边缘世界 RimWorld

边缘世界 RimWorld

Mechanoid Custom System
58 条留言
O GUST BRAVO 6-6 14 分钟以前 
uhh is normal for chips stack each other?(i mean in my first slot there overclock chip and industrial engineering chip in my tunneler)
Cruel Moose 10 小时以前 
Thank you, much appreciated! ^_^
Charlotte  [作者] 10 小时以前 
I fixed the missing English translations for a few items. ㅇㅅㅇ
Charlotte  [作者] 10 小时以前 
@Cruel Moose

Oh, sorry. I forgot to include the translation files. I'll add them soon.

Unlike the standard Leader Core, this is a general-purpose item that does not count as a Leader. It boosts Data Processing (equivalent to Consciousness), Manipulation, and Sight.
Cruel Moose 10 小时以前 
What does the new brain do? Its not translated into english, along with a couple of the legs.
Charlotte  [作者] 10 小时以前 
@Irazell
Y E S
Irazell 12 小时以前 
Hello, is this mod compatible with the other mechanoid upgrade mod, called "Mechanoid Upgrades"?
Boss 12 月 12 日 上午 2:47 
CE extended is complex, and it's very much appreciated that you're attempting to make this compatible. CE does a lot of things behind the scenes (like the general range increase). Aiming is very much different.

But it's hard to not use it once you start using it the first time. There's something addicting about having ammunition and actual projectiles.
Charlotte  [作者] 12 月 11 日 上午 8:38 
CE Compatibility (December 12, 2025): I have implemented a simple compatibility patch for CE (Combat Extended). However, I have no knowledge whatsoever about CE (Does using CE significantly increase range? I'm not sure) and have never used it, so I cannot tell whether any specific value is intended, an error, or incorrectly applied. (The issue of weapons always firing full-auto, which I received feedback on, has been resolved.)

Additionally, there are options that become meaningless when using CE. In particular, the option to increase the number of shots fired is ignored due to CE's unique firing system. Also, the range increase option can interact with CE's inherently long range to create an almost infinite range.

Overall, CE is a very difficult and unknown mod to me. Please report any errors. I will try my best to fix them.
Charlotte  [作者] 12 月 11 日 上午 7:11 
@ Grave
Please note that if the range increase doesn't apply, it means most things won't work. Unfortunately, if it doesn't apply, the compatibility patch could be significantly delayed...
Grave 12 月 11 日 上午 6:56 
That was the only thing that stood out immediately. I'll have to add it back in and see
Charlotte  [作者] 12 月 11 日 上午 6:33 
@Grave
It seems like it's conflicting with my mod's burst count increase option. Are the other features working normally? If that's the only issue, I'll look into compatibility and work on a fix.
Grave 12 月 11 日 上午 6:11 
I'm finding that it's incompatible with CE. After adding this mod, CE firing modes on weapons cannot be changed and they always fire full auto.
Charlotte  [作者] 12 月 11 日 上午 1:59 
@UwU Terror

I don't use CE and haven't even tested it, so I'm not sure if it works. However, since my method simply applies hediffs, there's a possibility that the stat bonuses themselves will be applied. That said, the burst count increase feature could potentially have issues.
CE is such a massive overhaul mod that it's beyond the scope of what a novice developer like myself can easily tackle, so even if it doesn't work, a compatibility patch likely won't be made.
Nimn 12 月 11 日 上午 1:51 
CE compatible? I'd wager so. This mod isn't adding weapons, armor, materials, or new units. I'm no modder but i'd wager so. I plan to add it to my list right now, it'll add so much to my ship playthrough.
Lanceyy242 12 月 11 日 上午 1:34 
Huge fan of this mod! The squad leaders concept is really really cool. If you want, I have some mods I can share the names of that add new mechs to the game, just incase they need a compatibility patch. Namely Alpha Mechs, [AV] Mechtech, Reinforced Mechanoids 2 (Continued), and More Mechanitor Mechs. No clue if they need patches, but those are some of the decently popular mech-adding mods just in case. Thanks for making an awesome mod!
UwU Terror 12 月 11 日 上午 1:31 
CE compatible?
Quilava 12 月 10 日 下午 11:35 
That was quick, such amazing mod :steamhappy:
Charlotte  [作者] 12 月 10 日 下午 10:20 
@⚡Mako⚡/ Quilava
I have completed the compatibility patch and the texture patch. I have made the patch more comprehensive, so it should apply to all modded mechanoids.
⚡Mako⚡ 12 月 10 日 上午 8:30 
@ Charlotte nice, tysm :cozybethesda:
Quilava 12 月 9 日 下午 10:36 
Thank you so much, im looking forward to the compatible patch :love_seagull:
Charlotte  [作者] 12 月 9 日 下午 10:00 
@ Quilava
The Millira mod is scheduled to receive a compatibility patch along with the texture update. I apologize!
Charlotte  [作者] 12 月 9 日 下午 9:55 
@⚡Mako⚡
Hello! Yes, it is compatible. I am already using 'Mechanoid Upgrades' and its addons, as well as another separate mechanoid modification mod. A noteworthy point is that excessive modification stacking, which causes the range to reach beyond the stratosphere (around 80-85 tiles), can make the range indicator disappear (though the actual range is applied correctly). Since it's impossible to reach that range with my mod or other standalone mods, it's not a big problem, but it's something to keep in mind. However, the desire for modification is endless, and thus this mod was born...
Quilava 12 月 9 日 下午 9:26 
This look cool, im always down for upgrade, but does this compatible with "Mechanoid upgrade" mod? Also what about modded mechanoid? I use Milian mech mod and they have their own upgrade module too, will it compatible?
⚡Mako⚡ 12 月 9 日 下午 8:57 
Great mod!!

Is this compatible with Mechanoid Upgrades mod and it's addons, Mechanoid Upgrades mod - Anomaly and Mechanoid Upgrades - Archotech ?
Charlotte  [作者] 12 月 9 日 下午 5:49 
@ NaCl
I'll fix the translation errors soon.
Charlotte  [作者] 12 月 9 日 下午 5:48 
@ O GUST BRAVO 6-6

It's not currently supported. I will be updating the mod soon. I'm planning to change the item textures in the next update, and I'll review compatibility at that time. If there are any other race mods that need compatibility (or curious about), please leave a comment.
O GUST BRAVO 6-6 12 月 9 日 下午 2:48 
can i use this with milira mod?
NaCl 12 月 9 日 下午 1:39 
2 of the leg parts have not been translated into english.
Nols 12 月 8 日 上午 2:18 
@Burnner it's not listed as a prerequisite because it's THE mod needed for everything essentially, and it's just expected people know they need it
Leeking247 12 月 8 日 上午 1:06 
cool mod
Charlotte  [作者] 12 月 7 日 上午 11:02 
@PintSized
Fixed a critical bug where the Custom Tab disappeared. Sorry!!!!!!!!!!
Charlotte  [作者] 12 月 7 日 上午 11:01 
@PintSized
Fixed a critical bug where the Custom Tab disappeared. Sorry!
Charlotte  [作者] 12 月 7 日 上午 10:46 
@레블리카
버그 수정했습니다. 패치파일 수정하면서 누락된 곳이 있었네요.
PintSized 12 月 7 日 上午 10:39 
im seeing no custom tab when i click on my mechs
Raith 12 月 7 日 上午 5:08 
how does this interact with Mechanoid Upgrades?
레블리카 12 月 7 日 上午 4:24 
업데이트 후로 메카노이드에서 커스텀 탭이 안보입니다.
Burnner 12 月 7 日 上午 4:14 
problem found:
You need "Harmony" as a pre mod.
Charlotte  [作者] 12 月 7 日 上午 2:55 
@Burnner
I have just updated the mod to fix the bugs. It seems the mod is temporarily disabled on Steam, likely due to file verification or synchronization. This should be a temporary issue. Could you please restart the game and try using the mod again?
Burnner 12 月 7 日 上午 2:50 
Was trying to use the mod with biotech dlc (no other mods or dlcs) - game error: corrupt od not compatible mod.
is this another error or does this mod need another mod to work?
Charlotte  [作者] 12 月 7 日 上午 2:29 
@Silenteum

After updating the patch, I confirmed that Hediffs are now correctly applied to Dead Man's Switch mechanoids. However, there is still a minor visual glitch where the 'Custom' tab appears twice (this does not affect performance). I will look into a fix for this soon.
Charlotte  [作者] 12 月 7 日 上午 1:27 
@Silenteum

The current compatibility patch works by detecting 'artificial brain' parts to assign sockets. However, upon investigation, I found that the mechanoids in Dead Man's Switch do not have these brain parts defined. I honestly didn't expect there to be mechanoids without artificial brains—that caught me off guard! I will work on a compatibility patch for this and update it as soon as possible.
Silenteum 12 月 7 日 上午 12:45 
do you know if this works with the mechs added by Dead Mans Switch?
Charlotte  [作者] 12 月 6 日 下午 8:41 
@EvilxDabzx

I applied this mod to my 30+ year colony mid-save without any issues. I'm currently using two other mechanoid customization mods (Mechanoid Modifications and Mechanoid Upgrades), and when I added mine, the stats from all mods stacked together properly. I believe there shouldn't be major problems.

However—and I really want to emphasize this—when adding mods that introduce dedicated systems mid-game, it's impossible to predict what issues might arise from mod interactions or imbalances (even minor ones, and even if my mod isn't the cause). This applies not just to this mod, but to any mod you add. Please make sure to backup your save file before proceeding.
EvilxDabzx 12 月 6 日 下午 8:29 
is this safe to add mid-save? seems like such a great mod, awesome work!
Charlotte  [作者] 12 月 6 日 下午 7:59 
@CyberBatty7
I've just finished the compatibility patch. It should work now.
CyberBatty7 12 月 6 日 下午 12:57 
I hope that this mod works with the AF · Mech Fox mod?
Charlotte  [作者] 12 月 6 日 上午 10:35 
@Ungus Chackus
The fact that Hediffs were not applied means those mechanoids use non-standard BodyDefs. However, you can easily expand compatibility by adding modded mechanoid BodyDefs to the XML files in the Patches folder.

If you encounter any mechanoids where the customization doesn't work and you'd like support for them, please let me know. I'll consider creating compatibility patches for those mods.
Charlotte  [作者] 12 月 6 日 上午 10:28 
@Ungus Chackus
I believe the likelihood of a crash is very low. During the final stages of development, I accidentally omitted the socket definitions for the 'Cyclops' from the Odyssey DLC. Even in that state, the Custom tab was active and install/uninstall orders were possible, but the actual stats (Hediffs) were simply not applied. The game did not break or crash; it just resulted in non-functional slots, and the game continued to run normally.

Therefore, for modded mechanoids that utilize unique BodyDefs rather than the standard ones from Biotech or Odyssey, the Custom tab may still appear. However, it will likely serve only a cosmetic purpose without actual functionality. It should not cause any crashes or corrupt your save file.
Ungus Chackus 12 月 6 日 上午 9:49 
even if not compatible to modded mechs will it break the game if I use them side by side?