RimWorld
VFE:Mechanoids - Biotech/Royalty integration
47 bình luận
turkler  [tác giả] 29 Thg01 @ 12:45pm 
@Scryie their mod was released long after mine, you can ask them for support
Scryie 29 Thg01 @ 9:11am 
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  [tác giả] 10 Thg07, 2024 @ 9:02am 
new update, added rulesStrings to the research projects added by this mod
turkler  [tác giả] 23 Thg06, 2024 @ 5:18am 
pushed out an update with VRE androids integration
Bobkiri 19 Thg06, 2024 @ 3:13am 
Thanks for the quick fix
turkler  [tác giả] 19 Thg06, 2024 @ 2:54am 
@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  [tác giả] 19 Thg06, 2024 @ 1:51am 
@Bobkiri I just happen to have some free time actually so I'll take a look at it
Bobkiri 19 Thg06, 2024 @ 12:26am 
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  [tác giả] 11 Thg06, 2024 @ 5:15pm 
@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 10 Thg06, 2024 @ 9:13pm 
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 20 Thg04, 2024 @ 12:12pm 
@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  [tác giả] 20 Thg04, 2024 @ 12:04pm 
@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 20 Thg04, 2024 @ 11:57am 
@turkler bu tarz mevcut modları patchleme modları genelde sade xml tabanlı oluyor diye biliyorum, arkaplanda ne gibi özellikleri değiştiriyorlar?
turkler  [tác giả] 20 Thg04, 2024 @ 11:53am 
@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 20 Thg04, 2024 @ 11:34am 
@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  [tác giả] 20 Thg04, 2024 @ 11:27am 
@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 20 Thg04, 2024 @ 11:00am 
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  [tác giả] 9 Thg04, 2024 @ 11:53am 
updated to 1.5
pikakirby11 1 Thg01, 2024 @ 11:33am 
@turkler OK thanks
turkler  [tác giả] 31 Thg12, 2023 @ 11:27pm 
@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 26 Thg11, 2023 @ 12:34pm 
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 2 Thg10, 2023 @ 5:35pm 
we love turkler
turkler  [tác giả] 24 Thg09, 2023 @ 1:05pm 
@Mishli hacking bench? are you sure you're playing with biotech and not what the hack?
Mishli 24 Thg09, 2023 @ 11:02am 
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  [tác giả] 14 Thg08, 2023 @ 1:00pm 
@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 14 Thg08, 2023 @ 8:41am 
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  [tác giả] 30 Thg07, 2023 @ 7:41am 
uploaded a quick fix, I forgot to change the ID of a specific factory recipe. should be fine now
Stormline526 24 Thg07, 2023 @ 3:38am 
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 22 Thg07, 2023 @ 2:40pm 
awesome work, I was actually thinking on doing this on my personal patch and just read on discord about it.
The wise old man 22 Thg07, 2023 @ 11:30am 
this is what I wanted for so long, thx for the hard work
Nettle 2 Thg07, 2023 @ 7:59pm 
Exactly what I've been looking for. Thank you!
Duck56 4 Thg05, 2023 @ 1:44pm 
ahh ok thanks for the info
turkler  [tác giả] 4 Thg05, 2023 @ 1:02pm 
@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 4 Thg05, 2023 @ 11:48am 
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 30 Thg04, 2023 @ 2:53pm 
yeah its great.
turkler  [tác giả] 30 Thg04, 2023 @ 5:38am 
@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  [tác giả] 29 Thg04, 2023 @ 7:15am 
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 12 Thg03, 2023 @ 7:12pm 
Nice!!!!
Get Donked On 12 Thg03, 2023 @ 4:08pm 
neat nice to hear gave it a go myself but race xml stuff confuses me a tad so i gave up
turkler  [tác giả] 12 Thg03, 2023 @ 4:06pm 
@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 12 Thg03, 2023 @ 3:05pm 
oh i meant more gestating advanced centipedes and advanced lancers etc added by VFE mechanoids
turkler  [tác giả] 12 Thg03, 2023 @ 1:54pm 
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 12 Thg03, 2023 @ 3:46am 
gestating advanced versions of the mechs could be neat costing some mech components on top of standard cost for the mech
Gelato 11 Thg03, 2023 @ 9:46pm 
Do VFE mechs reqire cores to build?
turkler  [tác giả] 11 Thg03, 2023 @ 6:26pm 
@Nests that's not really vfem integration. not to mention, there's already several mods making them craftable.
Nests 11 Thg03, 2023 @ 5:50pm 
No! You should do craft-able mechanoid components