RimWorld

RimWorld

Mechanitor Encounters
107 Comments
Alefool 26 Sep @ 6:38am 
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turkler  [author] 18 Sep @ 6:42pm 
@Ayaka the mod uses the vanilla expanded framework to randomize the layout so I can't say much
Jetroid 7 Sep @ 2:03pm 
It'd be nice if attacking these counted as a "raiding" for raider ideoligion.
Ayaka 6 Sep @ 12:45pm 
I keep getting the same mechanitor complex configuration on my save, for some reason. It's always the same complex with the car garage and the ancient asphalt road on the side with car wrecks. The setup with the mass mind uplink. I don't know why I keep getting this one. I don't know if it's a seed generation thing, the mod's fault, or a location thing.
Jetroid 25 Aug @ 5:47am 
@Darian Stephens - you can land a shuttle there and then land the gravship there.
柚子厨 21 Aug @ 9:44pm 
I could be bounded in a nutshell and count myself a king of infinite space.
Darian Stephens 15 Aug @ 5:01pm 
Is it intentional that you cannot land your gravship at these encounters?
I was hoping to have my mechanitor ship land there to plan an assault, but it said 'this tile is already occupied', or something to that effect.
Captain Rex 9 Aug @ 4:25pm 
can't be used without ReBuild?
Jean1337_ 9 Aug @ 6:32am 
thanks
Emi 8 Aug @ 9:30am 
let's goooooo!
Latex Santa 8 Aug @ 6:11am 
@turkler
Excellent, thanks very much.
ZX Zero 8 Aug @ 6:08am 
Nice! :steamthumbsup:
Han-Gi 8 Aug @ 1:38am 
yay:steamhappy:
turkler  [author] 8 Aug @ 12:52am 
updated to 1.6
turkler  [author] 4 Aug @ 6:36pm 
@Keratinus sorry I forgot I was writing enterprise code at microsoft and not making a silly mod for a hideo game
Keratinus 4 Aug @ 6:21pm 
@SpaceDorf Putting jokes in your code is fine, until you start naming your variables with jokes. Like in that one tweet where someone shortened legend_handles to leg_hands, then renamed it to feet as a joke. Imagine trying to work on a code you wrote 5 years ago and a random variable is named feet with no explanation.
Emi 2 Aug @ 11:27am 
can't wait :)
Latex Santa 28 Jul @ 11:44am 
@SpaceDorf
Ah ok. As long as this mod gets updated, I don't mind.
SpaceDorf 28 Jul @ 9:27am 
@Latex Santa and @FelipeGames2000
It normaly has no bad side-effects.
It is for one a measure for programmers to deal with boredom of repetitive work,
a memonic device to better remember stuff in the code. ( after a few days you really don't remember what the variable "counter12a" does but you do remember "ThiccWarqueen"
and lastly it's a form of IP protection.
You see that stupid comment in Line 12342 ... yeap that guy stoly my code without credit
Latex Santa 27 Jul @ 10:20pm 
@Gerewoatle
As long as this doesn't have any negative effects on the end product, you won't see me complaining.
Gerewoatle 27 Jul @ 9:03pm 
It is absurdly common for programmers and the like to add jokes and funny notes in their code that usually only other people poking around in the code are going to see.

So... don't go exploring if you're afraid of finding things.
Latex Santa 27 Jul @ 11:32am 
@FelipeGames2000
Turkler is just like that, adding weird stuff that some people might find funny in these mods.
Ignore what you don't like, that's the best policy.
FelipeGames2000 27 Jul @ 11:25am 
I am both concerned and curious about what this "sex with warqueen" string people are talking about
Latex Santa 25 Jul @ 5:15pm 
@turkler
I am extremely eager to see this mod in 1.6.
Raidriar26 19 Jul @ 6:08pm 
any plans to update this mod? I love it and wouild want it on 1.6
Luke TasRook 13 Jul @ 10:59am 
I don't know what this mod is about but the thighs made me download. Thanks!
citizern 17 Jun @ 9:50am 
turkler put my starsector in my rimworld :beeped:
turkler  [author] 11 Jun @ 2:41am 
if you think 'sex with a warqueen mech' as a string hidden in the debug menu you'll be amazed by what I'm adding to the game next
GravitWry 10 Jun @ 5:12pm 
I too JUST also found out about 'sex with the warqueen' in dev mode, I laughed so hard that I got a headache.
DodoMans 10 Jun @ 12:55am 
why do you add sex with a warqueen mech
CyberBatty7 9 Jun @ 9:41pm 
Want to make a (Any custom race can be a mechanitor), Mod?
Aitor 31 May @ 8:02am 
idk if its only me but this implants seem to be too weak when you consider how dangerous obtaining them is, like, i have to take almos all mi colony for a week, half of them will return limbless or die and the reward is... an implant that gives you a little quirk and cripples you, and you cannot even remove them, getting them is not worth the risk involved
SoakieCat 27 May @ 1:31am 
The girl in the art looks poorly armoured, I hope you keep her safe inside the base
turkler  [author] 23 May @ 11:09am 
@Raptor idk, give it a shot I guess
Raptor 23 May @ 7:15am 
igh, yeah.
Anyway, my point was not to remove it complete. I like to disable the material part (the glass and its assets).
Do you use that? Because if not it should work and we avoid the possible conflict & bloat.
I have no problem with the other stuff introduced.
And it is a problem with Rebuild & VE: They bundle things which should be parted. Best example are the warcarskets, which are simply exo-skelets, which are bundled to their pirate mod... thats like adding a unicorn to CE.
turkler  [author] 23 May @ 6:37am 
@Raptor under the comments of my machinists faction mod, people tell me to not use ve stuff and suggest rebuild instead. under the comments of this mod, people tell me to not use rebuild and suggest ve instead. I will continue to use both
Raptor 23 May @ 2:56am 
I also not a fan of rebuild doors and corners because it is just NOT doing that but instead adding new materials like for example glass which comes with alot side effects. Every other mod doing that has hidden incompabilites and i doubt it is different here. looking at the comments of that mod it already comes in.
But i get your point too.
My question: My approach is to use cherry picker to disable the material part. Are you using the glass stuff? Or will it break your mod?
Anyway, i know this is something pretty much every mod maker hate but perhaps you should consider to use one or two of the vanilla expanded mods for additional objects. They usually avoid the problem i mentioned above.
like 17 slugs i think 15 May @ 11:52pm 
you GOTTA put a hot lady on the cover for the clicks huh
turkler  [author] 23 Apr @ 7:25pm 
@Ashen yes
Ashen 23 Apr @ 3:01pm 
Do you need a mechanitor in your colony for the encounters to become available?
turkler  [author] 23 Apr @ 4:31am 
@niewielebrakowalo vanilla building options are very barebones, rebuild adds a lot of stuff used in the designs of the encounters
niewielebrakowalo 23 Apr @ 4:14am 
can i ask why does it need rebuid doors and corners? id love to play with this mod it seems awesome but i dont like stuff from rebuild doors and corners such as persepctive doors and glass it adds.
bagel 31 Mar @ 7:17pm 
dang well I'm going to save up cause this seems like a really good mod thank you replying really fast and i look forward to the content added by the mod (also TY for saying cause i don't wanna kill my save with a lot of hours)
turkler  [author] 30 Mar @ 12:23pm 
@BAIXO yes, I'm afraid
bagel 30 Mar @ 10:51am 
is royalty a requirement? i have the other DLC's but not royalty (sadly i don't have it cause i am a panhandler on the side of the street)
Biarossa 27 Mar @ 3:01pm 
It works fine, it was a me problem.
turkler  [author] 27 Mar @ 11:24am 
@Biarossa I can't replicate the issue, file a report in the discord if you want help. otherwise I'll write the issue off as a you problem
Biarossa 27 Mar @ 11:08am 
I just got an "ego projector" (not the decaying one, normal one) from a mechanitor. Implanted it on my mechanitor but I cant get the effect it gave to his mechs, even though ı can see the ego projector on his health bar. (11 social skill)
turkler  [author] 25 Mar @ 2:07pm 
@ThatVia :3 I do have a discord where I share the art I commission, you can find a link at the top of the mod page
ThatVia 25 Mar @ 4:21am 
anywhere specific to see more of her? I love her design!