RimWorld
VFE:Mechanoids - Biotech/Royalty integration
47 件のコメント
turkler  [作成者] 1月29日 12時45分 
@Scryie their mod was released long after mine, you can ask them for support
Scryie 1月29日 9時11分 
support for progression robotics? https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3229328782 ,
as in, not removing the low tier mechs and not adding conflicting content
turkler  [作成者] 2024年7月10日 9時02分 
new update, added rulesStrings to the research projects added by this mod
turkler  [作成者] 2024年6月23日 5時18分 
pushed out an update with VRE androids integration
Bobkiri 2024年6月19日 3時13分 
Thanks for the quick fix
turkler  [作成者] 2024年6月19日 2時54分 
@Bobkiri just pushed an update out to the workshop that should fix that. there were two problematic prefabs, one was an autofarm setup with the autoharvesters so I removed their research requirements accordingly and kept them as is. another prefab, mostly about the buildable mechs, had to be removed as this mod removes most of those.
turkler  [作成者] 2024年6月19日 1時51分 
@Bobkiri I just happen to have some free time actually so I'll take a look at it
Bobkiri 2024年6月19日 0時26分 
When used with Alpha Prefabs, there is a startup error that the drone-related building is missing. This doesn't cause any major issues in the actual game, but is it possible to fix it with a patch? Or do you think I should contact the Alpha Prefabs creators?
turkler  [作成者] 2024年6月11日 17時15分 
@aef8234 all the patches in the mod are made seperately to make modification easy. you can go to the mod's folder and just delete the patch for the mobile turret.
aef8234 2024年6月10日 21時13分 
Can you reintegrate mobile turrets? At least as a gestatable mechanoid. I'd like to give mechanoids turrets as weapons again while being to give them mechanoid work types.
Dümbük Enişte 2024年4月20日 12時12分 
@turkler anladım hocam, ufak görünse de ciddi bir değişim gibi duruyor. Pawn rendering'e dokunan birçok modun da benzer sebeplerle güncellenmesi zaman alacak mesela.
turkler  [作成者] 2024年4月20日 12時04分 
@Dümbük Enişte örnek vereyim başkan, benim profildeki modlara bakarsan salvaging isimli bir mod var. bu mod doğal compacted machinery yaratımını oyundan çıkatrıp component kaynağı görevini etrafa yaydığım eski makinelere vs. falan veriyor.
bu modu yaparkan normal compacted machinery yaratımını çıkarmak için tek yaptığım şey mineableScatterCommonality xml değerini 0 yapmak.
neyse, bu modu güncellerken açtım baktım, bu yaptığım artık işe yaramıyor. yeni bir değer var, mineableScatterLumpSizeRange diye, onla da oynamak çok birşey değiştirmiyor. tynan 1.5'e geçerken worlgen optimizasyonlarından birinde bu kazılabilirlerin nasıl yaratıldığını değiştirdi herhalde, onu çözmeye çalışıyorum.
Dümbük Enişte 2024年4月20日 11時57分 
@turkler bu tarz mevcut modları patchleme modları genelde sade xml tabanlı oluyor diye biliyorum, arkaplanda ne gibi özellikleri değiştiriyorlar?
turkler  [作成者] 2024年4月20日 11時53分 
@Dümbük Enişte eh, benim yaptığım işin incesi. tynan sağolsun güncellemesi biraz uzun sürüyor modları. niye anlamıyorum ama tynan arka plandaki, mod yaparken kullandığım, özellikleri bozup duruyor. onunla uğraşıyorum
Dümbük Enişte 2024年4月20日 11時34分 
@turkler mantıklı bir bakış açısı, bir sonraki kolonimde ekleyeceğim bunu da o zaman. Valla hocam hemen hemen her şeyi düşünmüşsün, hiç de barebones durmuyor modun.
turkler  [作成者] 2024年4月20日 11時27分 
@Dümbük Enişte kalanlar pek de mechanoid değil benim gözümde. o ekip biçen makineler mesela, mechanoid gibi özgürce emir verme gibi bir özellikleri yok. daha çok otomatikleştirilmiş fabrika makinaları gibiler, onları normal fabrika makineleri gibi kendi araştırma projelerine böldüm
Dümbük Enişte 2024年4月20日 11時00分 
Kalan VFEM mechanoidleri hala normal şekilde mi üretiliyor, yoksa Biotech'in mechanoidleri gibi gestate mi ediliyorlar? Harika mod bu arada, Workshop'ta buna benzer bir şey yapan başka bir mod yok gibi.
turkler  [作成者] 2024年4月9日 11時53分 
updated to 1.5
pikakirby11 2024年1月1日 11時33分 
@turkler OK thanks
turkler  [作成者] 2023年12月31日 23時27分 
@pikakirby11 a bit of a hacky solution but you can go to this mod's folder and just delete the patch removing the factory drones and their associated research. this is a pretty simple collection of patches so it's not like they'll be updated and overriden any time soon.
pikakirby11 2023年11月26日 12時34分 
Could you add option so we can add back in the factory drones? I like the rest of the mod but it feels inconsistent with stuff like reinforced mechanoids and alpha mechs.
cassiecat 2023年10月2日 17時35分 
we love turkler
turkler  [作成者] 2023年9月24日 13時05分 
@Mishli hacking bench? are you sure you're playing with biotech and not what the hack?
Mishli 2023年9月24日 11時02分 
I'd just like to report. I'm pretty new to Rimworld. but when i right click on the hacking bench. it just gives the option to 'rest' and the pawn just stands there, doing nothing for sometimes minutes on end. I have managed to hack only one mech and it seemed to happen by accident.

Also, the mechs seem to be slipping/sliding slightly when placed on the hacking table / power beacon. As my pawns continuously turn around and move it back 2 seconds later. (or maybe they are not being placed down in the right position?)

I do have a lot of mods running, but none (outside of vanilla expanded) that interact with the mechs at all. If someone wouldn't mind giving me a tip on how to get a good error log. I'd happily submit that too
turkler  [作成者] 2023年8月14日 13時00分 
@TheGreenDigi that'd introduce too much bloat. those mechs also require no mechanitors, are much cheaper, can do work at a comparable (even if somewhat worse) efficiency and are generally quite good.
TheGreenDigi 2023年8月14日 8時41分 
I don't fully understand why most of the drones were just outright removed? I get theres overlap with the biotech mechanoids, but they seemed like perfect alternatives to have if you didn't have a mechanator. Would've expected them to just be balanced differently, like being weaker but cheaper alternatives which is what it felt like they were intended to be.
turkler  [作成者] 2023年7月30日 7時41分 
uploaded a quick fix, I forgot to change the ID of a specific factory recipe. should be fine now
Stormline526 2023年7月24日 3時38分 
Thank you so much! I've wanted this mod since Biotech released. I was so sad when Oskar said that VFE mechs wouldn't be integrated into biotech.
Harkon 2023年7月22日 14時40分 
awesome work, I was actually thinking on doing this on my personal patch and just read on discord about it.
The wise old man 2023年7月22日 11時30分 
this is what I wanted for so long, thx for the hard work
Nettle 2023年7月2日 19時59分 
Exactly what I've been looking for. Thank you!
Duck56 2023年5月4日 13時44分 
ahh ok thanks for the info
turkler  [作成者] 2023年5月4日 13時02分 
@Duck56 this mod completely removes the simple frones from VE mechanoids, see the mod description for details on that. a mod you use, VFE - Mechanoids : Drones, tries to add two new drones with the research requirements of the advanced drones research, which again this mod removes.
Duck56 2023年5月4日 11時48分 
Dunno if its this mod but it seems like:

Could not resolve cross-reference to Verse.ResearchProjectDef named VFE_AdvancedDroneAssembly (wanter=researchPrerequisites)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch7 (string)
Verse.DirectXmlCrossRefLoader:TryResolveDef<Verse.ResearchProjectDef> (string,Verse.FailMode,object)
Verse.DirectXmlCrossRefLoader/WantedRefForList`1<Verse.ResearchProjectDef>:TryResolve (Verse.FailMode)
Verse.DirectXmlCrossRefLoader/<>c__DisplayClass16_1:<ResolveAllWantedCrossReferences>b__0 (Verse.DirectXmlCrossRefLoader/WantedRef)
Verse.GenThreading/<>c__DisplayClass7_1`1<Verse.DirectXmlCrossRefLoader/WantedRef>:<ParallelForEach>b__0 (object)
System.Threading.QueueUserWorkItemCallback:WaitCallback_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run
Get Donked On 2023年4月30日 14時53分 
yeah its great.
turkler  [作成者] 2023年4月30日 5時38分 
@Get Donked On well you're in luck. I was working on something similar myself, but ve mechanoids just added a new research that allows you to gestate advanced mechs.
turkler  [作成者] 2023年4月29日 7時15分 
update is out, namely fixed the errors with the new vfe mechanoids update and integrated the new research project with a new name and description. I don't know why oskar thought it would be fine to refer to the mod in third person in a research project of all places, but now it has been replaced with a more immersive description.
Gelato 2023年3月12日 19時12分 
Nice!!!!
Get Donked On 2023年3月12日 16時08分 
neat nice to hear gave it a go myself but race xml stuff confuses me a tad so i gave up
turkler  [作成者] 2023年3月12日 16時06分 
@Get Donked On hmm actually, that could work. all the pawntypes and such are there. I wouldn't want it to be ''do some research and unlock advanced mechs in large gestator'' simple and uninteresting. I'll see what I can do, if I can make it fancy enough I'll definitely make that a seperate mod.
Get Donked On 2023年3月12日 15時05分 
oh i meant more gestating advanced centipedes and advanced lancers etc added by VFE mechanoids
turkler  [作成者] 2023年3月12日 13時54分 
new update

@Tilted I removed the vfem factory mechanoids altogether in this update.
@Get Donked On mods adding worker mechanoid tiers already exist, several actually. I personally have no desire to add bloat or make mechanoid components and subcores interchangable in any way.
Get Donked On 2023年3月12日 3時46分 
gestating advanced versions of the mechs could be neat costing some mech components on top of standard cost for the mech
Gelato 2023年3月11日 21時46分 
Do VFE mechs reqire cores to build?
turkler  [作成者] 2023年3月11日 18時26分 
@Nests that's not really vfem integration. not to mention, there's already several mods making them craftable.
Nests 2023年3月11日 17時50分 
No! You should do craft-able mechanoid components