RimWorld

RimWorld

Gestalt Engine (Continued)
173 Comments
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
Oligarch Daniel 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.
Kailey Cartridge 2 Jun @ 12:02am 
I'll get on that, thanks :)
Mlie  [author] 1 Jun @ 11:37pm 
@Kailey Cartridge Please see the Reporting Issues section described above
Kailey Cartridge 1 Jun @ 11:28pm 
Loving the Gestalt Engine, though I've noticed the power doesn't drain because it believes it's on standby, I'm doubt that's intended but it may also be a conflict on my part, just curious if this is the case for other people? (I have the engine via Reinforced Mechanoids 2 but thought that I would post here)
Frikju Incognito mode 2 May @ 1:03pm 
@foomaster, do you give the Matriach resurrection bills? the matriach can create new Mechs but not resurrect. if you give the Matriach the resurrection bills an error log emerges in Dev mode and she will not perform any task (only hauling).
TEL AVIV MONSTER 1 May @ 3:02pm 
my matriarchs wont do any kind of mechanoid gestation work
using FSF complex jobs. enabled mechanoids are capable and mechanoid work type
Dullahan_Blackstar 22 Apr @ 6:00am 
@TaikaJamppa Mine don't. Even setting them in a zone with the gestator and endless steel doesn't seem to work. Currently trying this in my "useless fleshing" run, really enjoying it so far. I used Gestalt Scenario Prototype 0.3 as my starting scenario. Still works in 1.5.

Main things mechs can't do is call in mech bosses, resurrect mechs, and trade. Which are the only things I still keep my mechanitor for. Not being able to trade in rimworld is surprisingly unenjoyable. I might just get into modding so mech only runs could be fully realized. For now solo-mechanitor seems the way to go.
TaikaJamppa 19 Apr @ 8:43am 
@Dullahan_Blackstar Do they not complete the "Resurrect mech" tasks on gestators? I am genuinely curious, as I am about to try a mechs only run...
Dullahan_Blackstar 17 Apr @ 1:12am 
I know your just keeping it up to date, but is there a way you can make Matriarchs resurrect mechs in a gestator?