RimWorld
Persona Mechanoid Pawns 2
97 comentarii
Margatroid cu 5 ore în urmă 
can you make compatibility with Vanilla Food Variety Expanded (make it so persona mechanoid doesn't need food variation)?
Aulie cu 6 ore în urmă 
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  [autor] cu 6 ore în urmă 
@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 cu 6 ore în urmă 
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  [autor] cu 10 ore în urmă 
@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 cu 13 ore în urmă 
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 cu 14 ore în urmă 
@hYPERION Alrighty thanks.
hYPERION  [autor] cu 15 ore în urmă 
@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 cu 15 ore în urmă 
@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 cu 15 ore în urmă 
@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.
BOT_001 cu 16 ore în urmă 
If i try to change their body type via dev mode, after relaunching the save it goes back to their old body type
Kokorocodon cu 21 ore în urmă 
Ok I have another boring inquiry. How would I go about turning one of these guys into mechanitors? Are they already mechanitors?
I ask this because the mechlink we extract from the dead body is also not installable on them. The basic mechtech research only becomes available once I have at least one mechanitor.
Docalophagus cu 23 ore în urmă 
Hello. Had a persona mech join as a wanderer and they have no head either on the portrait or in game. They do, however, have a body. I am using the facial animations mod.
Kokorocodon cu 23 ore în urmă 
I see. Enjoying the mod so far
hYPERION  [autor] cu 23 ore în urmă 
@Kokorocodon It is very much intended, they have mechanoid bodies. Not being able to use bionics and implants is part of their nature, they can have archotech bodyparts, their specific replacements, and specific upgrades installed instead.


@bwuh Hmm that does sound concerning and potentially possible however a conflict may indeed be at play as testing on my end has things working as expected, with smithing pawns not being able to perform operations unless assigned to doctoring. Could you confirm if this issue occurs without other mods loaded, and if narrow in the incompatibility?
Kokorocodon 15 iul. la 4:12 
I'm trying to install a bionic spine on one of these guys but they seem to lack a spine altogether to replace. Is that intended?
bwuh 15 iul. la 3:56 
I believe this mod (potentially through a compatibility issue) makes every pawn assigned to Smithing insist on doing surgeries even on non-mechanoid pawns
hYPERION  [autor] 14 iul. la 20:56 
@pikmin23 I appreciate ya testing to see if this mod is related, and happy to hear it is not so far.
pikmin23 14 iul. la 20:51 
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 14 iul. la 20:24 
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 14 iul. la 20:10 
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 14 iul. la 18:29 
Awesome, thank you!
hYPERION  [autor] 14 iul. la 18:00 
@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 14 iul. la 17:00 
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 14 iul. la 16:31 
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  [autor] 14 iul. la 15:05 
@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 14 iul. la 14:43 
errors in game with mod... could not laod texture2d at mod icon/solariusCoin in any mod or in bases courses please help
pikmin23 14 iul. la 14:08 
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
Reprogrammed Automaton 14 iul. la 13:54 
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 14 iul. la 12:27 
im having a problem were my mechanoid colonist refuses to do work on they own
Tbss02 14 iul. la 6:56 
Ahh, that explains it. Thanks for the quick reply :D.
hYPERION  [autor] 14 iul. la 5:20 
@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 14 iul. la 5:16 
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  [autor] 14 iul. la 5:06 
@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 14 iul. la 2:21 
What is the incompatability with HAR if I may ask?
Farbott 14 iul. la 1:25 
thanks a ton, now my crafter wont butcher the pawn who needed an eyepatch :stress:
iehoy 14 iul. la 1:22 
Porcupine quills cannot be removed from persona mechanoid
hYPERION  [autor] 14 iul. la 0:11 
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 13 iul. la 22:36 
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  [autor] 13 iul. la 21:33 
@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 iul. la 21:29 
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  [autor] 13 iul. la 21:11 
@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 iul. la 21:04 
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 iul. la 20:00 
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  [autor] 13 iul. la 19:47 
@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 iul. la 19:39 
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 iul. la 19:13 
Hmm... maybe it's because I modified the xenotype... lemme try unmodified
hYPERION  [autor] 13 iul. la 18:55 
@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 iul. la 17:52 
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 iul. la 17:43 
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