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Messages - GhostData

#1
Releases / [1.4]Live Munitions - The baby mortar mod
January 05, 2023, 09:57:36 PM


What?
This mod lets you stuff newborns into a mortar and hurl them across the map.
It also adds a number of human-weapon genes to enhance your munitions with various explosive effects. Beware, though, as these newly enhanced munitions may explode violently if killed by any means. Enhanced shells are equivalent to their manufactured counterparts, but come with horrible psychological side effects! Mostly for your own colonists, but especially for anyone near the impact site.

Where?
https://gitlab.com/Ghost.Data/baby-mortar/-/releases
https://steamcommunity.com/sharedfiles/filedetails/?id=2913371740

Why?
I'm a monster.

Example
https://i.imgur.com/6Wy5gEo

Mod compatibility
Probably not.
#2
Releases / Re: [1.3] Children and Pregnancy - v4.1.0
October 24, 2022, 03:39:00 PM
Howdy Folks.

To say that I am surprised children have been added to the core game in any capacity is an understatement. I've used this mod and it's iterations more or less since I started playing Rimworld, so the feature in some form or another has always been a core part of my experience for long play. I have been planning a successor mod for CNP for a while now, with the intent to solve many of the largest pain points of the mod - seamless mod integration and more features to fully integrate children as a concept to the core game. Naturally, with the release of Biotech, the core functionality - and the most difficult part to maintain - of this mod is no longer necessary. I'll be ending support for the mod and closing down the discussion thread. The source will remain available for the time being.

Being the first large scale mod I have ever worked on, the past releases have been bumpy to say the least. That said, thanks to everyone who provided feedback and tested the mod even in it's roughest state, as the feedback and project have helped develop my abilities as a modder for future projects.
I can still be reached via my development discord if you have suggestions and the like.
#3
Releases / Re: [1.3] Children and Pregnancy - v4.1.0
April 22, 2022, 08:05:36 AM
Quote from: Ruisuki on April 22, 2022, 03:01:27 AM
Quote from: GhostData on April 18, 2022, 09:26:43 AM
Quote from: Wolpeti on April 04, 2022, 02:54:53 PM
Quote from: GhostData on January 30, 2022, 04:48:00 PM
can you finaly please fix the pawn spawn age relation of faction PawnKindDefs since the shattered empire did just send me another batch of 10 year old Janissaries.
Thank you, finaly, but does that mean they are still inculded in the outlander, tribal and space pirates lists?
Do they all use the same spawn lists for caravans and visitors as for raiding parties?

By the way i never figured the "adopt" part out just "arresting" a random child that walks by.
No, they're removed from all visiting factions for the time being. It should be the case that the only children you will see are children born in the colony.

The Adoption feature is essentially a way to capture another faction's abandoned child without suffering reputation penalties. If you use it while that faction has adults on the map, it will be treated the same as an arrest and will make them hostile. If they leave without the child for whatever reason - mostly because Rimworld doesn't do a good job of simulating pawn compassion for down pawns, or children being born on your map - you can use this to easily take the child in, for those who have qualms with leaving them to starve to death.
theres a chance for pregnant pawns to pass through your base and give birth? I cant think of another situation where that specific scenario would happen

In theory, yes. Prisoners are the scenario I had in mind at first, but there is nothing stopping guests from becoming pregnant on your map during a visit and giving birth during another visit. In there rare case that a non-player-faction baby or toddler found its way onto the map, I wanted to give the player a better option than using it for target practice.
#4
Releases / Re: [1.3] Children and Pregnancy - v4.1.0
April 18, 2022, 09:26:43 AM
Quote from: Wolpeti on April 04, 2022, 02:54:53 PM
Quote from: GhostData on January 30, 2022, 04:48:00 PM
can you finaly please fix the pawn spawn age relation of faction PawnKindDefs since the shattered empire did just send me another batch of 10 year old Janissaries.
Thank you, finaly, but does that mean they are still inculded in the outlander, tribal and space pirates lists?
Do they all use the same spawn lists for caravans and visitors as for raiding parties?

By the way i never figured the "adopt" part out just "arresting" a random child that walks by.
No, they're removed from all visiting factions for the time being. It should be the case that the only children you will see are children born in the colony.

The Adoption feature is essentially a way to capture another faction's abandoned child without suffering reputation penalties. If you use it while that faction has adults on the map, it will be treated the same as an arrest and will make them hostile. If they leave without the child for whatever reason - mostly because Rimworld doesn't do a good job of simulating pawn compassion for down pawns, or children being born on your map - you can use this to easily take the child in, for those who have qualms with leaving them to starve to death.
#5
Releases / Re: [1.3] Children and Pregnancy - v4.1.0
April 01, 2022, 02:23:38 PM
Quote from: Ronewird on March 31, 2022, 05:23:10 PM
Quote from: Canute on March 31, 2022, 03:45:00 AM
QuoteBut i have run the game also with just this mod installed and still get the same error on the log.
The question is, did you start a new colony or did you just disable mods and keep the save, then the error is allready at the savegame or the conflict is with other mods you still got active.

Quotethis mod conflict with the mod performance optimizer.
But overall, when you don't got that problem without optimizer, you should report it the the optimizer author/crew.
He can investigate it further where the problem are and contact the modauthor of the other mod.

Quotemaybe he can use the proper form to provide the error to the staff.
You NEED to add the logfile or at last the error msg. to such reports.
Mosttimes you got hugslib installed too, then just use the green button "Share logs" at the log window and post the link, which include the modlist,patchlist and logfile.

Hey canute, thank for the answer. I have deselect all the mode except children and pregnancy, and i have start a new game, With a set of colonist for testing ( 2 woman around 20 and one man around  20 ). I have some error in console about sterile but the woman get pregnant. I have now the whole list of mod on my normal game with out performance mod and work properly. Just i have some problem with the texture becouse i have vanilla expanded. But i have deselect the option to for the texture on the vanilla expanded setting and also that problem is now fixed.
Error reports that do not include the actual log files are worse than useless - they're misleading.
My best guess with the report provided is that you did not perform a clean install - deleting the entire CNP mod folder from your system and reinstalling it when updating. There was a recentish patch that fixed the sterilization operation since the base game includes one for animals now. Without actual log files, this is purely speculation.
#6
Releases / Re: [1.3] Children and Pregnancy - v4.1.0
March 01, 2022, 09:06:25 AM
Quote from: RibDibbington on February 28, 2022, 09:47:43 AM
Quote from: GhostData on February 27, 2022, 01:43:09 PM
a new stage (...3 years...)

Aha! I THOUGHT that was the cutoff! I had been gaslighting myself for years in-game, because my 3 year olds have kept their (headless) baby sprites (not even toddler; it's the crib baby walking around). I'll see if this new version fixes that (or goes back to purple square errors).

EDIT: Nope, killed all my children. This happens every time I update your mod, though. They're still there, but they either have no sprite at all (and are still incapped, even if I manually edit their age) or have an adult sprite (as a baby, toddler, or child) and are incapped.

Do you recommend only ever updating the mod when starting a new colony?
I use semantic versioning, so the only colony/save breaking version upgrades are ones where the first number changes, ie 4.1.0 -> 5.0.0
I don't usually test what happens when you load a save from an older version, so I can't speculate why it kills your kids. Considering they don't seem to change backstories or graphics, it's probably the case that the component isn't working or isn't being applied at all. The component tracks the baby's age and abilities, updates their work-types and capacities, and updates their graphics when they age up.
If you want to post a hugslib log with your mod list and provide the below info, I can look into it:
Race of parents
Race of child
Age of child
#7
Releases / Re: [1.3] Children and Pregnancy - v4.1.0
February 27, 2022, 01:43:09 PM
v4.1.8 Released
This release fixes a long standing bug where pawns will spawn with invisible hair. It did require me to poke parts of the code that I don't fully understand, so let me know if you see any new oddities - especially if children grow to a new stage (1 year, 3 years, 13 years) and don't get their new graphics on their birthday.
This release also adds a new tribal backstory that will be inherited if a child is born to a tribal mother with a tribal childhood. This will allow tribe children (at child lifestage, age 3) to use natural psyfoci and link with anima trees.
I've added a backlog item to Life Lessons to allow this knowledge to be passed down by tribals rather than inherited based on their backstory.

https://gitlab.com/Tragix/children-and-pregnancy-collab/-/releases/v4.1.8
#8
Help / Re: Comprehensive StatOffsets?
January 30, 2022, 05:43:43 PM
There probably isn't one already parsed, but you can look at the defs in /data/core/defs/stats.
The statOffsets field on some defs is a list of StatModifier objects, which itself is a StatDef and some modifier value. A StatModifier can therefor be any of the StatDef entries you find in the def files, such as MedicalPotency.
#9
The code you're looking for is the class Rule_String, which more or less
1. Uses Match to match the ruleStrings you see in the XML file to a very scary looking Regex - This essentially breaks the string in xml down into a key, a collection of parameters, and an output value.
2. Parse all of the params and validate that they are correct
3. Store the parsed values in the fields of Rule_String

These are later referenced to determine how and what to display when logging social interactions - this is a grammar used to define and parse log entries.

Now for what p=3 means: It's the "weight" of that element. By default, every list item will have a weight of 1, but p=x will set the weight of that specific element to some other number.
The short version is that higher weighted strings are more likely to be selected.
#10
Releases / Re: [1.3] Children and Pregnancy - v4.1.0
January 30, 2022, 04:48:00 PM
Quote from: Wolpeti on January 28, 2022, 12:54:00 AM
can you finaly please fix the pawn spawn age relation of faction PawnKindDefs since the shattered empire did just send me another batch of 10 year old Janissaries.

v4.1.6 v4.1.7 Released
https://gitlab.com/Tragix/children-and-pregnancy-collab/-/releases/v4.1.7
Removes children from Royalty and Ideology faction spawn lists. Fixes a patching error with the latest version of Humanoid Alien Races.
#11
Releases / Re: [1.3] Children and Pregnancy - v4.1.0
January 09, 2022, 07:29:06 PM
Quote from: Mox on December 10, 2021, 07:47:33 PM
How long does pregnancy take? I'd like it to take 3 seasons, and presumably as a hediff it's configurable? But I can't find a setting for it. Presuming I'm understanding this correctly.
It is configured by def files now, as one-size-fits all configurations did not fit the mod's direction to be extensible. Each race, should they choose to implement CNP for their race, can define those characteristics themselves. I could probably come up with a way for clients to modify these settings in-game as well.

V4.1.3 Released
https://gitlab.com/Tragix/children-and-pregnancy-collab/-/releases/v4.1.3
This fixes an alignment issue with Combat Extended backpacks and a crash when any pawn wears Combat Extended tac vests. This is the most likely cause of a few CTDs I see in the recent-ish posts.

v4.1.4 Released
https://gitlab.com/Tragix/children-and-pregnancy-collab/-/releases/v4.1.4
- Fix animal sterilization conflict
- Condensed 3 feed baby workgivers into 1
- Babies will now be fed by lactating pawns first, then by caretakers, then by doctors depending on availability and child hunger.
- Lactating pawns now have increased hunger rate.


I am not regularly checking the forums right now, so feel free to join the discord in the OP to post reports. I don't have a ton of time to spend on this right now, but I will be prioritizing reports on discord over the forums for the time being.
#12
Releases / Re: [1.3] Children and Pregnancy - v4.1.0
September 13, 2021, 09:05:14 PM
4.1.2 released

https://gitlab.com/Tragix/children-and-pregnancy-collab/-/releases/v4.1.2

The bug discussed above is utterly incomprehensible. I have no idea how it's possible or where it's coming from. Somehow the interactions between CNP and Vanilla Expanded cause the bodytype of a pawn to be set to null, despite neither mod explicitly doing so. Delaying the first call to CNP's code fixed 75% of such cases, but caused more problems than it solved.
This is not a root cause fix, it's a bandaid that will regenerate the body type if CNP ever starts initialization and finds that the body type is null.
This seems to fix the exact issue, but will almost certainly introduce more. I'm going to consider Vanilla Expanded to be a soft incompatibility from here on, at least until I or someone else can identify the root cause of the init issue. It will probably work, but use both mods at your own risk.
#13
Releases / Re: [1.3] Children and Pregnancy - v4.1.0
September 13, 2021, 04:56:33 PM
I am able to replicate readily with the following order:

HAR
Vanilla Expanded Framework
Vanilla Expanded Traits
CNP

The result is that upon loading the character creation menu, a NPE occurs in HAR's code, most likely as part of CNP's own patching. The error is replicable without HAR installed as well, but obviously manifests differently. The result is not replicable without CNP.
The error is caused by the pawn.story.bodyType being set to null prior to entering CNP's code. The very first thing we do on pawn generation is initialize the CNP comp and print the body type - at this point it is already null. The best I can suspect is that one of the VEF components is interacting with the bodytype in such a way that it no longer exists by the time we enter CNP's code, which is correctly assuming the bodytype will exist after pawn generation.

The only problem with that theory is that I don't really see anything obvious that could cause the bodytype alone to be null at this point in the processing. MFVC does something I can't identify regarding the scale of graphics and references bodytype as well, but even there it doesn't appear as though this would cause the bodytype to be null.

As an additional test, I disabled each patch until I narrowed it down to a single patch.
CalculateCapacityLevel is a patch wherein we disabled or modify pawn capacities based on the def. With this patch disabled, the body is no longer null on pawn generation.
With the majority of the logic of this method stripped, I can still replicate the error, which makes me suspect this is more of a timing issue than anything, as there is absolutely nothing in this stack path that could possibly set bodyType to null.

I will update again when I have another chance to look into it.
#14
Releases / Re: [1.3] Children and Pregnancy - v4.1.0
September 13, 2021, 12:35:15 PM
What is the age and race of the pawn you were having troubles with? Looks like something CNP is expecting to be initialized is missing.
#15
Releases / Re: [1.3] Children and Pregnancy - v4.1.0
September 13, 2021, 08:23:57 AM
I honestly don't know what you expect mixing and matching files from incompatible versions. If I have time today I will test how CNP interacts with Prepare Carefully, but the report itself is useless as it is using an undefined set of parameters that I cannot replicate and that would fail no matter what modlist you run.