RimWorld

RimWorld

Persona Mechanoid Pawns 2
80 Comments
hYPERION  [author] 35 minutes ago 
@pikmin23 I appreciate ya testing to see if this mod is related, and happy to hear it is not so far.
pikmin23 40 minutes ago 
I found the issue is with the adaptive storage framework mod I’m currently talking to the mod author in order to get this issue fixed
pikmin23 1 hour ago 
I have discovered the problem it’s not with this mod. It’s with a storage mod of all things. (warehouse storage) all colonist start doing no work when a warehouse storage self is in the loud zone
pikmin23 1 hour ago 
It happened again after a while of gameplay the Mechanoid colonist proceed to stop doing any work, only recreational and being idle rest of the time but it was sort of a gradual thing at first at the beginning of the play through. It was just fine and then after a while, the colonist started to go into idle and then work and then not even like two minutes later they stopped doing any work unless I tell them to do it by right clicking
OffYourTopic 3 hours ago 
Awesome, thank you!
hYPERION  [author] 3 hours ago 
@OffYourTopic Sure, should have support added now like the normal converted mechanitor implants. I will say it is possible to add this sort of stuff without needing me to do it, everything is just exposed XML in the vast majority of cases. So people can feel free to make compatibility patches.
OffYourTopic 4 hours ago 
This is a very niche ask, but would it be possible to add a persona mechanoid compatible crafting recipe for this bandwidth sublink mod?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2898586568&searchtext=bandwidth

Since the persona mechs can't use normal implants and need to craft their own special versions and components
pikmin23 4 hours ago 
I don't know if it is a mod conflict nor how to er-create the problem but i have already fix-ish the problem but if it happens again i will let you know
hYPERION  [author] 6 hours ago 
@DanielWasTaken1220 That does not seem like an error coming from my mod, I never attempt to load such an icon. And my mod icon loads fine.

@pikmin23 This sounds very bad however my test saves show no problem transitioning from the update, sadly there's not many given details for me to really understand the problem your facing currently, sounds like something with their AI breaking? Is this happening with just my mod, is it a conflict? I would like to assist but without more details or how to re-create the problem I can not.

@Reprogrammed Automaton Useful to know thank you, I'll try and look into it further at some point as I dont want the mod to be incompatible.
DanielWasTaken1220 6 hours ago 
errors in game with mod... could not laod texture2d at mod icon/solariusCoin in any mod or in bases courses please help
pikmin23 7 hours ago 
it seemed to only happen to any pawns that were active before the update but getting a newly spawn one or in my case having to start a whole new save seems to fix it
I see, I think I remember red matis having similar issues with his big and small races and HAR a couple months back... He is very sociable and I bet he would be willing to help if you ever get the motivation around to attempt a fix.

Beyond that though I do understand, and appreciate the explanation... Sorry I just wanted to figure out how bad it was since I have to decide which to use.
pikmin23 9 hours ago 
im having a problem were my mechanoid colonist refuses to do work on they own
Tbss02 14 hours ago 
Ahh, that explains it. Thanks for the quick reply :D.
hYPERION  [author] 16 hours ago 
@Tbss02 the recharger beds are a repair utility, a very powerful one since it mask the power usage of repairs. Its essentially a hospital bed they always prefer when injured and not exactly designed to be a day to day use thing. Use a "Persona Mech Recharger" instead its unlocked in the same research.
Tbss02 16 hours ago 
Cant seem to be able to use the bed chargers, right clicking on them with a mech pawn does nothing and neither will they use them on their own even with no other alternative for charging.
hYPERION  [author] 16 hours ago 
@Reprogrammed Automaton The race thingdef gets improperly altered by it and completely breaks, leading to "game melting" problems when it attempts to then use the malformed race data. Atleast thats the rough gist of my initial tinkering. I presently have little excitement or lead on an approach on how to fix it and whether I should be working around it on my end, feel free to spawn in a persona mech and see how bad it is for yourself, it'll fall apart as soon as a persona mech appears.

@iehoy Now that is the funniest problem yet. By far uploading a quick fix to make em immune to getting the hediff, just delete the current ones with dev mode, good catch!
Reprogrammed Automaton 19 hours ago 
What is the incompatability with HAR if I may ask?
Farbott 20 hours ago 
thanks a ton, now my crafter wont butcher the pawn who needed an eyepatch :stress:
iehoy 20 hours ago 
Porcupine quills cannot be removed from persona mechanoid
hYPERION  [author] 21 hours ago 
Alright new update is going up with a good chunk of bug fixes, Persona mechs should no longer be butchered at a butcher table, there is now a unique recipe in the machining table, children clothing should no longer gen on persona mechs and throw rendering exceptions, the modify work giver should only appear for persona mechs, and operations should no longer appear on them either.

Also heatstroke and hypothermia should no longer apply to them like normal mechs even past their temperature range.
Farbott 22 hours ago 
Is the 'modify' work for smithing on pawns not part of persona mechanoids?
Sorry if it isnt but it seemed like it would be the only thing fitting, and they were somehow happening to non mech baseliners
hYPERION  [author] 23 hours ago 
@Farbott I'm not sure I understand what you're reporting. What operation that is supposed to be mech exclusive was performed? (Note none of the operations added by mod cost medicine at all, or should they appear on any non persona mech pawn at all.)
Farbott 13 Jul @ 9:29pm 
uhh, i dont think you're supposed to be able to modify regular baseliners are you, a dirtmole with 3 medical and doctoring turned off just wasted two glitterworld surgery doing a surgery he shouldn't because of this option, isnt that for mechs only?
hYPERION  [author] 13 Jul @ 9:11pm 
@CrowDoc Funny ya mention this I've already added a new check during pawn generation for persona mechs to strip child clothing to avoid issues like this causing that bug in the next update.
CrowDoc 13 Jul @ 9:04pm 
I found an incompatibility with the Babysitting and childcare quest mod that adds the ability to take quests where you take children from other factions and care for them for a couple days. Whats happening is that since there is no child type for the persona pawns if I get a childcare quest from them and the pawns spawn in they could be wearing childrens clothing causing a visual bug, its nothing game breaking.
Gexi_TheHundredth 13 Jul @ 8:00pm 
Yeah, it looks like the Resurrect Hostile Mechanoids mod has been causing all my issues. And no worries! Your mod is honestly fantastic, definitley among my favorite with this game. Keep up the good work!
hYPERION  [author] 13 Jul @ 7:47pm 
@Gexi_TheHundredth Apologies for the inconvenience but yeah please do test with a separate save if possible as close to default as possible, that helps in isolating whether its a problem in the base logic somehow or a mod conflict. Thank you for testing,
Gexi_TheHundredth 13 Jul @ 7:39pm 
Still doesn't recognize the corpse... I've had this problem before, but I still don't know how to fix this. Gonna try purging my modlist...
Gexi_TheHundredth 13 Jul @ 7:13pm 
Hmm... maybe it's because I modified the xenotype... lemme try unmodified
hYPERION  [author] 13 Jul @ 6:55pm 
@Gexi_TheHundredth Hmm thats odd, testing a corpse on my end works fine, is this happening with just mod on its own?

I ask because I see some odd tendrils or something on the mech in the screenshot and am wondering if thats some how altering what they are in a way that would get the filter to not recognize them as a persona mech (and remember only ones from your faction can be revived but I assume they are given they're in the colonist bar.)
MECHARAUSER 13 Jul @ 5:52pm 
Ah I see.
It seems to be that, there was another one that I haven't even bothered trying to fix, having rescued them I can do the repairing on them, but not the tended one, heh
Aighty, that solves that! Thank you for your work creator!
Gexi_TheHundredth 13 Jul @ 5:43pm 
For some reason my persona mech gestator wont recognize the corpse of one of my PMs despite it being in a stockpile right next to it. everything on the details tab is allowed...

Screenshot:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3525256043
jogado21 13 Jul @ 5:39pm 
Is there a reason this mod is incompatible with humanoid alien races ?
hYPERION  [author] 13 Jul @ 5:38pm 
@MECHARAUSER Ah that will do it, yeah they need to have their own "repair" job that should be labelled as "fix" instead of tend, I block the tend option from popping up when drafted, didnt realize it could still crop up, apologies for the confusion. The pawn AI should already avoid "tending" them but I seemingly missed one of the player forced options.

They'll be stuck down forever with those wounds since they dont naturally heal and the repair job wont fix tended wounds, use dev mode to remove the hediffs. I'll look into blocking that right click option in an upcoming update, thank you for reporting!
MECHARAUSER 13 Jul @ 5:20pm 
Oh yeah, they appear to have their wounds tended, it came up as an option so I thought it must have had a reason for that.
Crystal Sharrd 13 Jul @ 4:31pm 
In regards to the reply to 지지 , for me, using [NL] Facial Animations, the option to exclude this mod's xenotype didn't appear in that mod's options, but disabling the option "Apply Facial Animation's Heads to Non-Binary Races" in that mod did resolve the headless Mechanoids.
hYPERION  [author] 13 Jul @ 2:51pm 
@MECHARAUSER That does not sound good, here's a question Are their wounds already "tended" somehow? do they have the bandage icons? Because if so that will also prevent repairing (they shouldn't be tended in the first place) There may also be a mod conflict I am unaware of if you're using others too.

If you'd be open to reaching out via discord or steam chat I'd be open to assessing the problem further since this sounds like it could be a notable bug.
skimaskalx 13 Jul @ 2:41pm 
personae can experience heatstroke if in a room that’s hot enough to burn them by being inside it. unsure if this can be caused other ways
MECHARAUSER 13 Jul @ 2:39pm 
Back from work and checked, still cannot repair.
My mechanitor has no option to apply any sort of repair to the persona mechs on my map cell.
With or without smith enabled as a work type for that pawn, makes no difference.
Dunno what's wrong here...
tntkiller 13 Jul @ 11:02am 
I really liked the original, excited for this!
FotisP68n 13 Jul @ 10:29am 
@hYPERION oh ok no worries, is it possible to fix it?
hYPERION  [author] 13 Jul @ 1:48am 
@FotisP68n At this time yes, it was a problem I discovered later in development and have yet to find the time to address, apologies for the inconvenience.
FotisP68n 13 Jul @ 1:43am 
Wait, Is this incompatible with HAR?
Farbott 13 Jul @ 12:36am 
oh its in butchery for now? thanks, hope its easy to move them to the machinery table for shredding!
hYPERION  [author] 13 Jul @ 12:14am 
@지지 Yes if you use the facial mods and dont turn off it affecting their xenotype in the mod settings for that mod all the heads break, their xenotype is just called "mechanoid" it should be seen in the options.

@Farbott Good catch, right now they still show up in the normal butchery bills I'll look into this later, they wont yield any meat or anything just steel and plasteel regardless. You should be able to just cremate them too.

Also mechanoid gunners will work as expected in the next MBT update. (I forgot to update the patch to this version of the mod when updating it earlier)
Farbott 13 Jul @ 12:12am 
Centipede gunners in the mechanoid pawn caravans still use default miniguns even with Mechanitor Balance Tweaks, unsure if thats intentional or not
지지 12 Jul @ 11:52pm 
Um... all mechanoid pawns nohead, I think it's probably because of facial mode.
Farbott 12 Jul @ 10:59pm 
i swear i remember being able to disassemble dead mechanoid people, was the bill moved?
hYPERION  [author] 12 Jul @ 10:30pm 
@Darkmoon Indeed at this moment it is, the rendering of my pawns breaks horribly with it installed. A tragic twist of fate, I'll maybe look into potentially resolving it at some later date but for now it does not work and is marked as such.