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Messages - robotguy4

#1
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.
#2
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.
#3
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#.
#4
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.
#5
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.
#6
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.
#7
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.
#8
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.
#9
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.
#10
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.
#11
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?
#12
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.
#13
Is there a possibility of adding prosthetic fingers?
#14
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.
#15
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.