
Me again, i realized that i would have to start a new colony if i wanted to remove birds and beers. So i look online a bit and found this on your thread:
Since this mod is incompatible with Fluffy BirdsAndBees I made a patch for them. I'm uploading it for anyone who wants to use both mods.
Impregnation works and pawns have genitals you can shoot off. Just replace the assembly in BirdsAndBees with the one from here:
https://www.dropbox.com/s/c0oegc4fz9mu2es/Fluffy_BirdsAndBees%20v0.17.1.9%20%2B%20ChildrenAndPregnancy%20v0.3k%20patch.rar?dl=0
Going to try it out and see, finger crossed
Doesnt work actually... :( or maybe i did something wrong or not updated
One quick incompatibility I noticed is when I use this mod with the Androids mod the droids can no longer wear any apparel besides solarpanel dusters.
@Sinclair200
Ah, I think that patch was for A17. Interesting that it modifies BntB and not my code.
@Squidward Tortellini
Found the problem code, thanks for reporting.
shouldn't be too hard to make them compatible or even make it possible to modify getting pregnant more often if not on contraceptive. Anyways hope you all the best and see what you came make of this.
Updated to v0.4c
- Fixed incompatibility with Androids mod and general code cleanup
I noticed that now with the Android mod the droids now use the newborn baby sprite instead of the actual droid sprite they should be using. Also with the Rimworld of the Apes mod (and I presume any other mod that utilizes the Alien Framework Mod) it will have a similar effect.
Missed a "!" in the code. Fixing shortly.
(https://i.imgur.com/V8gPCmO.png)
Edit: I can't seem to reproduce the specific problem you describe with the newborn graphic (both Ni'hal and Androids work 100% on my end), or the transpiler error reported by CrowSR. But children were being drawn incorrectly. Can anyone experiencing the problem upload their modlist to a pastebin?
Hey again so here is what fluffy said about his mod and yours:
simpolplan being me.
@simpolplan; not interacting and creating a conflict are two different things. I think what the author is saying is that he wants to build a closer integration of the two mods (@Thirite; hit me up on Discord if you need anything).
As for B&B 'replacing' the Lovin action, that simply isn't true. B&B stops colonists without reproductive organs having sex, but if that check is passed the lovin` action continues as normal. Finally, after the colonists are done, the mod does some checks to guesstimate how good their lovin` was, and gives a mood buff/malus. These are implemented as Harmony prefix and postfix respectively, and should not interfere with the C&P mod.
It's certainly possible that the two are incompatible - I've never checked, but I see no real reason why they would be. Without further proof, I'm inclined to think you've just been unlucky.
After installing the update last night, I noticed my 11-year-olds have the adult sprites now... was there a change in the aging as well?
Also noticed this little issue again... any time there is a child pawn rendered with a particular bottom/middle layer apparel, thin-bodied pawns on screen suffer the drawbacks of awkwardly positioned clothing overlay. So if I have a child wearing a muffalo wool t-shirt and there's an adult wearing that exact same shirt/material, the adult thin pawn ends up rendering with child-sized/positioned apparel as well, perhaps not initially, but definitely on the reload of a save...
If I need a pic to better represent, let me know. I'll get it up when I get back home later.
EDIT: I take that 1st one back, reinstalled since I saw the more recent update and they're kids again... however the clothing issue is still very much there. (https://imgur.com/a/fcfkq)
Does the shirt maintain the same incorrect scale when the pawn turns a different direction?
You're all good now, the sprites for the droids and apes all seem to be working fine now and the droids can wear stuff again.
hope you could have gotten a look at my post :)
I just haven't gotten the chance to testing CnP with BntB yet.
Quote from: Thirite on December 21, 2017, 05:32:14 PM
Does the shirt maintain the same incorrect scale when the pawn turns a different direction?
Yes. Like I said, seems to affect Bottom/"OnSkin" & Middle layer apparel when that happens.
just fyi childcare not covered by outfitter. not bug but just something mod author put in so other mod authors know
Outfitter: WorkTypeDef Childcare not handled.
This is not a bug, just a notice for the mod author.
Verse.Log:Warning(String)
Outfitter.<GetStatsOfWorkType>d__21:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Outfitter.ApparelStatsHelper:GetWeightedApparelStats(Pawn)
Outfitter.ApparelStatCache:get_StatCache()
Outfitter.ApparelStatCache:GetStatsOfApparelInfused(Apparel, HashSet`1&)
Outfitter.ApparelStatCache:GetAllOffsets(Apparel)
Outfitter.ApparelStatCache:ApparelScoreRaw(Apparel)
Outfitter.JobGiver_OutfitterOptimizeApparel:TryGiveJob_Prefix(Job&, Pawn)
RimWorld.JobGiver_OptimizeApparel:TryGiveJob_Patch2(Object, Pawn)
Verse.AI.ThinkNode_JobGiver:TryIssueJobPackage_Patch1(Object, Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch1(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.<MoveOffTargetBlueprint>c__AnonStorey4:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:TryEnterNextPathCell()
Verse.AI.Pawn_PathFollower:PatherTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Hello, Merry Christmas!
I modified the folder structure for B18 in Japanese translation.
Before modifying it, it was the name of the folder structure of A17 (* Defs), so it was not correctly translated. Since Pull request has been sent from GitHub, please confirm and merge. Thank you.
P.S. request name is "for v 0.4a" but correctly it is "for v 0.4c".
Hello, author.
There was a part of the problem still remaining in the Japanese translation, so I deleted the "DoBreastfeedBaby" part of defname from WorkGiver_Children.xml and modified it.
Sorry to trouble you, but since I sent a Pull request, please check and merge as you notice. Thank you.
Thanks for your work Proxyer! Merry Christmas ^^
merry xmas!!! news on the BnB compatibility? :)
oh oh oh and oh! how do i use dev mod to see if my colonist is pregnant or not :)
Click "Show hidden/all hediffs" on the health tab while in dev mode or just use the "determine pregnancy" procedure. It has no chance of causing injury like surgeries do.
Right now I don't recommend using BntB with C&P right now; I tested it briefly and there are some strange design overlaps. Can't say if it causes actual problems though.
Hi dev. Do you have an A16 version floating around? A helpful user tried to provide one a week or so again, but it seems what he uploaded was the A17 version.
Keep up the good work.
guys, im a very2 newb here.
I just downloaded the mod in zip, so what should i do next ? where do i should put the downloaded file to ?
and btw i cant find the mod in steam, usually i just subscribe mod from steam :)
please answer my newb questions guys.. thx !
@SirPB are you using mac or windows?
the easiest way would have been to look online.
Thanks for the reply @Thirite
im using Windows dude. :)
QuoteI just downloaded the mod in zip, so what should i do next ? where do i should put the downloaded file to ?
You extract it into your rimworld mod folder >steam>steamapps>common>rimworld>mods. Has been explained several times in this very topic and is very easy to google but anyway...
Quoteand btw i cant find the mod in steam, usually i just subscribe mod from steam
That is because it has not yet been relased there.
How often to use contraceptive?
I would also suggest adding special baby food
Once per quadrum (15 days). The drug description says "once per season"; I suppose I should change that to quadrum.
Are there any known gamebreaking mod compatibility issues with psychology or therapy? Also... recommended load order position? top, bottom, before or after anything specific?
Thanks!
found a bug it seems no one but parents can play iwth baby or it throws 10 ticks error
found the issue. if u have both feed and play with at 1 then u get 10 tick error alot. so far putting them at differnt prorities with worktab mod fixed the issue.
didnt 100% fix it. think the jobs not working with queing right is what.
where can i modify the pregnancy chance.
I think I found a fix for the 10 tick issue, though with other commenting on it I'm not sure if there are several fixes.
It seems that when the baby is on a hospital bed the 10 tick problem occurs on everybody under the Childcare tree. This problem causes will forever make the pawns under Childcare stick to the standing option. I'm also not sure if its because im using a mod hospital bed.
The fix I found was to make all colony hospital beds into Prisoner Hospital beds so that my pawns will move the baby to a Crib marked as a medical bed. After that, all pawns, so far, have not run into the 10 tick problem.
Edit: Also it turns out this is a temporary fix, in order to do anything with the baby, you have to make it switch beds in general. When you rescue it to another bed, there is a window of opportunity to do the jobs necessary. After awhile the 10 tick problem comes back.
Hope this helps!
Is there any way to get this mod to work with an existing save? When I install, everyone just wanders around.
I suspect that's due to the new Childcare worktype screwing up their work priorities. I'm surprised they don't do any work at all though, usually adding a new worktype midgame just corrupts the work priority settings resulting in you just needing to reconfigure them.
@JJskywalker
Thanks, I'll look into this.
@BluntFlame
I haven't yet fiddled with making mod settings to allow the user to configure that.
Quote from: Thirite on December 29, 2017, 04:31:29 PM
I suspect that's due to the new Childcare worktype screwing up their work priorities. I'm surprised they don't do any work at all though, usually adding a new worktype midgame just corrupts the work priority settings resulting in you just needing to reconfigure them.
Just looked at the work tab. There's nothing there. As in, no boxes under any of the work types.
Quote from: Edixo on December 30, 2017, 12:04:27 AM
Quote from: Thirite on December 29, 2017, 04:31:29 PM
I suspect that's due to the new Childcare worktype screwing up their work priorities. I'm surprised they don't do any work at all though, usually adding a new worktype midgame just corrupts the work priority settings resulting in you just needing to reconfigure them.
Just looked at the work tab. There's nothing there. As in, no boxes under any of the work types.
child care has its own job right after doctor. if u use worktab mod u can see ithas 2 jobs breast feeding and play with
If I want to reduce the time it takes babies to grow up, can I do that via XML-tweaking?
Best candidate seems to be Hediffs_Baby.xml/<minSeverity> - will reducing those values change the time to grow up?
Quote from: Kirinya on December 31, 2017, 05:51:25 AM
If I want to reduce the time it takes babies to grow up, can I do that via XML-tweaking?
Best candidate seems to be Hediffs_Baby.xml/<minSeverity> - will reducing those values change the time to grow up?
I think your looking for patches/Human.xml with the minAge settings.
-BB
@Kirinya
See this post:
https://ludeon.com/forums/index.php?topic=28747.msg385135#msg385135
Quote from: Thirite on December 31, 2017, 01:16:19 PM
@Kirinya
See this post:
https://ludeon.com/forums/index.php?topic=28747.msg385135#msg385135
Great, thank you! I really love the possibility to have kids in Rimworld :)
Thanks to you too BB, just saw your message now
Does this mod still include forced incompatibility?
It appears that parents insist on putting the babies in the hospital beds instead of cribs... anyone else notice this behavior and/or know how to resolve it? I've been turning all hospital beds into regular beds, making the crib a medical bed, "rescuing" the baby and then turning the crib back into a regular bed and re-assigning to the baby. Its a hassle.
Edit: also... noticed my new mother runs around breastfeeding everyone.
Is there a chance for instant death on childbirth?
Got a bleeding 900%/day pregnancy tear, but fortunately 3 feet from my medicine cabinet, but a a bit worried for my favorite builder.
I can't find the Writing Desk workstation anywhere in my menu. Is this a known bug or has it been replaced with something?
Currently have children aged 9, but all their skills are disabled.
Edit: Nevermind, I'm retarded. They hit 13 and skills unlocked. Yay for growth pills.
Quote from: GrimTrigger on January 02, 2018, 01:10:22 PM
It appears that parents insist on putting the babies in the hospital beds instead of cribs... anyone else notice this behavior and/or know how to resolve it? I've been turning all hospital beds into regular beds, making the crib a medical bed, "rescuing" the baby and then turning the crib back into a regular bed and re-assigning to the baby. Its a hassle.
Edit: also... noticed my new mother runs around breastfeeding everyone.
I have seen the same behaviour in my ongiong savegame (both issues). The brestfeeding everyone bug is maybe a feature cause it saves meals xD
I've identified another (presumably temporary) fix for the 10 ticks issue: disable, then re-enable the Childcare work type for the affected pawn. Edit: Nevermind, it appears to have been a fluke the first time.
Love it! finally made a new colony without birds and bees mod!
And here we have it! Baby Jarvis is born healthy as a cucumber with his mom still recovering from birth!
Lovely mod, really made it for me! been waiting on a baby for ever and finally got it without using Dev mod!
They won't do any lovin :( Am I doing something wrong? I turned off Birds'n'Bees for this playthough - do they have genitals now? :D Any tips?
How old are your colonist? sometimes, the older they are for me, the less they will have sex or if they have been in a relationship for long, less lovin too.
Go on Dev Mod and try adding 2 young colonist in a lover relationship and see if they do any lovin to check.
@Thirite
Hi there, just wanted to report some bugs i encountered :
- Giving birth after colonised a new area (after a caravan travel), no baby came, just got the text 'recovering from birth' on health panel.
- Childcare is buggy as well, when activated priority colonist stand next to the baby 'waiting doing nothing'
- Impossible to give birth with no childcare activated (happened once)
After those bugs i removed the mod that broke my game (avatars and colonist missing)
Hope that can be fixed . Thanks again for the mod, amazing !
Hey everyone! I think I figured out one reason why BntB breaks the mod: It changes the Lovin' action.
I had it enabled when I started my world with the latest version of Children and Pregnancy, and while the woman is in her 30's (so a 50% chance), after many months the lovin' action didn't yield a pregnancy. But I checked the Needs panel and the text for Lovin' is different. With Bntb, it has "Had lovin'" or "Had amazing lovin'" with new flavour text. Last night I read the new posts on this thread and realized that BntB was interfering, so I disabled it and tried playing the same world. Well, that's created a ton of errors in the log due to missing parts, but my colonist is now pregnant after a couple tries, and the action under Needs is back to the vanilla "Got some lovin'".
I don't know the specifics of what BntB changes about the lovin' action (besides some text), but the different text was what I noticed was different before when I had the BntB mod and after I disabled it. So, I think that it must do something to that action, or maybe it breaks your pointer in your code. Sorry I don't have more details! Just a place to start looking (if you were interested in keeping the mod compatible with BntB anyways).
Also, Thirite - I was looking at the Csharp scripts in the mod folder last night trying to figure this out, and colour me impressed D: I don't know much C, but just by reading your comments I know you have a LOT going on in there! I recently tried the new Children mod on Steam and it doesn't even compare - the baby was born an adult that looked nothing like either parent, and even had a drug addiction fresh from the womb XD But you've got modifiers to try and give the kid the same body type as the parents, you pull the dad's history to add to the pool of potential traits and skills, and you have about a dozen different things that can happen on birth. I even saw notes on a pregnancy body type and something about the placenta :O The Children mod wasn't NEARLY as well thought-out, clearly, and as soon as I realized it wasn't I immediately switched back to Children and Pregnancy. I just wanted to thank you again for your amazing work on making this mod realistic and well-balanced. Other mods just can't compare.
Hey Thirite, maybe I have just, accidentally, resolved your problem with the pants :)
There is an old and little known mod (but available on A18) called Visible Pants:
https://ludeon.com/forums/index.php?topic=32474.0
Here the results:
(https://i.imgur.com/iynbyxK.png)
The pants are bugged if they are of the same type of the child, but with the other types (devilstrand, cloth etc...) they are pretty normal :)
Therefore the problem is much more complex than how I have just explained (because of other bugs or conflict with other mods).
EDIT
Ok, the forementioned "more complex" is just disappeared with the first loading of the game.
Only the same-type-pant-problem remain:
(https://i.imgur.com/6og5sgC.png)
(Upper image: all pants are different. Downer image: iguana pants for the child and Le. Dog's photobomb isn't my fault, duh!)
Please... please provide an option to turn off the baby cry or make them stop crying when they stand upright... They cry so often.
Quote from: Anatares on January 11, 2018, 10:58:37 AM
Hey everyone! I think I figured out one reason why BntB breaks the mod: It changes the Lovin' action.
I had it enabled when I started my world with the latest version of Children and Pregnancy, and while the woman is in her 30's (so a 50% chance), after many months the lovin' action didn't yield a pregnancy. But I checked the Needs panel and the text for Lovin' is different. With Bntb, it has "Had lovin'" or "Had amazing lovin'" with new flavour text. Last night I read the new posts on this thread and realized that BntB was interfering, so I disabled it and tried playing the same world. Well, that's created a ton of errors in the log due to missing parts, but my colonist is now pregnant after a couple tries, and the action under Needs is back to the vanilla "Got some lovin'".
I don't know the specifics of what BntB changes about the lovin' action (besides some text), but the different text was what I noticed was different before when I had the BntB mod and after I disabled it. So, I think that it must do something to that action, or maybe it breaks your pointer in your code. Sorry I don't have more details! Just a place to start looking (if you were interested in keeping the mod compatible with BntB anyways).
Also, Thirite - I was looking at the Csharp scripts in the mod folder last night trying to figure this out, and colour me impressed D: I don't know much C, but just by reading your comments I know you have a LOT going on in there! I recently tried the new Children mod on Steam and it doesn't even compare - the baby was born an adult that looked nothing like either parent, and even had a drug addiction fresh from the womb XD But you've got modifiers to try and give the kid the same body type as the parents, you pull the dad's history to add to the pool of potential traits and skills, and you have about a dozen different things that can happen on birth. I even saw notes on a pregnancy body type and something about the placenta :O The Children mod wasn't NEARLY as well thought-out, clearly, and as soon as I realized it wasn't I immediately switched back to Children and Pregnancy. I just wanted to thank you again for your amazing work on making this mod realistic and well-balanced. Other mods just can't compare.
I have discovered the same, talked to Fluffy or whoever the modder is or BnB and he told me it worked, so i continued playing no pregnancy. Remove the mod and perfect, Thirite said he has not yet checked nor have it compatible. Bummer but this one is way more worth it.
You also talked of the other children mod on steam (which has a good mod option selection), they both work together and children and pregnancy takes over on the baby and not adult coming up.
@Thirite I have recently discovered that when a colonist is assigned as a warden and she is lactating due to have a baby, she also goes and breastfeed each and every prisoners. Funny and food saving but a bit weird. Thanks again
So, i'm having a few issues... "Determine pregnancy" operation is not available on alien races, and inter-racial (Human-Orassan couple) couples don't seem to work too. Is this mod currently human-only, or am i running into some patch-intersection incompatibility?
Quote from: red3dred on January 16, 2018, 08:25:09 PM
So, i'm having a few issues... "Determine pregnancy" operation is not available on alien races, and inter-racial (Human-Orassan couple) couples don't seem to work too. Is this mod currently human-only, or am i running into some patch-intersection incompatibility?
mod is human only as he has to figure out a way to account for the vast number of aliens
Hello I don't know if someone mentioned it already but everytime I start Rimworld with this mod on it creates a Harmony.log file on my Desktop.
I read around a bit and found out that this happens when you have debug flag set in the initialization code and the person said only the modder could fix this. Would that be possible?
Anyone found a fix for the messed up work tab in already started games?
It works perfectly in new games, by the way. Good work!
@Psyckosama (https://ludeon.com/forums/index.php?topic=28747.msg389065#msg389065)
It does not.
@GrimTrigger (https://ludeon.com/forums/index.php?topic=28747.msg389206#msg389206)
That's strange. The way I coded it should have made people always prioritize cribs for children, unless the crib was much further away than the bed. I'll have to take a look at that.
@Radium_Bullet (https://ludeon.com/forums/index.php?topic=28747.msg389311#msg389311)
There's no hard-coded instant death; the most you can get is significant blood loss over time.
@Anatares (https://ludeon.com/forums/index.php?topic=28747.msg391187#msg391187)
I spoke briefly with the creator of BntB about potential mod conflict and along with browsing the source for it, we both agreed they shouldn't be conflicting- but people are indeed reporting they are. It's not high priority right now but I'll have to check it out later.
@PhantomFav (https://ludeon.com/forums/index.php?topic=28747.msg391439#msg391439)
This is a truly bizarre bug, and if what I suspect to be causing it is indeed the case I may not be able to fix it. The scaling I perform should only affect the individual meshes of each pawn but I believe the engine may be copying an existing mesh with the same texture already applied to save processing power. But I'm not sure about that.
@GrimTrigger (https://ludeon.com/forums/index.php?topic=28747.msg391637#msg391637)
That kind of defeats the point of them crying though.
@Sinclair200 (https://ludeon.com/forums/index.php?topic=28747.msg391646#msg391646)
> ...she also goes and breastfeed each and every prisoners.
Oh god hahaha. Oops. I suppose I forgot to do an age check somewhere...
@red3dred (https://ludeon.com/forums/index.php?topic=28747.msg392369#msg392369)
The mod only works with humans- Alien Races should be compatible insofar as they both can run at the same time without the game breaking, but C&P is not programmed to account for Alien Races. It's a planned feature after the base mod intended to work solely with the base game 100% is finished.
@Kagea
Yeah that's my bad. I often forget to disable debugging mode before pushing updates.
As for the "10 Jobs started in 1 tick" thing that's typically caused by a mismatch in the checks performed if a pawn can perform a job and the abort-checks when the pawn actually starts the job. I'm looking into it now.
Quote from: grrizo on January 19, 2018, 04:42:37 PM
Anyone found a fix for the messed up work tab in already started games?
It works perfectly in new games, by the way. Good work!
That sounded like sarcasm, but it isn't. Sorry.
First of all, I want to thank you for all of your amazing work on this mod. I've been lurking here using it for a while but decided to make an account to this forum because I have a couple of questions.
1) Do contraceptives and mifepristol work on animals to prevent endless breeding cycles of your pack muffalo?
2) Is there a way to get siblings to share a bedroom without the debuff, particularly as infants/toddlers?
3) Is there a way to prevent a colonist from getting pregnant again immediately after giving birth? I did a tribal start and two of my colonists got married extremely early. They popped out three children before I was able to research drug production or anyone had high enough medical skill to perform abortions. She gets pregnant again immediately the night after she can move again from giving birth every time. (I had dev mode on to see the hidden early stage)
we recruited a colonist with a 12 medicine skill and levelled one of our own up to 10 before child 4 made it to late stage and were able to nip the endless cycle in the bud but it was quite worrying for a while. xD
4) How soon do you think there will be clothes available for babies/toddlers? I am in a very warm area and the heat waves come close to killing my three tots every Jugust just heading from the nursery to the dining room.
5) Is there a chance you can disable social joy tolerance for the crib-bound infant stage, or add toys/joy sources for toddlers soon? Every time one of my babies age to a crawling tot they head straight for the garden tea and pass out from a caffeine blackout after drinking ten of them in a row. xD
Quote from: Thirite on January 19, 2018, 10:10:22 PM
@Psyckosama (https://ludeon.com/forums/index.php?topic=28747.msg389065#msg389065)
It does not.
@GrimTrigger (https://ludeon.com/forums/index.php?topic=28747.msg389206#msg389206)
That's strange. The way I coded it should have made people always prioritize cribs for children, unless the crib was much further away than the bed. I'll have to take a look at that.
@Radium_Bullet (https://ludeon.com/forums/index.php?topic=28747.msg389311#msg389311)
There's no hard-coded instant death; the most you can get is significant blood loss over time.
@Anatares (https://ludeon.com/forums/index.php?topic=28747.msg391187#msg391187)
I spoke briefly with the creator of BntB about potential mod conflict and along with browsing the source for it, we both agreed they shouldn't be conflicting- but people are indeed reporting they are. It's not high priority right now but I'll have to check it out later.
@PhantomFav (https://ludeon.com/forums/index.php?topic=28747.msg391439#msg391439)
This is a truly bizarre bug, and if what I suspect to be causing it is indeed the case I may not be able to fix it. The scaling I perform should only affect the individual meshes of each pawn but I believe the engine may be copying an existing mesh with the same texture already applied to save processing power. But I'm not sure about that.
@GrimTrigger (https://ludeon.com/forums/index.php?topic=28747.msg391637#msg391637)
That kind of defeats the point of them crying though.
@Sinclair200 (https://ludeon.com/forums/index.php?topic=28747.msg391646#msg391646)
> ...she also goes and breastfeed each and every prisoners.
Oh god hahaha. Oops. I suppose I forgot to do an age check somewhere...
@red3dred (https://ludeon.com/forums/index.php?topic=28747.msg392369#msg392369)
The mod only works with humans- Alien Races should be compatible insofar as they both can run at the same time without the game breaking, but C&P is not programmed to account for Alien Races. It's a planned feature after the base mod intended to work solely with the base game 100% is finished.
@Kagea
Yeah that's my bad. I often forget to disable debugging mode before pushing updates.
As for the "10 Jobs started in 1 tick" thing that's typically caused by a mismatch in the checks performed if a pawn can perform a job and the abort-checks when the pawn actually starts the job. I'm looking into it now.
Yeah in my last playthrough, for some reason children would randomly require rescue (while in the crib) and my pawns would take them to the hospital bed. I got into the habit of focusing on them, waiting until the pawn was in the room, and forbid the door. It would force them to put the child back in the crib.
I play a heavily modded game so it could have just been some anomaly occurring with my unique blend of mods. In my new game, no one has gotten pregnant yet so I've yet to see it reproduced... I'll let you know, this is a different set of mods (some similar but primarily geared toward primitive style play)
Awhile ago I messaged a error when someone tried to interact with a child, probably don't remember me, and I figured out a alien baby wasn't born, just a child from a race that didn't use the alien framework, beast man tribes in case you were wondering.
Now to the main reasons for my message. I'm not even close to a programer/modder, so I don't understand anything you do and that makes me thank and respect you, but I have to ask, why is it hard to allow the mod to work with alien races. This is coming from a casual but just wanted to ask. And thank you for all the work you are putting into this mod, and I hope it one day gets finished.
And I don't know if this helps but incase you didn't see this: https://ludeon.com/forums/index.php?topic=38785.0
>why is it hard to allow the mod to work with alien races.
It wouldn't be any more difficult than the work I have already done on the Animal Collab Project for example but it's not just flipping a switch to enable it-- Aliens need to have their own graphics supplied for children, the mod would need to be able to handle different kinds of Alien children types (do they imitate humans? do they pop fully formed out of an egg? what limitations are imposed on this Alien's children? etc.).
Also, I did see the mod and was sort of surprised. I took a quick look at the mod's code (and the ape mod) and I'm quite impressed by the way Alien Races works/is used to define child age stages via XML (which is something I planned to implement, but it's already done so well here...). I'll have to have a chat with erdelf and Walking Problem some time.
edit:
Update to v.4d
- Fixed minor issue with breastfeeding and disabled debug mode (no more harmony log printed to desktop)
Quote from: The_Mild on January 22, 2018, 06:34:41 PM
Awhile ago I messaged a error when someone tried to interact with a child, probably don't remember me, and I figured out a alien baby wasn't born, just a child from a race that didn't use the alien framework, beast man tribes in case you were wondering.
Now to the main reasons for my message. I'm not even close to a programer/modder, so I don't understand anything you do and that makes me thank and respect you, but I have to ask, why is it hard to allow the mod to work with alien races. This is coming from a casual but just wanted to ask. And thank you for all the work you are putting into this mod, and I hope it one day gets finished.
And I don't know if this helps but incase you didn't see this: https://ludeon.com/forums/index.php?topic=38785.0
So for the layman to understand what happen behind the scene in the codes:
Animals and Humanlike in the base game are rendered differently. Animals have different textures based on their life stages (baby, juvenile and adult). But humans are weird, despite humans have a more elaborate lifestages (5 stages, baby, toddler, child, teenager, adult), Tynan only uses teenage and adult, and gave both of them the use of the same texture. Because of the game design, he never meant pregnancy, or children to appear in the game.
So there is 2 set of codes for graphics.
Then there is alien framework. So what Erdelf (alien framework developer) did, if i'm not mistaken, is to duplicate the human graphics codes, and add more customisation features, so that modders can add things like tails and different heads or limited to just one bodytypes etc... That was the case just 2-3 months ago. Just for some context, Alien framework is updated with new features or resolve bugs at least weekly basis (some times daily)
In October he added texture support for life stages. Until this stage, all alien races are no different from the vanilla humans (with exception of this mod, which I personally not sure when the alien race conflict was resolved). So alien races can have different textures to be spawn at a different lifestage (but i doubt anyone actually used it, since i heard my ape mod is the first to seriously use it).
In November, thats when I started seriously working on the Apes mod, and start to request features and fixes from Erdelf for the Alien Framework. And at this point, pregnancy is still not possible for Alien Framework, because the child textures are not "resized". Meaning to make a child looks small, the child need to be small in the texture. Which also means the child cannot wear clothes, because it "would not fit".
In early December, I started working on a pregnancy framework for alien race. So while created the custom "lovin" to allow the female to get pregnant, there is no way for me to implement it in my apes mod, since there is no "child" size texture. So I left the Ape mods and alien pregnancy framework aside and work on other stuffs.... since the coding was beyond me...
In early Jan, I was back on the Apes mod, and was determined to finish the mod, with or without pregnancy or children. Then when I was looking thru and testing the codes, I realised that the custombodysize code (which decide how big or small the race is rendered), can be applied in the lifestages (but it doesnt work correctly, as the bodysize is coded on the race level, than the lifestages level). So I went to request Erdelf to add in this feature for me: to allow custom body size for each lifestage. A week later, Erdelf implemented the bodysize codes.
So what this means is that, Alien races now have the exact same texture codes type as vanilla Animals - where textures can be applied and resize depending on the lifestage - which means, I can create the pregnancy framework, and add this pregnancy into my ape mod. And the rest, is "history" (like last week's history)
So honestly, this entire shebang at the Alien Framework is really new, and its not surprising that Thirite was not aware of the changes in the Alien framework - because the most powerful changes are made only recently.
-------
So back to present, Thirite and I had agreed to make sure that the 2 pregnancy mods can work well together hand in hand, so that we can have both humans and alien races breed properly without mod conflict.
Thirite also suggest that I steal his codes (whichever ones I need) to implement in the Alien Pregnancy Framework, so that I do no need to duplicate the work. I will make sure to work closely with Thirite to make both mods complimentary as much as possible. So hopefully, we can all have a "bountiful" rimworld altogether~ =D
(I do feel a little sad for that Children, school and learning mod by Dylan - http://steamcommunity.com/sharedfiles/filedetails/?id=1225716710 , a lot of his work might become obsolete the moment this C&P mod is launched)
Thats awesome news. So I assume that means the respective race mod owners would need to develop their own assets and compatibility? How would that work
Well, schools/teaching is certainly never something I added or even planned to, so that still has its own unique feature. The closest I had in mind is writing textbooks which still doesn't really overlap mechanically.
I finally got around to updating from v0.4c to v0.4d and now my toddlers are no longer able to eat or sleep and instead endlessly perform the "standing" action while crying and throwing notifications of exhaustion. I am able to direct them to eat manually but there is currently no way to direct a pawn to sleep.
I don't know if this is mod conflict or a self contained issue, but I thought I'd bring it to your attention either way.
So I'm guessing this mod won't work with existing save files? I try to load save with it and the work tab goes blank and the pawns just wander around randomly.
There's also this, but i don't know what to make of it.
https://imgur.com/a/aHL0x (https://imgur.com/a/aHL0x)
I would recommend trying to switch up your mod load order a bit... I had no problem adding it to an existing game
Quote from: GrimTrigger on January 24, 2018, 01:51:56 PM
Thats awesome news. So I assume that means the respective race mod owners would need to develop their own assets and compatibility? How would that work
Yes, the race modders will need to develop their own assets (if their children/babies look different from their adults) and either create an addon to their race mod with some stuffs that need to configure for their race. I'm currently still adding stuffs, and Thirite had been an awesome person to be advising and suggesting things to me. =}
So do children need to reach the age of 13 to be considered an "adult" insofar as RimWorld is concerned? What disadvantage do they have to any skills they have as a child vs adult/teenager. Is there any difference between a 13 and 18 year old? Will they have a random child background story, and a no adult background story? Sorry if these were asked or posted, but I didn't think I saw them reading over the OP.
I cannot get toddlers to work for some reason. Their joy is constantly at zero. How do they get joy? They cannot put themselves in the crib even when exhausted. How do I get them in a crib? One fell asleep in the freezing cold and got hypothermia a few feet from the door to the room with her crib.
I have twins and two pregnant women. Toddlers are just a constant emergency because they can't sleep or gain joy. One went berserk and the other tried to destroy furniture until I had them arrested... One attacked a dog and the dog attacked back and I was actually able to put the toddler in the crib once she was injured.
When I right click on their crib (or any bed) to try to direct them to it, it says that they can't prioritize it because they are incapable of manipulation.
edit: More info. The 10 jobs in one tick error is going constantly for both toddlers.
edit again: I fixed it! They were trying to put clothes on. Once I made a new outfit that disallowed all clothes, they actually started doing joy stuff and putting themselves to bed and the 10 jobs per tick went away.
Oh weird. Something must have changed in B18 that I was unaware of then. Can you post a log of the 10 jobs per tick error?
Quote from: Thirite on January 28, 2018, 12:42:09 PM
Oh weird. Something must have changed in B18 that I was unaware of then. Can you post a log of the 10 jobs per tick error?
Sure!
https://gist.github.com/4a3cae9855fd3dea72ec62e54c2bdc20
So I've just recently run into the issue of where my babies, and even children I have that are older have less and less hunger and are often just standing around? The babies often end up just standing in place [annoyingly enough they do so in my freezer] and the children have gone from 1 or more [I never looked closely before] hunger to about .48 or so and it quickly drains, had to delete a fully grown adult prisoner because they only had .25 hunger and never stayed full long enough to keep stable nutrition.
Modlist:
https://gyazo.com/268dd21704160fa6222908a9d1d86c89
https://gyazo.com/c250254f8601d72cc5a999f10361d8a8
https://gyazo.com/d6f8594d56db43361bf5d0273872b81a
Logs after loading my game back up: https://anotepad.com/notes/cc2q37
I tried to fix this already by updating the mod and it doesn't seem to have helped.
the 10 ticks error is probaly caused by the job que system that was put in in b18. alot of mods had trouble with it and some still havent updated as they have issues getting their mods to work with it.
When using this mod + CE I'm still getting the following error:
[HugsLib][ERR] Failed to apply Harmony patches for HugsLib.Children_and_Pregnancy_testing. Exception was: System.Exception: Wrong null argument: br
at Harmony.ILCopying.MethodBodyReader.<FinalizeILCodes>b__17_4 (Harmony.CodeInstruction codeInstruction) [0x00000] in <filename unknown>:0
at Harmony.CollectionExtensions.Do[CodeInstruction] (IEnumerable`1 sequence, System.Action`1 action) [0x00000] in <filename unknown>:0
at Harmony.ILCopying.MethodBodyReader.FinalizeILCodes (System.Collections.Generic.List`1 transpilers, Label endLabel) [0x00000] in <filename unknown>:0
at Harmony.ILCopying.MethodCopier.Emit (Label endLabel) [0x00000] in <filename unknown>:0
at Harmony.MethodPatcher.CreatePatchedMethod (System.Reflection.MethodBase original, System.Collections.Generic.List`1 prefixes, System.Collections.Generic.List`1 postfixes, System.Collections.Generic.List`1 transpilers) [0x00000] in <filename unknown>:0
at Harmony.PatchFunctions.UpdateWrapper (System.Reflection.MethodBase original, Harmony.PatchInfo patchInfo) [0x00000] in <filename unknown>:0
at Harmony.PatchProcessor.Patch () [0x00000] in <filename unknown>:0
at Harmony.HarmonyInstance.<PatchAll>b__6_0 (System.Type type) [0x00000] in <filename unknown>:0
at Harmony.CollectionExtensions.Do[Type] (IEnumerable`1 sequence, System.Action`1 action) [0x00000] in <filename unknown>:0
at Harmony.HarmonyInstance.PatchAll (System.Reflection.Assembly assembly) [0x00000] in <filename unknown>:0
at HugsLib.ModBase.ApplyHarmonyPatches () [0x00000] in <filename unknown>:0
Wasn't this problem fixed a while ago, or did I misunderstand something?
And is it safe to ignore?
Thanks! :)
Combat Extended is such a massive mod that touches so many different parts of the game I can't guarantee compatibility with it. The error looks similar to another one that was previously fixed, but I suspect it is not. I would need a Harmony log file to diagnose what's going wrong (which I recently disabled from generating ;_;).
Update to v0.4e
- Fixed toddlers experiencing the "started 10 jobs in one tick" error
Added to ModSync Ninja
Due to the constant revisions made to Children and Pregnancy I recommend using ModSync Ninja (http://www.modsync.ninja/) so you don't need to worry about constantly checking for or making sure you have the latest version.
Quote from: Thirite on January 29, 2018, 08:18:21 PM
Combat Extended is such a massive mod that touches so many different parts of the game I can't guarantee compatibility with it. The error looks similar to another one that was previously fixed, but I suspect it is not. I would need a Harmony log file to diagnose what's going wrong (which I recently disabled from generating ;_;).
Can I somehow help you with this or provide the logs that you need?
The error shows up right after loading the mods, I haven't noticed any problems ingame so far.
Thank you so much for this mod by the way, it makes the game much more immersive! :)
hey Thirite, when do you plan on adding toddler clothing?
Yeah, they would be really usefull. And would add immersion.
Oh, and toy guns/bb guns :D
Toddler clothing would definitely make cold snaps and heat waves less lethal for the littluns. xD
Definitely most of my babies are missing a significant amount of fingers and toes before they become children.
Quote from: AlexandritePhoenix on January 31, 2018, 03:26:55 PM
Definitely most of my babies are missing a significant amount of fingers and toes before they become children.
Well, that's worrying. Anyone else have that issue? I have the mod installed but haven't gotten around to actually playing with it yet, and this has me worried. I think this might be a stupid question - but pawns would not "refresh" their body when they change life stages, will they? Like from baby->toddler, or child->teenager? Uh, last dumb question - once a child becomes a teen in game, that will use the adult body types, yeah? I think it could be fun watching your small 12 year old turn into a giant hulking teenage boy overnight :P
Quote from: Harry_Dicks on January 31, 2018, 07:03:56 PM
Quote from: AlexandritePhoenix on January 31, 2018, 03:26:55 PM
Definitely most of my babies are missing a significant amount of fingers and toes before they become children.
Well, that's worrying. Anyone else have that issue? I have the mod installed but haven't gotten around to actually playing with it yet, and this has me worried. I think this might be a stupid question - but pawns would not "refresh" their body when they change life stages, will they? Like from baby->toddler, or child->teenager? Uh, last dumb question - once a child becomes a teen in game, that will use the adult body types, yeah? I think it could be fun watching your small 12 year old turn into a giant hulking teenage boy overnight :P
It's just that they're cold with no clothes and the cold tends cause frostbite.
Quote from: AlexandritePhoenix on January 31, 2018, 07:41:59 PM
It's just that they're cold with no clothes and the cold tends cause frostbite.
Hah! I thought you could have meant that, but wasn't sure ;)
Hey guys, this is one of my favorite mods!
But i cant seems to get this to work with zombieland (wanted to try that mod) all zombies hairs are rendered too low(shoulder height).
After disabling some mods i singled it out to children and pregnancy, anyone know i i can fix it or should i forget this idea?
Thx!
Yo. There was talk about this mod being made compatible with Birds and Bees, but I haven't been following RimWorld mods for a while. Do these two mods play nice together yet, or should still be played separately?
Is anyone playing with the Children, School and Learning mod
http://steamcommunity.com/sharedfiles/filedetails/?id=1225716710&searchtext=pregnancy
and could give some feedback on how both mods work together?
From what I understood, when I add the Learning-mod and set the age for newborn pawns to 0, the C&P mechanics won't be altered at all and the only difference will be the added skill inherit- and teaching-mechanic, is that correct? Because that is what I want. :)
If you use a healer mech serum on a person that's on contraceptive, it removes the contraceptive, and more importantly, wastes a healer mech serum.
pls fix
Ok, came across a strange bug. Right after a colonist had a baby, I would get the same debug error about an index being out of range, and it kept re-appearing, and referenced the colonist in question, Pruitt. The food, rest, joy, and mood meters all maxed out and would not change. Screenshot (https://imgur.com/wBLrABC) Also, the debug log (and any other debug item such as debug actions) got bugged in appearance, when looking at the mood tab for that colonist. Also, it caused some errors, a lot of them. One error in particular repeated hundreds of times once the game loaded up. Output_log.txt (https://pastebin.com/raw/YtAN0pew) Zipped copy of bugged save file (https://drive.google.com/open?id=13bf6NdFzg2tC7TQs1at45h9fgC32WXfY)
I managed to fix this, by opening the dev console, killing the colonist, spawning in resurrector mech serum, and having a colonist resurrect her.
Quote from: Edixo on February 04, 2018, 01:06:14 AM
If you use a healer mech serum on a person that's on contraceptive, it removes the contraceptive, and more importantly, wastes a healer mech serum.
pls fix
Made a patch that fixes that. Children and Pregnancy Fix (https://drive.google.com/open?id=1upNUf3UkmuZFkntdS0MfztzBO51nUigJ)
Quote from: Kori on February 01, 2018, 07:52:21 AM
Is anyone playing with the Children, School and Learning mod
and could give some feedback on how both mods work together?
You have to load Children school and learning in first but after the last update he made yesterday they now work together properly in a saved game. My littluns have been going to school for the last couple days now and it's great. I've got a mother due to give birth in 4 days so I'll add an edit here when that happens to let you know if that works as it should.
Quote from: Shigemi on February 06, 2018, 09:03:48 AM
Quote from: Kori on February 01, 2018, 07:52:21 AM
Is anyone playing with the Children, School and Learning mod
and could give some feedback on how both mods work together?
You have to load Children school and learning in first but after the last update he made yesterday they now work together properly in a saved game. My littluns have been going to school for the last couple days now and it's great. I've got a mother due to give birth in 4 days so I'll add an edit here when that happens to let you know if that works as it should.
That would be great, thank you!
What age have you set for newborn children? 0?
And how do you know how many days exactly it will take until she gives birth?
Can anyone post a non Steam link to the latest version of Children, School and Learning, please? Thanks! ;D
So I got a 10 jobs assigned in 10 ticks error when one of my colonists tried playing with a baby when assigned to childcare, and it happened everytime she tried to play with the baby. Tried with other colonists and the same error happened. Tried changed mod load order to see if that had the off-chance to fix it, and the error still occurred.
Log I had: https://pastebin.com/eT37ZyML
My mod list if it's relevant: https://pastebin.com/AFLaV5Gf
This mod also seems to be a good addition for C&P players, it introduces birthday parties:
https://steamcommunity.com/sharedfiles/filedetails/?id=1208781538
Non Steam link for that too! :)
Not every modder has their mods hosted outside Steam so you will have to either ask the modder themselves to upload to a non DRM locked filehost or ask someone using a steam version of the game to share their mod files with you.
That's what I thought I was doing ;D
Quote from: Kori on February 06, 2018, 12:14:43 PM
Quote from: Shigemi on February 06, 2018, 09:03:48 AM
Quote from: Kori on February 01, 2018, 07:52:21 AM
Is anyone playing with the Children, School and Learning mod
and could give some feedback on how both mods work together?
You have to load Children school and learning in first but after the last update he made yesterday they now work together properly in a saved game. My littluns have been going to school for the last couple days now and it's great. I've got a mother due to give birth in 4 days so I'll add an edit here when that happens to let you know if that works as it should.
That would be great, thank you!
What age have you set for newborn children? 0?
And how do you know how many days exactly it will take until she gives birth?
Sorry, I've been in the hospital for a bit and I'm only home for a day before I have to go back so I haven't had time to play test. I do have the newborn age set to 0 and set the learning age from 4-14. I put Dev mode on made hidden health defs visible so it shows me the early pregnancy stage and a countdown 'till birth.
You can always perform the "Determine Pregnancy" procedure on any female pawn to reveal if they are pregnant or not (it has no risk unlike surgeries), though it won't tell you specifically how long it will take to give birth like in dev-mode.
I love this mod, but is there anyway to modify/edit it (or the game itself) to age colonists or children faster? I have never lasted long enough to see a baby grow up.
Thirite, after talking to the author of Zombieland about an issue users are having when combining that mod and yours, the author said this about zombie's hair being rendered too low when using Children and Pregnancy:
Quote from: pardeike on February 09, 2018, 04:08:12 PM
Since a lot of internal properties are stripped of zombies so you can actually have more than a thousand on the map without your computer crapping out on you, the chance to get this working without adapting the other mod is minimal. I think mods need to recognize zombies, general pawns with less complete attributes or have reasonable fallback plans.
I will post a link to the mod below. Is there anything you could do to help us out? Or maybe make it so that your mod can recognize zombies, so as to not affect their rendering options? Anything you could do to help, would be greatly appreciated, thank you! :)
https://ludeon.com/forums/index.php?topic=32601.0
I would like to second that!
If you could add a small check please so that zombies (pawns without an age property) aren't affected by your modified rendering, that would be amazing!
Quote from: Shigemi on February 09, 2018, 12:03:15 AM
Sorry, I've been in the hospital for a bit and I'm only home for a day before I have to go back so I haven't had time to play test.
No problem, get well soon! :)
Woohoo now that I've got the updated Children, School and Learning, this is going to be great. I'm also going to be running the mod Colony Leadership, with it your leaders can teach a class of certain skills that they are well versed in to other adults. So now I will be able to have class for children, and class for adults, fuck yeah! Also, haven't tried it, but I'm thinking that these age pills will work on children as well. I've also got a mod that came from Lover's Lab (the guys who host the RimJobWorld mod) that will allow any pawns that go into it to age X amount of time, might have to try that one out as well.
I also downloaded to mod Expanded Diseases and it's required base mod. Seems like I only need to make 4 small adjustments for it to play nice with RBSE.
All of those, combined with my updated version of Cold Desert Nights for B18, and the updated TropiCKAPP mod, I am reaaallllyy looking forward to this next play through. It's going to be AWESOME! Also with the new Blood Cults beta stuff, YEEEESSSSS!!! ;D I'm one happy camper!
Really though, the only thing that is still bugging me which I can't address is this Zombieland bug. Not trying to be a nuisance to the OP or anything, but if I could only have this one last thing fixed, then as far as I can tell all of my issues from my mod list will have been resolved!
Quote from: Harry_Dicks on February 10, 2018, 01:06:34 PM
I've also got a mod that came from Lover's Lab (the guys who host the RimJobWorld mod) that will allow any pawns that go into it to age X amount of time, might have to try that one out as well.
What mod is it? I checked their mods tagged Rimworld and only found the Rimjob World mod.
Harry I tried the school mod with CaP and got a lot of errors, but maybe this is because I tried to add it to an existing colony. When I tested it with a new colony it seemed to be fine. Maybe you should activate devmode for the first couple of hours to see if there are any problems, just to be safe.
Isn't the Leadership mod outdated and had a few issues that never got fixed?
Cold Desert Nights for B18 sounds interesting, did you update it yourself? Would you like to share it? :)
Quote from: Dark_Author on February 10, 2018, 02:22:30 PM
Quote from: Harry_Dicks on February 10, 2018, 01:06:34 PM
I've also got a mod that came from Lover's Lab (the guys who host the RimJobWorld mod) that will allow any pawns that go into it to age X amount of time, might have to try that one out as well.
What mod is it? I checked their mods tagged Rimworld and only found the Rimjob World mod.
https://www.loverslab.com/files/file/4633-rimworld-b18-rimjobworld-160/?do=download
It's on the thread for RimJobWorld, it's called [B18] Age Morphosis Cells
Quote from: Kori on February 10, 2018, 03:01:45 PM
Harry I tried the school mod with CaP and got a lot of errors, but maybe this is because I tried to add it to an existing colony. When I tested it with a new colony it seemed to be fine. Maybe you should activate devmode for the first couple of hours to see if there are any problems, just to be safe.
Isn't the Leadership mod outdated and had a few issues that never got fixed?
Cold Desert Nights for B18 sounds interesting, did you update it yourself? Would you like to share it? :)
Remember that you have to get the newest version of Children, School, and Learning for there not to be issues, not sure if you use Steam or not. Also, I won't be applying this to any ongoing saves, as I'm deep in the middle of a RimWorld modding binge. I'm more addicted to just tinkering with the mods and updating them all more than I am actually playing the game! ::) I haven't had a proper game for almost two months now, so I cannot confirm if it only works in new saves or not.
Also, the Leadership mod you can grab from the HardcoreSK modpack. The only thing you will need to do is delete any of the entries for "Plastic". This is because they have the ballot box in the mod set up to be able to take plastic from the base HCSK mod.
Also, about Cold Desert Nights. Holy crap, go look it up on Steam, right away. This mod will blow your socks off as far as weather is concerned, it is seriously all I could
ever hope for as far as a weather/climate mod is concerned. Want to have your deserts be freezing at night, but blistering in the day? Done. Want to change the chances for every type of weather condition, and have them individualized for each type of biome? Done. Want to have mild summers, but ungodly cold winters? Done. Want the weather to be able to rain literally non-stop without having a forced break by the game? Done. Want to have your deserts be cold in the day and warm at night? I think you can "Done." this one as well, but I haven't tried playing with negative values.
All the credit for updating it goes to Mehni and Jecrell. I somehow managed to bug the two of them into fixing it for me.
Anyway, I've been thinking about putting up my mod page for awhile now, I guess I have some things I can post on it. I might have it up later tonight. If you want the B18 copy of Cold Desert Nights before then (which I absolutely recommend it, no questions asked, I guaran-freaking-tee you will love it, especially since it seems like we have a lot of the same taste in mods ;) ) then you can message me on Discord and I'll send you a copy. Link is in my signature. In fact, I'm sure there's some ways you could help me out, too, and I will be more than willing to return the favor.
Yes I use Steam, the mod should be up to date.
Cold Desert Nights sounds great! I wont be playing anymore today, so when you add it to your mod page later that would be sufficient. :)
Ahh you definitely beat me back before I could edit the post. I meant to edit my post to say that it should be up in the next few *days ::)
For those using this with Children, School and Learning:
Does the force-give birth dev tool not work? I have the correct load order (according to the CSL mod page), but when I use this tool the 'baby' was born at 14.
Quote from: Dark_Author on February 10, 2018, 06:46:48 PM
For those using this with Children, School and Learning:
Does the force-give birth dev tool not work? I have the correct load order (according to the CSL mod page), but when I use this tool the 'baby' was born at 14.
I had a weird issue where I thought I had changed the age to 0, but then it got reset back to 14. Either way, after making sure it was 0, and going back to the main menu, then back again to check it one more time, everything seems to be working on my end so far. I'll post my mod list for you as well. Also make sure you are using the latest version of Children, School and Learning.
[attachment deleted due to age]
I cannot seem to figure out how to set the age to 0 properly. Could you help me out with that? What file do I need to change? Ive been all through the CSL mods files.
It's simply in the mod options. From RimWorld's main menu, press Options, then near the top right, press Mod Options. Then scroll down through the list until you find the mod's options that you are looking for. Some mods will be listed at the top, and they have their own window that will open up, while some mods are further down the list and may not have as many things to change. I want to say the mod options page has two lists in alphabetical order, but the list might use a mod's "mod name" and not it's "display name" to determine where it falls in the order of this page.
Also, this is only a mod option for Children, School, and Learning. I am about 99% confident that Children and Pregnancy does not have any options like this.
Thank you! I am such a blonde...I have been playing this game for years and never once realized there were in game mod options. I thought I had to edit the xml files! Thank you SO much!
Quote from: Dark_Author on February 11, 2018, 01:35:53 PM
Thank you! I am such a blonde...I have been playing this game for years and never once realized there were in game mod options. I thought I had to edit the xml files! Thank you SO much!
Hahah holy crap. You mean for years now, you never knew you could change a lot of stuff in mod options? You've been missing out! ::)
Although I will say I'm not sure how long that the "Mod Options" page has been around. Achtung! still has an artifact from when I believe you didn't have that screen. If you use Achtung! and press I think Shift+Enter then you will get a special screen to pop up for it, allowing you to change some of the mod's options, and I don't think there are any options in the regular "Mod Options" page for it.
Yeah...I never knew that was there at all. I have indeed been missing out. Thank you, again!
Quote from: Dark_Author on February 11, 2018, 01:55:46 PM
Yeah...I never knew that was there at all. I have indeed been missing out. Thank you, again!
It's no problem. I honestly feel more bad for you that you've went this long and not none about it! ::) But I am really glad you said something, because otherwise you might have never known, and gone even longer without being able to enjoy playing with these great tools that these very talented modders give us to adjust their mods to our liking!
That's one thing I
definitely am a stickler about. When I start playing a new game, and I think I will like it and maybe want to dive deeper into it, I make sure I try to fully check out all of the options and things I can tweak that are available to me. For games like RimWorld, I'm now tweaking and adjusting everything on all of my mods more than playing the dang game!
How far along is this from what you envisioned? I remember killface mentioning it should be able to be made compatible with facial stuff eventually
Does this mod disable anyone else's ability to right click things?
Quote from: Ne0nGenisis on February 12, 2018, 01:23:56 AM
Does this mod disable anyone else's ability to right click things?
I haven't seen any issues like that. Do you still have this happen with only this mod running?
Having an error with a newborn baby. When a colonist attempts to 'play with' the child, I receive this error.
Roland started 10 jobs in 10 ticks. List: (WaitMaintainPosture (Job_1856852)) , (PlayWithBaby (Job_1856853) A=Thing_Human686410) , (PlayWithBaby (Job_1856854) A=Thing_Human686410) , (PlayWithBaby (Job_1856855) A=Thing_Human686410) , (PlayWithBaby (Job_1856856) A=Thing_Human686410) , (PlayWithBaby (Job_1856857) A=Thing_Human686410) , (PlayWithBaby (Job_1856859) A=Thing_Human686410) , (PlayWithBaby (Job_1856861) A=Thing_Human686410) , (PlayWithBaby (Job_1856862) A=Thing_Human686410) , and (PlayWithBaby (Job_1856863) A=Thing_Human686410) lastJobGiver=RimWorld.JobGiver_Work, curJob.def=PlayWithBaby, curDriver=RimWorldChildren.JobDriver_PlayWithBaby
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:FinalizeTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
I'm not sure, but I think I read about someone having issues with some of the monsters spawning from the Rim of Madness pack while running Children and Pregnancy. I think this has to do with this mod affecting lifestages of basepawn or something, same thing with the zombies maybe? Just a forewarning, because I never ran into this in my test games, because I never actually made it that far.
It looks like I will have to put this mod on the bench until we can get a way for it to recognize things that aren't humans and not apply it's lifestages to them or something. Not really sure of what needs to be fixed in the code, but after bugging the author of Zombieland, and even asking him if there was a way that we can just have bald zombies to get around this problem, he made it seem like this: Children and Pregnancy is the one that causes the issues because it's not differentiating between what types of pawns it's applying it's stuff to. Also, I don't mean that in a any sort of "accusatory way", I'm simply trying to relay to the OP what a lot of fans of his mod could benefit from, if this was a viable fix that they would be willing to implement. Makes me wish I understood C#, otherwise I really would be trying to help find a way :-\
Either way, thank you OP for a great mod. I just really hope that you will consider making these fixes. I honestly feel like if you do, then I will be just one step closer to having a "perfect" RimWorld experience that has everything I want it in, which definitely includes your mod! ;D
Quote from: Harry_Dicks on February 13, 2018, 11:32:54 PM
I'm not sure, but I think I read about someone having issues with some of the monsters spawning from the Rim of Madness pack while running Children and Pregnancy. I think this has to do with this mod affecting lifestages of basepawn or something, same thing with the zombies maybe? Just a forewarning, because I never ran into this in my test games, because I never actually made it that far.
It looks like I will have to put this mod on the bench until we can get a way for it to recognize things that aren't humans and not apply it's lifestages to them or something. Not really sure of what needs to be fixed in the code, but after bugging the author of Zombieland, and even asking him if there was a way that we can just have bald zombies to get around this problem, he made it seem like this: Children and Pregnancy is the one that causes the issues because it's not differentiating between what types of pawns it's applying it's stuff to. Also, I don't mean that in a any sort of "accusatory way", I'm simply trying to relay to the OP what a lot of fans of his mod could benefit from, if this was a viable fix that they would be willing to implement. Makes me wish I understood C#, otherwise I really would be trying to help find a way :-\
Either way, thank you OP for a great mod. I just really hope that you will consider making these fixes. I honestly feel like if you do, then I will be just one step closer to having a "perfect" RimWorld experience that has everything I want it in, which definitely includes your mod! ;D
Thanks for letting me know about the Rim of Madness conflict @Harry_Dicks, I happened to have installed the Werewolf mod recently, I think I'll do some tests with the mods and see if I can't figure something out.
No problem. I think the problem was specifically with something named a "byakhalee" (or however it's spelled) from spawning, from either the Cults or Cosmic Horrors mod. So I would recommend maybe at least trying to have everything you have added in spawn in at least once.
Ok, so after MUCH trial & error, I finally have gotten the first little jellybean of B18. (Fostering relationships long enough to conceive has been an absolute nightmare, even for keeping my pre-lover'd/pre-married new arrivals & tribals. This is where I miss the effects of Romance Diversified so much, at least it gave way to have more couples' interactions to set the mood, or if unlucky, potentially break it more... but I digress.)
4 Things... though I'm pretty sure they've already been stated.
1. IMO, I think if at all possible there should be a slight consciousness debuff on infants, at least pre-toddlerhood. It seems like babies as they're set up now hardly ever sleep much, even compared to A17... and when they do, it's definitely not for long. This kind of gives way to...
2. Childcare mechanics... so, if I have a pawn prioritized to care for babies when absolutely necessary, it seems like they focus entirely too much time doing so. In this case, I have the unfortunate setup of my best repairer/builder also being my best negotiator and caretaker... care to take a guess at what happens if I set childcare as top priority? While the baby is awake, there's absolute negligence of constructing anything that needs to be built ASAP, or meals that need to be cooked, etc. Pawns spend literally every other qued interaction playing with the baby, even when the baby's and the caretaker's joy needs are maxed-out. I would definitely suggest doing the playing like you did with feeding... only when it hits a certain point should an assigned pawn go play with the baby, either it be to give the little tyke or themselves a joy boost. Otherwise, folks are stuck in a situation in smaller colonies where there's either neglect of key work duties or child neglect. Either way, it forces a lot of unnecessary micromanaging that can potentially be avoided.
3. Breastfeeding: Finally having a good experience with it and WM Smarter Food simultaneously installed this go around. It works! Really well... unfortunately so well that my tyke likes to hop out of the crib. This leads to mom potentially seeking to put the kiddo into a completely new bed if any are unclaimed on base, regardless of prior crib assignments... I don't know if this is a bug related to either something going on in core, the mod itself, or what, but it's quite dangerous on maps with a village-like setup and dangerous outdoor temps. (I also have the Lay Right Here mod for pet bed assignments, and I'm noticing that has issues with holding assignments for baby animals as well, which is why I was kind of wondering if the possibility of it being something core related could've been the case... but I'm no expert on that.)
4. This is completely unrelated to babies now, moving onto the older children. It seems like the vanilla tribal masks have an alignment issue. I'm going to have to catch a screen next time a child tribal shows up with one on, but basically it's almost identical to the Thin body type clothing issue I and another user had mentioned... except in this case, the tribal mask on a child pawn is rendered at adult proportions/positioning. Seems to only happen when, once again, same type of material for same type of apparel piece is shared between different pawns of different ages (child/adult).
That's pretty much all I've come across so far. Nothing too brutal, but definitely worth balancing a few things for future updates of this.
The real genius of this mod is the comedic value, even when little things aren't working properly. Rabid toddlers attacking the pets and destroying furniture are hilarious for some reason.
So, is there a console command/save edit to make sure a colonist gets pregnant on a certain date? I'd like to make it so that any new children are born on the first of a Quadrum so that I can keep track of their birthdays more easily. (More joy hours on a birthday, don't ya know.)
Ooh, I'm really interested in this mod, but I'm not sure if I've gotten the right thing downloaded or set it up right. Currently, it shows up as red in the mod folder. In the mod folder it is listed as ChildrenAndPregnancy-master
Quote from: Dargaron on February 17, 2018, 09:08:15 PM
So, is there a console command/save edit to make sure a colonist gets pregnant on a certain date? I'd like to make it so that any new children are born on the first of a Quadrum so that I can keep track of their birthdays more easily. (More joy hours on a birthday, don't ya know.)
You could do this through the hediff dev command maybe? Not sure how to designate the father, though. The might require you to use the dev mode to setup a custom familial relationship after the baby is born. Haven't tried any of this.
Quote from: SirDarin on February 17, 2018, 11:59:14 PM
Ooh, I'm really interested in this mod, but I'm not sure if I've gotten the right thing downloaded or set it up right. Currently, it shows up as red in the mod folder. In the mod folder it is listed as ChildrenAndPregnancy-master
It's in red? I think that usually means wrong version.
Quote from: SirDarin on February 17, 2018, 11:59:14 PM
Ooh, I'm really interested in this mod, but I'm not sure if I've gotten the right thing downloaded or set it up right. Currently, it shows up as red in the mod folder. In the mod folder it is listed as ChildrenAndPregnancy-master
It's in red? I think that usually means wrong version.
[/quote]
I got it from the github link on the first page of this thread. The master branch is the correct one, isn't it?
Quote from: SirDarin on February 18, 2018, 07:19:15 AM
I got it from the github link on the first page of this thread. The master branch is the correct one, isn't it?
Yes, maybe you still have an additional subfolder from extracting the file.
Make sure that you see the About folder when opening the mod's folder.
Quote from: SirDarin on February 18, 2018, 07:19:15 AM
I got it from the github link on the first page of this thread. The master branch is the correct one, isn't it?
Well, this depends on how the mod author is using GitHub. Usually, it will be okay. I've had issues with this before about using the master vs releases page.
Anyway, if you've downloaded this https://github.com/thirite/ChildrenAndPregnancy/archive/master.zip and extracted it to your mods folder, I don't know what the issue is. Did you extract this over an older folder? Not saying you did, but if anyone else does this, I would recommend you do not do this. Go in and delete the old folder, and then extract the new updated version.
Also, go into the folder for this mod, inside of your Mods folder. Open up the About folder, and then the About.xml. What version does it say it's supposed to be?
Quote from: Harry_Dicks on February 18, 2018, 04:52:40 AM
Quote from: Dargaron on February 17, 2018, 09:08:15 PM
So, is there a console command/save edit to make sure a colonist gets pregnant on a certain date? I'd like to make it so that any new children are born on the first of a Quadrum so that I can keep track of their birthdays more easily. (More joy hours on a birthday, don't ya know.)
You could do this through the hediff dev command maybe? Not sure how to designate the father, though. The might require you to use the dev mode to setup a custom familial relationship after the baby is born. Haven't tried any of this.
Thanks, Harry_Dicks, but that was the first thing I tried: I gave a character the relevant Hediff and then used the give birth command. I got an error in return that there was "no father defined." That's why I added the part about "save editing," since that's my backup option: If I can figure out how a pregnancy is defined in the save file, then I can use that instead of the dev console.
Don't forget that first stage pregnancy is usually a hidden hediff.
Thirite, the crib still has <WorkToMake> but requires <WorkToBuild> so it doesn't get finished instantly. :)
Quote from: Kori on February 18, 2018, 08:54:14 AM
Quote from: SirDarin on February 18, 2018, 07:19:15 AM
I got it from the github link on the first page of this thread. The master branch is the correct one, isn't it?
Yes, maybe you still have an additional subfolder from extracting the file.
Make sure that you see the About folder when opening the mod's folder.
Ah, thank you. I apparently had the file inside a second folder which was causing the problem, so it went .../mods/ChildrenAndPregnancy-master/ChildrenAndPregnancy-master/About
I wouldn't have thought to check that if you hadn't mentioned to make sure About was visible when opening it. Thanks a ton! I can't wait to try this mod out.
What about compatibility with The Birds and the Bees? Is it working together or not?
Quote from: SirDarin on February 19, 2018, 07:50:23 AM
I can't wait to try this mod out.
I'm glad it works now! :)
Quote from: Kondensator on February 21, 2018, 08:18:35 AM
What about compatibility with The Birds and the Bees? Is it working together or not?
Not compatible yet.
Will this mod be fixed to be compatible with mods like Don't Shave Your Head! because I really wanna use this mod too.
All we can do is hope that Thirite comes back soon. It's a shame that this can't work properly. I've gotten pretty much all the mods I wanted to work on B18 now, but this is one of the ones that I'd really like to try, but not if it gives messed up hair issues for lots of pawns.
But this is the only mod that has actual little babies and children. It looks so amazing.
Quote from: Tapeshoe on February 21, 2018, 01:42:51 PM
Will this mod be fixed to be compatible with mods like Don't Shave Your Head! because I really wanna use this mod too.
I'm currently using this with Don't Shave your head. Haven't come across any major issues yet.
Quote from: Tenshi~Akari on February 22, 2018, 08:50:56 AM
Quote from: Tapeshoe on February 21, 2018, 01:42:51 PM
Will this mod be fixed to be compatible with mods like Don't Shave Your Head! because I really wanna use this mod too.
I'm currently using this with Don't Shave your head. Haven't come across any major issues yet.
I have an issue where this mod causes the hair to pop out behind the hats, what load order do you have it in?
Quote from: Tapeshoe on February 22, 2018, 12:24:37 PM
I have an issue where this mod causes the hair to pop out behind the hats, what load order do you have it in?
DSYH is near the top of my list, since I had that enabled before the B18 of Children & Pregnancy.
My two by default scientists had a child named Cambiar (like a Cambion, I'm sure he is a demon), he appeared right near his mother while she was at her desk, and began to clean the room. Maybe he wanted to erase the marks of his own birth, I don't know.
I looked his aptitudes and competences, he is a child of the colony, he is 0 years old, and he is already a great scientist, 9 or 10 intellectual. But he can also mine and craft.
So what would he do at school ?
Oh, sorry, I just realised I had not this mod, that's cause of children, school and learning mod if he was born.
The Psychology mod is said to be incompatible with CaP, does anyone know if this is still the case and how it affects gameplay?
And how many traits should a baby usually have? My colony got three so far, and all of them only have one or two traits. Will they receive more traits when they grow up?
Question, for those that may know...
Has anyone tried or have C&P mod with JecsTools active? Inquiring minds would like to know, because door mods that the entirety of the playerbase have all been waiting for have appeared, and I'm kind of in the middle of a colony I'm not yet ready to let go of yet... (also kind of waiting around to see if those doors get compatibility with Clutter doors or Locks mods, because locks are also an important feature I need...)
I know in the past there was a compatibility issue, but didn't know if anyone has done it as of B18 successfully or not.
I still haven't given up wanting to try this and the Children, School, and Learning mod.
Have you guys has any issues with the hair renderings affecting anything other than zombies from Zombieland? I remember reading somewhere that someone said one of the creatures from the Rim of Madness pack, Byakhee or something, had issues rendering with this mod active.
Quote from: Kori on March 01, 2018, 01:45:26 PM
The Psychology mod is said to be incompatible with CaP, does anyone know if this is still the case and how it affects gameplay?
And how many traits should a baby usually have? My colony got three so far, and all of them only have one or two traits. Will they receive more traits when they grow up?
It's just not compatible because Psychology wasn't made having babies psychology in mind.
Gameplay wise it's totally compatible.
Quote from: jpnm92 on March 02, 2018, 11:28:41 AM
It's just not compatible because Psychology wasn't made having babies psychology in mind.
Gameplay wise it's totally compatible.
You mean that the psyche of parents won't be inherited and something random instead?
More like your newborns could potentially become mayors from what I've read in the past. That may still be an issue, but if that's a person's cup of tea, then yeah, it's still playable regardless.
----------
I am really hoping that soon there will be a fix for this unnecessary amounts of dragging newborns out of their crib to other open cribs/beds on base after breastfeeding... I've almost had my newest kid lose a few toes from hypothermia on my ice sheet map because his mom keeps insisting he's ready for a big kid bed in someone else's housing. (Yes, I'm in for a challenge, but not if it means I have to micromanage this aspect...) While it was funny at first, it kind of gets a bit ridiculous when you start having more kids pop out. :P
Okay, thanks!
Try to make the crib a medical bed, that should help.
I've done that, multiple times. Moms keep dragging their babies to other beds on my end no matter what. Only reason I keep extra beds open is because recruit child pirates from raids, but the I'm thinking I'm just going to have to add beds as they come along until a true fix is out.
Can't you set up area restrictions?
I have the area restrictions in place, too. :'( It hasn't mattered what I tried, save from forbidding the door until she's finished feeding the baby or getting rid of extra beds altogether, the restrictions only seem to matter when the baby is able to start moving on its own.
Maybe try mrofa's Clutter Door Stuff. It has the best locking/permission system I could ever want out of a mod. That or the Locks mod might work for you.
And I hate add to it... that just doesn't stop it, either. Believe me, I've tried again, even just now. :(
Restrictions only apply to the baby when they can move on their own, including the door locking. It doesn't account for when another pawn is taking them to another bed... and I can't lock the mom out of the room, otherwise the kid will starve, especially since I have WM Smarter Food to keep from having what little food & meals I'm able to get used up so quickly until the babies can get to toddler stage & feed itself on my custom food policy... gotta utilize & save where you fall short, y'know... :-\
how complete is it at this point?
Quote from: Ruisuki on March 07, 2018, 04:45:58 AM
how complete is it at this point?
From my experience it's fully playable if you are in an area with mild weather and are not solely reliant on clothing for temperature control. Babies and toddlers still don't have clothing so hypothermia and heatstroke are deadly. Other than that nothing really seems broken.
If you read the past few pages, there are some issues regarding compatibility with other mods. This mod changes something to do with pawn renderings and the lifestages so that means some things from the Rim of Madness mod are rendered improperly as well as zombies from Zombieland. I'm sure some other things, but I haven't found out yet because I haven't done any tests myself.
I really hope these could get worked out at some point in the near future. Because this mod along with Children, School, and Learning looks like it would be quite interesting for a longer term colony play through.
The idea for this mod is fantastic however I'm guessing it conflicts with another one I'm using as when I load the game with this mod enabled it only displays one person in my "Work" tab at a time, and only have the boxes are shown
What does your mod order look like?
Quote from: Tenshi~Akari on March 13, 2018, 10:46:25 AM
What does your mod order look like?
(https://i.gyazo.com/9b3674dd478bf694e4af581af24b3d2c.png)
(https://i.gyazo.com/5a4ad9872b34c7b19086ed2dfef230a1.png)
(https://i.gyazo.com/7dc42f442a3c4834a134a4097ddc2b47.png)
FYI you can get your modlist from ModsConfig.xml located inside this folder:
C:\Users\Harrison\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config
Quote from: Harry_Dicks on March 13, 2018, 03:03:13 PM
FYI you can get your modlist from ModsConfig.xml located inside this folder:
C:\Users\Harrison\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config
That would've been a lot easier
You might want to make sure all of your mods are up-to-date... I'm seeing a some of those in these screenshots, not just the red ones, that have had a few updates since the version numbers pictured (Static Quality Plus, Stack XXL official, Wild Animal Sex). That's probably one issue leading up to weird bugs like that. Be sure all your mods are at their most current workable version, especially Hugs Library. Simple Sidearms also has B18 updates where it shouldn't be red listed like that. After that's done, if updating them hasn't changed the issue, you might want to experiment with your mod order a bit, seeing if moving C&P somewhere higher in the list changes anything.
Also, I see you have the Giddy Up! mod series... I've had some issues a while ago with Giddy Up! and Children & Pregnancy before, visual pawn glitches with riding pawns having their graphics rendered in random places on the map besides where there name position is, especially when knocked off their mount. It could be possible there's a conflict on that part... I just never really noticed any UI issues, though, and haven't tried it since a few updates ago. That also could be a possibility.
Quote from: Vane on March 13, 2018, 09:52:01 AM
The idea for this mod is fantastic however I'm guessing it conflicts with another one I'm using as when I load the game with this mod enabled it only displays one person in my "Work" tab at a time, and only have the boxes are shown
I was having this exact issue when adding Children School and Learning before the creator updated that mod to be compatible with this one. It's almost definitely a conflict with another mod, specifically one that adds a new "work type" rather than a problem with this mod on it's own. Also the conflict only effected existing saves and did not cause a problem in new ones, so you can try that if you're not attached to your current colony.
I know this probably isn't very helpful information but it's better to know than not know. *shrug*
One of my colonists is pregnant twice? In her torso and whole body. Fix?
Quote from: krakenwagen on March 15, 2018, 08:39:04 PM
One of my colonists is pregnant twice? In her torso and whole body. Fix?
Twins maybe?
Do they have the same pregnancy stage?
Quote from: krakenwagen on March 15, 2018, 08:39:04 PM
One of my colonists is pregnant twice? In her torso and whole body. Fix?
Maybe she should stop being such a filthy slut. Tell her to keep her legs closed. :P
Quote from: Shigemi on March 14, 2018, 12:24:39 PM
Quote from: Vane on March 13, 2018, 09:52:01 AM
The idea for this mod is fantastic however I'm guessing it conflicts with another one I'm using as when I load the game with this mod enabled it only displays one person in my "Work" tab at a time, and only have the boxes are shown
I was having this exact issue when adding Children School and Learning before the creator updated that mod to be compatible with this one. It's almost definitely a conflict with another mod, specifically one that adds a new "work type" rather than a problem with this mod on it's own. Also the conflict only effected existing saves and did not cause a problem in new ones, so you can try that if you're not attached to your current colony.
I know this probably isn't very helpful information but it's better to know than not know. *shrug*
I've started a new game and disabled my Simple Slavery mod, everything appears to be working perfectly now, unsure which one was the issue though
How playable is it in B18 ? Does it conflict with Simple Slavery ? Im really looking foward to update my game, but without this mod, it feels so empty.
Quote from: KozmoD on March 20, 2018, 01:02:46 PM
How playable is it in B18 ? Does it conflict with Simple Slavery ? Im really looking foward to update my game, but without this mod, it feels so empty.
should work fine with slavery. just remember toddler and babies cant equiip items
Is there a steam workshop version? I saw a GitHub link but not a steam one.
Is this compatible with Birds and bees and psychology?
Last time anyone reported on it Birds and the Bees prevents pregnancy from this mod. Psychology specifically lists that it is not compatible, but I think that issue is that they don't interact with each other rather than that they break the game or cause issues if used together insomuch that children created by this mod are not effected by the changes added by the Psychology mod. But don't anyone quote me on that.
Quote from: sidfu on March 20, 2018, 07:46:35 PM
Quote from: KozmoD on March 20, 2018, 01:02:46 PM
How playable is it in B18 ? Does it conflict with Simple Slavery ? Im really looking foward to update my game, but without this mod, it feels so empty.
should work fine with slavery. just remember toddler and babies cant equiip items
So I cant take a toddler/baby as a slave? I was messing around with God Mode and tried to capture a baby, the game freaked out a bit with error Messeges.
Quote from: Shigemi on March 21, 2018, 09:26:50 AM
Last time anyone reported on it Birds and the Bees prevents pregnancy from this mod. Psychology specifically lists that it is not compatible, but I think that issue is that they don't interact with each other rather than that they break the game or cause issues if used together insomuch that children created by this mod are not effected by the changes added by the Psychology mod. But don't anyone quote me on that.
thank you
You just quoted him! But yeah I remember someone mentioning it appearing odd that a mother had a 'deep conversation' with her infant child. Killface provided compatibility with facial stuff and this so maybe the OP plans to eventually add a patch for Psychology as well? Or maybe the OP of this mod plans to?
do mothers produce milk? Are there any baby food recipes?
Quote from: Ruisuki on March 30, 2018, 04:36:56 PM
do mothers produce milk? Are there any baby food recipes?
once they give birth they lactate for a while and u can breast feed the baby. its a job u canset
The recent update for SKhardcore and your mod cause quite some issues sadly:
LOG: https://pastebin.com/kEjmKgLh
Load-order: https://pastebin.com/xqePX5tn
Lots of errors referring to an error in assembly loading.. caused by the childrens mod conflicting
So I tested and the game freaks out if I try to capture/enslave a baby. I was using dev mode to make traders/raiders give birth. Which gave me an idea, can you make traders/raiders have a chance of being pregnant ? I think it would be pretty cool if a caravan appeard and one trader gave birth in my colony, or a captured raider was in the early hidden stages of pregnancy and will eventually give birth. Just an ideia
I dont have writing desk in rimworld B18, only crib is new item.
Please help
Quote from: Poczat on April 01, 2018, 02:29:55 PM
I dont have writing desk in rimworld B18, only crib is new item.
Please help
wrong mod this doesnt add a desk this isnt the class room and children mod
Quote from: sidfu on April 01, 2018, 02:34:07 PM
wrong mod this doesnt add a desk this isnt the class room and children mod
in fairness, the first post of this thread DOES say the mod adds a writing desk...
"> Child stage at 3.5~ years. They can do nearly everything an adult can do, but with less speed/skill. Children will be able to study skills up to level 5 via new "textbook" items which can either be purchased from traders or crafted by sufficiently skilled colonists at a new "writing desk" workbench"
it was just either never implemented or removed.
its part of the todo list. hopefully an update is coming soon for that and baby clothes
Found an incompatibility- Set Up Camp 0.18 by Nandonalt
I was on a mission, one of my pawns gave birth. Finished mission, reformed caravan, baby worked like any other pawn.
On the way home, we made camp to get warm.
On breaking camp the baby was not recognized as a pawn in the form caravan menu. No way I could figure out to get the baby off the map. Had to reload back to mission. *might* be able to set up second settlement on the way home this time, have to give that a try.
I'm new to this mod, and I usually only install mods through Steam. I managed to download the zip-file, but how to go from there (AKA how to install the mod)?
Says compatable with Ninja. i got ninja says its not one of its supported mods.
Quote from: Kolljak on April 07, 2018, 10:55:55 PM
Says compatable with Ninja. i got ninja says its not one of its supported mods.
;) Here's the sticky thread for that:
HELP: How to Install and Update All Types of Mods (https://ludeon.com/forums/index.php?topic=6223.0)
Quote from: Kolljak on April 07, 2018, 10:55:55 PM
Says compatable with Ninja. i got ninja says its not one of its supported mods.
That's odd... it's listed on ModSync Ninja's website as a supported mod, so it should be recognizing it. (I don't really have it, so I can't really say from my own experience, but perhaps someone who does use it for their mods can go into detail.)
Will be any future updates ?
I noticed a weird little glitch in regards to feeding patients. Fortunately, it isn't game-breaking or harmful in any way, but whenever I mouse over a patient to command my doctor to tend to them, I get the prompt to "Prioritize feeding baby NAME, BACKSTORY", regardless of their age. Please note that when I put in NAME, BACKSTORY, that is not what is literally displayed, but rather something I inserted for demonstration. It puts in their actual name and adult backstory. The regular prompt of "Prioritize feeding NAME, BACKSTORY" remains. Also, this glitch only happens when I command a particular doctor to do it. If I command prioritizing another doctor to tend to patients, they don't get said baby-feeding prompt. Ultimately, as far as I know, it's harmless.
Yeah, it's a known bug. You get it on prisoners as well. As long as the mothers don't start doing it autonomously anymore x'D
I would love if this mod worked with Beast Man Tribes but I don't think it's a priority to either of the mod makers.
So I made an updated version of Tejko's patch for "The Birds & the Bees" to work with C&P in B18. Their patch is buried in a dropbox link back on page 62 and seems to only work in a17. I was able to decompile it and get some ideas of what was going on. They basically just copied a bunch of code from the lovin_override class found in c&p and I was able to do the same just with the updated code. Did some testing and it seems to re-enable pregnancy when both mods are installed together. So here it is. If anyone needs it, just replace the Fluffy_BirdsAndBees.dll with the one linked to here.
https://www.dropbox.com/s/604vy8nnna7y7jt/Fluffy_BirdsAndBees.dll?dl=0 (https://www.dropbox.com/s/604vy8nnna7y7jt/Fluffy_BirdsAndBees.dll?dl=0)
Issues with inter species pregnancies.
Since it appears that there are inter species pregnancies happening, that cause adult babies, I was wondering if one could add the following events to this:
1. Inter species pregnancy does not happen
2. Pregnancy fails at some point, causing medical conditions (thus needs abortion to prevent...)
3. Pregnancy cause abomination .... (Alien style baby :P)
4. Fatal result, Mother dies
ideas?
So I am having an issue where the backstories from this mod are not able to be applied to pawns. I have even tried editing the save file to give it to the pawn, but I will get the message that psychology (I'm assuming the psychology mod) can't find it and it will assign a random backstory instead.
I also have the mod Editable Backstories, and have tried moving the backstories into there since those backstories work (I have even previously added backstories to it which have all worked fine). But I will get the same error message.
I was wondering if anyone else experiences this issue or knows a solution to it.
Just like "Dub bad Hygiene" mod, I think this one should be in the base game too.
So I hope the author will continue to maintain it and maybe expand it.
I would like to see the children going to a school for example and make one of our pawn their teacher.
I know there's a similar mod who do that but it isn't compatible and the author don't want it...
Yet I wouldn't be playing this game without your mod and the hygiene mod, they're the basic things that seems normal in a simulation game.
I created an account to let you know that the "play with baby" bug still exists. I'm losing my mind, I don't know how to stop the constant error logs from popping up. And I have so many babies, I don't want to remove the mod...
Hey Thirite can you give us a small update if you are still going to work on this mod, please?
I'm usually getting a bit nervous when the author of a complex MUST HAVE mod doesn't post anything for more than three months. ;)
For some reason my mother is stuck giving birth....does anyone know how to fix this? I had a child tend to her (no one else could) and she's just stuck now. She's walking around cleaning and building and so on never giving birth lol.
Is it possible to set the gender of the children to a specific gender, for example female?
I don't have Steam version so I can't test these mods that add:
- different age make the child behavior different (https://steamcommunity.com/sharedfiles/filedetails/?id=1231532150&searchtext=children)
- school for kids (https://steamcommunity.com/sharedfiles/filedetails/?id=1225716710)
So I'm just sharing them here if anyone would be interested since they could be great addons for this mod.
The first of these mods will declare great. could you share it in the non-steam version here?
None Steam Link for:
- School for kids (https://rim-world.com/children-school-and-learning-mod/)
Still waiting the reply for other mod.
So, I know progress on this mod has been stagnant for a few months, but really wanted to go back on one thing that I had mentioned several pages ago about the stages of pregnancy and adding a proper pre-labor/warning stage before pawns fall out ready instantly ready to deliver...
I wanted to see for myself how it would work out, but apparently the main thing that needs to be changed to make what I did work lies in the assembly file itself... of which I have absolutely no C# compile/decompile knowledge on how to make the change properly. However, after looking at how you set up how the "GiveBirth" Hediff gets added, if the line "if (this.CurStageIndex == 3)" under the "Hediff_HumanPregnancy" part were changed to 4, I'm guessing this additional stage to the Pregnancy Hediff I added in the XML file would probably work as intended, instead of triggering the "GiveBirth" tag on transitioning to it, since it's considering the value of the stage and not by labels. (Since my added stage bumps the old "having contractions" stage up one slot and all...)
Only reason why I really wanted to try & see if this works out: sometimes, not everyone is close enough on base to rescue mom when she falls out... especially if it happens in the middle of a raid. It'd be nice to have at least a short window of time where she could walk herself to the nearest med bed/her bed while the world is going crazy around her y'know... 8) But alas, I am stone cold dumb when it comes to advanced coding like this, if this was just an easy fix through XML editing, I wouldn't be on week 6 trying to figure what the heck to do with this adjustment. :P
(And yeah, I followed the tutorials, but I'm not getting much luck and since so much is spread out between different programs, I'm easily twisted around with what can do whatever. DLL editing just isn't my forte... at least, not yet. I just don't have neither the drive or time to learn it correctly at the moment... :'( )
Anyways... if we don't see any more updates for B18, I'm hoping at least this will be able to transition to 1.0 when the time comes? I know you've been either swamped, hung up on something, or just plain burnt out for there not to be any signs of activity. Hope all is well with ya, Thirite.
Ok, done forked the github and added baby clothes so the little ones don't get frostbite when wandering about. Newborns still don't get clothes since I'd have to create a new job type and all so other pawns could clothe them seeing as they're incapable of movement at that age. Didn't feel like going that far. First time I've done something on this level with mods so there was probably a better way to code this stuff and the art is pretty basic but it seems to work alright. I've seen one or two minor bugs I've not bashed out but they seem harmless.
My fork
https://github.com/crustmonkey/ChildrenAndPregnancy (https://github.com/crustmonkey/ChildrenAndPregnancy)
And of course Thirite is within his right to use, modify, or expand upon any of the changes I've made here if he finds them useful.
Finally some clothes, thank you! :)
Thank you!
With Zombieland, i prefer to play on a cold map. Now i don't have to worry about the toddlers anymore :D
But can you make child clothe too? I really dont like, that they're heads explode when they wear hats >__<
Also the thin adult body often has no 'pants', because adults and childs share it.
But the jacket (and similar mod clothe) looks cute on them.. Can you allow some clothe and some not? And make the others, so no glitches anymore?
Aside for zombie lovers. I had the hair glitch before. Now i use alien framework pregnancy (cause i have aliens too) and the glitch is gone i think :)
Quote from: RikuOrihara on May 24, 2018, 02:01:55 AM
Aside for zombie lovers. I had the hair glitch before. Now i use alien framework pregnancy (cause i have aliens too) and the glitch is gone i think :)
The glitch is gone because I added a fix for a bug in Zombieland that triggered the glitch. Zombies will now never be teens or younger but there is one finally bug that I have not addressed: if a human turns into a zombie and that human is not an adult, the glitch will be there for this particular zombie.
Oh! Then thank you very much Brrainz!
You said you can't do, so i thought it were the alien mod, cause i din't use it before.
I love that my zombie now can try to eat child brains without glitch!
Yeah... but, if its only at this time, it works for me. Cause, this will hopefully not happen often.
A final fix were still great. But i don't have any clue about modding, so only can ask and be grateful for the good work ;D
Hi, I have a huge problem with that Mod. I'm on a non-steam and have B18 (updated my game yesterday..). I installed the mod but I keep having problems with it, I get an error log whenever I activate the mod. it mostly says that some pills, or hediffs, are just null or don't exist. I still get the crib in the furnitures tab though, but it doesn't serve any purpose since that's the only thing really here when I install the mod. How can I do ? And also, if I need to provide screens, tell me and I will. Thanks in advance !
You have hugslib installed and activated as well. It's a dependency. I've forgotten a few times and I don't remember the exact errors but I do remember the mod didn't work at all without it.
Yes, I have HugLibs installed and activated. I also have some others mods such as Hospitality, which DO requires HugLibs, aswell as Mending, Psychlogy(which also require HugLibs), and TechAdvancing. So does it mean I have to uninstall/deactivate HugLibs, or that I do need it, but even if installed, it doesn't work ?
I was just hoping you had done something silly that was easy to fix. One other mistake I'm hoping you made. Sometimes when a mod is extracted from a zip file it gets buried in an extra folder, so for example the defs folder and the like would be located at mods/ChildrenAndPregnancy-master/ChildrenAndPregnancy-master/defs rather than mods/ChildrenAndPregnancy-master/defs. Note the redundancy in the first of the two paths.
If you didn't make such a mistake, then check to make sure that hugslib and any other big dependency type mods are just below core butbefore all the other mods. General load order for mods should be core first, libraries such as hugslib that are used by so many mods just after then all your content mods with some shuffling or removal of content mods sometimes necessary to remove conflicts. If shuffling stuff doesn't work then disable all mods besides core, hugslib and ChildrenAndPregnancy and see if the problem persists. If the problem does not persist then re-enable mods one at a time until something breaks again. Also, if you have trouble working it out yourself, posting pictures or error logs won't hurt.
.... I don't get any errors log anymore about something that would be missing. Yet I can't find how to actually test if the mod works 100% properly now. All I did was I uninstalled the mod, and reinstalled it. I also noticed that before, the folder was named "Children And Pregnancy - master" in the mod window on the game, and now it says "Children and Pregnancy - v0.4e". But still can only find the crib - any ideas on how I could test if it works ? :/
You can test it in dev mode. Set a man and woman colonist and let them do their thing. Check on the woman's health tab and turn on Dev:All Difs. This will then show "hidden" health effects such as early stage pregnancy so you don't have to wait several quadrums for midterm pregnancy to show. If it shows her having a pregnancy the mod is definitely working. It helps if the woman is younger, like in her twenties. You can also go to the "Debug Actions Menu" select "spawn direct thing. And then search for "Contraceptive" if it's there, then you know that part of the mod is functional. Probably everything will work just fine now since you reinstalled but you seem worried so there you go.
I found the "Contraceptive" using the DevMode ! I guess everything is in place now, I can't thank you enough. Even though I solved the problem with the easy way, you still helped a lot. :D
The download link is not working for me anymore.
Looks like Thirite took down his github page for one reason or another? If I had to guess, he deleted his github account since Github's been acquired by Microsoft. He's particular about where he uploads his mods. He never did upload his stuff to steam, for example. This is just speculation on my part though. My fork of his mod is still up on github. (adds very basic clothing for toddlers, might have a few bugs)
https://github.com/crustmonkey/ChildrenAndPregnancy
and there are forks made by others as well.
Hopefully he uploads his stuff somewhere else.
Well, he has also last been online here on 28th of march. Hope he is fine and return soon :/
How to breastfeed? My colonists feed the baby with roasted meat. The mother is still lactating. I have WM smart food mod if it matters.
Quote from: Tridentviper on June 11, 2018, 08:47:32 AM
How to breastfeed? My colonists feed the baby with roasted meat. The mother is still lactating. I have WM smart food mod if it matters.
Mothers usually do it on their own, but right clicking the baby should give you two options for feeding, one of them is breastfeeding.
Quote from: Tridentviper on June 11, 2018, 08:47:32 AM
How to breastfeed? My colonists feed the baby with roasted meat. The mother is still lactating. I have WM smart food mod if it matters.
You can either avoid this interference from other colonists wanting to feed the baby full meals in 2 ways:
1. Turn the Childcare work priority down or off for other colonists besides the mother. (If you actually have Fluffy's Work Tab, you can CTRL + Click the title to expand it & actually disable the "feeding baby" work priority for those colonists altogether)
2. Under the Baby's Food Tab in WM Smarter Food Selection, select "No Food" for them. This will actually limit the only option to feed them to breastfeeding period.
I use the 2nd way solely now as it's the most effective way for those who don't have Work Tabs, too. The 1st way will work, but only if you can prioritize the jobs to the extent Work Tabs can, because setting the Childcare priority to 1 completely for the mother with the Vanilla Work Priorities only would leave you with her CONSTANTLY bugging the baby as well, regardless of full Joy needs or not, and also at times having the chance of her deciding a meal is more worth feeding to the kid over breastfeeding.
Part of me wishes, though, there was a way other colonists could still be limited to feeding babies liquid food products via Smarter Food Selection in the case the mother is not around, but the way RW classifies its foods, it doesn't exactly allow for that flexibility to be added via a custom food policy. :-\
Anyone know where I can download an A16 version of this mod?
Probably there WAS the many many versions of the mod on GitHub, bur since Thirite deleted it, I have no idea where you could find it, unless you use a Steam Rimworld, which in case I suppose, you can find the versions on the Workshop... @metky
Crap, sorry guys. It only occurred to me today that I broke my download links. I'll fix them with the new gitlab URLs.
Edit: Wanted to apologize for my radio silence by the way. Nothing unusual, just incredibly busy irl. Started making my own simple game as well, that took up all my free time. I haven't been up to date with RW modding for a while but I'll try to dive back in after I finish my aforementioned project which shouldn't be too long.
Nice! Good luck on that game! As long as all is well, I know I can hang tight till then. ;D
Good luck in your game Thirite! :)
By the way what engine is your game is using?
Good to see you are back, Thirite. :)
Waiting the mod update for 1.0 ;)
@crustymonkey
Hey, that sounds great. I will have to take a look at the toddler clothing you've made. Definitely one of the features that was a priority to have next.
@Tenshi~Akari
I've never straight up abandoned a project but it's not uncommon for me to put them on hold for long periods. I'm sure I'll have it more or less complete sometime in the future.
@Kirby23590
It uses Love2D, but through virtual machine called LIKO-12. You can Google that if you're interested, it's kind of strange-- supposed to emulate how old game developers did things. The game itself is just a NES style arcade fishing game with a penguin protagonist. It's rather light-hearted. Probably should keep discussion around the mod here though; might make an off topic thread about it though.
Good to know all is well with you.
Keep working on this excellent mod. Right now i'm not using because the game mod is B18 and the game is 1.0.[some numbers].
Looking foward for this mod to be updated for newer version!
I don't know how y'all can pass to 1.0 directly... Tynan has stated it as unstable and plus, most of the greatest mods are still on B18.. Like this one !
Quote from: Grillbye on June 24, 2018, 05:33:20 AM
I don't know how y'all can pass to 1.0 directly... Tynan has stated it as unstable and plus, most of the greatest mods are still on B18.. Like this one !
Because 1.0 offers 64-bit. Using 32 for so long has been a pain, even though not all mods are 1.0 yet there are enough to play without worrying about CTD, slowness, etc.
Plus Tynan says its unstable but I have yet to have any issues with it :) Much fewer than with 32bit 0.18
Although this mod is one of my core mods and I really hope it gets a 1.0 update asap.
Probably just going to leave updating to v1.0 when it itself is finished. Last update from A17 to B18 wasn't hard from what I remember, but all the same I want a stable codebase. I don't even know if v1.0 is available for non-steam users, so I might be SOL anyways.
By the way, I "merged" your fork, crustymonkey. I did a quick look-through of the code and tested in game and everything seemed fine. I'm aware you can't override enums, so your workaround is probably sufficient.
Cool that you're still there. Keep up the amazing work! :D
How do you deal with children that can crawl around but can't do anything else? I have no way to feed them without making them prisoners.
Wow, that's a shame. Have you got any other mods installed such as PawnMenu, for example ?
This seems really fun, a real game changer. Hope you will continue with it!
Have you ever thought of adding toys?
Wooden building blocks could easily entertain a kid or a baby, and also provides a more nicer variety on joy sources. Tiny cars could be crafted from metals, dolls from textiles, stuff like that. Maybe they could even boost some skills, I don't know.
Hello, author.
Thank you for updating!
I updated the Japanese translation for v0.4e. So I sent Pull request from gitlab. Please confirm and merge. Thank you.
is it not recommended to uninstall even once children are grown? Wanted to wait until 1.0 but ive found no vids on this mods gameplay so I want to try it out.
Quote from: Ruisuki on July 10, 2018, 05:05:03 AM
is it not recommended to uninstall even once children are grown? Wanted to wait until 1.0 but ive found no vids on this mods gameplay so I want to try it out.
dont bother waiting for 1.0 just play for now. and no u ccant uninstall mid game it break save
Hey guys, I'm pretty new to this community, just started playing Rimworld a few weeks ago and I soon got addicted to it.
Currently trying to figure out what the best mods to add to the vanilla game are and this mod is currently a high priority for me. Really loving the concept of the mod, really a huge and outstanding effort pulled by the creator. I have a couple of questions though:
1) I've seen some people mentioning a GitHub fork of this mod that adds baby clothing, where can I find that?
2) Is this mod compatible with this other mod? https://rim-world.com/children-school-and-learning-mod/
Thanks in advance! ;)
Quote from: Mightycucumber on July 12, 2018, 06:28:27 AM
Hey guys, I'm pretty new to this community, just started playing Rimworld a few weeks ago and I soon got addicted to it.
Currently trying to figure out what the best mods to add to the vanilla game are and this mod is currently a high priority for me. Really loving the concept of the mod, really a huge and outstanding effort pulled by the creator. I have a couple of questions though:
1) I've seen some people mentioning a GitHub fork of this mod that adds baby clothing, where can I find that?
2) Is this mod compatible with this other mod? https://rim-world.com/children-school-and-learning-mod/
Thanks in advance! ;)
I haven't tested both of those mods together, but I'd assume they would conflict. Maybe someone else has tested as knows.
Speaking of which, I think teaching and educating child colonists as featured in the other mod would be a great thing for Thirite to include in his mod. The chance to build a school room in your colony and assign someone to teaching would be good. ;D
Quote from: Mightycucumber on July 12, 2018, 06:28:27 AM
1) I've seen some people mentioning a GitHub fork of this mod that adds baby clothing, where can I find that?
Thirite merged the changes I made in respect to baby clothing so you can just download his official version from GitLab. Since he removed his content from Github, I went ahead and removed my fork so as to be consistent. If I ever decide to fork any of Thirite's mods again in the future it will be on GitLab.
Quote from: Mightycucumber on July 12, 2018, 06:28:27 AM
2) Is this mod compatible with this other mod? https://rim-world.com/children-school-and-learning-mod/
Last I checked they were more or less compatible with some changes to the default settings for "children, school, and learning" By default while running that mod, children are magically born as teenagers, thus skipping most of the content for CNP. But you can change the settings to allow the child to be born with an age of zero, thus enabling the baby, toddler, and child stages added by CNP. I think it would be neat to run a multigenerational colony using both of these mods, but by God, I don't have that sort of time.
Thanks for the feedback guys, downloaded both mods and applied the said changes by resetting the child generation age to zero. Now let's wait for my three couples of colonists to get sum. 8)
Hey guys, a little doubt here: I sometimes see my colonist couples in bed with hearts over them (usually a sign of "had some loving" right?) but when I check their interactions nothing shows up. Is this normal behaviour in the vanilla game?
It would be really net if we somehow could get this to work with Facial Stuff sometime after 1.0 comes out. The Children look really out of place when all other Pawns have RimFace/FacialStuff enhancements.
As soon as my babies grows into toddler, they can't be cared since they're not "patient" anymore and don't do anything themselves because they have zero manipulation.
IT'S NOT FUNNY
My base is filled with endless crying of babies with constant bad mood since they feel filthy/hungry/tired yet no one cares them and they can't even SLEEP themselves
how can I manage this tragedy? I'm urgent
Quote from: AnotherFireFox on July 18, 2018, 09:12:22 PM
As soon as my babies grows into toddler, they can't be cared since they're not "patient" anymore and don't do anything themselves because they have zero manipulation.
IT'S NOT FUNNY
My base is filled with endless crying of babies with constant bad mood since they feel filthy/hungry/tired yet no one cares them and they can't even SLEEP themselves
how can I manage this tragedy? I'm urgent
got it, it was clothing assign problem. They tried to wear adults' apparel 10 times per 10 ticks ended up doing nothing. I assigned them to wear nothing but children's cloth and they started to move.
but why feeding child as a patient is prior than breastfeeding child?
Should I do micro all the time to breastfeed child?
and why can't I wash and breastfeed my toddler as soon as they're not baby anymore?
Question: does pregnancy not always become visible in the second trimester? One of my 45-year old colonists just went into labor with absolutely no warning and popped one out.
Granted, you hear news stories about this happening, but it's usually morbidly obese people...
Mine keep saying this, any Harmony patch?
[HugsLib][ERR] Failed to apply Harmony patches for HugsLib.Children_and_Pregnancy_testing. Exception was: System.Exception: Exception from HarmonyInstance "HARMONY_PATCH_1.1.0" ---> System.Exception: Wrong null argument: br NULL
at Harmony.ILCopying.MethodBodyReader+<>c__DisplayClass19_0.<FinalizeILCodes>b__1 (Harmony.CodeInstruction codeInstruction) [0x00000] in <filename unknown>:0
at Harmony.CollectionExtensions.Do[CodeInstruction] (IEnumerable`1 sequence, System.Action`1 action) [0x00000] in <filename unknown>:0
at Harmony.ILCopying.MethodBodyReader.FinalizeILCodes (System.Collections.Generic.List`1 transpilers, System.Collections.Generic.List`1 endLabels, System.Collections.Generic.List`1 endBlocks) [0x00000] in <filename unknown>:0
at Harmony.ILCopying.MethodCopier.Finalize (System.Collections.Generic.List`1 endLabels, System.Collections.Generic.List`1 endBlocks) [0x00000] in <filename unknown>:0
at Harmony.MethodPatcher.CreatePatchedMethod (System.Reflection.MethodBase original, System.String harmonyInstanceID, System.Collections.Generic.List`1 prefixes, System.Collections.Generic.List`1 postfixes, System.Collections.Generic.List`1 transpilers) [0x00000] in <filename unknown>:0
--- End of inner exception stack trace ---
at Harmony.MethodPatcher.CreatePatchedMethod (System.Reflection.MethodBase original, System.String harmonyInstanceID, System.Collections.Generic.List`1 prefixes, System.Collections.Generic.List`1 postfixes, System.Collections.Generic.List`1 transpilers) [0x00000] in <filename unknown>:0
at Harmony.MethodPatcher.CreatePatchedMethod (System.Reflection.MethodBase original, System.Collections.Generic.List`1 prefixes, System.Collections.Generic.List`1 postfixes, System.Collections.Generic.List`1 transpilers) [0x00000] in <filename unknown>:0
at Harmony.PatchFunctions.UpdateWrapper (System.Reflection.MethodBase original, Harmony.PatchInfo patchInfo) [0x00000] in <filename unknown>:0
at Harmony.PatchProcessor.Patch () [0x00000] in <filename unknown>:0
at Harmony.HarmonyInstance.<PatchAll>b__6_0 (System.Type type) [0x00000] in <filename unknown>:0
at Harmony.CollectionExtensions.Do[Type] (IEnumerable`1 sequence, System.Action`1 action) [0x00000] in <filename unknown>:0
at Harmony.HarmonyInstance.PatchAll (System.Reflection.Assembly assembly) [0x00000] in <filename unknown>:0
at HugsLib.ModBase.ApplyHarmonyPatches () [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Anyone know of any major incompatibilities?
not sure if this has been asked, but I noticed child generation is too frequent, especialy in raids, sometimes raiders just come with all childs and it makes game too easy, all I have to do is bash them a few times and they go downed and they even cary assault rifles... (I play on Hardcore, Permanent mode)
Quote from: Waras on July 30, 2018, 07:12:58 AM
not sure if this has been asked, but I noticed child generation is too frequent, especialy in raids, sometimes raiders just come with all childs and it makes game too easy, all I have to do is bash them a few times and they go downed and they even cary assault rifles... (I play on Hardcore, Permanent mode)
ages in raid are rng thats why u can have a raid with a mix one time then next be all old people and such
child generation wouldnt impact other faction mods would it? Like say the federation or ferals from rimsenal? itd be weird if they brought kid version of their fighting styles
Hello. Can you add ability to flog (or what is it called in english) children who have bad behaviour (Ex: They raided you, they did something bad. I know I made very good example.) It will create small debuff (like -6) but it will teach them a lesson))))
I am encountering a bug when trying to add this mod to existing saves. The work tab shows only a single character and they only have the first five tasks visible. It doesn't occur in new games. It is the only mod that I have installed aside from hugslib (B18 version).
Any ideas what might be wrong?
I'm not 100% sure but I think the mod was coming with toddlers' outfits, right ? Like Onesies or Beanies? The thing is, I can't find any of this in my tailoring table's list - was it another mod that added those? Because it's winter and my toddler is freezing his ass out there while wandering around the base that's made to resemble as a village...
Hi,
I made toddler outfits how do I put them on my toddler?
Quote from: Grillbye on August 13, 2018, 09:08:28 AM
I'm not 100% sure but I think the mod was coming with toddlers' outfits, right ? Like Onesies or Beanies? The thing is, I can't find any of this in my tailoring table's list - was it another mod that added those? Because it's winter and my toddler is freezing his ass out there while wandering around the base that's made to resemble as a village...
It is not in the tailoring table but in the crafting table.
Quote
It is not in the tailoring table but in the crafting table.
...Crafting table ? There is no crafting table, I checked twice with GodMode on just to be sure. The only furniture in "Production" having "craft" in it is the crafting spot and I also checked twice on the list ; there is no toddlers' outfits in the crafting spot's list nor the tailoring table.
Please continue this for build 19! This is one of my favorite mods! I cannot play without it!
Quote from: Hydromancerx on August 28, 2018, 02:46:08 PM
Please continue this for build 19! This is one of my favorite mods! I cannot play without it!
Agreed! Your mod is fantastic and very much appreciated.
Please continue this wonderful mod! Multi-generational colonies are the greatest way to play!
Another vote asking/begging for an update. My husband and I can't play without it. A huge thank you (from both of us) for the time, hard work, and creativity that was put into creating this magnificent mod!
I kinda wanna see this updated to b19 too. I got the other one, but it doesn't have the same intricacies or models.
Quote from: Onasaki on September 02, 2018, 03:20:11 PM
I kinda wanna see this updated to b19 too. I got the other one, but it doesn't have the same intricacies or models.
what other one
The one with Learning and stuff, it's a steam mod and I think it's on Nexus. It adds childbirth, and kid start at a set age. Default is 14 but you can lower it, and they start with no skills. There's no adjusted model size that I'm aware of, and it doesn't have the same functionality as this mod does, with the toddlers, and the infants, and that sort of thing. It also doesn't allow you to randomly roll child colonists.
Registered just to tell you that this mod is awesome and please update it for newer versions! :'(
Clearly a Rimworld Essential Mod. Barely less than a week after the patch and there's this much enthusiasm for an updated version.
Looking forward to a b19 update
Another waiting for an update.
Just registered to ask you if you have a way I can pay you. I will send you 20$ to update this mod to B19 You don't have to get it done right away. Just start working on it. I need this mod. It is truly the best.
Just pushing this up since he mentioned it back in June.
Quote from: Thirite on June 17, 2018, 03:24:07 AM
Crap, sorry guys. It only occurred to me today that I broke my download links. I'll fix them with the new gitlab URLs.
Edit: Wanted to apologize for my radio silence by the way. Nothing unusual, just incredibly busy irl. Started making my own simple game as well, that took up all my free time. I haven't been up to date with RW modding for a while but I'll try to dive back in after I finish my aforementioned project which shouldn't be too long.
whoa he was building a game simultaneously the whole time. i wonder if that means the mods progress will be completed faster now
Yes this mod is amazing!!! Love all the little details!
This mod is a must have. Looking forward to b19, and I also hope this mod makes it to the stable versions :)
So is someone developing an Alternative since this Mod is most likely dead?
Quote from: Hadley on September 10, 2018, 05:57:46 PM
So is someone developing an Alternative since this Mod is most likely dead?
There is the "Children, school and learning" mod https://steamcommunity.com/sharedfiles/filedetails/?id=1440880973 (https://steamcommunity.com/sharedfiles/filedetails/?id=1440880973) on Steam, which adds pregnancy and school utilities but without adding toddlers and babies so the newborns are essentially born as 15 year olds.
Quote from: Hadley on September 10, 2018, 05:57:46 PM
So is someone developing an Alternative since this Mod is most likely dead?
I just changed in the about the version target and it seems to be working, haven't tested it fully. :-\
I hope the author doesn't abandon this.
Edit: nvm I had the notifications off. Maybe I could tweak it around?
Quote from: Daruny on September 11, 2018, 08:12:14 PM
I just changed in the about the version target and it seems to be working, haven't tested it fully. :-\
I hope the author doesn't abandon this.
Edit: nvm I had the notifications off. Maybe I could tweak it around?
Cribs are bugged, and the operation menu doesn't open anymore.
Quote from: PhantomFav on September 12, 2018, 04:18:34 AM
Quote from: Daruny on September 11, 2018, 08:12:14 PM
I just changed in the about the version target and it seems to be working, haven't tested it fully. :-\
I hope the author doesn't abandon this.
Edit: nvm I had the notifications off. Maybe I could tweak it around?
Cribs are bugged, and the operation menu doesn't open anymore.
Yeah the dll needs to be updated, I had hopes that maybe the problem was only the target version but problem is with the dll I have no idea how to "mod" the mod to make it work, I still have hope that Kiame might be interested in updating this.
yes plis this amazing mod needs an update!
I hope Thirite saw our plea... :(
OK!!give me chocolate!!!!! :o
looking for A17 version...
please upload for :'(
any way someone could update this? kinda needing the whole newborn and baby mods added to my game :( wish i knew how to code xmls
unfortunately it is a mod that includes a 'dll' so is beyond mere xml modding, and from memory of the previous alphas/betas thirite took a month or two after the release of the alpha/beta before their (most addictive) mod finally was updated for the alpha/beta
So for those who are playing this b18 version mod in b19, how buggy is it?? gamebreaking?? what bugs?? playable??
definitely one of my must have mods, and unfortunately everyone likely has to wait for the author to update this
still trying to figure that out for myself. ill test it and reply with my logs
Quote from: zosiegwen on September 20, 2018, 11:07:15 AM
still trying to figure that out for myself. ill test it and reply with my logs
as far as i know it works the same ;)
Quote from: LiteEmUp on September 20, 2018, 05:28:34 AM
So for those who are playing this b18 version mod in b19, how buggy is it?? gamebreaking?? what bugs?? playable??
Unplayable. Bugs block the game and the operation menu doesn't open.
The B18 version was unplayable for me too. So in Thirite's absence I've had a go at updating it. Now playable again but probably quite a few bugs, maybe even bad ones (this is my first voyage into the world of RimWorld modding!). Remember to save regularly..!
Download here: https://gitlab.com/jarry1250/ChildrenAndPregnancy (https://gitlab.com/jarry1250/ChildrenAndPregnancy)
Post your bug reports below...
Ty very much, i will try it and report any bug i can find
Quote from: jarry on September 23, 2018, 03:50:08 PM
Download here: https://gitlab.com/jarry1250/ChildrenAndPregnancy (https://gitlab.com/jarry1250/ChildrenAndPregnancy)
My browser antivirus marks that thing as a dangerous item.
Quote from: PhantomFav on September 24, 2018, 10:04:21 AM
Quote from: jarry on September 23, 2018, 03:50:08 PM
Download here: https://gitlab.com/jarry1250/ChildrenAndPregnancy (https://gitlab.com/jarry1250/ChildrenAndPregnancy)
My browser antivirus marks that thing as a dangerous item.
Strange. The page or the download? The download is almost identical to the B18 version of ChildrenAndPregnancy. If you need any reassurance, you can see the changes to the code I've made here:
https://gitlab.com/Thirite/ChildrenAndPregnancy/merge_requests/45/diffs (https://gitlab.com/Thirite/ChildrenAndPregnancy/merge_requests/45/diffs)
Quote from: jarry on September 24, 2018, 02:11:26 PM
Quote from: PhantomFav on September 24, 2018, 10:04:21 AM
Quote from: jarry on September 23, 2018, 03:50:08 PM
Download here: https://gitlab.com/jarry1250/ChildrenAndPregnancy (https://gitlab.com/jarry1250/ChildrenAndPregnancy)
My browser antivirus marks that thing as a dangerous item.
Strange. The page or the download? The download is almost identical to the B18 version of ChildrenAndPregnancy. If you need any reassurance, you can see the changes to the code I've made here:
https://gitlab.com/Thirite/ChildrenAndPregnancy/merge_requests/45/diffs (https://gitlab.com/Thirite/ChildrenAndPregnancy/merge_requests/45/diffs)
I don't have anything on my end. Just a working version of CaP. You are a saint my man :)
Quote from: jarry on September 23, 2018, 03:50:08 PM
Post your bug reports below...
Once in a while, tribal people have a funny problem with their hair :)
[attachment deleted due to age]
Quote from: jarry on September 23, 2018, 03:50:08 PM
The B18 version was unplayable for me too. So in Thirite's absence I've had a go at updating it. Now playable again but probably quite a few bugs, maybe even bad ones (this is my first voyage into the world of RimWorld modding!). Remember to save regularly..!
Download here: https://gitlab.com/jarry1250/ChildrenAndPregnancy (https://gitlab.com/jarry1250/ChildrenAndPregnancy)
Noice! :O
Excellent jarry. Don't see any problems with it so far. Thank you for updating this in Thirite's absence.
Thanks for the update, but i got a glitch in my game, i suspect that comes from the tailor benches when clothes are made : impossible for the colonist to wear mantels then they all wait indefinatly.
[attachment deleted due to age]
Is there a way to fill the baby or toddler's recreation? So I popped this on top of a save where I had a baby and toddler age pawns. They're both severely recreation deprived and the toddler wouldn't do anything to try and fill that meter until the point where he had a mental break and became a wildman (wildbaby). Now I either have to tame him or arrest him and recruit him back into the colony. I find this incredibly hilarious but there should probably be a way to fill baby recreation. XD
Oh my god is that what childcare does? I literally just saw that right now and one of my colonists is playing with the baby. I assume they'll play with the toddler too once he's part of the colony again? Lol nevermind the previous post, problem solved!
Quote from: Jenivi7 on September 28, 2018, 06:18:24 AM
Oh my god is that what childcare does? I literally just saw that right now and one of my colonists is playing with the baby. I assume they'll play with the toddler too once he's part of the colony again? Lol nevermind the previous post, problem solved!
Actually I think you have found a bug -- in beta 19 babies and toddlers can develop a tolerance to social joy. This is grossly unfair on the player since they don't have easy early game alternatives. I've patched social tolerance to not accrue for that reason. Long term, baby and toddler toys might be a good addition to the mod.
To solve the baby/toddler joy problem once they start crawling and walking, I either research to get tube television or just save up my silver and buy a TV from the exotic goods trader when they swing by. I feel a little guilty about sticking my kids in front of a TV set all day to entertain them, it reminds me when my baby brother would watch Ice Age or The Incredibles all day on repeat, but it gets them to stop crying and rest properly at least :P
How is the B19 update jarry made working out for folks? I'm still running B18 because of this mod (basically my favourite mod & an essential one to my play now) and a couple others that won't see updates to B19 or 1.0 whenever it lands (Cupro's stones and alloys, and I'm sure some others). I may try to bugtest jarry's version of Thirite's mod if I attempt B19 again sometime soon, but I'm also plenty happy to wait for the full release.
I would love to get to see this mod appear in 1.0, i would like to try and recreate a scenario of Little Lamplight ran by lost children and try building a colony in the mountains despite the infestations of bugs but i love to try that challenge on how long that colony lives...
Bump! Would love a 1.0 version as well, this was one of my favorite mods out there few versions ago and I miss it!
Quote from: jarry on September 24, 2018, 02:11:26 PM
Quote from: PhantomFav on September 24, 2018, 10:04:21 AM
Quote from: jarry on September 23, 2018, 03:50:08 PM
Download here: https://gitlab.com/jarry1250/ChildrenAndPregnancy (https://gitlab.com/jarry1250/ChildrenAndPregnancy)
My browser antivirus marks that thing as a dangerous item.
Strange. The page or the download? The download is almost identical to the B18 version of ChildrenAndPregnancy. If you need any reassurance, you can see the changes to the code I've made here:
https://gitlab.com/Thirite/ChildrenAndPregnancy/merge_requests/45/diffs (https://gitlab.com/Thirite/ChildrenAndPregnancy/merge_requests/45/diffs)
Hey jarry, I'm having an issue where the version is not recognized by the game and therefore not loading properly:
Mod ChildrenAndPregnancy-master (2) has incorrectly formatted target version 'Unknown'. For the current version, write: <targetVersion>0.19.2009</targetVersion>
However, checking the About file says the target version is written correctly and im not sure where to go from here...
Quote from: jarry on September 28, 2018, 04:23:24 PM
Actually I think you have found a bug -- in beta 19 babies and toddlers can develop a tolerance to social joy. This is grossly unfair on the player since they don't have easy early game alternatives. I've patched social tolerance to not accrue for that reason. Long term, baby and toddler toys might be a good addition to the mod.
Thanks! I'm glad it wasn't entirely something I had just missed. When I updated the mod the babies started taking care of their recreation right away.
Quote from: Anatares on September 30, 2018, 12:46:56 PM
To solve the baby/toddler joy problem once they start crawling and walking, I either research to get tube television or just save up my silver and buy a TV from the exotic goods trader when they swing by. I feel a little guilty about sticking my kids in front of a TV set all day to entertain them, it reminds me when my baby brother would watch Ice Age or The Incredibles all day on repeat, but it gets them to stop crying and rest properly at least :P
How is the B19 update jarry made working out for folks? I'm still running B18 because of this mod (basically my favourite mod & an essential one to my play now) and a couple others that won't see updates to B19 or 1.0 whenever it lands (Cupro's stones and alloys, and I'm sure some others). I may try to bugtest jarry's version of Thirite's mod if I attempt B19 again sometime soon, but I'm also plenty happy to wait for the full release.
I wish I had thought of the TV! That seems like a good work around! And I'm enjoying the mod a lot. I didn't find it until recently, after B19 dropped, but aside from the recreation thing that just got a patch, jarry's version is working great for me. And I haven't noticed any conflicts with the other mods I have installed either (of which I have way, way too many).
Hey, just wondering if anyone knows how to increase/decrease the chances of pregnancy in the Lovin.cs file in the mod's override folder? I found the part of the code but even after changing 0.33f to 0 the log says the impregnation chance is still 0.33.
// Check the pawn's age to see how likely it is she can carry a fetus
// 25 and below is guaranteed, 50 and above is impossible, 37.5 is 50% chance
float preg_chance = Math.Max (1 - (Math.Max (female.ageTracker.AgeBiologicalYearsFloat - 25, 0) / 25), 0) * 0.33f;
Any help would be really appreciated as I just want to tweak the chance and not use contraceptives in game.
Here the only major (and almost lethal) problem with this mod after 19.0.
As you can see in the picture, after less than 10 days of life, all the jellybeans start to cry irreparably. The only possibile kinds of recreations are the social interactions and the television, so they get bored easily. The only other possible way is the chemical consumption; but I don't have to explain why this method is not recommendable...
So, unless the recreation system is abolished or revisited for babies, you will have at least 2 rim-years of deafening unstoppable cries.
[attachment deleted due to age]
https://steamcommunity.com/sharedfiles/filedetails/?id=1521844535
might be good framework for the books you plan to add.
Quote from: PhantomFav on October 10, 2018, 10:06:03 AM
Here the only major (and almost lethal) problem with this mod after 19.0.
As you can see in the picture, after less than 10 days of life, all the jellybeans start to cry irreparably. The only possibile kinds of recreations are the social interactions and the television, so they get bored easily. The only other possible way is the chemical consumption; but I don't have to explain why this method is not recommendable...
So, unless the recreation system is abolished or revisited for babies, you will have at least 2 rim-years of deafening unstoppable cries.
I've found an easy work-around for this! Simply just delete the crying sound effects. They may still be upset, but at least the crying has stopped lol
Quote from: izbusiness on October 11, 2018, 10:29:12 PM
I've found an easy work-around for this! Simply just delete the crying sound effects. They may still be upset, but at least the crying has stopped lol
That's a slick move!
You! I like you ;D
I've found some weird buggery with Jecell's LOTR mods. Playing with this mod and the racial mods for dwarves and hobbits, and elves, kinda results in some weirdness with hobbits having weird double-bodies. This goes for dwarves too. Elves not so much, since elves are already super old. But there is some kind of weirdness.
Quote from: PhantomFav on October 10, 2018, 10:06:03 AM
Here the only major (and almost lethal) problem with this mod after 19.0.
As you can see in the picture, after less than 10 days of life, all the jellybeans start to cry irreparably. The only possibile kinds of recreations are the social interactions and the television, so they get bored easily. The only other possible way is the chemical consumption; but I don't have to explain why this method is not recommendable...
So, unless the recreation system is abolished or revisited for babies, you will have at least 2 rim-years of deafening unstoppable cries.
Hey! I think I fixed this in response to an earlier comment, by making sure they can never get bored of social interaction. Did you try updating your version of the mod after that?
Quote from: jarry on October 13, 2018, 06:33:39 AM
Hey! I think I fixed this in response to an earlier comment, by making sure they can never get bored of social interaction. Did you try updating your version of the mod after that?
I will try!
Looks like we'll need a 1.0 version soon. :P
I hope its an easier fix than from B18 to B19
Yeah, there is some bugs with the 1.0, like unhappy nudity and claustrophobia for childrens. Oh and they lost their child skin too, they now have the same skin than the adult pawns, but smaller. It's kind of weird.
Nothing too gamebreaker, didn't experience the full B19 version on 1.0, but yeah, it works atm.
Quote from: WyteKnight on October 18, 2018, 12:33:50 AM
Yeah, there is some bugs with the 1.0, like unhappy nudity and claustrophobia for childrens. Oh and they lost their child skin too, they now have the same skin than the adult pawns, but smaller. It's kind of weird.
Nothing too gamebreaker, didn't experience the full B19 version on 1.0, but yeah, it works atm.
Hey, um, dude, children IRL can be claustrophobic and hate being naked. Those aren't bugs, those are features. :P
The pawn graphics though, will likely need some work too. I wish the original poster of this mod would come back... T_T But I also know Jarry is doing his best. Keep it up, man!
Quote from: Onasaki on October 18, 2018, 11:13:25 AM
Quote from: WyteKnight on October 18, 2018, 12:33:50 AM
Yeah, there is some bugs with the 1.0, like unhappy nudity and claustrophobia for childrens. Oh and they lost their child skin too, they now have the same skin than the adult pawns, but smaller. It's kind of weird.
Nothing too gamebreaker, didn't experience the full B19 version on 1.0, but yeah, it works atm.
Hey, um, dude, children IRL can be claustrophobic and hate being naked. Those aren't bugs, those are features. :P
The pawn graphics though, will likely need some work too. I wish the original poster of this mod would come back... T_T But I also know Jarry is doing his best. Keep it up, man!
Yeah, but not when then just had less than 1 year :p
Before I update Rimworld to 1.0 they didn't had claustrophobia or unhappy nudity, so yeah, I think it's a bug. They can't even walk, so I can't give them clothes :p
So sad some good mods like this are just abandonned, it's very cool someone keep them updated tho.
Quote from: PhantomFav on October 10, 2018, 10:06:03 AM
Here the only major (and almost lethal) problem with this mod after 19.0.
As you can see in the picture, after less than 10 days of life, all the jellybeans start to cry irreparably. The only possibile kinds of recreations are the social interactions and the television, so they get bored easily. The only other possible way is the chemical consumption; but I don't have to explain why this method is not recommendable...
So, unless the recreation system is abolished or revisited for babies, you will have at least 2 rim-years of deafening unstoppable cries.
There's a mod called Misc. Training that I've used before to give the babies a way to bleed off aggression with the martial arts dummy XD It provided joy for them in another way that I found useful, plus it doesn't require manipulation for a crawling toddler to punch a practice dummy. Maybe it would help in this case (with the gaming (dexterity) joy aspect as that's what I believe it increases?).
Also yeah, some toddler-specific joy objects would be enjoyable to see. A stuffed plush made at the tailoring table or just some wooden blocks made at a crafting spot would do it. The only problem I can see with implementing it is the fact that manipulation is disabled for so long, and seems to be required by most other joy types. Perhaps making it so they can have at least 10% manipulation when they get to the walking stage would help, but jobs that would be unreasonable for a toddler to do still disabled? Or, just make it so the toys don't require manipulation to interact with. The other part of this is whether you can make it so only babies can play with the toys, instead of your fully adult pawns (unless it's something they can do as part of the childcare job type? That'd be pretty adorable lmao).
I have no expectations or demands, I'm just spitballing ideas here. I'm also still on B18 because I love my current game I've got going (I make myself in EdB Prepare Carefully, and 'I' was struck almost directly on by lightning in this one,
survived, and then gave birth a day later while suffering from a major infection. That's pretty rad), just wanted to check in on this mod and see how things are going.
So would it be safe to assume that this mod is dead? It hasn't even been updated since B18, is a 1.0 release unlikely to happen?
I was lurking and found this.
https://gitlab.com/jarry1250/ChildrenAndPregnancy
I didn't make it, I do not own it, I didn't even participate in this, I just share what I found for those that don't have the time to lurk moar.
Children, School and Learning Mod has updated for 1.0
I remember a while back Thirite did say he was probably going to come back to update the mod to 1.0 when it is released, but obviously so far nothing. However since his last visit to the forum was back in early July, I think its safe to assume he's not coming back for a while.
It is sad to see great mods like this one abandoned but hopefully someone else will take over it. I know Jarry updated it to B19, so perhaps he's working on 1.0 too. I'd give it a go if I knew modding and coding lol
Thirite said he was working in a game or something, so probably it will take a long while for the guy to return back to playing & modding Rimworld... :(
I hope Jarry is still around, making it compatible for 1.0 Release...
wow didnt realize hed been gone that long. damn. Well at least ill try the b19 then. I might have missed out on OHU by starting a b19 save but at least i can try this
does anyone have trouble finding women with decent skills under 40 years old? In all of my games its only males that are worth recruiting (high passions) stat wise i found young females lacking. Not sure if bad rng or what but i imagine this will make it hard to have children
The B19 version works well, except some minor bugs, in 1.0. It's not because a mod is in red on the mod manager that's is going to crash or anything.
Quote from: WyteKnight on October 24, 2018, 02:59:22 PM
The B19 version works well, except some minor bugs, in 1.0. It's not because a mod is in red on the mod manager that's is going to crash or anything.
What kind of bugs?
Quote from: Psyckosama on October 24, 2018, 07:30:20 PMWhat kind of bugs?
From what i've seen just graphical ones, The Children show up as normal adult pawns instead of the baby ones.
Quote from: Psyckosama on October 24, 2018, 07:30:20 PM
Quote from: WyteKnight on October 24, 2018, 02:59:22 PM
The B19 version works well, except some minor bugs, in 1.0. It's not because a mod is in red on the mod manager that's is going to crash or anything.
What kind of bugs?
The childs get the adult skin.
The childs, when they cannot walk, had the claustrophobia & unhappy nudity bad mood. They can't mental break tho, because they can't get off bed. When they are 2yo, you can give them clothes and make them wandering outside, so it's cool.
Sometimes, when a 13-18 yo is attribued to Childcare, he is stuck on a infinite "playing with baby" loop.
Aaand that's all. Nothing gamebreaker at all.
I have compiled a new assembly.dll for version 1.0 of this mod. It's in the attachment. You have to change the version number in the about.xml yourself to 1.0.0 because that's just a quick and dirty work, I want to know if it works not only for me. Didn't changed anything in the code, not even updating the recommended obsolete bits (those where almost all related to translation issues, so translation errors might happen).
But like I said, it works for me, with only HugsLib as another activated mod. The dev log didn't throw errors, but I have only my system as test platform.
EDIT: first download Jarry's fork of the mod here: https://gitlab.com/jarry1250/ChildrenAndPregnancy (https://gitlab.com/jarry1250/ChildrenAndPregnancy) (which is also the B19 Version), then replace the .dll in ChildrenAndPregnancy\Assemblies and change the version number in about.xml...
or...
download the mod with all changes here: https://gitlab.com/Cheran/ChildrenAndPregnancy (https://gitlab.com/Cheran/ChildrenAndPregnancy)
[attachment deleted due to age]
Can anyone verify that the attachment above is legit?
Quote from: Clipdipzip on October 25, 2018, 09:59:13 PM
Can anyone verify that the attachment above is legit?
Thanks for that question. Would have been nice if one of those who downloaded it had left a comment.
To clear all doubts of legitimacy I've created a gitlab account where you even can see my real name (don't know how to change that).
Link to my fork of Children and Pregnancy: https://gitlab.com/Cheran/ChildrenAndPregnancy (https://gitlab.com/Cheran/ChildrenAndPregnancy)
lots of errors https://git.io/fxSLK
Quote from: s3gur0 on October 26, 2018, 03:38:56 AM
lots of errors https://git.io/fxSLK
Sorry, I should have add that you have to download Jarry's fork of the mod (https://gitlab.com/jarry1250/ChildrenAndPregnancy (https://gitlab.com/jarry1250/ChildrenAndPregnancy)) and then replace that .dll with mine. My fault. Will edit my post accordingly.
But now, you can download all in one from my fork of the mod with all changes Jarry made. Link above.
Okay, how exactly do you install the mod off of gitlab?
Quote from: Psyckosama on October 26, 2018, 07:07:42 PM
Okay, how exactly do you install the mod off of gitlab?
Just like any other mod on gitlab or github.
yeah, i have problems with the mod too, as all children born in my colony are all adults when they should be like the small disgusting helpless beans
Quote from: Chromia. on October 27, 2018, 02:36:01 PM
yeah, i have problems with the mod too, as all children born in my colony are all adults when they should be like the small disgusting helpless beans
Sorry, I can't do anything without a log file.
Quote from: Chromia. on October 27, 2018, 02:36:01 PM
yeah, i have problems with the mod too, as all children born in my colony are all adults when they should be like the small disgusting helpless beans
are you using the children school and learning mod? if yes then check the options and change the age of newborn children. and maybe try to fiddle with the load order.
Quote from: Cheran II on October 27, 2018, 03:42:32 PM
Quote from: Chromia. on October 27, 2018, 02:36:01 PM
yeah, i have problems with the mod too, as all children born in my colony are all adults when they should be like the small disgusting helpless beans
Sorry, I can't do anything without a log file.
Quote from: Quadwin on October 27, 2018, 04:15:08 PM
Quote from: Chromia. on October 27, 2018, 02:36:01 PM
yeah, i have problems with the mod too, as all children born in my colony are all adults when they should be like the small disgusting helpless beans
are you using the children school and learning mod? if yes then check the options and change the age of newborn children. and maybe try to fiddle with the load order.
hey there! sorry for linking to the log file late. I completely forgot that it is needed to be presented to get the needed help.
https://gist.github.com/HugsLibRecordKeeper/5aceade65ec3769b3242e72cae53b06b
so I just got back to the Rimworld save I have, and now, the skin has reverted to its baby skin that it should. but, now like, while the baby can't do anything at all, it can immediately walk around the colony and don't seem to be stuck on the crib at all. Plus, said baby is born with wake-up addiction. I have no idea what is up with that at all.
and no, I don't have children school and learning mod installed, as I had avoided that mod because i didn't like the unrealism with how babies are born like they're older. Is it possible to get these two mods working, i wonder?
Quote from: Cheran II on October 25, 2018, 03:51:04 PMdownload the mod with all changes here: https://gitlab.com/Cheran/ChildrenAndPregnancy (https://gitlab.com/Cheran/ChildrenAndPregnancy)
Works great so far! Thank you so much, I missed this!
Quote from: Chromia. on October 27, 2018, 09:31:13 PMand no, I don't have children school and learning mod installed, as I had avoided that mod because i didn't like the unrealism with how babies are born like they're older. Is it possible to get these two mods working, i wonder?
I would like to know if there is some gimmik to get these two play nice together too. I remember trying in some older RW version but never got them working together properly in previous versions.
@Chromia
The log file looks fine, no errors - even if I'm wondering why the mod's version is listed as B19, but there is the point my knowledge of coding stops.
As with the baby wandering around: It sounds it's missing their "baby" hediff. If you enable the dev mode, you can check this in the health tab. Click on the red X for "Dev:AllDiffs" and check if they have a "whole body - child growing (baby)" entry. That hediff should unable them to move.
You can manually apply it to them with the debug action menu -> add hediff... -> select child growing -> click on pawn -> select (no body part).
Hopefully they have their "baby" backstory which unable them to do any labor, but you can uncheck it in the work tab, of course.
With the wake-up addiction, I guess they took some unnoticed or the mother has an addiction (once I had a junkie mom with multiple addictions. The baby was born with plague). Or the game decided it was fun. I don't know. You can remove that with the dev tools, too, if you want.
Select "remove hediff..." in the debug action menu, click on the pawn and select the corresponding entry.
Those bugs happened because - I guess - the update was brought in too late to effect the pawns. But the above procedure should fix that.
@kiesu
Thanks for the reply. Unfortunately, my coding skills are too low to do any compatibility patching or the like. We all have to wait until Thirite returns or someone with more skill might join the project.
I remember there was a mod (Colony Leadership by Nandonalt) where you can create a school system for all pawns, with schedules and all. I used it before and ignored the leadership part of it. Unfortunately Nandonalt abandoned it, but [TruE] Captain Staky on Steam seems to took it over. Don't know if both mods would play nice together now.
Quote from: Cheran II on October 25, 2018, 03:51:04 PM
download the mod with all changes here: https://gitlab.com/Cheran/ChildrenAndPregnancy (https://gitlab.com/Cheran/ChildrenAndPregnancy)
Huuuge thanks for putting all this together.
This mod is so well done, without it the game just is not the same.
As far as the version itself, have used it pretty extensively so far with no major issues to report.
Will update here if I do.
@Cheeran II
https://git.io/fxQjd
just did as you instructed and these errors came up shortly after.
is the b19 version safe? how stable is it compared to the patches yall made for 1.0? more or less?
@Ruisuki
I had to declare what type of variable some functions are, but beside from that it's practically the same code. Just compiled with the version 1.0 .dll files of the game as referrals.
As I'm waiting for some mods to get updated, I'm playing with the B19 myself. Just for compiling and superficial testing the mod I'd downloaded the new version.
@Chromia
Sorry, don't know how to fix that "10 jobs per tick" bug. It seems its seems to be a problem throughout the game and mods. I can read code, but my skill of writing it is too low to perform bug fixing of that kind.
So I ran into a bug - colonist was asleep on a double bed when she went into contractions. Was unable to rescue her (the rescue option was greyed out, since she was already in a bed) in order to move her to a medical bed, so the end result was giving birth in the double bed. When the baby was born it had no graphic, it was invisible. The kids name was Sly too... lol.
Quote from: brotherthree on November 03, 2018, 01:01:59 PM
So I ran into a bug - colonist was asleep on a double bed when she went into contractions. Was unable to rescue her (the rescue option was greyed out, since she was already in a bed) in order to move her to a medical bed, so the end result was giving birth in the double bed. When the baby was born it had no graphic, it was invisible. The kids name was Sly too... lol.
Ahhhh I managed to fix it! There is a mod that lets you build wardrobes to change colonists appearance - once the invis baby was able to crawl it allowed him to change body types into a normal baby graphic!
So is this working in 1.0 now?
Quote from: Psyckosama on November 04, 2018, 09:17:09 PM
So is this working in 1.0 now?
I've only had one issue, which I was able to fix, and have put maybe 25 hours into the updated version of the mod. So I'd say that one is working.
testing the fork on b19 hope all goes well
8 year old boy has a beard from one of chicken pluckers hair mods. The 'joel' cut from last of us
Any news?
Quote from: Cheran II on October 26, 2018, 03:34:36 AM
Quote from: Clipdipzip on October 25, 2018, 09:59:13 PM
Can anyone verify that the attachment above is legit?
Thanks for that question. Would have been nice if one of those who downloaded it had left a comment.
To clear all doubts of legitimacy I've created a gitlab account where you even can see my real name (don't know how to change that).
Link to my fork of Children and Pregnancy: https://gitlab.com/Cheran/ChildrenAndPregnancy (https://gitlab.com/Cheran/ChildrenAndPregnancy)
Linky no worky.
Worked fine for me. What kind of error are you getting?
I don't know why but my thin pawn get small clothes sized for child.
It makes me look uncomfortable with unsuitable graphic. Fortunately, it is the only bug i have.
Quote from: dlrpanjditlqkf122 on November 13, 2018, 11:24:21 AM
I don't know why but my thin pawn get small clothes sized for child.
It makes me look uncomfortable with unsuitable graphic. Fortunately, it is the only bug i have.
That's always been a known issue. Adult Thin pawns wearing apparel that is the exact same stuff/material as that of a child pawn on the map suffer from this bug. I don't think Thirite or anyone else had found a work-around for that yet. (Honestly, I was hoping 1.0 would've added new body/head types or at least the ability to mod some in, but no such luck & probably for good reason...)
Debating on whether to go for the unofficial version myself now or no, seeing as Thirite had signs of activity on GL a few days ago for his other project... not that I feel like this version won't work, everyone has come back with fairly green reports so far, it's just I finally got a stable enough mod order & having to go through & potentially fix
other mods to work with a mod I want to use is something I don't have as much time for lately... :-\
Any chance of this mod getting a compatibility patch for Extended Human Body Simulation?
Quote from: Chezzprinn on November 15, 2018, 03:25:54 AM
Any chance of this mod getting a compatibility patch for Extended Human Body Simulation?
Unfortunately since i don't know who's maintaining this mod, that chance is going to be very low and hard to implement... :(
Quote from: Kirby23590 on November 15, 2018, 03:36:32 AM
Quote from: Chezzprinn on November 15, 2018, 03:25:54 AM
Any chance of this mod getting a compatibility patch for Extended Human Body Simulation?
Unfortunately since i don't know who's maintaining this mod, that chance is going to be very low and hard to implement... :(
Did i miss something? What's incompatible between both mods? o.O
the mod should work fine with body sim as body sim patches the main body for the game.
According to the new mod...custodian, I guess...Children and Pregnancy hard codes its body parts which conflicts with the new ones in EHBS
Anyone know if this mod is updated?
@dresden read more than the title and u find out someone did their own update for it
Quote from: Cheran II on October 25, 2018, 03:51:04 PM
I have compiled a new assembly.dll for version 1.0 of this mod. It's in the attachment. You have to change the version number in the about.xml yourself to 1.0.0 because that's just a quick and dirty work, I want to know if it works not only for me. Didn't changed anything in the code, not even updating the recommended obsolete bits (those where almost all related to translation issues, so translation errors might happen).
But like I said, it works for me, with only HugsLib as another activated mod. The dev log didn't throw errors, but I have only my system as test platform.
EDIT: first download Jarry's fork of the mod here: https://gitlab.com/jarry1250/ChildrenAndPregnancy (https://gitlab.com/jarry1250/ChildrenAndPregnancy) (which is also the B19 Version), then replace the .dll in ChildrenAndPregnancy\Assemblies and change the version number in about.xml...
or...
download the mod with all changes here: https://gitlab.com/Cheran/ChildrenAndPregnancy (https://gitlab.com/Cheran/ChildrenAndPregnancy)
Does this 1.0 update from Cheran allow us to set the pregnancy chance? That would be huge and it's something I would really like to see in this mod.
Someone should really pick up and continue this mod :'( and put it to the steamworkshop
Is there someone maintaining this mod or something?
It's been a while... I really do hope that this mod is still being continued on!!
It sad if it's abandoned... :(
Quote from: Kirby23590 on December 17, 2018, 07:08:56 AM
Is there someone maintaining this mod or something?
It's been a while... I really do hope that this mod is still being continued on!!
It sad if it's abandoned... :(
I think it would need a full rewrite given the core game now covers the pregnancy part.
Quote from: mangalores on December 18, 2018, 02:19:35 PM
Quote from: Kirby23590 on December 17, 2018, 07:08:56 AM
Is there someone maintaining this mod or something?
It's been a while... I really do hope that this mod is still being continued on!!
It sad if it's abandoned... :(
I think it would need a full rewrite given the core game now covers the pregnancy part.
vanilla added pregnancy??????
Quote from: vandal on December 20, 2018, 02:13:37 AM
vanilla added pregnancy??????
Uhhhh... Not for Colonists. But for Animals...
So Puppies, Yay!!!
But Kids... Not so much...
Kinda hard to understand what mangalores was trying to say... But think he mean't the Core Game has the Pregnancy part, Only for the Animals without touching DevMode with the Hediff that adds the Pregnancy to people, but it doesn't have the graphics for the babies it only makes them look weird like a tiny person and isn't satisfying and feels weird...
Quote from: Kirby23590 on December 21, 2018, 03:44:57 AM
Quote from: vandal on December 20, 2018, 02:13:37 AM
vanilla added pregnancy??????
Uhhhh... Not for Colonists. But for Animals...
So Puppies, Yay!!!
But Kids... Not so much...
Kinda hard to understand what mangalores was trying to say... But think he mean't the Core Game has the Pregnancy part, Only for the Animals without touching DevMode with the Hediff that adds the Pregnancy to people, but it doesn't have the graphics for the babies it only makes them look weird like a tiny person and isn't satisfying and feels weird...
errr...animal pregnancy has been in for a while now no?
Quote from: vandal on December 26, 2018, 12:16:59 AM
errr...animal pregnancy has been in for a while now no?
[/quote]
Yea... I kept two alpacas... And i got too many of them... And sold most of them to traders...
Also i got to many Huskies but the Raiders got all of them... Unfortunately...
Though the Kids they don't have the Graphics too look apart from their Adult and Teenage Counterparts and they look weird... And you can give the Babies Weapons and Power Armor which is kinda unrealistic, when done with Dev Mode...
Hi there!
I'm just starting a new game on RimWorld V1, is there any Chance this Mod is going to be available on the current version soon?
Quote from: Stratokrat on December 29, 2018, 04:09:19 AM
Hi there!
I'm just starting a new game on RimWorld V1, is there any Chance this Mod is going to be available on the current version soon?
check back some pages for a fan made update
does the 1.0 update from cheran conflict with children school and learning?
Is someone game enough to take up full development of this mod?
Thirite hasn't been online since July 2018.
Quote from: Chezzprinn on January 19, 2019, 09:33:58 PM
Thirite hasn't been online since July 2018.
Thirite sadly has became a Game Developer for his game, about penguins...
So i don't know if he's gonna return to this mod...
And i don't know who is actually working on this...
For now there is an alternative mod around here in this forums
Hey, I wanted to just pop in. I heard someone has made a working 1.0 fork? That's great! I hate to have abandoned this project but real life has given me no time left for maintaining this anymore. I was midway through updating to 1.0 myself last month but hit a roadblock and never picked it up again. Heck, I haven't even actually played v1.0 yet. Hopefully someone else has the time that I used to to maintain the project.
Welcome Back Thirite! :)
A lot of Things and had happened in this topic and there many posts made while you were away...
Forgive a noob question, but I don't understand the GitLab interface. Which file do I actually need to download to put in my mod folder?
Quote from: Chipmunk216 on January 24, 2019, 09:41:04 PM
Forgive a noob question, but I don't understand the GitLab interface. Which file do I actually need to download to put in my mod folder?
Chipmunk, Look for the download button, it's a small cloud symbol with a down arrow with it,
when hovering your mouse cursor on it, it will say download...
It's in the left of "Find File" :)
I would recommend picking download zip...
Here is new update from 1.0 cheran version.
Bug (Children's top layer clothes do not display correctly) fixed by original author Thirite
https://mega.nz/#!MYkAjIDA!n7dpXceiG27AKfIW-n7gFjO8iVB8VjCfg6aNU9w3VKE (https://mega.nz/#!MYkAjIDA!n7dpXceiG27AKfIW-n7gFjO8iVB8VjCfg6aNU9w3VKE)
I hope that Cheran will merge this into his repository.
Its nice to see you are, you know, alive Thrite!
Quote from: lellel on January 25, 2019, 08:49:22 PM
Here is new update from 1.0 cheran version.
Bug (Children's top layer clothes do not display correctly) fixed by original author Thirite
https://mega.nz/#!MYkAjIDA!n7dpXceiG27AKfIW-n7gFjO8iVB8VjCfg6aNU9w3VKE (https://mega.nz/#!MYkAjIDA!n7dpXceiG27AKfIW-n7gFjO8iVB8VjCfg6aNU9w3VKE)
I hope that Cheran will merge this into his repository.
Thanks to update this beautyfull mod ;)
Quote from: lellel on January 25, 2019, 08:49:22 PM
Here is new update from 1.0 cheran version.
Bug (Children's top layer clothes do not display correctly) fixed by original author Thirite
https://mega.nz/#!MYkAjIDA!n7dpXceiG27AKfIW-n7gFjO8iVB8VjCfg6aNU9w3VKE (https://mega.nz/#!MYkAjIDA!n7dpXceiG27AKfIW-n7gFjO8iVB8VjCfg6aNU9w3VKE)
I hope that Cheran will merge this into his repository.
Is it also a fix for the bug when thin pawns and children are wearing the same apparel?
No, it wouldn't have fixed that issue. I think I understand why that problem exists in the first place so maybe I will be able to fix it. I think v1.0 removed hardcoded bodytypes so probably I can create a new one for children, so it doesn't overlap with Thin body drawing.
Quote from: Thirite on January 26, 2019, 02:36:30 PM
No, it wouldn't have fixed that issue. I think I understand why that problem exists in the first place so maybe I will be able to fix it. I think v1.0 removed hardcoded bodytypes so probably I can create a new one for children, so it doesn't overlap with Thin body drawing.
Why don't add apparel for children the same way it works for toddlers now?
All we need is a RimWorldChildren.childgear.CompProperties_ChildGear and we could clone any existing apparel, only change the defName, the label to "Children's .... " and add the CompProperty. Decreasing the material cost and market value would also be an option.
It wouldn't require any new textures or other additional work!
This would
-solve the bug
-add a lot of immersion (finally adults and children don't equip the same items anymore..)
-prevent potential incompatibilities with other mods that can arise with new bodytypes
It would be enough to have only a small set of apparel items available for children and they finally couldn't wear power armor anymore! Also it would be incredibly easy for everyone to add new items to this list if required. :)
Well, from a gameplay point of view I figured children using the same clothes as adults was just the least annoying way to do it. You don't need to make custom XXL clothing for obese colonists and such. It probably would be pretty easy to forbid apparel over a certain weight so children can't go running around in power armor-- I did something very similar with weapons already, so a child cannot use a minigun for example (at least not without hurting themselves after the first shot).
That sounds like a good solution. :)
What about compatibility when you add new bodytypes? Could this be a problem for mods like Combat Extended?
Hi Thirite, while you're active, do you know if this mod conflicts with Extended Human Body Simulation? Also, does it still not work with Psychology?
Quote from: Kori on January 26, 2019, 02:29:00 PM
Is it also a fix for the bug when thin pawns and children are wearing the same apparel?
Bug (children and thin pawns wearing the same apparel ) is fixed in this version.
https://mega.nz/#!UJlx1SCS!bNkztA8iy-qCJE8fn4XwmfkB4qn0jDdg0cyo4ZKoiWI (https://mega.nz/#!UJlx1SCS!bNkztA8iy-qCJE8fn4XwmfkB4qn0jDdg0cyo4ZKoiWI)
Awesome work lellel!
@Chezzprinn
Sorry, never tried that mod. I can only assume it still doesn't work with Psychology as nothing has mechanically changed with the mod since B18.
Thank you for the bugfix! :)
Quote from: Thirite on January 26, 2019, 11:31:37 PM
Awesome work lellel!
@Chezzprinn
Sorry, never tried that mod. I can only assume it still doesn't work with Psychology as nothing has mechanically changed with the mod since B18.
Thanks for the reply! Do you know if there's a compatibility patch out there for C & P and Psychology? I can't play without either :/
I seem to recall the only problems with Psychology were that it tried to apply adult mentality to children and babies, resulting in very bizarre and broken results. I recall suggesting to the mod author to simply put in an age check before executing its code, as many users were asking for compatibility-- and it wasn't my code causing the incompatibility, but I have no idea if they ever did.
@Thirite, is there an easy way to modify the pregnancy chance in the mod files? I was looking at the Lovin mod file and found a reference to the 33% chance, but even after changing the percentage from 0.33 to 0.01 for example the console in game still says 0.33 chance after every loving interaction. Been scratching my head trying to figure out how to change it for months and the latest 1.0 updates from fellow modders don't have this option either.
Oh, you mean in the Lovin.cs file. That wouldn't change anything because that's the source code for the RimWorldChildren.dll file-- that is, all those .cs files get squashed down into a single machine-readable pile of code which ends up in the Assemblies folder. So the game doesn't actually read any of those source files, which is why it doesn't change anything. However, I'll see about adding pregnancy chance as a mod setting (edit: as well as the oft requested pregnancy gestation length).
Edit: I've added the mod settings and will be moving the mod to the Releases section soon. You can download the newest version here (https://gitlab.com/Thirite/children-and-pregnancy-collab/-/archive/master/children-and-pregnancy-collab-master.zip), or see the OP.
Awesome, thank you so much! It is really appreciated!
One small thing though, is it possible to lower the minimum pregnancy chance to say, 1% (0.01)? Right now the range is from 0.1 to 1.0 but 10% still may be too high especially when married pawns sleep together every night. Or if it could range from 0 to 1.0 that would be perfect.
Hi there. In 1.0 "babies" for some reason are born aged 14. Is there any known mod that cause this?
What was added between the updates?
Quote from: LivedOnce on January 31, 2019, 10:05:24 AM
Hi there. In 1.0 "babies" for some reason are born aged 14. Is there any known mod that cause this?
Children, School and Learning?
@icedragon613
Kori and I were chatting about this-- I'm planning to make a "disable pregnancy" option for compatibility reasons. Though if you just don't want married couples to have kids you should either just use contraceptives or sterilize one of them, rather than relying on mod options as a game mechanic.
@LiveOnced
I will look into it tonight.
@Bluntflame
CnP v0.5 has been updated to work with RimWorld v1.0 (by Cheran), a number of rendering fixes, and the addition of Mod Options to configure pregnancy chance and duration.
Any chance you could look into a potential compatibility patch for EHBS? Tbh, I'm only going on the word of the mod author for it who says it's incompatible, as I haven't actually encountered anything bad besides stuttering when pawns are active (don't know if that's the fault of C and P, though).
Anyone who wants to stop pirates from bringing children to the battlefield, open the Human.xml in the Patches folder and add
<!-- No children for pirates -->
<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationAdd">
<xpath>Defs/PawnKindDef[@Name="MercenaryBase" or @Name="PirateBase"]</xpath>
<value>
<minGenerationAge>13</minGenerationAge>
</value>
</li>
</operations>
</Operation>
Hostile tribal factions still have children, there is no lore-friendly explanation for changing this.
Do you mind if I merge that into the repo?
I'd feel honored. :)
Quote from: Thirite on January 31, 2019, 05:57:32 PM
@icedragon613
Kori and I were chatting about this-- I'm planning to make a "disable pregnancy" option for compatibility reasons. Though if you just don't want married couples to have kids you should either just use contraceptives or sterilize one of them, rather than relying on mod options as a game mechanic.
Great, thanks! That would be really helpful.
New version available: v0.5a
Changelog:
- Added Mod Option to disable pregnancy altogether
- Added "take to crib" job for Childcare workers
- Changed "Feed baby" job to be exclusively breastfeeding; normal feeding is its own job in vanilla
- Fixed breastfeeding bug where babies would need to be "rescued" after breastfeeding
- Reduced "CanBreastfeed" method to only check if pawn is lactating
- Added Kori's patch to stop pirates from spawning with children
- Minor fixes to baby clothes' English title and descriptions
Link is in the OP.
Quote from: Thirite on February 02, 2019, 06:00:05 PM
New version available: v0.5a
Changelog:
- Added Mod Option to disable pregnancy altogether
- Added "take to crib" job for Childcare workers
- Changed "Feed baby" job to be exclusively breastfeeding; normal feeding is its own job in vanilla
- Fixed breastfeeding bug where babies would need to be "rescued" after breastfeeding
- Reduced "CanBreastfeed" method to only check if pawn is lactating
- Added Kori's patch to stop pirates from spawning with children
- Minor fixes to baby clothes' English title and descriptions
Link is in the OP.
Thanks Thirite! Much appreciated as always. What will happen if impregnation has succeeded but I decide to enable "disable pregnancy"? Does the chance go back to zero or does gestation continue where it left off?
Disable Pregnancy for now only disables conception chance. I could certainly make it remove any existing CnP pregnancies, though.
Quote from: Thirite on February 03, 2019, 11:24:23 PM
Disable Pregnancy for now only disables conception chance. I could certainly make it remove any existing CnP pregnancies, though.
Gotcha thanks. Was wondering if it paused any in progress pregnancies but it's good to know. Maybe it would be good to have disable pregnancy pause pregnancy instead as there are already drugs to terminate any pregnancies or prevent conception.
Thanks for the credit Thirite, but all I did was letting Visual Studios assemble a new dll and gave some functions directions what do to when failing --> public override bool TryMakePreToilReservations(bool errorOnFailed)<-- that was all.
I really had to laugh when I read the "fixed many bugs". ;D
And I wanted to thank you for your great mod. It's the thing that makes a great game to an excellent one. Now my pawns have a real goal to keep a colony alive and running instead of just a temporary stop towards the end.
Hey, getting the following error when pawns are going to play with a baby.
Any idea what's causing it?
Logs here: https://git.io/fhHZN
Quote from: Chezzprinn on February 08, 2019, 05:45:02 AM
Hey, getting the following error when pawns are going to play with a baby.
Any idea what's causing it?
Logs here: https://git.io/fhHZN
I got the same errors, it is caused by the empty textures in the Textures\Things\Pawn\Humanlike folder.
When you open this folder you will find three textures called null_east, null_north, null_south.
Open them with a graphics editor of your choice (Paint will do) and place a single pixel in light grey somewhere in the middle.
You won't notice it while playing and the errors will be gone.
Uhm, i must be missing something but how do i put clothes onto the newborn?
Quote from: Lexa on February 10, 2019, 07:38:01 PM
Uhm, i must be missing something but how do i put clothes onto the newborn?
Sorry, i don't think you could add clothes to babies and toddlers yet, diapers aren't yet made for them... :P
Quote from: Kirby23590 on February 11, 2019, 11:09:23 AM
Quote from: Lexa on February 10, 2019, 07:38:01 PM
Uhm, i must be missing something but how do i put clothes onto the newborn?
Sorry, i don't think you could add clothes to babies and toddlers yet, diapers aren't yet made for them... :P
I just want to stop him from developing hypothermia. My base is poor but i have nice wool clothes (including a onesie for him) but not really anything in the ways of tech, he was born at the beginning of the first winter... suppose ill rush out some heaters for the rooming but thats gonna be difficult, anything i can do to stop the guy from freezing meanwhile?
I think if you have a lot of wood, you make campfire indoors to stop the hypothermia from building up, if you have trees nearby, though i'm not sure if you have a cold snap you're settling in a cold biome...
hypothermia stops when they at 32f or was it when the4y higher then thier min conf temp but think it only goes down thou if they in a hotter than 32f room.
So i just cant put clothes on my kid until hes old enough to move on his own? Sounds like a recipe for disaster, single solar flare during cold snap/heatwave and rip kiddo. :(
I could definitely make it a childcare job to dress babies, wouldn't be difficult at all. I recently added a job for childcarers to bring toddlers back to their crib at late hours (which doubles as a job for "move newborn from hospital to crib" and I'm planning to expand upon/improve a bit) and I'm also going to add a job for childcarers to bring food to babies so you don't have babies crawling across the entire colony to the fridge at 1km/h loudly crying the whole way. I've been spending time actually playing my mod to get a feel of what could be improved mechanically but I do appreciate feedback because I'm undoubtedly going to miss things.
Anyway you could tie the "bring baby to bed" action to the childs set restriction hours instead of a hard coded value?
-BB
Yeah, I was planning on that, the current code is just a quick and dirty solution before making a better one.
Quote from: Lexa on February 14, 2019, 11:33:14 AM
So i just cant put clothes on my kid until hes old enough to move on his own? Sounds like a recipe for disaster, single solar flare during cold snap/heatwave and rip kiddo. :(
Hey don't forget about Indoor Campfires (https://rimworldwiki.com/wiki/Campfire)though, it's simple... But yeah it kinda sucks in Heatwaves without power, but you still have something called Passive Coolers (https://rimworldwiki.com/wiki/Passive_cooler) which also costs wood from the Campfires.
But still... We need diapers or Toddler Clothing for em' :(
I just got this mod and it's pretty good as far as incorporating children, however I encountered a problem where my first colonist got pregnant and then she started having contractions but it seemed to go away, leaving her with two hediffs: "Giving Birth" and "Lactating". This seems normal, but she's been giving birth for a season now and recently the "Pregnant - Early stage" hediff appeared again. I don't think biology works like that so does anyone know what to do?
Yo, new hear, and thought this mod looked really cool. Does anyone know what would cause such load errors? I tried disabling all other mods, and this is what I got... If anyone who understands this could look at this it would be appreciated.
[attachment deleted due to age]
All of those yellow warning are because lazy modders haven't properly updated their Abour.xmls to the new versioning standard. If there's an error there I'd need to see the file log, not just a screenshot.
LOL, the whole log file is to long to post here. Thanks though.
I do have to ask though, I disabled every other mod, and this error still happened. Is that normal?
Hey, I'm having a bug where my pawns don't get pregnant naturally, even with the always get pregnant tester on. I made them pregnant through the operating table (I have children school and learning), but then the children were born at age 14. The baby crib is showing up.
Is there any clue as to why this is happening? Any mode that could be causing the breakdown? I've used C&P and CS&L together before without issue.
Quote from: cjames2011 on February 18, 2019, 08:05:43 PM
Hey, I'm having a bug where my pawns don't get pregnant naturally, even with the always get pregnant tester on. I made them pregnant through the operating table (I have children school and learning), but then the children were born at age 14. The baby crib is showing up.
Is there any clue as to why this is happening? Any mode that could be causing the breakdown? I've used C&P and CS&L together before without issue.
u anwsered your own question. u have 2 differnt mods for preg installed use one or other not both. u just doublign down on 2 similar mods
Quoteu anwsered your own question. u have 2 differnt mods for preg installed use one or other not both. u just doublign down on 2 similar mods
I know they're similar mods but as I said, I have used them before at the same time without issue. So either it's a new incompatibility between them or another mod is causing the issue, (birds&bees?).
Also C&P is listed as compatible with CS&L so if that has changed then the authors need to know so they can update the descriptions.
Hey, I got the game recently and downloaded the mod, and I've been enjoying it. A few issues though:
-Someone else already mentioned adults dressing the babies, so I'll second that
-once babies start to crawl, they can't be fed by adults, they have to crawl themselves to my freezer to eat. And if they're hungry at night, caretakers will constantly pick them up and return them to their crib
-Also, this is probably intentional, but I may as well mention it: One of the moms is incapable of childcare, so she is unable to breastfeed.
Happy to see return updates of this mod again. ;D
Just a couple of things I thought would balance/add to the gameplay out a bit:
1. Breastfeeding should probably go under "Basic" jobs now instead of "Childcare". As mentioned above, when you have pawns incapable of Childcare and they end up being the mother of a new pawn, that leads to the problem of being unable to feed the kids. And now considering that other pawns have been stopped from feeding infants, that might be the trick to override the issue of a potentially starving baby and a mother unable to care for it.
2. I know I mentioned this before a long ways back, but I personally find it a little more helpful and believable if there was more of a proper labor stage than just falling out immediately... at least a chance to let mom get herself to the nearest bed to rest before kiddo is ready to pop out.
I've kinda tried to do this myself, and it sort of worked...? I still can't get a grasp of C#, but in the xml Heddifs I did it this way:
<HediffDef>
<defName>HumanPregnancy</defName>
<hediffClass>RimWorldChildren.Hediff_HumanPregnancy</hediffClass>
<defaultLabelColor>(0.7, 1.0, 0.7)</defaultLabelColor>
<initialSeverity>0.001</initialSeverity>
<label>pregnant</label>
<stages>
<li>
<label>early-stage</label>
<vomitMtbDays>2.5</vomitMtbDays>
</li>
<li>
<label>middle-stage</label>
<minSeverity>0.333</minSeverity>
<capMods>
<li>
<capacity>Moving</capacity>
<offset>-0.15</offset>
</li>
</capMods>
</li>
<li>
<label>late-stage</label>
<minSeverity>0.666</minSeverity>
<vomitMtbDays>2</vomitMtbDays>
<capMods>
<li>
<capacity>Moving</capacity>
<offset>-0.30</offset>
</li>
</capMods>
</li>
<li>
<label>having contractions</label>
<minSeverity>0.965</minSeverity>
<painOffset>0.3</painOffset>
<capMods>
<li>
<capacity>Moving</capacity>
<offset>-0.45</offset>
</li>
</capMods>
</li>
<li>
<label>active labor</label>
<minSeverity>0.985</minSeverity>
<painOffset>0.45</painOffset>
<capMods>
<li>
<capacity>Moving</capacity>
<setMax>0.0</setMax>
</li>
</capMods>
</li>
</stages>
</HediffDef>
And in the assembly under Heddif_HumanPregnancy, I managed to change the "if (this.CurStageIndex == 3)" line to "if (this.CurStageIndex == 4)" to trigger on that last stage accordingly.
It only "kinda" worked because it depends on the pain threshold the expectant mother can take & whether she's set through the Work Tab to rest for non-life-threatening issues... and since I don't have any idea how to slip in a message for the initial contraction stage in addition to the final stage, it kind of seems sort of sudden when it does happen...
I had the idea of it being optional for the sake of those who'd want to turn that part off & keep it like the original process, but I wouldn't know how to do that on my own, either. :-[
@zitiache & Tenshi~Akari
Thanks for the feedback. I'll try to work this in asap.
a few more things:
-I had a child as a prisoner once, and no one would feed her. I worked around it by zoning a storage spot in her cell for food, but this should be addressed.
-this might be due to another mod but I should mention it. A visitor had a big purple/magenta square behind her, I checked her gear and she had equipped the baby beanie, so I assume the purple is a missing texture (she was still wearing the cowboy hat along with it). I have the Hospitality mod and the Expanded Prosthetics and Engineering mod, and I think in hospitality visitors can buy your items. I guess the mod bypasses the equip check for who can wear baby clothes. Not your responsibility to fix other mod issues though.
Hm, the "child prisoners not being fed" issue I believe I've heard of before. I'll look into it.
Very glad to have this mod back for 1.0! ;D
Are toddler/child clothes yet ingame?
Quote from: Kori on February 08, 2019, 07:40:31 AM
Quote from: Chezzprinn on February 08, 2019, 05:45:02 AM
Hey, getting the following error when pawns are going to play with a baby.
Any idea what's causing it?
Logs here: https://git.io/fhHZN
I got the same errors, it is caused by the empty textures in the Textures\Things\Pawn\Humanlike folder.
When you open this folder you will find three textures called null_east, null_north, null_south.
Open them with a graphics editor of your choice (Paint will do) and place a single pixel in light grey somewhere in the middle.
You won't notice it while playing and the errors will be gone.
I'm having the same problem and placing the grey pixel in the middle didn't seem to fix it.
[attachment deleted due to age]
Hello, author.
It is a cheers for renewal to 1.0.
I update the Japanese translation for v0.5a. So I sent Pull request from GitLab. Please confirm and merge. Thank you.
New Update Available
- New Job: Feed in bed- Childcarers will carry a hungry toddler to their bed and feed them food there. To help alleviate the annoying toddlers crawling across the entire colony towards the fridge, screaming the whole way.
- Removed toddlers from the "Idle Colonists" alert since they're always, by nature, idle
@Proxyer
Thanks! I just added a new Job though, sorry haha. I pulled your changes.
Author Thirite, thanks for the update.
I have updated the Japanese translation for v 0.5b right away. Since merge request was sent from GitLab, please confirm and merge. Thank you.
did you change the age babies become children? I thought it was 3 1/2 (sprite changes on 3, becomes rimchild at 3 and 2 quadrums) but one of my kids is still a baby. It might be a bug because I installed the new update. I'll keep playing and see though.
Edit: Another kid turned 3, he is now Considered a rimchild, while the 3 1/2 year old is still considered a baby. the 3 year old is still unable to do tasks though
@zitiache
Are you using any other mods that allow pregnancy?
@Proxyer
Thanks, I have merged it.
I have hospitality, expanded prosthetics and organ engineering, and better pawn control.
And hugsLib, but that's a given.
New Update Available
- Fixed bug where wardens wouldn't feed child prisoners
I've been looking through the save file to see if I could fix the issue manually. The one bugged pawn is missing the RimWorldChildren.Hediff_Baby, which is what I guess tracks the growing up process. All the other pawns under 13 have it.
Quick question, does anyone know why mothers default to feeding meals to children instead of breastfeeding them? The mother is lactating but whenever the baby cries for food she always defaults to hauling a meal and feeding it to them instead of breastfeeding. Is there a way to set feeding babies to automatically default to breastfeeding?
Thanks for the fixes Thirite! Just one minor thing I forgot to mention that I've been noticing, nothing gameplay-wise, just visually...
Any apparel item that's not specifically assigned as UpperHead or FullHead tends to float above where they should on children's heads. (War veil, Tribal Mask, or anything with "bodyPartGroups" set to Neck, Eyes, or Mouth like a lot of items in Apparello are. They're still positioned as if it were on an adult until kids go to a bed to lay down, then it looks normal.) Any chance to fix the graphics alignment on this part?
Whoops, I must have mucked up breastfeeding when I added the Feed In Bed job. For now you could simply prioritize Basic over Childcare to make them Breastfeed, until I fix it.
@zitiache
Yeah, CnP always adds the ChildGrowing hediff to newborns when women give birth; however if you are using another mod that uses its own pregnancy mechanics, babies born from those pregnancies don't get the Hediff like they should.
@Tenshi~Akari
Oh, I imagine it's because I did all the Pawn Rendering stuff before those items even existed. I will have to look into that when I fix Show Hair with Hat compatibility.
I have nothing else that provides kids, I listed all my mods earlier. I don't know if the mod list should be in a certain order, or if I updated the mod incorrectly (I just dropped the newer version of the mod into my mod folder and had it overwrite the files in the old version), or if when I updated mattered (the glitched child was the only one between 3 and 3.5 at the time), or I don't know if hediffs overwrite each other (he had gotten into the beer and had gained an alcohol tolerance). Either way, I think I fixed it manually, I added the hediff with the developer tools and adjusted the settings in the save files, and he seems to be fine now.
Quote from: zitiache on February 28, 2019, 05:03:22 PM
(I just dropped the newer version of the mod into my mod folder and had it overwrite the files in the old version)
^^ That's probably why strange stuff started happening in your game. The safest way when updating mods is to delete the older files out of the folder. (if your one that likes to keep older versions, make backups prior to deleting). If you update via overwriting files, sometimes you'll have files that don't actually get overwritten, either because they're renamed or newly added since previous versions, so it's been suggested to
always delete old contents first before inserting newer files into your mod folders to avoid that. ;)
okay. I went ahead and deleted it and then dropped in the newest version of the mod
Quote from: Thirite on February 28, 2019, 01:10:44 AM
Whoops, I must have mucked up breastfeeding when I added the Feed In Bed job. For now you could simply prioritize Basic over Childcare to make them Breastfeed, until I fix it.
I bumped up Basic to priority 1 in the Work tab with Childcare at priority 2, but my female colonist mother is still default feeding fine meals to the baby. I still have to manually select breastfeeding in order to feed the kid. No worries though, hopefully it'll be fixed in the next update!
Can this be used together with children, school and learning? I think to remember that it used to be, though I could be wrong.
Hello, curious if anyone can help me. I've been using this mod, and it appears to be fine in mod settings, but pawns never get pregnant. Even if I set pregnancy chance after lovin' to be 100%, they never do, and I'm not sure if it's a mod conflict? This is what my list looks like at the moment...
https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/f1d9732b-5415-4f93-a25e-b291b185c0f4/dd1amrf-8571d2e7-6585-4e11-b098-41c6c0829ab5.png
Kids still appear in raids, and all mod items are available, so I'm not sure what is going on.
Having an issue when using this mod where colonists will refuse to do anything. The debug log is here https://git.io/fhpNq. I'm using one other mod which allows pawn traits to be altered but I don't think this would cause a conflict (I'm not really familiar with rimworld modding but this particular bug seems unrelated)
Edit: The other mod can be found here https://rim-world.com/change-dresser-mod/ . Removing it did not fix the issue
Edit 2: Changing the mod order so Hugslib came first fixed the issue, so I'm just leaving this here
Fix: Move Hugslib to the top of the mod order if you were stupid like me and didn't
so quick question, is the link on the OP version 1.0??
btw thanks and i'm glad your back thirite
Quote from: kiyi on March 04, 2019, 04:37:00 PM
Hello, curious if anyone can help me. I've been using this mod, and it appears to be fine in mod settings, but pawns never get pregnant. Even if I set pregnancy chance after lovin' to be 100%, they never do, and I'm not sure if it's a mod conflict? This is what my list looks like at the moment...
https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/f1d9732b-5415-4f93-a25e-b291b185c0f4/dd1amrf-8571d2e7-6585-4e11-b098-41c6c0829ab5.png
Kids still appear in raids, and all mod items are available, so I'm not sure what is going on.
Check on options and enable developer mode, then go to a female colonist that you are sure should be pregnant,click on her, go to health option and you will see 2 options,enable: All difs (Something like that, or go to left option) and should appears pregnant (early stage).
I think theres supposed to be a 0harmonydll incruded in assemblies caus ei get an error because of it
thats weird... i installed this mod to where it should be and ingame, it is still red as if its not v1.0...
i checked the about folder and the modsync.xml is version 0.4e
How do I make a freshborn baby wear clothes? I crafted a onesie and a beanie but I can't seem to make the baby wear the clothes and stop her from freezing.
so is this working as intended??? i haven't noticed my "lovers" doing the "lovin action" even though i made a double bed for them in my 9-day old colony.. maybe coz they are also sharing room with other colonists that they are too ashamed to do it?? lol or maybe its still too early in the colony...
im about to finish a room for themselves, so i will find out if privacy is just the issue lol...
also when i was playing with this mod in b17, i played it with psychology(not sure if this or psych was on top of load order) and show hats with hair mod(this was above it on load order).. so not sure how much of incompatibility problems those 2 mods will have with C&P mod..
I also forgot to ask, so is this mod above or below the alien framework in load order?? it wasn't mentioned on OP, so i was not sure about the load order
Quote from: LiteEmUp on March 19, 2019, 04:02:13 PM
so is this working as intended??? i haven't noticed my "lovers" doing the "lovin action" even though i made a double bed for them in my 9-day old colony.. maybe coz they are also sharing room with other colonists that they are too ashamed to do it?? lol or maybe its still too early in the colony...
im about to finish a room for themselves, so i will find out if privacy is just the issue lol...
also when i was playing with this mod in b17, i played it with psychology(not sure if this or psych was on top of load order) and show hats with hair mod(this was above it on load order).. so not sure how much of incompatibility problems those 2 mods will have with C&P mod..
I also forgot to ask, so is this mod above or below the alien framework in load order?? it wasn't mentioned on OP, so i was not sure about the load order
Goes above
Have removed the children, school and learning mod now. No pregnancy until now although i set the chance for it very high :/
Had anyone a succesfull pregnancy?
Quote from: RekkitRandom on March 18, 2019, 04:19:24 PM
How do I make a freshborn baby wear clothes? I crafted a onesie and a beanie but I can't seem to make the baby wear the clothes and stop her from freezing.
I also would like to know! Thanks, by the way, awesome mod.
^^ They can't wear clothing until they're old enough to crawl, since vanilla doesn't have options to dress incapacitated pawns.
But looking on Steam, there's a mod I've been eyeing (but unfortunately don't have access to) that might change that possibility eventually... hopefully?
https://steamcommunity.com/sharedfiles/filedetails/?id=1667901146
so not sure if its already updated for this mod, but i'm trying to read last few pages to see if info if alien pregnancies(especially modded aliens) are a possibility with this mod.... im hoping its one of the features of this mod too
I have one suggestion, based on real life! Breastfeeding suppresses ovulation IRL. Chance of pregnancy is practically zero during the first three months, less than 2% between 3 and 6 months, and about 6% after 6 months. I'm not suggesting you quite use those numbers, but reducing the chance of pregnancy for a lactating mom might be a good idea. :)
Hi Guys. The Mod is Great so far. What i find annoying is, that the Babys like to sleep near the Parents, but the Parents have the shared Room debuff. It would be nice if the proud Parents like to sleep with the Baby (maybe toddler also) too. Or they just don't get a debuff.
And.. i have no water no life. Toddlers grap Bottles now, thats nice. But they don't drink, unless i force it.
Quote from: RikuOrihara on March 26, 2019, 08:32:57 AMWhat i find annoying is, that the Babys like to sleep near the Parents, but the Parents have the shared Room debuff. It would be nice if the proud Parents like to sleep with the Baby (maybe toddler also) too. Or they just don't get a debuff.
You don't have kids, obviously.
Yeah XD I don't have kids and i wouldn't share a room with them either but many people do, when the Children are so young. Am i wrong?
The debuff isn't that big so, maybe not that bad, if its more realistic that way.
While i talk about debuffs. Today, one of my expectant mothers had the idea to fight with another guy. She was injured und had a miscarriage. I noticed that she and her husband dosn't care about that.
So I take it that you guys had successfull pregnancys?
How long did it take to get them?
Quote from: Rocket_Raccoon on March 27, 2019, 01:55:54 PM
So I take it that you guys had successfull pregnancys?
How long did it take to get them?
quite random to be honest... im currently on my 2nd couple having a baby..
my question is, if this mod allows alien pregnancy...
also i just noticed a "bug".. an invisible kid... this is the first time i encountered someone around 6yrs old, so i'm not sure if its definitely a bug or just some isolated incident...
[attachment deleted due to age]
I also got a pregnancy in my colony! The pawns are not together anymore tho ;-;
Thanks for the quick answers! Will keep watching for pregnancys, children are appearing on raids so they should in theory be in...
Afaik it was in previous versions on its own not compatible with alien pregnancy/alien races.
I got this error when i try to load this mod:
[HugsLib][ERR] Failed to apply Harmony patches for HugsLib.Children_and_Pregnancy_testing. Exception was: System.Exception: Exception from HarmonyInstance "HugsLib.Children_and_Pregnancy_testing" ---> System.Exception: Wrong null argument: br NULL
at Harmony.ILCopying.MethodBodyReader+<>c__DisplayClass19_0.<FinalizeILCodes>b__1 (Harmony.CodeInstruction codeInstruction) [0x00000] in <filename unknown>:0
at Harmony.CollectionExtensions.Do[CodeInstruction] (IEnumerable`1 sequence, System.Action`1 action) [0x00000] in <filename unknown>:0
at Harmony.ILCopying.MethodBodyReader.FinalizeILCodes (System.Collections.Generic.List`1 transpilers, System.Collections.Generic.List`1 endLabels, System.Collections.Generic.List`1 endBlocks) [0x00000] in <filename unknown>:0
at Harmony.ILCopying.MethodCopier.Finalize (System.Collections.Generic.List`1 endLabels, System.Collections.Generic.List`1 endBlocks) [0x00000] in <filename unknown>:0
at Harmony.MethodPatcher.CreatePatchedMethod (System.Reflection.MethodBase original, System.String harmonyInstanceID, System.Collections.Generic.List`1 prefixes, System.Collections.Generic.List`1 postfixes, System.Collections.Generic.List`1 transpilers) [0x00000] in <filename unknown>:0
--- End of inner exception stack trace ---
at Harmony.MethodPatcher.CreatePatchedMethod (System.Reflection.MethodBase original, System.String harmonyInstanceID, System.Collections.Generic.List`1 prefixes, System.Collections.Generic.List`1 postfixes, System.Collections.Generic.List`1 transpilers) [0x00000] in <filename unknown>:0
at Harmony.PatchFunctions.UpdateWrapper (System.Reflection.MethodBase original, Harmony.PatchInfo patchInfo, System.String instanceID) [0x00000] in <filename unknown>:0
at Harmony.PatchProcessor.Patch () [0x00000] in <filename unknown>:0
at Harmony.HarmonyInstance.<PatchAll>b__9_0 (System.Type type) [0x00000] in <filename unknown>:0
at Harmony.CollectionExtensions.Do[Type] (IEnumerable`1 sequence, System.Action`1 action) [0x00000] in <filename unknown>:0
at Harmony.HarmonyInstance.PatchAll (System.Reflection.Assembly assembly) [0x00000] in <filename unknown>:0
at HugsLib.ModBase.ApplyHarmonyPatches () [0x00000] in <filename unknown>:0
[HugsLib][ERR] Failed to apply Harmony patches for HugsLib.BabyAndChildren. Exception was: System.Exception: Exception from HarmonyInstance "HugsLib.BabyAndChildren" ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentException: Label not marked
at System.Reflection.Emit.ILGenerator.label_fixup () [0x00000] in <filename unknown>:0
at System.Reflection.Emit.DynamicMethod.CreateDynMethod () [0x00000] in <filename unknown>:0
at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&)
at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
--- End of inner exception stack trace ---
at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
at Harmony.DynamicTools.PrepareDynamicMethod (System.Reflection.Emit.DynamicMethod method) [0x00000] in <filename unknown>:0
at Harmony.MethodPatcher.CreatePatchedMethod (System.Reflection.MethodBase original, System.String harmonyInstanceID, System.Collections.Generic.List`1 prefixes, System.Collections.Generic.List`1 postfixes, System.Collections.Generic.List`1 transpilers) [0x00000] in <filename unknown>:0
--- End of inner exception stack trace ---
at Harmony.MethodPatcher.CreatePatchedMethod (System.Reflection.MethodBase original, System.String harmonyInstanceID, System.Collections.Generic.List`1 prefixes, System.Collections.Generic.List`1 postfixes, System.Collections.Generic.List`1 transpilers) [0x00000] in <filename unknown>:0
at Harmony.PatchFunctions.UpdateWrapper (System.Reflection.MethodBase original, Harmony.PatchInfo patchInfo, System.String instanceID) [0x00000] in <filename unknown>:0
at Harmony.PatchProcessor.Patch () [0x00000] in <filename unknown>:0
at Harmony.HarmonyInstance.<PatchAll>b__9_0 (System.Type type) [0x00000] in <filename unknown>:0
at Harmony.CollectionExtensions.Do[Type] (IEnumerable`1 sequence, System.Action`1 action) [0x00000] in <filename unknown>:0
at Harmony.HarmonyInstance.PatchAll (System.Reflection.Assembly assembly) [0x00000] in <filename unknown>:0
at HugsLib.ModBase.ApplyHarmonyPatches () [0x00000] in <filename unknown>:0
[HugsLib] initializing Children_and_Pregnancy_testing, Children, BabyAndChildren
Unloading 5 Unused Serialized files (Serialized files now loaded: 0)
Unloading 379 unused Assets to reduce memory usage. Loaded Objects now: 11863.
Total: 52.867802 ms (FindLiveObjects: 0.697900 ms CreateObjectMapping: 1.174900 ms MarkObjects: 50.631699 ms DeleteObjects: 0.361900 ms)
Loading game from file Monaroren Conservative Nation with mods Core, 818773962, 1615227531, 1316188771, 1631756268, 725956940, 1541794953, 818322128, 1624561484, 1541438230, 1641239442, 1336500586
Could not load reference to RimWorld.TraitDef named Xenophobia
Could not load reference to RimWorld.TraitDef named Xenophobia
Unloading 0 Unused Serialized files (Serialized files now loaded: 0)
Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 19016.
Total: 139.139496 ms (FindLiveObjects: 1.632600 ms CreateObjectMapping: 2.457000 ms MarkObjects: 134.966293 ms DeleteObjects: 0.082600 ms)
Getting apparel graphic with undefined body type.
Getting apparel graphic with undefined body type.
Getting apparel graphic with undefined body type.
Getting apparel graphic with undefined body type.
Getting apparel graphic with undefined body type.
Getting apparel graphic with undefined body type.
Getting apparel graphic with undefined body type.
Getting apparel graphic with undefined body type.
Getting apparel graphic with undefined body type.
Getting apparel graphic with undefined body type.
Getting apparel graphic with undefined body type.
Getting apparel graphic with undefined body type.
Getting apparel graphic with undefined body type.
Getting apparel graphic with undefined body type.
Getting apparel graphic with undefined body type.
Getting apparel graphic with undefined body type.
Getting apparel graphic with undefined body type.
Getting apparel graphic with undefined body type.
Getting apparel graphic with undefined body type.
Getting apparel graphic with undefined body type.
Getting apparel graphic with undefined body type.
Getting apparel graphic with undefined body type.
Getting apparel graphic with undefined body type.
Getting apparel graphic with undefined body type.
Unloading 3 Unused Serialized files (Serialized files now loaded: 0)
Unloading 6711 unused Assets to reduce memory usage. Loaded Objects now: 12576.
Total: 94.870407 ms (FindLiveObjects: 1.694400 ms CreateObjectMapping: 2.708000 ms MarkObjects: 74.947502 ms DeleteObjects: 15.519000 ms)
Setting up 2 worker threads for Enlighten.
Thread -> id: 4258 -> priority: 1
Thread -> id: 25dc -> priority: 1
Initialize engine version: 5.6.5f1 (2cac56bf7bb6)
GfxDevice: creating device client; threaded=1
Direct3D:
Version: Direct3D 9.0c [nvldumdx.dll 25.21.14.1967]
Renderer: NVIDIA GeForce GTX 1050 Ti
Vendor: NVIDIA
VRAM: 4018 MB (via DXGI)
Caps: Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=0 INTZ=1 NULL=1 RESZ=0 SlowINTZ=0 ATOC=1 BC4=1 BC5=1
Begin MonoManager ReloadAssembly
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\UnityEngine.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\NAudio.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\NVorbis.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\TextMeshPro-1.0.55.56.0b11.dll into Unity Child Domain
WARNING: Shader Unsupported: 'Hidden/VR/BlitCopyFromTexArray' - Pass '' has no vertex shader
WARNING: Shader Unsupported: 'Hidden/VR/BlitCopyFromTexArray' - Setting to default shader.
desktop: 1920x1080 60Hz; virtual: 3840x1080 at 0,0
RimWorld 1.0.2150 rev801
[HugsLib] version 6.1.1
Tried to use an uninitialized DefOf of type StatDefOf. DefOfs are initialized right after all defs all loaded. Uninitialized DefOfs will return only nulls. (hint: don't use DefOfs as default field values in Defs, try to resolve them in ResolveReferences() instead)
CombatExtended :: Harmony_GenRadial_RadialPatternCount :: Info: Post GenRadial patch maximum radius: 119.4194
Combat Extended :: initialized
Translation data for language English has 48 errors. Generate translation report for more info.
Removed Log Error from Manhunter Job
Facial Stuff successfully completed 555 patches with harmony.
Combat Extended :: Ammo injected
Combat Extended :: Bounds pre-generated
[HugsLib][ERR] Failed to apply Harmony patches for HugsLib.Children_and_Pregnancy_testing. Exception was: System.Exception: Exception from HarmonyInstance "HugsLib.Children_and_Pregnancy_testing" ---> System.Exception: Wrong null argument: br NULL
at Harmony.ILCopying.MethodBodyReader+<>c__DisplayClass19_0.<FinalizeILCodes>b__1 (Harmony.CodeInstruction codeInstruction) [0x00000] in <filename unknown>:0
at Harmony.CollectionExtensions.Do[CodeInstruction] (IEnumerable`1 sequence, System.Action`1 action) [0x00000] in <filename unknown>:0
at Harmony.ILCopying.MethodBodyReader.FinalizeILCodes (System.Collections.Generic.List`1 transpilers, System.Collections.Generic.List`1 endLabels, System.Collections.Generic.List`1 endBlocks) [0x00000] in <filename unknown>:0
at Harmony.ILCopying.MethodCopier.Finalize (System.Collections.Generic.List`1 endLabels, System.Collections.Generic.List`1 endBlocks) [0x00000] in <filename unknown>:0
at Harmony.MethodPatcher.CreatePatchedMethod (System.Reflection.MethodBase original, System.String harmonyInstanceID, System.Collections.Generic.List`1 prefixes, System.Collections.Generic.List`1 postfixes, System.Collections.Generic.List`1 transpilers) [0x00000] in <filename unknown>:0
--- End of inner exception stack trace ---
at Harmony.MethodPatcher.CreatePatchedMethod (System.Reflection.MethodBase original, System.String harmonyInstanceID, System.Collections.Generic.List`1 prefixes, System.Collections.Generic.List`1 postfixes, System.Collections.Generic.List`1 transpilers) [0x00000] in <filename unknown>:0
at Harmony.PatchFunctions.UpdateWrapper (System.Reflection.MethodBase original, Harmony.PatchInfo patchInfo, System.String instanceID) [0x00000] in <filename unknown>:0
at Harmony.PatchProcessor.Patch () [0x00000] in <filename unknown>:0
at Harmony.HarmonyInstance.<PatchAll>b__9_0 (System.Type type) [0x00000] in <filename unknown>:0
at Harmony.CollectionExtensions.Do[Type] (IEnumerable`1 sequence, System.Action`1 action) [0x00000] in <filename unknown>:0
at Harmony.HarmonyInstance.PatchAll (System.Reflection.Assembly assembly) [0x00000] in <filename unknown>:0
at HugsLib.ModBase.ApplyHarmonyPatches () [0x00000] in <filename unknown>:0
[HugsLib][ERR] Failed to apply Harmony patches for HugsLib.BabyAndChildren. Exception was: System.Exception: Exception from HarmonyInstance "HugsLib.BabyAndChildren" ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentException: Label not marked
at System.Reflection.Emit.ILGenerator.label_fixup () [0x00000] in <filename unknown>:0
at System.Reflection.Emit.DynamicMethod.CreateDynMethod () [0x00000] in <filename unknown>:0
at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&)
at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
--- End of inner exception stack trace ---
at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
at Harmony.DynamicTools.PrepareDynamicMethod (System.Reflection.Emit.DynamicMethod method) [0x00000] in <filename unknown>:0
at Harmony.MethodPatcher.CreatePatchedMethod (System.Reflection.MethodBase original, System.String harmonyInstanceID, System.Collections.Generic.List`1 prefixes, System.Collections.Generic.List`1 postfixes, System.Collections.Generic.List`1 transpilers) [0x00000] in <filename unknown>:0
--- End of inner exception stack trace ---
at Harmony.MethodPatcher.CreatePatchedMethod (System.Reflection.MethodBase original, System.String harmonyInstanceID, System.Collections.Generic.List`1 prefixes, System.Collections.Generic.List`1 postfixes, System.Collections.Generic.List`1 transpilers) [0x00000] in <filename unknown>:0
at Harmony.PatchFunctions.UpdateWrapper (System.Reflection.MethodBase original, Harmony.PatchInfo patchInfo, System.String instanceID) [0x00000] in <filename unknown>:0
at Harmony.PatchProcessor.Patch () [0x00000] in <filename unknown>:0
at Harmony.HarmonyInstance.<PatchAll>b__9_0 (System.Type type) [0x00000] in <filename unknown>:0
at Harmony.CollectionExtensions.Do[Type] (IEnumerable`1 sequence, System.Action`1 action) [0x00000] in <filename unknown>:0
at Harmony.HarmonyInstance.PatchAll (System.Reflection.Assembly assembly) [0x00000] in <filename unknown>:0
at HugsLib.ModBase.ApplyHarmonyPatches () [0x00000] in <filename unknown>:0
[HugsLib] initializing Children_and_Pregnancy_testing, Children, BabyAndChildren
My pawns are not getting pregnant despite all the loving. I set the chance to 1 which is what it says is the highest. What can I do to troubleshoot?
It's been 3 years of sleeping and loving twice a day if that makes a difference. Pawns are 25 and 31 now but started younger. In great health.
Quote from: Bengto on March 29, 2019, 03:18:57 PM
I got this error when i try to load this mod:
*snip*
This mod goes *after* HugsLib in your mod order. Your load order should look similar to this:
Core (
Always first in your mod list, unless a mod that requires that priority slot notes otherwise)
HugsLib (Any mods that rely on this are loaded after)
Children and Pregnancy
Quote from: Alundra on March 31, 2019, 12:38:25 AM
My pawns are not getting pregnant despite all the loving. I set the chance to 1 which is what it says is the highest. What can I do to troubleshoot?
It's been 3 years of sleeping and loving twice a day if that makes a difference. Pawns are 25 and 31 now but started younger. In great health.
What does your mod list look like? There's 2 possibilities that could be causing this...
1.) Mod conflicts: Other mods you might have downloaded that also affect the same lines of code as C&P might be causing issues with your pawns' chances of either lovin' properly & having a successful pregnancy...
2.) You might not have the most recent version of this mod. Or, possibly, if you
do have the most recent release, the choice of updating your files was to overwrite the mod folder with the newest version, instead of deleting out the old files in the folder & extracting the newest files into the directory.
Really important to note it's strongly suggested to do the latter, because overwriting files doesn't catch any potential filename changes, and you very well could have conflicts with older def/assembly files fighting against new ones when the mod is active in-game.
I definitely deleted the old folders, I did that a while ago actually. I do have the latest as far as I can tell, there's only one link to it ha ha.
I've tried it right after hugslib and also at the very bottom of the load order, no dice either way. I do sometimes get errors about onsies.
Here's my mod list, thanks so much for helping me I really appreciate it.
https://imgur.com/a/3xmtmFK
So one thing i've noticed that is somewhat annoying thing with babies once they can start crawling. If their recreation req reaches zero, they sometimes immediately wake up after taking a rest.. most of the time they only have a short nap while they try to fulfill their recreation to a certain amount, then they rest normally.. i usually have the zone area for babies limited to their rooms and a kitchen sink to wash, as i "feel" that it makes my rp'ing realistically lol...
another suggestion:
- babies till 2 yr old has a special "clothing for them, so they would stop complaining that it is too cold all the time lol..
- cribs should prevent babies from being able to wander around, to make it more "realistically"
Quote from: Alundra on April 01, 2019, 03:04:42 AM
I definitely deleted the old folders, I did that a while ago actually. I do have the latest as far as I can tell, there's only one link to it ha ha.
I've tried it right after hugslib and also at the very bottom of the load order, no dice either way. I do sometimes get errors about onsies.
Here's my mod list, thanks so much for helping me I really appreciate it.
https://imgur.com/a/3xmtmFK
The Birds & Bees is exactly what's causing your issue. ;) That and this mod still aren't compatible with each other.
If I'm not mistaken, someone did do a patch for this, but that was last year when this mod's version was 0.4e...? Haven't seen any sort of updates since then.
Ahh noooo ha ha. I liked reproductive organs!
Ah darn :(
I guess i have found my cause for missing pregnancies aswell then.
And looks like I can´t remove it from my running colony.
Quote from: Rocket_Raccoon on April 04, 2019, 05:20:18 AM
Ah darn :(
I guess i have found my cause for missing pregnancies aswell then.
And looks like I can´t remove it from my running colony.
im curious though, what was the cause??
also im not sure if anyone has mentioned this, but i'm seeing invisible kids... so far 6, 9, and 12 year old kids are invisible... not sure how to fix this, or i just simply wait till they turn 18??
I had/have birds and bees and it messed up pregnancy, I saw child soldiers(hello oh bright and shiny rimworld) but my colonist would not get pregnant. Removed children and pregnancy(because removing b&b would cause more problems) and added children, school&learning back in and badum-pregnancy after few ingame hours.
Quote from: LiteEmUp on April 04, 2019, 05:40:04 AM
also im not sure if anyone has mentioned this, but i'm seeing invisible kids... so far 6, 9, and 12 year old kids are invisible... not sure how to fix this, or i just simply wait till they turn 18??
Do you have Alien Framework installed? The latest update is making some pawns invisible and the author is working on a fix. Not related to CnP.
Quote from: Kori on April 04, 2019, 05:06:34 PM
Quote from: LiteEmUp on April 04, 2019, 05:40:04 AM
also im not sure if anyone has mentioned this, but i'm seeing invisible kids... so far 6, 9, and 12 year old kids are invisible... not sure how to fix this, or i just simply wait till they turn 18??
Do you have Alien Framework installed? The latest update is making some pawns invisible and the author is working on a fix. Not related to CnP.
yes i do have it installed as well... so i guess i thought it was just this mod.. so this invisible problem started around 3/27/19 for me.. so im not sure why no one has reported this bug on that alien framework mod...
also from the steam page of that mod, someone speculated rimworld had a mini-update recently.. did i missed something?? i played rimworld everyday lately, so any rimworld update, i would have seen it on steam..
Quote from: LiteEmUp on April 05, 2019, 12:46:28 AM
yes i do have it installed as well... so i guess i thought it was just this mod.. so this invisible problem started around 3/27/19 for me.. so im not sure why no one has reported this bug on that alien framework mod...
also from the steam page of that mod, someone speculated rimworld had a mini-update recently.. did i missed something?? i played rimworld everyday lately, so any rimworld update, i would have seen it on steam..
The Alien Framework update I'm talking about was released 4/4/2019, it must be something else then.. :-\
Have you tried the devmode's force birthday command to verify that aging up solves the problem?
I would have noticed an update of Rimworld, too. I use so many mods that Rimworld updates are one of my biggest fears. ;)
Quote from: LiteEmUp on April 05, 2019, 12:46:28 AM
also from the steam page of that mod, someone speculated rimworld had a mini-update recently..
You allways can check the version number after Rimworld start at the top left corner.
the last 4 digits should be 2150.
If you got a higher number there prolly was a mini patch.
Quote from: Kori on April 05, 2019, 05:09:10 AM
Quote from: LiteEmUp on April 05, 2019, 12:46:28 AM
yes i do have it installed as well... so i guess i thought it was just this mod.. so this invisible problem started around 3/27/19 for me.. so im not sure why no one has reported this bug on that alien framework mod...
also from the steam page of that mod, someone speculated rimworld had a mini-update recently.. did i missed something?? i played rimworld everyday lately, so any rimworld update, i would have seen it on steam..
The Alien Framework update I'm talking about was released 4/4/2019, it must be something else then.. :-\
Have you tried the devmode's force birthday command to verify that aging up solves the problem?
I would have noticed an update of Rimworld, too. I use so many mods that Rimworld updates are one of my biggest fears. ;)
i will try the aging process to see if it solves it, but unfortunately the first person i noticed from(3/27/19 was the screenshot taken) where the bug was a visitor... he is the first screnshot..
the next set of invisible kids i noticed is from the same person and also another kid.. both are visitors.. i also checked their gear to see if it was gear related.. the most common gear they have is a twilek cultural garb.. i havent tested it on my colonists to see if its the cause of problem..
the 4th screen is from 2 kids that i got from a slave trader... i checked both and neither was wearing clothing, so i immeadiately ruled out that the twilek garb is the cause of problem.. again i will age-up to see if the problems still persists..
[attachment deleted due to age]
here are the other 2 screens
lol @the file size limits
[attachment deleted due to age]
The invisible pawn in your third screenshot is 20, so it is not limited to children?
If I were you, I would try the following things:
-deactivate the mod that changes their faces, because that's something that has an impact on pawn rendering. If it is the cause, you can still try to change load order etc. later.
-leave devmode active to see if any red errors appear when you encounter invisible pawns
-unsub and resub Alien Framework, just to be sure
I hope you will find the solution soon!
Quote from: Kori on April 05, 2019, 06:55:52 AM
The invisible pawn in your third screenshot is 20, so it is not limited to children?
If I were you, I would try the following things:
-deactivate the mod that changes their faces, because that's something that has an impact on pawn rendering. If it is the cause, you can still try to change load order etc. later.
-leave devmode active to see if any red errors appear when you encounter invisible pawns
-unsub and resub Alien Framework, just to be sure
I hope you will find the solution soon!
So this is my current load order
Loaded mods:
MOD-E
Core
HugsLib[ov:6.1.1]
JecsTools
Allow Tool
EdB Prepare Carefully
Prepare Landing[ov:0.9.4]
Faction Discovery
More vanilla factions
Children and Pregnancy - v0.5c
Psychology
Hospitality
[RF] Pawns are Capable! [1.0]
Colony Leadership
[RF] Rational Romance [1.0]: Rainbeau's Rational Romance(1.0.6913.27235)
Rimsenal - Storyteller pack
Humanoid Alien Races 2.0
Realistic Darkness 1.0
Custom Music
More Planning
Rimworld Search Agency
ResearchPal
SS Researchable Stat Upgrades
Fluffy Breakdowns
Stack XXL[ov:1.0.0]
Relations Tab
Medical Tab
InventoryTab
Better Records Tab
Expanded Prosthetics and Organ Engineering
A Dog Said... Animal Prosthetics
LBE's A Dog Said Easy Patcher
Animals Logic
Hardworking animals 1.0
Therapy
Pharmacist
Ugh You Got Me
Combat Readiness Check
Numbers
Color Coded Mood Bar
Share The Load
WeaponStats
Job Splitter
Mad Skills
Xen's Taming Fixer
Infused
Death Rattle
RaiderInfo
I Clearly Have Enough!
Replace Stuff
No Random Construction Quality
Quality Cooldown
Repair Workbench: RepairBench(1.0.0.0)
Misc. Weapon Repair
Simple sidearms[ov:1.3.2]
Dual Wield
RunAndGun[ov:1.1.2]
Defensive Positions
Area Unlocker
Heat Map
Dub's Paint Shop
Labels on Floor
[1.0] RPG Style Inventory
RimHUD
Chickens Efficient Light
Realistic Rooms
VGP Vegetable Garden
[RF] Fertile Fields [1.0]
CuproPanda's Drinks
[XND] Visible Pants
[CP] Detailed Body Textures II (1.0)
Facial Stuff 1.0
[KV] Show Hair With Hats or Hide All Hats - 1.0
Roppoi hair 1.0
My Cute Ear
[SS]Lovely Hair Style
Nackblad Inc Rimhair
Xeva's Rimhair
Rimsenal - Rimhair
Sailor Scouts Hair [1.0]
Spoons Hair Mod
RimFace for Facial Stuff 1.0
Moody
One Big Family
Megafauna
Lord of the Rims - Elves
Lord of the Rims - Dwarves
Lord of the Rims - Hobbits
Orassans
Orassans (EPOE Patch)
RimEffect - Asari of the Rims
Zabrak Race
Zombieland
Medieval Times
[1.0] Starship Troopers Arachnids Ver5.0: Bugs
Twi'lek Race
Crystalloid (Rewrite)
Star Wars - Factions
Star Wars - The Force
Star Wars - Fully Functional Lightsabers
RimGate - Jaffa, Kree! 6.0.0
Half-Rim 2
Call of Cthulhu - Cults
More Mechanoids
MoreMonstergirls
USCM - Xenomorphs Faction 1.0
Rim of Madness - Arachnophobia
Call of Cthulhu - Cosmic Horrors
Lamia(add animal)
Dinosauria
Dinosauria - Patch for A Dog Said...
AnimalCollabProj
AnimalCollabProj ADS Patch
[1.0] RePower
Harvest Everything!
Interaction Bubbles
Hand Me That Brick Lite
Table Diner: Table Diner Configurable Range
Incident Person Stat
Grenade Fix: Rearmed
Prisoner Harvesting
Selling prisoners with no guilt
Pawns Paint! Restored
Snap Out!
[1.0] FuckFriendlyFire
shared bedroom
no disturbed sleep
Doors Expanded
[sd] goodnight
[sd] pillows and beanbags
Industrial Age - Objects and Furniture
[sd] advanced powergeneration
Signs and Memorials
Furnace
ED-ShieldsBasic
Door Mat R1.0
Call of Cthulhu - Straitjackets
[SS]Maid Project
FashionRIMsta
Jewelry
Apparello 2
[CP] Rimmu-Nation - Clothing (All Craftable!) (1.0)
Wall Light
More Vanilla Turrets 1.0
[SYR] Set Up Camp
[1.0]Long Range Transport Pods
Steel extraction
Tech Advancing
More Trade Ships
Neuter Animals
Camera+
Conduit Deconstruct
More Batteries
Dubs Rimkit
Narco
RT Solar Flare Shield
Dubs Skylights
RIMkea
ED-Embrasures
Industrial Rollers
ED-Laser Drill
RT Fuse
Power Indicators
MiningCo. Projector
Damage Indicators
Gas Traps And Shells
[SYR] Bullet Casings
Outdoor Lighting
Quarry 1.0
Prisoner Arena
[T] MoreFloors
More Furniture [1.0]:
RT's Weapon Pack [1.0]
Roof Support 1.0
[sd] medicaddons
[RF] Fishing [1.0]
[RF] Advanced Bridges [1.0]
Additional Joy Objects
RimWriter - Books, Scrolls, Tablets, and Libraries
[RF] Packed Lunches [1.0]
Fences And Floors
DDA Security and More
RedistHeat
Training Console 1.0
[RF] Rumor Has It.... [1.0]: Rainbeau's Rumor Has It
[v1.0]-LinkableDoors
Glitter Tech (No Surgery)
Power Logic
Dubs Bad Hygiene
Better Workbench Management
NeuTech Advanced Medical Pod
Misc. Training
Bridgello
Shield Generators by Frontier Developments
Ofuton 1.0
New Joy Source: Play Music
Turret Collection
Definitely More Cannons - No Armored Centipedes
Zen Garden
Antiqua
Elvasat's Furniture
NamesGalore
Titanium+
BeautyFloors
Kill For Me
[KV] Trading Spot - 1.0
[RF] Editable Backstories and Names [1.0]
[KV] RimFridge - 1.0
Flags and Banners
Star Wars Slave Bikini Outfit
[KV] Change Dresser - 1.0
Bonsaiplus
and this is the log file when first starting the game: https://git.io/fjLOj
i havent tested the dev mode and check for log errors while an invisible character is active..
but i did try advancing the seasons, and it seems that pawns don't de-age if you advance a season.. unless i missed it somewhere in the dev mode where you can "age" a pawn properly..
i havent done the unsubbing-resubbing since it feels like the last option to do.. i provided my log file and also my load order, to see if anyone experienced can possibly check for maybe "errors"
QuoteThis mod goes *after* HugsLib in your mod order. Your load order should look similar to this:
Core (Always first in your mod list, unless a mod that requires that priority slot notes otherwise)
HugsLib (Any mods that rely on this are loaded after)
Children and Pregnancy
I had it after HugsLib..
^^ If that is the case and you have both HugsLib and C&P (as well as the game itself) in there most current forms, then it might help us a little more if we get your mod list order? Could very well be another mod causing that error.;)
Quote from: Tenshi~Akari on April 07, 2019, 06:29:20 AM
^^ If that is the case and you have both HugsLib and C&P (as well as the game itself) in there most current forms, then it might help us a little more if we get your mod list order? Could very well be another mod causing that error.;)
Here is the active mods i have atm.
(https://i.imgur.com/78xxLzW.png)
Quote from: Bengto on April 07, 2019, 06:48:58 AM
Quote from: Tenshi~Akari on April 07, 2019, 06:29:20 AM
^^ If that is the case and you have both HugsLib and C&P (as well as the game itself) in there most current forms, then it might help us a little more if we get your mod list order? Could very well be another mod causing that error.;)
Here is the active mods i have atm.
(https://i.imgur.com/78xxLzW.png)
I think and I can't be sure but I think the children, school and learning might be the cause, since C&P adds children and pregnancy, the CS&L mod really isn't needed since it basically does the same thing might be causing a conflict due to that.
in other news I'm getting this at game start, no idea why
[HugsLib][ERR] Failed to apply Harmony patches for HugsLib.Children_and_Pregnancy_testing. Exception was: System.Exception: Exception from HarmonyInstance "HugsLib.Children_and_Pregnancy_testing" ---> System.Exception: Wrong null argument: br NULL
at Harmony.ILCopying.MethodBodyReader+<>c__DisplayClass19_0.<FinalizeILCodes>b__1 (Harmony.CodeInstruction codeInstruction) [0x00000] in <filename unknown>:0
at Harmony.CollectionExtensions.Do[CodeInstruction] (IEnumerable`1 sequence, System.Action`1 action) [0x00000] in <filename unknown>:0
at Harmony.ILCopying.MethodBodyReader.FinalizeILCodes (System.Collections.Generic.List`1 transpilers, System.Collections.Generic.List`1 endLabels, System.Collections.Generic.List`1 endBlocks) [0x00000] in <filename unknown>:0
at Harmony.ILCopying.MethodCopier.Finalize (System.Collections.Generic.List`1 endLabels, System.Collections.Generic.List`1 endBlocks) [0x00000] in <filename unknown>:0
at Harmony.MethodPatcher.CreatePatchedMethod (System.Reflection.MethodBase original, System.String harmonyInstanceID, System.Collections.Generic.List`1 prefixes, System.Collections.Generic.List`1 postfixes, System.Collections.Generic.List`1 transpilers) [0x00000] in <filename unknown>:0
--- End of inner exception stack trace ---
at Harmony.MethodPatcher.CreatePatchedMethod (System.Reflection.MethodBase original, System.String harmonyInstanceID, System.Collections.Generic.List`1 prefixes, System.Collections.Generic.List`1 postfixes, System.Collections.Generic.List`1 transpilers) [0x00000] in <filename unknown>:0
at Harmony.PatchFunctions.UpdateWrapper (System.Reflection.MethodBase original, Harmony.PatchInfo patchInfo, System.String instanceID) [0x00000] in <filename unknown>:0
at Harmony.PatchProcessor.Patch () [0x00000] in <filename unknown>:0
at Harmony.HarmonyInstance.<PatchAll>b__9_0 (System.Type type) [0x00000] in <filename unknown>:0
at Harmony.CollectionExtensions.Do[Type] (IEnumerable`1 sequence, System.Action`1 action) [0x00000] in <filename unknown>:0
at Harmony.HarmonyInstance.PatchAll (System.Reflection.Assembly assembly) [0x00000] in <filename unknown>:0
at HugsLib.ModBase.ApplyHarmonyPatches () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
HugsLib.Utils.ModLogger:Error(String, Object[])
HugsLib.ModBase:ApplyHarmonyPatches()
HugsLib.HugsLibController:EnumerateChildMods(Boolean)
HugsLib.HugsLibController:LoadReloadInitialize()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Quote from: RequiemFang on April 07, 2019, 03:02:37 PM
in other news I'm getting this at game start, no idea why
Do you have Combat Extended?
Quote from: RequiemFang on April 07, 2019, 02:19:28 PM
Quote from: Bengto on April 07, 2019, 06:48:58 AM
Quote from: Tenshi~Akari on April 07, 2019, 06:29:20 AM
^^ If that is the case and you have both HugsLib and C&P (as well as the game itself) in there most current forms, then it might help us a little more if we get your mod list order? Could very well be another mod causing that error.;)
Here is the active mods i have atm.
(https://i.imgur.com/78xxLzW.png)
I think and I can't be sure but I think the children, school and learning might be the cause, since C&P adds children and pregnancy, the CS&L mod really isn't needed since it basically does the same thing might be causing a conflict due to that.
Quote from: Bengto on April 08, 2019, 11:39:18 AM
I think and I can't be sure but I think the children, school and learning might be the cause, since C&P adds children and pregnancy, the CS&L mod really isn't needed since it basically does the same thing might be causing a conflict due to that.
It's Combat Extended. The Harmony patch error is caused by CE and can't be avoided, no matter how you change your load order.
I have been playing with CE + CnP forever and haven't noticed any problems though, still I hope Thirite can fix it someday. :)
Quote from: Kori on April 08, 2019, 11:50:03 AM
Quote from: Bengto on April 08, 2019, 11:39:18 AM
I think and I can't be sure but I think the children, school and learning might be the cause, since C&P adds children and pregnancy, the CS&L mod really isn't needed since it basically does the same thing might be causing a conflict due to that.
It's Combat Extended. The Harmony patch error is caused by CE and can't be avoided, no matter how you change your load order.
I have been playing with CE + CnP forever and haven't noticed any problems though, still I hope Thirite can fix it someday. :)
That explains it, yes I do have CE.
Quote from: Bengto on April 08, 2019, 11:39:18 AM
-snip-
no idea what you were trying to say seeing as everything is in quotes, try putting your reply after the quote code and not within it.
Quote from: RequiemFang on April 08, 2019, 02:57:34 PM
Quote from: Kori on April 08, 2019, 11:50:03 AM
Quote from: Bengto on April 08, 2019, 11:39:18 AM
I think and I can't be sure but I think the children, school and learning might be the cause, since C&P adds children and pregnancy, the CS&L mod really isn't needed since it basically does the same thing might be causing a conflict due to that.
It's Combat Extended. The Harmony patch error is caused by CE and can't be avoided, no matter how you change your load order.
I have been playing with CE + CnP forever and haven't noticed any problems though, still I hope Thirite can fix it someday. :)
That explains it, yes I do have CE.
Quote from: Bengto on April 08, 2019, 11:39:18 AM
-snip-
no idea what you were trying to say seeing as everything is in quotes, try putting your reply after the quote code and not within it.
My fault, This iwhat i was saying:
I have removed it but still get the same error
[HugsLib][ERR] Failed to apply Harmony patches for HugsLib.Children_and_Pregnancy_testing. Exception was: System.Exception: Exception from HarmonyInstance "HugsLib.Children_and_Pregnancy_testing" ---> System.Exception: Wrong null argument: br NULL
at Harmony.ILCopying.MethodBodyReader+<>c__DisplayClass19_0.<FinalizeILCodes>b__1 (Harmony.CodeInstruction codeInstruction) [0x00000] in <filename unknown>:0
at Harmony.CollectionExtensions.Do[CodeInstruction] (IEnumerable`1 sequence, System.Action`1 action) [0x00000] in <filename unknown>:0
at Harmony.ILCopying.MethodBodyReader.FinalizeILCodes (System.Collections.Generic.List`1 transpilers, System.Collections.Generic.List`1 endLabels, System.Collections.Generic.List`1 endBlocks) [0x00000] in <filename unknown>:0
at Harmony.ILCopying.MethodCopier.Finalize (System.Collections.Generic.List`1 endLabels, System.Collections.Generic.List`1 endBlocks) [0x00000] in <filename unknown>:0
at Harmony.MethodPatcher.CreatePatchedMethod (System.Reflection.MethodBase original, System.String harmonyInstanceID, System.Collections.Generic.List`1 prefixes, System.Collections.Generic.List`1 postfixes, System.Collections.Generic.List`1 transpilers) [0x00000] in <filename unknown>:0
--- End of inner exception stack trace ---
at Harmony.MethodPatcher.CreatePatchedMethod (System.Reflection.MethodBase original, System.String harmonyInstanceID, System.Collections.Generic.List`1 prefixes, System.Collections.Generic.List`1 postfixes, System.Collections.Generic.List`1 transpilers) [0x00000] in <filename unknown>:0
at Harmony.PatchFunctions.UpdateWrapper (System.Reflection.MethodBase original, Harmony.PatchInfo patchInfo, System.String instanceID) [0x00000] in <filename unknown>:0
at Harmony.PatchProcessor.Patch () [0x00000] in <filename unknown>:0
at Harmony.HarmonyInstance.<PatchAll>b__9_0 (System.Type type) [0x00000] in <filename unknown>:0
at Harmony.CollectionExtensions.Do[Type] (IEnumerable`1 sequence, System.Action`1 action) [0x00000] in <filename unknown>:0
at Harmony.HarmonyInstance.PatchAll (System.Reflection.Assembly assembly) [0x00000] in <filename unknown>:0
at HugsLib.ModBase.ApplyHarmonyPatches () [0x00000] in <filename unknown>:0
I removed CL&S and got the error. But now i know that it is CE that makes the issue.
Was there a change related to bed assignment in one of the latest updates?
Because CnP and BnC both break the prison bed assignment feature from the Prison Labor Mod. When you click the button to assign prison beds, it will list colonists now instead of prisoners.
It was definitely working before the CnP updates. Prison Labor has not been updated since then, so it must be a change on CnP's end. :-\
Hello. I tried to google this but nothing came up, maybe my wording sucks - in this case please forgive me and I would really appreciate a link to a solution for my problem if it was discussed before.
Anyway, the pawn I have assigned to childcare gets sort of stuck: the baby cries, i click it, see feed the child option, click it - there is this "thud" sound and the game sort of freezes for a moment and - nothing more happens, even though I have tons of food lying around.
They manage to feed babies sometimes, because I have now one functional toddler (luckily those can just grab the food and eat it)
But how and why I have no idea and the baby I have now is about to die of hunger - honestly I am about to throw the celebration when it happens because my pawn wastes so much time on this and I am totally banging my head about it.
[attachment deleted due to age]
Quote from: varnol on April 09, 2019, 07:24:29 PM
Anyway, the pawn I have assigned to childcare gets sort of stuck: the baby cries, i click it, see feed the child option, click it - there is this "thud" sound and the game sort of freezes for a moment and - nothing more happens, even though I have tons of food lying around.
Try to activate devmode and see if an error pops up when you try to feed the baby.
Also when you play with RJW you should use the Baby And Children mod (workshop) instead. It is a fork of CnP that was made compatible with this mod.
Hi,
I just saw that this had been updated - it's my favourite Rimworld mod so I'm really happy (thanks!). I've downloaded and installed, but it's showing up as version 0.4b, and creates a load of error codes. It also seems to block Prepare Carefully from working, which I don't remember it ever doing before. If anyone could give me a hand getting it working I'd really appreciate it!
So i was playing Rimworld with C&P and Psychology...
[attachment deleted due to age]
A small question:
How long time will it take until Fertillity goes from none to OK after installing basic repruductive organs?
Or have I Screwed it all over? lol
Quote from: Vellaciraptor on April 13, 2019, 11:39:21 AM
Hi,
I just saw that this had been updated - it's my favourite Rimworld mod so I'm really happy (thanks!). I've downloaded and installed, but it's showing up as version 0.4b, and creates a load of error codes. It also seems to block Prepare Carefully from working, which I don't remember it ever doing before. If anyone could give me a hand getting it working I'd really appreciate it!
You might want try the link on the 1st post of this thread, that's for sure linking to the most recent updates. ;)
Quote from: Tenshi~Akari on April 14, 2019, 08:29:55 PM
You might want try the link on the 1st post of this thread, that's for sure linking to the most recent updates. ;)
Thanks for replying!
I've only been using the link on the first page, and tried re-downloading and re-installing (after wiping everything from my mod folder) twice. Same thing happens. It considers it to be version 0.4b, and is sadly unplayable. I honestly don't understand how this is happening given that I can see from other people's pictures they've got the right version. :S
Vellaciraptor,
i think you did something wrong.
At first i though you maybe got subscribed to the workshop entry too, but that version is 0.5b too.
That you delete old mod folder before you install them again is very good and you should keep that praxis when you manual install/update mods.
Maybe you got all download version on your harddisk, and you don't let your browser overwrite or create numbers behind it.
Look for all children-and-pregnancy-collab-master.zip or children-and-pregnancy-collab-master(x).zip and delete them.
Or you can manualy check the About.xml for the entry
<name>Children and Pregnancy - v0.5c</name>
Quote from: Bengto on April 14, 2019, 07:03:10 AM
A small question:
How long time will it take until Fertillity goes from none to OK after installing basic repruductive organs?
Or have I Screwed it all over? lol
Anyone can answer me?
Quote from: Kori on April 10, 2019, 01:46:54 AM
Also when you play with RJW you should use the Baby And Children mod (workshop) instead. It is a fork of CnP that was made compatible with this mod.
Thank you! This did the trick ;D 8) :)
download from the front page?
Quote from: LiteEmUp on April 06, 2019, 04:46:14 AM
Quote from: Kori on April 05, 2019, 06:55:52 AM
The invisible pawn in your third screenshot is 20, so it is not limited to children?
If I were you, I would try the following things:
-deactivate the mod that changes their faces, because that's something that has an impact on pawn rendering. If it is the cause, you can still try to change load order etc. later.
-leave devmode active to see if any red errors appear when you encounter invisible pawns
-unsub and resub Alien Framework, just to be sure
I hope you will find the solution soon!
So this is my current load order
Loaded mods:
MOD-E
Core
HugsLib[ov:6.1.1]
JecsTools
Allow Tool
EdB Prepare Carefully
Prepare Landing[ov:0.9.4]
Faction Discovery
More vanilla factions
Children and Pregnancy - v0.5c
Psychology
Hospitality
[RF] Pawns are Capable! [1.0]
Colony Leadership
[RF] Rational Romance [1.0]: Rainbeau's Rational Romance(1.0.6913.27235)
Rimsenal - Storyteller pack
Humanoid Alien Races 2.0
Realistic Darkness 1.0
Custom Music
More Planning
Rimworld Search Agency
ResearchPal
SS Researchable Stat Upgrades
Fluffy Breakdowns
Stack XXL[ov:1.0.0]
Relations Tab
Medical Tab
InventoryTab
Better Records Tab
Expanded Prosthetics and Organ Engineering
A Dog Said... Animal Prosthetics
LBE's A Dog Said Easy Patcher
Animals Logic
Hardworking animals 1.0
Therapy
Pharmacist
Ugh You Got Me
Combat Readiness Check
Numbers
Color Coded Mood Bar
Share The Load
WeaponStats
Job Splitter
Mad Skills
Xen's Taming Fixer
Infused
Death Rattle
RaiderInfo
I Clearly Have Enough!
Replace Stuff
No Random Construction Quality
Quality Cooldown
Repair Workbench: RepairBench(1.0.0.0)
Misc. Weapon Repair
Simple sidearms[ov:1.3.2]
Dual Wield
RunAndGun[ov:1.1.2]
Defensive Positions
Area Unlocker
Heat Map
Dub's Paint Shop
Labels on Floor
[1.0] RPG Style Inventory
RimHUD
Chickens Efficient Light
Realistic Rooms
VGP Vegetable Garden
[RF] Fertile Fields [1.0]
CuproPanda's Drinks
[XND] Visible Pants
[CP] Detailed Body Textures II (1.0)
Facial Stuff 1.0
[KV] Show Hair With Hats or Hide All Hats - 1.0
Roppoi hair 1.0
My Cute Ear
[SS]Lovely Hair Style
Nackblad Inc Rimhair
Xeva's Rimhair
Rimsenal - Rimhair
Sailor Scouts Hair [1.0]
Spoons Hair Mod
RimFace for Facial Stuff 1.0
Moody
One Big Family
Megafauna
Lord of the Rims - Elves
Lord of the Rims - Dwarves
Lord of the Rims - Hobbits
Orassans
Orassans (EPOE Patch)
RimEffect - Asari of the Rims
Zabrak Race
Zombieland
Medieval Times
[1.0] Starship Troopers Arachnids Ver5.0: Bugs
Twi'lek Race
Crystalloid (Rewrite)
Star Wars - Factions
Star Wars - The Force
Star Wars - Fully Functional Lightsabers
RimGate - Jaffa, Kree! 6.0.0
Half-Rim 2
Call of Cthulhu - Cults
More Mechanoids
MoreMonstergirls
USCM - Xenomorphs Faction 1.0
Rim of Madness - Arachnophobia
Call of Cthulhu - Cosmic Horrors
Lamia(add animal)
Dinosauria
Dinosauria - Patch for A Dog Said...
AnimalCollabProj
AnimalCollabProj ADS Patch
[1.0] RePower
Harvest Everything!
Interaction Bubbles
Hand Me That Brick Lite
Table Diner: Table Diner Configurable Range
Incident Person Stat
Grenade Fix: Rearmed
Prisoner Harvesting
Selling prisoners with no guilt
Pawns Paint! Restored
Snap Out!
[1.0] FuckFriendlyFire
shared bedroom
no disturbed sleep
Doors Expanded
[sd] goodnight
[sd] pillows and beanbags
Industrial Age - Objects and Furniture
[sd] advanced powergeneration
Signs and Memorials
Furnace
ED-ShieldsBasic
Door Mat R1.0
Call of Cthulhu - Straitjackets
[SS]Maid Project
FashionRIMsta
Jewelry
Apparello 2
[CP] Rimmu-Nation - Clothing (All Craftable!) (1.0)
Wall Light
More Vanilla Turrets 1.0
[SYR] Set Up Camp
[1.0]Long Range Transport Pods
Steel extraction
Tech Advancing
More Trade Ships
Neuter Animals
Camera+
Conduit Deconstruct
More Batteries
Dubs Rimkit
Narco
RT Solar Flare Shield
Dubs Skylights
RIMkea
ED-Embrasures
Industrial Rollers
ED-Laser Drill
RT Fuse
Power Indicators
MiningCo. Projector
Damage Indicators
Gas Traps And Shells
[SYR] Bullet Casings
Outdoor Lighting
Quarry 1.0
Prisoner Arena
[T] MoreFloors
More Furniture [1.0]:
RT's Weapon Pack [1.0]
Roof Support 1.0
[sd] medicaddons
[RF] Fishing [1.0]
[RF] Advanced Bridges [1.0]
Additional Joy Objects
RimWriter - Books, Scrolls, Tablets, and Libraries
[RF] Packed Lunches [1.0]
Fences And Floors
DDA Security and More
RedistHeat
Training Console 1.0
[RF] Rumor Has It.... [1.0]: Rainbeau's Rumor Has It
[v1.0]-LinkableDoors
Glitter Tech (No Surgery)
Power Logic
Dubs Bad Hygiene
Better Workbench Management
NeuTech Advanced Medical Pod
Misc. Training
Bridgello
Shield Generators by Frontier Developments
Ofuton 1.0
New Joy Source: Play Music
Turret Collection
Definitely More Cannons - No Armored Centipedes
Zen Garden
Antiqua
Elvasat's Furniture
NamesGalore
Titanium+
BeautyFloors
Kill For Me
[KV] Trading Spot - 1.0
[RF] Editable Backstories and Names [1.0]
[KV] RimFridge - 1.0
Flags and Banners
Star Wars Slave Bikini Outfit
[KV] Change Dresser - 1.0
Bonsaiplus
and this is the log file when first starting the game: https://git.io/fjLOj
i havent tested the dev mode and check for log errors while an invisible character is active..
but i did try advancing the seasons, and it seems that pawns don't de-age if you advance a season.. unless i missed it somewhere in the dev mode where you can "age" a pawn properly..
i havent done the unsubbing-resubbing since it feels like the last option to do.. i provided my log file and also my load order, to see if anyone experienced can possibly check for maybe "errors"
lol all this time i've never thought of checking logs because im too busy trying to micro and macro stuff...
Exception drawing Pickles: System.NullReferenceException: Object reference not set to an instance of an object
at (wrapper dynamic-method) Verse.PawnGraphicSet.ResolveAllGraphics_Patch3 (object) <0x000a4>
at (wrapper dynamic-method) Verse.PawnRenderer.RenderPawnAt_Patch4 (object,UnityEngine.Vector3,Verse.RotDrawMode,bool) <0x00150>
at Verse.PawnRenderer.RenderPawnAt (UnityEngine.Vector3) <0x00081>
at (wrapper dynamic-method) Verse.Pawn_DrawTracker.DrawAt_Patch1 (object,UnityEngine.Vector3) <0x0003a>
at Verse.Pawn.DrawAt (UnityEngine.Vector3,bool) <0x0004b>
at Verse.Thing.Draw () <0x00052>
at Verse.ThingWithComps.Draw () <0x0001c>
at (wrapper dynamic-method) Verse.DynamicDrawManager.DrawDynamicThings_Patch1 (object) <0x00494>
Verse.Log:Error(String, Boolean)
Verse.DynamicDrawManager:DrawDynamicThings_Patch1(Object)
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
so can anyone look at that error codes?? thats the error for "Pickles", which currently is suffering from invisibilitis disease lol
So, I don't know how is it possible, but for some reason babies in my colony still suffer from joy penalties on socializing. Can you help me out?
Quote from: kaonasi on May 10, 2019, 03:02:14 PM
So, I don't know how is it possible, but for some reason babies in my colony still suffer from joy penalties on socializing. Can you help me out?
The same thing :( I downloaded this mode a few days ago. It would be very nice if a colonist could come to a baby and play with him any time (when he is crawling and crying). Right now there is no option to do that - only when the baby is in his crib. AND EVEN BETTER: why the colonists assigned to childcare do not do that automatically? The mod is great, but if this is not going to be fixed, it will be too annoying to play it.
i used to have babies suffering joy penalties on socializing because they have a restricted area that they can only go to.. i fixed it by building any chair and table, and that would make them start socializing...
Quote from: Skryabin on May 11, 2019, 02:11:48 AM
Quote from: kaonasi on May 10, 2019, 03:02:14 PM
So, I don't know how is it possible, but for some reason babies in my colony still suffer from joy penalties on socializing. Can you help me out?
The same thing :( I downloaded this mode a few days ago. It would be very nice if a colonist could come to a baby and play with him any time (when he is crawling and crying). Right now there is no option to do that - only when the baby is in his crib. AND EVEN BETTER: why the colonists assigned to childcare do not do that automatically? The mod is great, but if this is not going to be fixed, it will be too annoying to play it.
Well, I used precise priority settings, and just assigned 1 of my colonists only to childcare with priority 1.
However, breastfeeding is buggy as hell. Most of the time, my "mom" colonist would just move baby to nearest medical bed and feed it there with some kind of meal. Assigning babies to diets without any food did nothing, breastfeeding still needs do be performed manually most of the times.
Quote from: LiteEmUp on May 11, 2019, 05:49:00 AM
i used to have babies suffering joy penalties on socializing because they have a restricted area that they can only go to.. i fixed it by building any chair and table, and that would make them start socializing...
It does not make a lot of sense, but it worked! The baby was allowed to visit the dinning area with a table. He got on the wooden stool and relaxing socially gained 100% recreation in seconds. While playing with him was giving him maximum of 25%. Good to know, but still I hope this great mod will be improved more and more... Thank you!
HiHi
The babies are born at 14 years old. Has anyone had this issue, and if so were you able to solve it?
Thank you in advance,
Genaeve
I'm experiencing a bug where traders and raids regularly spawn adult pawns equipped with beanie and/or onesie resulting in a pink square error which I'm assuming is a missing texture.
It seems to happen more frequently during extremely cold temperatures although I can't confirm this.
I do have tribal raiders and hospitality installed that might interfere with the generation of pawns but the default vanilla factions also experience the same bug.
Is there a way too completely remove the spawn chance for babygear in general?
I have been trying to use this mod a bit, and some of the mechanics seem either incomplete or broken. Contraceptive, Mifepristol(sp), seem to do nothing, though for realism sake I see the rate of pregnancy can be lowered, though I am not sure how that is governed. I was going to check whether I have a code variant of the mod, or that these features might be turned off, but it looks that the current version of source is not public.
I am more of a hands on bug fixing sort, so I really would like to discuss the issues and see if this is by current design, in error, or even just a config problem. WIth how it operates right now, it makes for huge families, which in the long term is nice I guess, but the child care alone from one well bonded pair is very high, and makes pawns too replaceable at such high rates.
As a note, since these are being raise from zero, it should have an affect on the traits of the new pawn, such that a family of cannibals would raise more cannibals on average, but also a family of non violents or maybe a modded trait like from a magic mod should have higher chances to manifest. Lastly, it would be nice to make some parallel to the age 20 second trait set. Perhaps due to what happened in the previous 3 years minimum.
Quote from: Thirite on December 27, 2016, 09:06:22 PM
Перевод с русского на Modg
Proxyerによって日本語に翻訳された
Lellel 의 한국어 번역
What is it and Why is it?
I've been working on a mod which fills in the missing features concerning human pregnancy/children for a couple months while now, in my limited free time. I've been keeping it under wraps to keep me focused on hammering out the base idea before worrying about specifics. I think a lot of the time when people argue and argue about a topic without ever actually seeing it in practice, they tend to make biased arguments that don't take everything into account. So I just went ahead and started making it, so we could at least see how it could be, not just "how I imagine it would be". The mod is meant to be as vanilla friendly as possible in this respect.
How does it work?
> Two colonists sharing a bed do the Lovin' action
> If either is not using a contraceptive (new drug) or has been sterilized (new surgery), the woman (assuming it's a heterosexual couple) has a chance to get pregnant relevant to her age. 16-25 is the ideal age and 45~ is the dropoff.
> The woman may either take a pill to cancel the pregnancy (if early enough- one season), have an abortion at any time by a doctor, or carry the baby/babies to term (three seasons).
> Once the baby is born, they can do nothing except lie in bed and be fed for 3 2~ seasons. This is the newborn stage. Mothers will have a certain chance to get post partum depression, especially if they have the neurotic or depressive traits.
> After that is the toddler stage. They can crawl around and eat by themselves. They basically act like a tamed (untrained) creature at this stage. Halfway through the toddler stage, they'll stand up and be able to do simple things like flicking switches and carrying items.
> Child stage at 3.5~ years. They can do nearly everything an adult can do, but with less speed/skill. Children will be able to study skills up to level 5 via new "textbook" items which can either be purchased from traders or crafted by sufficiently skilled colonists at a new "writing desk" workbench
At 13 they'll grow into a teenager at which point vanilla mechanics take over.
Some screenshots:
(http://i.imgur.com/As1rRrK.png)(http://i.imgur.com/dVtadI2.png)
(http://i.imgur.com/Bh80R2u.png)(http://i.imgur.com/GrAi5xp.png)
C&P is in a very mature state and plays very stably. I will be moving this topic to the Release subsection of the Mods forum soon.
Requires HugsLib (https://ludeon.com/forums/index.php?topic=28066.0) to function
v0.5b Download here (https://gitlab.com/Thirite/children-and-pregnancy-collab/-/archive/master/children-and-pregnancy-collab-master.zip) - updated 2018/Feb/25
Notice:
Using Children & Pregnancy with certain mods that affect pawn rendering may produce bizarre results. For now, the mod has only been configured to function properly with Alien Races Framework.
Known Bugs
- Child prisoners seem to never be delivered food by wardens; looking into this now
- Incompatibility with Show Hair With Hat mod: Children's hair doesn't get scaled properly
TODO
- Birthdays
- Add textbooks and writing desk
- Make growth vats
- implement gene sampling, in vitro, and cloning
Authors
C&P started as a solo project, but as I'm a total flake other users have collaborated on the mod to update it and fix its bugs. These users are credited:
- Cheran: Ported the mod to the v1.0 Release of RimWorld and fixed many bugs
- Jarry1250: Reworked the tolerance level of social joy for babies and toddlers
- lellel: Fixed a notorious and old rendering bug.
- Kori: Patched out pirates from spawning with children
Permissions
Consider it licensed CC-BY-NC-SA (https://creativecommons.org/licenses/by-nc-sa/3.0/).
Hi, your mod conflicts with the "better workbench management" mod
^^ How so exactly?
On my end, I'm using both and I'm not having any problems at all... what does your Mod List load order look like? (I have C&P loaded after "Improved Work Benches"/Better Workbench Management, by the way.)
Would it be possible to add support Fluffy's mod manager by creating a manifest file? This is especially critical when one is supposed to manually keep track of updates, as the manifest file allows the manager to check if an update has been made upstream using manifestUri. You basically want to point to the manifest file stored in the git repository and update it whenever a new release is made, thus notifying users that a new version is available.
Here is how: https://github.com/FluffierThanThou/ModManager/blob/master/ForModders.md
Thanks for all the work :)
For some reason I can't equip a baby with a onesie or a beanie - is it because I'm using CE?
CE is incompatible with many mods... And mostly likely yes, unfortunately.
Can cribs be changed to not turn bedrooms into barraks?
Tell me, how is this mod different from "Baby and Children"? What should I put with "Children, school and learning"?
Quote from: sanya02 on August 09, 2019, 04:29:50 PM
Tell me, how is this mod different from "Baby and Children"? What should I put with "Children, school and learning"?
baby and chidren is not much differnt as its a fork of this mod it just has the pregnacy removed incase u use another mod for it
OK, my colony REALLY can't handle another kid. Abortion is not showing up the surgery list for the mother-to-be. What am I doing wrong?
is the front page the latest download? does anyone have a link to the most recent stable version?
Will there ever be a patch for humanoid alien races?
Quote from: cerebralpolicy on August 18, 2019, 04:17:03 PM
Will there ever be a patch for humanoid alien races?
Use BnC and its alien patch.
Quote from: Tocato on August 18, 2019, 05:36:12 AM
is the front page the latest download? does anyone have a link to the most recent stable version?
does anyone know?
Quote from: Tocato on August 21, 2019, 03:12:22 AM
Quote from: Tocato on August 18, 2019, 05:36:12 AM
is the front page the latest download? does anyone have a link to the most recent stable version?
does anyone know?
It says 0.5b but links to 0.5c, which is the latest.
Quote from: Kori on August 19, 2019, 07:09:58 AM
Quote from: cerebralpolicy on August 18, 2019, 04:17:03 PM
Will there ever be a patch for humanoid alien races?
Use BnC and its alien patch.
That isn't really satisfactory as it forces you to use RJW. I like CnP's reproduction system.
Didn't want to announce this too early, but I've been working on some fixes to C&P for the past couple weeks. Mostly updating the XML to Rimworld 1.0 standards, peppering the codebase with notes and TODOs (including preparing for future Alien Race support), and trying to address job priorities (<- this is what I'm currently stuck on). Hope to release a minimally tested version in a week or so.
Quote from: lbmaian on August 22, 2019, 11:01:41 PM
Didn't want to announce this too early, but I've been working on some fixes to C&P for the past couple weeks. Mostly updating the XML to Rimworld 1.0 standards, peppering the codebase with notes and TODOs (including preparing for future Alien Race support), and trying to address job priorities (<- this is what I'm currently stuck on). Hope to release a minimally tested version in a week or so.
Why not use BnC as a base instead?
Quote from: xrogaan on August 23, 2019, 12:16:00 PM
Quote from: lbmaian on August 22, 2019, 11:01:41 PM
Didn't want to announce this too early, but I've been working on some fixes to C&P for the past couple weeks. Mostly updating the XML to Rimworld 1.0 standards, peppering the codebase with notes and TODOs (including preparing for future Alien Race support), and trying to address job priorities (<- this is what I'm currently stuck on). Hope to release a minimally tested version in a week or so.
Why not use BnC as a base instead?
Because a) it's codebase is a mess, and b) I do want to keep the pregnancy mechanics of CnP. If there's anything I want from BnC, I can just port it over to CnP.
Quote from: lbmaian on August 22, 2019, 11:01:41 PM
Didn't want to announce this too early, but I've been working on some fixes to C&P for the past couple weeks. Mostly updating the XML to Rimworld 1.0 standards, peppering the codebase with notes and TODOs (including preparing for future Alien Race support), and trying to address job priorities (<- this is what I'm currently stuck on). Hope to release a minimally tested version in a week or so.
Currently running orassian. Drow, Nihal and Logann alien races. Cant wait to try your version so i can babies of all of them running around. How would it handle halfbreeds though? incompatibility?
Quote from: Tocato on August 23, 2019, 03:29:50 PM
Quote from: lbmaian on August 22, 2019, 11:01:41 PM
Didn't want to announce this too early, but I've been working on some fixes to C&P for the past couple weeks. Mostly updating the XML to Rimworld 1.0 standards, peppering the codebase with notes and TODOs (including preparing for future Alien Race support), and trying to address job priorities (<- this is what I'm currently stuck on). Hope to release a minimally tested version in a week or so.
Currently running orassian. Drow, Nihal and Logann alien races. Cant wait to try your version so i can babies of all of them running around. How would it handle halfbreeds though? incompatibility?
Well first of all, I'm not working on alien race support yet - doing some initial planning and adding todos to places, yes - but not actual work yet. I'm focusing on improving the codebase and XML and fixing bugs right now.
The first version with alien race support, whenever it arrives, will most likely just be as simple as inheriting mother's race only. But I do want to lay the proper groundwork, complete with XML driven data along with auto-generated generic defaults so that most races would work seamlessly without patching, rendering addons like tails and ears on children properly (though doing so on babies and toddlers might be rather difficult, so that could be delayed further), and so forth. More advanced support, including halfbreeds if available, will be implemented iteratively.
Yeah, i have a round with rjw. It adds some "interesting" mechanics but i think for babys and childs, i like the original Children and Pregnancys more.
Besides Toys and deco objects for Kids (might import the thrumbo doll), is there a chance to implement twins or tripplets?
Maybe with a turn off option for those who like to have just one.
Also my Babys with C&P always have just 1 trait. That should be fixed too.
And can someone make clothing that fit babys? With "dress patients" you are able to dress downed pawns. But the Onsies for toddlers dont look right xD
Progress is slow but still plodding through. I'm having to understand and cross-reference all the systems that CnP touches with Rimworld XML and code from A16 to R1.0 and the history of CnP itself. I'm pretty much doing an audit of sorts to identify all the stuff that needs updating, fixing, or otherwise improving. I'm about finished with the XML updates, or about as far as I'm willing to go right now. Still fixing/updating critical or low hanging fruit in code. If you're really interested in the progress, you can find my forked mess in gitlab.
Quote from: RikuOrihara on August 26, 2019, 04:20:12 AM
Besides Toys and deco objects for Kids (might import the thrumbo doll), is there a chance to implement twins or tripplets?
It's actually already possible, but very rare. Less than 2% chance for twins, and far rarer for triplets.
QuoteAlso my Babys with C&P always have just 1 trait. That should be fixed too.
There is a chance that it only picks 1 trait, but it should usually pick 2. I'll put it on the investigation list.
I had 15 babys, i think. No twins and no one with more than 1 trait. If i remember right. But i use many mods. I should test it vanilla. Maybe an option to change the chance for more babys myself? I dont want to make 100 babys to get twins one time xD
If you do an alien compatibility, this option for every race? Maybe to much work.
Ah, and the steam version fixed the hat problem. Might be a help for you.
Can you link it?
when playing with the baby automatically the colonists keep getting stuck in a standing work phase
Yeah its a bug long known, even the steam version has it. Give the Baby a TV, so the Parents dont need to play with it so often. Or if you use Work Tab, turn playing off.
Quote from: RikuOrihara on August 29, 2019, 05:06:45 AM
I had 15 babys, i think. No twins and no one with more than 1 trait. If i remember right. But i use many mods. I should test it vanilla. Maybe an option to change the chance for more babys myself? I dont want to make 100 babys to get twins one time xD
If you do an alien compatibility, this option for every race? Maybe to much work.
I did some testing and I did randomly get triplets once.
Maybe there could be a fertility drug that not only increases pregnancy chance, but also the chance for twins and triplets (as in real life).
QuoteAh, and the steam version fixed the hat problem. Might be a help for you.
Is the steam version different from the one linked on these forums (gitlab)? I've forked from the latest branch in gitlab.
QuoteCan you link it?
If you're talking about my WIP version, it's not ready yet. If you're technically inclined and adventurous enough, you can find my latest fork/branch on gitlab, but I'm not going to advertise any link yet.
Quote from: Ruisuki on August 30, 2019, 12:54:15 AM
when playing with the baby automatically the colonists keep getting stuck in a standing work phase
Quote from: RikuOrihara on August 30, 2019, 03:01:41 AM
Yeah its a bug long known, even the steam version has it. Give the Baby a TV, so the Parents dont need to play with it so often. Or if you use Work Tab, turn playing off.
I couldn't reproduce this, at least with my WIP version. Though I didn't make any functional changes with the playing with baby work/job yet, other than allowing opportunistic hauling before it.
Quote from: lbmaian on August 28, 2019, 05:57:57 AM
QuoteAlso my Babys with C&P always have just 1 trait. That should be fixed too.
There is a chance that it only picks 1 trait, but it should usually pick 2. I'll put it on the investigation list.
Also tested this, and I did sometimes get 0, 1, and 2 traits. These are genetic traits that have to be inherited from the parents. Sometimes parents don't have genetic traits, which can result in 0 such traits in the baby.
I'll be adding a fallback where if the parents don't have any genetic traits, the baby will get a random genetic trait of a random degree (rationalized as a recessive trait or mutation). Might also add random chance to get an additional genetic trait if the there's only one inherited trait from the parents.
so how do babies get traits? i assume they dont get backstories either? not sure if RF editable backstories allows this for adults
also how i get them to wear the onesie
Quote from: Ruisuki on August 31, 2019, 06:56:02 PM
so how do babies get traits? i assume they dont get backstories either? not sure if RF editable backstories allows this for adults
At birth, babies gain up to two "(epi)genetic" traits from their parents. If the parents don't have such traits, then the baby doesn't inherit a trait. "Genetic" traits are currently: psychopath, gay, beauty, industriousness (e.g. lazy), too smart, greedy, jealous, drug desire (e.g. teetotaler), natural mood (e.g. sanguine), nerves (e.g. steadfast) psychic sensitivity. This is probably a controversial list, so I do intend to move it to XML to make it easily moddable.
When the child hits teenager age (13), the child can gain additional traits up to a max of 3 total traits, depending on life events: cannibal, bloodlust, shooting accuracy (e.g. trigger-happy), brawler, misandrist, misogynist, neurotic.
Children born in the colony have a "blank" childhood backstory, since you the player are essentially developing their backstory. This is the same rationale behind where children colonists don't get adult backstories even in vanilla Rimworld - you're essentially developing their adult backstory as you play!
Quotealso how i get them to wear the onesie
Right now you can't force newborns to use onesies or beanies. You have to use a mod like Dress Patients (https://steamcommunity.com/sharedfiles/filedetails/?id=1667901146 ) to dress them. But there are currently no baby clothes graphics for newborns, so it won't look good.
Toddlers, both crawling (<1 age) and upright (>1 age) can move so you can get them to wear baby clothing, and graphics work for them just fine.
Children older than toddlers (and adults, of course) can't wear baby clothing.
Minor update: I have family visiting for a while, so progress has been practically non-existent. Hope to pick this back up soonish.
edit: To be clear, don't expect much for the next few weeks.
i wish babies lowered colony wealth!
Quote from: lbmaian on September 10, 2019, 07:28:36 PM
Minor update: I have family visiting for a while, so progress has been practically non-existent. Hope to pick this back up soonish.
edit: To be clear, don't expect much for the next few weeks.
Enjoy the time with your family!
Quote from: Ruisuki on September 11, 2019, 01:36:37 AM
i wish babies lowered colony wealth!
Well you're increasing your population on your colony, so that means (un)friendly visits from uncle pirate and auntie raider and mad dad wanting to see their niece/nephew or grandchild while burning down your colony including a visit from every kids favorite barney the friendly scyther bringing it's magical friends like inferno the burning centipede and lance the long-range lancer and the entire happy dandy mechanoid gang!
It's just all drama to Randy... lol... :P
Though in a serious note, i don't know since they are babies, they have lower wealth until they finally grow up into adults.
Quote from: lbmaian on September 10, 2019, 07:28:36 PM
Minor update: I have family visiting for a while, so progress has been practically non-existent. Hope to pick this back up soonish.
edit: To be clear, don't expect much for the next few weeks.
Good luck with your family lbmaian! It's nice to visit your relatives and have dinner with them with some pep talk with 'em!
Hope you enjoy your time with your relatives and your family!
guys are alien races compatible with this/can have children with humans or other alien races? I know ibmanian is working on a fork to the mod but as it is now is crossbreeding a thing? Looking to add Kijins as a female race since all i get in my games are female colonists in their 50s or every now and then ones with bad stats
No. You need to use the Steam version + Alien support for the Steam version.
But with Steam Version, you must use Children, School and Pregnancys or Rimjobworld (which is a Adult mod, with woohoo and bad things) for pregnancys. The Mod itself don't have it, for compatibility with the other 2 Mods.
But Astoriel and Asari (I dont have Kijin, but a few other Alien races) can appear as Children.
Quote from: RikuOrihara on September 14, 2019, 02:24:02 AM
No. You need to use the Steam version + Alien support for the Steam version.
You will have to search for "Baby and Children", that's the name of the mod you need.
Oh so its baby and children or this one?
Quote from: Tocato on September 14, 2019, 08:59:12 AM
Oh so its baby and children or this one?
Baby and Children when playing with alien races
Quote from: Kori on September 17, 2019, 04:14:24 PM
Quote from: Tocato on September 14, 2019, 08:59:12 AM
Oh so its baby and children or this one?
Baby and Children when playing with alien races
Can baby and children+alien races framework+children and pregnancy all be used simultaneously?
Quote from: Tocato on September 18, 2019, 05:22:09 AM
Quote from: Kori on September 17, 2019, 04:14:24 PM
Quote from: Tocato on September 14, 2019, 08:59:12 AM
Oh so its baby and children or this one?
Baby and Children when playing with alien races
Can baby and children+alien races framework+children and pregnancy all be used simultaneously?
nope both BnC and CnP will fight on who takes over the growth of the child
Quote from: Tocato on September 18, 2019, 05:22:09 AM
Quote from: Kori on September 17, 2019, 04:14:24 PM
Quote from: Tocato on September 14, 2019, 08:59:12 AM
Oh so its baby and children or this one?
Baby and Children when playing with alien races
Can baby and children+alien races framework+children and pregnancy all be used simultaneously?
BnC is a fork of CnP, so they are more or less the same thing, aside from some features like alien support for BnC.
Quote from: Kori on September 18, 2019, 03:38:34 PM
Quote from: Tocato on September 18, 2019, 05:22:09 AM
Quote from: Kori on September 17, 2019, 04:14:24 PM
Quote from: Tocato on September 14, 2019, 08:59:12 AM
Oh so its baby and children or this one?
Baby and Children when playing with alien races
Can baby and children+alien races framework+children and pregnancy all be used simultaneously?
BnC is a fork of CnP, so they are more or less the same thing, aside from some features like alien support for BnC.
ohhhhhhh i see. thats cool i didnt know that. I do wonder whether it will have any negative impact for me to remove Children and Pregnancy and add Baby and Children in an existing game?
Now i remember why i didnt wanna use it before, BnC removes pregnancy from its fork version and if you want to keep pregnancy as you guys said you have to install children school and learning. And its children school and learning that makes kids be born at 15 years old and Im not a fan of that at all. Dont get me wrong I do think Children and Pregnancy should in the future add more functionality to toddlers so they can be at least somewhat productive, like interactions with parents to encourage skills or something because the 2 year survival point is rough, but I dont wanna do away with the childhood aspect entirely. As much as I'd like to have cross breeding xeno babies...
As i said, if you want Xeno Babys, you have to add "Rimjobworld" to BnC. That comes with Babys like CnP. But it also comes with not under 18 content, like the name says. Xeno babys works perfectly. Had a few <3 But i wish CnP will get a proper update soon, i want to use it instead.
Quote from: Tocato on September 19, 2019, 12:17:02 AMohhhhhhh i see. thats cool i didnt know that. I do wonder whether it will have any negative impact for me to remove Children and Pregnancy and add Baby and Children in an existing game?
Now i remember why i didnt wanna use it before, BnC removes pregnancy from its fork version and if you want to keep pregnancy as you guys said you have to install children school and learning. And its children school and learning that makes kids be born at 15 years old and Im not a fan of that at all.
you can change the age of the newborn in the mod settings, so that you can get 0 year old children.
Hey pal!!!
I'm just enjoying a lot out of MOD, but I noticed that baby names are randomly generated, it would be amazing that they get their surnames from their parents, and also given the option for us to name newborns instead of random names. If you can explain to me how to change this in the MOD folder I do, or maybe in a future update. ;D
Best regards!!! :)
Thanks for making the mod. The noisy babies make the game more interesting,
but I still got bugs while I use it with other MODs.
One of my child failed to be a child. He broke his arm at 3, so I installed a prosthetic arm.
When he got 4, he was still in toddler stage, he wore adult clothes but could do nothing except flicking switches.
The other one bug is that. When a movable baby was crying and going to eat something, the childcarer would want to carry it to the bed and feed it. Then they would both stand by the bed. The baby wanted to move and the mother keep catching the baby.
Excellent mod, I well and truly appreciate the fact my colony can expand it's population naturally.
One big issue I found with this mod is the interactions it has with Humanoid Alien Races, at least those with custom body types.
https://cdn.discordapp.com/attachments/500308726536732672/621232858102497300/unknown.png
Because the pawns are minors/below the age of 16, they want to be able to use a body type not available to them.
As a solution, I suggest the following fix for Humanoid Races: They should be able to use their default body type, but just scale down the draw size to represent the fact they're still young.
For some reason, my game keeps crashing with this mod installed. I think it's because one of my colonists is pregnant and the game is trying to get that colonist pregnant. Instead, it just crashes to the desktop with no error message. The very first time it crashed, however, had an error that read "Too many heap loops" or something like that.
Any way I can fix this?
Quote from: TheEpicNoob2014 on November 03, 2019, 12:26:35 AM
For some reason, my game keeps crashing with this mod installed. I think it's because one of my colonists is pregnant and the game is trying to get that colonist pregnant. Instead, it just crashes to the desktop with no error message. The very first time it crashed, however, had an error that read "Too many heap loops" or something like that.
Any way I can fix this?
not this mod that sounds like a memory issue. when a game takis about heap is usualy memory
I keep getting this error and they can't play with the kids...Anyone know a fix?
Mike started 10 jobs in 10 ticks. List: (PlayWithBaby (Job_525550) A=Thing_Human191227) , (PlayWithBaby (Job_525553) A=Thing_Human191227) , (PlayWithBaby (Job_525554) A=Thing_Human191227) , (PlayWithBaby (Job_525555) A=Thing_Human191227) , (PlayWithBaby (Job_525556) A=Thing_Human191227) , (PlayWithBaby (Job_525557) A=Thing_Human191227) , (PlayWithBaby (Job_525558) A=Thing_Human191227) , (PlayWithBaby (Job_525559) A=Thing_Human191227) , (PlayWithBaby (Job_525560) A=Thing_Human191227) , (PlayWithBaby (Job_525561) A=Thing_Human191227) curDriver=JobDriver_PlayWithBaby (toilIndex=3) curJob=(PlayWithBaby (Job_525561) A=Thing_Human191227) lastJobGiver=RimWorld.JobGiver_Work
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.Pawn_JobTracker:FinalizeTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Just a quick status update, in case anyone is waiting. Due to a series of hardware errors compounded by user error, I've lost my local source code, other than what I already uploaded to Gitlab. So I was feeling rather unmotivated with redoing all that work again, and worked on some other stuff instead (helping with Harmony, another RW mod that I just published, general C# experimentation, a RW translation file generator that I'm still working on). Recently, I've been tinkering on and off with this mod again as a secondary priority, trying to redo my previous work, but I'm not making any promises or even estimates.
Yes, I was waiting. ;)
Losing all your progress is terrible! :( I hope you will find the time and motivation for this mod again!
Hey guys, been playing this for a while now, baby finally turned out into a toddler. There is an issue though, he just keeps crawling around the base (primitive tents, so an open area), doesn't grab for himself and doesn't properly sleep at his crib either, just crawls around crying all the goddamn time, I even thought the mother could breastfeed him for some more time, but she also lost that perk. I also had him force wear the onesie. Is there something I'm missing so I don't have to micro?
Love this mod! Would you consider adding it as a "health condition" in the furture, so scenarios can begin with pregnant pawns? I understand if this would be too difficult; I just noticed that with Prepare Carefully I could start a pawn as sterilized, etc, from the mod, but not Pregnant. I bet it could make some really interesting challenges!
@Thirite
Will there be a 1.1 update?
Please, would you update to 1.1?
hi ibmaian first of all i love the mod couldnt play rimworld 1.0 whit out it its put a more realstic in to the game. any update about your proges. i did read that you lost your local source code for the mod, there is a mod called Children, school and learning and pregnancy is in it to maby you can work to get here so you dont have to write the hol code again.
Hi, I've been waylaid by the 1.1 release and the need to work on other mods (such as Doors Expanded), so this is still on the backburner unfortunately. Complicating matters is that the CnP codebase is fairly fragile (due to bad use of harmony transpilers and other things), so not only does the bugs and other faults known in 1.0 need to be addressed, migrating it to 1.1 is not going to be trivial. No ETA.
The update is appreciated, even if it is unwelcome news. CnP is the only mod I use all the time, and it feels awkward to play without it now. :-( If there's anything us non-programming literate can do to help...
I have no idea if these will help, but here's hoping.
https://gitlab.com/jarry1250/ChildrenAndPregnancy
https://github.com/Sephique/ChildrenAndPregnancy
In the hope that this mod or a rewrite replacement happens.
There appears to be a limit of 10 babies at any one time. In multiple playthroughs and I think in both 1.0 and 1.1 I dont seem to be able to have more than 10 babies. I was trying to get 8 couple to have 4 babies each and they just wouldnt get pregnant after 10 babies were born.
Also traits exposed to xml would be nice. The ability to accumulate traits through a few generations ould be nice. Im thinking of KV more trait slots mod and some of the mods adding actual traits to be allowed to perpetuate themselves through natural births. Ideally id like it best if both parnets had a trait that trait will pretty much be present in the baby. If one parent has a trait, theres a 50 percent chance the trait will be passed on. If two parents have 2 traits each, 50 percent chance that each of 4 traits would be present in a baby.
Shrugs, playing this and dwarf fortress over multiple generations is just my thing.
Cheers
I'm currently updating this to 1.1. I had planned to contact the author to merge into the original code base and have them update the thread, but it seems Thirite hasn't been online in about a year. Is someone else hosting this mod these days?
Quote from: Tragix on March 17, 2020, 11:21:57 PM
I'm currently updating this to 1.1. I had planned to contact the author to merge into the original code base and have them update the thread, but it seems Thirite hasn't been online in about a year. Is someone else hosting this mod these days?
The mod doesn't have any indication of license. It seems to be a collab though, which complicate things. You can try to contact Thirite through gitlab (https://gitlab.com/Thirite), by opening a ticket of the project's tracker or by email (most efficient). emails are usually tied to git commits, so it's just a matter of you cloning and looking.
Quote from: xrogaan on March 18, 2020, 03:28:40 AM
Quote from: Tragix on March 17, 2020, 11:21:57 PM
I'm currently updating this to 1.1. I had planned to contact the author to merge into the original code base and have them update the thread, but it seems Thirite hasn't been online in about a year. Is someone else hosting this mod these days?
The mod doesn't have any indication of license. It seems to be a collab though, which complicate things. You can try to contact Thirite through gitlab (https://gitlab.com/Thirite), by opening a ticket of the project's tracker or by email (most efficient). emails are usually tied to git commits, so it's just a matter of you cloning and looking.
There is a license noted in the OP, just not in the repo itself
QuotePermissions
Consider it licensed CC-BY-NC-SA.
Seems to be permissive enough to make changes and even rehost if necessary, but while I am updating it, I certainly don't want to own the thread or anything of that sort.
Quote from: Tragix on March 18, 2020, 12:51:31 PM
Quote from: xrogaan on March 18, 2020, 03:28:40 AM
Quote from: Tragix on March 17, 2020, 11:21:57 PM
I'm currently updating this to 1.1. I had planned to contact the author to merge into the original code base and have them update the thread, but it seems Thirite hasn't been online in about a year. Is someone else hosting this mod these days?
The mod doesn't have any indication of license. It seems to be a collab though, which complicate things. You can try to contact Thirite through gitlab (https://gitlab.com/Thirite), by opening a ticket of the project's tracker or by email (most efficient). emails are usually tied to git commits, so it's just a matter of you cloning and looking.
There is a license noted in the OP, just not in the repo itself
QuotePermissions
Consider it licensed CC-BY-NC-SA.
Seems to be permissive enough to make changes and even rehost if necessary, but while I am updating it, I certainly don't want to own the thread or anything of that sort.
If you plan long term support, new features and balance, you could make a new thread. If you just port the thing to 1.1 then go on your merry way, post it here.
Quote from: Tragix on March 17, 2020, 11:21:57 PM
I'm currently updating this to 1.1.
So looking forward to this being up again, or reworked!
Quote from: xrogaan on March 18, 2020, 03:28:40 AM
Quote from: Tragix on March 17, 2020, 11:21:57 PM
I'm currently updating this to 1.1. I had planned to contact the author to merge into the original code base and have them update the thread, but it seems Thirite hasn't been online in about a year. Is someone else hosting this mod these days?
The mod doesn't have any indication of license. It seems to be a collab though, which complicate things. You can try to contact Thirite through gitlab (https://gitlab.com/Thirite), by opening a ticket of the project's tracker or by email (most efficient). emails are usually tied to git commits, so it's just a matter of you cloning and looking.
Hi Tragix,
Thanks for taking over this awesome mod.
Are you planning to upload your update to the Steam Workshop?
Quote from: Chezzprinn on March 20, 2020, 08:11:56 PM
Are you planning to upload your update to the Steam Workshop?
No plans to upload this to the Steam Workshop.
I have started a new thread for support here (https://ludeon.com/forums/index.php?topic=51258.0)
Quote from: Thirite on December 27, 2016, 09:06:22 PM
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What is it and Why is it?
I've been working on a mod which fills in the missing features concerning human pregnancy/children for a couple months while now, in my limited free time. I've been keeping it under wraps to keep me focused on hammering out the base idea before worrying about specifics. I think a lot of the time when people argue and argue about a topic without ever actually seeing it in practice, they tend to make biased arguments that don't take everything into account. So I just went ahead and started making it, so we could at least see how it could be, not just "how I imagine it would be". The mod is meant to be as vanilla friendly as possible in this respect.
How does it work?
> Two colonists sharing a bed do the Lovin' action
> If either is not using a contraceptive (new drug) or has been sterilized (new surgery), the woman (assuming it's a heterosexual couple) has a chance to get pregnant relevant to her age. 16-25 is the ideal age and 45~ is the dropoff.
> The woman may either take a pill to cancel the pregnancy (if early enough- one season), have an abortion at any time by a doctor, or carry the baby/babies to term (three seasons).
> Once the baby is born, they can do nothing except lie in bed and be fed for 3 2~ seasons. This is the newborn stage. Mothers will have a certain chance to get post partum depression, especially if they have the neurotic or depressive traits.
> After that is the toddler stage. They can crawl around and eat by themselves. They basically act like a tamed (untrained) creature at this stage. Halfway through the toddler stage, they'll stand up and be able to do simple things like flicking switches and carrying items.
> Child stage at 3.5~ years. They can do nearly everything an adult can do, but with less speed/skill. Children will be able to study skills up to level 5 via new "textbook" items which can either be purchased from traders or crafted by sufficiently skilled colonists at a new "writing desk" workbench
At 13 they'll grow into a teenager at which point vanilla mechanics take over.
Some screenshots:
(http://i.imgur.com/As1rRrK.png)(http://i.imgur.com/dVtadI2.png)
(http://i.imgur.com/Bh80R2u.png)(http://i.imgur.com/GrAi5xp.png)
C&P is in a very mature state and plays very stably. I will be moving this topic to the Release subsection of the Mods forum soon.
Requires HugsLib (https://ludeon.com/forums/index.php?topic=28066.0) to function
v0.5b Download here (https://gitlab.com/Thirite/children-and-pregnancy-collab/-/archive/master/children-and-pregnancy-collab-master.zip) - updated 2018/Feb/25
Notice:
Using Children & Pregnancy with certain mods that affect pawn rendering may produce bizarre results. For now, the mod has only been configured to function properly with Alien Races Framework.
Known Bugs
- Child prisoners seem to never be delivered food by wardens; looking into this now
- Incompatibility with Show Hair With Hat mod: Children's hair doesn't get scaled properly
TODO
- Birthdays
- Add textbooks and writing desk
- Make growth vats
- implement gene sampling, in vitro, and cloning
Authors
C&P started as a solo project, but as I'm a total flake other users have collaborated on the mod to update it and fix its bugs. These users are credited:
- Cheran: Ported the mod to the v1.0 Release of RimWorld and fixed many bugs
- Jarry1250: Reworked the tolerance level of social joy for babies and toddlers
- lellel: Fixed a notorious and old rendering bug.
- Kori: Patched out pirates from spawning with children
Permissions
Consider it licensed CC-BY-NC-SA (https://creativecommons.org/licenses/by-nc-sa/3.0/).
great idea
How do you fulfill their recreational needs when they start to crawl? There is no option to force a pawn to take it to its crib and play with it.
Quote from: BasileusMaximos on June 26, 2020, 10:00:52 AM
How do you fulfill their recreational needs when they start to crawl? There is no option to force a pawn to take it to its crib and play with it.
I also would like to know that!
Will there be ways to ground/ give children time outs and punishments? Good old fashioned Discipline with a way to make the harsher punishments like spanks having a setting in mod options to be turned off for those people that don't want that? Kind Pawns would only scold the child and maybe for teens they could have a "swearing rampage" where they say profound things to adults? Like; "[name] Told [other character] they are a pile of dung."