[1.3] Children and Pregnancy - v4.1.0

Started by GhostData, March 22, 2020, 04:32:51 PM

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Third_Of_Five

Quote from: Errant_Gunner on May 23, 2020, 07:29:15 PM
Currently having an issue with the "set up camp" mod. Brand new babies that are rescued and brought to the crib immediately remain downed on top of the crib location. If doctoring is set to priority number 1 the pawn will continually 'rescue' the downed pawn over and over again at a rate of one job per tick. Since the baby never leaves the 'wait_downed' state, they can't be fed, washed, or given water. This only occurs on camps, at permanent settlements the baby leaves the downed state when brought to the crib.

Caravan related stuff hasn't been worked on yet, we'll get to that. In the mean time I would not recommend bringing babies or pregnant colonists on caravans

Geese man

#181
Children with night owl trait are still scared of the dark, exactly the same as with the undergrounder trait before.

Third_Of_Five

Quote from: Geese man on May 24, 2020, 10:09:51 AM
Children with night owl trait are still scared of the dark, exactly the same as with the undergrounder trait.

iirc night owl isn't a genetically inheritable trait, so your child colonists shouldn't have that trait in the first place. Are you using the latest version?

Geese man

Quote from: Third_Of_Five on May 24, 2020, 10:18:30 AM
Quote from: Geese man on May 24, 2020, 10:09:51 AM
Children with night owl trait are still scared of the dark, exactly the same as with the undergrounder trait.

iirc night owl isn't a genetically inheritable trait, so your child colonists shouldn't have that trait in the first place. Are you using the latest version?

its not a child from pregnancy, she was one of the starters and other random generated children can also have the night owl trait.

Lenins Cat

My log is getting spammed by Pawns getting assigned to 10 jobs in 10 ticks
https://gist.github.com/d694f9db83905a389d701c7452e9051a
The job it keeps assigning is playing with the baby.

Third_Of_Five

#185
Quote from: Lenins Cat on May 24, 2020, 07:19:54 PM
My log is getting spammed by Pawns getting assigned to 10 jobs in 10 ticks
https://gist.github.com/d694f9db83905a389d701c7452e9051a
The job it keeps assigning is playing with the baby.

Does this bug show up in an unmodded save?
Also, try drafting the pawn to reset their tasks and then undraft them. It might be that this bug resulted from you exiting the game and reloading while the pawn was in the middle of a job, which I have experienced issues with in the past.

dusiiaczek

Quote from: Lenins Cat on May 24, 2020, 07:19:54 PM
My log is getting spammed by Pawns getting assigned to 10 jobs in 10 ticks
https://gist.github.com/d694f9db83905a389d701c7452e9051a
The job it keeps assigning is playing with the baby.

Its incompatibility with [D] Interests. When i removed Interests spam with ticks stopped. (It was funny time, had two babies, spam was so intense I couldn't play at x3 speed)

Geese man

The pregnancy duration settings are not functioning as it will always be 45 days.

Prisoners from other factions will get the +10 baby mood buff when a baby is born but the description says: "A child was born into our colony. How wonderful!" I assume this is not intended with that description?

And please change the miscarriage from starvation to be -26 because the the shitty AI will prioritize almost everything above eating then starving themselves whilst working or doing something recreational just long enough to miscarry  (when using nutrient paste dispensers so no meals in their inventory) It's really annoying to having to make sure pregnant colonists eat enough.

Midorihime

Could someone maybe offer some insight as to why I get this error?

Love: Invalid/No-opposite Gender. Pawn: Leonie 'Leonie' Leiva Partner: Manfera 'Richy' Kale
Verse.Log:Message(String, Boolean)
ChdLogger.ChdLogging:LogMessage(String)
Children.MorePawnUtilities:Loved(Pawn, Pawn, Boolean)
Children.JobDriver_Lovin_Patch:JobDriver_Lovin_Done(JobDriver_Lovin)
RimWorld.JobDriver_Lovin:DMD<DMD<GenerateRandomMinTicksToNextLovin_Patch1>?1424360320::GenerateRandomMinTicksToNextLovin_Patch1>(JobDriver_Lovin, Pawn)
RimWorld.JobDriver_Lovin:<MakeNewToils>b__11_4()
Verse.AI.Toil:Cleanup(Int32, JobDriver)
Verse.AI.JobDriver:DMD<DMD<Cleanup_Patch1>?636211200::Cleanup_Patch1>(JobDriver, JobCondition)
Verse.AI.Pawn_JobTracker:DMD<DMD<CleanupCurrentJob_Patch0>?1622310784::CleanupCurrentJob_Patch0>(Pawn_JobTracker, JobCondition, Boolean, Boolean, Boolean)
Verse.AI.Pawn_JobTracker:DMD<DMD<EndCurrentJob_Patch2>?-1528896000::EndCurrentJob_Patch2>(Pawn_JobTracker, JobCondition, Boolean, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:DMD<DMD<DriverTick_Patch1>?-592704000::DriverTick_Patch1>(JobDriver)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:DMD<DMD<Tick_Patch2>?-493317632::Tick_Patch2>(Pawn)
Verse.TickList:Tick()
Verse.TickManager:DMD<DMD<DoSingleTick_Patch1>?825686144::DoSingleTick_Patch1>(TickManager)
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


I have no idea what mod is causing my pawns to have invalid genders. I took out CE thinking it was the problem but turns out it wasn't. Here's a list of my mods:
https://i.imgur.com/zWqg36s.png
https://i.imgur.com/iCCTJ73.png
https://i.imgur.com/TiCyl0x.png
https://i.imgur.com/Hz7JqBI.png
https://i.imgur.com/5WaXrm5.png
https://i.imgur.com/wT7UJx5.png
https://i.imgur.com/8sQKPhd.png
https://i.imgur.com/yU79w6h.png
https://i.imgur.com/ypatiCN.png
https://i.imgur.com/tfDdxcw.png
https://i.imgur.com/MHzeOnL.png

I moved C&P to the bottom from the top as a 'just in case' but this error still persists.

sidfu

looks like alien babies dont get sized right. might want to check the children and babies one to see how he did the code for none humans. it shouldnt be much of a change

MissStrobo

error when used with Combat Extended

[Children_and_Pregnancy][ERR] Failed to apply Harmony patches for children.and.pregnancy. Exception was: HarmonyLib.HarmonyException: Patching exception in method System.Void Verse.Pawn_HealthTracker::CheckForStateChange(System.Nullable`1<Verse.DamageInfo> dinfo, Verse.Hediff hediff) ---> System.Exception: Wrong null argument: br NULL

IskeAhi

Hey man, great mod, really helps add some depth and longevity to the playthrough.

I am unfortunately having an issue with Android Tiers, I went through the thread to see if anybody else had and it seems like similar things had popped up before. My androids can work, but my human pawns keep dragging them to the charging station and 'playing' with them as if they were babies. Basically this causes an infinite loop where if I have a charging station built, the android is constantly being dragged off, meaning I cant repair them or charge their batteries.

malistaticy

Quote from: IskeAhi on May 28, 2020, 06:51:27 AM
My androids can work, but my human pawns keep dragging them to the charging station and 'playing' with them as if they were babies. Basically this causes an infinite loop where if I have a charging station built, the android is constantly being dragged off, meaning I cant repair them or charge their batteries.
a workaround is to turn off childcare on most of your pawns except any mothers you might have, and then put  those mothers in a restricted area where they can go anywhere except to the tiles surrounding your charge port
this mod doesnt play well with alien races yet

also, suggestion, it'd be nice if the Allowed Age Range scenario part was patched to allow younger pawns than 15

GhostData

#193
Sorry for infrequent updates, lots to do and little time to do it.
I am aware the existing version still has a lot of bugs, and will address the most grievous in the next release.

Finally working out the kinks with HAR's body addons. Since every body is different, I don't really have a way to do a one-size-fits-all scale adjustment for races that do not provide a specific def for these adjustments. I will probably also need a new way to identify body addons, as right now I believe part names are not unique, which won't work so great.

For now, something for the horror album, and another for the success album:



Edit:
Testing Orassan kittens:

GhostData

Version 3.0.0 released: https://gitlab.com/Tragix/children-and-pregnancy-collab/-/tags/v3.0.0
Consider this a development release, it may still have numerous problem - use at your own risk. Be sure to perform a clean install - completely delete the previous version and replace it with this one. This will not work with previous saves, but should(?) work on a clean save that has never used CNP.

This version is a rework of almost every age-based feature. We now use a def file to define how different races and ages should be treated by the mod. You will find that some settings have been removed and moved to the def file - these are settings that ought to be provided by the author of a race. Modifiers may be added at a later time to give the player some leverage. Most previously hard coded configs such as graphics and offsets are now configurable via the def file.

What this means: We have limited support for races using Humanoid Alien Races. As HAR allows for body addons, there is no way that I could identify to have a single catch-all configuration that correctly resizes and lines up every part for every race. As such, races that have additional body parts or special graphics will still need a def patch to look proper. Currently I have prepared defs for Ratkin and Orassan races for the proof of concept.

By default, lifecycle and pregnancy are disabled for races that do not sufficiently match humans. Right now, that means human-like intelligence, and precisely 5 life stages. Other races may be enabled by the user (restart after enabling,) but if the race doesn't have a sufficient def and cannot use the default def, you will see errors.

Since this change reworked so many features, it's probable that some of them are now broken or buggy. I have gone through the usual testing, but things always slip through the cracks. For example, I still can't figure out how to replicate the 10 jobs per tick bug reported previously.

I have also taken a stab at improving the performance of a few of the job drivers. There are probably a lot of performance tweaks that can be done in the rendering.
This should still work without HAR installed, but I have performed most testing with it enabled.

Let me know if there are issues. If there is a specific race you would like to see support for, let me know. I would much prefer race author's to provide the patch themselves as they care far more for their race than I do, but it only takes 1-2 hours to setup a basic patch so I'm not completely opposed to it. I'm also not an artist, so any new or modified graphics are out of the question.