RimWorld

RimWorld

Hardworking Mechanoids [Legacy, Check Description]
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.
Agent X Top Secret 26 Oct, 2022 @ 1:19am 
yeah can u please add unlimited "drafted command range" , thank u =)
DrBossWatson 25 Oct, 2022 @ 10:20am 
If you could change the drafted command range as part of the tweaks mod that'd be awesome. I found (at least for militors) the command range severely hindered using them to flank without also exposing the mechanist or pretty much having them lead the charge. It seems weird that they can be tasked to do things idly from across the map but only like 10 tiles from the mechanist when drafted.
Elv原则 25 Oct, 2022 @ 2:56am 
Mechanoid toxic waste
Teok  [author] 24 Oct, 2022 @ 9:32pm 
Thinking of putting all of this into a single mod with a mod config potentially, will keep you updated in the future
Mechanoid Tweaks mod idea:
*Change mechanoid global work speed factor
*Change recharge time
*Change power requirements
*Change mechinator bandwidth
*etc
If you have any more little tweaks you could think of adding let me know
monkeymorro 24 Oct, 2022 @ 4:19pm 
I love you for this :)
lechkingofdead 24 Oct, 2022 @ 2:34pm 
btw you can set in options on the side in the workshop to make it known the mod needs biotech and will make it so
Holgast 24 Oct, 2022 @ 2:17pm 
there's a mod that makes rechargers only drain power when they're active
Risk 24 Oct, 2022 @ 9:56am 
or one were they dont require power (I know a bit OP but would def enjoy it :) )
Bimsham 24 Oct, 2022 @ 9:37am 
Do you know if you could make a mod to make Mechanoids recharge faster?