RimWorld

RimWorld

Rim-Robots_
972 kommentarer
RandomEdits For 26 minutter siden 
They are immune to the vacuum of space, right?
Neirs For 1 time siden 
nl facial anim makes the mechanoids appear without heads :steamsad: is there a fix for this??
Gula For 1 time siden 
This mod might seem to be a problem with the newly added "Sentience Catalyst" as I try to use the catalyst with my colonist, after selecting the colonist who will use it: the moment that I mouse over an animal to use I get some errors and my UI disappears.

https://pastebin.com/f6sq0EsQ
Robcartree 11. juli kl. 13:02 
Close Enough, Welcome back Skeletons!
Naraxa 11. juli kl. 12:58 
I'm very excited to see what sort of stuff is planned for the biotech port, now that 1.6 is out and VRE Androids is updated as you were waiting for. Please take your time for the update and don't let people pestering you discourage your drive, as this is a very high-quality mod
Crazy Dog 10. juli kl. 8:31 
got the Same problem. No Heads. And if i Spawn a Persona all Pawn Graphics will be invisible.
If i Char edit the Persona and randomice her all will be displayed again
schwazel_bacher 9. juli kl. 12:27 
Missing heads, uninstall reinstall mod does not work, poked and prodded the code. Could not for the life of me figure out why the heads are missing. Possible to do with neck? No idea, I've tried for 2 days. I love the look of this mod but the model's heads are broken so I'm very sad :(. Verified rimworld files, etc. Chat GPT could not figure out what was wrong with the pathing either. Please update :'(
cyber foxvx 9. juli kl. 11:19 
@vex VE Androids has updated to 1.6
Hammer Goblin 7. juli kl. 1:17 
I must be blind, ignorant, or both. I love the mod, I love running half-robot colonies, but is there some reason that my created Mechenents have no head-casing, and why my colony vanishes, when a Personae is created?

Does anyone in the comment section know of any incompatibilities, or is this a skill issue with Rimworld Together? Genuinely curious. No shade thrown.
Darkstar 4. juli kl. 11:59 
Having a curious problem with this Mod, and I;m sure its due to a incompatibility somewhere. When they are on the screen, they are invisible and cause all my pawns to vanish. Also they have a hunger bar I cannot seem to fix and eventually die from starvation (ya...robots getting hungry lol)
Singularity 3. juli kl. 1:46 
i already tried unsubing/resubing and changing the mod load orders multiple times to no success :(
Eeo 2. juli kl. 22:13 
Nothing seems to be a mod mismatch here, just that the game can't find the graphic for w/e reason
Eeo 2. juli kl. 22:12 
Error is this:
Failed to find any textures at RobotRace/Head_Mechanent/ while constructing Multi(initPath=RobotRace/Head_Mechanent/, color=RGBA(0.796, 0.812, 0.765, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.Graphic_Multi:Init (Verse.GraphicRequest)
Verse.GraphicDatabase:GetInner<Verse.Graphic_Multi> (Verse.GraphicRequest)
AlienRace.AlienRenderTreePatches:HeadGraphicForPrefix (Verse.PawnRenderNode_Head,Verse.Pawn,Verse.Graphic&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.PawnRenderNode_Head.GraphicFor_Patch2 (Verse.PawnRenderNode_Head,Verse.Pawn)
Verse.PawnRenderNode/<GraphicsFor>d__67:MoveNext ()
Verse.PawnRenderNode:EnsureMaterialsInitialized ()
Verse.PawnRenderNode:EnsureInitialized (Verse.PawnRenderFlags)
Eeo 2. juli kl. 21:46 
Hmm... does this mod play nicely with either Androids Expanded Overhaul or Koi's Mech-Androids? Either of those could potentially be fighting over graphics, but I'd think it would just be the latest one overwriting the texture rather than deleting the texture entirely...
Viaos 2. juli kl. 19:25 
same, i dont see heads
ꙮktober 2. juli kl. 16:50 
@Vex No luck on that on my end.
Vex  [ophavsmand] 2. juli kl. 15:43 
@Atreidi I have a full biotech port done and chilling, I'm just waiting for VE Androids to update.
Vex  [ophavsmand] 2. juli kl. 14:08 
@ꙮktober @Singularity @Eeo @Moth Try unsubbing and resubbing to the mod, or verifying your game's files. It seems to be a bug with rimworld itself.
ꙮktober 1. juli kl. 16:13 
Running 1.5 still, can confirm missing heads.
Singularity 1. juli kl. 12:24 
I got the same missing heads issue
it worked fine until a few hours in to the game then heads started disappearing
Eeo 30. juni kl. 11:46 
Getting the same issue Moth is. I do look forward to running about as a robo-mechanator though
Endathi 29. juni kl. 14:45 
The Common Sense Mod appears to be the culprit behind the incompatibility issue causing the pawns to be unable to recharge. I definitely didn't just spend 2 hours slowly removing mods to figure it out. Not at all..
Atreidi 29. juni kl. 5:18 
Ever considered dropping the HAR completely from this mod?
Moth 28. juni kl. 21:49 
seems there's an issue generating robot's heads or sometimes even their whole bodies, here's the error

Failed to find any textures at RobotRace/Head_Persona/ while constructing Multi(initPath=RobotRace/Head_Persona/, color=RGBA(0.894, 0.620, 0.353, 1.000), colorTwo=RGBA(0.224, 0.224, 1.000, 1.000))
Vex  [ophavsmand] 27. juni kl. 10:30 
@SageMan Maybe as an implant later down the line, but for now if you want, you can go into the mod's alien races xml file, go to the one labeled mechanent, and scroll all the way to the bottom til you find modExtensions, and then find incapableOfLove and change it to false.
SageMan 27. juni kl. 7:35 
Is it possible to give Mechanates more complex emotions like Personae in order to romance humans. I prefer Mechanates over Personae cause they just simply look cooler as is :P
Da_GayPanda 27. juni kl. 6:17 
I'm having a problem with rim-robots_:
What i did to get here (i think) so i have a pawn that's a humanlike mechanoid, i had a problem where all my pawns (minus him ofc) were eating raw food so i went to disallow everything except meals then the error occurred, i then clicked i basically told my pawn he cant drink his fill in chemfuel so i allowed him to "eat" it but i still get the error even after restarting the game(see bellow). it seems not even the batteries recharges them now they just go into a loop trying...

I did paste the error code in discord in #modding-help
Vex  [ophavsmand] 26. juni kl. 16:27 
@Moth Fixed!
Moth 21. juni kl. 17:26 
for some reason the over-engineered psylink doesn't work, I could install it but nothing happened
Here's the error from the logs:
JobDriver threw exception in toil Use's initAction for pawn Sharpstrain driver=JobDriver_UseItem (toilIndex=2) driver.job=(UseItem (Job_4619321) A = Thing_PsylinkFormerSynth850763 Giver = ThinkNode_QueuedJob [workGiverDef: null]

I spawned another psylink using dev mode (because I thought the first one was gone, it was not) and when using it the same thing happened, using the item on a different pawn didn't fix it either
Vex  [ophavsmand] 19. juni kl. 18:36 
@モルフォ Looking into it, thank you!
モルフォ 19. juni kl. 14:14 
@Vex I see the bug is fixed last year but it seems the gestator can't resurrect mechs again now.
C0lin2000 14. juni kl. 4:40 
Neat
Vex  [ophavsmand] 12. juni kl. 12:24 
Heads-up: this mod may take a bit to update to 1.6, I have most of everything ready, but HAR and VFE are still not fully updated/unstable so I cannot test it.
Vex  [ophavsmand] 12. juni kl. 11:02 
@DevRow @SSY GASOL This is a mod conflict, not entirely sure which mod causes this though.
DevRow 10. juni kl. 20:33 
for some weird reason, it could be a mod(or a few mods) that makes it so mechanent's and personae's wont consume chemfuel and anything else they eat. i found a way past this bug by drafting the pawn and make them consume the chemfuel that way, just dont bring them to a caravan unless your using a drop-pod to take them from point A to point B. hope this helps.
SSY GASOL 8. juni kl. 1:42 
why the robot can't charge themselves?
SkimmingDawg 7. juni kl. 14:40 
plasteel scythe is way to underpowered, melee dps ends up only being +1 due to the manipulation decrease :steamsad:
KΞNTΛR 2. juni kl. 14:55 
"Yay! I found this mod that looks awesome - humanoid alien races........."
RandomEdits 28. feb. kl. 14:37 
Question, how do I make it so that Personaes only spawns with screens for a face?
六丁六甲吃牛排 25. feb. kl. 22:41 
Compatibility Bug Warning:
This mod will disable all patch-based modifications, preventing them from correctly targeting intended entities (e.g., The Dead Man's Switch's Mechanoid Modification Module - including Hydraulic Frames, Transport Frames, etc.). If you require these functionalities, do NOT install this mod.
Victor 23. feb. kl. 4:06 
Eric 21. feb. kl. 2:33 
i tried doing solo mechanent naked brutality and how do u get to print ur own colonists when robots cant use a normal mechlink?
Solstice Initiative 13. feb. kl. 15:49 
Okay nvm I see why they need oxygen, one of them just got high on smokeleaf

10/10 would add to a vanilla playthrough
betahell_32 13. feb. kl. 15:09 
hey could you make it sos2 compatible and not need to give mechanent hypoxia and also that they cant have magic in a rim world of magic
Solstice Initiative 1. feb. kl. 1:29 
Does this have compatibility with Save Our Ships 2? It would be very awkward if a mechanent needed oxygen in space.
[AN] Mad Scientist 22. jan. kl. 20:56 
when i tried the mod for some reason i could not order my people to do tasks as they would wonder around as if I had not given any orders.
BrandonVG-Español 6. jan. kl. 8:36 
No puedo resucitar mis mecanoides, uso los peones mecanizadores y veo que cuando activo este mod, ya no puedo resucitarlo apesar que tenga el cadaver del mecanoides y el metal. Cuando intento resucitarlo, sale le mensaje de " no hay ningun cadaver mecanoide" lo cual es mentira
Soda Khan 5. jan. kl. 8:59 
Is it normal that the Persona race have no xenotype?
or at least its not showing up in the Bio panel for me
WaffleKing 4. jan. kl. 3:03 
Can you resurrect the robots?
You can resurrect human colonists with resurrector mech serums. Is their a robot version? I feel like it can't be too hard to resurrect a robot, especially compared to a human.
VibeTheSam 3. jan. kl. 0:02 
Are they supposed to feed/charge themselves with the batteries or do I have to continue to tell them to charge themselves?