RimWorld

RimWorld

Rim-Robots_
975 kommenttia
Vex  [tekijä] 57 minuuttia sitten 
@Neirs Disable them in the facial anim mod settings.
destroyed75 16 tuntia sitten 
i hope to try out this Upgraded New and Improved 1.6 version of this robomod soon, but im playing other games at the moment. ill see if i encounter the Horrible Headless Bots! AAHHH!!!

(being silly by the way lol :sans:)
destroyed75 16 tuntia sitten 
hello, hello! i love this mod so much! like i seriosuly doubt i woiuld be playing rimworld without it. the lame human pawns just dont interest me at all, and theyre so freakin needy, lol. also they arent cool robots...which this mod adds! so thats why, Rim-Robots_ is without a doubt, my favorite mod in the history of mod! :hee:

thank you so much for creating this mod and for keeping it updated! i appreciate it extremely!
RandomEdits 17.7. klo 7.27 
They are immune to the vacuum of space, right?
Neirs 17.7. klo 6.43 
nl facial anim makes the mechanoids appear without heads :steamsad: is there a fix for this??
Gula 17.7. klo 6.41 
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 11.7. klo 13.02 
Close Enough, Welcome back Skeletons!
Naraxa 11.7. klo 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 10.7. klo 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 9.7. klo 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 9.7. klo 11.19 
@vex VE Androids has updated to 1.6
Hammer Goblin 7.7. klo 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 4.7. klo 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 3.7. klo 1.46 
i already tried unsubing/resubing and changing the mod load orders multiple times to no success :(
Eeo 2.7. klo 22.13 
Nothing seems to be a mod mismatch here, just that the game can't find the graphic for w/e reason
Eeo 2.7. klo 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 2.7. klo 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 2.7. klo 19.25 
same, i dont see heads
ꙮktober 2.7. klo 16.50 
@Vex No luck on that on my end.
Vex  [tekijä] 2.7. klo 15.43 
@Atreidi I have a full biotech port done and chilling, I'm just waiting for VE Androids to update.
Vex  [tekijä] 2.7. klo 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 1.7. klo 16.13 
Running 1.5 still, can confirm missing heads.
Singularity 1.7. klo 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 30.6. klo 11.46 
Getting the same issue Moth is. I do look forward to running about as a robo-mechanator though
Endathi 29.6. klo 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 29.6. klo 5.18 
Ever considered dropping the HAR completely from this mod?
Moth 28.6. klo 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  [tekijä] 27.6. klo 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 27.6. klo 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 27.6. klo 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  [tekijä] 26.6. klo 16.27 
@Moth Fixed!
Moth 21.6. klo 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  [tekijä] 19.6. klo 18.36 
@モルフォ Looking into it, thank you!
モルフォ 19.6. klo 14.14 
@Vex I see the bug is fixed last year but it seems the gestator can't resurrect mechs again now.
C0lin2000 14.6. klo 4.40 
Neat
Vex  [tekijä] 12.6. klo 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  [tekijä] 12.6. klo 11.02 
@DevRow @SSY GASOL This is a mod conflict, not entirely sure which mod causes this though.
DevRow 10.6. klo 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 8.6. klo 1.42 
why the robot can't charge themselves?
SkimmingDawg 7.6. klo 14.40 
plasteel scythe is way to underpowered, melee dps ends up only being +1 due to the manipulation decrease :steamsad:
KΞNTΛR 2.6. klo 14.55 
"Yay! I found this mod that looks awesome - humanoid alien races........."
RandomEdits 28.2. klo 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 25.2. klo 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 23.2. klo 4.06 
Eric 21.2. klo 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 13.2. klo 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 13.2. klo 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 1.2. klo 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 22.1. klo 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 6.1. klo 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