RimWorld

RimWorld

Mechanoids Extraordinaire (Continued)
24 Comments
Rainezean  [author] 14 Oct @ 12:53pm 
@SumaSeven You have to consult the CE team for that
SumaSeven 14 Oct @ 4:17am 
This is no longer compatible with CE because the name changes in the code doesn't match what CE currently patches
Rainezean  [author] 9 Oct @ 7:35pm 
@FlanEmissary what version are you in? Because I'm sure I already fixed that part
FlanEmissary 9 Oct @ 6:59pm 
It appears Chimera the mech is being spawn instead of Chimera from Anomaly, is there a way to fix that? Thank you
Rainezean  [author] 20 Aug @ 6:04pm 
@白咕咕 The vespa is fixed and mecha-tentacle bionic is working just fine, might be a mod conflict?
Rainezean  [author] 20 Aug @ 5:53pm 
Mecha tentacle [imgur.com] working just fine
Rainezean  [author] 19 Aug @ 4:13am 
@白咕咕 I'll look into it
白咕咕 19 Aug @ 2:25am 
"Mechanoid_Vespa35311 has no available melee attack."
You need to add a head-based attack for mechanoids; otherwise, errors will occur when they lose their arms.
白咕咕 19 Aug @ 1:58am 
The mecha-tentacle's operational capability is negative, which doesn't match your item description.
Echo 17 Aug @ 7:19am 
It would be CE compatible if you hadn't changed the defName of the mechs.
E.g. "Hound" to "Mechanoid_Hound". Because of that, CE's patches fail.

Either you have to change the names back or CE's patches need to be adjusted for the new defNames.
Gotta be honest though, I like your names more. Less chance for name conflicts.
Rainezean  [author] 13 Aug @ 7:19am 
I changed that already
xkp92110(orick) 13 Aug @ 6:55am 
mech chimera have same like anomaly chimera:P
emmanuel_chimal_marin 10 Jul @ 7:18pm 
thk
Rainezean  [author] 10 Jul @ 4:52pm 
@emmanuel_chimal_marin according to CE github, yes
emmanuel_chimal_marin 10 Jul @ 2:29pm 
@Rainezean Does the mod have CE compatibility?
Rainezean  [author] 11 Mar @ 8:41pm 
Finally I did some changes after such a long time (check change notes)
Long-comment-san 31 Oct, 2024 @ 5:35am 
@Rainezean Thank you for help! I like this mod a lot and these mechs are fun so I hope you might return sometime to do your own thing with it
Rainezean  [author] 31 Oct, 2024 @ 2:37am 
@Long-comment-san

1. Yes i didn't change any value regarding the mechanoid appearance in raid since it was crank upped in the original mod and since nobody said anything about it, I did nothing. I'm in sort of a Rimworld hiatus at the moment so I might come back in like a week or 2.

2. I have no experience in C# to add settings i'm afraid. But I have seen XML Extensions and it's work, after my hiatus i'll see if I can add it
Long-comment-san 31 Oct, 2024 @ 1:27am 
Also if Im not blind, there is no settings for this mod, maybe add a line there to pick the % of new mechs in a raid (default 1 mech of all varieties from this mod I guess) and a toggle to disable particular mech types
Hope you can add this!
Long-comment-san 31 Oct, 2024 @ 1:24am 
Hello! I have a relatively large modpack (could be important) and my issue is that all the mechs are these mechs from this mod. Can you please tweak the values so that raids will have IDK maybe 50% of these mechanoids? I didn't even get centipedes and lancers in the last raid, all the mechs were replaced. I think that was the issue with the original too.
Also I'm pretty sure that VFE mechanoids would always have default mechanoids in attack the landed ship event (which you will do a lot of)
Rainezean  [author] 3 Aug, 2024 @ 10:28pm 
@Liam yes
the pies belong to me 3 Aug, 2024 @ 2:02pm 
does this work in 2024
Haineko 17 May, 2024 @ 7:00pm 
Ohoho, wonderful!
Latex Santa 9 May, 2024 @ 12:58pm 
Oh, you Chad among Chads.
Thanks for the update!