RimWorld

RimWorld

Gestalt Engine (Continued)
181 Comments
TheNewBlondy 22 Oct @ 12:23am 
so ive tried to increase the max bandwidth in the settings but it doesnt seem to be effecting the engine even after building a new one
CoolBreeze_75 8 Oct @ 7:00pm 
how exactly does one activate a mechband dish without a mechanitor pawn? the matriarchs dont seem to be able to.
Oleshka 28 Sep @ 3:03am 
@GeekyRaptorStudios , recommend Persona Mechanoid Pawns 2 for such things, it really fits
MrModernArt 24 Sep @ 3:13pm 
@GeekyRaptorStudios
You could Make a scenario with one colonist with the gestalt engine nearby or with them possibly. Then after just find a way to... "Dispose" of the useless meatbag.
GeekyRaptorStudios 24 Sep @ 5:56am 
um... just a stupid question.... how do I make a scenario with just the gestalt engine and no pawns? Or am I mistaken about the description of not needing a mechanitor??
Who? 15 Sep @ 2:12pm 
@WarWolf x2 on that issue with the level resetting back to level one
WarWolf 13 Sep @ 7:43am 
I keep having a strange issue with Gestalt engine that doesn't seem to spark an error. Every time I load a save my gestalt engine resets it's upgrades back down to level one, which in turn causes a bunch of mechs to be uncontrolled. Is anyone else havingthis issue or know of a fix?
Hazard Maks 10 Sep @ 7:08pm 
Matriarch cannot resurrect dead mechanoids
Hazard Maks 1 Sep @ 2:19am 
The gestalt engine lags when you select multiple mechs together, is there any way to fix this?
Æþelræd 23 Aug @ 5:29pm 
Matriarch can't be resurrected in gestator, as far as I understand because it's not in the list of light/medium/heavy mechanoids, no log needed, no error, tested only with this mod, harmony and framework
Yuspeedy 15 Aug @ 7:15am 
Question about the Matriarch, it can gestate new mechanoids but can not ressurect dead friendly mechs ?
Mlie  [author] 13 Aug @ 12:36am 
@plaerjilion_RUS Yes, please follow the steps described under Reporting Issues
plaerjilion_RUS 13 Aug @ 12:15am 
@Mlie If it is important, I can post a log with only this mod
plaerjilion_RUS 12 Aug @ 11:59pm 
@Mlie Error doesn't change, when i turn on only gestalt engine without other mods
Mlie  [author] 12 Aug @ 10:48pm 
@plaerjilion_RUS That log has a lot of other mods loaded
plaerjilion_RUS 12 Aug @ 10:16pm 
There is a error, when i turn on this mod. I tested with only this mod, but error is saving. Log is here
Ссылка [gist.github.com]
Poppy 12 Aug @ 10:43am 
Thank Mlie, you always cover mods I love.
Grimmas 10 Aug @ 7:17am 
Sure, I'll let them know as well.
Mlie  [author] 10 Aug @ 5:56am 
@Grimmas That error is from Dead Mans switch, not this mod
Grimmas 10 Aug @ 3:19am 
Sure, here is the log [gist.github.com]. Please see line 440.

Mod is over here .
Mlie  [author] 9 Aug @ 2:24pm 
@Grimmas Please link to that mod and the log of the error
Grimmas 9 Aug @ 2:19pm 
There is an XML error when loading this mod together with Dead Man's Switch (tested with dependencies and no other mods).
Dust 6 Aug @ 3:24pm 
Any trouble putting one of these on a gravship?
Cute cat 2 Aug @ 10:57am 
@TimmyV12334 thanks i did look at it before but it wasn't updated yet
TimmyV12334 1 Aug @ 11:29am 
@Cute cat Craftable Mechtech Chips and Cores lets you make subcores and chips in the subcore encoder.

This patch lets fabricors use the encoder.
Cute cat 1 Aug @ 8:47am 
@Torkka im trying to make a colony with only mechanoid's. the matriarch and fabricator dont wanna craft them or they can't
Lord Shigure 30 Jul @ 5:50pm 
How many times can it be upgraded?
Torkkar 30 Jul @ 11:41am 
Cute cat When you set up your game you need to have the Gestalt engine and the Mechanoid: Matriarch that SHOULD do it and if not try a Fabricator mechanoid
Cute cat 28 Jul @ 5:04am 
Is there anyway to make subcores without the mechanitor whit this mod cause i can't find a way
Mlie  [author] 27 Jul @ 6:15am 
@Aracoa Sure
Aracoa 27 Jul @ 5:42am 
Hey, just curious about how this works. So, if the engine can control mechs just like the mechinator, does that mean I could put my colonists in cryosleep and play with exclusively mechanic pawns?
Mlie  [author] 24 Jul @ 7:56am 
@zrezw I dont understand the question?
zrezw 24 Jul @ 7:53am 
Hello, do you have any plans to add Cerebrex Core from Odyssey as a new node?
ziggydfsm 21 Jul @ 10:27am 
Could we have a weird ship verson of this that mergers the grav engine, and pilot console, having like a rogue ai ship idea?
darthdud0 17 Jul @ 10:38pm 
thank you for being an amazing person for continuing all these mods. :)
Mlie  [author] 17 Jul @ 9:39pm 
@plaerjilion_RUS Please post the link to the mod you want to request in the mod-requests channel of the Discord server as this saves me a lot of admin-time.
plaerjilion_RUS 17 Jul @ 10:16am 
@Mile can you update simple and small mod "mechanoid caravan" to 1.6? This mod is a small addition for gestalt engine, but the mod developer don't have time to update it. I hope you can help with it. Thanks in advance for your answer.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3253006390
Megumin from SAO 15 Jul @ 12:49pm 
ive had the matriarch kinda be good sometimes, not so good others, for gestiating it tends to be kinda buggy
Mlie  [author] 15 Jul @ 10:19am 
@Slaygate2077 Seems to work for some users, perhaps you have a mod conflict
Slaygate2077 15 Jul @ 10:17am 
one thing i'll point out is the matriarch wont do anything in terms of gestating, even tho thats its sole purpus
pudy248 13 Jul @ 3:35pm 
Do you know if it's possible to disable the game over feature if one of these is built? It's possible to play without any pawns using this as a mechanitor, but the game doesn't see it that way. Not that the message really impacts anything but it would be nice.
Megumin from SAO 13 Jul @ 2:42pm 
@mile i tested it, 7 warps at my base, stayed in the correct spot, and works great!
meep34524 13 Jul @ 12:41pm 
This with the persona mechs for full robo colony
Mlie  [author] 13 Jul @ 12:00pm 
@Megumin from SAO No idea, have not had a chance to test it with the dlc
Megumin from SAO 13 Jul @ 11:19am 
howdy, just wanted to ask if the new bug ive found with other mods where square structures get desynced on takeoff with a ship happens with this, just as its a big thing, pretty expencive, and if it warps to some other part of my ship thiers a decent chanch it just spaces it
//SlipperyPete:. 12 Jul @ 1:11am 
@Oligarch Daniel, sort of, but I haven't seen any mods that add mechs that can flick switches or speak to traders to sell goods (maybe they exist tho), I typically just use the Vanilla Expanded Androids mod + this mod to do a robotic playthrough.
OffYourTopic 5 Jul @ 6:48am 
We're so back
Ur_3mp3ror 21 Jun @ 6:38pm 
would it be possible to create a mech only colony with this?
darthdud0 17 Jun @ 12:13pm 
i hope this gets updated for 1.6 i love the idea of a mech ship! :D amazing mod.
HeatherAthebyne 2 Jun @ 1:36pm 
Kailey, are you using the Lights Out mod? I have the same issue due to that mod and I'm working on submitting a compatibility patch to the Lights Out maintainer. I'll be sure to include RM2 support.