RimWorld

RimWorld

Big and Small - Simply Robots
237 Comments
Luke TasRook Aug 20 @ 10:58am 
@RedMattis https://filebin.net/lwdicn0xn63ouppf It's from yesterday when I was going over it with ChatGPT. Bluebeta L89 was the name of the pawn before I renamed it to Rick 1.

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.
RedMattis  [author] Aug 20 @ 10:34am 
@Турбокишмиш
>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.
Luke TasRook Aug 19 @ 1:44pm 
It's also having issues with a lot of social mods that affect interactions between pawns. I sadly had to purify my colony of the synths and remove the mod.
Luke TasRook Aug 19 @ 3:21am 
The TV bots are so cute. Maybe you could add Dubs Bad Hygiene into the incompatibility list on this page though. It completely broke my tv bot when I recruited him until I looked into it.
Anker Aug 18 @ 3:18pm 
Converted an adbot, but noticed they were starving. Had to manually make them eat an android fuel. Let me see... Yes, android fuel is not automatically added to a food catagory. Had to manually make one.
粉红战车 Aug 17 @ 6:32am 
Can Androids only eat Android Fuel? I added a universal digestion gene to my Android, which allows my human colonists to eat Android Fuel, but it won't allow my Androids to eat human food. Oh, and I should check which mod the universal digestion gene came from first.
Турбокишмиш Aug 16 @ 1:21am 
Your like is a disgrace to my nuclear powered, skull-crushing servos endowed, bloodthirsty assaultron wife.
RedMattis  [author] Aug 6 @ 1:39pm 
@Maux
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
Azathoth Aug 6 @ 1:17pm 
Awesome thanks @RedMattis
Maux Aug 6 @ 6:57am 
@RedMattis
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.
RedMattis  [author] Aug 6 @ 5:30am 
@Maux
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.
Maux Aug 5 @ 9:51pm 
Hey there! I'm trying to make this mod compatible with one of my mods, and I was wondering if there is a way to reliably detect your robots by def?

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?
harhell Aug 2 @ 12:44am 
and how to create androids?
Azathoth Jul 28 @ 4:00pm 
Also the stack she was born with can't be removed
Azathoth Jul 28 @ 3:44pm 
nope it was the one I copied it reappeared and they stayed dead when I tried to revive
Azathoth Jul 28 @ 3:43pm 
there's also a second error that relates to altered carbon
Azathoth Jul 28 @ 3:41pm 
https://pastebin.com/zYu1e8iF this was the error
RedMattis  [author] Jul 27 @ 12:55am 
@Azathoth
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.
Azathoth Jul 26 @ 11:15pm 
I made a persona android and it died immediately
Yveren Jul 25 @ 11:25am 
is it possible to make your own robots with this mod?
Smiley Face Killer Jul 18 @ 10:19pm 
@BRSaura
Check the "Dubs Bad Hygiene Bug" Discussion for the fix, that's what I had to do
BRSaura Jul 18 @ 1:29am 
So I got one of the robots through a raid and for some reason it can eat normal food and has hygiene/bladder, is this a known issue? load order maybe?
Stepoid Jul 18 @ 12:42am 
Мои любимые андроиды, почему?.... Т3, кто тебя сделал таким? Каво надо в шелушильню посадить?
RedMattis  [author] Jul 17 @ 2:32pm 
@smiley Face Killer
Android fuel. Best made at the refinery, but failing that any cooking station will do, though quite inefficiently.

Made from wood or chemfuel.
Smiley Face Killer Jul 17 @ 1:53pm 
@PKPenguin
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
PKPenguin Jul 17 @ 2:08am 
I might have just high rolled grenadiers, there were like 5 or 6 of them which is a real problem when you can't knock them over quickly what with them not bleeding or feeling pain
RedMattis  [author] Jul 17 @ 12:46am 
@PKPenguin
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)
PKPenguin Jul 16 @ 11:18pm 
Works fine for me on 1.6 but god DAMN these are some of the most brutal raiders I've ever had. My colony is decently armed with charged munitions and recon armor but one raid from them wiped me immediately. Hydrogen bomb vs coughing baby type raid. I know they're robots but man they are insanely durable
Negada Jul 16 @ 6:45pm 
hey! v.1.6 Unfortunately it doesnt work for me, I tried to use it in dev mod, spawned different robots' xenotypes. They appear with red errors that go fast to 99+. When I turn on the time, error stops, but after a while the next robot I try to spawn freezes my game and I have to retsart it ( But the mod is amazing... I wish it could working
KahirDragoon Jul 12 @ 9:57am 
@RedMattis Was on 1.5. Good to know. Thanks for your work.
man of the void Jul 12 @ 8:17am 
hey Im dumb but just wondering can you make it so VRE androids can use the Tv head and body.
i vary much like the aesthetic but i also like how VRE androids work. signed a dumb a$$
RedMattis  [author] Jul 12 @ 6:57am 
@salt_babe
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. :)
RedMattis  [author] Jul 12 @ 6:53am 
@KahirDragoon
It is fixed in 1.6. 1.5 can get that error, but it is harmless.
salt_babe Jul 12 @ 6:49am 
Thanks for the quick response. There is a transport pod landed resulting a pawn that's a baseliner human.
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.
RedMattis  [author] Jul 12 @ 6:42am 
@KahirDragoon
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.
salt_babe Jul 12 @ 5:14am 
Maybe a bug?
Rogue android faction consists of 100% baseliner after Odyssey release.
KahirDragoon Jun 30 @ 4:38am 
Getting a red error on StartUp with only Simply Robots and dependencies loaded:

Could not resolve cross-reference: No RimWorld.XenotypeDef named BS_NanomachineVampire found to give to RimWorld.XenotypeChance RimWorld.XenotypeChance

Log [gist.github.com]
RedMattis  [author] Jun 29 @ 2:40pm 
@bdegenkolb4
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. :)
DG Noir Jun 29 @ 12:14pm 
I experienced a potential issue where robots still need food with nuclear stomach and are unaffected by the universal digestion gene from the genes mod.
Wraith_Magus Jun 25 @ 11:17am 
I'm having an odd bug. "The faction leader for Hypermedia is null." Apparently, garbage collection, which can't find a way to delete 50 long-butchered ibexes DID decide to cull the leader of the rogue android faction. I remember seeing them earlier in the game when I pulled up character editor, and there was definitely a name there (I think they were baseliners in spite of the faction.) Basically, there was a leader, but they're gone now. It seems like it messes up quests, too, because they would say stuff like "{leaderName}, the leader of {faction}, wants you to {quest}." Is there any way to force the spawning of a new leader?
Ersatz Jun 24 @ 7:55pm 
I agree with @ParasiticSquid that some cross-compatibility/integration between VRE androids and these would be very cool and welcome. especially seeing as VRE androids would represent a sort of mass-produced version of the synths that are here, and since they're from such different generations of machine them not having a lot of overlap in function would make a lot of sense, so less pressure to make the systems sync up or anything, just support eachother's existance within a run (maybe borrowing the seperate android gene system from VRE to avoid issues like @mrclumps8973 is getting with genes overlapping from machine to organic)

anyway very cool and cute mod, great work on the graphics everything looks really good!
mrclumps8973 Jun 18 @ 8:39pm 
So I'm not sure if it's the intended tell or not, but I've had many baseliner pawns spawn with the skin color genes for the robotic pawns, and at least from what I can tell they don't seem to be synths, so I was curious if that is potentially a gene spawning oversight
RedMattis  [author] Jun 17 @ 6:15am 
@ParasiticSquid
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.
wargentym Jun 16 @ 9:31am 
С каждым днем мы все дальше от бога...
ParasiticSquid Jun 11 @ 4:16am 
@RedMattis Really late since the last comment was in january but figured I would mention murder drones is on youtube, only eight episodes and a crap ton of plot holes or unexplained lore stuff but still enjoyable if you turn your brain off at times.

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?
bumrum May 13 @ 9:06pm 
... anyone make a skibidi toilet joke yet?
Greetings fellow gamer

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)
Pimp Lucius May 5 @ 9:05pm 
is there a way to resurrect ad-bots or enforcers once they're dead or are they just completely kaput?
Scionin May 4 @ 5:47pm 
Artificial Beings Framework?
Herotrax Apr 27 @ 9:25pm 
idk why, but i installed it and the robots dosent appear. idk why, i think its a bug or something