RimWorld

RimWorld

Persona Mechanoid Pawns 2
137 Comments
Furious_Pixel 2 hours ago 
Is there a list of which unique mechanoid body parts correspond to the human parts they replace? asking for us Character Editor users trying to give them bionics lmao
FotisP68n 11 hours ago 
oh great, thank you for your work!
hYPERION  [author] 11 hours ago 
@FotisP68n @Major_Falk The update yesterday was focused on specifically this (remember you can see changes in the item's "change notes" located under the thumbnail. Make sure you have the latest version and it should already work unlike the prior versions. It wont mark it as incompatible in the most recent release and the conflict should have been addressed (even with existing saves if you'd like to add HAR)
FotisP68n 12 hours ago 
yeah it would be really good if you can make it compatible with HAR, my playthrough consists mainly with the Milira mods, and I had persona mechanoid pawns on 1.5
Major_Falk 17 hours ago 
Hey, I know that you're busy updating the mod. But would it be possible to make it compatible with Humanoid Alien Races in the future?
oldoubleU 23 hours ago 
oh damn, thanks for the quick response
hYPERION  [author] 23 hours ago 
@Gerdz Odd, works fine in my testing. as long as the gizmo is flicked on when it completes the scan it should work.

@oldoubleU Well thats the dangerous part, Similarly to normal mechanoids, persona mechs need a mechanitor to fix them, especially if they are downed themselves. Unless your other colonist is a mechanitor or you have a fabricor or other mech capable of smithing you're in abit of a pickle until you can get one to help.
oldoubleU 23 hours ago 
how do i repair a downed mech pawn? it cant repair itself because it cant stand, how do i get my other colonist to repair it?
Gerdz 17 Jul @ 10:16pm 
im using the deep persona ripscanner on a colonist with engram mode enabled and it keeps giving me persona data instead of an engram. any idea why?
TheGreenDigi 17 Jul @ 6:58pm 
Super happy and excited to see it changed up to have them properly be made and charged similarly to biotech's mechanoids. Definitely makes this my favorite mod by far for making humanoid robots. Excited to see those new assets in the future, an just glad to have this for 1.6, love the friendly bot faction
Abra⁧⁧cadabra 17 Jul @ 6:48pm 
Even with just the essentials I see no limbs in the Health tab. Unless this is intended? I know it has a hidden one with the mechanoid body, but if that isn't forced to show it's completely empty.
hYPERION  [author] 17 Jul @ 6:40pm 
@Mike Hawk As mentioned in other replies below the charger bed is just meant for repairs, use the "Persona Mech Recharger" building, thats what they will properly seek out and use. Ya can find more info if ya look at my other comments on it, apologies for the confusion.

@Abra⁧⁧cadabra If its a bug make sure its happening with no other mods but the necessary ones present, and if ya can narrow in a potential conflict if its only happening in a larger list.
Abra⁧⁧cadabra 17 Jul @ 6:36pm 
Must be some issue on my end. If I go into the Health menu even on a new run, I see no limbs, or anything for that matter in the health menu. It's entirely empty.
Mike Hawk 17 Jul @ 6:34pm 
for some reason my personoids are not going to their charging beds when tired, they have to be rescued by another colonist
hYPERION  [author] 17 Jul @ 6:33pm 
@Crystal Sharrd Oops, yeah that is a harmless error, It'll go away whenever the next update is I'm not gonna push one just to address it right now but it should be plenty fine to ignore until then.

@Abra⁧⁧cadabra You should be able to install archo limbs, eyes, and even the Royalty archo implants. The mod adds adapted operations to allow them specifically. Not sure what you mean by that second part in the health menu, but they do use their own mechanoid bodies. Installed upgrades and all that should still show up as one would expect.
Abra⁧⁧cadabra 17 Jul @ 6:27pm 
Can you install archotech limbs or what not onto them? Or are they only compatible with their own special installs. Also I noticed none of their limbs or anything show up in the health menu.
hYPERION  [author] 17 Jul @ 6:22pm 
Note: The new update should have fixed the HAR incompatibility! Please enjoy and apologies for the inconveniences caused by it prior.
Crystal Sharrd 17 Jul @ 6:20pm 
It's a harmless error (or at least seems to be, I started using this mod after Odyssey released), but without Royalty installed the debug log reports "Could not resolve cross-reference: No Verse.ThingDef named PMP_PsychicAmplifier found to give to Verse.DefHyperlink." Not sure if this is something that can be hidden.
EvilToaster[DBU] 17 Jul @ 4:01pm 
@hYPERION, Thanks for answer, I'll try to figure it out.
hYPERION  [author] 17 Jul @ 3:55pm 
@EvilToaster[DBU] You need to convert the mechlink at a machining table to a persona core variant once you have that researched, you can find more useful info on their xenotype page for similar items such as the converted psylink neuroformer which comes even later.
EvilToaster[DBU] 17 Jul @ 3:46pm 
I started play scenario "Stranded Mechanoid". How I do make new Mechanoid-AI-pawn, if I not have mechanitor? How to use mechlink on Mechanoid-AI-pawn, if he doesn't have a brain?
hYPERION  [author] 17 Jul @ 2:48pm 
@Squillen I appreciate ya asking, while I'm fine with whatever textures being used or whatever purpose as a personal mod, I'd prefer the assets to this mod stay unique unless whatever you would like to upload directly is an addon or actually REQUIRES this mod to function .

Feel free to take inspiration from the textures if you'd like to make your own spin though, I dont really own the concept of humanoid mechs, chargers, scanners, and what not. But if your mod is a fully stand alone thing that does not need this mod loaded to work I request you keep a distinct look to minimize confusion.
Neirs 17 Jul @ 7:58am 
ill just hope that HAR will be compatible in the futur
Squillen 17 Jul @ 7:50am 
Howdy! I made a mod for personal use, not uploaded or shared anywhere, using textures from this mod. Could I get your permission to upload it to the workshop, giving you credit in whatever form you like, or making it a required dependency. Whatever you prefer. If I don't have permission just let me know. Thanks!
Neirs 17 Jul @ 7:48am 
alr thanks gang
hYPERION  [author] 17 Jul @ 7:26am 
@Neirs You just need to disable it affecting them in the mod settings, some of the prior comments went into more detail.
Neirs 17 Jul @ 5:05am 
i dont get why nl facial anim is incompatible to the point it makes my mechanoid pawns having no heads :(
pikmin23 16 Jul @ 7:56pm 
ok :steamthumbsup:
hYPERION  [author] 16 Jul @ 7:45pm 
@pikmin23 You can't, this is intentional as bionics are for organics, you can still install archotech parts and of course their unique upgrades.
pikmin23 16 Jul @ 7:15pm 
how do you install Bionics for persona mech colonists?
ShadowV3X 16 Jul @ 5:27pm 
Thanks! Great work on the mod, i'm loving it so far!
hYPERION  [author] 16 Jul @ 4:22pm 
@ShadowV3X Ya can get a rough summary on their xenotype info page, or the tool tip for self repair in their health menu. But in short, you need someone capable of smithing and who is also a mechanitor or a normal mech capable of smithing work. If you do not have a mechanitor, persona mechs can repair themselves if they are still standing (ticked on the same way self-tend is) repairs rapidly use their energy so becareful.

If a bodypart is completely missing or destroyed they will need to have it manually replaced with an appropriate replacement part.
2ScoopsPlz 16 Jul @ 4:06pm 
So what exactly is the incompatibility with HAR?
ShadowV3X 16 Jul @ 3:53pm 
My persona mech colonists are injured, how can I repair / heal them?
hYPERION  [author] 16 Jul @ 2:50pm 
@00DeadMonkey Indeed, just like mechs they are completely immune. They may still want to put on vac suits though so consider disabling that in their apparel restrictions.
00DeadMonkey 16 Jul @ 2:40pm 
Vac resistance?
hYPERION  [author] 16 Jul @ 2:04pm 
@caroline Yup they're like a human pawn on this front, although they will ignore some thoughts related to ideology, for example they wont complain about a lack of neural supercharge because they can not use those buildings anyway.
hYPERION  [author] 16 Jul @ 2:03pm 
@Johnathan Test Thats not how recharger beds work, they will either be carried to them once down or seek them if they are damaged, its essentially a hospital bed repair utility not a general use charger. (its very useful since it masks the energy usage of repairs entirely when used. Alongside other useful functions like cancelling out forced dormancy.)

For daily recharging needs have a "Persona Mech Recharger" in your colony. This is what they will seek and use normally. (And it has its own perks that make it better for day to day use.)
caroline 16 Jul @ 9:32am 
can they believe in an ideology?
Johnathan Test 16 Jul @ 8:47am 
I can't seem to make the persona mechs automatically seek out a recharger bed, they always collapse at 0% energy and have to be carried to one
Margatroid 15 Jul @ 10:40pm 
can you make compatibility with Vanilla Food Variety Expanded (make it so persona mechanoid doesn't need food variation)?
Aulie 15 Jul @ 10:21pm 
Mmm I see. Well I didnt use the first version that much sadly so I dont know much from it. No fuss though if you do or dont wanna add it.
hYPERION  [author] 15 Jul @ 9:51pm 
@Aulie One of the upgrades that has yet to make the leap from the first version (Uncertain if it fits the mod still frankly) was a persona mech only upgrade ability that allowed limited mech resurrection powers like the apocriton, although it was much weaker.
Aulie 15 Jul @ 9:33pm 
It would be kinda cool if this mod worked with the malevolent mechtech - apocriton abilities mod. Imagine having a persona mechanoid pawn act like an apocriton
hYPERION  [author] 15 Jul @ 6:06pm 
@Jano Thats odd, this mod doesn't really change researching in any way and defines the projects like any other, seems to work fine on my end as well. Are you using any mods that effect researching?
Jano 15 Jul @ 3:01pm 
I cant seem to research Persona mechanoids. I have all the prerequisites complete (Microelectronics and Standard mechtech), i have Hi-tech research bench with Multi-Analyzer attached, a machinator with research assigned (amongst other pawns) - i can queue the research, but no pawns ever go to the research bench, nor can I force them to do so for this one research
BOT_001 15 Jul @ 1:55pm 
@hYPERION Alrighty thanks.
hYPERION  [author] 15 Jul @ 1:13pm 
@BOT_001 If you want to change their bodytype you need to remove their current "frame" gene with dev mode and add in the new type instead. Otherwise their body will be set back on load or other recalculations to their current frame gene.

@Docalophagus And yes if using facial animations please address its mod options (I Personally saw their xenotype in its menu once its "mechanoid", apparently others dont.) Regardless simply tweak the settings there to get it to stop effecting persona mechs.
citizern 15 Jul @ 1:04pm 
@Docalophagus, try this method prescribed by Crystal Sharrd "...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."
citizern 15 Jul @ 12:46pm 
@Docalophagus, yeah that's an issue with facial animations I assume. If you give them the "No Facial Animations" gene from big and small the head comes back.