Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
But cool, kinda figured it was more on their end but wanted to make sure. Thanks for checking that out.
—
Errors: Animal Commonality Tweaker vs. ABF: Synstructs Biomimetics
Not sure if it genuinely belongs to your mod or ACT, but reporting just in case.
—
Many errors similar to following:
Failed to find Verse.PawnKindDef named ABF_Thing_Synstruct_Convoystruct. There are 296 defs of this type loaded.
Possible Matches:
[Source: ABF: Synstruct Biomimetics]
[File: C:\Games\Indiv\Rimworld\Mods\3288479776\1.6\Defs\ThingDefs_Races\Races_Convoystruct.xml]
—
ACT Commonality pull fail for: IceSheet ABF_Thing_Synstruct_Convoystruct Value cannot be null.
—
https://gist.github.com/HugsLibRecordKeeper/d858fbd6ff0ebdbf91cbd8a38b6462e3
I expect that this should solve the problems for the vast majority of cases. I may revisit this and make additional tweaks later.
Synstructs die to vacuum exposure, and therefore, It can be inferred that without the proper (you can make a mod for this) modifications to vacuum-proof them, or the construction of space-specific Synstructs, the use of space travel will be limited to the redundant fleshy meatbags.
Ever Insincerely, a robot supremacist
1. I don't know which mod causing this "Exception ticking MinifiedThing16965 (at (111, 0, 134)): System.NullReferenceException: Object reference not set to an instance of an object
[Ref FF83EC2B]"
2. tried to look at the coordinate, the "Enervoir" bio got "GetInspectString exception on MinifiedThing16963: System NullReferenceException"
Nothing much I can do from my end - these are xml patches coming from CE. I don't use CE myself, so cannot say why they would need this patch in the first place.
My log shows a bunch of errors, and while there don't seem to be any issues (and I ignore these warnings without issue), maybe there's something compatibility wise you can do.
If these aren't important or have any ill effects feel free to ignore :)
[Combat Extended - Start of stack trace]
Verse.PatchOperationAdd(xpath="Defs/BodyDef[defName="ABF_Body_Synstruct_Envoy"]/corePart/parts/li[def="ABF_BodyPart_Synstruct_Shoulder"]/parts/li[def="ABF_BodyPart_Synstruct_Arm"]/parts/li[def="ABF_BodyPart_Synstruct_Hand"]/parts/li[def="ABF_BodyPart_Synstruct_Finger"]/groups"): Failed to find a node with the given xpath
[End of stack trace]
Source file: C:\Program Files (x86)\Steam\steamapps\common\Rimworld\Mods\CombatExtended\ModPatches\ABF Utility Synstructs\Patches\ABF Utility Synstructs\Bodies_Envoy.xml
TL;DR: Coolant/Lubricant needs are gone, replaced with components. This will cause errors on loading a save, but they will not permanently damage the save.
Coolant and lubricant needs, as well as the related packs and the recipes to produce them, will no longer exist. They are replaced by a component need (roughly 1 every half year for humanlikes, 1 every 2 years for biomimetics). After the update, loading a pre-existing save will throw errors relating to all items and recipes that no longer exist. Saving the game afterwards and loading that save should have all the missing items and references cleared, allowing the save to remain intact.
This update is the result of a poll that was conducted on Discord, and there are more details there. Consider joining the Discord for a better idea of what's coming in the future and for the ability to offer your own input on developments!
Thank you for your reply. I also feel very sorry about it
That mod sadly won't be updated any more, due to some fatal errors in the code.
I really wish it could come back, as well.
Will the feature of "The ability to use a SkyMind network to upload, download, permute, or replicate pawn consciousnesses" from "Android Tiers Reforged [LEGACY]" be added in the future?
I haven't found any related content in the currently updated content collection. If you have answered this question elsewhere, I apologize for disturbing you.
Thank you very much:)
As far as I'm concerned, the XML is the best options anyone could ever get. It's got everything, it's neatly organized, it's searchable and easy to modify, and most of all... it doesn't require me to try and make UI. UI is very close to falling within the Art work type, which I have disabled. I have no intention of making mod options for ABF or Synstructs.
Updating the original AT would be a truly colossal task, that even experienced modders should and do quail in the face of. I was absolutely insane for trying to make updating it my first modding project. I don't regret it, but I do not, at all, ever, even remotely encourage anyone to do the same. It'd be easier to iteratively reconstruct it piece by piece from the ground up. It also isn't my permission you'd need to worry about - the original AT and all assets belong to its original creators. I have permission to use the art assets I have, but I do not own any - my code is my own, but none of it pertains to the old AT.
Killathon
You know what, that's a very fair and reasonable response.
If I really don't like how this mod operates in its current form, I should just mod it for myself.
Thanks very much for your time.
Android Tiers was, in my opinion, incredibly over powered. They were just superior to humans in almost every discernible way. They made humans obsolete, almost worthless by comparison. I loathed it. And so I fixed it. For myself. And then I decided to release my fixes, and expand upon them, and continue to maintain them. For myself.
If you disagree with my beliefs, that's fine. The XML is all there, waiting to be changed.
I really don't like some of the design decisions of this series of mods (them refusing archotech implants, having a maintenance need - basically sleep, a need for lubricants, coolant etc).
And I respectfully request that you have them as options that can be toggled on and off.
I really liked the older Android Tiers mod because the androids were stoic, and had less needs than humans. They certainly never needed to sleep and could just keep going. And with the Robot trait from MISC. ROBOTS, they didn't need joy either. They were a great break from the whiny nature and frailties of organic colonists.
And now, the humans and xenohumans are very nearly a better choice than the androids overall.
How the mighty have fallen...
I'm glad that the problem was identified relatively early and called out so that I could fix it. It would have been a shame for it to go unreported and thus not fixed for a long time.
@Toastasaurus
Chemstructs consume kibble - an update went out yesterday to specify in the Protein need tooltip that kibble is currently the only acceptable ingredient. I might consider other means of establishing how artificial needs are replenished after I work on other tasks.