RimWorld

RimWorld

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ABF: Artificial Beings Framework
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Mod, 1.5, 1.6
File Size
Posted
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875.228 KB
Jul 7, 2024 @ 7:58am
Jul 27 @ 8:56am
18 Change Notes ( view )

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ABF: Artificial Beings Framework

Description
Artificial Beings Framework [ABF]

A framework using Harmony and Humanoid Alien Races (HAR) to allow for inorganic beings ranging from elementals and ethereals to constructs and robots. This frameworks is designed only for Humanlike or Animal intelligence pawns, and has neither functionality nor interaction with mechanoids.

This mod itself does very little except pave the way for other mods to have inorganic colonists. I use this in my own submods, such as Mechcloud Chemwalkers and a few other mods that will soon be released to steam. It is designed to be extensible and able to be worked with in xml, meaning other modders will be able to use it as well if they wish.

The successors to my other 1.4 mods are contained in the Synstructs collection.

Languages:
  • English (Primary)
  • Russian (LeonusDH on Discord)
Want to translate ABF to your own language? Submit a Pull Request on GitHub (accessible from the discord). I make no guarantees that languages besides English will have mistakes corrected in a timely manner.

Features:
  • Implementation of a system for inorganic Humanlike and Animal intelligence pawns, all from xml.
  • No content included in this mod - a framework that enables content but does not force anything onto players.
  • Reliance on mod extensions for extensibility and xml access.

Special Thanks
PlanetSat0rn for the ABF Thumbnail

Links:
12 Comments
Killathon  [author] Jul 26 @ 8:50am 
@Tairanos
Apologies for missing this - yes, that is normal. None of my mods have in-game settings, nor do I have any plans on making any. Everything I make is as exposed to XML - or gets worked on to try and make it exposed to XML. Making xml tweaks/patches is much easier than making solid, performant, stable mod settings.

@Rex705
That pertains to Synstructs more than it does ABF, but the answer should have come with the letter that appears when you build the synstruct - it contains comprehensive information about the next steps. In short, you need an artificer do a surgery operation to format them. Again, the letter should do a much better job of explaining than I can do in a steam comment.
Rex705 Jul 26 @ 8:00am 
I built a Simpleton but now he just lays there saying disabled and endlessly throwing the colonist needs rescue alert but i can't do anything with him. I don't get it.
Tairanos Jul 22 @ 3:56pm 
I can't find ABF or any of your mods on the Mod Options or XML extentions in-game, is it normal or am i having a bug? If normal, do you plan on adding options for altering mod parameters in the future?
Killathon  [author] Jul 21 @ 3:26pm 
Those were two terribly old harmony patches from a time when vanilla didn't account for it either. They have been refactored and the issue resolved on GitHub - the fix will likely make its way to Steam sometime this weekend alongside some other changes.
Side1iner Jul 21 @ 1:28pm 
@Killathon: You have errors in your 'ThoughtWorker_Precept_IdeoDiversity_Uniform_Patch' and 'ThoughtWorker_Precept_IdeoDiversity_Patch'. You have removed the !list .DevelopmentalStage.Baby() from the running logic.

That make colonies with intense bigotry mad to have babies, because babies don't have ANY ideo and since are counted as not-colony-ideo even though they shouldn't be (and they aren't in the vanilla code).

You should fix that!
Killathon  [author] Jul 18 @ 10:17am 
@IcyAuk
I missed this originally - that bug was fixed the morning that you posted that comment, so I'm guessing Steam simply hadn't updated your files. I'm also assuming that, by now, Steam would have figured out that it should update the files.

@shiva chirr
Nope. I will never port SkyMind to newer versions of the game.
shiva chirr Jul 18 @ 9:55am 
wondering if you planning to bring back the skymind stuff
IcyAuk Jul 13 @ 1:20pm 
My robots don't wake up even after I have restored their energy to 100%. How do I reactivate them?
AbitHigh Jul 2 @ 3:20pm 
aprreciate
Killathon  [author] Jun 27 @ 12:07pm 
All of my mods are functioning (seemingly) in 1.6 on my GitHub. I'm still actively pushing new commits to my mods to clean up code and implement a few features here and there, so it might be a little bit before they get here to steam. I'm hoping to have it all settled and somewhat well tested within the next week, though!