RimWorld

RimWorld

Paniel the Automata
 This topic has been pinned, so it's probably important
Demi  [developer] Nov 8, 2021 @ 5:05am
Known bug list & Plz post bug reports here
Do note: reports without details will be ignored.

It is not recommended to add this mod in the middle of a save.

*I DONT ACCEPT CE RELATED BUG*
There is a paniel compatible patch inside the CE. I cant help you, so report CE stuff to CE team

Known bug
  • Skill level decreased differently from description (fixed)

  • 'Hunter lacks ranged weapon' warning is displayed on PnL weapons and the pawn cannot hunt
    - In case of simple sidearm : Use ranged weapons in the simple sidearm settings next to the Draft icon.

  • MVCF red message
    Currently, mvcf 2.0 is under development.
    So the mvcf bug will be fixed in 2.0.

    [MVCF] Found equipment with more than one ranged attack while that feature is not enabled. Enabling now. This is not recommend. Contact the author of Paniel the Automata and ask them to add a MVCF.ModDef.

    A red error similar to the above will appear, but I think that it is better to accept a red error than a state where you cannot hunt with a weapon, so we will proceed with a temporary patch.

  • Automaton is not crafted normally
    - Incompatible Bulk Stonecutting mod

  • No hair and face displayed
    - Incompatible [NL] Facial Animation witn Hats Display Selection. use Dubs Apparel Tweaks instead of Hats Display Selection.
Last edited by Demi; Jan 16, 2023 @ 8:25pm
< >
Showing 1-15 of 73 comments
bottom feeder Nov 9, 2021 @ 2:08pm 
I tried just before the recent update so i'm not sure if it's fixed, but i can't craft her above excellent. I used persona+advanced component and ARoM's demonscale for steel, even debugging creativity on the crafter didn't help.
Demi  [developer] Nov 9, 2021 @ 2:59pm 
Originally posted by Dogbert:
I tried just before the recent update so i'm not sure if it's fixed, but i can't craft her above excellent. I used persona+advanced component and ARoM's demonscale for steel, even debugging creativity on the crafter didn't help.

That's weird. Do you have any red logs that appear with development mode turned on?

As of now, I don't know the cause. It was fine when I tested it.

...maybe it's just bad luck? ㅠ_ㅠ
bottom feeder Nov 9, 2021 @ 8:11pm 
I got no red log in any moment while crafting her or her mats, and as you said it could be bad luck, but I did some more testing with saves (not many though because it takes a while) and i think the "quality" gets set the moment you start the craft instead of finishing it, i did the testing with plasteel and stopped with masterwork after a few tries. I swear i reloaded at least 8 times on my demonscale and only got excellent even though masterwork was 50% chance, i thought it was a problem with her innate defense formula since demonscale gives the most base stat of all my mods, but i'm neither versed or smart enough to know what i'm talking about.

Still love them tough and don't want to spoil by wanting everything to be min-maxed.
Demi  [developer] Nov 9, 2021 @ 8:19pm 
Originally posted by Dogbert:
I got no red log in any moment while crafting her or her mats, and as you said it could be bad luck, but I did some more testing with saves (not many though because it takes a while) and i think the "quality" gets set the moment you start the craft instead of finishing it, i did the testing with plasteel and stopped with masterwork after a few tries. I swear i reloaded at least 8 times on my demonscale and only got excellent even though masterwork was 50% chance, i thought it was a problem with her innate defense formula since demonscale gives the most base stat of all my mods, but i'm neither versed or smart enough to know what i'm talking about.

Still love them tough and don't want to spoil by wanting everything to be min-maxed.

oh, Resetting quality probabilities with save and load is blocked.
This means you will get the same quality as long as you do a save and load.
If you want different quality, you have to make it one more time. Without a save and road.

I forgot to put this in the description. sorry.
Last edited by Demi; Nov 9, 2021 @ 8:28pm
869654 Nov 11, 2021 @ 6:59am 
This mod seems to have an issue where human colonists cannot wear tribalwear. Maybe it's because of the tailbone hediff?
Demi  [developer] Nov 11, 2021 @ 12:43pm 
Originally posted by 869654:
This mod seems to have an issue where human colonists cannot wear tribalwear. Maybe it's because of the tailbone hediff?

Are you talking about real human colonist?

The problem with real human colonist not being able to wear tribalwear is probably not a problem with this mod.

I don't know where the tailbone hediff came from. There is no such hediff in this mod.
Last edited by Demi; Nov 11, 2021 @ 2:20pm
FanTomFireD Nov 11, 2021 @ 11:34pm 
I can't seem to find the reason, but i've gotten quite far with the test start and now my test automata sometimes get's eternally stuck and my screen glitches. It's fixed by restarting rimworld but comes again later. Don't know if it's due to this mod but this hasn't happened before using this mod and the test start.
Demi  [developer] Nov 12, 2021 @ 12:49am 
Originally posted by FanTomFireD:
I can't seem to find the reason, but i've gotten quite far with the test start and now my test automata sometimes get's eternally stuck and my screen glitches. It's fixed by restarting rimworld but comes again later. Don't know if it's due to this mod but this hasn't happened before using this mod and the test start.

That's... I don't know. @_@
FanTomFireD Nov 12, 2021 @ 6:02am 
Think i found the issue. I made the test subject a ideology leader and that made the issue. I fixed by making another pawn a leader. I think that's all, I'm atleast not seeing anything glitchy or stuck.
Last edited by FanTomFireD; Nov 12, 2021 @ 6:03am
Demi  [developer] Nov 12, 2021 @ 6:45am 
Originally posted by FanTomFireD:
Think i found the issue. I made the test subject a ideology leader and that made the issue. I fixed by making another pawn a leader. I think that's all, I'm atleast not seeing anything glitchy or stuck.

I just tested and couldn't see the same issue.
It's probably conflicting with another mod... I don't know.
Anyway, I'm glad it's been fixed temporarily.
doge59642 Nov 12, 2021 @ 9:00am 
This mod seems to conflict with Mincho,when they are activated at the same time,an error will appear.

Error:Mincho_ThingDef_SpaceSuit already has short hash.
Demi  [developer] Nov 12, 2021 @ 9:03am 
Originally posted by doge59642:
This mod seems to conflict with Mincho,when they are activated at the same time,an error will appear.

Error:Mincho_ThingDef_SpaceSuit already has short hash.

I'll talk to the Mincho modder.
Thanks for the report!
FanTomFireD Nov 12, 2021 @ 1:27pm 
Originally posted by Demi:
Originally posted by FanTomFireD:
Think i found the issue. I made the test subject a ideology leader and that made the issue. I fixed by making another pawn a leader. I think that's all, I'm atleast not seeing anything glitchy or stuck.

I just tested and couldn't see the same issue.
It's probably conflicting with another mod... I don't know.
Anyway, I'm glad it's been fixed temporarily.

Got too many mods to look through, but it's on my end definitely.
Demi  [developer] Nov 12, 2021 @ 5:04pm 
Originally posted by doge59642:
This mod seems to conflict with Mincho,when they are activated at the same time,an error will appear.

Error:Mincho_ThingDef_SpaceSuit already has short hash.

fix 'already has short hash' error when used with mincho race.
Hello! Your mod is great and quickly became one of my favourites.
Though, I was wondering if it's just because of the hundreds of mods I have, but, the militia and solider paniels seem to constantly and consistently soft lock themselves into repeatedly drinking all of their PnL fuels whenever I set them to a scheduled drink.

It seems to fix itself whenever I turn off the scheduled drinking for it. To give a better overview, they seem to keep drinking all the PnL fuels even when they don't need to, and this only specifically happens for the combat automatons.

It's not just one or a few of them, it's all the combat automatons that eventually locks themselves into constantly drinking them. I was wondering if it's just this mod or it seems to conflict with a different mod. I do have the mod "Need Bar Overflow" that makes it so pawn needs can go above 100%.

Thank you for the mod!
< >
Showing 1-15 of 73 comments
Per page: 1530 50