RimWorld

RimWorld

Mechanoid Foundry
271 Comments
Latex Santa 25 Oct @ 1:34am 
@Six Feet Under
From the mod description itself.

QUOTE:
Ever wanted to raise your own mechanoid army? I got you, fam!!

Build any mechanoid you want, vanilla or modded !!
UNQUOTE.
Six Feet Under 23 Oct @ 10:29pm 
Hi, quick question, this may seem dumb, but what does this mod actually do? Is there a description I might've missed? Is it like an overhaul of mechanoids?
The Stalker 12 Oct @ 1:53pm 
Question hwo do you install modules for mechanoids. I have the bill but where should the mechanoid go when they are to have a module installed
Amadeus 1 Oct @ 12:28pm 
Is it possible to make it compatible with mechanoid upgrades?
Amadeus 29 Sep @ 2:24pm 
best
Scorpio  [author] 29 Sep @ 1:18pm 
Update: -fixed error with Dead Man Switch mods + Downed Mechanoid surgery errors
Scorpio  [author] 23 Sep @ 8:46pm 
Logs please
Amadeus 23 Sep @ 3:50pm 
mech ai is brocken (dms +starcorp ) error span
Latex Santa 23 Sep @ 2:36pm 
@Scorpio
Holy effing crap, that was much faster than I expected.
Thanks very much!
Scorpio  [author] 23 Sep @ 11:14am 
Updated to 1.6, VEF is no longer a requirement unless your playing 1.5 or earlier versions
Latex Santa 18 Sep @ 1:27pm 
@Scorpio
Wow, that's gonna take some time. And effort.
Thanks for all of your hard work, and thanks for the mod in advance.
Scorpio  [author] 18 Sep @ 12:55pm 
code will be redone from scratch i dont have a choice
Scorpio  [author] 18 Sep @ 12:27pm 
Yeah the code i needed was purged from VEF ( negotiations failed on acquiring the old code ) leaving 3 options:
-Wait for the New Mechanoids update
-Make the Biotech DLC has requirement *(i really dont want this option )
-Remake from sctrach and ditch previous versions
Latex Santa 18 Sep @ 1:44am 
@Scorpio
The Vanilla Expanded team is currently working on a remake of VFE Mechanoids. They're making a Mechanitor mod as well. And they've separated the automated factory thingies from the old Mechanoid mod into its own Furniture Expanded mod. They're all a work in progress.

Hopefully you can find a solution, since this mod was great, and I'd have wanted to have tried it.
When you do find a solution, please keep the mechs expensive. I liked this mod because it was a resource sink as well.

Obtaining vast amounts of resources is generally not at all a problem for my colonies.
Scorpio  [author] 17 Sep @ 10:49am 
Currently having issues because VEF no longuer has the mechanoid code so trying to find a solution
Latex Santa 9 Aug @ 5:36am 
@Чакчак
You can partially compensate for the lack of this very cool mod with another few cool mods.

Increase Base Bandwidth (it increases it to 99, so you can have a mechanoid swarm following your mechanitor or mechanitors)

Reinforced Mechanoids 2 (Continued) (a large variety of interesting mechs to fight AND build, some great new weapons / turrets, devices to modify the weather, and a super-computer that can take over ownership of mechs like a stationary artificial mechanitor)

Reinforced Mechanoids2 Extended (a good expansion to the mod above)

[AV]MechTech (craftable mechlink, Tarantula artillery mech, worker bots, elite Royal Lancers, neutroamine production, new artillery shells / dr-ugs)

Craftable Mechtech Chips and Cores (frees you of the necessity to loot critical parts once in awhile from mech bosses)

There are tons of other good ones to use while waiting for this one to update, then use them together with this one once it is updated.
Чакчак 7 Aug @ 3:35pm 
Upgrade to 1.6, please, the best modification for using mechanoids
temirlan200125 11 Jul @ 5:34am 
pls 1.6
matsgudmunds 7 Jan @ 8:20am 
can you add this mid game
Mismagius 29 Oct, 2024 @ 2:02am 
is it normal for the game to mark the mechanoids that are built as enemies with the red text and a message telling me that they are uncontrolled? this happened after i reloaded a save
jsalasbrenes 13 Sep, 2024 @ 4:29pm 
how install the modules on mechanoid?
seppi141 8 Sep, 2024 @ 1:39am 
some modded mechanoids dont even charge on the mechanoid pads would be great if you could do some changes especially from https://gtm.steamproxy.vip/workshop/filedetails/?id=3245158368
yellowdotchuck 3 Sep, 2024 @ 8:32am 
I am running WVC with it, so this might be a cool idea for mechanoids to rest.
VelxraTV 24 Jul, 2024 @ 1:32pm 
any news on updating the recharge/repair pads ?
Doc Cams 1 Jul, 2024 @ 6:13am 
OP mod intended for OP enemies.
sad to say, the repair pad only works on vanilla mechs
人族狙击手 24 May, 2024 @ 9:11pm 
@MrDeliberto
1. Are there any new changes? Previously, it only needed to be made.
2. Want to control them to fight. What modules need to be installed.
MrDeliberto 12 May, 2024 @ 9:38am 
It's not a bug, it's a feature " Mechs no longer run around doing tasks randomly , they will stay in the pads until working modules are installed"
人族狙击手 24 Apr, 2024 @ 4:07am 
THE BUG。1.5
Now. Robots cannot fight. Recruiting robots will only keep them stationary.
ramil319 20 Apr, 2024 @ 7:46am 
Thanks a lot for the update!
Scorpio  [author] 20 Apr, 2024 @ 7:43am 
Update to 1.5
ramil319 19 Apr, 2024 @ 7:36am 
Hello, are you planning to update the mods?
Plague0Walker 3 Feb, 2024 @ 11:14am 
nvm didnt see that i needed machine persuassion... hate how the tech tree works sometimes
Plague0Walker 3 Feb, 2024 @ 11:12am 
what menu is the factory under? i cant find it even when using god mode
chill 23 Dec, 2023 @ 10:33pm 
Sonny Maid WHEN???
Grum Q. Robobank 11 Dec, 2023 @ 1:51pm 
nvm I am just dense lol
Grum Q. Robobank 7 Dec, 2023 @ 6:46am 
I should also note that this is even with modules installed.
Grum Q. Robobank 6 Dec, 2023 @ 6:55pm 
Maybe Im just dense, but all of the crafted mechanoids seem to just stand there not doing anything until I draft them, but even then I cant direct them to fire because "cannot order characters you do not control". When I place down a charge pad they all just huddle around and charge even when they don't need to.
SomeCasualGuy 5 Dec, 2023 @ 5:06am 
reloading back to my save causes them to have "Uncontrolled Mechs"
Black Jesus 18 Oct, 2023 @ 10:06pm 
Sonny doesn't show up on any of my tabs nor at the top of the screen. I literally have no way of knowing how many I have.
Wolfette 25 Sep, 2023 @ 12:12pm 
So something is a bit fudged with balancing, twice now a Psychic ship crash landed and it was surrounded by 90% scorpions and a few other types of mechanoids.
commander10010 23 Sep, 2023 @ 9:55pm 
emmmm,it fixed in an inexplicable way, I add a VEF translation and it refresh the construction list witch made me can build Sonny now.:BL3Shrug:
commander10010 23 Sep, 2023 @ 9:43pm 
I don't run with the biotech, how to build sonny in that factory? I closed every other robot options in the mod setting but it didn't work, just build the vanilla robots. I try to summon a Sonny form dev mod but find no way to knock down it or hack in.
Scorpio  [author] 25 Aug, 2023 @ 11:54am 
@Cartoonfox did you build the pads?
Scorpio  [author] 25 Aug, 2023 @ 11:48am 
- Incompatible with VFE:Mechanoids - Biotech/Royalty integration
- Fixed Paramedics bug ( needs VEF update to be sent to workshop )
Scorpio  [author] 25 Aug, 2023 @ 11:37am 
@Volt-87 fix has been pushed to VEF now its up to oskar
Scorpio  [author] 23 Aug, 2023 @ 12:51pm 
@Volt-87 will look into that
Cartoonfox 19 May, 2023 @ 2:55am 
Mod doesn't work right with Combat Extended, Kratech Industries, also I was unable to switch mechs off of recharging mode or uninstall extra modules. Health tab would not work at all. I like the thought behind it tho
Volt-87 9 May, 2023 @ 7:40am 
As another person said, can confirm that Paramedic mechs stop working with this mod. They go into more details below. Im also having issues with trying to add modules to mechs with a bill via the health tab. Their just seems to be nothing in the list. Although im not sure if im missing some extra step/building i need to use for the upgrade bills to be available.

Lumi MercuryDoll
"Appears this mod is causing Paramedics from Biotech to be useless. For some reason it apparently it enforces a "mechanoids are incapable of doctoring" thing and even when a doctoring module is installed, it just spits out the error that priority on a disabled worktype was changed."
Booperius 8 May, 2023 @ 4:03pm 
How does this mod interact with Biotech exactly?
ashhhh2 27 Apr, 2023 @ 5:05am 
i'm assuming it's due to differences in implementing the adding of mechanoids to your colony