Surviving Mars

Surviving Mars

Biorobot fix
40 Comments
ChoGGi 21 Oct, 2020 @ 12:18pm 
I updated your mod to work with current, let me know if you want me to take it down.
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2264098735
optimusgd 14 Sep, 2020 @ 2:36am 
Mod is not working. It's not crash my game, it's visible in mod config reborn, but it's do nothing. I'm got alcoholics and other random flaws biorobots, just as without this mode.
Skill Less 7 Jun, 2019 @ 10:44am 
Just wanted to play with it, crashed.
Belthazor 2 Jun, 2019 @ 2:35am 
This still work?
BloodyQuill 16 Aug, 2018 @ 6:50pm 
Well thank you very much! I can have those sweet innocent baby robots again.
Ker 16 Aug, 2018 @ 3:18pm 
Thx man/woman (I first wrote thx man then deleted my comment , did not know if you're a guy or a gal)
MissedFrizzle  [author] 15 Aug, 2018 @ 6:45pm 
All done. Haemimont redid the traits/perks code under the hood, so it was a bit more involved.

enjoy.
BloodyQuill 15 Aug, 2018 @ 4:30pm 
I concur with Ker! I really liked this mod. Thank you for your work!
Ker 15 Aug, 2018 @ 1:19am 
Their patch broke all mods, could you plese update this one ? I have not played the game since the patch in hope all the mods I use gets updated hehe
MissedFrizzle  [author] 22 Jul, 2018 @ 8:43am 
New version is up, updated the mod to work with the latest patch. Haemimont adjusted the generate colonist traits code so that's why it broke.
MissedFrizzle  [author] 21 Jul, 2018 @ 7:57pm 
Apologies, started a new job a few weeks back and I've been busy. I'll take a look.
BLÀde 10 Jul, 2018 @ 10:02am 
doesn't seem to be working i get robots with nagative flaws like alchoholic
test 9 Jun, 2018 @ 8:30pm 
Ok, thank you!
MissedFrizzle  [author] 9 Jun, 2018 @ 5:43am 
The mod still allows you to remove positive/negative traits from biorobots as they spawn which isn't in the base game. If you were purely interested in the specialization clearing and the fixes that went alongside that, it's no longer needed.
test 7 Jun, 2018 @ 9:42pm 
Is this still needed?
MissedFrizzle  [author] 28 May, 2018 @ 1:21pm 
This mod will fix the bug (for now). I am expecting that the new patch should fix it though - it was a 1-line code change.
Qosmo 28 May, 2018 @ 12:16pm 
Hello there. Is not clear if this mod fixes the bug that Biorobots doesn't attend the university. Could you please be more specific? Thanks in advance
Nucleotides 1 May, 2018 @ 12:40am 
Even with the mod on it didn't fix it so if they patch is the same as your mod then no dice. Either way I started over with this mod and it's perfect so thank you and thumbs up.
MissedFrizzle  [author] 30 Apr, 2018 @ 10:55pm 
Yeah, pretty much.

Haemimont have fixed it for the next patch but they may not fix it retroactively either. Not sure.
Nucleotides 29 Apr, 2018 @ 7:22pm 
damn is that why 11 of my robots are unemployed and won't go to college?
MissedFrizzle  [author] 25 Apr, 2018 @ 11:02am 
Yeah, i saw that. This mod still prevents spawning with traits, so that side still adds options over default gameplay.

Oddly, their version includes the same bug that my mod had - they didn't properly unset the specialization trait, so in the base game about half of spawned androids will be unable to attend college. Gonna reach out to them.
Emmote 25 Apr, 2018 @ 6:34am 
Sure you're probably aware but the latest patch fixed this, apparently.
" - Androids now have no initial specialization "
MissedFrizzle  [author] 8 Apr, 2018 @ 2:31am 
All fixed. new version out. Sorry for the trouble folks - enjoy. Hopefully your non-specialist biorobots can sweep the floors forever.
MissedFrizzle  [author] 8 Apr, 2018 @ 2:11am 
I think I found the error. T'was on my end, or something that their hotfix adjusted. specialities are both a trait and a stat, and I missed the trait clearing.

the UI and most of the game logic appears to use the stat, but the Uni uses a trait check because it's based on the same code as the Sanitarium. v0v

I'll plug it shortly.
Muffinman 7 Apr, 2018 @ 8:41pm 
@Ampoliros Maybe it is because of old save? Does the mod needs new save?
MissedFrizzle  [author] 7 Apr, 2018 @ 8:02pm 
I can't reproduce it in mod editor or my default save. I'm guessing it's a base game error of some sort. If you want to try uploading a save somewhere I can take a peek, but I may not be able to do anything. *shrug*
Muffinman 7 Apr, 2018 @ 5:33pm 
I made six biorobots, they all came to be unspecialized. Normally, if a human young adult is unspecialized, they will go to the university to get trained. Here the biorobot just mill about with a $ sign above their heads. This means they are unemployed and looking for work but since my science center only allowed specialists they can not find work. If I turn toggle spawning with specialization back then that defeats the purpose of this mod as they will get random specialization that I do not care for...I was hoping the biorobots would be a clean slate and can get trained. Maybe this is out of your hands since it looks like this is something hard coded.
FeiXue 7 Apr, 2018 @ 10:51am 
Not all humans go either. However, with latest patch you can tell humans to get a frelling degree but I'm not able to do that with BRs. Click on Uni just doesn't register (same as it used to be with humans pre-patch). Sanatoriums behave the same but that's of little consequence since wth would you create a BR with flaws.
Ideally somebody should mod Assembler to a version where one can select what spec BR it'll spew out.
MissedFrizzle  [author] 7 Apr, 2018 @ 9:07am 
You can always turn them spawning with specializations back on using modconfig.
Sheep Viking 7 Apr, 2018 @ 8:44am 
have the same issue only a few of them go to uni to get educated
MissedFrizzle  [author] 7 Apr, 2018 @ 6:16am 
mmm, they will go to university in my test game. Not quite sure why you're seeing that.
Muffinman 7 Apr, 2018 @ 2:33am 
So the biorobots are indeed born without specialization but then they won't go to the university to get specialized...
FeiXue 6 Apr, 2018 @ 11:58am 
Very useful, cheers. Now if only somebody did a fix for their uniforms ...
baddoggs 5 Apr, 2018 @ 5:03am 
Nice mod, thank you for sharing your work.
MissedFrizzle  [author] 4 Apr, 2018 @ 3:50pm 
everything defaults false/nil and it works as before
Droidhacker 4 Apr, 2018 @ 3:49pm 
now what happens if I dont have mod config?
MissedFrizzle  [author] 4 Apr, 2018 @ 3:31pm 
New version is up with the modconfig integration. Should let you choose to toggle each of the 3 items - perks (positive), flaws (negative), and specialization.
Droidhacker 4 Apr, 2018 @ 12:34pm 
I love this, I crank these out and its goofy they have traits, I use these as a labor force and my houses recovering sanity helps, but this solves it at the source
MissedFrizzle  [author] 4 Apr, 2018 @ 12:12pm 
Yeah, I can probably do that.
AVE 4 Apr, 2018 @ 11:55am 
Can you make it configurable (via ModConfig)? Without Project Morpheus (or guru) there is no way to develop traits/flaws. Some randomness should be kept at least in this, I think.

Maybe someone would like to switch it off temporarily.