RimWorld

RimWorld

What the Hack?! (Continued)
63 Comments
RonCon 22 Oct @ 6:21am 
All Mechs will be killed no downed, no chance to hack. Perhaps a Mod konflikt ?
PersonHumanThing 18 Oct @ 10:17pm 
I have the same problem as @`r0'it^-Alio and @Ketamine Overdose
veoba 1 Oct @ 5:43am 
`r0'it^-Alio 30 Sep @ 3:41pm 
I have the same problem as @Ketamine Overdose.
My hacked mechs are trying to refuel my normal mechs mechnoid parts. Wtf?
CattyKat 18 Sep @ 4:39am 
I cant hack a Centipede Blaster for some reason, it tells me im missing WTH_MechanoidParts even though I have clearly enough stored?
yourself 7 Sep @ 3:02pm 
Will it be possible to install improvements on the biotech mechanoids?
Starlight-Ellie 29 Aug @ 2:14pm 
this mod is good for those who don't have (or don't want) the biotech dlc, but, there's any reason to use this with biotech?
ClothingLotus 25 Aug @ 1:17pm 
A old bug i keep encountering, the "work mode" will randomly disapear, and inability to apply work types in "hacked mechs" tab

https://gtm.steamproxy.vip/workshop/filedetails/discussion/1505914869/2266943550313183145/
Ketamine Overdose 18 Aug @ 11:04pm 
How do i stop pawns from refueling parts into non-hacked mechanoids, its a bit annoying they waste time chasing them around and depleting my stock.
ethanyu2000 16 Aug @ 7:46pm 
Thank you for updating! I've been using this mod for years, resurrect enemy mech is too op and what the hack is prefect. But when I was playing it today, for some reason hacking is not working for moded mechs, but it still works for biotech mechs. For moded mechs its acting like the animal bed problem.
Ramming Speed 13 Aug @ 4:20am 
Thank you for the update :HappyMask:
please add a bottom in the mod setting that remove all mechs from factions with one click i use mods tat add alot of mechs so it a nightmare to remove them one by one and let them have only thos that i want
Zaljerem  [author] 12 Aug @ 8:25pm 
Updated to 1.6! Also fixed the animal bed issue on 1.5/1.6.
A 1.6 change:
Though mechanoids will automatically be hauled to the hacking table if they have a bill set, you must select your hacker and right-click on the mechanoid to hack.

If I figure out how to restore the previous behavior, I'll do so, but this works for now.
[Call Me FlowerS!~] 10 Aug @ 5:49pm 
Maybe 1.6 :3
Unstable Energy 3 Aug @ 2:16am 
To Miles it goes!
魈猫 22 Jul @ 4:44am 
fine, sorry to hear that, but anyway, at least I can sell some parts to get some money
Zaljerem  [author] 16 Jul @ 7:41pm 
I suspect a mod conflict (as in 1.5 I can't reproduce the issue) but in 1.6 it seems to happen regardless. This mod may be rapidly headed for the graveyard.
魈猫 16 Jul @ 7:32pm 
@Zaljerem
my hacking table was recognized like a bed for animals, so that means i could not use any functions of hacking, when I choose Hack mechanoid targeting device it said 'there is no running hacking table', is there any way to address this problem?
gunns22 12 Jul @ 6:47pm 
@Zaljerem

Cheers!
Zaljerem  [author] 12 Jul @ 6:46pm 
I'm sorry to report that this one has been hit hard by 1.6 changes - it's going to need some rework, and I'm frankly lost at the moment on how to proceed. I'm deep in the middle of 1.6 updates, but I intend to work back on it and hopefully get it working. :(
gunns22 12 Jul @ 6:45pm 
@Zaljerem

How's progress on updating your mods to 1.6? Is this mod on the to-do list?
Toney 15 Jun @ 5:03pm 
This mod is conflicting with Achtung, I am unsure as to how but it spams a lot of error with a pawn selected and when you draft a pawn it removes the pawn controls
RheaRhe 8 Jun @ 5:36am 
anyway to make it so the upgrades can be applied to my own mechs?
Necromancer 11 May @ 3:11am 
How do I move the mechanoids (defeated) to the home map? They are not displayed in the list of items. Even the transport mod does not help!
ozfresh 26 Apr @ 7:51pm 
Glorious!
123caboom 14 Apr @ 9:40am 
Original says yes but with compatibility notes
123caboom 14 Apr @ 9:37am 
Safe to add to a vanilla safe with no mech mods?
SonicPaladin 7 Apr @ 9:47pm 
Anyone know if this version is multiplayer compatible? There were no issues with the first version of the mod, but the 1.4 one brought lots of problems.
tommanley102 19 Mar @ 1:32pm 
can you make it so you can upgrade and hack mechs even if you didnt hack them to begin with?
Vortex 6 Mar @ 8:52pm 
i dont know whats causing this but for me it is impossible to down mechanoids without using dev mode to down them even when aiming for legs the mechanoid will not down and just die even with the death chance set to 0%
minhnhatx 6 Mar @ 4:27pm 
@Mark175x I have never seen blue or red box around my mechs. Does it apply to all mechs or just some? Is there a specific condition for those box to appear?
Mark175x 5 Mar @ 4:27am 
is there a way to remove the blue and red box around the mechs? i just think its really weird
minhnhatx 4 Mar @ 7:45pm 
Enemy mechs doesn't want to attack my hacked mechs for some reason. Enemy mechs just stand around "preparing" while my mechs attacks them. I wish they would attack my mechs, to distract them from attacking my colonists.
[RTB] Sarianos 23 Feb @ 7:02am 
That'd be why I asked, cheers!
Zaljerem  [author] 23 Feb @ 6:52am 
I have a feeling that would be a LOT of manual patching and quite brittle ... but there is this: ReplaceLib - https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3417393194
It can be used to replace all instances of a Def with another Def ... so .... :)
[RTB] Sarianos 22 Feb @ 11:37pm 
@Zaljerem
I know this is probably a bit of an unreasonable ask, but would it be possible to create a patch that unifies the 'mechanoid component' items from What The Hack and Vanilla Factions Expanded - Mechanoids?

It's something I'd probably do myself but my understanding is limited to editing/repurposing existing basic xml patches and I strongly suspect that there is a better approach beyond my skill/understanding than just crudely bashing together an xml patch that 'looks right' for every recipe then praying to Gork and Mork that it works.
Doysi 22 Feb @ 8:20pm 
I did some testing to see if I could figure out what mod was causing it and I'm only more confused now.

I ended up removing every mod, including DLCs, apart from Harmony, HugsLib and this and the problem still persisted so it isn't a mod incompatibility as far as I can tell.

I also wasn't getting an option to actually haul downed mechs to the table. So I went into a fresh world to do some more testing but it was working perfectly fine on that save, even with my full mod list. I tried going into my normal save in dev mode and replicating everything but I could never get the option to haul.
Zaljerem  [author] 22 Feb @ 3:08pm 
I'll need mod lists, as I have yet to duplicate the issue on my side. Both lists would probably help me narrow it down faster.
Doysi 22 Feb @ 3:02pm 
I'm having the same issue that the hacking facility only allows animals to be assigned to it.
Ninvus Oogoar 11 Feb @ 12:57am 
i am having an issue with this mod sadly. i am unable to use the hacking facility table and i am unable to set myself as its owner, it will only let me assign animals as its owner lol.

i have no clue whats causing this
yeastus 1 Feb @ 9:48pm 
I came here to ask how well does this work alongside Biotech, but considering prior comment seems there are some issues? I wish you luck resolving all these issues.

Do you have a Github repo I can follow, so I can watch bug fixes/issues as they progress? After cursory glance, I can't find one in the description, but it's late and I have a habit of missing things in front of my eyes. Just a small recommendation, maybe get some graphics or something that you copy and paste for all your continued mods descriptions (since from looks of your collection you have 500).

I'd love to add this mod to my save once it's more polished. Thanks for continuing Roolo's work.
ShauaPuta 16 Jan @ 4:03pm 
I am currently having issues with the mod in my test save
first: hacked mechanoids seen to have two power bars, one from the mod, and one from biotech
second: the mechanoid platforms are giving errors and are not accepting mechs. Non-downed mechs try to use it, but fail, and downed mechs cannot be put on them by pawns (the pawn spams the 10 jobs in 10 ticks error and just stands there with the mech in their hands)
Vincenator 12 Jan @ 9:25am 
Hi! Is there any known mod incompatibilities yet?
Zaljerem  [author] 5 Jan @ 7:35pm 
Updated: Just pushed a quick fix for the caravan-forming crash. Initial tests appear positive, please let me know if this opens up any new errors. I will continue to test and refine.
Zaljerem  [author] 5 Jan @ 7:03pm 
Thanks for the report; that's a nasty bug. I've noted it above and I'm going to work on it ASAP.
Wheat Tail 5 Jan @ 7:58am 
Oh, well, found more concerning thing. I wanted to move my colony to expand map size.
Attempt to make a caravan with hacked mechs leaded to instant game crash without any errors...
Wheat Tail 31 Dec, 2024 @ 7:13am 
It's odd, I can't kill downed mechs... I mean, I apply "system shutdown", mech's brain get named status but mech don't die from it.
骑迹之弧 27 Dec, 2024 @ 5:17am 
机械族被骇入之后不被敌人敌对,这个问题怎么解决呢?
还是说我mod冲突了?
现在完全被无视了,挡不住地方进攻,虽然比较偷,但是很违和…
Kelarius 17 Dec, 2024 @ 3:20pm 
Sorry for the stupid question, but I just installed this mod as I was mostly interested in the upgrade aspect. Is it not possible to use the upgrades in this mod for mechanoids you already control (e.g., gestated from Biotech expansion)? I saw the "shut down" operation for my existing mechs but they will get carried to the hacking table and then immediately rejected. I'm not sure if I'm doing something wrong, or if this mod just doesn't work that way. Thanks in advance.
Medic Olkie 15 Dec, 2024 @ 7:54am 
Ahh... the ORIGINAL mechanoid army simulator