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If we die, we die.
Please be aware that the HAR compatibility has only been extremely lightly tested for 1.6. Full testing is on my to do list but won't be immediate.
Thanks everyone for the patience and for the continued feedback!
@deltaplays010
Odyssey compat will be a second update, or multiple, after base 1.6 compat is done (which is nearly there, wooo!).
It'll be a little while because I'm prioritising finishing updating my other mods to 1.6 first. Odyssey patches for some of my other mods may also be higher priority if they actually break with Odyssey, rather than just wanting new features.
Vacsuits for babies is definitely going to be a thing. Vacuum-safe crib also sounds like a great idea, but will probably take more work (and therefore more time). I'll make other decisions after I've played about with Odyssey for a bit - but suggestions are always welcome!
Ah! I had not even considered what would happen if they aged up - yeah I'll patch that.
@1340815253
Yes absolutely, but Odyssey-specific patches will be after getting all my stuff updated to 1.6. ^_^
I may have forgotten to set the frequency of the undressing state back to a sane value after testing. Whoops. Should be fixed in the most recent commit.
I'll take a look at the refugee crash. That's not too far off the intended behaviour (although they should probably attempt to play, too), but if it's a small enough area to look and feel weird it does want taking a look at.
Crying and giggling should be equal rates at precisely 50% happiness. Crying is meant to be more common at low happiness than giggling is at high happiness, but I'll fiddle with the curve a bit because it may be increasing too sharply at only-a-bit-less-than 50% atm. (Hasn't changed from 1.5 as far as I can tell, but I think you're right about the tuning not being quite right.)
Thanks so much for taking the time to give feedback.
I'm running the 1.6 beta version and these are my general observations over the course of an hour or so:
Once they reach 30% learning manipulation hediff (the clumsy tier), toddler pawns are almost constantly going into the undressing mental state, sometimes as soon as an adult dresses them. It used to be in 1.5 that it would occur occasionally, instead of all the time. When they reach the "confident" state this stops, which I would suppose is intended behavior.
If the RefugeePodCrash_Baby event fires, the created pawn will walk to one spot on the map and patrol a very small area and do nothing else but eat or sleep. It's only those pawns that were created via the pod crash event where this occurs, but is easily reproducable.
The crying state also feels more common than giggling than it used to be at moderate happiness. I could also be remembering incorrectly.
I will look into fixing the compatibility, after the 1.6 update. And I'll make a note now about the load order for other people.
So do not bother with this, it's fine, just a thing to know!
I then reproduced that with a minimalistic modlist, with this order:
Harmony
Vanilla expanded framework
Alpha Genes
Toddlers
Realistic human sound
Without realistic human sound, everything works. With it, no toddlers.
So I guess you should also be able to reproduce that to understand what's going on!
If that's not enough tell me and I will provide logs etc
So this took me a while but I figured it was a conflicting mod, and I just found which one it is! I have 750 mods so it wasn't easy haha
=> realistic human sound :O - 2013191418 (the 1.5 version)
What I've tested: each time I started a new game, I gave a pawn the implanter gene, implanted a second pawn, then using dev tools I set the progression to 100%, so the baby gets "born" immediately. Then finally I used progress life stage.
I confirm in my entire modlist but without realistic human sound babies becomes toddlers. I also tried in my save and it worked too for new babies (sadly not for the one I spent all this time for haha).
Oh, and your modlist please (preferably either in xml - you can find it in Config/ModsConfig.xml in the same place as your Player.log, or an export from RimPy if you use that)
Having investigated the growth vat, it seems the only reason I said they don't gain xp was because I believed babies didn't either. I've only added onto the growth vat behaviour, anything it does in vanilla it should still also do, including giving xp to toddlers.
Curious. Can you send me the gene list and a log file from loading your save game (preferably hugslib)? Worst case scenario I might need to take a look at your save file.
(Also I won't get to it until after the 1.6 update, but I'm making steady progress through that.)
I'm on 1.5. The baby does not seem to have any genes impacting its aging, but it's a hybrid with a unique mix of genes due to the way the implanter works.
I'm not using HAR and just tried progress life stage => she became a child directly.
Hi. Are you on 1.5 still or the 1.6 beta? (It's not fully updated yet.)
That's a surprising problem, because the type of pregnancy shouldn't have anything to do with it. Is the baby otherwise human? Not a HAR race?
Do they age slower than a normal baby? Is 1 year 10 days the biological age, or the chronological time?
You can try (I advise saving first) the "T: Progress life stage" dev tool. See if it turns them into a toddler, or straight into a child. That will help me know where the problem might be.
On my latest playthrough I'm playing with Alpha Genes and especially parasitic stinger implanter: implant a host which will later "chestburst" into a baby.
I've made a baby like this and it's now 1 year and 10 days, still a baby and not a toddler. Looks like there's an issue :'(, I guess you check for normal pregnancies and not mod-weird induced babies?
There's no dev tool to force transform a baby into a toddler?
If you do help out, please be sure to let me know that you're using the pre-release 1.6 version when reporting your errors!
Perhaps because the original characters can change their body shape textures, for example, adults or children can change them to baby shape textures in the Character Editor. But when Kiiro Race changes its body shape in the Character Editor, the texture does not change, as if the body is a whole at each stage of life.
It does not work without Biotech. As far as I know it's not compatible with Babies & Children.
I've not tested so I don't know what will happen if you do run it without Biotech, but I suspect it will not be playable, from how much of the code is written with the assumption that Biotech is present.
i havbe the mod babies and children and school and learning
just asking cause chatgpt just said that you works without the DLC but without some option
ty for your reply
Yes, I will be updating to 1.6. Thanks!
Huh, could swear I tested that. I'll put it on the to-do list, thanks for the heads up.
The toddler life stage tries to get the picture automatically from the baby lifestage. I can take a look to see if my code is failing, but it may be that the milira race doesn't include a graphic for babies.
(You don't usually see the body graphic on babies -- only when they're dead, normally -- because of the swaddling. So not all race mods bother to include one.)
As far as I recall, babies don't either. If that's changed or I'm mis-remembering, I can alter it. Are you using any other mod that might change the growth vat behaviour?
Thank you for letting me know. If it crops up again, come back.
I remember you asking me for log or something >.<
Fixed, sorry about that.
@micizzle @Iceobeasty, anyone else experiencing the Tribal Gathering issue
I can't replicate this with just VFET and Toddlers, please supply a log. Preferably a full Hugslib log, at minimum the full error (including stacktrace)
I think it likely has something to do with a check VFE:Tribals makes since toddlers aren’t old enough to contribute, but they are selectable once they’re mobile.
Is it causing errors? I can look into patching it if it's causing an issue.
Agreed. Wild Child Rags is a good outer layer, but it's the only one I can think of off the top of my head.