RimWorld

RimWorld

Android Tiers SM7 Overhaul (Discontinued)
108 Comments
geoffrey.lyon 28 Aug, 2021 @ 9:27pm 
The weapon is huge on my guy, its three times bigger than in your mods picture any ideas?
Joe the Tech  [author] 11 Aug, 2021 @ 4:54pm 
@Mlie
Thanks for continuing the work, friend. I just don't have the time to work on my mods like I used to.
Mlie 11 Aug, 2021 @ 1:25pm 
Aggressive_Pizza 25 Jul, 2021 @ 12:35am 
1.3?
Felius 22 Jul, 2021 @ 10:23am 
Ah, nevermind, it seems it was a matter of equipping it as a weapon by accident.
Felius 22 Jul, 2021 @ 10:20am 
The shield doesn't seem to be working.
Haunted Panels 18 Jun, 2021 @ 6:58pm 
ah there's a patch, nevermind
Haunted Panels 18 Jun, 2021 @ 6:49pm 
The rotary gun doesn't shoot out anything, it might have to do with me having combat extended but also turning off the ammo system. Able to fix that?
Kim Jong-un 16 Feb, 2021 @ 11:28am 
Hi there, I got a funny bug here. Just bought a mech blade and equipped on my pawn. It shows my pawn's melee DPS as 0 when i go into the pawn's stats page lol.
Un-Gamer 8 Feb, 2021 @ 9:45am 
Me neither for a while. It would have been nice if the mod author had mentioned that in the description.
hewhoiswright 7 Feb, 2021 @ 10:53pm 
That worked, Thank you. I don't think that it would have occurred to me to try that.
Un-Gamer 7 Feb, 2021 @ 10:27pm 
I've figured out the problem. Right clicking on the shield item brings up two options. One of them is called "Force Equip." That's the one you need to click.
hewhoiswright 7 Feb, 2021 @ 10:13pm 
I'm having the same issue. Equiping the shield makes it uncontrollable.
Un-Gamer 18 Jan, 2021 @ 5:31pm 
I'm having the same problem as the person below me. Weird thing is, it only started quite some time after I had already been using the mod for some time with no problems.
蛋蛋海的春 2 Jan, 2021 @ 4:01am 
There is a bug. The M7 can't be controlled after the shield is equipped. It is normal after the shield is removed
DrBossWatson 18 Jun, 2020 @ 7:17am 
I get some issues with the Dakraid fork (the performance increasing one) of Android Tiers, the shield doesn't work. It does throw some errors: https://pastebin.com/K8bM64Lh

If it isn't too much work could you add support for this fork? It really does help with Android performance! https://github.com/Dakraid/RW_Android-Tiers-Core
hamed91211173 28 May, 2020 @ 4:46pm 
mayebe i missied but personally think ability to create an artificial blank brain for SM7 that only let them use shooting melee and haul without need to connect to skymind (make them independent) can become a good addition to mod but not another SM7 build system that create fully automate ones
thanks for great addition to this tiny small bots :D
DEADSHOOT 26 May, 2020 @ 6:00am 
Well .... There were ideas about PT guns, heavy flamethrowers that would produce 2 jets of flame, a smoke screen on the "Special Button", which will be on the bottom panel.
(It would be necessary to write to the author A.T., and ask for new Mech ....)

I just recently watched “Ghost in the Shell” and there were some very interesting moments with “Mech”.
Joe the Tech  [author] 25 May, 2020 @ 7:37pm 
I typically add stuff as I get ideas for them. What did you have in mind?
DEADSHOOT 25 May, 2020 @ 6:05pm 
Hey! Is there any chance that you will add something else to the mod? (Google translate)
Joe the Tech  [author] 16 May, 2020 @ 1:28pm 
@gorlim
Thanks for the heads up. I'll look into it.
gorlim 16 May, 2020 @ 10:32am 
Good day to you, Joe the Tech. I hope you and your loved ones are safe and well during this difficult time. Please know I have loved your mod since I first found it.

There is an error that just started happening where the SM7 android won't auto-charge; you can force a charge, however. If possible, I would greatly appreciate any guidance you might have to resolve the matter. Thank you!

Here is the log link: https://gist.github.com/eba501cef31dfe69406038eef2fea55b

And this is a truncated version of the base message:

Exception in MOARANDROIDS.ThinkNode_ConditionalM7Charging TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.FoodUtility.WillIngestStackCountOf (Verse.Pawn ingester, Verse.ThingDef def, System.Single singleFoodNutrition) [0x00000] in <4489f1367c1c4d76b2ae1272c8ed691d>:0
at (wrapper dynamic-method)
Joe the Tech  [author] 12 May, 2020 @ 10:16pm 
That was it. Thanks!
Drgn! Netrve 12 May, 2020 @ 9:59pm 
Not entirely sure what the question is (might be English not being my first language). I think this should be it: the CompOversizedWeapon is part of JecsTools, specifically CompOversizedWeapon.dll. AT for some reason had a duplicate of that code within its codebase (which is accessed through MOARANDROIDS.CompOverSizedWeapon).
Joe the Tech  [author] 12 May, 2020 @ 5:53pm 
Thanks for the tip. What assembly is CompOversizedWeapon.CompOversizedWeapon referenced in?
Drgn! Netrve 12 May, 2020 @ 5:49pm 
Heya,
so I have been working on a fork of Android Tiers which addresses the performance issues the 1.1 version has (which had AT++ integrated), one of the biggest performance sinks was CompOversizedWeapon. As there is a fix coming (hopefully soon) but already available as DLL, I decided it would be best to remove MOARANDROIDS.CompOversizedWeapon completely as it reimplemented it which I saw as unnecessary and bad practice.

Neceros made me aware of the circumstance that your mod is also referencing this part in your XML (M7Shield.xml I think), I would suggest to use CompOversizedWeapon.CompOversizedWeapon, unless there is actually some functional changes I didn't catch during my readjustments.

The performance impact of CompOversizedWeapon is/was massive and AT doubling that isn't something I would recommend to follow.

Greetings, Netrve
Joe the Tech  [author] 11 May, 2020 @ 9:45pm 
You have to force them to wear it. Equipping it makes them equip it as a weapon.
Aermis 11 May, 2020 @ 8:53pm 
How do you activate the shield? I have it equipped (not forced wear) and I never see the bubble during battle. I take damage as I did before having the shield equipped.
Joe the Tech  [author] 8 May, 2020 @ 4:44pm 
@LEGITAMATE DUST
That would be cool, but you'll have to ask aRandomKiwi for that over on the Android Tiers mod. There's nothing I can do about it, sadly.
LEGITAMATE-DUST 8 May, 2020 @ 11:34am 
I just want them to work like a regular colonist
hello 14 Apr, 2020 @ 2:38am 
Ah, yes, i see
Well, maybe he will take a look at it at some point
Thanks!
Joe the Tech  [author] 13 Apr, 2020 @ 9:25pm 
Are you talking about aRandomKiwi's Power++ mod? I think they specifically disabled that for the M7 mechs because there are still the time-limited drop pod ones. If you could beam power to them, they wouldn't be limited. I did look into this, but the lack of wireless power is hard coded into his assembly. He hasn't gotten back to me about fixing it for the SM7s.
hello 13 Apr, 2020 @ 4:58pm 
Amazing mod! I wish there'd be a compatibility with wireless power network mod too
Danny 2 Apr, 2020 @ 5:25am 
i still think despite what's been done it shouldn't be able to take on an entire mech cluster by themselves with a shield and the minigun. i get its a chaingun but maybe lock the rotary cannon behind a separate research and reduce the fire rate/burst shot count. despite the damage being lower it still has a TREMENDOUS chance to hit something vital and kill the target
Dümbük Enişte 2 Apr, 2020 @ 3:40am 
Don't worry about balancing things too much my man. S7 is already a pretty late-game stuff, so it is okay to make it a bit op.
Engadine Maccas, 1997 2 Apr, 2020 @ 2:55am 
@Joe Legend, thanks.
Joe the Tech  [author] 2 Apr, 2020 @ 2:41am 
@Engadine Maccas, 1997
I've had to make the CE patch a separate mod for stability purposes. It can be found here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2044595677
Joe the Tech  [author] 2 Apr, 2020 @ 1:23am 
I've lowered the damage on the non-CE version by a third (and the CE version by about 80%) and doubled the number of ticks between firings. Give it another shot and see if it's any better.
Danny 2 Apr, 2020 @ 1:20am 
Yeah, that's true, but in the hands of a trigger happy pawn, the spin up is negligible
Joe the Tech  [author] 2 Apr, 2020 @ 1:14am 
Man, if you thought the vanilla rotary cannon was OP, the Combat Extended one is broken. I've toned down the power levels on both a bunch to hopefully maintain some semblance of balance. The rotary cannon is supposed to be very powerful. It'll take out a single target like it's nothing, but the spin up time makes it a liability against large numbers.
Danny 2 Apr, 2020 @ 1:02am 
(i know im not involved in this but yeah rotary cannon is beyond over powered)
Joe the Tech  [author] 2 Apr, 2020 @ 12:59am 
@Engadine Maccas, 1997
I've updated the mod to be compatible with Combat Extended. Balancing has been pretty tricky, and I think the rotary cannon might still be too overpowered.
Danny 31 Mar, 2020 @ 11:21pm 
i take it back. once my mech was downed from no control, it fixed itself
Danny 31 Mar, 2020 @ 11:02pm 
was working fine the other day but now my mechs are surrounded by a fast spinning purple box when they have a shield equipped? not game breaking but is annoying
Joe the Tech  [author] 27 Mar, 2020 @ 7:40pm 
Oh, ok. As soon as it's updated on the workshop, I'll be happy to test this out.
Engadine Maccas, 1997 27 Mar, 2020 @ 7:30pm 
Thanks for responding. CE has been updated to 1.1, btw, but the update hasn't been posted to the workshop yet. Rumour is it will be updated this weekend.
Joe the Tech  [author] 27 Mar, 2020 @ 7:23pm 
Unfortunately, Combat Extended is still only 1.0, with no mention of being updated any time soon. And this mod only supports 1.1, so no. At the moment, this mod doesn't support Combat Extended.
Engadine Maccas, 1997 27 Mar, 2020 @ 7:02pm 
Is this compatible w/ CE?
Joe the Tech  [author] 22 Mar, 2020 @ 11:54am 
@Victorraze
I've resolved the Mech Blade storage issue. It'll now appear in the melee weapons list in the stockpile. As for the shield bug with sidearms, I'm unable to reproduce. I'm assuming you mean Simple Sidearms (that's the one I tested with).

My steps for reproduction included both equipping the shield (as a weapon) and specifying the M7 to force wear it as apparel. I also tested this with both the surrogate version and the autonomous version (spawned by dev menu). None of those tests resulted in the behavior you described. I also tried shifting Simple Sidearms both above and below this mod in the load order with no change.
Victorraze 22 Mar, 2020 @ 9:37am 
So I noticed a bug that appeared when equipping the SM7 shield while using the sidearms mod (I assume that's where the issue is coming from) because when you equip the item it faults out the command list and you can't do anything with the pawn commands what-so-ever. Drafting is impossible as the option doesn't even show up, can't disconnect unless at the host pawn but you can still remove the item from the gear list and the problem goes away. Still able to wear it normally if you force wear the shield and it functions as intended without the issue popping up.

Also for the Melee weapon for the SM7 it doesn't appear on any storage list so it can't be transferred to any stockpile and will just lay there on the ground waiting to be picked up.