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Messages - furel

#1
Releases / Re: [1.1] Children and Pregnancy - v1.0.0
April 04, 2020, 07:49:07 AM
Quote from: Geese man on April 03, 2020, 09:05:06 PM
Now as far as i know the "loving" interaction requires a double bed which i don't think is being used by a lot of people in prisons as imprisoned pairs are pretty rare i would say, most common would be a colonist pair that got arrested to stop a mental break or something but then the baby should belong to your faction already anyway. ok so I just tested 2 scenario's I had colonist couple simply arrested them and gave them a double bed to my luck they did some lovin first night and the woman got pregnant, I developer mode added the hediff "birth soon" to cut the pregnancy short. baby works as intended gets taken to a normal prisoner bed and cant move(this rules out that being a prisoner has anything to do with this, at least in my case). perhaps you could tell which mods you are using? I also tested this with the pirate faction simply spawned 2 pawns arrested them and gave them a relation ship and enabled the always do lovin option (not the case with the colonists) that baby had the issues you described(so I don't know if married pawns from other faction would do the lovin act naturally in prison), thus Tragix this will need a fix although this is not a high priority as it should be a very rare scenario in most playthroughs.

I use RimJobWorld, that why my prisoners can be pregnant.
Tragix said he change for 2.0 how the hediff works for the babies, so now maybe works, maybe don't. I found an error message appears when I force to give the hediff that forces the newborn to stay in place and I thought it was a good idea to report. Tragix already said it is something he could implement or not.

The real problem I hope is resolved in 2.0 is the "play with baby" task, that my colonist paws have with my colonist babies trying to play, but stopping and try again and don't filling the need.
Also mothers prefers give cooked food instead of breastfeeding, this is something it could save food in some scenarios with low resources.

The second thing i'm worry about is if is needed a new game for the 2.0
#2
Releases / Re: [1.1] Children and Pregnancy - v1.0.0
April 03, 2020, 05:46:09 PM
Quote from: Geese man on April 03, 2020, 04:29:31 PM

I don't think any other faction besides your faction is supposed to have pregnant humans, at least that's what I think is most logical (to avoid things like what you described). now assuming that is true, prisoners from any other faction should not be able to be pregnant thus giving birth should be impossible without developer mode interference, thus there should be no need for any "fixes" as its not intended to work that way.
now if it did happen without developer mode or other mods that might have caused it I don't think that be able to straight recruit them should be a thing, would rather like it to be that the baby would be a prisoner from birth immediately but instead of having to recruit it you can take it away from the mother and raise it like a colonist giving the mom (and potentially also imprisoned dad) a debuff something like "-15 child taken from me" or something, with the child having no knowledge of its parents if taken away (easy way would be to simply clear the pawns social log after birth) perhaps no debuff if they got postpartum depression?, but since am fairly convinced it shouldn't happen unless you have a pregnant colonist run wild and you arrest her that any prisoners should be able to give birth.

Is true I use other mod that manages the pregnancy business, however I haved a slaves prisoners that had a romance while holding them at my base, so it seems a possibility.
I don't know if this is a feature that brings other mod, but I needed to imprisonment one of my pregnant colonist and give birth while was prisoner and the same thing happens, the baby don't recibe the hediff.
#3
Releases / Re: [1.1] Children and Pregnancy - v1.0.0
April 03, 2020, 08:28:10 AM
Quote from: Tragix on April 02, 2020, 09:45:40 PM

Childcare is fairly high on the priority list, falling directly below "Doctor." This means that if all priorities are the same, a childcare pawn will choose to take care of children over almost every other possible job. The play job will be performed until the baby's joy meter is full.
I would say that your initial description has it working as designed.
As for the 10 jobs per 10 ticks error, I have a suspicion but haven't confirmed it. It might be that the threshold for starting and stopping the job are the same, causing a pawn to accept and complete the job every tick. I'll see if I can find the cause.


I have more information about this problem. When a pawn try to play with the baby, he/she start the task and immediately stops and starts again and then stops and repeat this circle, as a result the baby don't fill the recreation need and the pawn can't leave and the baby don't stop to crying, oh my god, that's the most annoying part.
Sometimes they can visit the baby as a hospitalized pawn was and fill the recreation need, which is other thing. Because it treat like a hospitalized pawn, they pick the baby from the crib, carry the baby to hospital bed, feed the baby and some times return to the crib, some times not.

About the prisoner babies, I think they should not be hostile, if it works correct they can't do anything, so kill the baby is something you need to do as direct order or if other mod is interfering.
Right now when a prisoner give birth, the baby is automatically target as prisoner, even if I don't have any crib or bed available, I think it should be in this way. But if I want to take care about that baby, I should have an option to immediately recruitment, because right now I have to persuade a newborn to join my faction.

I hope this information can help you.
#4
Releases / Re: [1.1] Children and Pregnancy - v1.0.0
April 01, 2020, 10:37:31 AM
Hi,
I noticed some errors.
1- It's something wrong when a pawn is playing with a baby, is like it's getting stuck in playing with the baby but it can easily break the circle and command other task but if the priority of childcare is high enough it can waste time with the baby when it can do other things. Also this error pops-up in the log.

QuoteLucky started 10 jobs in 10 ticks. List: (PlayWithBaby (Job_2104516) A=Thing_Human309639) , (PlayWithBaby (Job_2104519) A=Thing_Human309639) , (PlayWithBaby (Job_2104520) A=Thing_Human309639) , (PlayWithBaby (Job_2104521) A=Thing_Human309639) , (PlayWithBaby (Job_2104523) A=Thing_Human309639) , (PlayWithBaby (Job_2104525) A=Thing_Human309639) , (PlayWithBaby (Job_2104527) A=Thing_Human309639) , (PlayWithBaby (Job_2104529) A=Thing_Human309639) , (PlayWithBaby (Job_2104530) A=Thing_Human309639)  curDriver=JobDriver_PlayWithBaby (toilIndex=3) curJob=(PlayWithBaby (Job_2104530) A=Thing_Human309639)

2 - When a prisoner has a baby, the baby is not receiving the hediff "child growing" meaning it can move.
Because I have the mod "Prison labor" they can move around my base and access the fridge to get food, after eat, it stay in the fridge until it fall down of hipotermie. If I try to arrest before that happens it can fight back, with is more hilarious cause the baby can seriously injure you.
If I try to force to given the hediff thru Dev mode this error happens.

QuoteException ticking hediff (BabyState ticksSinceCreation=0) for pawn Stepan. Removing hediff... Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorldChildren.Hediff_Baby.TickRare () [0x00084] in <1bcd4ed5171a40d4a2447ffa10e88c86>:0
  at RimWorldChildren.Hediff_Baby.Tick () [0x0001c] in <1bcd4ed5171a40d4a2447ffa10e88c86>:0
  at Verse.Pawn_HealthTracker.HealthTick () [0x00033] in <f022d63938c4495c89633af859c233cf>:0

Also I can't assign it a crib.

Otherwise good work with the mod.