RimWorld

RimWorld

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ABF: Synstructs Core
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Mod, 1.5, 1.6
File Size
Posted
Updated
2.417 MB
13 Jul, 2024 @ 9:50am
24 Aug @ 7:24am
15 Change Notes ( view )

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ABF: Synstructs Core

In 1 collection by Killathon
Synstructs
5 items
Description
Synstructs Core [ABF:SC]

A framework using Artificial Beings Framework (ABF) to implement all the core features necessary to have Synstruct races: An advanced set of synthetic beings that have created a culture all of their own and that have long since integrated into humanity's norms. This framework contains all of the core content and abstract information necessary to for sub mods to implement individual races and mechanics. This mod does not contain any races itself.

Languages:
  • English (Primary)
Want to translate ABF to your own language? Submit a Pull Request on GitHub (accessible from the discord). I make no guarantees that languages besides English will have mistakes corrected in a timely manner.

Features:
This mod contains content that is shared between the various types of synstructs, including:
  • Basic backstories for all kinds of player synstructs
  • Body part definitions used by submods to lay out their races' body types.
  • Directives that reprogrammable synstructs can have implemented to enhance their capabilities.
  • Drug-like items that synstructs can use for temporary buffs. Other races cannot use them.
  • Implants ranging from part upgrades to implants to whole new chassis and frame replacements.
  • Hediffs unique to synstructs that replace vanilla hediffs like hypothermia or heatstroke.
  • Researches necessary to unlock general features in its own research tree.
  • An event that can fire for synstructs where they will ask for permission to change their personality slightly from time to time.
  • Abstract information defined for all synstruct humanlike and animal pawns to use.
  • Unique thoughts for synstructs.
  • A mechanic called Coherence that requires synstructs to meditate on a semi-regular basis to maintain a stable, healthy, happy existence.
  • Various items to repair, improve, or otherwise be used by synstructs.
  • Reliance on mod extensions for extensibility and xml access.

Synstructs have a number of unique features that should be kept in mind, including:
  • An energy requirement.
    • Synstructs can charge from beamcoils passively or from enervoirs actively.
    • Synstructs cannot consume or use food for energy in any way.
    • How much energy a Synstruct needs depends greatly on its model, implants, and various effects. They do not need energy while they are incapacitated or unconscious for any reason.
    • In a pinch, Synstructs can consume chemfuel to restore their energy need - useful for caravans or when the power is out. This will likely be replaced with a custom item or mechanic in the future.
  • A need for coolant and lubricant in order to keep fully operational.
    • Both coolant and lubricant come in packs, manufacturable from the drug lab or en masse at the biofuel refinery. It requires neutroamine and chemfuel to produce.
    • Coolant is strictly necessary to keep operating. While most synstructs only need to be topped up every year or so, they will rapidly enter a comatose state if not supplied.
    • Lubricant is a helpful but non-essential chemical for them. It must be refilled roughly every quadrum, and synstructs who run out will suffer mild penalties.
    • Each race has different needs. Some synstructs may not need one or both. Some synstructs require a vast amount to keep running.
  • A need to run self-maintenance cycles in order to keep a coherent existence.
    • Synstructs will build coherence whenever they are idle or when the need is lower than the target threshold and they are not preoccupied with high priority work tasks. They will not build coherence in the work time assignment unless they are idle. They will prioritize building coherence if in the meditate (Royalty DLC) or sleep time assignments.
    • Synstructs will prefer to build coherence at a designated spot or in their room, if they have either.
    • Synstructs will have a higher mood when at high average coherence, and a poorer mood at low average coherence. This is affected by certain traits.
    • Random positive or negative effects can occur depending on the synstruct's coherence, ranging from critical errors to powerful optimizations.
    • Many synstructs will be better off maintaining a middle-of-the-road approach to their coherence than trying to always maximize it.
  • An aversion to Archotechnology due to being spurned by the great powers that they are not subject to.
    • Synstructs have no psychic sensitivity and no organic matter with which to interface with Psylinks, Mechlinks, or other psychic implements.
    • Designed and crafted by human researchers with no working understanding of how psychic powers work, synstructs are immune to most such phenomena.
    • Archotech implants and upgrades will resist being used by synstructs, and will deeply unsettle them.
  • The restriction that only repair stims can be used to repair synstructs, as normal medicine does not work. Some synstructs may even require higher grade repair stims.
  • The ability to be revived by restruct kits that are manufacturable, rather than mech serum. Make sure to use the correct kit on the correct kind of synstruct.
  • The ability to be configured as drones, reprogrammable drones, or sapient individuals. Simple surgical operations can change their state - but know that stripping a synstruct of its sapience is murder!

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62 Comments
Killathon  [author] 27 Aug @ 12:26pm 
As per Sunday's update (in the change notes): Voidseal chassis and frame upgrades are now available, as well as reworked thermal gel. Each provides 60 percent vacuum resistance, requiring at least two upgrades or vanilla means of increasing resistance to become immune to vacuum.

I expect that this should solve the problems for the vast majority of cases. I may revisit this and make additional tweaks later.
ShadowLancer 27 Aug @ 11:56am 
Dearest Killathon, I hope this message finds you well:

Synstructs die to vacuum exposure, and therefore, It can be inferred that without the proper (you can make a mod for this) modifications to vacuum-proof them, or the construction of space-specific Synstructs, the use of space travel will be limited to the redundant fleshy meatbags.

Ever Insincerely, a robot supremacist
Killathon  [author] 9 Aug @ 6:29am 
As far as I'm aware, yes. Consciousness boosts is one of the most powerful bonuses you can get in the game, and the drawbacks for overclocking are not crippling. I am curious if you think otherwise.
Cheese Dealer 8 Aug @ 10:24pm 
Is there really a point to overclocking a drone synstruct?
Killathon  [author] 5 Aug @ 7:07am 
Odyssey compatibility pending:tm: as I have not yet worked on it. For now, someone made a submod that helps solve this problem: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3542031927 . Until I make my own solution, this is the de-facto one you have.
Snake1eyes7 5 Aug @ 5:56am 
For Odyssey, I have found that the synstructs die due to vaccuum, is this intended? I had assumed they wouldn't need air
Killathon  [author] 4 Aug @ 3:53pm 
That sure sounds like it'd be related to my mod directly, but I haven't noticed any issues with minified Enervoirs or other buildings myself - can you provide a hugslog or player log? Discord would be best as I can respond much faster and figure things out much easier there, but here would do, too. I won't be able to identify what might be amiss without a log.
Saveroo 4 Aug @ 3:11pm 
So I'm using full Star Wars Kotor mods which had dependency on this

1. I don't know which mod causing this "Exception ticking MinifiedThing16965 (at (111, 0, 134)): System.NullReferenceException: Object reference not set to an instance of an object
[Ref FF83EC2B]"
2. tried to look at the coordinate, the "Enervoir" bio got "GetInspectString exception on MinifiedThing16963: System NullReferenceException"
Obie 2 Aug @ 8:09pm 
After several hours, I have discovered if I manually order the drone to rest until healed *while unpaused* the surgery can be completed. I have no explanation for why that might be.
Obie 2 Aug @ 8:08pm 
All of these conditions are met. I can only assume I have a mod conflict of some kind, I've spent a couple of hours trying to figure it out but I'm giving up for now. I'll report back if I discover anything.