RimWorld

RimWorld

Big and Small - Simply Robots
265 Comments
☿ Filio! ☿ 5 Nov @ 3:49pm 
is there a way to change between the different faces for ad bots??? I feel like it would've been cool to choose the one i like most myself
That... wow, my brain. I didn't think to simply convert adbots. Thanks @RedMattis
RedMattis  [author] 30 Oct @ 11:55am 
@Champion of Super Earth
Via modding, you can simply make an override (or patch the restriction away), but otherwise they can't wear full-head-covering headgear and such. It is an intended weakness.

@8015
Thanks!

Working well on large modlists was one of my highest priorities when I designed the mod.

Glad it is working out well. ^_^
RedMattis  [author] 30 Oct @ 11:50am 
@Aristarchus of Samos
Selecting a pawn outside of the character editor should fix that.

The issue is basically that CE doesn't update the pawn selection and the mod obfuscates its code to prevent others from doing stuff like, well, fixing that issue.

@Onikage-056, God of Animatronics
Indirectly since iirc. you can manufacture an AdBot and then convert them.

The intent is for them to be a total-conversion kind of option in the player's hands. Just printing new colonists is a bit hard to not make OP or prohibitely expensive.

@Pimp Lucius
They gain a special vacuum resistance effect on space maps. :)
Aristarchus of Samos 28 Oct @ 11:22am 
Not sure if this is a bug, but in Character Editor all the gene options are their robotic variants, even when you are selecting genes for a biological pawn.
Is it possible to manufacture steel enforcers, or do you have to convert a colonist, prisoner or slave?
Klao15831 21 Oct @ 5:50am 
"The robots can also receive genes."
😏Oh can they now?
Pimp Lucius 18 Oct @ 11:54pm 
this has probably been asked already but do the androids have vacuum resistance since they can't wear the marine and recon helmets? it isn't listed on the mod page or in their list of genes as far as i am aware:duckov_doubt:
Champion of Super Earth 16 Oct @ 3:46pm 
Is there any way to turn off the apparel restrictions than the robots have?
8015 15 Oct @ 9:12am 
Really, really fun mod. I love playing with robots but many frameworks are troublesome with large modlists, this one works seemlessly.
rdm 10 Oct @ 10:40am 
Oh, I'm glad to hear that this idea has already been proposed by someone, and the Borg-style version sounds interesting as well.
RedMattis  [author] 10 Oct @ 9:18am 
@Onikage-056, God of Animatronics
If you mean via Biotech then they are compatible with genes. Some get reflavoured, and some are blocked for logical reasons, but otherwise you can customize as much as you want.

They should also be compatible with almost any bionics.

If you mean outside of Biotech, then sure, but it would require some XML.

@rdm
I'm more active on my discord, it is better to put suggestions there. There is currently a turn-human-to-robot request in there with one supporter vote, though more of a Borg kind of vibe.

@tha peng
Might be something with how Altered Carbon is set up. I suspect it would be easier to solve from their end that mine. They probably just have an explicit somewhere that could be made more generic. :)
rdm 10 Oct @ 8:15am 
Was I ignored? :confusedkarlach:
tha peng 3 Oct @ 9:32am 
not sure where to go with this but for some reason neural stacks (from altered carbon) can't be removed from synths
rdm 2 Oct @ 8:59am 
Can I suggest an idea? I was inspired by the possibility of using an operation to turn a human into a robot with a TV head, which is available in the mod's features. How about adding a gene or xenotype that can transform humans into robots using an ability, allowing them to be subdued or enslaved? This would be a special type of robot that can reassemble humans into obedient machines. Of course, a big cooldown could be added for balance purposes, but I think It would be a fun concept :steamhappy:
Alright. Thank you. Also... is there a way to make a custom synth/steel enforcer "model"? Like how xenotypes can be custom-made, I mean.
RedMattis  [author] 24 Sep @ 1:42pm 
@Onikage-056, God of Animatronics
Android Fuel.

Craftable at cooking stations/campfires or preferably their much less wasteful unique little 1x2 building which is unlocked via biorefinery technology.
What kinds of foods can Steel Enforcers or Synths consume safely?
I ask because I wound up with a wild woman Steel Enforcer and she's (at the time of this post,) only still alive because I keep refilling her hunger bar with dev mode.
RedMattis  [author] 21 Sep @ 11:33am 
Adbots can now charge using the new charger. If used with biotech & BnS Genes they will also have an (extractable) gene that permits others to do so as well.
Dust 11 Sep @ 6:52pm 
This the mod the framework "Android Conversion" research mentions is needed to convert pawns into machines?
Hawkefire 8 Sep @ 8:55am 
Ahh, ok.
RedMattis  [author] 8 Sep @ 8:50am 
@Hawkefire
As noted on the framework there was a few minute window where the apparel restrictions were broken. Redownload the framework and it should be fixed.
Hawkefire 8 Sep @ 8:45am 
Update seems to have broken all apparel for synths and bots
lofax9900 25 Aug @ 1:45pm 
is there a way to turn eradic ad bots into ad bots just for the lack of sentience
Champion of Super Earth 25 Aug @ 11:31am 
Which mod is that? From the Big and Small mods i only have Xeno Insectoid Hive, Heaven and Hell, Simply Robots, Genes & More.

I don't see a research tree for the Steel Enforcers in the Big and Small category, am i missing some other mod?
RedMattis  [author] 25 Aug @ 12:43am 
@Champion of Super Earth
You can turn pawns into Steel Enforcers using a research in the Big & Small research tree.

You can also craft "Steel Persona" using a persona core. Those are... a bit special.

@Luke TasRook
Those errors seem to be from other mods such as Positive Connections and "Maux36.RimPsyche.Rimpsyche". I don't see anything related to me mods among the errors.

You also seem to have some ritual obligation error, perhaps due to a removed mod?

I'd suggest verifying files and then using the Mid Save Saver and see if it can clean up your file.
RedMattis  [author] 25 Aug @ 12:40am 
@Champion of Super Earth
You can turn pawns into Steel Enforcers using a research in the Big & Small research tree.

You can also craft "Steel Persona" using a persona core. Those are... a bit special.
Champion of Super Earth 24 Aug @ 1:58pm 
Is it possible to make any of the other Robots? Or can i just turn regular Pawns into the TV Goobers
Luke TasRook 20 Aug @ 10:58am 
@RedMattis https://filebin.net/lwdicn0xn63ouppf It's from yesterday when I was going over it with ChatGPT. Bluebeta L89 was the name of the pawn before I renamed it to Rick 1.

The error is Ref 6AE662E6. It started ticking like crazy at the end of the log. I tried removing Positive Connections mod due to it after that but it started ticking again with the same error on reloading the save, just with RimPsyche that time.

Maybe it's just my bloated modlist, World Tech level is wreaking havoc on my log.
RedMattis  [author] 20 Aug @ 10:34am 
@Турбокишмиш
>w<

@粉红战车
I think this should work as you asked for on the latest version. Previously only bionic stomachs changed their diets.

@Anker
Hm... that's a new one. I think it should be toggled by default. That said, it could certainly benefit from being in its own category.

@Luke TasRook
I'll look into the Dub's Hygiene thing. It used to work on 1.5, but perhaps it broke again.

What is the issue with social mods exactly? If you have a log with the errors I can have a look.

As a side note, if you want to force-swap a robot to a human (or any other race) there is a Big & Small dev command for that. Saves you having to delete pawns if things aren't working out.
Luke TasRook 19 Aug @ 1:44pm 
It's also having issues with a lot of social mods that affect interactions between pawns. I sadly had to purify my colony of the synths and remove the mod.
Luke TasRook 19 Aug @ 3:21am 
The TV bots are so cute. Maybe you could add Dubs Bad Hygiene into the incompatibility list on this page though. It completely broke my tv bot when I recruited him until I looked into it.
Anker 18 Aug @ 3:18pm 
Converted an adbot, but noticed they were starving. Had to manually make them eat an android fuel. Let me see... Yes, android fuel is not automatically added to a food catagory. Had to manually make one.
粉红战车 17 Aug @ 6:32am 
Can Androids only eat Android Fuel? I added a universal digestion gene to my Android, which allows my human colonists to eat Android Fuel, but it won't allow my Androids to eat human food. Oh, and I should check which mod the universal digestion gene came from first.
Турбокишмиш 16 Aug @ 1:21am 
Your like is a disgrace to my nuclear powered, skull-crushing servos endowed, bloodthirsty assaultron wife.
RedMattis  [author] 6 Aug @ 1:39pm 
@Maux
Thanks, I'm happy you like them! :D

As for the modExtension, It is in BS_BaseRobotHumanoid and similar. I've coded my modextension loading so it can load any number of the same "BigAndSmall.PawnExtension" from the same pawn and simply checks all of them. (iirc. vanilla just fetches the most recent one).

In the case of tags is "isMechanical" I simply check if it is true in _any_ pawnExtensions in the inheritance structure.

If you search my framework mod using something like VSC you'll see ""isMechanical>true</isMechanical>" in 3 different hediffs. Two for mechanical humanlikes, and 1 for mechanoids-made sapient.

For example: BigSmall_Framework\1.6\SimplyRaces\Defs\Abstract\RobotBasic\RaceTracker_BaseMech.xml
Azathoth 6 Aug @ 1:17pm 
Awesome thanks @RedMattis
Maux 6 Aug @ 6:57am 
@RedMattis
Ah, I can see the defs have RaceExtension, and the RaceExtension has <raceHediff>, and going in the raceHediff (BS_TVAndroid for example), I see it has BigAndSmall.PawnExtension. (wow this is very in-depth.)
But the BigAndSmall.PawnExtension doesn't seem to have isMechanical specified. Does isMechanical's value defaults to true in BigAndSmall.PawnExtension?

Also... I think I might just hardcode the defnames if there isn't a good indicator. So far I found these:
BS_CommandoBot
BS_CommandoBot_NonSapient
BS_CommandoBotPersona
BS_SynthRace
BS_TVAndroid
BS_TVAndroid_Sapient
Hopefully these would cover all the mechanical life forms?

+) Shamelessly using this chance of communication to tell you I love how creative you are with your mods, especially all the clever mechanics that can change gameplay (I friggin love mimic's mechanics). Sending you love.
RedMattis  [author] 6 Aug @ 5:30am 
@Maux
If you don't mind checking mod extensions they do have a `isMechanical=true` in a pawnExtension, typically on a hediff.

E.g.
<li Class="BigAndSmall.PawnExtension">
<isMechanical>true</isMechanical>
</li>

I might be able to see about exposing something easier though...

@Azathoth
I've talked to Helixien, and I think there is a fix on the way.
Maux 5 Aug @ 9:51pm 
Hey there! I'm trying to make this mod compatible with one of my mods, and I was wondering if there is a way to reliably detect your robots by def?

Normally I filter out mechanical lifeforms with def.race.isFlesh==false, but it seems you use isFlesh as true. So I was wondering if there was other particularity that I could look for maybe, and use it to filter your mechs out?
harhell 2 Aug @ 12:44am 
and how to create androids?
Azathoth 28 Jul @ 4:00pm 
Also the stack she was born with can't be removed
Azathoth 28 Jul @ 3:44pm 
nope it was the one I copied it reappeared and they stayed dead when I tried to revive
Azathoth 28 Jul @ 3:43pm 
there's also a second error that relates to altered carbon
Azathoth 28 Jul @ 3:41pm 
https://pastebin.com/zYu1e8iF this was the error
RedMattis  [author] 27 Jul @ 12:55am 
@Azathoth
Did you get any errors in the log? It sounds like a potential mod conflict.

@Yveren
Yes, some of the robots can be directly crafted. You can also convert colonists to some types of robots.

@BRSaura
Synths can do that, but most of the other robots can't.

As for the Dub's stuff. I did patch that away before, but I suspect the patches broke/disconnected when 1.6 was released, or perhaps an update from Dub's side.
Azathoth 26 Jul @ 11:15pm 
I made a persona android and it died immediately
Yveren 25 Jul @ 11:25am 
is it possible to make your own robots with this mod?
Smiley Face Killer 18 Jul @ 10:19pm 
@BRSaura
Check the "Dubs Bad Hygiene Bug" Discussion for the fix, that's what I had to do
BRSaura 18 Jul @ 1:29am 
So I got one of the robots through a raid and for some reason it can eat normal food and has hygiene/bladder, is this a known issue? load order maybe?