RimWorld

RimWorld

Rim-Robots_
990 Comments
HenryStickmi17 17 Aug @ 7:33am 
After installing the mod I got his error.

[ 16:25:21] Error in Rim-Robots assembly name: VexedThings_Humanlike Mechanoids, method: Comp_SynthMaker:Spawn, exception: System.MissingFieldException:Field not found: RimWorld FactionDef Verse.PawnkindDef.defaultFactionTvde Due to: Could not find field in class [

16:25:21] Error in Rim-Robots, assembly name: VexedThings_Humanlike Mechanoids, method: JobDriver_RepairHumanlikeMechanoid Notify DamageTaken, exception: System.MissingMethodException: Method not found: void Verse.Al.Pawn JobTracker.CheckForJobOverride(single)
Mr. Bob 8 Aug @ 7:39am 
Ahh yes I see one who has came from "europa"
Rookie 1978 7 Aug @ 7:12pm 
Seems like lots of issues currently; shame, because what it adds sounds really great. If anything I hope someone does an 'aesthetics only' version so I can make my own custom xenotype and just have them look like the bots.
Draconis🐊 5 Aug @ 12:31pm 
Mod is good times but I was having a strange issue where sentience catalyst throws errors when you try to use it and checking with other users it seems to be this mod

Root level exception in OnGUI(): System.InvalidCastException: Specified cast is not valid.
[Ref 4DECFEF6]
at VexedThings.HarmonyPatches.Corpse_Patches+BaseTargetValidator_HarmonyPatch.Postfix (Verse.LocalTargetInfo target, RimWorld.CompTargetable __instance, System.Boolean& __result) [0x00008] in <deba61b8f5c642eaa4e76720d2b8c33e>:0
at RimWorld.CompTargetable.ValidateTarget (Verse.LocalTargetInfo target, System.Boolean showMessages) [0x001ff] in <ed371ab4349b419183d9be3af652e6dc>:0
- POSTFIX vexedtrees.RimRobots: Void VexedThings.HarmonyPatches.Corpse_Patches+BaseTargetValidator_HarmonyPatch:Postfix(LocalTargetInfo target, CompTargetable __instance, Boolean& __result)
Red Jones 3 Aug @ 6:53am 
Had to remove this one, Ive got so many xeno mods and I love the look of these but the HAR requirement, the fact they are not 'xenos' and they are 'races' means they spawn as 'baseliners' with body texture mods the bots get confused and spawn with human bodies, its quite messy :( shame because I think I had the same issues 1.5. Im still have for the the Elves and Gnoblins
jadabandon 1 Aug @ 8:45pm 
Unfortunately for me the graphics for the pawns dont load for me, whenever a traveling group enters into one of my colonies, all of the graphics for every pawn on that map disappears...
Miss Bonafide 30 Jul @ 8:53pm 
Is it me or did the personae use to have a different head and body texture?
Allianser 30 Jul @ 3:38am 
For now I've manually added Solitary trait to my robots so they are fine :mara:
Allianser 30 Jul @ 12:19am 
Greetings. I've tried Rim-Robots_ in modpack with Intimacy, and my mechanents get intimacy need despite being mech type. Please tell them that they should not be upset about it :lilydroid:
Mr. Bob 29 Jul @ 12:41pm 
dead
tsulong1 28 Jul @ 10:20am 
i gestate 1 subpersona but nothing appeared (google tradutor)
(≡◉‿‿◉≡) 28 Jul @ 8:46am 
Same question as the guy below. Is this mod updated for the 1.6 features? (vacuum exposure/resistant/breathless genes)
Tindle 27 Jul @ 8:15pm 
Hey, so, I have a problem with my Persona units not losing energy, and thus never needing to refuel. Any ideas on why that is?
Kokorocodon 20 Jul @ 8:25pm 
Hi, Vex. I was reading the faq and I still need to ask, them being compatible with genes and babies means that genes can be given to them and that can even allow them to reproduce?
xlite.x078 20 Jul @ 7:56am 
Hello, do robots need spacesuits to go into space?
Vex  [author] 18 Jul @ 11:41am 
@Neirs Disable them in the facial anim mod settings.
destroyed75 17 Jul @ 7:48pm 
i hope to try out this Upgraded New and Improved 1.6 version of this robomod soon, but im playing other games at the moment. ill see if i encounter the Horrible Headless Bots! AAHHH!!!

(being silly by the way lol :sans:)
destroyed75 17 Jul @ 7:42pm 
hello, hello! i love this mod so much! like i seriosuly doubt i woiuld be playing rimworld without it. the lame human pawns just dont interest me at all, and theyre so freakin needy, lol. also they arent cool robots...which this mod adds! so thats why, Rim-Robots_ is without a doubt, my favorite mod in the history of mod! :hee:

thank you so much for creating this mod and for keeping it updated! i appreciate it extremely!
RandomEdits 17 Jul @ 7:27am 
They are immune to the vacuum of space, right?
Neirs 17 Jul @ 6:43am 
nl facial anim makes the mechanoids appear without heads :steamsad: is there a fix for this??
Gula 17 Jul @ 6:41am 
This mod might seem to be a problem with the newly added "Sentience Catalyst" as I try to use the catalyst with my colonist, after selecting the colonist who will use it: the moment that I mouse over an animal to use I get some errors and my UI disappears.

https://pastebin.com/f6sq0EsQ
Robcartree 11 Jul @ 1:02pm 
Close Enough, Welcome back Skeletons!
Naraxa 11 Jul @ 12:58pm 
I'm very excited to see what sort of stuff is planned for the biotech port, now that 1.6 is out and VRE Androids is updated as you were waiting for. Please take your time for the update and don't let people pestering you discourage your drive, as this is a very high-quality mod
Crazy Dog 10 Jul @ 8:31am 
got the Same problem. No Heads. And if i Spawn a Persona all Pawn Graphics will be invisible.
If i Char edit the Persona and randomice her all will be displayed again
schwazel_bacher 9 Jul @ 12:27pm 
Missing heads, uninstall reinstall mod does not work, poked and prodded the code. Could not for the life of me figure out why the heads are missing. Possible to do with neck? No idea, I've tried for 2 days. I love the look of this mod but the model's heads are broken so I'm very sad :(. Verified rimworld files, etc. Chat GPT could not figure out what was wrong with the pathing either. Please update :'(
cyber foxvx 9 Jul @ 11:19am 
@vex VE Androids has updated to 1.6
Hammer Goblin 7 Jul @ 1:17am 
I must be blind, ignorant, or both. I love the mod, I love running half-robot colonies, but is there some reason that my created Mechenents have no head-casing, and why my colony vanishes, when a Personae is created?

Does anyone in the comment section know of any incompatibilities, or is this a skill issue with Rimworld Together? Genuinely curious. No shade thrown.
LouieStar 4 Jul @ 11:59am 
Having a curious problem with this Mod, and I;m sure its due to a incompatibility somewhere. When they are on the screen, they are invisible and cause all my pawns to vanish. Also they have a hunger bar I cannot seem to fix and eventually die from starvation (ya...robots getting hungry lol)
Singularity 3 Jul @ 1:46am 
i already tried unsubing/resubing and changing the mod load orders multiple times to no success :(
Eeo 2 Jul @ 10:13pm 
Nothing seems to be a mod mismatch here, just that the game can't find the graphic for w/e reason
Eeo 2 Jul @ 10:12pm 
Error is this:
Failed to find any textures at RobotRace/Head_Mechanent/ while constructing Multi(initPath=RobotRace/Head_Mechanent/, color=RGBA(0.796, 0.812, 0.765, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.Graphic_Multi:Init (Verse.GraphicRequest)
Verse.GraphicDatabase:GetInner<Verse.Graphic_Multi> (Verse.GraphicRequest)
AlienRace.AlienRenderTreePatches:HeadGraphicForPrefix (Verse.PawnRenderNode_Head,Verse.Pawn,Verse.Graphic&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.PawnRenderNode_Head.GraphicFor_Patch2 (Verse.PawnRenderNode_Head,Verse.Pawn)
Verse.PawnRenderNode/<GraphicsFor>d__67:MoveNext ()
Verse.PawnRenderNode:EnsureMaterialsInitialized ()
Verse.PawnRenderNode:EnsureInitialized (Verse.PawnRenderFlags)
Eeo 2 Jul @ 9:46pm 
Hmm... does this mod play nicely with either Androids Expanded Overhaul or Koi's Mech-Androids? Either of those could potentially be fighting over graphics, but I'd think it would just be the latest one overwriting the texture rather than deleting the texture entirely...
Viaos 2 Jul @ 7:25pm 
same, i dont see heads
ꙮktober 2 Jul @ 4:50pm 
@Vex No luck on that on my end.
Vex  [author] 2 Jul @ 3:43pm 
@Atreidi I have a full biotech port done and chilling, I'm just waiting for VE Androids to update.
Vex  [author] 2 Jul @ 2:08pm 
@ꙮktober @Singularity @Eeo @Moth Try unsubbing and resubbing to the mod, or verifying your game's files. It seems to be a bug with rimworld itself.
ꙮktober 1 Jul @ 4:13pm 
Running 1.5 still, can confirm missing heads.
Singularity 1 Jul @ 12:24pm 
I got the same missing heads issue
it worked fine until a few hours in to the game then heads started disappearing
Eeo 30 Jun @ 11:46am 
Getting the same issue Moth is. I do look forward to running about as a robo-mechanator though
Endathi 29 Jun @ 2:45pm 
The Common Sense Mod appears to be the culprit behind the incompatibility issue causing the pawns to be unable to recharge. I definitely didn't just spend 2 hours slowly removing mods to figure it out. Not at all..
Atreidi 29 Jun @ 5:18am 
Ever considered dropping the HAR completely from this mod?
Moth 28 Jun @ 9:49pm 
seems there's an issue generating robot's heads or sometimes even their whole bodies, here's the error

Failed to find any textures at RobotRace/Head_Persona/ while constructing Multi(initPath=RobotRace/Head_Persona/, color=RGBA(0.894, 0.620, 0.353, 1.000), colorTwo=RGBA(0.224, 0.224, 1.000, 1.000))
Vex  [author] 27 Jun @ 10:30am 
@SageMan Maybe as an implant later down the line, but for now if you want, you can go into the mod's alien races xml file, go to the one labeled mechanent, and scroll all the way to the bottom til you find modExtensions, and then find incapableOfLove and change it to false.
SageMan 27 Jun @ 7:35am 
Is it possible to give Mechanates more complex emotions like Personae in order to romance humans. I prefer Mechanates over Personae cause they just simply look cooler as is :P
Da_GayPanda 27 Jun @ 6:17am 
I'm having a problem with rim-robots_:
What i did to get here (i think) so i have a pawn that's a humanlike mechanoid, i had a problem where all my pawns (minus him ofc) were eating raw food so i went to disallow everything except meals then the error occurred, i then clicked i basically told my pawn he cant drink his fill in chemfuel so i allowed him to "eat" it but i still get the error even after restarting the game(see bellow). it seems not even the batteries recharges them now they just go into a loop trying...

I did paste the error code in discord in #modding-help
Vex  [author] 26 Jun @ 4:27pm 
@Moth Fixed!
Moth 21 Jun @ 5:26pm 
for some reason the over-engineered psylink doesn't work, I could install it but nothing happened
Here's the error from the logs:
JobDriver threw exception in toil Use's initAction for pawn Sharpstrain driver=JobDriver_UseItem (toilIndex=2) driver.job=(UseItem (Job_4619321) A = Thing_PsylinkFormerSynth850763 Giver = ThinkNode_QueuedJob [workGiverDef: null]

I spawned another psylink using dev mode (because I thought the first one was gone, it was not) and when using it the same thing happened, using the item on a different pawn didn't fix it either
Vex  [author] 19 Jun @ 6:36pm 
@モルフォ Looking into it, thank you!
モルフォ 19 Jun @ 2:14pm 
@Vex I see the bug is fixed last year but it seems the gestator can't resurrect mechs again now.
C0lin2000 14 Jun @ 4:40am 
Neat