边缘世界 RimWorld

边缘世界 RimWorld

Persona Mechanoid Pawns 2
310 条留言
hYPERION  [作者] 10 月 16 日 下午 1:30 
@JCLKingu It should work as expected, I do remember there being a bug reported somewhere in the comments with some other mod that was causing it to not detect the bodies like that when another mod that tweaked something with normal mechanoid corpses. If you have something like that loaded see if its still broken without it.
JCLKingu 10 月 15 日 下午 6:59 
How can I revive a persona mechanoid using the gestator? I tried with one of my colonists, but can't because the machine keeps telling me "missing 1 corpse" when the corpse is right there and is allowed.
The human 10 月 8 日 下午 7:49 
This mod DOES support NL facial animations. I had to search for a minute but in the settings of the NL mod you can just turn off animations and i assume that is the same for any other face mods.
gravitator33 10 月 8 日 下午 6:06 
nevermind just found out the mutation is from vanilla races expanded: androids maybe using that mods tech can alter it
gravitator33 10 月 8 日 下午 6:04 
well thats fair enough. also how do i change up the mechanoid pawn xenotype, my mechanoid pawn got a mutation from radiation that makes them incapable of social and i was wondering how to upgradde them other than just bodyparts
hYPERION  [作者] 10 月 7 日 下午 12:45 
@gravitator33 Explains the lack of space immunity with SoS2, they likely changed how its done and my patches were fit for the old version, aside fit not working at the moment it shouldn't cause any extra issues.
gravitator33 10 月 7 日 上午 11:56 
i keep getting the error now

[Persona Mechanoid Pawns 2] Patch operation Verse.PatchOperationFindMod(Save Our Ship 2) failed
file: D:\steam\steamapps\workshop\content\294100\3522497657\1.6\Patches\Patches.xml
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1
Timendainum 10 月 3 日 上午 8:31 
@hYPERION That was it. He was already tended somehow. Used character editor to clear it out, will try again next time he get's hurt. Thanks!!:steamthumbsup:
gravitator33 10 月 2 日 下午 5:38 
love the mod, currently im running a spacer colony that uses mechanoids for ground missions.

one small problem that ive seen is that theyre affected by the sos2 space vacuum and get damaged by decompression and asphyxiation while other types of mechanoids arent is this intentional?
hYPERION  [作者] 10 月 2 日 下午 12:10 
@Timendainum Make sure they have not been "tended" to by some other means, otherwise they will not be repaired. And of course your mechanitor must be assigned to smithing and all that but I assume that is the case.
Timendainum 10 月 2 日 上午 11:34 
I'm still missing something. I put him in the bed, selected one of the mechinators, there is no right-click to repair, i'm not seeing an action button, what am I missing?
gravitator33 10 月 1 日 下午 8:36 
you have to select a mechanitor to repair them
Timendainum 10 月 1 日 下午 8:26 
How do you repair them? I have a recharger, I have a bed, nothing seems to make him heal.
Пельмений 9 月 30 日 上午 3:21 
When you use Ogrestack all the engrams in big stack become the last scanned pawn. Noted, and here is the line to Override file.
<item defName="PMP_PersonaEngram" stackLimit="1" />
JCLKingu 9 月 27 日 下午 8:30 
How can I resurrect persona mechanoids? I had a couple die and when I tried to resurrect them it said "missing 1 corpses" while the corpse itself was there and allowed.
ƎNA 9 月 23 日 上午 10:28 
It would be cool to see some improved mechanical legs or something. (By the way, thanks for the great mod)
ƎNA 9 月 23 日 上午 10:15 
It looks like we have a tiny visual bug here.
https://gyazo.com/74fadcc34ca0ceb1e1a95106882c0f3f
sumikanest 9 月 22 日 下午 11:17 
I'm having fun running a colony with my mechanical friends.
It seems that the waste from the "Bioelectric cell Recharger" drops to 0% when I load my save data.
hYPERION  [作者] 9 月 21 日 下午 1:39 
@Wet Dog Squad Sadly there isnt really a way to get them up without having the appropriate requirements of a mechanitor or one of their mechs. If you are waiting to get one you could just toss em in a corner until then if you're willing to do that, they'll never stave and be stuck in a boot loop and you will still get faction rep (a little more than usual given the extra effort) when they leave.

Also the VE nutrient paste issue is known although I dont really use that mod so I'm not sure about how to go working around it, apologies for the inconvenience, if you do get their repair beds they should always be taken to those which is a nice way to avoid the conflict once thats setup.
Wet Dog Squad 9 月 21 日 下午 1:33 
(Also, this isn't an issue with the mod, but a rather mild incompatibility: If you have Vanilla Nutrient Paste Expanded and a Persona Mechanoid is put in a bed with a Nutrient Paste Feeder, they will drain one nutrient paste meal from your storage every tick.)
Wet Dog Squad 9 月 21 日 下午 1:31 
A recurring problem I keep running into in my game is that I keep getting the Space Refugee encounter with critically damaged Persona Mechanoids, but my settlement doesn't have the tech or resources to repair or charge them, so they just end up permanently taking up slots in my hospital with no way of fixing or discharging them as they power cycle. Is there, like, any way to repair them or get them mobile without a Mechanitor?
hYPERION  [作者] 9 月 20 日 下午 11:56 
@Farbott I haven't ever done any CE support on my end so if there was any at some point it was likely from their side.
Farbott 9 月 20 日 下午 11:34 
heya, the combat extended team dropped their 1.6 release on the github, unsure if you've seen but your other mod, mechanitor balance tweaks seems to have their caravan centipede gunners still spawn with unpatched versions, the CE team pushed what looks like a gun with a similar style to yours but with fixed stats, reaching out to both sides because im unsure who would be making it drop into the right space
hYPERION  [作者] 9 月 18 日 下午 6:44 
@Eric Despite what it says there they shouldn't actually yield any. Just a byproduct of them being a xenotype under the hood.

@Kelarius Glad to hear! Sounds like it was an awesome adventure indeed thank you for enjoying the mod :D

@pantman687 Apologies but the current way it works is a mild limitation with how I implemented it, it is a bit annoying with the lack of proper queing.

@UmbraStar Hope ya find it a fitting addition :)
UmbraStar 9 月 17 日 下午 8:45 
This looks interesting, definitely gonna play a bit with it later!
Eric 9 月 14 日 上午 2:35 
why does it say they drop human leather when butchered in the info tab?
Kelarius 9 月 10 日 下午 1:06 
@hYPERION I wanted to come back and thank you for this mod. It took a bit of finagling with a series of different mod interactions but I was able to basically transfer my main pawn back into a flesh body. Most of my playtime was as a persona mech and it was quite unique and enjoyable managing the charging, repairing, and other changes. Playing as a mechanitor with a mech army / psycaster with a gravship base worked great. I have thousands of hours in this game since release and this was one of the more unique experiences to date.
pantman687 9 月 7 日 上午 8:39 
Could there be some sort of way to force repair a persona mech with a drafted pawn like normal pawns and mechs because its very inconvenient that they need to either repair themselves or be on the ground.

Also I've found that when telling a persona mech to repair themselves they will only do one injury at a time and then stop forcing you to constantly spam the order to make any meaningful progress.
Raith 9 月 6 日 上午 4:12 
btw you did a fantastic job with this mod. It works pretty damn well
Kelarius 9 月 5 日 下午 5:36 
Correcting my prior comment. I wasn't able to get the persona mech to meditate at a meditation spot, but it looks like using a Royalty meditation throne is working.
Eric 9 月 3 日 下午 9:17 
hey hYPERION, this might be a stretch, but do you think you could make the mechanoids charge off of uranium and chemfuel like rim-robots? I think it would be a lot easier earlygame and if there are ores in space there is a large amount of robot fuel up there too.
hYPERION  [作者] 9 月 3 日 上午 11:21 
@Kelarius There were issues with the spawning of stacks killing persona mech pawns, including the intro quest one for that mod, right now I've blacklisted them as a possible hediff on my end of the mod because they weren't actually spawning correctly anyway because I swap the bodytype and remove the kneck bodypart.

So currently it wont really work at all even if you were to use dev mode to try and add the stack onto a persona mech it will be blocked. You could go into the XML and disable the blacklist of them but then you'd still need to either dev mode or otherwise apply the stack somehow after the pawn is a persona mech to see if it works or not from there.
Kelarius 9 月 3 日 上午 5:30 
I have hopefully a quick question. I saw in earlier comments about the cortical stacks from AlteredCarbon not working. As a clarification, does that mean that installing an empty stack into a mech won't allow that stack to be removed and reinstalled into a meatbag pawn? Or some other disabled interaction. My thought was to do a run starting as a mechanoid or robot that eventually transfers their consciousness into a regular pawn (e.g., becomes a real boy, so to speak). And was wondering if that would be possible with your mod. Thank you!
hYPERION  [作者] 9 月 2 日 上午 11:53 
@Nah(?) Depending on how they implemented the needs it could be pretty easy to add then to a disables needs section of the mech body heddiff all persona mechs have with some XML tweaking.

@Jordan Ah that would do it good catch! Hesitant to mention as a hard incompatibility so much as it is an unintended behavior, but yeah. Atleast in your case since I think that building is an attachment to beds ya should largely be able to avoid the problem as long as ya have repair beds set as hospital ones from the start, they should be taken there as a max priority compared to any other bed.
Jordan 9 月 2 日 上午 3:29 
It was the mod I was thinking - might want to add a note on description saying incompatible with Rimtek Docmate as this will patch up the wounds making it so you cannot fix the robots!
Jordan 9 月 2 日 上午 2:39 
I'll have a little play around on my save when i'm on I have a theory I know what could of caused it I just can't remember what mod its from (I'm a psychopath running about 1900 mods)
Nah(?) 9 月 1 日 下午 8:42 
Absolutely love this mod, but I'm having an unfortunate problem with it... I'm using vanilla memes expanded and using the party life and sweet tooth memes, giving people a need for sweets and alcohol... This unfortunately also applies to persona mechanoids, even though they're incapable of eating or drinking. Is there any way to either remove these needs or let them drink/eat?
hYPERION  [作者] 9 月 1 日 下午 3:08 
@Jordan Annoyingly thats because they somehow got "tended", if a wound is tended they wont be repaired and they will never heal on their own, have people confirmed if this is a problem with just the mod loaded or is something else slipping it in?

Regardless you'll need to dev mode out those wounds because they wont go away on their own.
Jordan 9 月 1 日 下午 12:45 
I'm having an issue - I have no way to repair Persona mechs at all. They just sit on the recharge bed and get no health back at all
hYPERION  [作者] 9 月 1 日 上午 3:17 
@Tincan Man Always nice to see such a nice comment even if I dont always reply, indeed I'm happy ya pick up on the attempts to still have notable needs and interesting gameplay with persona mechs even if they come off as abit odd to some people's visions of robots :D
Tincan Man 9 月 1 日 上午 1:18 
Mod of my dreams. Uses Biotech instead of HAR, integrated with the base game mechanics, doesn't disable thoughts "because robot", balanced with its cost (and beloved ripscanners) so you can't just farm them out, tries as hard as possible to avoid adding additional or unnecessary mechanics. It's incredible how well made this is. The heavy reliance on mechanitors makes sense given the implementation, though a greedy part of me wishes there was another way.

It's very good that the robots still care for things like comfort and aren't simply drones. This was irritating in other robocolonist mods, especially since most of them already disable many of RimWorld's mechanics (food, drugs, diseases, implants, what have you) to the point of making the game boring, or barely differentiate a robot from a human at all. It's through Biotech's wastepacks, sure, but this mod finds a pretty healthy middle ground on "being a glorified steel human" and "no longer engaging with RimWorld."
hYPERION  [作者] 8 月 31 日 下午 9:57 
@Crystal Shared Ah that makes sense yeah, it was just kinda left in from the prior version I forgot to adapt it. Hopefully next time I make an update I will address it.

@Reddeq Indeed that is a wacky conflict, if ya get em a repair bed from the mod they should be taken to that and obviously dont give it a tap. You can also manually carry them to a different spot, otherwise it is annoying but I dont plant to address it at this moment I'm not too familiar with the workings of VE Nutrient Paste.
Crystal Sharrd 8 月 31 日 下午 1:15 
It's not that the mod is incompatible with Save Our Ship 2, it's that the mod's patch for Save Our Ship 2, after poking around, it's that the mod's patch for Save Our Ship 2 is failing because the PMP_PersonaMechanoid def in XenotypeDefs.xml lacks the statBases node that the mod's patch is trying to add to.
Reddeq 8 月 31 日 上午 3:09 
Found funny bug/incompatibility with Vanilla Nutrient Paste Expanded.
I have one persona mech from tranport pod crash, but can't recharge or repair him yet. So he constantly goes to medical bed (with attached nutriesnt paste dripper) and eat all paste from network in few hours
JAS 8 月 26 日 下午 5:10 
SOS2 was just released, but I don't think it's updated on steam yet.
Gexi_TheHundredth 8 月 26 日 上午 8:06 
I'd assume so. I'm pretty sure SOS2 stil hasn't been updated? Or am I mistaken?
Zombyed 8 月 26 日 上午 7:27 
The mod is incompatible with Save Our Ship 2
hYPERION  [作者] 8 月 23 日 下午 7:52 
@Tubby Fatfrick To be able to repair a downed persona mech a pawn must also be a mechanitor. A fabricor could also do it but that also needs a mechanitor.
Tubby Fatfrick 8 月 23 日 下午 6:50 
@Gexi_TheHundredth No effect. The only option I get is to strip them. I should also add that I don't have Persona mechanoids researched, if that's perhaps the reason why.