Errors with rig generating

I’m a total noob. My character is a robot. His left arm is designed with three bones and four fingers, and when creating the rig, I simply subdivide forearm.L, so now it’s forearm.L and forearm.L.001. The rig isn’t generating because the chain of limb-type bones must be no more than three bones. I tried changing the limb type to basic.super_copy, changing the bone names, and making them tentacles or spine-type, but then I got different errors. His right arm has a similar design without fingers, so it’s simply a chain of upper_arm - forearm - hand. Here are all the errors I got:

  1. RIGIFY ERROR: Bone ‘upper_arm.L’: Input to rig type must be a chain of at most 3 bones.
    Incorrect armature for type ‘limb_rigs’

  2. (When trying to change the limb type to basic.super_copy) RIGIFY ERROR: Bone ‘upper_arm.L’: Input to rig type must be a chain of at most 3 bones.
    Incorrect armature for type ‘limb_rigs’

The rig generates if I also change the fingers to basic.super_copy, but then I notice terrible finger physics.

I tried to get rid of the three-bone idea and accepted that it wouldn’t work, but even so, the rig wouldn’t generate.
Here, I combined the two problematic bones into one and left all fingers with limbs.super_finger.
3. RIGIFY ERROR: Bone ‘f_index.01.L’: Input to rig type must be a chain of 2 or more bones.
Incorrect armature for type ‘chain_rigs’

Hi and welcome, can you post a screenshot of the rig and the character. it will be easier to see what you have done. Rigify doesn’t always work well with changes to the original metarig.
Actually the rigify human generated rig will have two DEF bones in the upper arm and two bones on the lower so you can use these? unless you want it to bend at that point?:

From the errors, it sounds like Rigify is rejecting the metarig structure rather than the mesh itself. The default human arm rig expects an arm chain of upper arm → forearm → hand. If you insert an extra deform bone into that chain, Rigify will report the “at most 3 bones” error.

For the fingers, limbs.super_finger also expects a valid finger chain (typically 2–3 connected bones). If you merged or renamed bones, it’s worth checking that the parent/child relationships are still correct and that each finger chain is complete.

A screenshot of the metarig in Edit Mode (with bone names visible) would help a lot. It’s usually much easier to spot a broken chain or incorrect rig type from the hierarchy than from the error messages alone.

I’ve solve this by rebuilding rig. I didn’t know how to post a picture on the original post so here are screenshots. For the first I subdivided forearm and did something with hand bone I don’t really remember why it’s on hierarchy but not on scene.. for the second i just used hand bone for my purposes

Your explanation is not clear. did you actually managed to generate rigify rig? If you did can you show that screenshot to help others please.