RimWorld

RimWorld

Big and Small - Simply Robots
217 Comments
Smiley Face Killer 2 hours ago 
@BRSaura
Check the "Dubs Bad Hygiene Bug" Discussion for the fix, that's what I had to do
BRSaura 22 hours ago 
So I got one of the robots through a raid and for some reason it can eat normal food and has hygiene/bladder, is this a known issue? load order maybe?
Stepoid 23 hours ago 
Мои любимые андроиды, почему?.... Т3, кто тебя сделал таким? Каво надо в шелушильню посадить?
RedMattis  [author] 17 Jul @ 2:32pm 
@smiley Face Killer
Android fuel. Best made at the refinery, but failing that any cooking station will do, though quite inefficiently.

Made from wood or chemfuel.
Smiley Face Killer 17 Jul @ 1:53pm 
@PKPenguin
You can always use Combat Readiness Check continued by Mlie to tweak raid stuff if you need to.

@RedMattis
I had an Erratic Ad Bot join me, but like it just keeps constantly puking. Is that expected because it's erratic or is something funky going on
PKPenguin 17 Jul @ 2:08am 
I might have just high rolled grenadiers, there were like 5 or 6 of them which is a real problem when you can't knock them over quickly what with them not bleeding or feeling pain
RedMattis  [author] 17 Jul @ 12:46am 
@PKPenguin
They should show up in a fair bit lower numbers than outlanders, but I'll look over the values.

Do keep in mind that especially when playing with a storyteller like Randy Random the raid sizes can vary from 0.5 to x2 or more when considering adaption factor, quest factors, and randy's random multiplier to raid size.

@Negada
You'll need to link to the play log file.

I'd suggest trying to verify files though, often the issue is simply mods being out of date (happens very very often that Steam Workshop messes up)
PKPenguin 16 Jul @ 11:18pm 
Works fine for me on 1.6 but god DAMN these are some of the most brutal raiders I've ever had. My colony is decently armed with charged munitions and recon armor but one raid from them wiped me immediately. Hydrogen bomb vs coughing baby type raid. I know they're robots but man they are insanely durable
Negada 16 Jul @ 6:45pm 
hey! v.1.6 Unfortunately it doesnt work for me, I tried to use it in dev mod, spawned different robots' xenotypes. They appear with red errors that go fast to 99+. When I turn on the time, error stops, but after a while the next robot I try to spawn freezes my game and I have to retsart it ( But the mod is amazing... I wish it could working
KahirDragoon 12 Jul @ 9:57am 
@RedMattis Was on 1.5. Good to know. Thanks for your work.
man of the void 12 Jul @ 8:17am 
hey Im dumb but just wondering can you make it so VRE androids can use the Tv head and body.
i vary much like the aesthetic but i also like how VRE androids work. signed a dumb a$$
RedMattis  [author] 12 Jul @ 6:57am 
@salt_babe
That is an oversight on my part. I've submitted a change now so the the faction so any non-standard-pawnkinds faction will be (Erratic) Ad-bots or Steel Enforcers. :)
RedMattis  [author] 12 Jul @ 6:53am 
@KahirDragoon
It is fixed in 1.6. 1.5 can get that error, but it is harmless.
salt_babe 12 Jul @ 6:49am 
Thanks for the quick response. There is a transport pod landed resulting a pawn that's a baseliner human.
Not a big issue. Just want to let you know that if it's related to the hospitality problem though I am not using hospitality. Great mods as always.
RedMattis  [author] 12 Jul @ 6:42am 
@KahirDragoon
Is this on 1.6? The error is harmless, but it shouldn't occur because the MayRequire checks both for Simple Androids and Big & Small Genes.

@salt_babe
Not a bug, they are defined on their pawnkinds instead.

I did hear hospitality and the like could have issues with this though, so I'll see about setting xenotypes on the faction when Biotech is enabled.
salt_babe 12 Jul @ 5:14am 
Maybe a bug?
Rogue android faction consists of 100% baseliner after Odyssey release.
KahirDragoon 30 Jun @ 4:38am 
Getting a red error on StartUp with only Simply Robots and dependencies loaded:

Could not resolve cross-reference: No RimWorld.XenotypeDef named BS_NanomachineVampire found to give to RimWorld.XenotypeChance RimWorld.XenotypeChance

Log [gist.github.com]
RedMattis  [author] 29 Jun @ 2:40pm 
@bdegenkolb4
1.5 or 1.6? The system has been modified a bit in the latter.

@Wraith_Magus
I doubt the leader getting culled is related to this mod itself, it likely has more to do with whatever decided to yeet a faction leader.

@Ersatz
We'll see. Maybe in the future. :)
bdegenkolb4 29 Jun @ 12:14pm 
I experienced a potential issue where robots still need food with nuclear stomach and are unaffected by the universal digestion gene from the genes mod.
Wraith_Magus 25 Jun @ 11:17am 
I'm having an odd bug. "The faction leader for Hypermedia is null." Apparently, garbage collection, which can't find a way to delete 50 long-butchered ibexes DID decide to cull the leader of the rogue android faction. I remember seeing them earlier in the game when I pulled up character editor, and there was definitely a name there (I think they were baseliners in spite of the faction.) Basically, there was a leader, but they're gone now. It seems like it messes up quests, too, because they would say stuff like "{leaderName}, the leader of {faction}, wants you to {quest}." Is there any way to force the spawning of a new leader?
Ersatz 24 Jun @ 7:55pm 
I agree with @ParasiticSquid that some cross-compatibility/integration between VRE androids and these would be very cool and welcome. especially seeing as VRE androids would represent a sort of mass-produced version of the synths that are here, and since they're from such different generations of machine them not having a lot of overlap in function would make a lot of sense, so less pressure to make the systems sync up or anything, just support eachother's existance within a run (maybe borrowing the seperate android gene system from VRE to avoid issues like @mrclumps8973 is getting with genes overlapping from machine to organic)

anyway very cool and cute mod, great work on the graphics everything looks really good!
mrclumps8973 18 Jun @ 8:39pm 
So I'm not sure if it's the intended tell or not, but I've had many baseliner pawns spawn with the skin color genes for the robotic pawns, and at least from what I can tell they don't seem to be synths, so I was curious if that is potentially a gene spawning oversight
RedMattis  [author] 17 Jun @ 6:15am 
@ParasiticSquid
It would probably be doable to make some human -> VRE Android conversion. I've not looked into the specifics though. VRE Androids are a bit special in their implementation.

@Official| TheWhiteHattedGamer
I think I use RimHUD most of the time myself.

@Herotrax
They should appear as raiders their unique faction, or created via crafting or surgery you perform yourself.

@Pimp Lucius
I've not added any extra-cheap-resurrection methods for them (as Android Tiers had). I've pondered it, but not sure if it is a good idea.
wargentym 16 Jun @ 9:31am 
С каждым днем мы все дальше от бога...
ParasiticSquid 11 Jun @ 4:16am 
@RedMattis Really late since the last comment was in january but figured I would mention murder drones is on youtube, only eight episodes and a crap ton of plot holes or unexplained lore stuff but still enjoyable if you turn your brain off at times.

Now onto the main reason I commented again: Does this have any compatibility with VRE androids? Like, can we use the android conversion to turn pawns into androids from VRE or are they both stand alone systems that are mutually exclusive and don't interact with each other?
bumrum 13 May @ 9:06pm 
... anyone make a skibidi toilet joke yet?
Greetings fellow gamer

So I have this bug where when viewing the giant robots by clicking on them, if I have portraits of the rim enabled then the colonist UI dissapears, im not sure if its an issue with POTR or RIMHUD but it causes the menu to dissapear with the buttons along the top to remain (social, health, gear, etc)
Pimp Lucius 5 May @ 9:05pm 
is there a way to resurrect ad-bots or enforcers once they're dead or are they just completely kaput?
Scionin 4 May @ 5:47pm 
Artificial Beings Framework?
Herotrax 27 Apr @ 9:25pm 
idk why, but i installed it and the robots dosent appear. idk why, i think its a bug or something
NOT_YOUR 27 Apr @ 2:24pm 
Thanks! Your mod is soooo good
RedMattis  [author] 24 Apr @ 4:43am 
There is a fix on the way for the pattern stuff. It is just a bit tangled up in a number of other larger changes at the moment.
Pimp Lucius 24 Apr @ 2:39am 
im having an issue where human colonists will continuously eat android fuel if theyre hungry while forming a caravan and thats the meal they choose. also for some reason android fuel is chosen automatically when forming a caravan and it has to be manually switched from that to something like simple meals. Maybe it has something to do with anomaly since i just got the DLC and havent had this issue up until installing it.:PrisonerDeadpan:
Atist☆rry 20 Apr @ 1:36am 
@Mizkana @gohdelle Yes it appears the recent B&S framework update broke something. I'm making a race mod using the same framework and can confirm similar problems on my end as well.
gohdelle 14 Apr @ 4:50pm 
@Mizkana exact same thing happened to me the other day, even with no other mods
NonExistantFlower 14 Apr @ 3:48pm 
maybe a stupid question but has a way to pick the face for ad-bots been added yet?
Mizkana 14 Apr @ 8:14am 
For some reason my robots have lost the patterns and are just solid colours
C H I C K E N 12 Apr @ 10:29am 
... Ok so it also affects the dark cloud as well... which I now assume means its related to the undead affinity.
C H I C K E N 12 Apr @ 10:21am 
I think there's an issue with the Hemohunter's genes that make them trigger the anomaly Proximity detector whenever they pass through it, which is quite annoying, although I assume I should take this to the devs of Big and small genes and such... but thought it best to start here since I consider it to be the effect of the Mystic warrior gene (AKA Mechanite control)
Commodore Schlippy 11 Apr @ 9:39pm 
Fun and noted. Thank you.
RedMattis  [author] 11 Apr @ 12:16pm 
@Commodore Schlippy
If you've got the Biotech DLC you can use dev-mode to randomize their genes to get new ones. Without it you can transform them back and forth using the Big & Small dev-commands. That also swaps it iirc.

Aside from that it is random.
Commodore Schlippy 11 Apr @ 9:08am 
Is there a way to pick which face the Adbots have, or is it totally random?
RedMattis  [author] 4 Apr @ 11:59pm 
@meep34524
They are as of a few updates ago

@Nexus
Maybe if someone decides to draw archotech bodies/heads. My personal to-to list has a lot of other things that need doing before considering stuff like that. :)
meep34524 4 Apr @ 7:49pm 
wish the the cosmetics could be genes.
FG_Remastered 31 Mar @ 3:07pm 
Please don't.
Ravinglegend 31 Mar @ 2:57pm 
Maybe the buildable enforcers could have a robot rebellion chance that increases as you get more of them to compensate for the ability to print powerful colonists. Robot rebellion would cause them to become hostile similar to VE traitors. So having 3 or less is maybe safe but making more than that greatly increases rebellion chance. Could also add the feature to synths to add some paranoia where players have to worry about too many synths joining their colony.
Nexus 28 Mar @ 12:27pm 
tfw no giant archotech robot wife
Rathvern 23 Mar @ 12:29pm 
Something just snapped! Something inside of me!:smilechillet:
RedMattis  [author] 19 Mar @ 2:55pm 
@Ravinglegend

Maybe. If there is enough interest I certainly might. :)

I need to figure out some way to balance being able to print steel enforcers though, just having it cost a pile of resources will get quite busted. ^_^;;
Ravinglegend 19 Mar @ 2:08pm 
Are there plans to make the other robots buildable like the Hemohunters or the base Steel Enforcers (non-persona ones)?