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The error is Ref 6AE662E6. It started ticking like crazy at the end of the log. I tried removing Positive Connections mod due to it after that but it started ticking again with the same error on reloading the save, just with RimPsyche that time.
Maybe it's just my bloated modlist, World Tech level is wreaking havoc on my log.
>w<
@粉红战车
I think this should work as you asked for on the latest version. Previously only bionic stomachs changed their diets.
@Anker
Hm... that's a new one. I think it should be toggled by default. That said, it could certainly benefit from being in its own category.
@Luke TasRook
I'll look into the Dub's Hygiene thing. It used to work on 1.5, but perhaps it broke again.
What is the issue with social mods exactly? If you have a log with the errors I can have a look.
As a side note, if you want to force-swap a robot to a human (or any other race) there is a Big & Small dev command for that. Saves you having to delete pawns if things aren't working out.
Thanks, I'm happy you like them! :D
As for the modExtension, It is in BS_BaseRobotHumanoid and similar. I've coded my modextension loading so it can load any number of the same "BigAndSmall.PawnExtension" from the same pawn and simply checks all of them. (iirc. vanilla just fetches the most recent one).
In the case of tags is "isMechanical" I simply check if it is true in _any_ pawnExtensions in the inheritance structure.
If you search my framework mod using something like VSC you'll see ""isMechanical>true</isMechanical>" in 3 different hediffs. Two for mechanical humanlikes, and 1 for mechanoids-made sapient.
For example: BigSmall_Framework\1.6\SimplyRaces\Defs\Abstract\RobotBasic\RaceTracker_BaseMech.xml
Ah, I can see the defs have RaceExtension, and the RaceExtension has <raceHediff>, and going in the raceHediff (BS_TVAndroid for example), I see it has BigAndSmall.PawnExtension. (wow this is very in-depth.)
But the BigAndSmall.PawnExtension doesn't seem to have isMechanical specified. Does isMechanical's value defaults to true in BigAndSmall.PawnExtension?
Also... I think I might just hardcode the defnames if there isn't a good indicator. So far I found these:
BS_CommandoBot
BS_CommandoBot_NonSapient
BS_CommandoBotPersona
BS_SynthRace
BS_TVAndroid
BS_TVAndroid_Sapient
Hopefully these would cover all the mechanical life forms?
+) Shamelessly using this chance of communication to tell you I love how creative you are with your mods, especially all the clever mechanics that can change gameplay (I friggin love mimic's mechanics). Sending you love.
If you don't mind checking mod extensions they do have a `isMechanical=true` in a pawnExtension, typically on a hediff.
E.g.
<li Class="BigAndSmall.PawnExtension">
<isMechanical>true</isMechanical>
</li>
I might be able to see about exposing something easier though...
@Azathoth
I've talked to Helixien, and I think there is a fix on the way.
Normally I filter out mechanical lifeforms with def.race.isFlesh==false, but it seems you use isFlesh as true. So I was wondering if there was other particularity that I could look for maybe, and use it to filter your mechs out?
Did you get any errors in the log? It sounds like a potential mod conflict.
@Yveren
Yes, some of the robots can be directly crafted. You can also convert colonists to some types of robots.
@BRSaura
Synths can do that, but most of the other robots can't.
As for the Dub's stuff. I did patch that away before, but I suspect the patches broke/disconnected when 1.6 was released, or perhaps an update from Dub's side.
Check the "Dubs Bad Hygiene Bug" Discussion for the fix, that's what I had to do
Android fuel. Best made at the refinery, but failing that any cooking station will do, though quite inefficiently.
Made from wood or chemfuel.
You can always use Combat Readiness Check continued by Mlie to tweak raid stuff if you need to.
@RedMattis
I had an Erratic Ad Bot join me, but like it just keeps constantly puking. Is that expected because it's erratic or is something funky going on
They should show up in a fair bit lower numbers than outlanders, but I'll look over the values.
Do keep in mind that especially when playing with a storyteller like Randy Random the raid sizes can vary from 0.5 to x2 or more when considering adaption factor, quest factors, and randy's random multiplier to raid size.
@Negada
You'll need to link to the play log file.
I'd suggest trying to verify files though, often the issue is simply mods being out of date (happens very very often that Steam Workshop messes up)
i vary much like the aesthetic but i also like how VRE androids work. signed a dumb a$$
That is an oversight on my part. I've submitted a change now so the the faction so any non-standard-pawnkinds faction will be (Erratic) Ad-bots or Steel Enforcers. :)
It is fixed in 1.6. 1.5 can get that error, but it is harmless.
Not a big issue. Just want to let you know that if it's related to the hospitality problem though I am not using hospitality. Great mods as always.
Is this on 1.6? The error is harmless, but it shouldn't occur because the MayRequire checks both for Simple Androids and Big & Small Genes.
@salt_babe
Not a bug, they are defined on their pawnkinds instead.
I did hear hospitality and the like could have issues with this though, so I'll see about setting xenotypes on the faction when Biotech is enabled.
Rogue android faction consists of 100% baseliner after Odyssey release.
Could not resolve cross-reference: No RimWorld.XenotypeDef named BS_NanomachineVampire found to give to RimWorld.XenotypeChance RimWorld.XenotypeChance
Log [gist.github.com]
1.5 or 1.6? The system has been modified a bit in the latter.
@Wraith_Magus
I doubt the leader getting culled is related to this mod itself, it likely has more to do with whatever decided to yeet a faction leader.
@Ersatz
We'll see. Maybe in the future. :)
anyway very cool and cute mod, great work on the graphics everything looks really good!
It would probably be doable to make some human -> VRE Android conversion. I've not looked into the specifics though. VRE Androids are a bit special in their implementation.
@Official| TheWhiteHattedGamer
I think I use RimHUD most of the time myself.
@Herotrax
They should appear as raiders their unique faction, or created via crafting or surgery you perform yourself.
@Pimp Lucius
I've not added any extra-cheap-resurrection methods for them (as Android Tiers had). I've pondered it, but not sure if it is a good idea.
Now onto the main reason I commented again: Does this have any compatibility with VRE androids? Like, can we use the android conversion to turn pawns into androids from VRE or are they both stand alone systems that are mutually exclusive and don't interact with each other?
So I have this bug where when viewing the giant robots by clicking on them, if I have portraits of the rim enabled then the colonist UI dissapears, im not sure if its an issue with POTR or RIMHUD but it causes the menu to dissapear with the buttons along the top to remain (social, health, gear, etc)