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Maybe in the future.
Use modes without smart charging, there is no other way.
I want to let Mechanoids idle directly instead of recharging when it is not working in version 1.5. I don't seem to see the idle setting in 1.4. How is it possible to achieve this in 1.5?
"Wait enemy" or "Work and wait"
Vanilla modes do not work with the mechanics of the mod, they are intentionally left as is.
Resource spawner.
The vanilla game does not allow mechanoids to go into shutdown mode in prison. There is no reason to allow a zone to be placed where a mechanoid cannot shut down.
If there's a paramedic set to "work and recharge" with a shutdown zone, then the mech will try to shutdown in the zone after using its jump (i.e everytime it approaches a colonist needing rescue) while the colonist is considered reserved by the mech the whole time, leading to bleedouts that would've been completely avoidable
So remember to set your paramedics to "work" to avoid that issue
I mean, WHATS the point in killing a person to create a High-class Subcore, if it can only use 4 Commands?
Okay, I'll check again.
I didn't find any mechanoids in this mod. There are machines for VFEM, but the machines do not have integration with biotech.
Don't know. Links?
1) Yes, performance problems arise due to research. I'm still thinking about the optimal solution and in the future I may fix this problem, but for now this mode is not friendly with large modlists and a large number of pawns.
2) Yes, I can make them stand or lie down, it's not difficult. It's just that, for obvious reasons, this is not the main problem of this mode.
It does feel like it's a bit of a mess to move around.
This is the idea of this mode, mechanoids spend a charge and wander around the base, but generate research points.
This mode is optional precisely because it has an impact on performance.
HIYE MIND RESEARCH
When conducting research, can you keep the mechanoids lying down instead of wandering around? It seems to be affecting its performance.
Not sure how its taken me this long to discover your mod but props dude this is great stuff.
I have some items that mech/paws could not reach that they were trying to pickup all the time.
After deleting that the warnings are gone.
Thank you for your assistance!
@kongkim
Hmm, as I thought, there is not a single error in the log related to my mod. Error spam coming from mechs originates from a vanilla node. Most likely some mod that edits work behavior caused this cycle of errors.
https://gist.github.com/HugsLibRecordKeeper/0d01b0ad4f2ba82b16f7740870ca58a2
But yah no errors, but the spamming of warnings stoped after trying to disable this.
So don't know.
The first link is broken. In the second there are no errors concerning my mod.
Do not remove mods in the midgame, this always leads to errors.
steam://openurl_external/https://steamproxy.net/linkfilter/?u=https%3A%2F%2Fgist.github.com%2FHugsLibRecordKeeper%2F0d01b0ad4f2ba82b16f7740870ca58a2
After a long time trying to find the mod, when i only remove this the warnings stop.
I then tried to activate it again and now the mech group is gone and i get red errors when going to the mech tab.
https://gist.github.com/HugsLibRecordKeeper/67e3284b42008e0c5083d896e3fa2cf7
This is vanilla behavior.
And need a new command for firefighting, mech should automatic uses it foam skill if it have or you can command them manually where to pop without draw and a mechanitor near by. Because we need a lot of fire... i mean A Lot on anomaly DLC.
Thanks! I've added a link to the description.
1) Shutdown zones are zones for shutdown and nothing more. They do not affect other aspects of mechanoids in any way.
Also, the mod does not affect the basic mechanics of the game in any way. All behaviors and bugs outside the described mechanics do not concern my mod.
2) It is impossible to assign mechanoids from the same group to different shutdown zones. This restriction only applies within the zone for the selected group and for mechanoids with the rule enabled. For each mechanoid, this rule must be switched separately and manually.
Shutdown zones are zones. Just like stockpile zone, but for mechanoids. They are for “storing” mechanoids in shutdown state.
Can i seek clarification for the following
1) Zoning for mechs does not behave the same as zoning for pawns. Vanilla behavior for pawns is that pawns will perform whatever activities within the highlighted zones and does not require it to be connected. e.g. i can highlight a farm area and storage area. Pawns assigned with hauling task can haul rice and haul it to the storage and pawns can traverse between zones with no issues. However for a mod, if the zones are not connected, what I'm seeing is the lifters would pickup the item and drop it at the edge of the zone and unable to complete the hauling or repeatedly picking up and dropping at the edge of the zone. Is this behaviour intended as designed?
2) I dont quite understand the group zoning. Does it work in the following way; Say i have 3 mechs in the group and assigned to different zones respectively. With this turned on does it mean now the mechs can share these zones (somewhat like a union of zone areas)?