RimWorld

RimWorld

Persona Mechanoid Pawns 2
343 Comments
Aera 23 Nov @ 6:35pm 
@hYPERION Fair enough! Kind of figured as much, but thought I'd ask anyway.
hYPERION  [author] 23 Nov @ 6:12pm 
@Aera On the bionics note, specifically skipping them is intentional, as thematically the buffs from them come as a result of replacing organic parts with more capable machine parts. Given that persona mechs are already robots I dont think bionics fit them as well, given all their other machine perks off the bat I think it plays well into the current balance.

@Automa Tom An automatic solution probably is something I should look into several of my mods, thus far compatibility patches are done manually, these can be done my mod or others. If you're looking to quickly install a part ya can generally get away with just dev moding in the hediff to their appropriate bodypart.

@cyber foxvx Thats annoying, ya can also try changing the head using the vanilla game dev mode tool, I forget exactly what it is but there should be one to alter the head types.

@8thLegion My mistake, will note that for a future update (I still have yet to come back to my RW mods)
8thLegion 23 Nov @ 5:06pm 
Butler mech origin seems to have a missing bracket. Awesome mod though!
cyber foxvx 23 Nov @ 12:03pm 
Found a bug with humanoid alien races and character editor in which you cant change their head types.
Automa Tom 20 Nov @ 11:33am 
Hi!

Any chance on adding support for brain implants from other mods?
Maybe some generic converter would be possible. (Something like searching for all items that cover "implant" and "brain" and add the recipe for them to make them Persona Mechanoid addaptable)
Like the bandwith enhancer brain implant mod.
Aera 20 Nov @ 7:36am 
@hYPERION Didn't fully test the replace then swap method at the time and instead just used Character Editor to restore the limb and swap so I didn't have to feel like I was wasting components, but I appreciate you looking into it. For reference, I did also try testing with having just this (and Harmony) with no other mods to make sure it wasn't a conflict and the same thing happened there.

I do also wonder if you'd consider making them able to accept bionic (or other parts in general, given mods for that stuff), since they're better than baseline. Makes wanting them around in the long run a lot harder when they're so restricted on how they can be improved.
hYPERION  [author] 19 Nov @ 3:23pm 
@Skulgren Unfoortunate, thats sad to hear, whenever I do get around to working with my Rimworld stuff again I may take a look at it although I'm not sure how that mod works so I can not promise anything, there are several small issues like that cropping up with mods it seems following the comments.

@Aera Thats odd, maybe I missed something when setting up their operations, hopefully if it comes to installing a replacement and then swapping that works but that is definitely unintended.
Skulgren 19 Nov @ 8:39am 
Hey hYPERION. I started using this mod recently and found that it has a visual bug with the Nice Health Tab mod, namely in that NHT shows missing legs and an arm in the pawn render even when they aren't actually missing. This makes it a bit more tricky to install new parts there without going the vanilla route. Is this something you can address with a patch in a future update? I'd appreciate it if so.
Aera 12 Nov @ 5:37pm 
So there seems to be an issue with these related to archotech limbs: you can make an operation to request an install to an existing limb but not to replace a missing limb.
hYPERION  [author] 11 Nov @ 1:36pm 
@Booperius Can't say I've actually used them for Royalty myself since I rarely do that content at all, but they should play fine like normal pawns. The psylink ritual is granted directly I believe which should work with their persona core brains.

The only thing that is really different off the top of my head is that persona mechs are worth more honor value when sold to the empire, but thats not really tied to titles.
Booperius 11 Nov @ 4:03am 
How do the Persona Mechanoids interact with Royalty (namely receiving honor and titles) ?
fn1ty 8 Nov @ 12:39pm 
i hate humans, i love robots, take my points
hYPERION  [author] 7 Nov @ 9:37pm 
@peanutman Thank you, for context I put it together myself pretty last second once the mod was up, actually a small window when it initially released where there were no pictures while I was throwing it together which ya can see the first comments referencing lol.

It was pretty fun trying to come up with an arrangement that has so many scanner buildings that does not look too bad, alongside slipping in all the items from the mod around. Contrary to how it may look its not actually underground, I just used the dev mode option to refog with all the test pawns hiding inside.
peanutman 7 Nov @ 12:54am 
unrelated to the mod but i absolutely love the lab look of the example pictures, did you build them yourself or did someone you know whos good at building do it?
hYPERION  [author] 5 Nov @ 11:20pm 
@Lactating King It would be fun to, but I still haven't even gotten around to getting the existing heads all polished up to the the "new look" of the Tri one since Detvisor got busy with other projects.

One day I think I'll have that sorted but probably not soon its alot of busy work and not as pressing as addressing other things in updates, although it would be very nice.
Cosmic Meatball 5 Nov @ 3:31pm 
do you ever plan on adding more head types?
Aera 5 Nov @ 3:14pm 
Got it, thanks!
hYPERION  [author] 4 Nov @ 7:59pm 
@Aera Yes there are several, its mentioned in their info panel with some more specifics, but similarly to normal mechs you need a mechanitor one of their mechs capable of the appropriate smithing work.

They can also repair themselves without being a mechanitor but need to be capable of smithing and not downed.
Aera 4 Nov @ 7:02am 
Are there any specific skill/item requirements to heal/repair these guys? A visiting caravan had some injuries I rescued and they don't seem to ever recover.
hYPERION  [author] 3 Nov @ 12:53pm 
@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 3 Nov @ 5:29am 
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