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报告翻译问题
Android Fuel.
Craftable at cooking stations/campfires or preferably their much less wasteful unique little 1x2 building which is unlocked via biorefinery technology.
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.
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.
I don't see a research tree for the Steel Enforcers in the Big and Small category, am i missing some other mod?
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.
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.
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.
>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.
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
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.
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.
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?
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.
Check the "Dubs Bad Hygiene Bug" Discussion for the fix, that's what I had to do
Android fuel. Best made at the refinery, but failing that any cooking station will do, though quite inefficiently.
Made from wood or chemfuel.
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
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)
i vary much like the aesthetic but i also like how VRE androids work. signed a dumb a$$
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. :)
It is fixed in 1.6. 1.5 can get that error, but it is harmless.
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.
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.
Rogue android faction consists of 100% baseliner after Odyssey release.