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Could we get a setting or something to make mechanoids wait on the designated spot? Instead of just the area? i'd like for my idle mechanoids to all bunch together in a specific area so it doesn't look so cluttered.And my ranged mechs to hide behind cover.
And possibly a way to hide said spots?
Spots by areas were due to the limitation of the vanilla behavior, I still haven't found a way to allow mechs to be assigned to a single spot. I can't say how long this implementation will take.
The vanilla thinkTree of mechs is even simpler than that of dryads, it will take a lot of time to bring it to perfection.
It also seems slightly incompatible with BetterPawnControl, as the option to have mechs switch work types/zones when the danger mode is toggled does not appear on the mech tab.
https://steamcommunity.com/sharedfiles/filedetails/?id=1541460369
This mod is worth the incompatibilities for me, but it still would be nice if it worked with them.
My mod doesn't touch vanilla mechanics like the mods you linked to (In other words: My mod doesn't use harmony patches). So the incompatibility comes from those mods.
About Allow Tunnels to Drill. My mod uses vanilla work orders, only shutdown modes are custom. There's nothing I can do about it.
About Better Pawn Control. The situation is similar. The conflict comes from the mod itself but for a different reason. Judging by the recent problem, the mod had conflicts with the vanilla mechanics of work modes, most likely the author of the mod still hasn't completed the support for mechanoids, so any custom changes (for example, additional work mode options) lead to a conflict.
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A little offtopic with an explanation.
My mod was made using vanilla resources, the developers put all the work modes in XML, making it very easy to add new modes. To do this, you just need a simple XML patch and a def that contains only a link to the texture and name, the game does the rest, namely switching between behaviors and applying nodes. The only thing I had to add related to the C# code was the options for the nodes used, namely: spot search, smart charging and shutdown. The search for the enemy was also custom, but it only limits the initialization of the nodes. Everything else is vanilla.
The conflicts you described are more related to modifying vanilla C# code. My mod is built entirely around vanilla code and doesn't modify it in any way.
So there is nothing I can do on my end.
Looks like ther is no "escort when drafted or doing fieldwork" imitating tamed animal behavior?
Not before I redo the spots from scratch. The spots themselves do nothing, the modes are absolutely responsible for everything.
I think this is quite doable. When I have time I'll see what I can do.
I really love the addition of the shutdown zones.
However the escort mechanic is a bit unclear when first used.
Could you rename the label of the vanilla escort mode to something like "escort mechanitor"?
Or even only show the gizmo when they are in work modes that lets them use the custom escort?
On the topic of assignable mech spots, I already acomplished assigning custom spots for my upcomming mod (not for shutdown but for just staying there). Mechs like all pawns can be assigned to a meditation or sleeping spot which then in turn can be used as a position to force them to go there. You probably need to rewrite/patch the shutdown code so they actually shut down on those spots. If you patch that vanilla behevior I would really appriciate it if you don't hardcode it only your spots <3
1. I'll add one more mention that this mechanic only works with my modes. And I'll change the display rules.
2. Spots in my mod are nothing more than beacons needed for custom job givers. To make them “real” I need to write code for this from scratch. But I won’t do this, since the spots are nothing more than a temporary plug. The zones should have been there from the beginning, just go-to-the-beacon-code is already in vanilla and easy to use.
As for compatibility. I don't touch vanilla nodes. If I need something specific, then I write my own. This guarantees high compatibility and does not break vanilla modes; they always work as the developers intended.
I'm wondering how you are going to force mechanoids to return to a specific spot? Taking into account how their AI works, this can be done either by patching the idle, or by making a custom mode. In both cases, this will only work within specific modes.
Right now they seem to just pick a random allowed spot for their work type and not even necessarily the closest one. Right now I have two combat type shutdown zones, one at each entrance, and one has a single militor and the other one has everything else. I'd like to be able to say the zone at my east gate is usable by control group 2 and the west gate usable by control group 3.
As I'm typing this out though I'm remembering that control groups are unique to the individual mechanitor so its probably more complicated if not impossible to implement than I hope as each zone would have to be able to assign an allowed mechanitor first to be able to assign their control groups since you could potentially have multiple mechanitor colonists.
Due to the way control groups and work modes in general work, this is currently difficult to implement. I'm working on this, wait for such a feature to appear in the future.
The zones are not completely randomly selected. They are selected in order. While playing, it creates a list of all zones, and the current search for zones uses the first matching one.
If your okay with them not being able to work in that zone, if the shutdown spots area isn't in their allowed zone, I think they should always go to a different one. I might be remembering wrong though, Haven't played in a while.
Aggro is already set to the same range, regardless of the type of mechanoid.