[1.0] Androids - The ultimate manpower solution

Started by ChJees, September 16, 2017, 06:04:53 AM

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Marcvs

Thanks for your work, my colony is based on this mod. 8)

ChJees



ChJees


Canute

Please don't forget the EPoE patch.
So far i notice, you can use
ModCheck - make your mod compatible with other mods without using patchmods.
https://ludeon.com/forums/index.php?topic=36534
to include it into the mainmod.

P.S. Don't forget not to check only for EPoE,  Rah's Bionics and Surgery Expansion  is a similar mod.


VeeCee

I threw together a quick EPoE patch for Androids, but it just adds the EpOE recipes to the Defs/AlienRace.ThingDef_AlienRace[defName = "ChjAndroid"]/recipes... it works, but it just uses the human template for skill gains, surgical success chances, etc. I don't have dropbox or github, but let me know if you'd like it.

Wouldn't take me long to throw together a RBSE patch, either. I've used both, and both have their good parts and bad parts.

ChJees

Quote from: VeeCee on November 21, 2017, 02:50:37 PM
I threw together a quick EPoE patch for Androids, but it just adds the EpOE recipes to the Defs/AlienRace.ThingDef_AlienRace[defName = "ChjAndroid"]/recipes... it works, but it just uses the human template for skill gains, surgical success chances, etc. I don't have dropbox or github, but let me know if you'd like it.

Wouldn't take me long to throw together a RBSE patch, either. I've used both, and both have their good parts and bad parts.

Awesome! I encourage fanmade patches :D . I will link to it both here and on Steam Workshop if you upload :).

VeeCee

#52
Alright, I've created and tested the RBSE patch, EPoE was already good.

EPoE Patch: http://www.mediafire.com/file/yy5lmbisbq4a2bq/Androids_EPoE.zip
EPoE Patch(Steam): http://steamcommunity.com/sharedfiles/filedetails/?id=1207560415

RBSE Patch: http://www.mediafire.com/file/9lhe9v8n0i60tlt/Androids_RBSE.zip
RBSE Patch(Steam): http://steamcommunity.com/sharedfiles/filedetails/?id=1207562515

If you see anything that needs attention, let me know. Feel free to integrate these into your mod as well.

Love the mod... wouldn't have put in the work if I didn't.  :)

(Edit:added patch as zip to mediafire.)

SihvMan

#53
I made a patch between this and DE Surgeries. Single xpath patch, so should be good to go with no errors.

Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=1207795514
Non-Steam: https://www.dropbox.com/s/guejyv77l04tglo/Androids-DESurgeries%20Patch.zip?dl=1

SihvMan

Does the emergency recharge from power source work only from the vanilla battery? Or does it work from mod added batteries as well?

SpaceDorf

Quote from: VeeCee on November 21, 2017, 04:36:45 PM

If you see anything that needs attention, let me know. Feel free to integrate these into your mod as well.


Please Upload your patch as zip to mediafire ..

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Pez

#56
Perhaps I'm an idiot.  I created a droid, and he ran around and ended up running out of power.  A colonist picked it up and dropped it in a hospital bed, and now I'm getting error messages, revolving around a colonist trying to recharge the droid.  Stuck on how to resolve this w/o killing the droid.

[Edit: added] Apparently I could right click and force someone to recharge the droid.  When I did and someone got to the droid, he blew up (due to not being charged).  I'll try another droid and hope to not be a complete derp.

Questops

Will the droids from the newest version be included in a legacy update for A17?

I just finished making a modpack and wanted to play with those before updating to start a new colony.

If you're not willing to do so, would anyone be willing to help me figure out how to include them in this version?

Umbreon117

I think droids are a little buggy with Mortars. (Unless mortars need to be built with no roofs near them?)

I have a one tile space between three mortars and a roof tile. All three were manned by droids and had active targets (500 point siege base). Mortars were loaded (Incendiary shells), but they wouldn't start aiming unless I unloaded them a few times.

I am not 100% sure how mortars work, so if I am simply being stupid with them let me know. I just wanted to put this out there in case I wasn't being stupid, and this actually is a bug.
I'll shoot your colonists...After a long nap.

Canute

If you still got the safegame with the mortar problem.
Try to spawn some human with the Dev-tools and look if these humans got the same problem.