边缘世界 RimWorld

边缘世界 RimWorld

ABF: Synstructs Core
81 条留言
Killathon  [作者] 9 月 26 日 上午 5:47 
Given that the 1.5 version is frozen, you’ll just have to live with these things, I suppose. Coolant and lubricant don’t exist in 1.6, anesthesia has never been applied to synstructs via normal operations - third party mods notwithstanding -, synstructs aren’t negatively impacted by gas or other environmental conditions like toxic fallout, etc. No point in complaining if that version no longer receives support.
nikita150u 9 月 26 日 上午 4:00 
1.5 that's right.

- My drone rested in critical state in bed (wheres pods tho?) for 1.7 days including recovering (saved him in last moment). And recover took him half of that time (still has debuffs btw). I don't see any sence in this since (ok temperature range is too easy to manage but) neither cars or computers (even reactors) don't take days to refresh coolant and get in optimal working state
- Quadrum is a month in Rimworld
- Well too bad then since it not blacklisted for receiving
- Yeah next time i will explain to myself that my burned down colony was abstracted (i wonder if synths are immune to rot gas)
Killathon  [作者] 9 月 25 日 下午 12:23 
Judging by the fact that you're talking about coolant and lubricant which exist only in 1.5 and not 1.6, I'm going to guess that's the version of the mod you're running.
- It should take four days at a maximum for coolant shortages to disappear, assuming it reached 100% and the synstruct's reserves are replenished continuously thereafter. It should not take any longer than that.
- Seven days in RW is about half a quadrum. A quadrum is three months in Earth time. So, in RW's time-keeping applied to Earth's, seven RW days is about a month and a half in Earth time. Which is amusing to think about.
- No synstruct operation should be applying anesthesia to them.
- Synstructs don't have smell sensors or a nose-equivalent like humans or mechanoids do - the sense of smell in RimWorld is in fact entirely abstracted away and thus I can't really account for it.
nikita150u 9 月 25 日 上午 9:32 
I-i i don't understand WHY synths take a week (or half a month (considering rimworld dates)) to recover from coolant incuficenty?

I can understand that machines need to recover from energy or grease unsuficency (takes up to 2 days btw)
I can undersatand that machines can feel bad for wearing "bad" materials
I can understand (not actually wtf) that they able to recieve effect of anesthesia
I can even understand that they can smel things
But this thing beyond my comprehencio at all
Killathon  [作者] 9 月 18 日 下午 6:35 
I honestly forgot that existed. I've updated it now, thanks!
5_Cell 9 月 18 日 下午 5:10 
Oh, hey, you should add the 1.6 tag to your 'Synstructs' collection
Cheese Dealer 9 月 18 日 下午 1:27 
Thats a shame...
Although I suppose thats fair due to how their armour works.
Killathon  [作者] 9 月 18 日 上午 6:25 
Nope. They are intended to be "consumable" resources insofar as throwing them at threats until they inevitably perish.
Cheese Dealer 9 月 17 日 下午 3:23 
Is there any way to repair juggernauts?
Killathon  [作者] 9 月 11 日 上午 8:02 
That is a fair point. I'll consider the issue and a potential solution will probably be included in an update this weekend. I'll probably lay out my thinking and implement the solution prior to that on Discord, so more feedback there might help influence the outcome.
basedeltazero 9 月 10 日 下午 2:41 
Might I suggest that voidseal frames and chassis be an exception to this rule or implemented in another way? My already modded paladins from before voidseals were added would like to join their new brothers on space missions. Or am I missing other ways to vac proof paladins?
Killathon  [作者] 9 月 10 日 上午 6:10 
@basedeltazero
The concept of interchangeable parts is that the parts are similar enough to replace one with another without having to modify the part itself - not that the parts can be swapped in and out at will. Frame and chassis upgrades are a commitment - they can replace the default frame and chassis of a synstruct but cannot be salvaged. They are part of the synstruct itself once installed, and will remain so until they are destroyed. All other upgrades are removable, but these ones are not.

@Eric
I have no idea. I've never done such a thing, nor do I develop my mods with anything like that in mind. Could it be possible? Sure. Is it possible? Probably. Do I guarantee it is possible? Most certainly not.
Eric 9 月 10 日 上午 3:35 
is this possible on naked brutality?
basedeltazero 9 月 9 日 下午 10:47 
Frames and chassis are from the interchangeable parts tech but i can't find any way to actual interchange them? I can't find any way to remove them? They're permanent?
Luckspeare 9 月 6 日 上午 11:10 
Oh, I should have mentioned that when I first found the error, before I eliminated everything else, it was loaded last. I just forgot to put it last when I reduced it down to the minimum mods necessary to cause the error and then took the HugsLib snapshot.

But cool, kinda figured it was more on their end but wanted to make sure. Thanks for checking that out.
Killathon  [作者] 9 月 6 日 上午 6:17 
This looks like it'd be something on ACT's end - that does not look like vanilla logging. A brief look at their mod description says their mod should be loaded last, but you have it before ABF and ABF:SB in your mod list. You should probably make sure its last and try again.
Luckspeare 9 月 5 日 下午 10:07 
Reporting for Biomimetics mod



Errors: Animal Commonality Tweaker vs. ABF: Synstructs Biomimetics

Not sure if it genuinely belongs to your mod or ACT, but reporting just in case.



Many errors similar to following:

Failed to find Verse.PawnKindDef named ABF_Thing_Synstruct_Convoystruct. There are 296 defs of this type loaded.

Possible Matches:
[Source: ABF: Synstruct Biomimetics]
[File: C:\Games\Indiv\Rimworld\Mods\3288479776\1.6\Defs\ThingDefs_Races\Races_Convoystruct.xml]



ACT Commonality pull fail for: IceSheet ABF_Thing_Synstruct_Convoystruct Value cannot be null.



https://gist.github.com/HugsLibRecordKeeper/d858fbd6ff0ebdbf91cbd8a38b6462e3
Killathon  [作者] 9 月 3 日 下午 8:51 
This mod is not Android Tiers. None of my mods are. All the tools for remaking the old AT exist. Be the change you wish to see in the world, or accept that what I made is what I like and that what I like isn't Android Tiers.
Oakshaft 9 月 3 日 下午 6:25 
This mod should really go back to the way Android Tiers was...
Killathon  [作者] 8 月 27 日 下午 12:26 
As per Sunday's update (in the change notes): Voidseal chassis and frame upgrades are now available, as well as reworked thermal gel. Each provides 60 percent vacuum resistance, requiring at least two upgrades or vanilla means of increasing resistance to become immune to vacuum.

I expect that this should solve the problems for the vast majority of cases. I may revisit this and make additional tweaks later.
ShadowLancer 8 月 27 日 上午 11:56 
Dearest Killathon, I hope this message finds you well:

Synstructs die to vacuum exposure, and therefore, It can be inferred that without the proper (you can make a mod for this) modifications to vacuum-proof them, or the construction of space-specific Synstructs, the use of space travel will be limited to the redundant fleshy meatbags.

Ever Insincerely, a robot supremacist
Killathon  [作者] 8 月 9 日 上午 6:29 
As far as I'm aware, yes. Consciousness boosts is one of the most powerful bonuses you can get in the game, and the drawbacks for overclocking are not crippling. I am curious if you think otherwise.
Cheese Dealer 8 月 8 日 下午 10:24 
Is there really a point to overclocking a drone synstruct?
Killathon  [作者] 8 月 5 日 上午 7:07 
Odyssey compatibility pending:tm: as I have not yet worked on it. For now, someone made a submod that helps solve this problem: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3542031927 . Until I make my own solution, this is the de-facto one you have.
Snake1eyes7 8 月 5 日 上午 5:56 
For Odyssey, I have found that the synstructs die due to vaccuum, is this intended? I had assumed they wouldn't need air
Killathon  [作者] 8 月 4 日 下午 3:53 
That sure sounds like it'd be related to my mod directly, but I haven't noticed any issues with minified Enervoirs or other buildings myself - can you provide a hugslog or player log? Discord would be best as I can respond much faster and figure things out much easier there, but here would do, too. I won't be able to identify what might be amiss without a log.
Saveroo 8 月 4 日 下午 3:11 
So I'm using full Star Wars Kotor mods which had dependency on this

1. I don't know which mod causing this "Exception ticking MinifiedThing16965 (at (111, 0, 134)): System.NullReferenceException: Object reference not set to an instance of an object
[Ref FF83EC2B]"
2. tried to look at the coordinate, the "Enervoir" bio got "GetInspectString exception on MinifiedThing16963: System NullReferenceException"
Obie 8 月 2 日 下午 8:09 
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 8 月 2 日 下午 8:08 
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  [作者] 8 月 2 日 下午 1:57 
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 8 月 2 日 下午 12:37 
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  [作者] 8 月 2 日 上午 10:26 
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 8 月 2 日 上午 12:06 
Anyway to make the androids a certain colour?
Killathon  [作者] 7 月 31 日 上午 7:39 
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 7 月 30 日 下午 4:35 
That's just one of the dozen errors, I suppose there's one for each synstruct, if that needed to be clarified
DeBoet 7 月 30 日 下午 4:34 
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 7 月 30 日 下午 1:13 
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
MeowDread 7 月 26 日 下午 6:31 
very nice! android tiers lives on :D
Killathon  [作者] 7 月 26 日 上午 11:51 
Courtesy notification to those who read steam comments for an update being released tomorrow:
TL;DR: Coolant/Lubricant needs are gone, replaced with components. This will cause errors on loading a save, but they will not permanently damage the save.

Coolant and lubricant needs, as well as the related packs and the recipes to produce them, will no longer exist. They are replaced by a component need (roughly 1 every half year for humanlikes, 1 every 2 years for biomimetics). After the update, loading a pre-existing save will throw errors relating to all items and recipes that no longer exist. Saving the game afterwards and loading that save should have all the missing items and references cleared, allowing the save to remain intact.

This update is the result of a poll that was conducted on Discord, and there are more details there. Consider joining the Discord for a better idea of what's coming in the future and for the ability to offer your own input on developments!
Killathon  [作者] 7 月 24 日 下午 4:18 
Yes, and I don't really know. I don't have Odyssey yet, so will not make proper compatibility for it yet. Until the time comes that I do get it, everyone will just have to make due with what they've got or make xml patches/tweaks themselves, I'm afraid.
Blackadder 7 月 24 日 下午 3:58 
Question, are the constructs supposed to suffer from vacuum exposure? If so, how do I shield them from it? My combat robots can't wear any gear.
North 7 月 24 日 上午 10:23 
nvm i figured it out
North 7 月 24 日 上午 10:15 
is there a way to make my starting colonists robots? if so, how?
Killathon  [作者] 7 月 23 日 下午 2:52 
That's not something I do. I accept donated assets, but I do not solicit assets. 'Tis as simple as that.
Chad Sky 7 月 23 日 下午 12:08 
there is plenty of mods using not child made art that are dead you could ask to use their assets
Killathon  [作者] 7 月 23 日 上午 11:46 
They are safely tucked away in your imagination. The art assets for this mod, meanwhile, are real and donated by real people so I can use them. I have the art work type disabled, and so I cannot make imaginary things into reality. But perhaps you do not have the art work type disabled, and so you could make it into reality. It is possible as well that neither of us can make it real, and so imaginary it will have to remain.
Chad Sky 7 月 23 日 上午 8:22 
why do they look like a child built them where are my terminator styled robots
Killathon  [作者] 7 月 18 日 下午 6:32 
I have no idea what character editor would be doing, but it is generally ill-advised to change the races of pawns on the fly like that, especially via tools not explicitly designed with those races in mind. I'd say it falls well outside my purview, as I do not use nor have any compatibility with Character Editor, so I cannot say what could be wrong. You might be able to "fix" it by doing the surgical operations to turn the pawn into a blank and back again, but you'd obviously lose some data about the pawn in the process.
Novemius 7 月 18 日 下午 4:23 
Ok so i dont know if its a bag from this side, or from character editor, but if i change androids from commones to any other type, to either stoics or thr 1rst ones, they cant now have religion, and more importantnly they stop earning exp, and thats very bad(( couse i always started with tier 1 android in android tiers, and frankly i think the 2nd tier is most not beautiful((
喜欢秋雨的雫 7 月 18 日 上午 6:21 
@Latex Santa
Thank you for your reply. I also feel very sorry about it