RimWorld

RimWorld

Automatons (Continued)
43 kommentarer
Zaljerem  [ophavsmand] 28. juli kl. 6:41 
Thanks for the original mod, and being ok with me updating it!
Veronika Holmes 28. juli kl. 5:04 
I didn't realize this was still being updated. Glad I made something worth the effort! <3
Zaljerem  [ophavsmand] 4. mar. kl. 6:22 
They're different in some ways ... to be honest it's been awhile since I messed with either.
Zaljerem  [ophavsmand] 4. mar. kl. 4:49 
Yes, basically.
Thrice 3. mar. kl. 21:50 
Question - Is Automatons 2 just an updated version of this? So I dont need both right?
Timonelek 31. juli 2024 kl. 11:29 
when i use this certain mod, icons like red cross for forbidden items or moving objects blue arrow icon dont show up
Pana de Oro 25. maj 2024 kl. 13:19 
thxxxxx
Zaljerem  [ophavsmand] 25. maj 2024 kl. 10:50 
Updated: Automatons should now hatch as adults. Thanks ShauaPuta!
Pana de Oro 3. maj 2024 kl. 10:20 
...
Pana de Oro 29. apr. 2024 kl. 16:04 
1.5 plz?
kamiowo 16. apr. 2024 kl. 7:14 
SWEET LIBERTY!:...NOOOOOOO-
Gspeed06 24. mar. 2024 kl. 16:08 
"FIGHT FOR DEMOCRACY FELLOW HELLDIVERS" - Helldiver

Anyway fun mod.
remanedur 19. aug. 2023 kl. 20:47 
taking a shot in the dark here, but is there any chance for a Biotech version?
Kihtan 28. apr. 2023 kl. 22:50 
Hi. I do not have xenotypes nor any baby mods. All automatons that wander in or spawn in the wild are adults. But when i buy an AI "egg" from other faction and it "hatches" it does so as a baby with no stats but already with backstories. Aging it up through developer tools can make it visually an adult but the stats will still stay at 0 and won't fit the backstories.
enigman 14. feb. 2023 kl. 17:38 
@Zaljerem, thank you for your prompt response, I wasn't expecting such a quick reply.

At the moment I'm just using Character Editor to take care of their 'needs' until it becomes old enough to become self sufficient. I'm running the Toddlers mod so I am waiting to see if it kicks in on this automaton. If nothing else it has been amusing at seeing colonists getting a debuff due to a 'sad youngster'
TeleportBehindYou 14. feb. 2023 kl. 14:43 
I was running Humanoid Alien Race downloaded from the requirement list for this mod. I dont think it's the Dev version?
Zaljerem  [ophavsmand] 14. feb. 2023 kl. 14:07 
I thought I had applied blacklisting for genre and xenotypes, are you running Humanoid Alien Races - Dev?
TeleportBehindYou 14. feb. 2023 kl. 14:01 
can you also patch it so that they don't have genes? them having genes ruin the immersion
Zaljerem  [ophavsmand] 14. feb. 2023 kl. 13:27 
There's an item you can craft to create an Automaton if you run Community Framework, that's probably what spawned in the loot box. I am about to make another attempt to try to get them to spawn full grown for most of the reasons you listed.
enigman 14. feb. 2023 kl. 13:22 
Has anyone had an automaton spawn as a 'baby'? I have a mod called Loot Boxes (Continued) and one of the random items 'dropped' when opening the box appears to be an automaton. I didn't notice it at first but after a few minutes I found I had a new automaton colonist named 'baby.'

Being an automaton it's running around doing hauling etc but as it's marked as a baby it has zero skills and can't be assigned many tasks until it 'grows' up. It also has mood debuffs due to hygiene and insufficient learning as being a 'baby' it doesn't clean itself and it's too young to 'follow' other colonists.

I have a ton of mods so it would not surprise me that one of them has thrown a spanner in the works. Just wondering if anyone else has seen this occur. I suspect my problem was due to it spawning from a loot box instead of conventional means.
TeleportBehindYou 13. feb. 2023 kl. 10:13 
nvm, i figured it out. They're not "actually" robots, you're crafting a baseline colonist that looks like a robot. They can have genes and stuff but it just wont show up on them.
TeleportBehindYou 13. feb. 2023 kl. 8:09 
how does this mod work with the new genetic system? do they have genes?
Zaljerem  [ophavsmand] 25. jan. 2023 kl. 7:27 
Thanks for the report, I've just pushed an update that should hopefully address it.
Zaljerem  [ophavsmand] 25. jan. 2023 kl. 7:14 
That's a good question. I'll take a look at the race stats, perhaps I messed something up.
Zwei 25. jan. 2023 kl. 6:56 
why do they catch fire when they get damaged? and why does the fire last indefinately?
Zaljerem  [ophavsmand] 2. jan. 2023 kl. 7:55 
Updated: Removed def overwrite. Thanks again for the report!
Zaljerem  [ophavsmand] 2. jan. 2023 kl. 4:38 
Thanks for the report, I'll address that a little later today.
test 1. jan. 2023 kl. 23:02 
Hello, I've noticed this:
[Automatons (Continued)] causes compatibility errors by overwriting the defType.defName ThinkTreeDef.HumanlikeConstant in file D:\SteamLibrary\steamapps\workshop\content\294100\2868725635\Defs\ThinkTreeDefs\Automatonlike.xml
Any chance that could be removed? Outdated HumanlikeConstant has been causing unloaded pawns error spam in a few other mods such as rim-robots
Bobongmarley 16. nov. 2022 kl. 5:59 
Quality Mod indeed!
Zaljerem  [ophavsmand] 5. okt. 2022 kl. 11:05 
Sounds pretty "metal". (Come on, who doesn't love a good dad joke?)
Bobongmarley 5. okt. 2022 kl. 8:10 
What happens when you put one into a Warcasket foundry ?
Xenophonex 1. okt. 2022 kl. 5:55 
Ya!
Zaljerem  [ophavsmand] 30. sep. 2022 kl. 6:29 
Updated to allow pawn crafting. Thank you, Fartblaster!
Zaljerem  [ophavsmand] 30. sep. 2022 kl. 5:51 
Thanks, I'll take a look at it.
Fartblaster 30. sep. 2022 kl. 5:08 
Community framework allows for craftable pawns. Also by Isorex, so probably has similar code to the previous mod (it might be the previous mod was rolled into the framework)
DFelton2010 29. sep. 2022 kl. 7:51 
I missed this one so much! Thanks for reviving it <3.
Zaljerem  [ophavsmand] 28. sep. 2022 kl. 19:44 
You're welcome!
Beagle 28. sep. 2022 kl. 19:03 
Hey thanks that's really nice of you to do! I appreciate it
Zaljerem  [ophavsmand] 28. sep. 2022 kl. 16:52 
Zaljerem  [ophavsmand] 28. sep. 2022 kl. 16:37 
I will whip up a patch to remove the clothing restriction - I kinda like having them be very obviously artificial; they stand out more in the raids, etc.
Beagle 28. sep. 2022 kl. 16:08 
Very cool! I've been looking for a mod like this that adds robotic people with it being a whole thing. Speaking of which I'd like to be able to put whatever clothes on them, just for personality's sake even if there's no need for nudity or warmth concerns, I just like having colonists who aren't organic for a change.
Zaljerem  [ophavsmand] 28. sep. 2022 kl. 15:17 
They are not craftable at this time, the framework it originally used has since been removed from the Workshop. I didn't have much luck looking for a replacement.
Xenophonex 28. sep. 2022 kl. 14:55 
Looks interesting, so are these craftable? The descriptions seems to imply that functionality was removed.