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Messages - jager666

#1
Releases / Re: [1.2] Children and Pregnancy - v3.5.2
January 11, 2021, 01:01:57 PM
Quote from: PlatanusO on January 10, 2021, 03:54:48 PM
Quote from: jager666 on January 08, 2021, 04:23:53 PM
Looks like the mod is dead in the water again.

I mean the mod works, there are just some 'bugs'.  Also quite a few improvements that could be made.

Some of the things I thought were major bugs previously were not actually bugs just not really implimented.  There are a bunch of error messages in the logger, but most of these seem pretty harmless and meaningless.

The actual bugs (which do need to be fixed at top priority) I have found so far are:


  • Infants (immobile stage) try to mediate and this takes them out of the crib and requires rescue.
  • If the designated crib is outside the child's allowed zone then any time the child is outside of crib, an adult will take them to a random bed upon rescue (even if that bed is outside the allowed zone).
  • Random adults, including men and pawns assigned to a no-drugs policy, will randomly take contraceptive.  This does not seem related to 'chemical fascination', it seems that just any adult will randomly take the contraceptive.
  • Upon leaving the toddler stage at age 3 (they become a short pawn), the children can be assigned tasks (but cannot use weapons 'safely' (all weapons as far as I know)).  Unfortunately the new short child pawns do not display any skill levels.  I have to close out of the game and then load back in to the game again to see the traits in the bio.  Clearly this is a bug.

Here is a list of features I think really need to be implemented:

  • Pawns capable of breastfeeding and assigned to childcare should prioritize breastfeeding immobile babies and not feed them regular food
  • Toddlers in crawling stage should not be able to pick up food and feed themselves. This should require a 'take to bed and feed' from a pawn assigned to childcare
  • Although toddlers can feed themselves, if an adult pawn with childcare abilities chooses to feed a walking stage toddler, they should be fed at a table and chair if possible, if not, they should be fed anywhere. Toddlers in walking stage should not be required to be taken to bed for an adult to feed them.
  • Toddlers in crawling stage should not be able to clothe themselves, an adult pawn should need to clothe them in appropriate toddler clothes (the onesie and beanie).
  • Adult pawns with childcare assignments should be able to play with toddlers in either crawling or walking stage outside of the crib/bed.  I know that toddler pawns in both stages can play with each other or can relax socially if they have access to a chair and table with the 'gathering spot' option enabled, but the 'play with baby' should not require a crib at the toddler stage.  If this is implemented, I would remove the ability for the toddler pawn to relax socially from the crawling stage, as it is unrealistic that a crawling 6 to 18 month old would be able to converse in any meaningful way with adults.  I think relaxing socially is still acceptable for walking stage toddlers.
  • We need more descriptive help lists.  It is not clear what happens at what stage or how high a young child can train their skills to.
  • There should be an option to turn off children under a certain age appearing in raids and caravans.  I know on a rimworld, tribal cultures may encourage young children to fight, but this is too upsetting to some people and should be able to be turned off.

Here is a list of features I would like to see to have better compatibility with Dub's Hygiene mod, which I use.  Implementing these features will likely require work on both mods:

  • Immobile babies should not create bedpans.
  • Pawns assigned to childcare should be able to wash babies, it should not require doctoring to be assigned.
  • Crawling toddlers should not be able wash themselves.  I think it is okay for toddlers in walking stage to wash themselves, but crawling toddlers should create a childcare work driver for 'take to bed and wash', which must be done by an adult pawn assigned to childcare.
  • All baby stages, from immobile through walking toddler, should not use toilets.  Adult pawns assigned to childcare should have a 'take to bed and change diaper' Workdef.  Once a child reaches the age of three, they should start using toilets (I think doing a potty training thing would be way outside of the scope of the game so no need for that level of minutia)

Finally, at some point, I think it would be interesting to implement something along the lines of the old Children and School mod, but I don't think this ought to be a priority.  I have some C# knowledge, but I have been having trouble compiling my code so I really think someone with more advanced knowledge would need to help me make some of these fixes and changes.

I do agree that the mod works fine and it's perfectly playable, my main gripe is that there is some performance problems in the mod, adding up as the game goes, so besides the bugs You listed it would be nice to get fixed.
#2
Releases / Re: [1.2] Children and Pregnancy - v3.5.2
January 08, 2021, 04:23:53 PM
Looks like the mod is dead in the water again.
#3
Releases / Re: [1.2] Children and Pregnancy - v3.5.2
November 05, 2020, 05:14:39 PM
Hi,

For some reason, WakeTreshold_Patch is ticking a lot, even at the start of the game, which might lead to serious slowdowns later.

#4
Is there any CE patch for WTH? I mean the CE mechanoids are almost unkillable without heavy ordnance, but the hacked ones drop like animals when shot.
#5
General Discussion / Re: Long-winded Rant/Critique
June 05, 2020, 12:40:18 PM
I wish I still had so much time to waste to go on a forum a post a page long manuscript about how I don't like the game I'm playing xD
#6
Quote from: jager666 on May 14, 2020, 03:22:22 PM
Hi,

I'm using the 2.1.1 version and it taxes the TPS quite a lot with Childcare job and some things constantly running in the background. You might want to pop into Dubs Discord to #performance-analyzer to figure this out, lots of people there helping with lag problems.
Post your test results for a point of comparison, please.
[/quote]

Those are my screens from a freshly started game.
#7
Hi,

I'm using the 2.1.1 version and it taxes the TPS quite a lot with Childcare job and some things constantly running in the background. You might want to pop into Dubs Discord to #performance-analyzer to figure this out, lots of people there helping with lag problems.
#8
I remember having similar situation before Royalty, tried to revive guy's wife.

1. You can't revive someone if he/she is dried and in skeleton form already. You need to keep the body in the refrigerator to be able to resurrect it.
2. Revived wife didn't remembered her husband.
#9
I ALWAYS highly recommend to take a look at Space Rangers 2 galaxy news system - one of the best I've seen in years of playing, it combines the "raw" messages that Rimworld currently uses and takes a spin at them to give a feeling about a living, breathing galaxy full of events, and it's even usefull if you are trading.
#10
Any chance to have this 1.1 compatible? Great mod!
#11
Hi!

Is there any chance that the Hardcore SK project team release the terrain texture pack as standalone? I really like the aesthetics, but I'm not fancy changing the game that much, as the whole mod.
#12
What I've noticed lately my TPS went way up when I got the solar flare event - TPS went from 250 to more than 600 during the whole event. So, maybe there's something related to the power grid calculations?
#13
Hi all,

I've been wondering, if there's any more updates regarding the technical side of Rimworld, mainly the performance. I've done some comparisions lately, and for now the performance is almost similar on 2nd gen overclocked 2600k, 6nd processor and the new Ryzen 3xxx series.

Using the "Show TPS" mod on 2600k, a five year colony with 12 people and few animals are going from starting 800 TPS to average 200-300 TPS.
Obviously, the mods slow things down, so I slimmed the modlist to add only cosmetic/UI/graphical enhancements, besides few heavier ones like CE and Save our Ship 2.

I've read somewhere, that the new Unity engine versions have built-in functions to optimize the game on a multi-core processors, is there any chance that Rimworld could use that new functions? (don't quote me on anything tho, I'm not expert in those things). Would it be feasible to do it?

It would be nice to have some info in any more optimization is planned, or the developement is stopped altogether now.
#14
Exactly same problem, as well as slowdowns when any sort of caravan enters the map (I don't think I had the caravan slowdowns before 1.0). I even heavily trimmed my mod list lately just to include only QoL mods etc but it doesn't do much.
#15
Unfinished / Re: [1.0] RimThreads (WIP, UNRELEASED)
September 09, 2019, 01:57:18 PM
Yeah, I've read something about the new Unity threading capabilities, I would pay for the game again for it to run smoothly in the late game with mods :)