RimWorld

RimWorld

259 ratings
Spawners and Drones
5
4
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
5.986 MB
27 Mar, 2020 @ 12:23pm
12 Jul @ 12:58pm
40 Change Notes ( view )

Subscribe to download
Spawners and Drones

Description
Adds purchasable spawners to the game that automatically produce security drones for your colony

Recommended for:
  • people who are too attached to their pawns to let anything part of the colony die
  • people who think killboxes are lame and open combat is cool

Assemblers appear on various trader types for expensive premium prices
  • Exotic traders
  • Combat suppliers
  • Pirates

Drone assemblers can also appear as exotic quest rewards

Current variations:

Mechanoids
  • Lancer
  • Scyther
  • Centipede
  • Pikeman

Homers
Small fast drones with explosive charges attached, chases enemies
  • Chaperone

Scouts
Medium sized drones carrying light to medium weapons, lightly armored
  • Scrappie - mid to close range scattergun
  • Pepper - long to mid range autocannon
  • Logger - medium range machine gun
  • Tokamac - mid to long range rifle

Specialists
Medium sized drones carrying weapons designed against certain enemies, medium armored
  • Cinder - sets living enemies on fire, without immediately causing a forest fire
  • Cutram - low damage, high accuracy, firerate, penetration and hit chance

Properties of spawners
AKA, boring technical stuff to explain how rimworld spawners work

Rimworld spawners (from mechanoid clusters) come with a point system that determines the interval it spawns pawns.
Each pawn type has a different amount of points.
The more pawns belonging to a spawner, the slower it will spawn.
When the amount of points belonging to a spawner is slightly over or reaches max it will stop spawning pawns until some die.

ie a Lancer has 150 points and a default spawner has 500 points max, the spawner will produce at maximum 4 Lancers at any given time
* The maximum points can be configured in the settings

Individual spawners have their own individual point system so you can still raise a robot army given enough spawners
* Tynan may have changed how the mech assemblers work now but these ones follow these old rules

Often asked questions
  • Q - Are the drones CE compatible?
    A - Unfortunately, not at the moment

  • Q - Is there a way to control the drones?
    A - They listen to door restrictions, aside from that, they can't be controlled right now. I hope to add some sort of ability to better control them, someday

  • Q - Can this mod be added midgame?
    A - Yes

Open to suggestions (balancing, ideas, etc)
Popular Discussions View All (1)
33
6 Sep @ 8:59pm
Debugging Feed - Take issues here
Alkolyte
323 Comments
Elijah 6 Sep @ 9:23pm 
You're welcome
Alkolyte  [author] 6 Sep @ 9:05pm 
Will take a look, thank you
Elijah 6 Sep @ 8:57pm 
Noticed a few errors here:
Log [pastebin.com]
Bat stealer 28 Aug @ 7:50pm 
imagine you go raiding and its like
-hey charles
-yeah?
-why dont they have any defenses, its just a big building... no turrets or walls
-well lets just enjoy it
(30 HOMING BOMBS SHOW UP)
-WHAT THE F- (blows up)
Toyota AE86 18 Aug @ 2:07pm 
@supernet2 Oh, you're getting invisible pawns too? Are they also showing up in hospitals as random, injured copies as guests? Because I had one incident like that recently (that I thankfully fixed by rescuing the invisible pawn)
supernet2 18 Aug @ 12:57pm 
With mods, it happens frequently if a mechanoid hive drops in, with the spawners/mechanoids from this mod. Then existing ones glitch out, including modded in ones. Any solutions aside from removing this mod entirely?

I found the problem,

Reposting, it is the Lancer, Scyther, Centipede, and Pikeman variations. When they spawned in from this mod, then the graphical problems happened strictly for the variation versions. Not the native ones from the games graphics. My solution is to either select the invisible variations and force them to be cremated. This is the only way to clear them out, and also remove all pawns becoming invisible around them (it also removes the no storage available) bug for these invisible pawns that mess up all other graphics around them. Weird because i can spawn them in no issue, but on events like the mechanoids dropping in on their own, this issue occurs.
Toyota AE86 16 Aug @ 3:32am 
Said mechanoid replicas also refuse to use chargers and will eventually run out of power, so for me at least the mechanoid spawners are kind of worthless.
Toyota AE86 16 Aug @ 1:05am 
Are the mechanoid spawners supposed to spawn uncontrolled mechs that need to be linked to a Mechanitor?
Soldier Of Schwarzwind 4 Aug @ 5:28am 
A chaperone mine blew up a whole cell full of prisoners just because one went berserk. I'm not even mad because it was kinda hilarious. Those little guys crack me up.
Sil 2 Aug @ 9:02am 
This is mod maybe have conflicts with other mods. With this mod any pawns and mechanoids become invisible especially when the drones from this mod appear