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RimWorld

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ABF: Synstructs Core
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Mod, 1.5, 1.6
File Size
Posted
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2.408 MB
Jul 13, 2024 @ 9:50am
Aug 2 @ 4:09pm
14 Change Notes ( view )

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ABF: Synstructs Core

In 1 collection by Killathon
Synstructs
5 items
Description
Synstructs Core [ABF:SC]

A framework using Artificial Beings Framework (ABF) to implement all the core features necessary to have Synstruct races: An advanced set of synthetic beings that have created a culture all of their own and that have long since integrated into humanity's norms. This framework contains all of the core content and abstract information necessary to for sub mods to implement individual races and mechanics. This mod does not contain any races itself.

Languages:
  • English (Primary)
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:
This mod contains content that is shared between the various types of synstructs, including:
  • Basic backstories for all kinds of player synstructs
  • Body part definitions used by submods to lay out their races' body types.
  • Directives that reprogrammable synstructs can have implemented to enhance their capabilities.
  • Drug-like items that synstructs can use for temporary buffs. Other races cannot use them.
  • Implants ranging from part upgrades to implants to whole new chassis and frame replacements.
  • Hediffs unique to synstructs that replace vanilla hediffs like hypothermia or heatstroke.
  • Researches necessary to unlock general features in its own research tree.
  • An event that can fire for synstructs where they will ask for permission to change their personality slightly from time to time.
  • Abstract information defined for all synstruct humanlike and animal pawns to use.
  • Unique thoughts for synstructs.
  • A mechanic called Coherence that requires synstructs to meditate on a semi-regular basis to maintain a stable, healthy, happy existence.
  • Various items to repair, improve, or otherwise be used by synstructs.
  • Reliance on mod extensions for extensibility and xml access.

Synstructs have a number of unique features that should be kept in mind, including:
  • An energy requirement.
    • Synstructs can charge from beamcoils passively or from enervoirs actively.
    • Synstructs cannot consume or use food for energy in any way.
    • How much energy a Synstruct needs depends greatly on its model, implants, and various effects. They do not need energy while they are incapacitated or unconscious for any reason.
    • In a pinch, Synstructs can consume chemfuel to restore their energy need - useful for caravans or when the power is out. This will likely be replaced with a custom item or mechanic in the future.
  • A need for coolant and lubricant in order to keep fully operational.
    • Both coolant and lubricant come in packs, manufacturable from the drug lab or en masse at the biofuel refinery. It requires neutroamine and chemfuel to produce.
    • Coolant is strictly necessary to keep operating. While most synstructs only need to be topped up every year or so, they will rapidly enter a comatose state if not supplied.
    • Lubricant is a helpful but non-essential chemical for them. It must be refilled roughly every quadrum, and synstructs who run out will suffer mild penalties.
    • Each race has different needs. Some synstructs may not need one or both. Some synstructs require a vast amount to keep running.
  • A need to run self-maintenance cycles in order to keep a coherent existence.
    • Synstructs will build coherence whenever they are idle or when the need is lower than the target threshold and they are not preoccupied with high priority work tasks. They will not build coherence in the work time assignment unless they are idle. They will prioritize building coherence if in the meditate (Royalty DLC) or sleep time assignments.
    • Synstructs will prefer to build coherence at a designated spot or in their room, if they have either.
    • Synstructs will have a higher mood when at high average coherence, and a poorer mood at low average coherence. This is affected by certain traits.
    • Random positive or negative effects can occur depending on the synstruct's coherence, ranging from critical errors to powerful optimizations.
    • Many synstructs will be better off maintaining a middle-of-the-road approach to their coherence than trying to always maximize it.
  • An aversion to Archotechnology due to being spurned by the great powers that they are not subject to.
    • Synstructs have no psychic sensitivity and no organic matter with which to interface with Psylinks, Mechlinks, or other psychic implements.
    • Designed and crafted by human researchers with no working understanding of how psychic powers work, synstructs are immune to most such phenomena.
    • Archotech implants and upgrades will resist being used by synstructs, and will deeply unsettle them.
  • The restriction that only repair stims can be used to repair synstructs, as normal medicine does not work. Some synstructs may even require higher grade repair stims.
  • The ability to be revived by restruct kits that are manufacturable, rather than mech serum. Make sure to use the correct kit on the correct kind of synstruct.
  • The ability to be configured as drones, reprogrammable drones, or sapient individuals. Simple surgical operations can change their state - but know that stripping a synstruct of its sapience is murder!

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54 Comments
Obie 5 hours ago 
After several hours, I have discovered if I manually order the drone to rest until healed *while unpaused* the surgery can be completed. I have no explanation for why that might be.
Obie 5 hours ago 
All of these conditions are met. I can only assume I have a mod conflict of some kind, I've spent a couple of hours trying to figure it out but I'm giving up for now. I'll report back if I discover anything.
Killathon  [author] 11 hours ago 
Check to make sure you have repair stims (not normal medicine!) available, that the drone can have those repair stims used on them, a colonist assigned to the Artificer work type, and the same conditions you'd keep in mind for doctors: can they reach them, is the area allowed, can they reach the stims, are those stims reserved by others for some reason or another, etc.
Obie 12 hours ago 
I'm attempting to reprogram my first re-programmable simpleton, the option is grayed out and says 'Cannot operate: Drone not ready for surgery'. Is there a specific furniture or production item I need somewhere?
Killathon  [author] 15 hours ago 
Yes! All synstructs should have a surgery recipe (free) that allows you to open a UI to select their paint color. Sapient synstructs will have a tiny mood bonus if they are painted their favorite color. Where the color appears on the race depends on its art assets, which, I admit, is outside of my control as those are all donated assets. I can't help with making all parts of them colorable or picking which parts are colored what, unfortunately, as I have the art work type disabled myself.
WangTangMcgee Aug 2 @ 12:06am 
Anyway to make the androids a certain colour?
Killathon  [author] Jul 31 @ 7:39am 
Ah... it appears that CE had some XML patches for compatibility with my races that I was not aware of. Synstructs no longer have fingers defined in their body def as of 1.6, and it appears these patches are looking for the fingers which no longer exist. I don't know why they were looking for the fingers in particular, admittedly, but they certainly won't find them now.

Nothing much I can do from my end - these are xml patches coming from CE. I don't use CE myself, so cannot say why they would need this patch in the first place.
DeBoet Jul 30 @ 4:35pm 
That's just one of the dozen errors, I suppose there's one for each synstruct, if that needed to be clarified
DeBoet Jul 30 @ 4:34pm 
Heya! I have a small question, is this/these mods compatible with Combat Extended (continued)?
My log shows a bunch of errors, and while there don't seem to be any issues (and I ignore these warnings without issue), maybe there's something compatibility wise you can do.
If these aren't important or have any ill effects feel free to ignore :)


[Combat Extended - Start of stack trace]
Verse.PatchOperationAdd(xpath="Defs/BodyDef[defName="ABF_Body_Synstruct_Envoy"]/corePart/parts/li[def="ABF_BodyPart_Synstruct_Shoulder"]/parts/li[def="ABF_BodyPart_Synstruct_Arm"]/parts/li[def="ABF_BodyPart_Synstruct_Hand"]/parts/li[def="ABF_BodyPart_Synstruct_Finger"]/groups"): Failed to find a node with the given xpath
[End of stack trace]
Source file: C:\Program Files (x86)\Steam\steamapps\common\Rimworld\Mods\CombatExtended\ModPatches\ABF Utility Synstructs\Patches\ABF Utility Synstructs\Bodies_Envoy.xml
Twiggymc Jul 30 @ 1:13pm 
Honestly while it would be nice if they were vac proof, by the time you are going into space making vac suits isnt all that big of a deal