RimWorld

RimWorld

Automatons (Continued)
41 Comments
Zaljerem  [author] 4 Mar @ 6:22am 
They're different in some ways ... to be honest it's been awhile since I messed with either.
Zaljerem  [author] 4 Mar @ 4:49am 
Yes, basically.
Thrice 3 Mar @ 9:50pm 
Question - Is Automatons 2 just an updated version of this? So I dont need both right?
Timonelek 31 Jul, 2024 @ 11:29am 
when i use this certain mod, icons like red cross for forbidden items or moving objects blue arrow icon dont show up
Pana de Oro 25 May, 2024 @ 1:19pm 
thxxxxx
Zaljerem  [author] 25 May, 2024 @ 10:50am 
Updated: Automatons should now hatch as adults. Thanks ShauaPuta!
Pana de Oro 3 May, 2024 @ 10:20am 
...
Pana de Oro 29 Apr, 2024 @ 4:04pm 
1.5 plz?
kamiowo 16 Apr, 2024 @ 7:14am 
SWEET LIBERTY!:...NOOOOOOO-
Gspeed06 24 Mar, 2024 @ 4:08pm 
"FIGHT FOR DEMOCRACY FELLOW HELLDIVERS" - Helldiver

Anyway fun mod.
remanedur 19 Aug, 2023 @ 8:47pm 
taking a shot in the dark here, but is there any chance for a Biotech version?
Kihtan 28 Apr, 2023 @ 10:50pm 
Hi. I do not have xenotypes nor any baby mods. All automatons that wander in or spawn in the wild are adults. But when i buy an AI "egg" from other faction and it "hatches" it does so as a baby with no stats but already with backstories. Aging it up through developer tools can make it visually an adult but the stats will still stay at 0 and won't fit the backstories.
enigman 14 Feb, 2023 @ 5:38pm 
@Zaljerem, thank you for your prompt response, I wasn't expecting such a quick reply.

At the moment I'm just using Character Editor to take care of their 'needs' until it becomes old enough to become self sufficient. I'm running the Toddlers mod so I am waiting to see if it kicks in on this automaton. If nothing else it has been amusing at seeing colonists getting a debuff due to a 'sad youngster'
TeleportBehindYou 14 Feb, 2023 @ 2:43pm 
I was running Humanoid Alien Race downloaded from the requirement list for this mod. I dont think it's the Dev version?
Zaljerem  [author] 14 Feb, 2023 @ 2:07pm 
I thought I had applied blacklisting for genre and xenotypes, are you running Humanoid Alien Races - Dev?
TeleportBehindYou 14 Feb, 2023 @ 2:01pm 
can you also patch it so that they don't have genes? them having genes ruin the immersion
Zaljerem  [author] 14 Feb, 2023 @ 1:27pm 
There's an item you can craft to create an Automaton if you run Community Framework, that's probably what spawned in the loot box. I am about to make another attempt to try to get them to spawn full grown for most of the reasons you listed.
enigman 14 Feb, 2023 @ 1:22pm 
Has anyone had an automaton spawn as a 'baby'? I have a mod called Loot Boxes (Continued) and one of the random items 'dropped' when opening the box appears to be an automaton. I didn't notice it at first but after a few minutes I found I had a new automaton colonist named 'baby.'

Being an automaton it's running around doing hauling etc but as it's marked as a baby it has zero skills and can't be assigned many tasks until it 'grows' up. It also has mood debuffs due to hygiene and insufficient learning as being a 'baby' it doesn't clean itself and it's too young to 'follow' other colonists.

I have a ton of mods so it would not surprise me that one of them has thrown a spanner in the works. Just wondering if anyone else has seen this occur. I suspect my problem was due to it spawning from a loot box instead of conventional means.
TeleportBehindYou 13 Feb, 2023 @ 10:13am 
nvm, i figured it out. They're not "actually" robots, you're crafting a baseline colonist that looks like a robot. They can have genes and stuff but it just wont show up on them.
TeleportBehindYou 13 Feb, 2023 @ 8:09am 
how does this mod work with the new genetic system? do they have genes?
Zaljerem  [author] 25 Jan, 2023 @ 7:27am 
Thanks for the report, I've just pushed an update that should hopefully address it.
Zaljerem  [author] 25 Jan, 2023 @ 7:14am 
That's a good question. I'll take a look at the race stats, perhaps I messed something up.
Zwei 25 Jan, 2023 @ 6:56am 
why do they catch fire when they get damaged? and why does the fire last indefinately?
Zaljerem  [author] 2 Jan, 2023 @ 7:55am 
Updated: Removed def overwrite. Thanks again for the report!
Zaljerem  [author] 2 Jan, 2023 @ 4:38am 
Thanks for the report, I'll address that a little later today.
test 1 Jan, 2023 @ 11:02pm 
Hello, I've noticed this:
[Automatons (Continued)] causes compatibility errors by overwriting the defType.defName ThinkTreeDef.HumanlikeConstant in file D:\SteamLibrary\steamapps\workshop\content\294100\2868725635\Defs\ThinkTreeDefs\Automatonlike.xml
Any chance that could be removed? Outdated HumanlikeConstant has been causing unloaded pawns error spam in a few other mods such as rim-robots
Bobongmarley 16 Nov, 2022 @ 5:59am 
Quality Mod indeed!
Zaljerem  [author] 5 Oct, 2022 @ 11:05am 
Sounds pretty "metal". (Come on, who doesn't love a good dad joke?)
Bobongmarley 5 Oct, 2022 @ 8:10am 
What happens when you put one into a Warcasket foundry ?
Xenophonex 1 Oct, 2022 @ 5:55am 
Ya!
Zaljerem  [author] 30 Sep, 2022 @ 6:29am 
Updated to allow pawn crafting. Thank you, Fartblaster!
Zaljerem  [author] 30 Sep, 2022 @ 5:51am 
Thanks, I'll take a look at it.
Fartblaster 30 Sep, 2022 @ 5:08am 
Community framework allows for craftable pawns. Also by Isorex, so probably has similar code to the previous mod (it might be the previous mod was rolled into the framework)
DFelton2010 29 Sep, 2022 @ 7:51am 
I missed this one so much! Thanks for reviving it <3.
Zaljerem  [author] 28 Sep, 2022 @ 7:44pm 
You're welcome!
Beagle 28 Sep, 2022 @ 7:03pm 
Hey thanks that's really nice of you to do! I appreciate it
Zaljerem  [author] 28 Sep, 2022 @ 4:37pm 
I will whip up a patch to remove the clothing restriction - I kinda like having them be very obviously artificial; they stand out more in the raids, etc.
Beagle 28 Sep, 2022 @ 4:08pm 
Very cool! I've been looking for a mod like this that adds robotic people with it being a whole thing. Speaking of which I'd like to be able to put whatever clothes on them, just for personality's sake even if there's no need for nudity or warmth concerns, I just like having colonists who aren't organic for a change.
Zaljerem  [author] 28 Sep, 2022 @ 3:17pm 
They are not craftable at this time, the framework it originally used has since been removed from the Workshop. I didn't have much luck looking for a replacement.
Xenophonex 28 Sep, 2022 @ 2:55pm 
Looks interesting, so are these craftable? The descriptions seems to imply that functionality was removed.