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RimWorld => Mods => Releases => Topic started by: Orion on May 05, 2016, 10:40:10 AM

Title: [1.0] One Big Family (updated 19.10.2018)
Post by: Orion on May 05, 2016, 10:40:10 AM
(http://ufo2.site44.com/OneBigFamily/preview.png)

Description

Have you been waiting years and years for your brother-in-law to show up and he just walks past, just to be never seen again? Plot twist!

One Big Family solves this problem by changing the odds! Everyone is related... somehow, right!?

That spacer you found in a 2000 year old casket? Plot twist! Turns out to be the son you never knew of!
Just settled down, built a little house with your wife and kids? Plot twist! Your step-mother comes on a visit with your secret lover who is also your wife's daughter to sell you dog meat!
Getting raided by a horde of savages? Plot twist! They brought their whole family tree, including your evil sister who turns out to be their leader AND grand mother!

After all, we're now One Big Family!
Now with less illogical plottwists!

Instructions
You can customize this mod in the mod options. This mod changes what happens when a new pawn is created (existing pawns are only affected passively).
The new pawn will receive a random amount of relationships that are "plausible" according to vanilla rules. The relationships will be with other pawns. If you have "allow colonists" on, these can be your pawns as well.

This mod can be added at any time, without creating a new game.

Compatibility
There are rumors that Fluffy's relationship diagram can't handle the massive amount of Plot twist! Try at your own discretion. Works fine for me. Mostly.

Changelog

1.0 - 19.10.2018
- Updated to 1.0

0.19 - 29.08.2018
- Updated to B19

0.18 - 10.06.2018
- Updated to B18

0.17 - 21.08.2017
- Updated to A17
- New: Amount of random relationships can be customized in mod options
- New: New relationships with colonists can be disabled in mod options

0.16 - 05.01.2017
- Updated to A16
- Tweak: Nerfed - won't create new relationships to colonists you already have (there will still be hidden ones)

0.15 - 29.08.2016
- Updated for A15

0.14 - 20.07.2016
- Updated for A14

0.13 - 05.05.2016
- Initial release


Author
Orion (https://ludeon.com/forums/index.php?action=profile;u=33462)

Download
Dropbox (https://www.dropbox.com/sh/u1wlgrg7ss3df94/AACAiHzBAIVFFxV0A5nyA772a?dl=0)
Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=753496499)

How to install
- Make sure you have HugsLib (https://ludeon.com/forums/index.php?topic=28066.0) installed.
- Delete old folder of this mod (One Big Family).
- Unzip the contents into your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game and restart the game.
Title: Re: [A13] One Big Family (v1.00 - updated 05.05.2016)
Post by: Grynnreaper on May 05, 2016, 11:37:48 AM
Looks like the potential for brother cousins and uncle dads will shoot up significantly, should call it the Springer mod lol
Title: Re: [A13] One Big Family (v1.00 - updated 05.05.2016)
Post by: Kaballah on May 05, 2016, 01:12:09 PM
Could you post a screenshot or two of how the relationship diagram comes out?
Title: Re: [A13] One Big Family (v1.00 - updated 05.05.2016)
Post by: RagingLoony on May 05, 2016, 01:24:52 PM
Quote from: Kaballah on May 05, 2016, 01:12:09 PM
Could you post a screenshot or two of how the relationship diagram comes out?

Something like this.

(http://cloud.graphicleftovers.com/15054/81019/felt-tip-pen-colorful-scribbles-abstract-pattern.jpg)
Title: Re: [A13] One Big Family (v1.00 - updated 05.05.2016)
Post by: Orion on May 05, 2016, 02:31:29 PM
Quote from: Kaballah on May 05, 2016, 01:12:09 PM
Could you post a screenshot or two of how the relationship diagram comes out?
;D
The diagram looks just like before - or gives an error. Maybe it has problems displaying some very uncommon relationships.

[attachment deleted by admin - too old]
Title: Re: [A13] One Big Family (v1.00 - updated 05.05.2016)
Post by: LanMc on May 06, 2016, 09:15:14 AM
This should be fun!!!  I can't wait for all the...  Plot Twists! 
Title: Re: [A13] One Big Family (v1.00 - updated 05.05.2016)
Post by: Illusion Distort on May 06, 2016, 02:13:01 PM
Sister, ex-lover......
#RedneckMods
Title: Re: [A13] One Big Family (v1.00 - updated 05.05.2016)
Post by: pktongrimworld on May 06, 2016, 02:17:03 PM
Jerry Springer Mod. :)
Title: Re: [A13] One Big Family (v1.00 - updated 05.05.2016)
Post by: DFC on May 17, 2016, 04:47:55 AM
"OH GOD I KILLED MY AUNTIE, HALF MY FAMILY, THE HABSBURG AND NOW I AM GOING TO KILL MY KIDS" must be what is going through the mind of my colonist right before they broke from the tremendous mood debuffs from using this mod.
Title: Re: [A13] One Big Family (v1.00 - updated 05.05.2016)
Post by: joaonunes on May 17, 2016, 04:52:45 AM
What do you mean with the "Works fine for me. Mostly" regarding fluffy relations?
Title: Re: [A13] One Big Family (v1.00 - updated 05.05.2016)
Post by: Garr1971 on May 17, 2016, 05:29:07 AM
the game suddenly turns into melodramatic Indian cinema, with dances, songs and finding loved ones ... "Luke, I am your father!" - Shouts through recess pirate and throws a grenade)
Sometimes funny, but more often a hindrance.
Title: Re: [A13] One Big Family (v1.00 - updated 05.05.2016)
Post by: Fluffy (l2032) on May 17, 2016, 01:43:59 PM
just wanted to say that yeah, the relations thing is not really set up for this many relations. The good news is, you can tweak it!

Go to menu -> mod options -> fluffy relations, scroll all the way down. Set the repulsive force to something higher ( anywhere from 500 to 50k, depending on just how many relations you have ), or set the attractive force lower - both should mean pawns get more spread out (assuming that the problem is bunching pawns.) If you're getting 'explosions', try lowering the temperature.
Title: Re: [A13] One Big Family (v1.00 - updated 05.05.2016)
Post by: Orion on May 17, 2016, 02:31:10 PM
Quote from: Garr1971 on May 17, 2016, 05:29:07 AM
the game suddenly turns into melodramatic Indian cinema, with dances, songs and finding loved ones ... "Luke, I am your father!" - Shouts through recess pirate and throws a grenade)
Sometimes funny, but more often a hindrance.
Family feuds are the most interesting wars ;)

Personally I find combat more interesting now: During a raid you will want to shoot the non-family first, and hope the rest runs for the hills... or else wrestle them down and take them prisoner.

But yeah, is it realistic or not that you get a debuff if you kill a family member that hated you so much they wanted to burn your village to the ground? If you read old books, it's apparently often perfectly fine, and maybe should even give a buff ("I killed my evil father!" or "My brother wanted to overthrow me, but I got him first!").

I'm considering adding that you at least don't get a debuff if your colonist didn't like the related pawn. On the other hand, I think it's actually a good balance, since having so many related visitors gives a big boost when using the Hospitality mod. And it saves me the work :P
Title: Re: [A13] One Big Family (v1.00 - updated 05.05.2016)
Post by: Jdalt40 on May 19, 2016, 01:31:05 AM
Hey Orion, are you able to add an extra download link? Dropbox is down today for no reason and I am not able to download your awesome mod!

Fluffy's creations is more awesome though...
Title: Re: [A13] One Big Family (v1.00 - updated 05.05.2016)
Post by: Jdalt40 on May 19, 2016, 02:01:33 AM
Quote from: Fluffy (l2032) on May 17, 2016, 01:43:59 PM
just wanted to say that yeah, the relations thing is not really set up for this many relations. The good news is, you can tweak it!

Go to menu -> mod options -> fluffy relations, scroll all the way down. Set the repulsive force to something higher ( anywhere from 500 to 50k, depending on just how many relations you have ), or set the attractive force lower - both should mean pawns get more spread out (assuming that the problem is bunching pawns.) If you're getting 'explosions', try lowering the temperature.
Also where can I find that? I looked everywhere and I can't find mod options or anything relating to that.
Title: Re: [A13] One Big Family (v1.00 - updated 05.05.2016)
Post by: joaonunes on May 19, 2016, 02:55:02 AM
Quote from: Joshy1111 on May 19, 2016, 02:01:33 AM
Quote from: Fluffy (l2032) on May 17, 2016, 01:43:59 PM
just wanted to say that yeah, the relations thing is not really set up for this many relations. The good news is, you can tweak it!

Go to menu -> mod options -> fluffy relations, scroll all the way down. Set the repulsive force to something higher ( anywhere from 500 to 50k, depending on just how many relations you have ), or set the attractive force lower - both should mean pawns get more spread out (assuming that the problem is bunching pawns.) If you're getting 'explosions', try lowering the temperature.
Also where can I find that? I looked everywhere and I can't find mod options or anything relating to that.

On the main menu there should be an option called Mod Options, right after Mods :p
Title: Re: [A13] One Big Family (v1.00 - updated 05.05.2016)
Post by: Orion on May 19, 2016, 11:54:04 AM
Quote from: Joshy1111 on May 19, 2016, 01:31:05 AM
Hey Orion, are you able to add an extra download link? Dropbox is down today for no reason and I am not able to download your awesome mod!

Fluffy's creations is more awesome though...
Dropbox hasn't been down for me for years already... I thought it was very reliable. I'd rather not upload it somewhere else as well, because then I have to maintain multiple sources. Maybe just give it a few hours? :P
Title: Re: [A13] One Big Family (v1.00 - updated 05.05.2016)
Post by: Jdalt40 on May 20, 2016, 01:56:40 AM
Hey joaonunes, I looked on my main menu and it is not there? All that is there is the usual options and mods, could something be messing this up?

Edit: I looked at the log and it is showing this
Never mind, I did not update CCL so I did not have the mod options, thanks anyways! :)
Title: Re: [A13] One Big Family (v1.00 - updated 05.05.2016)
Post by: joaonunes on May 26, 2016, 04:48:48 PM
Is there a way to tweak the relations rate? I had to uninstall the mod because it was becoming too chaotic to have a raid with half the enemies being relatives, or having a colonist married with 6 persons while having 3 ex-wifes... I could not kill anyone because they were almost all relatives...
Title: Re: [A13] One Big Family (v1.00 - updated 05.05.2016)
Post by: Fluffy (l2032) on May 27, 2016, 12:01:04 PM
Quote from: joaonunes on May 26, 2016, 04:48:48 PM
I could not kill anyone because they were almost all relatives...
*chuckles* only in RimWorld...
Title: Re: [A13] One Big Family (v1.00 - updated 05.05.2016)
Post by: joaonunes on May 27, 2016, 12:04:09 PM
Quote from: Fluffy (l2032) on May 27, 2016, 12:01:04 PM
Quote from: joaonunes on May 26, 2016, 04:48:48 PM
I could not kill anyone because they were almost all relatives...
*chuckles* only in RimWorld...

xD


well, I killed them anyways, but that's not the point xD
Title: Re: [A13] One Big Family (v1.00 - updated 05.05.2016)
Post by: Orion on May 28, 2016, 04:13:51 AM
Quote from: joaonunes on May 27, 2016, 12:04:09 PM
Quote from: Fluffy (l2032) on May 27, 2016, 12:01:04 PM
Quote from: joaonunes on May 26, 2016, 04:48:48 PM
I could not kill anyone because they were almost all relatives...
*chuckles* only in RimWorld...
well, I killed them anyways, but that's not the point xD
Maybe you shouldn't solve all your problems with violence?

:P I guess I'll have to make it tweakable at some point. Originally the mod was just meant as a joke, but I got really used to it. Now I have to find the important relatives in the enemy crowd and try to take them out with melee so I can let them go again XD
Title: Re: [A13] One Big Family (v1.00 - updated 05.05.2016)
Post by: joaonunes on May 28, 2016, 05:13:36 AM
Quote from: Orion on May 28, 2016, 04:13:51 AM
Quote from: joaonunes on May 27, 2016, 12:04:09 PM
Quote from: Fluffy (l2032) on May 27, 2016, 12:01:04 PM
Quote from: joaonunes on May 26, 2016, 04:48:48 PM
I could not kill anyone because they were almost all relatives...
*chuckles* only in RimWorld...
well, I killed them anyways, but that's not the point xD
Maybe you shouldn't solve all your problems with violence?

:P I guess I'll have to make it tweakable at some point. Originally the mod was just meant as a joke, but I got really used to it. Now I have to find the important relatives in the enemy crowd and try to take them out with melee so I can let them go again XD

Smart move, but when I am using the 90mm flak cannons from CR' defence pack its kinda hard to choose who dies and who doesnt xD
Plus having 6 wifes its not acceptable in my colony, so some of them have to "go"  xD
Title: Re: [A13] One Big Family (v1.00 - updated 05.05.2016)
Post by: Orion on May 28, 2016, 07:07:49 AM
Interesting that it goes so out of hand with you. With me it quickly stops adding new relatives for old-time colonists, after the "core positions" (wife, parents, children, siblings) are filled.

This does make me think a "Parley" mod would be awesome. If you get an attack or siege, you can call out parley mode via the com station and negotiate with the attackers. E.g. hand over some goods (or prisoners or colonists) in return for the attackers to sod off. Having more positive and few negative relationships with the attackers could give an advantage on how much they want before they leave. Overpaying them could even give a relationship bonus.

Also different factions could require different kinds of things to be pleased (like how the traders work).

This would be great for players who want to focus on base building and nice for these moments when you get a raid while you're still trying to recover from whatever just happened before.
Title: Re: [A13] One Big Family (v1.00 - updated 05.05.2016)
Post by: jere8184 on May 31, 2016, 03:35:08 PM
A mod that makes family relations alot more rare would be nice
Title: Re: [A13] One Big Family (v1.00 - updated 05.05.2016)
Post by: joaonunes on May 31, 2016, 03:45:47 PM
Quote from: jere8184 on May 31, 2016, 03:35:08 PM
A mod that makes family relations alot more rare would be nice

they are pretty rare...ish already, why make it even rarer (does this word exist? xD)?
Title: Re: [A13] One Big Family (v1.00 - updated 05.05.2016)
Post by: jere8184 on May 31, 2016, 04:33:17 PM
Quote from: joaonunes on May 31, 2016, 03:45:47 PM
Quote from: jere8184 on May 31, 2016, 03:35:08 PM
A mod that makes family relations alot more rare would be nice

they are pretty rare...ish already, why make it even rarer (does this word exist? xD)?
i mean family ties in general such as brother , mother them sort of things not incest relationships
Title: Re: [A13] One Big Family (v1.00 - updated 05.05.2016)
Post by: joaonunes on May 31, 2016, 05:39:46 PM
Quote from: jere8184 on May 31, 2016, 04:33:17 PM
Quote from: joaonunes on May 31, 2016, 03:45:47 PM
Quote from: jere8184 on May 31, 2016, 03:35:08 PM
A mod that makes family relations alot more rare would be nice

they are pretty rare...ish already, why make it even rarer (does this word exist? xD)?
i mean family ties in general such as brother , mother them sort of things not incest relationships

Humm... If Orion really thinks about making a menu for tweaking relationship rates that and other issues will not be a problem anymore  8)
Title: Re: [A13] One Big Family (v1.00 - updated 05.05.2016)
Post by: jere8184 on June 01, 2016, 07:57:55 AM
Does he plan to?
Title: Re: [A13] One Big Family (v1.00 - updated 05.05.2016)
Post by: joaonunes on June 01, 2016, 08:11:18 AM
Quote from: jere8184 on June 01, 2016, 07:57:55 AM
Does he plan to?

He said "I guess I'll have to make it tweakable at some point.", so it's uncertain, but hope must not die :D
Title: Re: [A13] One Big Family (v1.00 - updated 05.05.2016)
Post by: Cpt Pick Lucky on June 16, 2016, 12:04:17 PM
PLOT TWIST       this mod is awesome    i cant stop laughing at the insane relationships that happen during raids
Title: Re: [A13] One Big Family (v1.00 - updated 05.05.2016)
Post by: Orion on June 16, 2016, 01:49:52 PM
Finally someone ;D
Title: Re: [A13] One Big Family (v1.00 - updated 05.05.2016)
Post by: Fluffe on July 19, 2016, 09:54:27 PM
*blows away mod dust* Hey can you update this mod to Alpha 14 o wait PLOT TWIST its already updated ANOTHER PLOT TWIST its currently only on steam lol
Title: Re: [A13] One Big Family (v1.00 - updated 05.05.2016)
Post by: Orion on July 20, 2016, 03:02:07 AM
Oh yeah, good point! I haven't uploaded a new version here yet ::)
Title: Re: [A14] One Big Family (v1.14 - updated 20.07.2016)
Post by: Orion on July 20, 2016, 03:25:33 AM
Done.
Title: Re: [A14] One Big Family (v1.14 - updated 20.07.2016)
Post by: Fluffe on July 20, 2016, 11:12:12 AM
Thanks lol
Title: Re: [A14] One Big Family (v1.14 - updated 20.07.2016)
Post by: Orion on July 20, 2016, 02:26:11 PM
No problem lol
Title: Re: [A14] One Big Family (v1.14 - updated 20.07.2016)
Post by: Ptolisgoodguy on July 21, 2016, 05:43:32 AM
Ha, I know how you did this... PLOT TWIST! I don't actually, but I don't need your help to figure it out... ANOTHER PLOT TWIST! I actually do need your help, can you please explain how you did this.
Title: Re: [A14] One Big Family (v1.14 - updated 20.07.2016)
Post by: Orion on July 21, 2016, 07:01:55 AM
Maybe.. what are you talking about?
Title: Re: [A15] One Big Family (v1.15 - updated 29.08.2016)
Post by: Orion on August 29, 2016, 09:05:44 AM
Updated for A15!
Title: Re: [A15] One Big Family (v1.15 - updated 29.08.2016)
Post by: DariusWolfe on November 02, 2016, 02:45:42 PM
So, it occurred to me today that you missed a major trick by not naming this mod "It's All Relative"

#rimworldshowerthoughts
Title: Re: [A15] One Big Family (v1.15 - updated 29.08.2016)
Post by: faltonico on November 02, 2016, 05:03:15 PM
Hello there,
Have you introduced some of this mod into hospitality or faction discovery? cause i am having a lot of unlikely relationships with raiders, so much that a couple of my pawns are breaking constantly because of how many relatives they have killed, or is it just bad luck? Dx
Title: Re: [A15] One Big Family (v1.15 - updated 29.08.2016)
Post by: Orion on November 03, 2016, 03:32:37 AM
I haven't - but I believe RimWorld has.

I'm not using this mod myself anymore, since the base game is doing it well enough now.
Title: Re: [A16] One Big Family (v1.16 - updated 05.01.2017)
Post by: Orion on January 05, 2017, 05:09:15 AM
Updated to A16!

Changelog
1.16 - 05.01.2017
- Updated to A16
- Tweak: Nerfed - won't create new relationships to colonists you already have (there will still be hidden ones)
Title: Re: [A17] One Big Family (v1.17 - updated 21.08.2017)
Post by: Orion on August 21, 2017, 11:15:10 AM
Updated to A17!

By public demand... *cough* well... there were some people on Steam who wanted it. So there.

Changelog
1.17 - 21.08.2017
- Updated to A17
- New: Amount of random relationships can be customized in mod options
- New: New relationships with colonists can be disabled in mod options
Title: Re: [A17] One Big Family (v1.17 - updated 21.08.2017)
Post by: sirgzu on August 21, 2017, 12:57:59 PM
Thanks for taking the time to keep your mods to date :)
Title: Re: [A17] One Big Family (v1.17 - updated 21.08.2017)
Post by: Orion on August 21, 2017, 02:28:25 PM
Yeah well, it always comes at a price... it's time I don't spend on improving mods that are already up to date.
To be honest I was secretly hoping to abandon this mod. But it's going another alpha now :)
Title: Re: [A17] One Big Family (v1.17 - updated 21.08.2017)
Post by: Harry_Dicks on February 07, 2018, 03:07:28 PM
Gonna have to try this out. Orion, do you want some of your mods to be Steam only? I ask because More Mechanoids I could only find on Steam, and I was surprised to see that you also made it, but I had never heard of it! Same with a few of your mods that only have A17 titles here on maybe even no thread at all. Also, I found the B18 link for this from Steam, but it is never updated here.

Personally I think all of your work is great, and if you want more people to see it, well it makes it more difficult to find if they are only on Steam. Either way, thank you for this and all of your hard work! ;)
Title: Re: [A17] One Big Family (v1.17 - updated 21.08.2017)
Post by: wwWraith on February 07, 2018, 03:39:19 PM
Heh, thanks for reminding of this mod. I learned that there is a confirmed bug in B18 that greatly lowers the chance of getting any random relations spawned. So I'll try to use this mod to counteract it :)

Edit: from Steam page:
QuoteNote: You can also use this mod to LOWER the chance that a pawn has existing relationships.
Either I can't figure out how to do it or it still creates a way too many relations. Is it possible to make configurable not only the quantities but also the probabilities?
Title: Re: [A17] One Big Family (v1.17 - updated 21.08.2017)
Post by: Orion on February 08, 2018, 03:46:35 AM
@Harry: Actually it's not my goal anymore that as many people see my mods as possible. Nowadays it is to minimise the maintenance my mods require. I've come to the point that I have to take unpaid vacation when a new RimWorld version is released, just to fix compatibility again.
So one of the ways I do that is to focus my activities on the Steam side of business.

@wwWraith: If I'm not mistaken, you can customise the probability. But I haven't looked in a while. I may be mistaken.
Title: Re: [A17] One Big Family (v1.17 - updated 21.08.2017)
Post by: wwWraith on March 03, 2018, 02:28:05 PM
I'll try to ask once more :)

For example, I want to make it so 10% of the new spawned pawns will receive some relation (with any pawns, not necessary my colonists) with 20% chance to get more than 1 relations. But I can only set minRelationships and avgRelationships and even if they are set to 0 the resulting probabilities remains too high for me. So I'd be grateful for helping me to achieve something at least close to these numbers.

P.S. I'm using the last available on Dropbox version.
Title: Re: [A17] One Big Family (v1.17 - updated 21.08.2017)
Post by: Harry_Dicks on March 03, 2018, 02:32:20 PM
I was also have a weird intermittent bug when generating pawns with this mod on. I also had the unstable version of Facial Stuff going as well, so I don't know if that had anything to do with it either. But when the only thing I did was turn OBF off, then I never had any more freezing errors when generating pawns at the departure screen.
Title: Re: [A17] One Big Family (v1.17 - updated 21.08.2017)
Post by: Orion on March 04, 2018, 05:52:54 AM
@wwWraith: I guess it's not possible with the current version then. People have used it to lower connections in the past. Not sure why you would still have too many.

@harry: It's quite possible that it conflicts with another mod. Not likely, but possible. But I have to see the error to be able to say any more.
Title: Re: [A19] One Big Family (v1.19 - updated 29.08.2018)
Post by: Orion on August 29, 2018, 11:20:29 AM
I doubt anyone cares, but it's updated!
Title: Re: [1.0] One Big Family (updated 19.10.2018)
Post by: Orion on October 19, 2018, 05:47:20 AM
And once more. Updated to 1.0.
Title: Re: [1.0] One Big Family (updated 19.10.2018)
Post by: NipponGin on November 10, 2018, 04:08:35 AM
Hi, Orion.
I always have fun using your mod.

This time I introduced "one big family", but I realized that occasional freeze occurred.
It seems to happen when traders and visitors come to colonies.

Since error log is described, please refer to it.
https://gist.github.com/HugsLibRecordKeeper/c8c20b9e6dbca86fc154f2b0d6077746
Line 1967 and subsequent lines will be where freeze occurred.

Please forgive my poor English.
Title: Re: [1.0] One Big Family (updated 19.10.2018)
Post by: Orion on November 11, 2018, 08:48:13 AM
The error is from Humanoid Alien Races.

Slowdowns can happen if there are huge amounts of pawns in your world.
Title: Re: [1.0] One Big Family (updated 19.10.2018)
Post by: NipponGin on November 11, 2018, 09:31:32 AM
Thank you for your answer.

If "one big family" is removed, freezing does not occur.
In other words, is "one big family" and "Humanoid Alien Races" incompatible?

Title: Re: [1.0] One Big Family (updated 19.10.2018)
Post by: Orion on November 12, 2018, 04:37:40 AM
The freezing and error are not (entirely) related.

The freezing / slowdown could be made more extreme by Humanoid Alien Races.

I don't have the problem myself, but I also don't have huge amounts of pawns in my game, which causes the problem.
Title: Re: [1.0] One Big Family (updated 19.10.2018)
Post by: NipponGin on November 12, 2018, 10:05:17 AM
It was very helpful.
Thank you a lot.
Title: Re: [1.0] One Big Family (updated 19.10.2018)
Post by: Beathrus on January 15, 2019, 01:23:24 PM
Did they ever fix the one big family and Alien Races Clash?
Title: Re: [1.0] One Big Family (updated 19.10.2018)
Post by: Orion on January 15, 2019, 05:34:48 PM
I don't think I ever experienced it. Or it's long fixed and my memory fails me.
Title: Re: [1.0] One Big Family (updated 19.10.2018)
Post by: Beathrus on January 15, 2019, 08:35:47 PM
Quote from: Orion on January 15, 2019, 05:34:48 PM
I don't think I ever experienced it. Or it's long fixed and my memory fails me.

Oh, I'm still working with it. When any group enters my game, it freezes up til paused. Then I have to use RuntimeGC to clean up the dead pawns. The number shoots up from like, 17 to 300 or so. And I have to clean them up or game has a critical error.
Title: Re: [1.0] One Big Family (updated 19.10.2018)
Post by: Orion on January 16, 2019, 03:35:28 AM
I faintly recall something. Too many bugs on my mind ::)

EDIT: Wow, it's literally the last bug discussed here. I'm getting old.

Sorry to hear you're still struggling with it. I'm not sure how I can help you, though, since I can't recreate the issue on my end.
Title: Re: [1.0] One Big Family (updated 19.10.2018)
Post by: Beathrus on January 16, 2019, 07:24:46 AM
Quote from: Orion on January 16, 2019, 03:35:28 AM
I faintly recall something. Too many bugs on my mind ::)

EDIT: Wow, it's literally the last bug discussed here. I'm getting old.

Sorry to hear you're still struggling with it. I'm not sure how I can help you, though, since I can't recreate the issue on my end.
Well, I guess it can't be helped then. Thank you though for listening!
Title: Re: [1.0] One Big Family (updated 19.10.2018)
Post by: Orion on January 16, 2019, 05:38:19 PM
If you find out anything that would help me recreate the issue, let me know. Here's an issue for it, if you want to track it or add any information:
https://github.com/OrionFive/Hospitality/issues/197