RimWorld

RimWorld

Diverse Mechanoid War Procedure
 This topic has been pinned, so it's probably important
Amethyst the otter  [developer] 25 Apr, 2024 @ 3:16pm
bug issues
bug issues may be submitted below
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Showing 1-8 of 8 comments
The_Benefactor 14 May, 2024 @ 4:49am 
Unsure whether it's a bug or I misunderstood the mechanoid. The Washer which is made for putting out fires never seems to seek them out and extinguish them unless I draft him and manually control him to do so. I started a huge fire in my base to check and he never went near them, just kept patrolling and wandering randomly.
Amethyst the otter  [developer] 14 May, 2024 @ 10:24am 
Originally posted by The_Benefactor:
Unsure whether it's a bug or I misunderstood the mechanoid. The Washer which is made for putting out fires never seems to seek them out and extinguish them unless I draft him and manually control him to do so. I started a huge fire in my base to check and he never went near them, just kept patrolling and wandering randomly.

yes you are right, i have not coded anything like that, im not capable of much C# and i feel it would be hard to make them seek fire, and keep at distance from it, but close enough to be able to shoot AND use its weapon, to use on the fire AND even also pawns that are on fire, it seems very complex and i mostly do xml, so sadly you must manually micro them yourself, but they can be very useful tho, since their foam attack instantly puts fire and if you shoot them at your colonists they get fireproof


tldr they need micro but they are good against fire
The_Benefactor 14 May, 2024 @ 12:03pm 
Originally posted by Amethyst the otter:
Originally posted by The_Benefactor:
Unsure whether it's a bug or I misunderstood the mechanoid. The Washer which is made for putting out fires never seems to seek them out and extinguish them unless I draft him and manually control him to do so. I started a huge fire in my base to check and he never went near them, just kept patrolling and wandering randomly.

yes you are right, i have not coded anything like that, im not capable of much C# and i feel it would be hard to make them seek fire, and keep at distance from it, but close enough to be able to shoot AND use its weapon, to use on the fire AND even also pawns that are on fire, it seems very complex and i mostly do xml, so sadly you must manually micro them yourself, but they can be very useful tho, since their foam attack instantly puts fire and if you shoot them at your colonists they get fireproof


tldr they need micro but they are good against fire

I understand, yeah as I thought I misunderstood it. And yes they are definitely amazing against fire and are perfectly usable as they are currently.

I know nothing about coding so apologies if this suggestion is a bit worthless, if it ever crosses your mind to at least have them seek out fire and beat it out normally, perhaps you can have them be capable of "Firefight work" by copying from the Paramedic which does that? if that's even possible? As I said, I know nothing at all about coding. Sorry.
Amethyst the otter  [developer] 14 May, 2024 @ 12:10pm 
Originally posted by The_Benefactor:
Originally posted by Amethyst the otter:

yes you are right, i have not coded anything like that, im not capable of much C# and i feel it would be hard to make them seek fire, and keep at distance from it, but close enough to be able to shoot AND use its weapon, to use on the fire AND even also pawns that are on fire, it seems very complex and i mostly do xml, so sadly you must manually micro them yourself, but they can be very useful tho, since their foam attack instantly puts fire and if you shoot them at your colonists they get fireproof


tldr they need micro but they are good against fire

I understand, yeah as I thought I misunderstood it. And yes they are definitely amazing against fire and are perfectly usable as they are currently.

I know nothing about coding so apologies if this suggestion is a bit worthless, if it ever crosses your mind to at least have them seek out fire and beat it out normally, perhaps you can have them be capable of "Firefight work" by copying from the Paramedic which does that? if that's even possible? As I said, I know nothing at all about coding. Sorry.

ill look into it
The Lord Pootis 17 Jun, 2024 @ 1:40pm 
Here's the rentry link for my mod list as you suggested https://rentry.co/ksk8q7r7 (i'll also add that I feel the allegiance color overlay for the termite shocker when looking right of left doesn't seem to look quiiiite right? maybe it's just me)
Last edited by The Lord Pootis; 17 Jun, 2024 @ 1:42pm
I encountered a mechanoid drop pod during gameplay and then started getting errors:
Soyuz caught this error. Please don't report this to the RocketMan team unless you're certain RocketMan caused this error. with error System.NullReferenceException: Object reference not set to an instance of an object
[Ref 5B7675C7]
at CompCauseHediff_AoE_Mechanoid.CompTick () [0x0006d] in <73e8ebceb5804ea0ba45168ff0534ec0>:0
at Verse.ThingWithComps.Tick () [0x00024] in <630e2863bc9a4a3493f2eff01e3a9556>:0
at Verse.Pawn.Tick () [0x0004d] in <630e2863bc9a4a3493f2eff01e3a9556>:0
- TRANSPILER Krkr.RocketMan.Soyuz: IEnumerable`1 Soyuz.Patches.Pawn_Tick_Patch:Transpiler(IEnumerable`1 instructions, ILGenerator generator)
- FINALIZER Krkr.RocketMan.Soyuz: Void Soyuz.Patches.Pawn_Tick_Patch:Finalizer(Pawn __instance, Exception __exception)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
RocketMan.Logger:Debug (string,System.Exception,string)
Soyuz.Patches.Pawn_Tick_Patch:Finalizer (Verse.Pawn,System.Exception)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Pawn.Tick_Patch1 (Verse.Pawn)
Verse.ThingOwner:ThingOwnerTick (bool)
RimWorld.ActiveDropPod:Tick ()
Verse.ThingOwner:ThingOwnerTick (bool)
RimWorld.Skyfaller:Tick ()
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch3 (Verse.TickManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.TickManagerUpdate_Patch0 (Verse.TickManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch4 (Verse.Game)
Verse.Root_Play:Update ()
I'm pretty sure this mod is the cause of the error, and the source of the error should be the file named Mechanoid_Heddif_AoE.dll.
Amethyst the otter  [developer] 5 Jul @ 4:23am 
Originally posted by 水晶哥牌音响:
I'm pretty sure this mod is the cause of the error, and the source of the error should be the file named Mechanoid_Heddif_AoE.dll.
what mods are you using
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