边缘世界 RimWorld

边缘世界 RimWorld

Big and Small - Simply Robots
251 条留言
radm.botalov07 23 小时以前 
Can I suggest an idea? I was inspired by the possibility of using an operation to turn a human into a robot with a TV head, which is available in the mod's features. How about adding a gene or xenotype that can transform humans into robots using an ability, allowing them to be subdued or enslaved? This would be a special type of robot that can reassemble humans into obedient machines. Of course, a big cooldown could be added for balance purposes, but I think It would be a fun concept :steamhappy:
Onikage-056, God of Animatronics 9 月 24 日 下午 7:51 
Alright. Thank you. Also... is there a way to make a custom synth/steel enforcer "model"? Like how xenotypes can be custom-made, I mean.
RedMattis  [作者] 9 月 24 日 下午 1:42 
@Onikage-056, God of Animatronics
Android Fuel.

Craftable at cooking stations/campfires or preferably their much less wasteful unique little 1x2 building which is unlocked via biorefinery technology.
Onikage-056, God of Animatronics 9 月 24 日 上午 11:50 
What kinds of foods can Steel Enforcers or Synths consume safely?
I ask because I wound up with a wild woman Steel Enforcer and she's (at the time of this post,) only still alive because I keep refilling her hunger bar with dev mode.
RedMattis  [作者] 9 月 21 日 上午 11:33 
Adbots can now charge using the new charger. If used with biotech & BnS Genes they will also have an (extractable) gene that permits others to do so as well.
Dust 9 月 11 日 下午 6:52 
This the mod the framework "Android Conversion" research mentions is needed to convert pawns into machines?
Hawkefire 9 月 8 日 上午 8:55 
Ahh, ok.
RedMattis  [作者] 9 月 8 日 上午 8:50 
@Hawkefire
As noted on the framework there was a few minute window where the apparel restrictions were broken. Redownload the framework and it should be fixed.
Hawkefire 9 月 8 日 上午 8:45 
Update seems to have broken all apparel for synths and bots
lofax9900 8 月 25 日 下午 1:45 
is there a way to turn eradic ad bots into ad bots just for the lack of sentience
Champion of Super Earth 8 月 25 日 上午 11:31 
Which mod is that? From the Big and Small mods i only have Xeno Insectoid Hive, Heaven and Hell, Simply Robots, Genes & More.

I don't see a research tree for the Steel Enforcers in the Big and Small category, am i missing some other mod?
RedMattis  [作者] 8 月 25 日 上午 12:43 
@Champion of Super Earth
You can turn pawns into Steel Enforcers using a research in the Big & Small research tree.

You can also craft "Steel Persona" using a persona core. Those are... a bit special.

@Luke TasRook
Those errors seem to be from other mods such as Positive Connections and "Maux36.RimPsyche.Rimpsyche". I don't see anything related to me mods among the errors.

You also seem to have some ritual obligation error, perhaps due to a removed mod?

I'd suggest verifying files and then using the Mid Save Saver and see if it can clean up your file.
RedMattis  [作者] 8 月 25 日 上午 12:40 
@Champion of Super Earth
You can turn pawns into Steel Enforcers using a research in the Big & Small research tree.

You can also craft "Steel Persona" using a persona core. Those are... a bit special.
Champion of Super Earth 8 月 24 日 下午 1:58 
Is it possible to make any of the other Robots? Or can i just turn regular Pawns into the TV Goobers
Luke TasRook 8 月 20 日 上午 10:58 
@RedMattis https://filebin.net/lwdicn0xn63ouppf It's from yesterday when I was going over it with ChatGPT. Bluebeta L89 was the name of the pawn before I renamed it to Rick 1.

The error is Ref 6AE662E6. It started ticking like crazy at the end of the log. I tried removing Positive Connections mod due to it after that but it started ticking again with the same error on reloading the save, just with RimPsyche that time.

Maybe it's just my bloated modlist, World Tech level is wreaking havoc on my log.
RedMattis  [作者] 8 月 20 日 上午 10:34 
@Турбокишмиш
>w<

@粉红战车
I think this should work as you asked for on the latest version. Previously only bionic stomachs changed their diets.

@Anker
Hm... that's a new one. I think it should be toggled by default. That said, it could certainly benefit from being in its own category.

@Luke TasRook
I'll look into the Dub's Hygiene thing. It used to work on 1.5, but perhaps it broke again.

What is the issue with social mods exactly? If you have a log with the errors I can have a look.

As a side note, if you want to force-swap a robot to a human (or any other race) there is a Big & Small dev command for that. Saves you having to delete pawns if things aren't working out.
Luke TasRook 8 月 19 日 下午 1:44 
It's also having issues with a lot of social mods that affect interactions between pawns. I sadly had to purify my colony of the synths and remove the mod.
Luke TasRook 8 月 19 日 上午 3:21 
The TV bots are so cute. Maybe you could add Dubs Bad Hygiene into the incompatibility list on this page though. It completely broke my tv bot when I recruited him until I looked into it.
Anker 8 月 18 日 下午 3:18 
Converted an adbot, but noticed they were starving. Had to manually make them eat an android fuel. Let me see... Yes, android fuel is not automatically added to a food catagory. Had to manually make one.
粉红战车 8 月 17 日 上午 6:32 
Can Androids only eat Android Fuel? I added a universal digestion gene to my Android, which allows my human colonists to eat Android Fuel, but it won't allow my Androids to eat human food. Oh, and I should check which mod the universal digestion gene came from first.
Турбокишмиш 8 月 16 日 上午 1:21 
Your like is a disgrace to my nuclear powered, skull-crushing servos endowed, bloodthirsty assaultron wife.
RedMattis  [作者] 8 月 6 日 下午 1:39 
@Maux
Thanks, I'm happy you like them! :D

As for the modExtension, It is in BS_BaseRobotHumanoid and similar. I've coded my modextension loading so it can load any number of the same "BigAndSmall.PawnExtension" from the same pawn and simply checks all of them. (iirc. vanilla just fetches the most recent one).

In the case of tags is "isMechanical" I simply check if it is true in _any_ pawnExtensions in the inheritance structure.

If you search my framework mod using something like VSC you'll see ""isMechanical>true</isMechanical>" in 3 different hediffs. Two for mechanical humanlikes, and 1 for mechanoids-made sapient.

For example: BigSmall_Framework\1.6\SimplyRaces\Defs\Abstract\RobotBasic\RaceTracker_BaseMech.xml
Azathoth 8 月 6 日 下午 1:17 
Awesome thanks @RedMattis
Maux 8 月 6 日 上午 6:57 
@RedMattis
Ah, I can see the defs have RaceExtension, and the RaceExtension has <raceHediff>, and going in the raceHediff (BS_TVAndroid for example), I see it has BigAndSmall.PawnExtension. (wow this is very in-depth.)
But the BigAndSmall.PawnExtension doesn't seem to have isMechanical specified. Does isMechanical's value defaults to true in BigAndSmall.PawnExtension?

Also... I think I might just hardcode the defnames if there isn't a good indicator. So far I found these:
BS_CommandoBot
BS_CommandoBot_NonSapient
BS_CommandoBotPersona
BS_SynthRace
BS_TVAndroid
BS_TVAndroid_Sapient
Hopefully these would cover all the mechanical life forms?

+) Shamelessly using this chance of communication to tell you I love how creative you are with your mods, especially all the clever mechanics that can change gameplay (I friggin love mimic's mechanics). Sending you love.
RedMattis  [作者] 8 月 6 日 上午 5:30 
@Maux
If you don't mind checking mod extensions they do have a `isMechanical=true` in a pawnExtension, typically on a hediff.

E.g.
<li Class="BigAndSmall.PawnExtension">
<isMechanical>true</isMechanical>
</li>

I might be able to see about exposing something easier though...

@Azathoth
I've talked to Helixien, and I think there is a fix on the way.
Maux 8 月 5 日 下午 9:51 
Hey there! I'm trying to make this mod compatible with one of my mods, and I was wondering if there is a way to reliably detect your robots by def?

Normally I filter out mechanical lifeforms with def.race.isFlesh==false, but it seems you use isFlesh as true. So I was wondering if there was other particularity that I could look for maybe, and use it to filter your mechs out?
harhell 8 月 2 日 上午 12:44 
and how to create androids?
Azathoth 7 月 28 日 下午 4:00 
Also the stack she was born with can't be removed
Azathoth 7 月 28 日 下午 3:44 
nope it was the one I copied it reappeared and they stayed dead when I tried to revive
Azathoth 7 月 28 日 下午 3:43 
there's also a second error that relates to altered carbon
Azathoth 7 月 28 日 下午 3:41 
https://pastebin.com/zYu1e8iF this was the error
RedMattis  [作者] 7 月 27 日 上午 12:55 
@Azathoth
Did you get any errors in the log? It sounds like a potential mod conflict.

@Yveren
Yes, some of the robots can be directly crafted. You can also convert colonists to some types of robots.

@BRSaura
Synths can do that, but most of the other robots can't.

As for the Dub's stuff. I did patch that away before, but I suspect the patches broke/disconnected when 1.6 was released, or perhaps an update from Dub's side.
Azathoth 7 月 26 日 下午 11:15 
I made a persona android and it died immediately
Yveren 7 月 25 日 上午 11:25 
is it possible to make your own robots with this mod?
Smiley Face Killer 7 月 18 日 下午 10:19 
@BRSaura
Check the "Dubs Bad Hygiene Bug" Discussion for the fix, that's what I had to do
BRSaura 7 月 18 日 上午 1:29 
So I got one of the robots through a raid and for some reason it can eat normal food and has hygiene/bladder, is this a known issue? load order maybe?
Stepoid 7 月 18 日 上午 12:42 
Мои любимые андроиды, почему?.... Т3, кто тебя сделал таким? Каво надо в шелушильню посадить?
RedMattis  [作者] 7 月 17 日 下午 2:32 
@smiley Face Killer
Android fuel. Best made at the refinery, but failing that any cooking station will do, though quite inefficiently.

Made from wood or chemfuel.
Smiley Face Killer 7 月 17 日 下午 1:53 
@PKPenguin
You can always use Combat Readiness Check continued by Mlie to tweak raid stuff if you need to.

@RedMattis
I had an Erratic Ad Bot join me, but like it just keeps constantly puking. Is that expected because it's erratic or is something funky going on
PKPenguin 7 月 17 日 上午 2:08 
I might have just high rolled grenadiers, there were like 5 or 6 of them which is a real problem when you can't knock them over quickly what with them not bleeding or feeling pain
RedMattis  [作者] 7 月 17 日 上午 12:46 
@PKPenguin
They should show up in a fair bit lower numbers than outlanders, but I'll look over the values.

Do keep in mind that especially when playing with a storyteller like Randy Random the raid sizes can vary from 0.5 to x2 or more when considering adaption factor, quest factors, and randy's random multiplier to raid size.

@Negada
You'll need to link to the play log file.

I'd suggest trying to verify files though, often the issue is simply mods being out of date (happens very very often that Steam Workshop messes up)
PKPenguin 7 月 16 日 下午 11:18 
Works fine for me on 1.6 but god DAMN these are some of the most brutal raiders I've ever had. My colony is decently armed with charged munitions and recon armor but one raid from them wiped me immediately. Hydrogen bomb vs coughing baby type raid. I know they're robots but man they are insanely durable
Negada 7 月 16 日 下午 6:45 
hey! v.1.6 Unfortunately it doesnt work for me, I tried to use it in dev mod, spawned different robots' xenotypes. They appear with red errors that go fast to 99+. When I turn on the time, error stops, but after a while the next robot I try to spawn freezes my game and I have to retsart it ( But the mod is amazing... I wish it could working
KahirDragoon 7 月 12 日 上午 9:57 
@RedMattis Was on 1.5. Good to know. Thanks for your work.
man of the void 7 月 12 日 上午 8:17 
hey Im dumb but just wondering can you make it so VRE androids can use the Tv head and body.
i vary much like the aesthetic but i also like how VRE androids work. signed a dumb a$$
RedMattis  [作者] 7 月 12 日 上午 6:57 
@salt_babe
That is an oversight on my part. I've submitted a change now so the the faction so any non-standard-pawnkinds faction will be (Erratic) Ad-bots or Steel Enforcers. :)
RedMattis  [作者] 7 月 12 日 上午 6:53 
@KahirDragoon
It is fixed in 1.6. 1.5 can get that error, but it is harmless.
salt_babe 7 月 12 日 上午 6:49 
Thanks for the quick response. There is a transport pod landed resulting a pawn that's a baseliner human.
Not a big issue. Just want to let you know that if it's related to the hospitality problem though I am not using hospitality. Great mods as always.
RedMattis  [作者] 7 月 12 日 上午 6:42 
@KahirDragoon
Is this on 1.6? The error is harmless, but it shouldn't occur because the MayRequire checks both for Simple Androids and Big & Small Genes.

@salt_babe
Not a bug, they are defined on their pawnkinds instead.

I did hear hospitality and the like could have issues with this though, so I'll see about setting xenotypes on the faction when Biotech is enabled.
salt_babe 7 月 12 日 上午 5:14 
Maybe a bug?
Rogue android faction consists of 100% baseliner after Odyssey release.