[A12d] More Mechanoids (v1.07b - updated 31.12.2015)

Started by Orion, January 11, 2015, 08:25:33 AM

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dareddevil7

Quote from: Orion on July 30, 2015, 06:11:45 AM
Quote from: dareddevil7 on July 30, 2015, 12:25:45 AM
the rate of deterioration for crawlers seems a bit fast
Right now all mechanoids deteriorate at the same speed. So those with less hitpoints will encounter problems earlier.

Quote from: dareddevil7 on July 30, 2015, 12:25:45 AM
they don't follow zone restrictions
Good point. But since they're no listed in the zone manager tab, I'm not sure how I would actually let the player adjust this. And getting them onto that list seems like an "all or nothing" problem - if I put them on there, I'll run into tons of other things where I don't want them (by giving them full person status, so to speak).

Quote from: dareddevil7 on July 30, 2015, 12:25:45 AM
and they crash every 5 seconds
Given their usefulness, I had to heavily nerf them. Having all your hauling and cleaning tasks done for you over night (without needing food or anything else) is a HUGE boost for your colony.
So this is the new way I try to go about it.

Next on the list is being able to upgrade your mechanoids - e.g. to lessen the crashes, speed them up, etc.

Quote from: Computica on July 29, 2015, 07:46:04 PM
The mod is working perfectly. What type of ideas did you have for the other mechanoids in the mod?
Plenty. Unfortunately I just don't have the time I wish I could put into this mod (and it's already been more than 400 hours). So most likely many of the cool graphics Joey made for the mod won't see the light of day. I could put them in as just a slight variation of an existing type, but that won't do them justice.

Next one I want to finish is the armored guy with the built in guns (yeah, because mechanoids weren't already armored enough).


I am curious though: Are you guys more interested in the upgrade aspect or new types of mechanoids?

I was able to set the zone restriction through the little namecard, but not the schedule

Computica

I'm honestly more interested in the other types. If you make the rest of them function like you have planned I would like to take over the mod for you. I do a lot of modding for M&B Warband and find modding RimWorld quite easy to mod even in the assembly.

Scottnov

Though I'm helping you to the develop the mod, I still think I'll put in my 2 cents and say that I would prefer upgrades. More mechanoid types would be interesting, but upgrades would add a lot more depth.

Orion

Quote from: dareddevil7 on July 30, 2015, 02:20:23 PM
I was able to set the zone restriction through the little namecard, but not the schedule
Interesting. But they didn't stick to the zone, I guess? I'll look into that.

Quote from: Computica on July 30, 2015, 03:45:53 PM
I'm honestly more interested in the other types. If you make the rest of them function like you have planned I would like to take over the mod for you.
What would you be doing with the mod?
If you'd take care of always updating the mod to the latest version of RimWorld (which right now costs me almost all my time), I could focus on adding new features, like new types AND upgrades.
That'd be a win-win for everyone, no?

Quote from: Scottnov on July 30, 2015, 04:46:48 PM
More mechanoid types would be interesting, but upgrades would add a lot more depth.
I do think upgrades will be interesting to let the player fine tune their mechanoids and grow more attached to them. But I think the impact shouldn't be overestimated. If, in the end, it's more effective to just convert another mechanoid of the same type than to upgrade the first one, the whole upgrade system becomes a dominated choice.

I do want to try out upgrades to see if it's worth it, but I'm not sure how much time should go into it.

dareddevil7

I think I'll stick to MAI for Roombas and mulebots and androids and use your mod for little robo bugs staying behind to punch my trade beacon and cut the pinky off my colonist out hauling

A Friend

Awww yisss, finally A11-ready.

I love having more diversity between the enemies.
"For you, the day Randy graced your colony with a game-ending raid was the most memorable part of your game. But for Cassandra, it was Tuesday"

Squiggly lines you call drawings aka "My Deviantart page"

MikeOfDragon

May I suggest SC compatibility? Or if it's already in, how would I go about hacking mechanoids?

Orion

Quote from: MikeOfDragon on August 01, 2015, 12:29:22 PM
May I suggest SC compatibility? Or if it's already in, how would I go about hacking mechanoids?
Of course you may. But since I'm not using that mod and have very limited time, it's rather unlikely I'll work on that.
Also I don't know what SC compatibility would entail, so I have no idea how you would do that. Chances are, that it'll need an extra patch to work, so this mod doesn't break when people do not have SC.

dareddevil7

Quote from: Orion on August 02, 2015, 01:03:45 PM
Quote from: MikeOfDragon on August 01, 2015, 12:29:22 PM
May I suggest SC compatibility? Or if it's already in, how would I go about hacking mechanoids?
Of course you may. But since I'm not using that mod and have very limited time, it's rather unlikely I'll work on that.
Also I don't know what SC compatibility would entail, so I have no idea how you would do that. Chances are, that it'll need an extra patch to work, so this mod doesn't break when people do not have SC.
They work together just fine so long as more mechcaniods is after SC, the powered crafting table is what you use to make the chips

Orion

Quote from: dareddevil7 on August 02, 2015, 01:16:18 PM
Quote from: Orion on August 02, 2015, 01:03:45 PM
Quote from: MikeOfDragon on August 01, 2015, 12:29:22 PM
May I suggest SC compatibility? Or if it's already in, how would I go about hacking mechanoids?
Of course you may. But since I'm not using that mod and have very limited time, it's rather unlikely I'll work on that.
Also I don't know what SC compatibility would entail, so I have no idea how you would do that. Chances are, that it'll need an extra patch to work, so this mod doesn't break when people do not have SC.
They work together just fine so long as more mechcaniods is after SC, the powered crafting table is what you use to make the chips
Thanks! That's good to know!

skyarkhangel

#415
Quote from: Orion on August 03, 2015, 05:26:08 AM
Quote from: dareddevil7 on August 02, 2015, 01:16:18 PM
Quote from: Orion on August 02, 2015, 01:03:45 PM
Quote from: MikeOfDragon on August 01, 2015, 12:29:22 PM
May I suggest SC compatibility? Or if it's already in, how would I go about hacking mechanoids?
Of course you may. But since I'm not using that mod and have very limited time, it's rather unlikely I'll work on that.
Also I don't know what SC compatibility would entail, so I have no idea how you would do that. Chances are, that it'll need an extra patch to work, so this mod doesn't break when people do not have SC.
They work together just fine so long as more mechcaniods is after SC, the powered crafting table is what you use to make the chips
Thanks! That's good to know!

Need fixes.. And i suppose mod conflicts with Miscellanious mod.
Orion, please test the functionality More Mechanoids with Hardcore SK pack - it's full of bugs :( Mechs going to bed... Sometimes killing each other... and Jobs errors...

Ninefinger

I get this error when loading into a fresh world.

Exception PostLoadAllSpawned in Redver: System.NullReferenceException: Object reference not set to an instance of an object

  at RimWorld.ThoughtWorker_SharedBedroom.CurrentStateInternal (Verse.Pawn p) [0x00000] in <filename unknown>:0

  at RimWorld.ThoughtWorker.CurrentState (Verse.Pawn p) [0x00000] in <filename unknown>:0

  at RimWorld.ThoughtHandler.GainThoughtsAsNeeded () [0x00000] in <filename unknown>:0

  at RimWorld.ThoughtHandler.Notify_PostMapInit () [0x00000] in <filename unknown>:0

  at Verse.Pawn.PostMapInit () [0x00000] in <filename unknown>:0

  at MoreMechanoids.PawnConverted.PostMapInit () [0x00000] in <filename unknown>:0

  at Verse.MapIniterUtility.FinalizeMapInit () [0x00000] in <filename unknown>:0

Orion

Hmm... I don't know what "Redver" is. Must be from another mod...

Orion

Quote from: skyarkhangel on August 06, 2015, 02:11:22 PM
Orion, please test the functionality More Mechanoids with Hardcore SK pack - it's full of bugs :( Mechs going to bed... Sometimes killing each other... and Jobs errors...
Sounds terrible... But sorry, I just don't have the time to fix compatibility with mod packs. Too much testing with code and features I don't know.
If you have something very specific that needs changing, I can look into that.

Ninefinger

Quote from: Orion on August 10, 2015, 04:16:26 AM
Hmm... I don't know what "Redver" is. Must be from another mod...

Redver is just a generated pawn name this error is reproduced with random different names each time it happens but the error stack is the same...