[1.0] Children and Pregnancy - v0.5b (2019/Feb/25)

Started by Thirite, December 27, 2016, 09:06:22 PM

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Lennbolt7

Stupid question, but is there any chance for some sort of patch for alien framework?

Thirite

It's entirely possible but not something I'm going to worry about for now.

XeoNovaDan

Any chance that this will be addressed in the future? As interesting as it is for a young 5 year old to be capturing a 42 year old man, it defies the laws of gravy (yes, gravy is the new physics)


Thirite

New testing release. I didn't have much time tonight, but I should have fixed the error caused after two pawns have some adult fun. Women should get properly pregnant now. Available in the OP as usual.

Quote from: XeoNovaDan on January 18, 2017, 03:14:57 AM
...
Hah! Well, I could probably make it so children can't haul colonists (unless the colonist is also a child) by detouring whatever methods govern the action. Same way I detoured the methods for wearing clothes to disable toddlers from equipping gear, I suppose. But to be fair.

XeoNovaDan

RimWorld logic in a nutshell!
Lilu's first shot was on poor Freckles' head... she's okay though. Freckles and Ceti beat Fox up though. Imagine that comic but with Lilu instead of whatshisface, and her with the rifle on her back which is probably bigger than she is (I've seen quite a few of those comics on Reddit, but can't keep track of the character names for the life of me)

Arigas

And now to bring the sound of small children playing to my temple :D

ajaviide

#81
Finally!
I can start making clans and stuff now :D Eugenics , breeding etc (more like in Dune not nazis he he)

Little bit sad it does not work with facial stuff, but its kinda buggy  anyway, good reason for me not to use it anymore :D
(i just loved the beards and hair not dissapearing with helmets on.

But this it totally worth it!

Im going to test it now , just had an random idea maybe at some point ,it would be cool to add family trees, similar like you have in sims :)
Tywm for your hard work .

off topic: i saw a mod that hides helmets only in colonist bar, but i dont rembemer the name because i never used it, anyone could tell me?

Cassiopea

I started anew with the fixed version and I just had the first successful pregnancy, followed by a breakup...  ::) 
I think you should change the pregnancy warning to a blue message instead of a yellow warning for future releases. It's a happy event generally speaking.

On the other hand, I have a lot of warnings and oddities concerning discarded pawns. The first ones occurred at world generation and then at events where pawns are generated (escape pods, raids and so on).
Tried to pass a discarded pawn Salt to world with discardMode=Keep. Discarded pawns should never be stored in WorldPawns.

Tried to pass a discarded pawn Marjot to world with discardMode=Keep. Discarded pawns should never be stored in WorldPawns.

Warning during generating pawn relations for mercenary slasher: Pawn Maverick is discarded, yet he was yielded by PawnUtility. Discarding a pawn means that he is no longer managed by anything.

That being said, I run a heavily modded game so do take the report with a grain of salt. ^^"  The complete log is here.

Finally, are there any checks to prevent raids for spawning children? So far, I had two raids where the game generated a child and in both cases, said child was a naked dead corpse. Maverick, referenced in the code above, was one of them.

Quoteoff topic: i saw a mod that hides helmets only in colonist bar, but i dont rembemer the name because i never used it, anyone could tell me?
A world without hat perhaps?

ajaviide


Thirite

@ajaviide:
Well, the children mod has an integrated version of my BeardMod I made for Spoonshortage and Nackblad's hair mods. Though I don't think they've updated their mods to support the new feature yet.

@Cassiopea:
Strange. I suspect they're getting treated as stillborn on generation for whatever reason. I had child raiders/visitors working fine before, but I've meddled with the generation code a bit since. I'll have to look over it. Not that children raiders should be appearing anyways, but I've yet to disable that.

Cassiopea

#85
I've noticed that tribal raids spawn children without issues. They have a loadout, are healthy and ready to smash the doors. I guess some other mod is conflicting when it's a pirate group. I'll do further testing with different load orders and see if I can isolate the issue.

And, OMAGOD Ana is born!
The birth was performed rather poorly as the mother was the only real medic, I love how you accounted for that by having a pregnancy tear.

Do you assign the newborn's last name based on the first name of the pawn who delivered the baby?

Thirite

#86
Congrats! I'm not too happy with the code for delivering babies since I haven't figured out how to query the quality of the tending done... so for now pregnancy tears are just random (I plan to make that randomness weighted by quality of care)! Just figured it out

The newborn's last name is derived typically from the father, but defaults to the mother's if for whatever reason a father doesn't exist *cough* devcheats *cough*

ajaviide

Oh really cool .
I havent noticed it here earlier , bookmarked it, going to try it later. It does exactly that what i liked most about facial stuff but without clutter :)

Exortus

Hi,
I run the mod on an otherwise unmodded steam game. I loaded the mod on an ongoing colony (9 years). The pregancy feature seems to be working fine so far (3 pregnant women), but I have noticed several oddities:

-As others have already said pirates spawning with dead children. I have also noticed this with traders.
-Parts of the game getting stuck: Traders and passersby never leaving, parties never ending, raiders never fleeing, raider structure blueprints not disappearing.

Important info: I am running two colonies simultaneously (2 maps, same game) currently, only noticed these bugs on the second colony so far, but I have only played a few hours with the mod.

Thirite

Thanks for the report. I'm fairly certain raider blueprints not disappearing is a vanilla bug as I remember it happening multiple times in A15 (before I started work on this mod). Strange about things getting stuck though. I experienced a weird "bug" where my colonists would just stay perfectly still for hours with action description "standing". Might have something to do with the detours I've made for wearing apparel.

Raiders spawning dead children is definitely related to the pawn generation detours and something I'm trying to find the cause of.