RimWorld

RimWorld

MH: Drones Reprogrammed (1.4)
38 Comments
FailPail 2 Apr @ 8:19pm 
this along with utility drones wouldn't happen to be removable would they? i have one T1 drone thats been reprogrammed.
FG_Remastered 18 Mar @ 11:45pm 
@Espio Idsavant: Killa is reforgering with all his might already, but he needs to wait for the dependencies to update first. (Also, he decided to rewrite the entire collection again, so this might take a while.) ETA ~4 weeks, but every time someone asks, we add 5mins.
Espio Idsavant 18 Mar @ 4:45pm 
1.5 when???
FG_Remastered 31 Jan @ 1:38pm 
@Brezgatnik: Check the comments on MH: Android Tiers
Brezgatnik 31 Jan @ 8:29am 
was anything found out about not being able to set 'patient' worktype? having that issue too
FG_Remastered 26 Jan @ 5:03pm 
@☠Gordão Do Mal☠: That sounds like you moved humans to the androids category. Check the settings and move them out of it. If that doesn't help, post a hugslog. We cannot read minds.
☠Gordão Do Mal☠ 25 Jan @ 3:20pm 
hey man you were right but there's a problem for some reason my humans now have to do maintenance like a robot since they aren't even robots but humans is this a bug or is the save corrupted?
FG_Remastered 25 Jan @ 11:40am 
@☠Gordão Do Mal☠: Check your Humanoid Alien Races version. That is a bug that was fixed a while ago, but if you use local versions or Steam messed up during the download, it can be broken.

Un-sub and resubscribe to all relevant mods and hit us with a hugslog here or on Discord if that doesn't work.
☠Gordão Do Mal☠ 25 Jan @ 11:05am 
Hey man, I don't know if it's any of your mods, but for some reason every time I create a new game, humans magically turn into headless robots, even though the race is human, do you have any idea what the problem is?
FG_Remastered 23 Jan @ 4:27am 
@Matt: Log pls.
I can't seem to set android to do "patient" work type, which means they walk away mid-repair and mid-operations constantly. I've tried reprogramming them, but nothing seems to enable "patient" as a job type. Is there something I'm missing within the mod itself here, or is this a possible mod conflict?
FG_Remastered 21 Jan @ 12:57am 
@a.red: You need to open the race file in the MH:AT submod (id:2974546748) under 1.4/Defs/ThingDefs_Races/ then search for "maxDirectives". Change that value, save the file and restart RW.

(I strongly suggest you close the game first, but if you like to see things exploding, you can keep it open. It will most likely cause your error log to balloon from error spam, so don't say I didn't warn you if you keep it open.)
a.red 20 Jan @ 2:00pm 
Hey man, great work, one small question. Where in the mod files can I increase baseline complexity value for drones. I want to test some things.
FG_Remastered 13 Jan @ 1:12am 
@☠Gordão Do Mal☠: What do you mean? You can set any race to be drones in the Mechanical Humanlikes mod settings page.
☠Gordão Do Mal☠ 11 Jan @ 7:57am 
Hi man, I wanted to know if any mod you've already done has a patch or other mod that removes the mood because it's already becoming annoying for a robot to get mad ;-;
FG_Remastered 27 Dec, 2023 @ 11:05am 
@nonochoco156: Try to un-subscribe and re-subscribe to the collection or at least this mod. That can sometimes happen due to weirdness during the download.
nonochoco156 27 Dec, 2023 @ 7:24am 
Whenever I try and reprogram, half the options go off screen, is there a way to fix this?
FG_Remastered 1 Dec, 2023 @ 4:43pm 
@JiggyGal: That's a mod conflict with Allow Tool. Specifically with the "Finish off" move. Change the related option(s) in Allow Tool and restart your game.
JiggyGal 29 Nov, 2023 @ 8:15pm 
I've done some basic testing, and it seems NPC drones, at least T1, are incapable of actually firing a gun. They seem to be able to melee, but more as a defense. Looking into their bio, they have a shooting skill, but they're incapable of all work including violence, and it also seems glitched to the point subverted T1s who have a proper shooting skill have the extra skill for free, and add complexity just to remove said points.
FG_Remastered 22 Nov, 2023 @ 8:08am 
@OMG67: Unlikely. This system is for drones. If you want T2+ to have access to it, set them to be drones in the settings.
chrisque1 20 Nov, 2023 @ 11:40am 
@RenderOfTime by medicine, it means mech medicine. I think its n apropiate lvl a repair kit
[Я_Я] OMG67 9 Nov, 2023 @ 4:25pm 
Is there a possibility in the future to allow both drones and regular androids (T3 and T4) be reprogrammed even if there are some limitations to it? (Some directives are not available to these androids or something?)
RenderOfTime 9 Nov, 2023 @ 10:13am 
also another thing i cannot reprogram a drone because it says i do not require medicine, I have almost all kinds of medicine it has listed aside from the drone specific. can I only use the Drone Specific. if so why is other medicine listed?
RenderOfTime 9 Nov, 2023 @ 9:52am 
am i missing something, I made the drone, and increased its additional hardware. but it is still laying down unable to do anything.
FG_Remastered 8 Nov, 2023 @ 8:04am 
@Unknowing: RJW is working on it on their end. Please be patient.

@ParasiticSquid: It's a code limitation rather than a conscious choice. They have different think trees and changing those on the fly is just not something you can do in RW.
ParasiticSquid 3 Nov, 2023 @ 1:40pm 
So.. does this allow you to reprogram a android into a drone instead of the blanket way the mod settings do currently? I don't see why we couldn't for obvious reasons. I mean, why can't players just take a more advanced android( likely kidnapped, held prisoner, or even a robot pawn you just ant to get rid of because its rimworld ) and wipe its mind blank effectively killing it in the process but reprogarm it into a proper drone with the stats and abilities of that more advanced android?

Im actually confused why this to my knowledge isn't a thing in the base mod without setting a race as explicitly a drone. Ill be even more confused if this doesn't add that either
S. 31 Oct, 2023 @ 6:35pm 
Please add a patch for RJW where T1 drones don't start with sex skill so the complexity effects can be saved.
Nathanlasvegas 30 Oct, 2023 @ 2:10pm 
@Nathanlasvegas And yes, I tried to join the discord, however the verification is not responding?
Nathanlasvegas 29 Oct, 2023 @ 7:07pm 
@Nathanlasvegas maybe some directives to hook up with the skymind network with various efficiency?
Nathanlasvegas 29 Oct, 2023 @ 7:02pm 
@Nathanlasvegas If the data corruption thing does not make sense, why not require a special item to change the programming after the first time that is expensive? (like have two surgeries, one that removes programming(this would need an item) and a second that changes programming when blank(androids start off blank))
Nathanlasvegas 29 Oct, 2023 @ 6:59pm 
@Killathon Really like the idea that this mod has, but why can you not reprogram higher tier androids? It could be cool if the higher tiers had a directive that was called "creativity low", medium, high, etc. These would be really expensive in complexity but would allow the robot to have more skills over time for the trade off of having worse skills starting off. Also, random idea, would adding some "data corruption" chance every time you reprogram the androids to discourage changing things whenever. Anyways, cool mod!
Killathon  [author] 29 Oct, 2023 @ 5:41am 
Updated the mod as it came to my attention that the donated icons used Biotech art assets without a dependency on Biotech which is a big no no. I should have realized this prior to uploading. Apologies for the placeholder art icons, you'll have to await for a savior who is not incapable of the art work type to liberate the icons. No functionality was changed though, everything should work.

@Jargon
There is a list in the description, but it's empty because I know of no such mods. If you find one, please report it.

@dumbaq
That can happen if another job gets higher priority, set the patient work type to highest priority or force the pawn to rest until "healed." There could be other mods in play, of course.

As always with my works, I only come to steam for updating the change log and descriptions where necessary, I hang out on Discord. So if anyone has bugs, comments, suggestions, or anything under the sun, head on over to the MH discord or ping me in the RimWorld discord.
dumbaq 29 Oct, 2023 @ 1:13am 
Drones run away in a middle of reprogramming :KOh:
Jargon 28 Oct, 2023 @ 2:04am 
Is there a list of known incompatible mods?
Killathon  [author] 27 Oct, 2023 @ 6:32pm 
Specifically, this mod was designed to only affect drone races that opt-in, or intentionally choose, to use its mechanics so that you can mix/match the new drone system with the old for different races, in the case that a mod author doesn't see the new system as a good fit for their races and another does. All of my own races do use the system and will be programmable if set to drones with this mod active. The same might not be true for other modders' races, especially not so soon after this mod's release.

With a little bit of time, there may be patches or compatibility made by others to make drones from other authors use my system if their races get set as drones.
CrackaJack 27 Oct, 2023 @ 5:28pm 
in android tiers you can set some other robots to be drones, so then its active for them?
Killathon  [author] 27 Oct, 2023 @ 5:23pm 
By default, any of the androids from my MH: Android Tiers or MH: Military Tiers will use this mod's mechanics if they are set to be drones in MHC's mod settings. By default, that'd just be the T1, M1, and M2, but you can set any tier of android to drones in the settings. Because a race needs a few tidbits of xml in order to opt-in to this system, I highly doubt there's any third-party mods that would be using it yet. But they could if they wanted to!
CrackaJack 27 Oct, 2023 @ 4:47pm 
all of that sounds cool a.f., im testing it soonish. are there any robot races automatically enabled? can you enable races ingame?