RimWorld

RimWorld

ABF: Synstructs Core
67 Comments
Luckspeare 6 Sep @ 11:10am 
Oh, I should have mentioned that when I first found the error, before I eliminated everything else, it was loaded last. I just forgot to put it last when I reduced it down to the minimum mods necessary to cause the error and then took the HugsLib snapshot.

But cool, kinda figured it was more on their end but wanted to make sure. Thanks for checking that out.
Killathon  [author] 6 Sep @ 6:17am 
This looks like it'd be something on ACT's end - that does not look like vanilla logging. A brief look at their mod description says their mod should be loaded last, but you have it before ABF and ABF:SB in your mod list. You should probably make sure its last and try again.
Luckspeare 5 Sep @ 10:07pm 
Reporting for Biomimetics mod



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
Killathon  [author] 3 Sep @ 8:51pm 
This mod is not Android Tiers. None of my mods are. All the tools for remaking the old AT exist. Be the change you wish to see in the world, or accept that what I made is what I like and that what I like isn't Android Tiers.
Oakshaft 3 Sep @ 6:25pm 
This mod should really go back to the way Android Tiers was...
Killathon  [author] 27 Aug @ 12:26pm 
As per Sunday's update (in the change notes): Voidseal chassis and frame upgrades are now available, as well as reworked thermal gel. Each provides 60 percent vacuum resistance, requiring at least two upgrades or vanilla means of increasing resistance to become immune to vacuum.

I expect that this should solve the problems for the vast majority of cases. I may revisit this and make additional tweaks later.
ShadowLancer 27 Aug @ 11:56am 
Dearest Killathon, I hope this message finds you well:

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
Killathon  [author] 9 Aug @ 6:29am 
As far as I'm aware, yes. Consciousness boosts is one of the most powerful bonuses you can get in the game, and the drawbacks for overclocking are not crippling. I am curious if you think otherwise.
Cheese Dealer 8 Aug @ 10:24pm 
Is there really a point to overclocking a drone synstruct?
Killathon  [author] 5 Aug @ 7:07am 
Odyssey compatibility pending:tm: as I have not yet worked on it. For now, someone made a submod that helps solve this problem: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3542031927 . Until I make my own solution, this is the de-facto one you have.
Snake1eyes7 5 Aug @ 5:56am 
For Odyssey, I have found that the synstructs die due to vaccuum, is this intended? I had assumed they wouldn't need air
Killathon  [author] 4 Aug @ 3:53pm 
That sure sounds like it'd be related to my mod directly, but I haven't noticed any issues with minified Enervoirs or other buildings myself - can you provide a hugslog or player log? Discord would be best as I can respond much faster and figure things out much easier there, but here would do, too. I won't be able to identify what might be amiss without a log.
Saveroo 4 Aug @ 3:11pm 
So I'm using full Star Wars Kotor mods which had dependency on this

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"
Obie 2 Aug @ 8:09pm 
After several hours, I have discovered if I manually order the drone to rest until healed *while unpaused* the surgery can be completed. I have no explanation for why that might be.
Obie 2 Aug @ 8:08pm 
All of these conditions are met. I can only assume I have a mod conflict of some kind, I've spent a couple of hours trying to figure it out but I'm giving up for now. I'll report back if I discover anything.
Killathon  [author] 2 Aug @ 1:57pm 
Check to make sure you have repair stims (not normal medicine!) available, that the drone can have those repair stims used on them, a colonist assigned to the Artificer work type, and the same conditions you'd keep in mind for doctors: can they reach them, is the area allowed, can they reach the stims, are those stims reserved by others for some reason or another, etc.
Obie 2 Aug @ 12:37pm 
I'm attempting to reprogram my first re-programmable simpleton, the option is grayed out and says 'Cannot operate: Drone not ready for surgery'. Is there a specific furniture or production item I need somewhere?
Killathon  [author] 2 Aug @ 10:26am 
Yes! All synstructs should have a surgery recipe (free) that allows you to open a UI to select their paint color. Sapient synstructs will have a tiny mood bonus if they are painted their favorite color. Where the color appears on the race depends on its art assets, which, I admit, is outside of my control as those are all donated assets. I can't help with making all parts of them colorable or picking which parts are colored what, unfortunately, as I have the art work type disabled myself.
WangTangMcgee 2 Aug @ 12:06am 
Anyway to make the androids a certain colour?
Killathon  [author] 31 Jul @ 7:39am 
Ah... it appears that CE had some XML patches for compatibility with my races that I was not aware of. Synstructs no longer have fingers defined in their body def as of 1.6, and it appears these patches are looking for the fingers which no longer exist. I don't know why they were looking for the fingers in particular, admittedly, but they certainly won't find them now.

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.
DeBoet 30 Jul @ 4:35pm 
That's just one of the dozen errors, I suppose there's one for each synstruct, if that needed to be clarified
DeBoet 30 Jul @ 4:34pm 
Heya! I have a small question, is this/these mods compatible with Combat Extended (continued)?
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
Twiggymc 30 Jul @ 1:13pm 
Honestly while it would be nice if they were vac proof, by the time you are going into space making vac suits isnt all that big of a deal
MeowDread 26 Jul @ 6:31pm 
very nice! android tiers lives on :D
Killathon  [author] 26 Jul @ 11:51am 
Courtesy notification to those who read steam comments for an update being released tomorrow:
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!
Killathon  [author] 24 Jul @ 4:18pm 
Yes, and I don't really know. I don't have Odyssey yet, so will not make proper compatibility for it yet. Until the time comes that I do get it, everyone will just have to make due with what they've got or make xml patches/tweaks themselves, I'm afraid.
Blackadder 24 Jul @ 3:58pm 
Question, are the constructs supposed to suffer from vacuum exposure? If so, how do I shield them from it? My combat robots can't wear any gear.
North 24 Jul @ 10:23am 
nvm i figured it out
North 24 Jul @ 10:15am 
is there a way to make my starting colonists robots? if so, how?
Killathon  [author] 23 Jul @ 2:52pm 
That's not something I do. I accept donated assets, but I do not solicit assets. 'Tis as simple as that.
Chad Sky 23 Jul @ 12:08pm 
there is plenty of mods using not child made art that are dead you could ask to use their assets
Killathon  [author] 23 Jul @ 11:46am 
They are safely tucked away in your imagination. The art assets for this mod, meanwhile, are real and donated by real people so I can use them. I have the art work type disabled, and so I cannot make imaginary things into reality. But perhaps you do not have the art work type disabled, and so you could make it into reality. It is possible as well that neither of us can make it real, and so imaginary it will have to remain.
Chad Sky 23 Jul @ 8:22am 
why do they look like a child built them where are my terminator styled robots
Killathon  [author] 18 Jul @ 6:32pm 
I have no idea what character editor would be doing, but it is generally ill-advised to change the races of pawns on the fly like that, especially via tools not explicitly designed with those races in mind. I'd say it falls well outside my purview, as I do not use nor have any compatibility with Character Editor, so I cannot say what could be wrong. You might be able to "fix" it by doing the surgical operations to turn the pawn into a blank and back again, but you'd obviously lose some data about the pawn in the process.
Novemius 18 Jul @ 4:23pm 
Ok so i dont know if its a bag from this side, or from character editor, but if i change androids from commones to any other type, to either stoics or thr 1rst ones, they cant now have religion, and more importantnly they stop earning exp, and thats very bad(( couse i always started with tier 1 android in android tiers, and frankly i think the 2nd tier is most not beautiful((
喜欢秋雨的雫 18 Jul @ 6:21am 
@Latex Santa
Thank you for your reply. I also feel very sorry about it
Latex Santa 17 Jul @ 11:26pm 
@喜欢秋雨的雫
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.
喜欢秋雨的雫 17 Jul @ 10:12pm 
I really like this mod.
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:)
Killathon  [author] 17 Jul @ 5:48am 
@Barchof
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.
WalterCatman 16 Jul @ 10:36pm 
neat
Barchof 16 Jul @ 7:38pm 
also how hard do you think it might be if someone wanted to make AT workable in 1.6 for someone who knows a bit of coding? might be a good reason to learn to code a bit as that was 100% my favorite mod. I would dang near do anything to get that mod back. with your permission of course.
Barchof 16 Jul @ 7:31pm 
will you be adding options in the future? I understand wanting balance but I really want ai army.
Latex Santa 15 Jul @ 11:31am 
@
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.
Killathon  [author] 15 Jul @ 9:45am 
Humans are not only nearly a better choice, but are significantly better choices in some circumstances over synstructs. One is not simply better at everything than the other. It's a trade-off. I strive for balance. You are welcome to your opinions, and I am sure they are shared by many - that is why I have made great effort to make everything XML-accessible and continue to strive to expand that accessibility. Patch mods are not all that difficult to make, nor are personal edits.

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.
Latex Santa 15 Jul @ 8:55am 
@Killathon
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...
Toastasaurus 14 Jul @ 1:05pm 
@Killathon, thank you for specifying :)
Killathon  [author] 14 Jul @ 9:24am 
@Too_Lazy_Cat
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.
Too_Lazy_Cat 13 Jul @ 1:05pm 
@Killathon, thanks for the quick fix; you're the best!
Toastasaurus 13 Jul @ 11:36am 
My chemstructs can not eat anything, and thus not produce any chemical capsules
Killathon  [author] 13 Jul @ 6:06am 
Apologies for that! It was an issue that came to my attention yesterday as an edge case related to trying to make it so that synstructs don't expend energy while downed. The issue has been resolved and committed to ABF, so once Steam updates your files for ABF, it should be fixed and the shortage should lessen and fully disappear after the standard quarter of a day.