边缘世界 RimWorld

边缘世界 RimWorld

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ABF: Synstructs Core
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Mod, 1.5, 1.6
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2.417 MB
2024 年 7 月 13 日 上午 9:50
9 月 20 日 上午 8:15
17 项改动说明 ( 查看 )

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ABF: Synstructs Core

在 Killathon 的 1 个合集中
Synstructs
5 件物品
描述
Synstructs Core [ABF:SC]

A framework using Artificial Beings Framework (ABF) to implement all the core features necessary to have Synstruct races: An advanced set of synthetic beings that have created a culture all of their own and that have long since integrated into humanity's norms. This framework contains all of the core content and abstract information necessary to for sub mods to implement individual races and mechanics. This mod does not contain any races itself.

Languages:
  • English (Primary)
Want to translate ABF to your own language? Submit a Pull Request on GitHub (accessible from the discord). I make no guarantees that languages besides English will have mistakes corrected in a timely manner.

Features:
This mod contains content that is shared between the various types of synstructs, including:
  • Basic backstories for all kinds of player synstructs
  • Body part definitions used by submods to lay out their races' body types.
  • Directives that reprogrammable synstructs can have implemented to enhance their capabilities.
  • Drug-like items that synstructs can use for temporary buffs. Other races cannot use them.
  • Implants ranging from part upgrades to implants to whole new chassis and frame replacements.
  • Hediffs unique to synstructs that replace vanilla hediffs like hypothermia or heatstroke.
  • Researches necessary to unlock general features in its own research tree.
  • An event that can fire for synstructs where they will ask for permission to change their personality slightly from time to time.
  • Abstract information defined for all synstruct humanlike and animal pawns to use.
  • Unique thoughts for synstructs.
  • A mechanic called Coherence that requires synstructs to meditate on a semi-regular basis to maintain a stable, healthy, happy existence.
  • Various items to repair, improve, or otherwise be used by synstructs.
  • Reliance on mod extensions for extensibility and xml access.

Synstructs have a number of unique features that should be kept in mind, including:
  • An energy requirement.
    • Synstructs can charge from beamcoils passively or from enervoirs actively.
    • Synstructs cannot consume or use food for energy in any way.
    • How much energy a Synstruct needs depends greatly on its model, implants, and various effects. They do not need energy while they are incapacitated or unconscious for any reason.
    • In a pinch, Synstructs can consume chemfuel to restore their energy need - useful for caravans or when the power is out. This will likely be replaced with a custom item or mechanic in the future.
  • A need for coolant and lubricant in order to keep fully operational.
    • Both coolant and lubricant come in packs, manufacturable from the drug lab or en masse at the biofuel refinery. It requires neutroamine and chemfuel to produce.
    • Coolant is strictly necessary to keep operating. While most synstructs only need to be topped up every year or so, they will rapidly enter a comatose state if not supplied.
    • Lubricant is a helpful but non-essential chemical for them. It must be refilled roughly every quadrum, and synstructs who run out will suffer mild penalties.
    • Each race has different needs. Some synstructs may not need one or both. Some synstructs require a vast amount to keep running.
  • A need to run self-maintenance cycles in order to keep a coherent existence.
    • Synstructs will build coherence whenever they are idle or when the need is lower than the target threshold and they are not preoccupied with high priority work tasks. They will not build coherence in the work time assignment unless they are idle. They will prioritize building coherence if in the meditate (Royalty DLC) or sleep time assignments.
    • Synstructs will prefer to build coherence at a designated spot or in their room, if they have either.
    • Synstructs will have a higher mood when at high average coherence, and a poorer mood at low average coherence. This is affected by certain traits.
    • Random positive or negative effects can occur depending on the synstruct's coherence, ranging from critical errors to powerful optimizations.
    • Many synstructs will be better off maintaining a middle-of-the-road approach to their coherence than trying to always maximize it.
  • An aversion to Archotechnology due to being spurned by the great powers that they are not subject to.
    • Synstructs have no psychic sensitivity and no organic matter with which to interface with Psylinks, Mechlinks, or other psychic implements.
    • Designed and crafted by human researchers with no working understanding of how psychic powers work, synstructs are immune to most such phenomena.
    • Archotech implants and upgrades will resist being used by synstructs, and will deeply unsettle them.
  • The restriction that only repair stims can be used to repair synstructs, as normal medicine does not work. Some synstructs may even require higher grade repair stims.
  • The ability to be revived by restruct kits that are manufacturable, rather than mech serum. Make sure to use the correct kit on the correct kind of synstruct.
  • The ability to be configured as drones, reprogrammable drones, or sapient individuals. Simple surgical operations can change their state - but know that stripping a synstruct of its sapience is murder!

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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.