RimWorld

RimWorld

Ship Girl Race
Twoscythe  [developer] 21 Jul, 2021 @ 3:20pm
Bugs
Send me any bugs you find. Saves/error logs a major plus!

You can also find me on the Rimworld Discord or the Humanoid Alien Races Discord. We even have a #shipgirls channel on the HAR Discord, now!

I'm going to clean some of the older posts out of here periodically, just to keep the ongoing bugs easy for people to find.
Last edited by Twoscythe; 24 Aug, 2021 @ 11:43am
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Showing 1-15 of 51 comments
Twoscythe  [developer] 7 Aug, 2021 @ 2:41pm 
Vanilla Rimworld's way of rounding decimal values means that nothing can ever have a 0% chance of happening, which leads to things like races set to 0.00% chance of being male still being male .001% of the time. All mono-gender races have this problem.

My age generation curves should both top out at 100, so I'll need to take that apart to figure out what's going on. Were you running any mods that affect aging or pawn generation?

I didn't notice that the ranged stats were missing from the gun implants. I'll add some stuff to the descriptions. I'm constantly adjusting this stuff, but exposing it will make it easier for people to give feedback. I'll make a separate thread for feedback to keep things flowing smoothly.

In General:

Frag turrets perform similarly to explosive mortars, but with slow projectiles and burstfire. Proton bombs are their spacer tier upgrade.

Incendiary turrets do the same but for incendiary mortars. Plasma cannons are their spacer upgrade.

SAP and Railgun shells deal piercing damage.

Torpedoes deal blunt damage.

The laser weapons deal flame damage, and have a chance to set targets on fire.

Anti-aircraft guns and eye lasers have a very short effective range, and are meant to protect pawn from small melee threats, such as manhunter packs and summoned suicide bombers.

Heavier hulls give better protection in every category, but flame armor increases fastest, and blunt armor the slowest.

Keel armor buffs blunt armor especially well, so you can trade off your own torpedoes for better torpedo resistance, or just ditch both for a chompy robot shark mouth.
Regularity 7 Aug, 2021 @ 5:24pm 
Originally posted by Twoscythe:
My age generation curves should both top out at 100, so I'll need to take that apart to figure out what's going on. Were you running any mods that affect aging or pawn generation?

No. I have never seen this issue before, but thankfully I may have found the cause. Looking over my captured prisoners, I've noticed a pattern: All of the ones with the title/profession "Blood Shark Admiral" are unusually old. I have captured four, but they are aged 69, 106, 193, and 249; all the other prisoners from shipgirl factions (at least 30 of them) are less than 35 yrs old. So it seems the issue is clearly related to Blood Shark Admirals.

Other minor bugs:
Typo in the experimental engine's name.

Nuclear cola appears to be in the game files, but does not appear at biorefineries despite other colas being available there. Not sure if that's a bug, or just a work-in-progress thing you intentionally hid until it was ready.

Had a very faint transparent square floating over a pawn with space battleship rigging. (I tried removing all other shipgirl modules and clothing/equipment to make sure they weren't the cause.) https://imgur.com/a/qvBuVCG
Last edited by Regularity; 7 Aug, 2021 @ 10:15pm
Boviro 7 Aug, 2021 @ 5:45pm 
I'm having a really weird issue with the weapon hediffs disappearing. If I attempt to have one of the shipgirls fire their weapons, they go through the aiming process, then stop doing anything and don't fire. It they're then moved or undrafted, the hediff for the weapon that tried to be fired disappears. I have tried this on charged flak cannons and twin-linked railguns, with the same outcome on both. If I can read error logs properly, the shipgirl fails to tick once the aiming is complete, and once they are moved after the shipgirl stops aiming, the weapon hediff also fails to tick. Unmounting Yayo's Combat 3 doesn't seem to cause any difference. I am running the most up-to-date version of Rimworld 1.2.

Edit: Just realized I forgot to add the error logs
Pawn Tick Exception: https://imgur.com/a/UHeGyLd
Hediff Tick Exception: https://imgur.com/a/0CwITm8

EDIT: Something new to note. If said shipgirl gets into combat, they will freeze in place and not move, but also will not aim or attempt to fire. However, enemy shipgirls, at least those firing (HE shells, but I'm not totally sure) seem to function perfectly fine.
Last edited by Boviro; 7 Aug, 2021 @ 7:28pm
Regularity 7 Aug, 2021 @ 7:27pm 
Odd bug: Apparently this mod is creating some sort of terrain feature (like filth, rubble, trash, blood, vomit, etc) called ha_useless. It effectively projects light like a torch, but cannot be interacted with by pawns, requiring dev mode "destroy" command to actually remove.
Twoscythe  [developer] 7 Aug, 2021 @ 10:03pm 
I believe ha_useless is a depreciated system from the lights system put together by rpowell13. I'll have to sift out what is still spawning them.

I remember those Shark admirals, now. I can fix that when I get back home.

I'm still investigating what it is that causes the disappearing gun turrets for a subset of players. Does the issue occur in a new save without Yayo3, or only in saves that are, or previously had Yayo running?

Nuclear cola should be in-game, but it does require more researches than the others. Check your research tab to make sure you have everything.
Last edited by Twoscythe; 7 Aug, 2021 @ 10:05pm
Regularity 7 Aug, 2021 @ 11:33pm 
Concerning nuclear cola: I may have found the issue. Apparently it needed go-juice production. The reason I couldn't make it is because both the in-game recipe book (WikiRim) says it only need biofuel production. And searching the in-game research tree (using ResearchPal) for nuclear octane only ever brought up biofuel production. I don't know why it refused to reveal that go-juice production was required. Maybe it's the weird style line breaks you used in that specific recipe's code.

One other thing I've noticed. I have the more traits installed, which is set to allow 2-6 traits per pawn. However, I've been noticing ship girls spawn with an extremely high number of traits: 9-11 traits is not uncommon among them. This issue is unique to ship girls; no other faction or race has anything similar happen to them.
Boviro 7 Aug, 2021 @ 11:50pm 
I do believe I have figured out the issue for the disappearing weapons, at least in my case. For some reason, the Crysis Nanosuit mod that I have installed is causing at least some weapons in the Shipgirls mod to cause problems. I have no idea why these 2 mods specifically would clash, but somehow I believe it is due to them both using the bar of abilities at the bottom (I don't really know what it's called), as there is nothing in common other than that as far as I know. Also, at least in a new world, Yayo's Combat 3 does not seem to cause any issues regarding the Shipgirls mod.
Providence 8 Aug, 2021 @ 4:15am 
So, some things I've noted during my playthrough thus far,

-All manual fire modes take an incredibly long time to fire (beyond what is taken by firing them in combat, might be unintentional.

-After combat/when undrafted/when not actively firing, shipgirls will wait for the entirety of an accumulated cooldown to expire, or some similar effect. This leads to shipgirls being effectively broken for minutes on end after battles, but also means that they can spam all equipment at a pace that *probably* isn't intended. The capability to launch a few dozen torpedoes and HE shells every other second is pretty difficult to deal with, to say the least.

-Torpedoes (possibly other weapons) ignore shield belts entirely. Might be an issue with the modded ranged belts I'm using, but this is the first time I've seen something ignore them wholesale.

-No texture for hull refits.

-Triple torpedo launchers are misspelled as Tripple Torpedo Launchers when they're uninstalled.

-Dual slug cannons are named heavy rail cannons when attempting to remove them

-Seconding the mention of excessive traits and its uniqueness to shipgirls, both hatched and generated as NPCs.

-Shipgirls are getting half dozen/dozens of family members during raids/visitor events. Grandaunt/aunt/kin, and I've seen a few instances of creator-type relationships (Forgot the name right now), but pawns that created the girls don't actually receive those right now.

All around, this is a fantastic mod that I've been having a blast with, and I can't wait to see how it develops from here!
Twoscythe  [developer] 8 Aug, 2021 @ 9:47am 
Weapon Warm-up/Cool-down times: I have observed this behavior myself, on some occasions, but I have not yet isolated the cause. If you are having this issue, you insights/modlist are appreciated.

Extra Traits: Not a bug, but maybe a balance issue. HAR allows creators to specify how many random traits a race is assigned. Most folks leave this at the human default, but I opted to go big. Plus, many of their backstories can add even more traits. Ship girls are supposed to be quirky, unique, and psychologically unstable, to balance their immense firepower, and inability to receive certain negative traits. Mixing that with other mods that increase traits per pawn would certainly lead to some extreme personalities. (A soldier who can bullet punch through a stone wall seems good, until they decide to demolish the dining hall because you're out of booze.)

Family Relationships: Ships refer to either parent as a "Creator." Gatcha ships do not currently recognize their parents, but it's on the to-do list. Currently they are set to have a lot of sisters, which leads to very wide family trees. I might need to dial that back a bit.

Missing textures: Spacer and Ultra tech hulls do not have textures, yet. Yet.

Spelling/bad copypaste: Thank you everyone for the proofreading. I will get all of these corrected.

Nuclear Cola requirements: I'll add a not to the description listing the requirements. Displaying multiple research requirements might be a royalty-only thing. If that proves correct, I'll have to rethink/redesign some things for Vanilla-only play-throughs.

Crisis Nanosuits and disappearing turrets: I'll download that mod and try to reproduce this bug. Many thanks!
Providence 8 Aug, 2021 @ 11:30am 
Unfortunately, the weapon CD doesn't actually throw out errors for me, so I'm at somewhat of a loss as to why it might be happening. Here's my modlist though: https://gist.github.com/HugsLibRecordKeeper/b1df314c4899b10d011554dc8c828893.

It's long, unwieldy, and relatively prone to the occasional error and proper bug, so I'm not sure how much use it'll be to you. I'll try and keep a look out for any running themes when the weapon CD bug occurs, if nothing else.

Regardless, thank you for the insight on the additional quirks! The only reason I questioned it at all was because of pretty much the exact scenario you laid out: *incredibly* extreme personalities forming in all of my shipgirls. Mostly negative in terms of actual trait impact as well, but that's not exactly a problem on your end and mostly something provided by the handful of trait adding mods I've got installed. It makes much more sense now, so I'll probably ease up on my pruning of quirks with that thought in mind.

And, finally, for the family relationships thing, I'd say it could be dialed back a bit. Mostly because having one pawn get a dozen familial relationships in a single raid that then crush their morale is... rough, to say the least.
Twoscythe  [developer] 8 Aug, 2021 @ 12:28pm 
Yeah, lore-wise it doesn't really make sense for a girl to have sister ships spawning in rival factions, anyway. I might have to split sharks and outland/offworlder girls into different sub-races to enforce that. In the meantime, a lower sister change will help.

If you're running Ship Girls with Extra Traits, you might want to check out a mod called Bad Can Be Good, which lessens the impact of the traditionally negative traits, or gives them minor advantages, to lessen the sting. That might help you get the diverse and interesting personalities you want, without making them reliably homicidal.

Also, the bug affecting cooldowns seems to be impacting Ideology's social position abilities, such as the priest role's convert ability. You can machine gun spam convert attempts with no cooldown, so long as you don't interrupt the priest to do something else, at which point his ability cooldown kicks in. I think this might be a general issue with ability cast stances in PCF, and need to run more tests.
Providence 8 Aug, 2021 @ 12:32pm 
Y'know, I had a vague feeling it might have been something to do with PCF, but I wasn't confident enough in that hunch to mention anything. Still, I hope your tests give you some proper insight into how to deal with it all! And hey, thank you for the mod suggestion! I'll give it a look soon enough.
Twoscythe  [developer] 8 Aug, 2021 @ 1:24pm 
Okay, so 1.3 broke more of PCF than we thought. That's a problem, because Abraxis and I don't really have the time or skill to rebuild IndoOreno's PCF framework from scratch. That's why we use frameworks.

Ultimately, I think the solution is going to be Vanilla Expanded's MVCF.

I'll leave the old PCF implant definitions in place, but tag them as "May Require PCF," so that I can remove PCF from the required dependencies, without breaking saves.
Twoscythe  [developer] 11 Aug, 2021 @ 11:06am 
VE support is out! Whoo!
Assasinwar 11 Aug, 2021 @ 2:37pm 
so it seems the new update of this mod ... is causing all factions to only have 1 settlement no matter the settings for population etc.... mind you i am using a local (aka non steam ) rimworld atm so it may have been coupled with that rimworld update i seen on steam?

and it only started happening recently.... no idea what changed but all i did (as far as im aware) was update this mod and remove PCF ....

mind if it IS me lacking a rimworld update, then i can likely go get it etc without much hassle, but im reporting this and then heading to bed most likely... so ill try and remeber to update rimworld for this local copy and let you know how it go's after i wake up
Last edited by Assasinwar; 11 Aug, 2021 @ 2:39pm
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