RimWorld

RimWorld

ABF: Artificial Beings Framework
19 Comments
Vandrosch 27 Aug @ 3:22am 
Thanks @Killathon.
Killathon  [author] 26 Aug @ 9:23pm 
Synstructs cannot be put into warcaskets, correct. There is currently no provided means of changing that. It was not intentional for them to be able to be put into warcaskets at any point.
Vandrosch 26 Aug @ 5:29pm 
Hi! Great mod, always loved the android mods, but I got a quick question: In older versions one could put an android/synstruct into the warcasket foundry from the VE pirates mod. But now it tells me, that syns cannot use the foundry. Is there some way to change that? I miss my army of unstoppable killer-droids :-(
Aschevacuum 9 Aug @ 6:51pm 
@Killathon just double checked error logs.
I'm using Mod medcine patch and this might occurs an error with yours. sorry for wrong info. :(
Killathon  [author] 7 Aug @ 7:17am 
@Winterstein
I think you and I spoke over Discord and found a resolution to this problem. Just noting that here in the comments so others know it was resolved.

@Aschevacuum
I've not had any reports of currently existing issues between RimHUD and my mods before. My own tests with RimHUD indicate that all is well - my medical care patches coexist with the UI on both normal animals and my own biomimetics without any errors and with all functionality present. Are you sure this is a problem between ABF and RimHUD?
Aschevacuum 6 Aug @ 6:21pm 
Those who having trouble with using Rimhud. i made a patch for it. Check this out.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3543700397
Winterstein 5 Aug @ 5:21pm 
Hello, I am using your mod along kotor and [ap] skeletons. I don't have droids yet (but had one in a caravane at some point).

But every second I have this error poping in my dev log:
https://pastebin.com/Njx9Czkj

My hughs log
https://gist.github.com/HugsLibRecordKeeper/72354e3b7f43536e4f0ec13cb05f4546
Killathon  [author] 26 Jul @ 8:50am 
@Tairanos
Apologies for missing this - yes, that is normal. None of my mods have in-game settings, nor do I have any plans on making any. Everything I make is as exposed to XML - or gets worked on to try and make it exposed to XML. Making xml tweaks/patches is much easier than making solid, performant, stable mod settings.

@Rex705
That pertains to Synstructs more than it does ABF, but the answer should have come with the letter that appears when you build the synstruct - it contains comprehensive information about the next steps. In short, you need an artificer do a surgery operation to format them. Again, the letter should do a much better job of explaining than I can do in a steam comment.
Rex705 26 Jul @ 8:00am 
I built a Simpleton but now he just lays there saying disabled and endlessly throwing the colonist needs rescue alert but i can't do anything with him. I don't get it.
Tairanos 22 Jul @ 3:56pm 
I can't find ABF or any of your mods on the Mod Options or XML extentions in-game, is it normal or am i having a bug? If normal, do you plan on adding options for altering mod parameters in the future?
Killathon  [author] 21 Jul @ 3:26pm 
Those were two terribly old harmony patches from a time when vanilla didn't account for it either. They have been refactored and the issue resolved on GitHub - the fix will likely make its way to Steam sometime this weekend alongside some other changes.
Side1iner 21 Jul @ 1:28pm 
@Killathon: You have errors in your 'ThoughtWorker_Precept_IdeoDiversity_Uniform_Patch' and 'ThoughtWorker_Precept_IdeoDiversity_Patch'. You have removed the !list .DevelopmentalStage.Baby() from the running logic.

That make colonies with intense bigotry mad to have babies, because babies don't have ANY ideo and since are counted as not-colony-ideo even though they shouldn't be (and they aren't in the vanilla code).

You should fix that!
Killathon  [author] 18 Jul @ 10:17am 
@IcyAuk
I missed this originally - that bug was fixed the morning that you posted that comment, so I'm guessing Steam simply hadn't updated your files. I'm also assuming that, by now, Steam would have figured out that it should update the files.

@shiva chirr
Nope. I will never port SkyMind to newer versions of the game.
shiva chirr 18 Jul @ 9:55am 
wondering if you planning to bring back the skymind stuff
IcyAuk 13 Jul @ 1:20pm 
My robots don't wake up even after I have restored their energy to 100%. How do I reactivate them?
Pudda 2 Jul @ 3:20pm 
aprreciate
Killathon  [author] 27 Jun @ 12:07pm 
All of my mods are functioning (seemingly) in 1.6 on my GitHub. I'm still actively pushing new commits to my mods to clean up code and implement a few features here and there, so it might be a little bit before they get here to steam. I'm hoping to have it all settled and somewhat well tested within the next week, though!
Mismagius 27 Jun @ 11:43am 
yo, any progress to update for 1.6? waiting for this to be updated so i can update my mod that relies on this
Scionin 4 May @ 5:03pm 
YEEEESSS thank you SOOO much for this