RimWorld

RimWorld

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Hardworking Mechanoids [Legacy, Check Description]
   
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Mod, 1.4
File Size
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202.820 KB
24 Oct, 2022 @ 7:22am
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Hardworking Mechanoids [Legacy, Check Description]

Description

Hi all! I have made an updated version of this mod which lets you change more features than simply global work speed. You can find it here!
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2880154462


What does this mod do?
This mod changes the global work speed of mechanoids from 50% to 100%, making them work twice as fast as before!
19 Comments
Latex Santa 23 Jul @ 7:05am 
@Teok
Thanks, I love it.
g3 21 Sep, 2024 @ 7:07am 
cheers bud
Teok  [author] 20 Sep, 2024 @ 5:42pm 
Check the description for the updated mod, this is a legacy version that won't be updated
g3 20 Sep, 2024 @ 10:20am 
1.5?
Legion 16 Nov, 2022 @ 3:19pm 
Could be, but figured between this one and the other one I would give a heads up just in case to be safe.
Teok  [author] 16 Nov, 2022 @ 4:33am 
It's probably the other mod, then, because this mod affects absolutely no mechanoid behavior in the game
Legion 16 Nov, 2022 @ 4:05am 
Boiled down to one of two mods, but it's possible that this one completely breaks mechs in that they stay idle unless drafted.
Teok  [author] 26 Oct, 2022 @ 6:44am 
Hi All, I've recently created a new mod called "Mechanoid Tweaks" which gives you greater control over far more than just the base global work speed of mechanoids.
Unfortunately for now, I have been unable to create tweaks for
-Draft command range
-Recharge time
-Mechanoid energy loss factor
This is due to these stats not being editable from XML, and so I'll need to do some research on how to modify these values with an editable mod setting field.
Here's the link, which is also now in the description of this mod.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2880154462
Thanks for subscribing!
DrBossWatson 26 Oct, 2022 @ 5:18am 
Oh well, still an awesome mod!
Teok  [author] 26 Oct, 2022 @ 4:21am 
To both of you, I wish I could, the number is hardcoded into rimworld c# so I'd have to go into the c# side of things to fix that.