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Big and Small - Simply Robots
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Mod, 1.5, 1.6
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2.796 MB
2024年11月4日 13時42分
7月17日 11時18分
28 項目の変更履歴 ( 表示 )

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Big and Small - Simply Robots

RedMattis 作成の 1 件のコレクション
Red's Workshop Mods
44 アイテム
解説
A variety of robotic colonists designed to be flexible and and have strong compatibility with vanilla and mod content.

As with all my mods, the intent is to remain roughly in line with vanilla Rimworld's balance. If you feel something is too strong, weak, etc. please feel free to write a comment here or on my Discord.


UwU what's this?



This is a race mod which supports but does not Require Biotech. You'll notice the optional Xenotypes are very barebones, and this is because most behavior is controlled by the race itself.

The mod includes a number of new races with their own anatomy, and a variety of features such as drinking fuel, repairing missing limbs with components, and so on.

Integration with vanilla and other mods has been prioritized, practically all your favorite surgery mods will work fine on the androids except where a feature has been deliberately blacklisted. The robots can also receive genes.

Along with this the mod was built to showcase features of the Big & Small Framework, such as diet and apparel rules, various filter lists, setting textures based on hostility, ideology color, or even multi-step condtionals, and so on. All controllable via XML


Hypermedia



The popular theory is that these robots came from the shattered empire and some outside interference made them go rogue and start behaving very erratically.

The Hypermedia is often seen as a bit of a joke since the main body of their force is made up of so-called "Ad-bots" with old tube TV-looking heads and often bizarre behavior, hardly an intimidating foe on a world full of Wasters, Mechanoids, and horrible insectoid abominations.

Experienced Outlanders warn not to underestimate them though. Not only do they sometimes out of the blue strike with
advanced mechanoid-like tactics blended with a kind of human-like ingenuity that even archotechs rarely display.

Furthermore, some claim that highly advanced and rugged combat models have been sighted just after losing contact with a settlement. These claims are usually filled with improbable fables which are highly unlikely based on the most likely origins of these "combat models".



Races


Ad-Bots / Erratic Ad-Bots

Ad-bots are simple robots meant for simple and often human-facing jobs. Their actual name is "HIR - Human Interface Robot".

Based on their design-specs Ad-bots shouldn't be able to outwit a Cleansweeper, but somehow these pieces of mass-produced museum technology are driving around all over the rimworld and managing to do far more than their specs suggest.

Ad-Bots are available in two versions. They are rather small, but surprisingly sturdy. Their systems aren't meant to take blows however, and they tend to easily get disabled from injuries. They can however work all day and all night without recreation or sleep, albeit slowly and rarely terribly well. They also cannot wear tight-fitting clothing such as shirts and other things that would get stuck in their gears or wheels.

The erratic ones... are a different deal.

Steel Enforcers and Automated Enforcers

A mechanical lifeform with a design born from early attempts at developing AI Persona by emulating a human using engineering. It is made mostly out of metals and synthetical components.

This design is especially rugged, but the bulky and urb-style design of its body prevents it from wearing non-loose clothing and armor.

Multiple attempts have been have apparently been made to transfer human brains and minds to these fully mechanical shells before this was made illegal. Some key researchers have falsely claimed success and had to be silenced.

- Old pre-collapse notes about androids of similar design




Synths

Claims about human-looking synths are entirely fabricated to undermine the trust the citizens have in the ability of the Empire to maintain law and justice on these worlds.

Anyone found illegally discussing or spreading these rumors around will be tried in court and will risk the stripping of their ranks and possessions for even smaller infractions.

It is imperative for the safety of our law-abiding citizens that this deception is stopped.



Other Xenotypes


By popular request...

Hemohunter

Rumor has it Heaven absolutely loathe these robots for reasons unknown.

Dark Cloud

Some say these things are some manner of nanomachine cloud were created by Horax or its cult.


Other Features


There is a few little secrets hidden away in this mod. Some more obvious than others.

As you might have noticed there are a number of thematic features, such as how many of the genes have different backgrounds when applied to robots.

You've also got neat little tidbits like how the Ad-bots show hostility on their little monitors.

Speaking of which there are 86 different "faces" for them. (don't worry all together they are not even half a megabyte).

Thematic changes
Many stats as well as genes, gene-backgrounds, etc. have been modified for the robots so the UI also properly shows that they are mechanical beings and not made out of meat and flesh.

Secrets

Steel Enforcers and Automated Enforcers

Mechanical lifeform with a design born from early attempts at developing AI Persona by emulating a human using engineering. It is made mostly out of metals and synthetic components.

Their design is especially rugged, but the design and exposed moving components prevents it from wearing non-loose clothing and armor.

Some attempts to transfer the consciousness of humans in various different ways have been attempted in ancient history, but the experiments were shut down. It is not completely clear where those wandering the rimworld came from.

In terms of capabilities they are sturdier than humans and quite suited to combat, but they require a fairly large amount of fuel to remain operational.


Synths...

Synths can show up in some groups of visitors, or rarely you can get an entire raid or group of visitors of imposters. The imposters will sometimes have hints to their nature, but others are better disguised. Was that pigskin kid actually a kid or just a robot? Who knows!



FAQ


  • What do they eat?
    • Android Fuel. It is craftable using any cooking station, but is most efficiently made using the proper refinery.

  • Where are my vampire robots?
    • They need Big and Small Genes for all their genes..
  • Can androids eat regular food?
    • Normally no, but if you give them a reprocessor or nuclear stomach they can.
  • Compatible with regular genes?
    • Yes. You can add all sorts of things that probably have no business being on a robot.

Compatibility, Known Issues, Etc.
No known issues.

The blood-bots will grab a few optional genes from VRE Sanguophages if you've got that in your list.



Mod Discord
[discord.gg][ko-fi.com]
人気スレッド 全て表示 (8)
10
7月28日 23時41分
Bugs Or Something
Wormwood
3
6月24日 19時56分
Dubs Bad Hygiene Bug
Altaris7T
2
1月9日 20時02分
Impossible to butcher/shred?
Chrisss
230 件のコメント
RedMattis  [作成者] 20 時間前 
@Maux
Thanks, I'm happy you like them! :D

As for the modExtension, It is in BS_BaseRobotHumanoid and similar. I've coded my modextension loading so it can load any number of the same "BigAndSmall.PawnExtension" from the same pawn and simply checks all of them. (iirc. vanilla just fetches the most recent one).

In the case of tags is "isMechanical" I simply check if it is true in _any_ pawnExtensions in the inheritance structure.

If you search my framework mod using something like VSC you'll see ""isMechanical>true</isMechanical>" in 3 different hediffs. Two for mechanical humanlikes, and 1 for mechanoids-made sapient.

For example: BigSmall_Framework\1.6\SimplyRaces\Defs\Abstract\RobotBasic\RaceTracker_BaseMech.xml
Azathoth 21 時間前 
Awesome thanks @RedMattis
Maux 8月6日 6時57分 
@RedMattis
Ah, I can see the defs have RaceExtension, and the RaceExtension has <raceHediff>, and going in the raceHediff (BS_TVAndroid for example), I see it has BigAndSmall.PawnExtension. (wow this is very in-depth.)
But the BigAndSmall.PawnExtension doesn't seem to have isMechanical specified. Does isMechanical's value defaults to true in BigAndSmall.PawnExtension?

Also... I think I might just hardcode the defnames if there isn't a good indicator. So far I found these:
BS_CommandoBot
BS_CommandoBot_NonSapient
BS_CommandoBotPersona
BS_SynthRace
BS_TVAndroid
BS_TVAndroid_Sapient
Hopefully these would cover all the mechanical life forms?

+) Shamelessly using this chance of communication to tell you I love how creative you are with your mods, especially all the clever mechanics that can change gameplay (I friggin love mimic's mechanics). Sending you love.
RedMattis  [作成者] 8月6日 5時30分 
@Maux
If you don't mind checking mod extensions they do have a `isMechanical=true` in a pawnExtension, typically on a hediff.

E.g.
<li Class="BigAndSmall.PawnExtension">
<isMechanical>true</isMechanical>
</li>

I might be able to see about exposing something easier though...

@Azathoth
I've talked to Helixien, and I think there is a fix on the way.
Maux 8月5日 21時51分 
Hey there! I'm trying to make this mod compatible with one of my mods, and I was wondering if there is a way to reliably detect your robots by def?

Normally I filter out mechanical lifeforms with def.race.isFlesh==false, but it seems you use isFlesh as true. So I was wondering if there was other particularity that I could look for maybe, and use it to filter your mechs out?
harhell 8月2日 0時44分 
and how to create androids?
Azathoth 7月28日 16時00分 
Also the stack she was born with can't be removed
Azathoth 7月28日 15時44分 
nope it was the one I copied it reappeared and they stayed dead when I tried to revive
Azathoth 7月28日 15時43分 
there's also a second error that relates to altered carbon
Azathoth 7月28日 15時41分 
https://pastebin.com/zYu1e8iF this was the error