[B19] More Monstergirls

Started by junchan, March 09, 2017, 02:10:26 PM

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mvargus

Quote from: junchan on November 20, 2017, 10:12:29 AM
Another update.  Preliminary tweaks and refinements, adding some stuff that I felt should have been added by the original authors and the beginnings of a patch for A Dog Said.

Should I upload my changed version to steam? What about the ADS Patch?

I'd love to see it on steam.  That's really the easiest way for me to add it to my modlist.

thanks for the hard work.  :)

Tsunamy

They're cute and all, but I wish they were aliens rather than farm animals.

Nightinggale

Quote from: Tsunamy on November 20, 2017, 08:50:18 PMThey're cute and all, but I wish they were aliens rather than farm animals.
We all do. However now I start wondering about milking and shearing. I wonder what it would take to add this ability to humanlike pawns. It would actually be cool to add this feature to the alien framework.
ModCheck - boost your patch loading times and include patchmods in your main mod.

Pez

#138
I encounter an error when using this mod with the latest Prepare Carefully!  When viewing the animals, eventually I scroll down to a point that generates an on-going error.  I can stop the error by moving the log window and scrolling back up in the animals screen.  I cannot, however, scroll back down, or the on-going error happens again, and I cannot proceed.

[Edit: Added]
I believe it may have to do with the following: Impmother and Impmothermale

BlueWinds

Quote from: Nightinggale on November 20, 2017, 09:19:43 PM
Quote from: Tsunamy on November 20, 2017, 08:50:18 PMThey're cute and all, but I wish they were aliens rather than farm animals.
We all do. However now I start wondering about milking and shearing. I wonder what it would take to add this ability to humanlike pawns. It would actually be cool to add this feature to the alien framework.

Not quite all of us. I for one am quite happy with them as animals, and even prefer the version without cleaning / mining / simple tasks. I'm not opposed to a colonists version for other people (except that it's likely a lot of work and distracting from stuff I would use), but just wanted to chime in and say that I like the mod as-is. :)

Ojiji

Quote from: Pez on November 20, 2017, 10:03:36 PM
I encounter an error when using this mod with the latest Prepare Carefully!  When viewing the animals, eventually I scroll down to a point that generates an on-going error.  I can stop the error by moving the log window and scrolling back up in the animals screen.  I cannot, however, scroll back down, or the on-going error happens again, and I cannot proceed.

[Edit: Added]
I believe it may have to do with the following: Impmother and Impmothermale

Same here. The animals list in Prepare Carefully stop on Imp. Can't show the picture of Imp.

junchan

#141
Ah, oops, there's always something isn't there? Sorry about that, fixing now.

Edit: Fregrant's fix resolves the Prepare Carefully problem, I'm integrating it now.  Once again, sorry for that folks.
Edit 2: Fixed version uploaded.  Thanks to Pez and Ojiji for reporting and thanks to Fregrant for providing the fix!

Pez

No issues now.  Thanks.  Now all we need is the ability to perform surgery on them, and we're all set.  It was a bit sad that one of the two Centaurs I started with was old and suffered dementia.

Keep up the great work!

Kiame

#143
Got a fun stack trace. Every time a corpse of a dragon girl is on screen it's repeated:




Full text:
Exception drawing Dragongirl_Corpse94093: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[Verse.BodyPartRecord].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at Verse.BodyDef.GetPartAtIndex (Int32 index) [0x00000] in <filename unknown>:0
  at Verse.Hediff.get_Part () [0x00000] in <filename unknown>:0
  at Verse.HediffSet.PartIsMissing (Verse.BodyPartRecord part) [0x00000] in <filename unknown>:0
  at Verse.HediffSet+<GetNotMissingParts>c__Iterator5.MoveNext () [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.Any[BodyPartRecord] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0
  at Verse.HediffSet.get_HasHead () [0x00000] in <filename unknown>:0
  at Verse.PawnRenderer.RenderPawnAt (Vector3 drawLoc) [0x00000] in <filename unknown>:0
  at Verse.Corpse.DrawAt (Vector3 drawLoc, Boolean flip) [0x00000] in <filename unknown>:0
  at Verse.Thing.Draw () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.Draw () [0x00000] in <filename unknown>:0
  at Verse.DynamicDrawManager.DrawDynamicThings () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Removed the corpse from the save so no harm  :)

junchan

Quote from: Kiame on November 22, 2017, 10:17:58 PM
Got a fun stack trace. Every time a corpse of a dragon girl is on screen it's repeated:




Full text:
Exception drawing Dragongirl_Corpse94093: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[Verse.BodyPartRecord].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at Verse.BodyDef.GetPartAtIndex (Int32 index) [0x00000] in <filename unknown>:0
  at Verse.Hediff.get_Part () [0x00000] in <filename unknown>:0
  at Verse.HediffSet.PartIsMissing (Verse.BodyPartRecord part) [0x00000] in <filename unknown>:0
  at Verse.HediffSet+<GetNotMissingParts>c__Iterator5.MoveNext () [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.Any[BodyPartRecord] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0
  at Verse.HediffSet.get_HasHead () [0x00000] in <filename unknown>:0
  at Verse.PawnRenderer.RenderPawnAt (Vector3 drawLoc) [0x00000] in <filename unknown>:0
  at Verse.Corpse.DrawAt (Vector3 drawLoc, Boolean flip) [0x00000] in <filename unknown>:0
  at Verse.Thing.Draw () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.Draw () [0x00000] in <filename unknown>:0
  at Verse.DynamicDrawManager.DrawDynamicThings () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Removed the corpse from the save so no harm  :)

Interesting.  I'll have to look in to this...

Kiame

I have not had a chance to try to reproduce the dragon girl corpse errors, the corpse was in bone form if it makes a difference

junchan

Quote from: Kiame on November 23, 2017, 04:36:16 PM
I have not had a chance to try to reproduce the dragon girl corpse errors, the corpse was in bone form if it makes a difference

Right... because I've tried to reproduce it but i've had no luck.

Fregrant

#147
Maybe it was some special corpse? Like missed head or something)
Looks like problem has relation to drawing and bodyparts.
Though did a quick test and cannot reproduce it.
Maybe just local-session engine error, once I got error spam from an extinguished fire.

Kiame

This might be a bug then with the base game. I remember too it was in a cave which i had not discovered until a year into the colony. I wonder if that has anything to do with it.

junchan

I've tried several ways to reproduce the error and I've had no success whatsoever so yes, it might just be base game/local session related, or, i don't want to be that guy, but it could also be your combination of mods, Kiame.  At the very least, i couldn't reproduce it with the vanilla MM or the custom one, either alone or with my particular combination of mods.  I tried different biomes (although not all of them) and i tried just using the dev tools to spawn 30 dragongirls onto the map, kill them and then just let all of them rot.  Still, if it happens again, please go ahead and post.