RimWorld

RimWorld

Children, school and learning
 This topic has been pinned, so it's probably important
Dylan  [developer] 20 Nov, 2018 @ 1:29pm
Troubleshooting & Bug reports
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Thaddeus 20 Nov, 2018 @ 1:55pm 
Here is the mod list, decending with Core at top:
Hugslib, JecsTolls, Humanoid Race Pack 2.0, Alien Children Compatabillity, Children School and Learning, Vulpine Race Pack, Dubs Mint Menues, Room Sense, Share the Load, (KV) More Trait Slots, (KV) Faction Control, Glitter Tech, More Furniture 1.0, Realistic Rooms, Colony Manager, EdB Prepare Carefully, Replace Stuff, Hospitallity, Dubs Bad Hygene, What the Hack?!, (T) More Floors, Psycology, (Ling) MoveSteamGeyser, Bioreactor, and last but not least, Questionable Ethics. Thanks for your help looking into this.
Dylan  [developer] 21 Nov, 2018 @ 11:03am 
Thanks!
Thaddeus 24 Nov, 2018 @ 10:56am 
I've discovered another issue with the mods. My first cub has reached the age where he's supposed to be able to learn/work, but he wont do either. The 'To young to work' trait is sticking around. I tried closing and reloading, and using the provided ingame editor tools to force another cub up to the approproate age. Same thing happend- Nothing. I appear to be stuck now with what will be fully grown fox cubs that are incapable of ever doing anything. Is there a way I can manually remove that trait?
This doesn't appear to be an issue with the human children though.
Dylan  [developer] 24 Nov, 2018 @ 11:26am 
Originally posted by Thaddeus:
Is there a way I can manually remove that trait?
This doesn't appear to be an issue with the human children though.

Sounds strange - maybe they have problematic life-stages (I have to look into it) - you can try to remove the trait (but I am not sure how exactly, I will add that it gets removed when you disable the option or something like that)
Dylan  [developer] 24 Nov, 2018 @ 12:00pm 
Originally posted by Thaddeus:
I've ...

I just did some quick tests with https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=947861311 and it seemed fine for me, they can work when they turn 4 years old (must be one of the mods blocking it - but that seems unlikely). I will look into updating the mod tomorrow to at least force the removal of the trait, when you disable that the young can't work - that should fix it for you.
Dylan  [developer] 25 Nov, 2018 @ 9:35am 
Ok, I just updated the mod. You should be able to save the game, disable the 'Young can't work'-option and load the game again and it should remove the trait.
Thaddeus 27 Nov, 2018 @ 1:52pm 
Thanks, it's all fixed!
Mordaedil 28 Nov, 2018 @ 7:44am 
Been playing thi with the Android mod and it works pretty well, in that androids can't have children, but one of the human settlers I got afterwards ended up suddenly being flagged as an android and can't have children anymore, despite her race being listed as "human".
Dylan  [developer] 28 Nov, 2018 @ 10:15am 
@Mordaedil - That indeed sounds strange and should of course not happen (I will check that stuff again). You might be able to switch the options 'Android allowed' and 'Droid allowed' save&reload and maybe that removes it from that human-colonist (and then turn it back again + save&reload) if that doesn't work / does not remove it - let me know.
Thaddeus 28 Nov, 2018 @ 1:17pm 
I have noticed that something similar, though only when using artificial impregantion. It seems like a random chance that any individual pregnant by procedure comes out as any other playable species. I've had human couples give birth to fennex and frijid cubs, as well as human ones. Is it possible to dictate, or to know ahead of time?
Dylan  [developer] 28 Nov, 2018 @ 1:50pm 
Originally posted by Thaddeus:
Is it possible to dictate, or to know ahead of time?

It should not happen at all, but sadly I wasn't able to have this happen myself - I have to do some more tests on it.
Mordaedil 28 Nov, 2018 @ 1:51pm 
Sadly, it seems to persist. I can play with androids as fertile meanwhile, but here's a screenshot of what is happening: https://steamuserimages-a.akamaihd.net/ugc/945090130134114047/BFBE9AE7A631188FCADD1B26155D0A2BB7FADC76/

It looks like it checks for the "Female android colonist" and concludes that the character is an android based on that, instead of "Female human".
Dylan  [developer] 28 Nov, 2018 @ 3:00pm 
Originally posted by Mordaedil:
It looks like it checks for the "Female android colonist" and concludes that the character is an android based on that, instead of "Female human".

Ah ok, yes that might be true - do you know where that title comes from? (I can't remember seeing more then 'male/female colonist' in my games even for alien races - accept if they are an android) [either way I should be able to fix that behavior with this info if it is indeed happening because of that]
Mordaedil 29 Nov, 2018 @ 7:43am 
It seemed to just come from humans joining my android colony after a bit. I also have only had it happen with the female colonists, the male colonist that joined has stayed the same so far, but that could be a coincidence.
Dylan  [developer] 8 Dec, 2018 @ 5:05pm 
Originally posted by Mordaedil:
It seemed to ..

I hope it's now finally fixed with the newest update
Last edited by Dylan; 8 Dec, 2018 @ 5:06pm
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