RimWorld

RimWorld

Alpha Mechs
840 Comments
danzloblaha13 5 Oct @ 4:08am 
also ty for the mod i never play without it (^-^)b art is beautifull

also is it your mod that changes art of Mechlord armor ?
danzloblaha13 5 Oct @ 4:06am 
I see, just read some similiar commend below, but never saw anythign regen that fast before :noshurt: it was regaining 1% or 2% in combat speed (i dont even own anomaly so my 1st time seeing something like that)
Sarg Bjornson  [author] 5 Oct @ 4:03am 
It has always regenerated, but it's regeneration is not very powerful. You might have another mod fucking things up
danzloblaha13 5 Oct @ 4:02am 
i dont remember Aura mech ever regenerating ??!! is that new update thing ? its so powerfull even if you shoot it with bunch of firearms it just wont die !! single lonely one almost killed 3 of my colonists even though random 2 mechs normaly die on my traps
Hugalafutro 4 Oct @ 3:26am 
It was a mod conflict I dunno with which mod, but after removing a bunch I realized I don't really use/need/were outdated the lifter burns bodies again, sorry for blaming your mod.
Sarg Bjornson  [author] 2 Oct @ 11:08pm 
This mod doesn't touch Cremation bills OR lifters
Hugalafutro 2 Oct @ 8:28pm 
Hi, after enabling this mod my lifters stopped cremating corpses, I've seen there's specialized cooking/constructing mechs in the research, is there one that will do Cremation bills?
Hydrogen 2 Oct @ 11:55am 
Was about to get a huge raid from an Empire quest, decided to call an Infernus, and try to time it so it Orbital bombed the raid for me. I call it half a day before the raid arrives, which turned out to be way too early. Reading the very explicit description, I tried to send my colonists to fight it outside my base. They all get lit on fire by the Polychorons, and are unable to even get in range.

In a last ditch attempt to save my colony, I cast a Skipshield psycast right in front of the Infernus. Turns out it actually fire an orbital drop signaler thingy, which does get blocked by said shield. The Barrage killed everything but the Infernus itself, which I also found is helpless in melee combat.

Can't wait for the other bossfights, 10/10 mod lol.
Bazalisk 27 Sep @ 5:17am 
I'm sorry but when i was scrolling down the list of these impressive looking killbots then came upon the little forklift bro i couldn't help but laugh.

Imagining a tiny little forklift warehouse bot that's had enough managements sh*t and just snapped. Made my day :D
ggfirst 26 Sep @ 6:07pm 
I think Aura is sexy. Long thought since very long ago
DragonWings 24 Sep @ 9:58am 
Ok, thanks for replying!
Sarg Bjornson  [author] 24 Sep @ 9:56am 
No idea
DragonWings 24 Sep @ 9:49am 
Hi may i know if this mod is compatible with glitterworld destroyer 5?
Sekiryu 21 Sep @ 7:53am 
munifex seems to deal no damage through a wall if it's not on screen. ver1.6
no error logs came up.
このヘンタイ! 20 Sep @ 2:03am 
Hi Sarg! I found you mech suit (Mech Master/Mech Breaker) have low Cold Insulation (only 38 buff) it not enough for use in Odyssey space (all spacer armor have 68 degree)
can you buff it?
Sarg Bjornson  [author] 19 Sep @ 2:26am 
<3
LunarArgonian 19 Sep @ 2:22am 
Never play rimworld without this mod! Fantastic work, beautiful design, great mechanics!!!!
Sarg Bjornson  [author] 15 Sep @ 11:56pm 
<3
[Kinky] Kiwi 15 Sep @ 11:43pm 
I was planning on doing a solo Mechanitor run to shake things up and was looking up mod suggestions. I saw this one and wasn't too sure about it initially. Then I saw the Author's clear descriptions, Q&A section, and pillow threats. Your content looks amazing, and your quips made me laugh. Can't wait to watch my run inevitably get crushed by Randy and these new mechs. Thanks for the hard work boss.
buzz 11 Sep @ 2:36pm 
lowk this is genuinly really sick, thanks for supporting other mods like rimatomics, i have oddysey bio and anomaly so this is really sick!! nice mod dude :steamhappy:
Sarg Bjornson  [author] 8 Sep @ 10:17pm 
You broke the warranty seal
Unused_Salt 8 Sep @ 11:41am 
Any way to remove mechs from bandwidth? I used dev mode to bulk assign some mechs (my mechinator died, womp). I had two guttersnipes make the list and they were disassembled but I'm still showing them in my bandwidth totals.
Sarg Bjornson  [author] 7 Sep @ 1:34pm 
Not yet
FlanEmissary 7 Sep @ 12:36pm 
Is Dominion and other advanced mechanoids accessible without the VFE Mechs mod, since that mod is not going to be upgrade to 1.5 I would love to have access to the advanced mechs still.
Sarg Bjornson  [author] 5 Sep @ 10:37pm 
No, all modded content will still require VE Fishing. The mod is not deprecated
Gleem 5 Sep @ 3:50pm 
Are there, by chance, any plans to remove the VFishing Expanded dependency for the fishing mech, since fishing has been added with 1.6 baseline?
Sarg Bjornson  [author] 3 Sep @ 12:10am 
You have some kind of mod conflict, their regeneration is really not that quick
nickwest 3 Sep @ 12:05am 
Can you please change how the aura mechanoid works? My current run is with a character that is a super tanky soldier and can fight the aura for days and melee fight two thrumbos just fine. He was using a steel warhammer and couldnt outdamage them. The problem is that the aura is regenerating faster than my character can damage them. I can see something similar to how the ghoul works. I think the aura should have good regeneration but only up to so many hitpoints a day. The ghoul is 100/HP regeneration per day. The Aura could be similar or maybe double that. I would put in some lore reason that the mechanites can only repair so much damage before they run out of energy and need to recharge before they can repair more damage
Twak 2 Sep @ 10:05pm 
Maybe an option to turn on the VE-Mechanoid Mechanoids, since the mod is being updated and isnt usable on 1.6 at the moment
Dixie Flatline 31 Aug @ 8:07am 
sorry - the mechs are wandering despite jobs being available, other than that the mechs are fine - just idle
Sarg Bjornson  [author] 31 Aug @ 7:54am 
"not working" tells me nothing
Dixie Flatline 31 Aug @ 7:43am 
so my genetics and fishing robots are not working anymore
Sarg Bjornson  [author] 28 Aug @ 10:29pm 
v3.04:

Updated Oceanus mech so it works with the new update
deathbyego 28 Aug @ 1:03pm 
With Odyssey being a thing, any chance on adjusting the Demolishers so they can do more damage to Fortified Walls? I was pretty excited about making some breacher mechs to speed up these quests, but then was disappointed when they did like 20 dmg per hit. I wasnt expect them to 1 shot them like normal walls or mountains, but I did think they could 5 to 8 shot them.
Ridigan 27 Aug @ 11:55am 
@amm90 you're very welcome :)
amm90 27 Aug @ 11:13am 
@Ridigan Thanks, it was that mod that was causing problems.
amm90 27 Aug @ 11:05am 
@Ridigan Yes, If that's the mod I'll unsubscribe.
Sarg Bjornson  [author] 27 Aug @ 12:40am 
No
Mave 27 Aug @ 12:31am 
Any way to stop starfires spawning in enemy raids? They are really a pain to deal with.
Ridigan 26 Aug @ 4:41pm 
@amm90 are you using Layers: Capes and Armor? because that mod seems to be the cause of the issues.
Sarg Bjornson  [author] 26 Aug @ 7:27am 
Yeah
amm90 26 Aug @ 7:22am 
is it another mod that causes the error? https://imgur.com/a/iriUzHy
Sarg Bjornson  [author] 26 Aug @ 7:02am 
@amm90: Read previous messages. Not caused by this mod
Oler009 21 Aug @ 10:38am 
Ah, my bad — yeah, I meant Odyssey, not Odessa 😅
Thanks for pointing that out.

So, just to clarify: is the OCEANUS fishing robot compatible with RimWorld: Odyssey, or does it only work with Vanilla Fishing Expanded?

I’m trying to figure out if it’ll work with the new fishing mechanics from the official DLC.
Sarg Bjornson  [author] 21 Aug @ 8:03am 
You mean Odyssey. Odessa is a city in Ukraine.

All fishing content in out mods depends on Vanilla Fishing Expanded
Oler009 21 Aug @ 2:02am 
Is the OCEANUS fishing robot compatible with the ‘Odessa’ expansion, or does it only work with the ‘Vanilla Fishing Expanded’ mod?
Sarg Bjornson  [author] 20 Aug @ 6:18am 
?
Oler009 20 Aug @ 4:39am 
OCEANUS fishing in Odessa?
Sarg Bjornson  [author] 17 Aug @ 10:40pm 
You have a mod conflict