RimWorld

RimWorld

Persona Mechanoid Pawns 2
324 Comments
hYPERION  [author] 16 hours ago 
@Pholith Thats alarming, logs would be nice but first I'd appreciate making sure if the crash happens with just this mod, and if not narrowing in what it is conflicting with.
Pholith 23 hours ago 
Oh thanks I didn't saw it. I'll look for this option
Btw @hYPERION I had another crash when creating a new game, and choosing Mecanoid as xenotype, do you need hugslogs ?
quindao 3 Nov @ 5:07am 
@Pholith from the description of the mod "If you are using the facial animations mod make sure to disable it affecting persona mechs, otherwise their heads will be invisible."
Pholith 2 Nov @ 3:42pm 
Hi, the mod looks like having incompatibility with some facial animation mod, it makes the mechanoid pawns invisible
pikpik gamer 1 Nov @ 10:38pm 
no pressure of course.
pikpik gamer 29 Oct @ 8:27pm 
AWESOME CANT WAIT!!
hYPERION  [author] 29 Oct @ 8:26pm 
@Bobo Wontons ah yeah that was the one I mentioned earlier, sadly I hadn't looked into it but some harmony is involved so its probably some conflict in the way its done.

@pikpik gamer Thank you, I do eventually hope to do a large update, potentially focusing on new upgrades but I doubt it will be too soon I am caught up with other activities and projects. However seeing as my first donation was even thanks to this mod I will eventually return to it no doubt at some point.

But for now I'm only really checking to see if any super major bugs are reported to do an emergency update if needed until then.
pikpik gamer 29 Oct @ 7:20pm 
Amazing mod i have been enjoying it a lot. I hope this mod continues development as i see a lot of potential with this mod.

as for feedback can we please get modules to lower power consumption on pawns, or a least an extended battery?
Bobo Wontons 29 Oct @ 12:06am 
I think I've found an incompatibility with Resurrect Enemy Mechanoids mod. With the incompatible mod, I cannot resurrect my own Persona Mechanoids because the gestators don't detect the friendly corpse. Upon removing the mod, the gestator resurrection works as intended.
quindao 28 Oct @ 11:25am 
support for the mechanitor implants from integrated implants would be amazing aswell as support for the hacking implants from ushankas hacking expansion
Rage 27 Oct @ 10:27am 
give theses bad boys their own type of brains so they can weld psycasters
hYPERION  [author] 26 Oct @ 9:18pm 
Yeah these are both known but are addressable somewhat, in the case of facial animations just disable it effecting persona mechs in the mod settings, in the case of nutrient paste ya can keep persona mechs away by having their repair beds, they should always prefer and be taken to those
Ayako-Chan (Piotrek0909) 26 Oct @ 11:21am 
This mod is not compatible with Facial Animation. The heads don’t appear.
Eddard_Ti4 26 Oct @ 8:34am 
I'm having problems with a Vanilla Nutrient Paste Expanded mod, when mechanoid is lying on a bed with a drip of nutritient paste connected to it. The game tries to feed mechanoid with paste when it's low on energy, but it can't, and completely empties the paste supply.
hYPERION  [author] 16 Oct @ 1:30pm 
@JCLKingu It should work as expected, I do remember there being a bug reported somewhere in the comments with some other mod that was causing it to not detect the bodies like that when another mod that tweaked something with normal mechanoid corpses. If you have something like that loaded see if its still broken without it.
JCLKingu 15 Oct @ 6:59pm 
How can I revive a persona mechanoid using the gestator? I tried with one of my colonists, but can't because the machine keeps telling me "missing 1 corpse" when the corpse is right there and is allowed.
The human 8 Oct @ 7:49pm 
This mod DOES support NL facial animations. I had to search for a minute but in the settings of the NL mod you can just turn off animations and i assume that is the same for any other face mods.
gravitator33 8 Oct @ 6:06pm 
nevermind just found out the mutation is from vanilla races expanded: androids maybe using that mods tech can alter it
gravitator33 8 Oct @ 6:04pm 
well thats fair enough. also how do i change up the mechanoid pawn xenotype, my mechanoid pawn got a mutation from radiation that makes them incapable of social and i was wondering how to upgradde them other than just bodyparts
hYPERION  [author] 7 Oct @ 12:45pm 
@gravitator33 Explains the lack of space immunity with SoS2, they likely changed how its done and my patches were fit for the old version, aside fit not working at the moment it shouldn't cause any extra issues.
gravitator33 7 Oct @ 11:56am 
i keep getting the error now

[Persona Mechanoid Pawns 2] Patch operation Verse.PatchOperationFindMod(Save Our Ship 2) failed
file: D:\steam\steamapps\workshop\content\294100\3522497657\1.6\Patches\Patches.xml
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1
Timendainum 3 Oct @ 8:31am 
@hYPERION That was it. He was already tended somehow. Used character editor to clear it out, will try again next time he get's hurt. Thanks!!:steamthumbsup:
gravitator33 2 Oct @ 5:38pm 
love the mod, currently im running a spacer colony that uses mechanoids for ground missions.

one small problem that ive seen is that theyre affected by the sos2 space vacuum and get damaged by decompression and asphyxiation while other types of mechanoids arent is this intentional?
hYPERION  [author] 2 Oct @ 12:10pm 
@Timendainum Make sure they have not been "tended" to by some other means, otherwise they will not be repaired. And of course your mechanitor must be assigned to smithing and all that but I assume that is the case.
Timendainum 2 Oct @ 11:34am 
I'm still missing something. I put him in the bed, selected one of the mechinators, there is no right-click to repair, i'm not seeing an action button, what am I missing?
gravitator33 1 Oct @ 8:36pm 
you have to select a mechanitor to repair them
Timendainum 1 Oct @ 8:26pm 
How do you repair them? I have a recharger, I have a bed, nothing seems to make him heal.
Пельмений 30 Sep @ 3:21am 
When you use Ogrestack all the engrams in big stack become the last scanned pawn. Noted, and here is the line to Override file.
<item defName="PMP_PersonaEngram" stackLimit="1" />
JCLKingu 27 Sep @ 8:30pm 
How can I resurrect persona mechanoids? I had a couple die and when I tried to resurrect them it said "missing 1 corpses" while the corpse itself was there and allowed.
ƎNA 23 Sep @ 10:28am 
It would be cool to see some improved mechanical legs or something. (By the way, thanks for the great mod)
ƎNA 23 Sep @ 10:15am 
It looks like we have a tiny visual bug here.
https://gyazo.com/74fadcc34ca0ceb1e1a95106882c0f3f
sumikanest 22 Sep @ 11:17pm 
I'm having fun running a colony with my mechanical friends.
It seems that the waste from the "Bioelectric cell Recharger" drops to 0% when I load my save data.
hYPERION  [author] 21 Sep @ 1:39pm 
@Wet Dog Squad Sadly there isnt really a way to get them up without having the appropriate requirements of a mechanitor or one of their mechs. If you are waiting to get one you could just toss em in a corner until then if you're willing to do that, they'll never stave and be stuck in a boot loop and you will still get faction rep (a little more than usual given the extra effort) when they leave.

Also the VE nutrient paste issue is known although I dont really use that mod so I'm not sure about how to go working around it, apologies for the inconvenience, if you do get their repair beds they should always be taken to those which is a nice way to avoid the conflict once thats setup.
Wet Dog Squad 21 Sep @ 1:33pm 
(Also, this isn't an issue with the mod, but a rather mild incompatibility: If you have Vanilla Nutrient Paste Expanded and a Persona Mechanoid is put in a bed with a Nutrient Paste Feeder, they will drain one nutrient paste meal from your storage every tick.)
Wet Dog Squad 21 Sep @ 1:31pm 
A recurring problem I keep running into in my game is that I keep getting the Space Refugee encounter with critically damaged Persona Mechanoids, but my settlement doesn't have the tech or resources to repair or charge them, so they just end up permanently taking up slots in my hospital with no way of fixing or discharging them as they power cycle. Is there, like, any way to repair them or get them mobile without a Mechanitor?
hYPERION  [author] 20 Sep @ 11:56pm 
@Farbott I haven't ever done any CE support on my end so if there was any at some point it was likely from their side.
Farbott 20 Sep @ 11:34pm 
heya, the combat extended team dropped their 1.6 release on the github, unsure if you've seen but your other mod, mechanitor balance tweaks seems to have their caravan centipede gunners still spawn with unpatched versions, the CE team pushed what looks like a gun with a similar style to yours but with fixed stats, reaching out to both sides because im unsure who would be making it drop into the right space
hYPERION  [author] 18 Sep @ 6:44pm 
@Eric Despite what it says there they shouldn't actually yield any. Just a byproduct of them being a xenotype under the hood.

@Kelarius Glad to hear! Sounds like it was an awesome adventure indeed thank you for enjoying the mod :D

@pantman687 Apologies but the current way it works is a mild limitation with how I implemented it, it is a bit annoying with the lack of proper queing.

@UmbraStar Hope ya find it a fitting addition :)
UmbraStar 17 Sep @ 8:45pm 
This looks interesting, definitely gonna play a bit with it later!
Eric 14 Sep @ 2:35am 
why does it say they drop human leather when butchered in the info tab?
Kelarius 10 Sep @ 1:06pm 
@hYPERION I wanted to come back and thank you for this mod. It took a bit of finagling with a series of different mod interactions but I was able to basically transfer my main pawn back into a flesh body. Most of my playtime was as a persona mech and it was quite unique and enjoyable managing the charging, repairing, and other changes. Playing as a mechanitor with a mech army / psycaster with a gravship base worked great. I have thousands of hours in this game since release and this was one of the more unique experiences to date.
pantman687 7 Sep @ 8:39am 
Could there be some sort of way to force repair a persona mech with a drafted pawn like normal pawns and mechs because its very inconvenient that they need to either repair themselves or be on the ground.

Also I've found that when telling a persona mech to repair themselves they will only do one injury at a time and then stop forcing you to constantly spam the order to make any meaningful progress.
Raith 6 Sep @ 4:12am 
btw you did a fantastic job with this mod. It works pretty damn well
Kelarius 5 Sep @ 5:36pm 
Correcting my prior comment. I wasn't able to get the persona mech to meditate at a meditation spot, but it looks like using a Royalty meditation throne is working.
Eric 3 Sep @ 9:17pm 
hey hYPERION, this might be a stretch, but do you think you could make the mechanoids charge off of uranium and chemfuel like rim-robots? I think it would be a lot easier earlygame and if there are ores in space there is a large amount of robot fuel up there too.
hYPERION  [author] 3 Sep @ 11:21am 
@Kelarius There were issues with the spawning of stacks killing persona mech pawns, including the intro quest one for that mod, right now I've blacklisted them as a possible hediff on my end of the mod because they weren't actually spawning correctly anyway because I swap the bodytype and remove the kneck bodypart.

So currently it wont really work at all even if you were to use dev mode to try and add the stack onto a persona mech it will be blocked. You could go into the XML and disable the blacklist of them but then you'd still need to either dev mode or otherwise apply the stack somehow after the pawn is a persona mech to see if it works or not from there.
Kelarius 3 Sep @ 5:30am 
I have hopefully a quick question. I saw in earlier comments about the cortical stacks from AlteredCarbon not working. As a clarification, does that mean that installing an empty stack into a mech won't allow that stack to be removed and reinstalled into a meatbag pawn? Or some other disabled interaction. My thought was to do a run starting as a mechanoid or robot that eventually transfers their consciousness into a regular pawn (e.g., becomes a real boy, so to speak). And was wondering if that would be possible with your mod. Thank you!
hYPERION  [author] 2 Sep @ 11:53am 
@Nah(?) Depending on how they implemented the needs it could be pretty easy to add then to a disables needs section of the mech body heddiff all persona mechs have with some XML tweaking.

@Jordan Ah that would do it good catch! Hesitant to mention as a hard incompatibility so much as it is an unintended behavior, but yeah. Atleast in your case since I think that building is an attachment to beds ya should largely be able to avoid the problem as long as ya have repair beds set as hospital ones from the start, they should be taken there as a max priority compared to any other bed.
Jordan 2 Sep @ 3:29am 
It was the mod I was thinking - might want to add a note on description saying incompatible with Rimtek Docmate as this will patch up the wounds making it so you cannot fix the robots!
Jordan 2 Sep @ 2:39am 
I'll have a little play around on my save when i'm on I have a theory I know what could of caused it I just can't remember what mod its from (I'm a psychopath running about 1900 mods)