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Rapporter et oversættelsesproblem
Killathon
You know what, that's a very fair and reasonable response.
If I really don't like how this mod operates in its current form, I should just mod it for myself.
Thanks very much for your time.
Android Tiers was, in my opinion, incredibly over powered. They were just superior to humans in almost every discernible way. They made humans obsolete, almost worthless by comparison. I loathed it. And so I fixed it. For myself. And then I decided to release my fixes, and expand upon them, and continue to maintain them. For myself.
If you disagree with my beliefs, that's fine. The XML is all there, waiting to be changed.
I really don't like some of the design decisions of this series of mods (them refusing archotech implants, having a maintenance need - basically sleep, a need for lubricants, coolant etc).
And I respectfully request that you have them as options that can be toggled on and off.
I really liked the older Android Tiers mod because the androids were stoic, and had less needs than humans. They certainly never needed to sleep and could just keep going. And with the Robot trait from MISC. ROBOTS, they didn't need joy either. They were a great break from the whiny nature and frailties of organic colonists.
And now, the humans and xenohumans are very nearly a better choice than the androids overall.
How the mighty have fallen...
I'm glad that the problem was identified relatively early and called out so that I could fix it. It would have been a shame for it to go unreported and thus not fixed for a long time.
@Toastasaurus
Chemstructs consume kibble - an update went out yesterday to specify in the Protein need tooltip that kibble is currently the only acceptable ingredient. I might consider other means of establishing how artificial needs are replenished after I work on other tasks.
That’s not actually a bug - the Charging Station and Bedside Charger are gone in 1.6. They were replaced by the beamcoil and enervoir.
@ShadowV2
I have no plans for that at the moment. My interests lie in other areas for development.
(Srry for the bad grammar im not nativly english)
Nope. Drones, both re-programmable and otherwise, cannot learn, as they do not *think*. They are no more autonomous or capable of thought than a toaster or an industrial smelter. Learning is the domain of sapient individuals, and with it, comes all the benefits and drawbacks of sapience. There's also technical limitations in my code.
@ImTheLichBruh
There isn't one. Until I get new art assets differentiating it better, questions like yours will continue to come up, I'm sure. I am not staying faithful to AT's design philosophy - I never wanted to in the long term.
@DJ Faren
That is partially why I want to separate my work as much as possible from AT. The only resemblance my work has to it these days is the art assets. I cannot make my own, so until someone makes new ones - and I do need new ones as 1.6 rendering is causing visual artifacting due to the low resolution of some of the current assets - in a different style, I'm stuck with these.
One question. Is there any option to change global learning factor for drones to something else than 0%?
If/once I wrap my brain around what the factions should be and how they should play out, it’ll happen. Or someone else will make decent factions first.
Recreation and mood are key components of any truly sapient being. It cannot be disabled for them… but that doesn’t mean you can’t make synstructs that are beneath such things. Drones and reprogrammable drones have no mood or other such trifling needs. Not all synstructs models can be drones, so keep that in mind - the description for each race states what format(s) they can use.