RimWorld

RimWorld

Advanced Mechanoids
111 Comments
Lonely Tear 20 Oct @ 12:41am 
Howdy, love the mod but i recently came to a realization that Advanced Paramedics cant tend to animals for some reason, they can operate on them but not patch their wounds. I know that base game paramedics are the same but would it be too much to ask to enable this for them in one of the future patches?
Sobb  [author] 13 Oct @ 3:02am 
@acerew2436 Modlist?
acerew2436 12 Oct @ 8:59am 
@Sobb, I'm getting the following error:
[Advanced Mechanoids] Patch operation Verse.PatchOperationAdd(Defs/StatDef[defName="CleaningSpeed"]/showOnPawnKind) failed
file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\3271746828\1.6\Patches\Patches.xml
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)

Thoughts?
Touchmi 9 Oct @ 3:20am 
ahh okay, interesting. Some parts of it are, like the advance militor has a mini long rifle and is already set up with 5.56 ammo options. It's like its 50/50 compatible already. Anyways, would love if you end up making it compatible, but thank you for the responding.
Sobb  [author] 9 Oct @ 3:14am 
@Touchmi It's not compatible with CE
Touchmi 7 Oct @ 6:40am 
Love the idea, and I'm supper excited to get into the mod, but I'm noticing that the advance militor with CE doesn't have any armor, is that supposed to be?
Sobb  [author] 5 Oct @ 12:57am 
@Wid4er Sure, go ahead
Wid4er 4 Oct @ 10:03am 
Hello! I love advanced mechanoids. I like to play on a fairly difficult level, so I've created a small personal mod/patch that increases gestation costs and changes some stats. I just want to ask if I can share it with the community. If you plan to add the ability to modify these parameters from the mod settings in the game, my patch will obviously become useless, but I'll appreciate it anyway!
Zahawk84 29 Sep @ 2:54am 
One of the mods I was using added a +50% precept, didn't know that wasn't base game.
Also forgot to mention they were under the effect of a Mech Booster.
Just tested with no other mods, turns out a different mod was buffing the base game constructor to the point it was better than the Adv variant.
Sorry for wasting your time. At least we spotted the construction speed...
Sobb  [author] 29 Sep @ 1:43am 
@Zahawk84 I'm not sure where you're getting those numbers or what mods you're using, could you clarify? The mechanoid labor precept grants +20% mech work speed and stat changes are as follows:
Regular Constructoid:
Global work speed 50% -> 70%, Construction speed 25% -> 35%, Work skill remains at 10
Advanced Constructoid:
Global work speed 100% -> 120%, Construction speed 62.5% -> 75%, Work skill remains at 15

Also the advanced variant does have a construction speed modifier but it wasn't visible, I've patched it now so that it shows up in the info panel
Zahawk84 28 Sep @ 5:19pm 
Issue may or may not carry over to the other mechs, I haven't checked yet.
Zahawk84 28 Sep @ 5:18pm 
Bug?Report: The Advanced Constructoid doesn't have a construction speed modifier, so in cases where ideology is installed with the Mechanoid Labor Precept(+50% Mech Work Speed Offset), regular Constructoids with GlobalWorkSpeed 135% ConstructionSpeed 135% WorkSkill 14 are faster than the Advanced ones with GlobalWorkSpeed 150% (No ConstructionSpeed Modifier) WorkSkill 15.
toetruckthetrain 13 Sep @ 10:45pm 
does this increase work skill
Vøid 6 Aug @ 12:16pm 
really good mod anyways but just curious
Vøid 6 Aug @ 12:15pm 
question, will you even let us build more advanced mechs, like advanced lancers, centipedes etc?
The evil cheeseburger 30 Jul @ 8:43am 
im js autistic and never activated the mod xd
The evil cheeseburger 30 Jul @ 7:59am 
where do u make them bro im looking in mech gestator and there are just the normal ones ??
DiskenCider 20 Jul @ 2:20pm 
@Sobb Bro sorry but all Tuneeler not deep drill. without any bug report
I have a post with image in reddit here. https://www.reddit.com/r/RimWorld/comments/1m50215/problem_with_tunneler_doesnt_use_deep_dill_with/
Sobb  [author] 19 Jul @ 8:06pm 
@DiskenCider The deep drilling works fine, perhaps you could try resubscribing to make sure both mods are updated or if you could share logs or your mod list because it could be another mod causing issues

@narutiedu3 Not compatible with CE
DiskenCider 19 Jul @ 6:54pm 
Bro, your tunneler didn't do the deep drill.
narotiedu3 18 Jul @ 3:47pm 
CE?
Zoe, the Bad Wolf 15 Jul @ 11:20am 
@Sobb,
Thank you do much for the newest update.
It fixed any and all issues. :D
Zoe, the Bad Wolf 14 Jul @ 8:27pm 
The plot thickens.
It seems it's the combination of Tunnelers are Deep Drills, your mod and Work Modes.
A list with just the three of them throws the error.

If you'd be interested in looking:
https://gist.github.com/HugsLibRecordKeeper/fc991da86939c921757fc6ada8794af1
Zoe, the Bad Wolf 14 Jul @ 4:47pm 
@Sobb
I am getting this particular error whenever I got your mod and Tunnelers can deep drill. I understand both of your mods work together. I tested it and it works fine with just the two.

However, on my particular mod list, whenever I add his mod and yours, it happens.

But, considering your developer eye, since it looks like a patch's fault that is only firing when the deep driller tunneler mod is on, could you take a quick look at the error and try and help me find what else could be the culprit?
https://gist.github.com/HugsLibRecordKeeper/6ec1a95a79c05d862e7c315faeb20077

If not, perfectly fine. I understand I am trying to put together hundreds of mods and it is just my fault. xD
Zoe, the Bad Wolf 14 Jul @ 2:23pm 
Thank you for your update to 1.6, @Sobb. :D
This mod is a much needed support for mechs!!! <3
Sobb  [author] 14 Jul @ 9:16am 
It should be fine now, as the mod author of tunnelers are deep drills kindly included the advanced tunneler
Baphomat 14 Jul @ 7:03am 
@Sobb
This error pop when using " Tunnelers ARE deep drills" mod.
Sobb  [author] 13 Jul @ 11:37pm 
@月羽狐
I'm not getting this error, could you provide your mod list?
月羽狐 13 Jul @ 4:04pm 
Seems a bug here:

XML format error: Raw text found inside a list element. Did you mean to surround it with list item <li> tags? <pawnKindDef>Mech_AdvancedTunneler</pawnKindDef>
jonni_d_t 13 Jul @ 4:16am 
Moved your mod to the top of the list and the errors seem to have gone away! Will let you know if I notice anything else.
jonni_d_t 13 Jul @ 4:11am 
Hey Sobb, I'm getting a few exceptions with your mod, happens intermittently with the Advanced Constructoids and while saving.

Exception while saving RimWorld.Verb_MeleeApplyHediff(unknown/TerrainVerbs_Mech_AdvancedConstructoid69680_0_KickMaterialInEyes): System.NullReferenceException: Object reference not set to an instance of an object
[Ref 64D37D38] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)

Full Hugs log is here, can be found on line 2873 & 2832.
https://gist.github.com/HugsLibRecordKeeper/0908762b44f58349ef6b7c254aa38278#file-output_log-txt-L2832

What can I do to help narrow this down?
貅遥 12 Jul @ 8:52pm 
Would be awesome if you could make it compatible with "Tunnelers ARE deep drills".
Cuwboi 11 Jul @ 7:17am 
The modlist in the game says that the mod is not compatible with this version of the game
Myphicbowser 5 Jul @ 6:50pm 
Hell yeah, I love this mod and I'm glad that it got updated before the release of Odyssey
King-Of-♥♥♥ 29 Jun @ 3:24pm 
Is there a plan for lancers, pikeman and all that fun stuff?
Nooctae 16 Jun @ 12:51am 
After playing with this mod a bunch, I think you got the cost of the advanced mechs just right. They're extremely expensive and they should be, but it feels really good to have a few powerful utility mechs rather than a swarm of mediocre ones.
DELKOS 2047 15 May @ 10:42am 
so sussy
Thaks for the mod i need
Stim The One 27 Mar @ 12:29pm 
A much needed upgrade. Any chance we might see another that gives advanced versions of the utility ones given in alpha mechs like the fishing or writing bot?
El Cartas 15 Feb @ 9:08pm 
Is safe to add in a existing save
ggfirst 1 Feb @ 11:21am 
IS this mod compatible with [Fab can brew?] I really like the concept making Fab able to brew drinks.
Alan 28 Jan @ 6:45am 
What a fucking legend, a patch literally the next day. Now just gotta wait for CE team to add a patch on their end because their autopatcher absolutely shits itself
Alan 27 Jan @ 4:42pm 
Would be awesome if you could make it compatible with Paramedics Slaughter and Lifters Capture Them
Kusko25 30 Dec, 2024 @ 10:00am 
In case someone is interested, the reason why the mechs from this mod appear so small in the control group window is that Defs/PawnKindDef[@Name="AdvancedMechanoidKind"]/controlGroupPortraitZoom is set to 0.8, rather than the 1.8 default Rimworld uses
litekoala 10 Dec, 2024 @ 11:35am 
i love that the adv cleansweeper is just bigger with one more eye sensor thing ontop
selageth 27 Nov, 2024 @ 12:57am 
Thank you, thank you, thank you! Especially for the advanced constructoid with a higher skill.
Dragontamer997 20 Nov, 2024 @ 3:41pm 
Is this safe to add to an existing save? I'd love to cut down on the number of mechs I have roaming my base and these upgrades seem like a way to do that.
Kimo' 4 Oct, 2024 @ 7:43am 
@JooJ Advanced constructoids have 15 construction
JooJ 4 Oct, 2024 @ 7:42am 
This mod looks good but i wanted to know if advanced constructoids have a higher construction skill than the normal ones. There are some modded items that require absurd construction skill but vanilla constructoids only have 10
Kimo' 30 Sep, 2024 @ 6:43am 
Any chance we could get a advanced variation of the Rancher from More mechanitor Mechs 2.0 ? The rancher really fills the hole in mechs work abilities and it's a shame to have to build a tons of them to achieve similar results as regular advanced mechs. Thanks!
K9Salmon958 11 Sep, 2024 @ 1:19am 
Is there a way to make the mech icons in the groups larger?