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[mod] Rimworld 1.3: Nephila Hyperpregnancy Race Mod


HiveBro

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Posted
1 hour ago, HiveBro said:

Ah, yes. It does do that. Hmm. Doesn't RJW have a surgery for reducing breast size?

 

No. Even if it did, the induced lactation never goes away, and even though my afflicted pawn has reached the maximum size, I periodically get notifications about their size increasing. If there were a surgery to reduce their size, I'd just have to keep redoing it over and over.

Posted

Hmm. The disease does go away over time, but it takes a very long time. I suppose I could either make a unique version that only lasts for a while or just remove the event from the biome (likely what I'll do for now). Will alter that for the next push to git.

Posted

In the description for the nephila maiden, it says that one can be made by implanting a cherubim core in a womb or when a woman contacts a conversion device. I'm going to assume the device is another way of saying nephila sickness, but what is the "core" thing? I made a maiden core, thinking that there would be a surgery bill or something, but no. I'll go out on a limb and assume that it references the cocooned one. Granted, Even if that's it, I think it would be a cool idea, forcing the transformation of pawns without having to rely on nephila animals going hostile.

 

Also, what is the room for error on treating the nephila sickness? My drow (one of my better pawns, a really good shot and decent at mining, animals, and medical) transformed, even though I had no shortage of medicine and a doc with greater than 10 skill (probably around 12 at the time). I miss having another combatant in my colony. 

 

And lastly, specifically for the mod author, why do you never quote when responding? Not to rag on ya or anything, but I usually only check the forums if I see a notification or get antsy. Again, not trying to insult or offend, but it does seem a little odd.

Posted

You can make Nephila Maiden's either by giving them Nephila Sickness (the conversion thinger) or by converting a humanoid corpse into a building that hatches into a new maiden (the womb being implanted with a core). In a perfect version of the mod, I'd have it so there was a building you put prisoners into and the prisoners occasionally lay maiden eggs, but my experiments with implementing that have proven less than successful so far. 

Posted
2 hours ago, HiveBro said:

or by converting a humanoid corpse into a building that hatches into a new maiden (the womb being implanted with a core).

How do you do this?

Posted
8 hours ago, Pantheress said:

How do you do this?

The author is referring to the cocooned one building. Gotta research two techs (one of them is advanced fabrication i think, and the other is the one with the heart monitor and hospital beds i think). Once you have both, you can build this thing called the pool of scintillating colors (no resources, instant build). You'll see the bills in there. In my experience, I was able to use humanoid, monstrous (cthulhu mod), and xenomorph corpses.

Posted

 

8 hours ago, Fumeknight79 said:

The author is referring to the cocooned one building. Gotta research two techs (one of them is advanced fabrication i think, and the other is the one with the heart monitor and hospital beds i think). Once you have both, you can build this thing called the pool of scintillating colors (no resources, instant build). You'll see the bills in there. In my experience, I was able to use humanoid, monstrous (cthulhu mod), and xenomorph corpses.

Neat. Thanks!

Posted

I really like the mod and plan to use it for all of my RJW-enabled colonies, but the technical issues put a damper on things at times. I'm using RimHUD, and I get this error message whenever I select a nephila pawn. Any ideas or suggestions?

 

EDIT: I should add that this only happens to NPC nephila. It works fine with nephila colonists.

 

[[RimHUD Auto-deactivation report]]
Object reference not set to an instance of an object

Stacktrace:
[Nephila: Object reference not set to an instance of an object]
  at Nephila.CompNephilaMilkableHumanoid.CompInspectStringExtra () [0x0001c] in <febd30cfca8b4ed4a96566528ef2eab3>:0
  at RimHUD.Data.Models.PawnModel+<>c.<GetCompInfo>b__126_0 (Verse.ThingComp comp) [0x00000] in <acbf51ee5bf74fd3add6ab50615e75fe>:0
  at System.Linq.Enumerable+SelectListIterator`2[TSource,TResult].MoveNext () [0x00048] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
  at System.Linq.Enumerable+WhereSelectEnumerableIterator`2[TSource,TResult].ToArray () [0x0003e] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
  at System.Linq.Enumerable.ToArray[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x0001f] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
  at RimHUD.Data.Models.PawnModel.GetCompInfo () [0x00077] in <acbf51ee5bf74fd3add6ab50615e75fe>:0
  at RimHUD.Data.Models.PawnModel.get_CompInfo () [0x00000] in <acbf51ee5bf74fd3add6ab50615e75fe>:0
  at RimHUD.Data.Models.HudModel+<>c.<.cctor>b__35_32 (RimHUD.Data.Models.PawnModel model) [0x00000] in <acbf51ee5bf74fd3add6ab50615e75fe>:0
  at RimHUD.Data.Models.HudModel.GetWidget (RimHUD.Data.Models.PawnModel model, System.String id, System.String defName) [0x00075] in <acbf51ee5bf74fd3add6ab50615e75fe>:0
  at RimHUD.Interface.HUD.HudElement.Build (RimHUD.Data.Models.PawnModel model) [0x0000d] in <acbf51ee5bf74fd3add6ab50615e75fe>:0
  at RimHUD.Interface.HUD.HudRow.Prepare (RimHUD.Data.Models.PawnModel model) [0x00034] in <acbf51ee5bf74fd3add6ab50615e75fe>:0
  at RimHUD.Interface.HUD.HudPanel+<>c__DisplayClass13_0.<Prepare>b__0 (RimHUD.Interface.HUD.HudRow row) [0x00000] in <acbf51ee5bf74fd3add6ab50615e75fe>:0
  at System.Linq.Enumerable+SelectArrayIterator`2[TSource,TResult].ToArray () [0x00012] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
  at System.Linq.Enumerable.ToArray[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x0001f] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
  at RimHUD.Interface.HUD.HudPanel.Prepare (RimHUD.Data.Models.PawnModel model) [0x00042] in <acbf51ee5bf74fd3add6ab50615e75fe>:0
  at RimHUD.Interface.HUD.HudHStack+<>c__DisplayClass5_0.<Prepare>b__0 (RimHUD.Interface.HUD.HudContainer container) [0x00000] in <acbf51ee5bf74fd3add6ab50615e75fe>:0
  at System.Linq.Enumerable+SelectArrayIterator`2[TSource,TResult].MoveNext () [0x0003a] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
  at System.Linq.Enumerable.Max (System.Collections.Generic.IEnumerable`1[T] source) [0x00056] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
  at RimHUD.Interface.HUD.HudHStack.Prepare (RimHUD.Data.Models.PawnModel model) [0x00041] in <acbf51ee5bf74fd3add6ab50615e75fe>:0
  at RimHUD.Interface.HUD.HudVStack.Prepare (RimHUD.Data.Models.PawnModel model) [0x00032] in <acbf51ee5bf74fd3add6ab50615e75fe>:0
  at RimHUD.Interface.HUD.HudLayout.Draw (UnityEngine.Rect rect, RimHUD.Data.Models.PawnModel model) [0x0004c] in <acbf51ee5bf74fd3add6ab50615e75fe>:0

Posted
9 hours ago, theblacksmith said:

I really like the mod and plan to use it for all of my RJW-enabled colonies, but the technical issues put a damper on things at times. I'm using RimHUD, and I get this error message whenever I select a nephila pawn. Any ideas or suggestions?

 

EDIT: I should add that this only happens to NPC nephila. It works fine with nephila colonists.

 

[[RimHUD Auto-deactivation report]]
Object reference not set to an instance of an object

Stacktrace:
[Nephila: Object reference not set to an instance of an object]
  at Nephila.CompNephilaMilkableHumanoid.CompInspectStringExtra () [0x0001c] in <febd30cfca8b4ed4a96566528ef2eab3>:0
  at RimHUD.Data.Models.PawnModel+<>c.<GetCompInfo>b__126_0 (Verse.ThingComp comp) [0x00000] in <acbf51ee5bf74fd3add6ab50615e75fe>:0
  at System.Linq.Enumerable+SelectListIterator`2[TSource,TResult].MoveNext () [0x00048] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
  at System.Linq.Enumerable+WhereSelectEnumerableIterator`2[TSource,TResult].ToArray () [0x0003e] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
  at System.Linq.Enumerable.ToArray[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x0001f] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
  at RimHUD.Data.Models.PawnModel.GetCompInfo () [0x00077] in <acbf51ee5bf74fd3add6ab50615e75fe>:0
  at RimHUD.Data.Models.PawnModel.get_CompInfo () [0x00000] in <acbf51ee5bf74fd3add6ab50615e75fe>:0
  at RimHUD.Data.Models.HudModel+<>c.<.cctor>b__35_32 (RimHUD.Data.Models.PawnModel model) [0x00000] in <acbf51ee5bf74fd3add6ab50615e75fe>:0
  at RimHUD.Data.Models.HudModel.GetWidget (RimHUD.Data.Models.PawnModel model, System.String id, System.String defName) [0x00075] in <acbf51ee5bf74fd3add6ab50615e75fe>:0
  at RimHUD.Interface.HUD.HudElement.Build (RimHUD.Data.Models.PawnModel model) [0x0000d] in <acbf51ee5bf74fd3add6ab50615e75fe>:0
  at RimHUD.Interface.HUD.HudRow.Prepare (RimHUD.Data.Models.PawnModel model) [0x00034] in <acbf51ee5bf74fd3add6ab50615e75fe>:0
  at RimHUD.Interface.HUD.HudPanel+<>c__DisplayClass13_0.<Prepare>b__0 (RimHUD.Interface.HUD.HudRow row) [0x00000] in <acbf51ee5bf74fd3add6ab50615e75fe>:0
  at System.Linq.Enumerable+SelectArrayIterator`2[TSource,TResult].ToArray () [0x00012] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
  at System.Linq.Enumerable.ToArray[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x0001f] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
  at RimHUD.Interface.HUD.HudPanel.Prepare (RimHUD.Data.Models.PawnModel model) [0x00042] in <acbf51ee5bf74fd3add6ab50615e75fe>:0
  at RimHUD.Interface.HUD.HudHStack+<>c__DisplayClass5_0.<Prepare>b__0 (RimHUD.Interface.HUD.HudContainer container) [0x00000] in <acbf51ee5bf74fd3add6ab50615e75fe>:0
  at System.Linq.Enumerable+SelectArrayIterator`2[TSource,TResult].MoveNext () [0x0003a] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
  at System.Linq.Enumerable.Max (System.Collections.Generic.IEnumerable`1[T] source) [0x00056] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
  at RimHUD.Interface.HUD.HudHStack.Prepare (RimHUD.Data.Models.PawnModel model) [0x00041] in <acbf51ee5bf74fd3add6ab50615e75fe>:0
  at RimHUD.Interface.HUD.HudVStack.Prepare (RimHUD.Data.Models.PawnModel model) [0x00032] in <acbf51ee5bf74fd3add6ab50615e75fe>:0
  at RimHUD.Interface.HUD.HudLayout.Draw (UnityEngine.Rect rect, RimHUD.Data.Models.PawnModel model) [0x0004c] in <acbf51ee5bf74fd3add6ab50615e75fe>:0

I believe i've encountered a similar bug like this in the past, that's exactly as you describe, where my Nephila Colonists are fine, while NPCs aren't, but this was quite some time, and versions, ago.
As I haven't encountered this bug anymore, I'd assume it was fixed in one of the more recent updates. I may be wrong, but nonetheless;
I'd recommend updating to the most recent version of this mod on HiveBro's Git, found here: https://gitgud.io/HiveBro/nephila-rjw/-/tree/master

Posted

So, I just accepted a quest from the Nephila Faction for my colony. It was a guest quest, but as soon as the ship dropped the nephila supplicant off, she ascended to handmaidenhood. This counted the quest as having failed, I lost five reputation, and now I have a new food sink. The odds of this is probably quite low, but still, this is problematic. Is there anything that can be done to fix this so it doesn't happen to me or another again? 

 

Also, do I need to wait for my Nephila matron to have her belly condition fully progress before I give her the angel's nectar? My handmaiden is going to ascend in about five days, so I wanted to know if I can just administer it as soon as she ascends or if I should wait. Also, should I wait to give her the nectar? Is there any advantages to having a matron over a grand matron, or is there any downsides other than movement and food that would make me want to hold off on creating my grand matron?

Posted

Hmm. Hadn't thought of the implications of that. I've done work to try to mitigate pawns being generated ready to transform in the past and nothing's worked (hospitality has some soft incompatibilities as a consequence), but I'll keep working on it. Pawn generations is kind've weird. Even when you think you've defined things perfectly, the game seems to throw out incorrect pawns regardless sometimes. That's why unisex races still sometimes generate members of the opposite sex.

Angel's nectar progression is all you need. Once the addiction has reached appropriate severity, the matron will transform.

Matrons are faster than Grand Matrons and can be made close to regular speed with the appropriate gear. They also have greatly reduced hunger compared to Grand Matrons and are the primary source of Nephila Seraphim, which are an easier early supply of the milk that you create Angel's Nectar from than Queen's Guard due to gestation rates. In my test games, I'll typically stick to letting Matrons with jobs that can be completed in a single room transform into Grand Matrons (so they can still work with their cripplingly slow movement speed). Matrons are mostly pawns with indoors-only jobs that still need to get around somewhat (chefs/multitasking crafters and some combat pawns). Handmaidens and below are for pawns that need to do gardening and the like, though real movement oriented jobs like mining tend to be reserved for non-nephila pawns and Queen's Guard.

Posted
46 minutes ago, HiveBro said:

Hmm. Hadn't thought of the implications of that. I've done work to try to mitigate pawns being generated ready to transform in the past and nothing's worked (hospitality has some soft incompatibilities as a consequence), but I'll keep working on it. Pawn generations is kind've weird. Even when you think you've defined things perfectly, the game seems to throw out incorrect pawns regardless sometimes. That's why unisex races still sometimes generate members of the opposite sex.

Angel's nectar progression is all you need. Once the addiction has reached appropriate severity, the matron will transform.

Matrons are faster than Grand Matrons and can be made close to regular speed with the appropriate gear. They also have greatly reduced hunger compared to Grand Matrons and are the primary source of Nephila Seraphim, which are an easier early supply of the milk that you create Angel's Nectar from than Queen's Guard due to gestation rates. In my test games, I'll typically stick to letting Matrons with jobs that can be completed in a single room transform into Grand Matrons (so they can still work with their cripplingly slow movement speed). Matrons are mostly pawns with indoors-only jobs that still need to get around somewhat (chefs/multitasking crafters and some combat pawns). Handmaidens and below are for pawns that need to do gardening and the like, though real movement oriented jobs like mining tend to be reserved for non-nephila pawns and Queen's Guard.

Thanks again. The milk source isn't a problem, so I guess I'll whip some of it up once she morphs. She's also one of my crafters, so I'll move her bedroom so it'll be closer to most of my workbenches, though unfortunately some them are a little distance away, like my drug lab being near my farms, but it should be well enough. I have other crafters. She does have some intelligence, so maybe i'll make her one of my researchers. I might find the difference in art style between the queens guard ad everything else to be a little jarring, but I look forward to seeing how they perform.

Posted

Queen's Guard are basically thrumbo that are smart enough to act like colonists. Can't wear anything but a single advanced and expensive armor piece, but have high innate resistance and health and are inclined to be combat beasts due to their backgrounds and innate states. Meant to be a sort of end game "reward" for getting through the bulk of the Nephila content (as it currently exists). Hope you enjoy them!

Posted

Ok. Are you supposed to KEEP feeding the matron the angel's nectar? 'Cause I'm currently feeling like you are supposed to keep feeding the matron the angel's nectar. Good thing I saved.

Posted
On 7/13/2020 at 7:51 AM, Fumeknight79 said:

Ok. Are you supposed to KEEP feeding the matron the angel's nectar? 'Cause I'm currently feeling like you are supposed to keep feeding the matron the angel's nectar. Good thing I saved.

After a bit of testing on my end, I can confidently say it is in your best interests to do so if you want your Grand Matron as soon as possible.
Giving Angel's Nectar to a Matron gives her a Hediff that at 100% severity turns the pawn into a Grand Matron, and continually feeding the Matron Angel's Cream advances the Hediff by roughly 6.5% per Angel's Nectar consumed, quickly allowing you to advance through the waiting you would otherwise have to endure.
I hope you're prepared for a Grand Matron by the way, they eat as much as about five pawns do in a single day, and I would highly recommend you equip them with a Nuclear Stomach and Circadian Assistant: so they eat far less food than they would normally, and so they don't starve themselves by simply sleeping.

Posted
7 hours ago, SCRUBLORDPICKLE said:

After a bit of testing on my end, I can confidently say it is in your best interests to do so if you want your Grand Matron as soon as possible.
Giving Angel's Nectar to a Matron gives her a Hediff that at 100% severity turns the pawn into a Grand Matron, and continually feeding the Matron Angel's Cream advances the Hediff by roughly 6.5% per Angel's Nectar consumed, quickly allowing you to advance through the waiting you would otherwise have to endure.
I hope you're prepared for a Grand Matron by the way, they eat as much as about five pawns do in a single day, and I would highly recommend you equip them with a Nuclear Stomach and Circadian Assistant: so they eat far less food than they would normally, and so they don't starve themselves by simply sleeping.

Yep. I just discovered that myself. Gonna have to get those two enhancements you talked about.

Posted

Finally got the RimHUD error to happen in one of my games. Took me a bit to recreate the error, as Nephila pawns from Factions don't cause the error, but Independent Nephila do.
Scrolling through past comments on this mod, someone else encountered this bug, but was informed by HiveBro that the error can simply be ignored, as it doesn't cause anything game breaking to occur past a simple annoyance.
So I guess I was wrong about the error being fixed in an update lol, my bad.

Hugs Log included, I tried to make it as short as possible by restarting my game, and causing the error as the first thing I did in-game, but it's still seventeen-and-a-half Miles long:
https://gist.github.com/HugsLibRecordKeeper/5f5da00e03fc56d4697070030ee2f118

NephilaRimHudError.png

Posted

Hmm. Okay. My guess from that additional context is that it has something to do with the way I set up milking and factions. Will see if I defined it needing specific factions somewhere. That actually helps a lot, thank you Scrublordpickle.

If it is an issue with that, I'd bet recruiting the pawn will make the error go away. Could you confirm that is the case?

Posted
9 hours ago, HiveBro said:

Hmm. Okay. My guess from that additional context is that it has something to do with the way I set up milking and factions. Will see if I defined it needing specific factions somewhere. That actually helps a lot, thank you Scrublordpickle.

If it is an issue with that, I'd bet recruiting the pawn will make the error go away. Could you confirm that is the case?

Recruitment does indeed immediately fix the issue. If I still had a save of just when she fell from the sky, it'd try other methods such as imprisoning her, but I wasn't thinking that long-term yesterday and saved after recruiting her.

Untitled.png

Posted

Alright, I'll see if I can work out what's going on, then. Might be a while before I can do much work on the mod, as I'm in the middle of job searching, but this'll help once I can finally get back to it. Thank you for your help.

Posted
Quote

Could not resolve cross-reference: No Verse.PawnCapacityDef named Reproduction found to give to Verse.PawnCapacityModifier Verse.PawnCapacityModifier
Verse.Log:Error(String, Boolean)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.<>c__DisplayClass15_1:<ResolveAllWantedCrossReferences>b__0(WantedRef)
Verse.<>c__DisplayClass6_1`1:<ParallelForEach>b__0(Object)
System.Threading.QueueUserWorkItemCallback:WaitCallback_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.QueueUserWorkItemCallback:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
System.Threading.ThreadPoolWorkQueue:Dispatch()
System.Threading._ThreadPoolWaitCallback:PerformWaitCallback()

 

I do get the following in the log, when starting the game after enabling this mod, but just to inform you. Latest version (from git) fixes this issue.

Posted

@rallyelgen: glad to hear the latest version fixed it. Was pretty sure I had resolved it, but wasn't sure. 

@fakje: I have some short term and long term plans, but it's on hold right now while I focus on looking for a job. Short term plans include bug fixing, balancing, and then updating the non-git versions of the mod. Long term plans include getting an in-depth quest system (with lewd oriented quests) working, setting up a final "win the game" quest where you core out the center of the rimworld to transform it into a life support system for a grand matron as she grows planet-sized (so one final transformation stage), and setting up an options menu for tweaking things like what sexes can be transformed by the disease. 

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