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

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

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lilymortis

So, I got another trader (not devved in) and same thing, they are not leaving and starving despite having food with them.

Hydromancerx

#106
Quote from: lilymortis on January 20, 2017, 04:56:30 PM
So, I got another trader (not devved in) and same thing, they are not leaving and starving despite having food with them.

Ah so this is the mod that's is causing it! I did not know which one was.

I reported it here ...

https://ludeon.com/forums/index.php?topic=29761.0

I had tantrums too. What other mod are you guys using?

Thirite

Children and Pregnancy does not deal with mental breaks at all yet. Tantrums are from twoski's More Mental Breaks mod. The cause of traders/visitors not leaving and starving sounds like it might be my fault, but the tantrums are irrelevant.

lilymortis

https://gist.github.com/HugsLibRecordKeeper/90fd688b46cfd5607e95f616abce3e88  this is a list of mods and errors.  I think the tantrums are possibly from psychology, or a traits mod. I'm not running more mental breaks mod.

I got a baby!  :D

Hydromancerx

Yeah I am not using more mental breaks either (see my post before for my mods list). I do have psychology mod as well as the more traits mod.

I also had my first baby too. I cannot wait for there to be baby cribs. In the mean time since mine is a tribal level village I used the Rimkea tribal bed for the baby.

I also had an all kid raiding group (14, 11 and 6) I managed to capture and convert the 2 older ones but the 6 year old died. :( They had a pyre burial in the medieval mod's bonfire.

Thirite

@lilymortis
Yeah, from what I can read of those errors what's happening is the AI is failing to find a way off the map and therefore just waiting until they starve. Is everyone getting this error running Hospitality? Because the methods throwing the errors certainly aren't affected by Children & Pregnancy.

Hydromancerx

Yes i use Hospitality as well as this mod. I have only seen it happen with traders so far. I cannot confirm if visitors that stay in Hospitality beds also starve to death.

Thirite

If it is Hospitality at fault it would potentially affect all visitors/traders, not just ones staying at your hotel. I suspect it is Hospitality but I'll need to investigate.

Radijs

I'm not sure if it is ever going to be relevant. Once I installed a bionic arm (and leg) on a toddler she became capable of using drugs (smokeleaf) and started playing horseshoes. Which I hadn't seen other babies do up to that point.

Icefrenzy

Quote from: Thirite on January 20, 2017, 10:21:43 PM
If it is Hospitality at fault it would potentially affect all visitors/traders, not just ones staying at your hotel. I suspect it is Hospitality but I'll need to investigate.

Getting the same issue after installing this mod too.

Heres the log if anyone wants:
System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.AI.Group.LordToil_Travel.LordToilTick () [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Lord.LordTick () [0x00000] in <filename unknown>:0
  at Verse.AI.Group.LordManager.LordManagerTick () [0x00000] in <filename unknown>:0
  at Verse.Map.MapPostTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


I'll be trying to toil again at the source codes for Hospitality and this mod again later when I get more time.

lilymortis

My visitors are coming and going as normal. I requested a bulk trade caravan and two bulk traders from the same faction turned up at the same time.One stayed and starved, the other left. Then I got a combat trader turn up and behave normally. I'm going to try put this mod below hospitality and see if that works. I'll report back.

Radijis, I had a stoned 7 year old. I very quickly amended their drugs policy!

lilymortis

Moved this mod to below hospitality, came up with this error.

System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.AI.Group.Trigger_PawnCannotReachMapEdge.ActivateOn (Verse.AI.Group.Lord lord, TriggerSignal signal) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Transition.CheckSignal (Verse.AI.Group.Lord lord, TriggerSignal signal) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Lord.CheckTransitionOnSignal (TriggerSignal signal) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Lord.LordTick () [0x00000] in <filename unknown>:0
  at Verse.AI.Group.LordManager.LordManagerTick () [0x00000] in <filename unknown>:0
  at Verse.Map.MapPostTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()

Serfonz

#117
Made an account to do a bit of a bug report for you:

Im using the following mods(Listed in load order):
Core
Children and Pregnancy - Test Version
EdB Prepare Carefully
Tilled Soil
ED-Embrasures
Path Avoid
Efficient Light

----
I am getting the traders starving with food in their inventories, along with a few other weird weird bugs I've never seen before. I have run the above mod list for 5-10 playthroughs and never had any issues before installing "Children and Pregnancy - Test Version".

Caravans are starving standing outside the base
Some animals give 0 meat when butchered (Mainly Elk I think?)
Other strange glitches started happening after a baby was born when colonists would start just standing entirely stationary, or performing tasks unusually. (Building 1 wood wall at a time instead of bringing the mats for half the row). Colonists no longer eating for some reason and getting to the point I would have to force them to eat (right click consume) or they would happily stand around till they broke.

I'm not even sure how half of this would even be related to what the mod changes? :S

Unlike others I do not use Hospitality mod.

Edit:
Almost forgot, all 5 of my active colonists decided to stand inside my mortal shell room (2x2 space) 1 stood in the door way all cloudwatching..?

Tammabanana

#118
Quote from: Thirite on January 20, 2017, 10:21:43 PM
If it is Hospitality at fault it would potentially affect all visitors/traders, not just ones staying at your hotel. I suspect it is Hospitality but I'll need to investigate.

Are we talking about the visitors/traders not leaving issue? Hospitality isn't one of the mods I've been running.

I am using Psychology but not More Mental Breaks, so that's probably where her tantrum came from, then. Below, the mods I'm running in the current game. I cut out some that were running during my trader tantrum incident... Mo'Events, Additional Joy Objects, Crafting Hysteresis... things I like, but that I can live without fairly easily.

The "Initial Conditions" mods are WIPs I'm writing/remixing, XML-only, that add furniture/benches/recipes.

<li>Core</li>
<li>HugsLib</li>
<li>Prepare for Romance!</li>
<li>RomanceDiversified</li>
<li>Rumours And Deception</li>
<li>Rim Disorders</li>
<li>Initial Conditions #1: Subsistence</li>
<li>Initial Conditions #3: Homestead flavor</li>
<li>Wildlife Tab</li>
<li>Miniaturisation</li>
<li>Spoons Hair Mod</li>
<li>Nackblad Inc Rimhair</li>
<li>Rimsenal - Rimhair</li>
<li>Xeva's Rimhair (A14, A15, A16)</li>
<li>[A16] Kitchen Counter and other shelves</li>
<li>RimFridge</li>
<li>The Mad Rabbits of Caerbannog</li>
<li>Taiga Creatures</li>
<li>Dubs Skylight</li>
<li>CaravanSpot</li>
<li>No Raid Storyteller</li>
<li>Garden Resources a16</li>
<li>Travel rations: MREs</li>
<li>ExtendedStorage</li>
<li>Psychology</li>
<li>Children and Pregnancy - TestVersion</li>


I think I've had a trader die, but from mysterious causes. I didn't see what happened, but I caught one of the kids with a Chemical Interest tipping a bottle of beer. Where did you get that? And I saw another colonist carrying some Yayo, which I'm not farming and I'm pretty sure I saw in the contents of a trader's gear. That trader was solo; I can't find his skeleton on the map, so I don't know if he was eaten by one of the hungry bears outside the wall, or if maybe he never left and starved... and then the bears ate his body?

Anyway, I'm pretty sure that, using the above modlist, that one trader never made it off the map... but I can't confirm why. I can't remember if he showed up during my afternoon playsession (whose output_log is overwritten by now), or my evening one (attached). The evening one seems to reflect a lot of issues with "Could not resolve reference to object with loadID Thing_Human3172 of type Verse.Pawn." early on., and a lot of "Pawn Fumiko has relation "ExSpouse" with null pawn after loading. This means that we forgot to serialize pawns somewhere" later. But apparently nobody failing to make it off the map in the evening play session.

I don't recognize a lot of the pawn names - Fox was from a group of visitors/traders. (Not sure if they were still on the map when I logged off or not.) Young and Meadows are the last names of my families. Oh - in the save file, "Patty" is turning up as "Patty Meadows", "Mark" as "Mark Young"... save file is too big for here, I'll find a place to upload it.

I downloaded Children version b when I started this save yesterday.

More update: Save, output_log, and WIP mods at https://github.com/Tammabanana/Miscellaneous-logs/tree/master/ChildrenMod%20test%201-20-2017

[attachment deleted by admin due to age]
Tam's tiny mods: forum thread: Kitchen Counters and other shelving *** Smoked meat *** Travel rations: MREs *** Pygmy Muffalo

Thirite

Well I guess I can't really blame another mod for this LordToil error anymore, though I can't imagine why my mod is causing it. Fug.

@Radijs
Haha, yeah I've since fixed that too. I made the mistake of using an offset of -1 to disable manipulation rather than using setMax 0.