RimWorld

RimWorld

Mechanoid Upgrades
345 Comments
RuSkeleton 23 hours ago 
Приветствую! Очень приятный мод, спасибо!) Просто в качестве идеи: есть довольно свежий мод Hacking Expansion, который позволяет нокнуть (взломать, вешает состояние "Сознание max 10%") вражеских механоидов. В теории, из них можно было бы вытащить их апгрейды, но станок позволяет засунуть в него только своих) Ну и большое спасибо за мод еще раз)
GoGaTio  [author] 30 Sep @ 4:51am 
@Six Feet Under mod supports all mechs that can be controlled by mechanitor(don't tested it with total warfare, but saw working with glitterworld destroyer)
Also it doesn't affect any othe system since mod adds separate tracker
Six Feet Under 30 Sep @ 4:36am 
Also, will this mod break native module systems, like Millian modules for Milira?
Six Feet Under 30 Sep @ 4:31am 
Does this mod have a patch with Glitterworld Destroyer, or Mechanoids Total Warfare?
Mace 29 Sep @ 8:42pm 
I see. Thank you!
GoGaTio  [author] 29 Sep @ 9:55am 
@Mace I don't think it's needed since tunnelers are pretty decent at mining
Mace 29 Sep @ 7:17am 
Have you considered adding a chip for mining? Nowadays, there are specialized chips for cooking, crafting and medical purposes, but no for mining.
Readtext 27 Sep @ 1:21pm 
If you delete all recipes or pause everything comes back to life
Readtext 27 Sep @ 1:19pm 
Through testing, I discovered why the game slows down when opening the workbench menu.
The workbench likely constantly checks all shelves and resource stacks on the map, or has a small tick between checks. The more shelves the player has, the greater the slowdown. Each recipe with the "Up to 10" setting places additional load on the system. This is especially critical in the late game. However, there are no errors in the log.
Flockerkill 26 Sep @ 11:28am 
you can also let them not be inserterd (the storages have filter) and let the lower tier ones be dropped out
cursedcarrot 26 Sep @ 10:23am 
So I had to destroy the upgrade storage and put them in regular storage for the fabricator to work
cursedcarrot 26 Sep @ 10:17am 
I have mech upgrades storage next to upgrade upgrades fabricator but it wont let me upgrade them to B tier its saying I dont have the required chips/armour
Aelflead Wayne 25 Sep @ 2:47am 
Thanks
GoGaTio  [author] 24 Sep @ 8:13am 
@Aelflead Wayne was fixed in last update, try unsubscribe and subscribe back
Aelflead Wayne 24 Sep @ 6:37am 
The detonateProjectile of MU_Weapon_Grenade_Incendiary in CE patch need to be MU_Proj_Grenade_Incendiary instead of Proj_GrenadeStickBomb...
GoGaTio  [author] 23 Sep @ 10:13pm 
@Readtext probably it meets error spam, send log to be sure
Readtext 23 Sep @ 9:48pm 
Why does opening the menu on the workbench reduce fps/tps so much? Maybe we need to add some delays to the menu updates?
plaerjilion_RUS 23 Sep @ 12:02am 
Thamks for update this mod!
Kyuubi365 21 Sep @ 10:15pm 
okay so it seems like the game just needed a reload
Kyuubi365 21 Sep @ 8:37pm 
so i just installed some cargo mods onto my hauling mechs but only one of them is recognized to have the upgrade, is there a fix for this? already tried unistalling and reinstalling the cargo mod
veoba 21 Sep @ 8:39am 
Не слишком ли они сильные? Баланс нарушают?
Rovstam 20 Sep @ 8:44am 
Sorry, it's Colonist instant kills.
GoGaTio  [author] 20 Sep @ 6:49am 
@Rovstam hmm, in vanilla we don't have death on downed for player pawns, probably colonists died from pain or hellsphere destroyed torso/head?
Rovstam 20 Sep @ 6:42am 
@Avericat the only way to beat Heavy armour is with Excellent Persona weapons, such as Persona monosword.

They have humooongous Sharp protection, but tame Blunt prot

Insanity the upgraded Centipedes or centurions, and melee Diabolus

If diabolus shoots and hits you... Death is certain, unless you deactivate Colonist death on downed.
Avericat 17 Sep @ 7:59pm 
So I was trying this mod, fearing it may make my mechanoids too op, and I dislike having too much advantage due to mods, but I quickly noticed that it can generate mechanoids with upgrades! Great I thought, and then I had a 48 hour boss battle against a fully upgraded Diabolus with ton of shield upgrades and an extra flamethrower that almost burned down my base. 10/10 mod.
Aelflead Wayne 17 Sep @ 9:43am 
EMP in ce have a chance to break shield
chenpunk 16 Sep @ 5:58am 
It seems that EMP bullets in CE cannot break the shields instantly. Not sure why...
Rovstam 10 Sep @ 5:26am 
Yould you make a speed chip tier A+++? I really want fast Small mechanoids, like Lifter Cleansweeper Fabricor, they are mentally slow, getting them to move at like 15c/s
健太郎大冒险 9 Sep @ 4:33am 
@GoGaTio hi I have tried again, there is no red font error message in dev log window though, but i manage to use dubs performance analyzer to find out that when i draft a pawn and hover my mouse over the shock lance gizmo, MU.Patch_AdjustedRange:Postfix got called intensely. I put more details in the bug report section.
GoGaTio  [author] 9 Sep @ 12:17am 
@健太郎大冒险 it seems that it should also spam in the log, you can send it by Ctrl + F12 if you use HugsLib or by button in log window in dev mode
健太郎大冒险 8 Sep @ 7:10pm 
Hi thank you for your great work on this mod! I have recently encountered an issue that when I move my mouse to the psychic shock lance gizmo, the game fps drops a lot. After I select the target, the fps restores. This only happens after 09/04 update. My friend tried to remove all mods and debug and found that this mod is causing the issue . Would you please help? Thanks!
Aelflead Wayne 5 Sep @ 3:09pm 
The detonateProjectile of MU_Weapon_Grenade_Incendiary need to be MU_Proj_Grenade_Incendiary instead of Proj_GrenadeStickBomb
您瞅啥 5 Sep @ 10:25am 
I think the old version of the modified library has better textures, more techno, and more in line with the style of other buildings:steamhappy:
Laia 5 Sep @ 2:10am 
Hello! I've identified a bug after the 9/4 update and have filed a report. Please review it!
Lekoda 3 Sep @ 7:05am 
I see remove modified components but it does nothing, can you help?
GoGaTio  [author] 31 Aug @ 2:18pm 
@Clearwater it seems that Verb_ShootBeam which is used by tesseron and other similar mechs isn't affected by vanilla weapon range stat, I will look into this, but cannot guarantee anything
Clearwater 31 Aug @ 9:37am 
On second pass, i noticed there being a frequency amplifier - is that supposed to be a replacement for the other chips for beam-wielding mechanoids? if so, what upgrades beside range increase are incompatible with the beamers?
Clearwater 31 Aug @ 9:31am 
It seems that the range increase upgrade (A at least, havent tested other ones but should be the same) does not work on certain beam-equipped mechs like the tesseron and some modded mechs. Would you mind looking into it?
Rovstam 30 Aug @ 8:35pm 
I almost shat myself when a fuking bot started spitting fire at my pawns. Holy sh1t.

Loved that.
Cruel Moose 29 Aug @ 5:02pm 
nevermind, just realized its meant for caravaning, here I thought it was for hauling stuff :S
Cruel Moose 29 Aug @ 5:00pm 
Just curious, what is the point of the cargo holds on any mech besides the lifter?
sonicdoesunturned 28 Aug @ 2:19am 
is there a way to increase the amount of upgrades mechs can get?
Aira 23 Aug @ 3:44am 
Hey there, I'd like to ask if it would be possible to make a filter in mod settings for mechanoids where you can choose if they can spawn with the upgrades or not. As I like having the enemy mechs with upgrades but the Aura from Alpha Mechs is unkillable if it spawns with tier A armor upgrade as they regenerate faster then you can do damage to it.

Just for a reference 130 allies with spacer weapons came to help and they can't kill the last 4 of them with that upgrade xd
Flockerkill 21 Aug @ 9:42pm 
I did edit the recipes with RimSqol to do exactly that
Acresi 21 Aug @ 3:10pm 
Just curiosity: Why didn't you make upgraded tiers require the previous tiers? A requires B, B requires C? Unless I'm missing something, I could bypass the lower tiers and jump to higher tiers if I am able.
Alpha_Zeon 20 Aug @ 8:28am 
Ok, finally got two Diabolus. The upgrades show in their stats, just not the stats on the gun itself which is where I expected to see it. I see the range increase there, not the aim/reload. It does effect the gun tho. Tried shooting with one upgraded and another not.
GoGaTio  [author] 19 Aug @ 11:33pm 
@Alpha_Zeon actually all upgrades affect mech itself, so you can check mech's combat stats
Kateye 19 Aug @ 8:01pm 
Can there be a filter on the Mech Corpses for "Upgraded" and "Non-Upgraded" so that I can have stockpiles for the upgraded mechs that I can use the Upgrades Extractor on them, as well as prevent my Shred Mechanoids bill from accidentally shredding upgraded mech corpses?
Alpha_Zeon 19 Aug @ 2:45pm 
I can see the changes to Range in the stats page for the Hellsphere Cannon, but not the Aim, Reload, or Damage. I can easily see range too for testing, but the other 3 stats aren't as simple to test. I'd need to do the calculation to see what the reductions are for aim/reload, then find a pawn with another weapon with a similarly timed weapon.
Alpha_Zeon 19 Aug @ 2:40pm 
Well the Hellsphere cannon gets effected by the Range Increase chip, but not the Aim and Reload or the Damage Increase chip. It sorta makes sense seeing as those would make it really op, but then they should not beable to be installed.