RimWorld

RimWorld

Mechanoid Tweaks
98 Comments
Peter Kitsuné 17 Oct @ 2:51pm 
Any chance of adding an option to adjust/disable wastepack generation from mech gestation?
SiJkI 15 Oct @ 9:45am 
I tested Mechanoid Tweaks with only DMS and Chougou Mechs active.
The XML patch errors (Failed to find BaseMechanoid) are gone.
The mod now loads cleanly with "0 failed" from XmlExtensions.
So the issue happens only when the mech definition mods are loaded after Tweaks or missing entirely.
SiJkI 15 Oct @ 6:20am 
Bug report:
The mod keeps logging XML patch errors like this during loading:

[Mechanoid Tweaks] Patch operation XmlExtensions.ForEachDescendant failed
xpathParent="/Defs/ThingDef[@Name='BaseMechanoid']"


It happens when using Dead Man’s Switch mech mods without VFE Mechanoids.
Probably because there’s no BaseMechanoid node in those mods.

Could you make the patch skip gracefully or use a looser xpath (like //ThingDef[contains(@Name,'Mechanoid')])?

Environment: RimWorld 1.6.4566 rev606, XmlExtensions v1.7+, latest Mechanoid Tweaks.
- Use ChatGPT
Dead Man’s Switch 메카 계열만 사용 시, BaseMechanoid 노드를 찾지 못해
[Mechanoid Tweaks] Patch operation failed 로그가 계속 발생합니다.
VFE Mechanoids 없이도 동작하도록 XPath 조건을 완화하거나,
존재하지 않을 때 자동으로 스킵되게 해주시면 감사하겠습니다.
- 챗지피티 사용
Touchmi 13 Oct @ 10:30am 
Love the mod, is there a way to go more specific in what mechanoid i want tweak. I want scythers to be 1 band but leave lancers alone
Able 2 Sep @ 7:18pm 
I found a bug
[Mechanoid Tweaks - Start of stack trace]
XmlExtensions.Log(xpath='Defs/ThingDef[2831]/defName'): Failed to find a node referenced by <xpath>
XmlExtensions.ForEachDescendant(storeIn='DEF', currPrefix='Defs/ThingDef[2831]', xpathParent='/Defs/ThingDef[@Name="BaseMechanoid"]'): Error in <apply> in the operation at position=1
[End of stack trace]
Source file: D:\steam\steamapps\workshop\content\294100\2880154462\Patches\Patch.xml
...
[Mechanoid Tweaks] Patch operation XmlExtensions.ForEachDescendant failed
file: D:\steam\steamapps\workshop\content\294100\2880154462\Patches\Patch.xml
Potato 31 Aug @ 9:57pm 
[Mechanoid Tweaks] Patch operation XmlExtensions.ForEachDescendant failed
file: D:\Program Files\Steam\steamapps\workshop\content\294100\2880154462\Patches\Patch.xml
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
Verse.PatchOperation:Complete (string)
Mo3el 14 Aug @ 7:37am 
Yo, after i installed the mod i can't resurrect light mechanoids, does anyone know a fix for that?
Turkwise 18 Jul @ 10:16am 
Would it be possible to make it so recharging light mechs produces no wastepacks while keeping other sizes the same?
I thought I saw a mod that does that but can't find it anywhere now.
ƎNA 8 Jul @ 10:31am 
Can you make it work with "The Dead Man's Switch"? (It has its own charging stations)
Teok  [author] 6 Jul @ 6:31pm 
Highly appreciate it, thanks for the quick work
Imranfish 6 Jul @ 2:02am 
Fixed.
Imranfish 6 Jul @ 12:47am 
I am working on the fix currently.
Teok  [author] 5 Jul @ 11:02pm 
Mod has been updated. Please bear in mind there are some bugs with XML Extensions currently, to change settings properly please go into XML Extensions settings and turn on the "Add '+' button" setting to access the legacy settings page. The main settings page will currently show errors
Evono 5 Jul @ 6:23pm 
thanks , just asking cause some mods get abandoned :) no pressure
Teok  [author] 5 Jul @ 6:08pm 
1.6 is planned, I have been overseas without access to a computer and at the time of updating my other mods, XML extensions which this mod relies on was still only 1.5 compatible.
Evono 5 Jul @ 5:07pm 
is 1.6 planned please?
鹿目 鳕 23 Jun @ 3:06am 
please 1.6
Schloopy McPaddywagon 31 Mar @ 4:42pm 
This was not working for me until I put it right under the XML more settings mod. I have no idea why but if anyone is having difficulty there you go. Thanks for the mod.
Le_anoynm 31 Dec, 2024 @ 8:37am 
Can you add a option to change the control range of a mechaniator?
[岗] Señiorita woofers 4 Dec, 2024 @ 2:41pm 
Can you add global work skill, speed and carry capacity?
John DeWolf 31 Aug, 2024 @ 3:17pm 
Just found this and thank you. I find the default recharge rate for mechanoids to be absurdly slow. I also appreciate that now I can just use this mod to remove wastepacks as well.
Teok  [author] 3 May, 2024 @ 4:08pm 
XML mod is needed for tweaking the game, and is what this entire mod is built around in patches, so probably not. I have been thinking of making a c# version at some time, but I don't know how to code that to lack all dependencies.
Metal LED 3 May, 2024 @ 11:50am 
Is there any chance that subsequent updates will remove the xml mod dependency? Right now playing with the aliens mod would conflict with the xml mod.
kongkim 26 Apr, 2024 @ 11:55pm 
Okay thx a lot :)
Teok  [author] 26 Apr, 2024 @ 9:16pm 
Yes, certain tweaks will work with modded mechs. The only tweaks that won't work are bandwidth cost IIRC, because those were manually patched in for vanilla mechanoids. Recharge rate, fall rate, etc will all work for modded mechs.
kongkim 26 Apr, 2024 @ 8:47am 
Do this also work with modded mechs? like Alpha mech etc.
Teok  [author] 19 Apr, 2024 @ 6:34pm 
@L Velociraptor I'm glad you like the mod! I haven't heard of tweaks galore myself, I'll have a look at it!
Teok  [author] 19 Apr, 2024 @ 6:34pm 
@Hawler that might just be a problem with the base game, something I can't really fix unfortunately. Try setting it to something really low, almost zero
L. Velociraptor 19 Apr, 2024 @ 5:42pm 
Between this and Tweaks Galore I was able to cut a bunch of mods off of my modlist. Thanks for the awesome mod and helping keep our modlists manageable and less overwhelming.
Hawler 19 Apr, 2024 @ 1:50am 
the "Energy repair cost per HP settings" doesn't work if you set it to 0 :/
Teok  [author] 16 Apr, 2024 @ 3:49pm 
@TacoLite it's a fairly small cs project, just has the usual harmony boilerplate, then it overrides the recharge rate and fall rate values before they are sent to the game, effectively overriding them
Dath 16 Apr, 2024 @ 10:55am 
Is it possible to implement a tweak for Agrihand work priority, putting growing before plant cutting? It would be nice if they took care of hydroponics before going to the opposite end of the map to cut a tree.
TacoLite 16 Apr, 2024 @ 10:20am 
@Teok Thank you for the insights. I'm not asking or expecting a patch of any kind. I'll probably bust out the VS in the future and take a look inside to see if I can't shave the contents down to just the charge and fall rates for personal use.
Teok  [author] 16 Apr, 2024 @ 2:55am 
Hey @TacoLite, glad you like the mod! I'm almost certain modded mechanoids will have their default bandwidth as I kind of had to hardcode the values myself. I have no experience patching for other mods and I don't play with many modded mechs apart from Alpha Mechs, but I've found just increasing my mechinator bandwidth fixes most problems for me.

As for RechargeSpeedMult and FallRateMult, you are correct in assuming they are in the dll, as they don't actually have xml facing stats I can edit unfortunately.

To address some other questions, I think dormant self-charging works differently to actual charging, which is why it was not affected. I might have a look into it one day, but as of right now this mod is under maintenance, not active development.

I might have a look at band nodes and see if I can add a custom bandwidth for it, as well as fixing some bugs sometime soon
TacoLite 15 Apr, 2024 @ 11:35pm 
Hey @Teok its almost hard to believe I haven't found this mod earlier. I'm curious about compatibility with other mods that change the bandwidth cost of Mechanoids on a case by case basis rather than by the Mechanoid's weight class. I assume load order of the mods would take priority?

I was also snooping around at the Patch and Settings XMLs and was led to a dead end in terms of how rechargeSpeedMutl and fallRateMult are handled. I guess the rest is in the .dll? I see you included in the Source (thank you), but my VS is not setup at all on this device so I have not looked any further.
Nipple 8 Oct, 2023 @ 2:39am 
Is it combat extended friendly
Darth Tiredlass 25 Jul, 2023 @ 8:04pm 
@Fokson I've noticed that too, dormant self-charging being as slow as vanilla. Still, the regular recharger works, so that and a very low fall rate have been sustaining me. Hoping eventually self-charging will be affected be the charge rate multiplier
Sumatris 11 Jul, 2023 @ 2:20am 
Great mod! Would it be possible to make mechs able to pick up different weapons, or at least better quality versions of their standard gear? I hate breeding a heavy mech, only for it to spawn with a poor-quality gun I can't switch out :-(.
Fokson 7 May, 2023 @ 1:55am 
Mechanoid charge speed multiplier doesn't appear to work, at least for dormant self-charge speed.
莫名某某 8 Feb, 2023 @ 8:41am 
My little wish:
Since Mechlink‘s bandwidth can be modified, could you make the bandwidth increased by Band Node be also adjustable?
莫名某某 7 Feb, 2023 @ 2:27am 
Do the Settings apply to the Mechanoids added by other mods? If asked, I mean the mechanical families added in "Reinforced Mechanoid 2"
Viruana 4 Feb, 2023 @ 11:09am 
This is exactly what I needed. Thank you so much!
Engineer 14 Jan, 2023 @ 2:28am 
Yes, in order for the parameter to work, you need to make changes to the patch.xml for light, heavy, super heavy and centipeds
Engineer 13 Jan, 2023 @ 11:08am 
Energy Loss per HP don't work for me
Sammich 30 Dec, 2022 @ 6:54pm 
adding a worktype setting would be handy, for stuff like modded worktypes or stuff that would just make sense (like agrihands milking/shearing)
Egg 7 Dec, 2022 @ 6:39am 
Agrihand planting level would be a thing :) so we can plant hier Tier plants from mods
Egg 3 Dec, 2022 @ 7:16pm 
i was able to reproduce it. I dont know if im doing it wrong. But i went into the mod settings changed the numbers and quited the game than startet it again. but it didnt worked. Somehow i found ot that after doing a change in the mod and then moving a mod in the modlist and forcing a restart works. do i miss a restart function ?
Egg 3 Dec, 2022 @ 6:52pm 
somehow it seems not to aply tp my existing game. its the Mechanitorstart. what can i do ? thanks for the mod !
LucifelShiningL MK-XIII 28 Nov, 2022 @ 10:25pm 
nice mod. I have some request, would can we get function to adjust mechanoids' skills level? fabricor can't synthesize medicines for lack of skill(maybe intellectual).
Teok  [author] 24 Nov, 2022 @ 6:07am 
should be!