RimWorld

RimWorld

VPE - Mechanitor
171 Comments
Sentinel  [author] 27 Oct @ 7:08pm 
@Six Feet Under

Yes, you can add the jump feature to creatures and it'll behave like jump all mechs, more specifically it'll use the autoblink feature.

The worker tree doesn't require the worker queen mod to show up.
Six Feet Under 27 Oct @ 6:43pm 
For the worker mechanitor tree, does the third psycast do something like Jump All Mech?
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3553578022&searchtext=jumpallmech

Also, is the worker mechanitor tree activated by work queen mod, or is it normally active?
RedShocktrooper 5 Oct @ 12:33am 
Ah, okay, thanks!
Sentinel  [author] 4 Oct @ 9:54pm 
@RedShocktrooper The mech booster is the focus item, and then you can build up to 6 band nodes around it to make it better.
RedShocktrooper 4 Oct @ 9:52pm 
Out of curiosity, what's the thing you should meditate near? Or does "Mech-Mind" not actually grant you the ability to meditate near things?
Sentinel  [author] 1 Oct @ 6:36pm 
@BigGovernment It should be compatible already, the last ability of the mechanitor tree allows you to summon any mech.
Sentinel  [author] 18 Sep @ 5:45am 
@ElNomadaGamer Necesitas el tipo de meditación, no el mechlink. La meditación está disponible en el lado izquierdo de la pantalla de subida de nivel.
ElNomadaGamer 17 Sep @ 7:20pm 
consulta, como puedo activar las habilidades? tengo el peon con el mecaenlace y con pode psiquico pero no me deja debloquearlo
Sentinel  [author] 15 Sep @ 12:55am 
Hey, that requires autoblink, it allows the creature you select to teleport.
I despise cheeses 15 Sep @ 12:49am 
Hey, me again. Love the mod series, thank you for all you do. In the Mechanitor's Worker Mechanitor tree with the advanced worker options from the mod add-on, there's a third precept it looks like, on from assisted control. It doesn't appear in game for me? Should it or is it dependent on a mod I don't have?
Dragon 7 Sep @ 7:18pm 
Un and re-subbed, and it started working - it was totally steam's fault I guess. Thanks for responding, and also sorry for wasting your time.
Sentinel  [author] 7 Sep @ 10:59am 
@Dragon I've just tried with the mods you mentioned and I could get to the main menu, try to unsub and resub to check for updates
Dragon 7 Sep @ 10:01am 
This is probably unhelpful, but I figured I'd let you know that something about this mod is causing the entire game to not open - wiping the modlist to empty until it is removed; I assume this has to do with one of the patches for other mods, as I have Advanced Mechanoids, Alpha Mechs, Autoblink, Mechanoids: Total Warfare, and The Dead Man's Switch enabled, though I did not test which (if any) of these it would be.
OffYourTopic 6 Sep @ 3:49am 
Could you please add a "manifest cluster transceiver" psycast for the DMS mechanitor tree? Since it is basically the DMS version of the mechlink
Sentinel  [author] 6 Sep @ 2:36am 
@y25552 Glitterworld mechanoids are available in the tier 9 skill, 99% of modded mechanoids are supported now.
Sentinel  [author] 6 Sep @ 2:32am 
Update Part 2:

Buffs

Mechanitor Precept: Partial Conversion Became Mechanitor Precept: Total Conversion

Will now assign the hacked mech to the caster if the latter has a mechlink.

Stealth mode:

Duration now scales with psychic sensitivity of the caster.

Minor Changes:

Mechanoids spawned by this mod will now be clean on spawn instead of the old dirty green.

(Mechanitor Precept: Total Conversion will need to be re-learned for the change to apply, use dev mode to reset psycasts.)
Sentinel  [author] 6 Sep @ 2:31am 
Update Part 1:

New Psycast:

T9:

Mechanoid Factory Override:

Hack a distant mechanoid factory to produce any mechanoid of your choosing and skip the selected amount to your location.

Buffs:

Mechanitor Precept: Apocritia:

Will now draft and assign the mechanoids to the caster if a mechlink is present.

Removed time limitation for the resurrection, any mech can be resurrected regardless of when they died.

Will now resurrect enemy mechs and convert them to the caster's faction.

Can resurrect any mechanoid regardless of weight class for a cost of 1 charge.
y25552 4 Sep @ 7:13pm 
Please add suport for mechanoids in Glitterworld Destroyer 5:praisesun:
Sentinel  [author] 4 Sep @ 11:47am 
@ahmadrezaesmaeili123456omega I'm getting a ton of errors on the main menu with that mod enabled, can't currently do anything with it.
Sentinel could you add mechanoid from this mod it kraltech rebalance it is not the original mod the original mod called it called kraltech the original not going to be updated for 1.6 for some months but rebalance version is on steam and has som cool mechanoid quite op though but good https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3529775114&searchtext=kra
Sentinel  [author] 3 Sep @ 10:02am 
Update: added support for [SRC]Miho,Star Ring Corporation
@Sentinel you are awsome:steamthumbsup::steamhappy:
KeiChan0215 3 Sep @ 6:54am 
@Sentinel I'm so dumb that I didn't even see that... Thank you for the info!
Sentinel  [author] 3 Sep @ 6:17am 
@ahmadrezaesmaeili123456omega They look pretty cool, i'll add them.
please add suport for mechanoids in Miho,Star Ring Corporation
Klipwc 3 Sep @ 6:03am 
Thank you so much @Sentinel!
Sentinel  [author] 3 Sep @ 5:49am 
Update:

Added support for the following mods:

AutoBlink
Progenitor Mechanoid
[AV] Work Queen
Sera 3 Sep @ 1:09am 
Nice! Progenitor that's the one. I was trying to remember that one but just could not. I tried to find it failing. So i went with the gestalt to hope you knew.
Sentinel  [author] 3 Sep @ 12:43am 
@Klipwc

Looks sick, i'll look into adding it as a psycast.

@Sera

I'll add work queen and progenitor mechanoid compatibility, it's the same thing as a gestalt.
Klipwc 2 Sep @ 7:31pm 
Would it be possible for you to add an upgrade psycast that allows mechs to blink using the auto blink framework? Would really appreciate it if you could!
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3493889625&searchtext=blink
Sera 1 Sep @ 7:26pm 
I don't know what the allowance is for suggestions but a great add to the work one would be support for workerQueen (summons little burnout drone workers.) and gestalt for the mech that can make more mechs.
Sentinel  [author] 1 Sep @ 7:21am 
@KeiChan0215 You need the Mech-Mind Meditation, you can spend a point to get it, it's the hexagon looking one
KeiChan0215 1 Sep @ 7:12am 
For some reason I can't choose any Mech Paths even with Mechlink
Sentinel  [author] 30 Aug @ 5:24am 
@漆黑之梦 I'll see if that's possible to avoid.
漆黑之梦 30 Aug @ 5:19am 
@Sentinel
Can the lady with the "dead man switch" please avoid carrying weapons? She has a trait that binds her to the first weapon equipped, making her better at using that specific weapon.
Agusfer 29 Aug @ 9:53pm 
Yoooo recharge psycast let's goooo.

Also the halved bandwidth moved to worker tree with the new recharge one, very nice.

Thanks for your work on all the new psycast trees man, amazing work :D
Sentinel  [author] 29 Aug @ 5:03pm 
Update: Slight tweak in the tuning skill's math, it now takes crafted milian's initial tuning level into account to correctly increase it by 1 level per cast.
Sentinel  [author] 29 Aug @ 11:32am 
Update: New psycast added to the worker mechanitor tree:

Recharge Mech:
Reactivate the chemicals present within the mechanoid's battery to recharge it.

Change:

Assisted control has been moved to the worker mechanitor tree.
Sentinel  [author] 29 Aug @ 9:01am 
Additional update: fixed error in the 1.5 version when summoning mechanoids
Sentinel  [author] 29 Aug @ 8:46am 
Update: Added more abilities concerning milian class tuning for milira.
kishkuma 27 Aug @ 4:10pm 
@Sentinel yeah I actually wondered if it was that. Given that the update was mod compatibility for mods I do not have lol. Thanks for the quick fix! Workin great now (and the mod is awesome).
Sentinel  [author] 27 Aug @ 4:08pm 
Update: fixed error on startup
Sentinel  [author] 27 Aug @ 4:07pm 
Yep, will be fixed in a min, easy fix
GreenManX 27 Aug @ 4:06pm 
Today's update broke my mod list. I'm only using DMS and Alpha Mechs from the supported mods list. It was working yesterday, now today it will spam errors and disable all mods unless I load without this one. Hoping for a fix, all your VPE paths are amazing!
Sentinel  [author] 27 Aug @ 4:06pm 
@kishkuma Found the problem, I forgot a mayrequire
kishkuma 27 Aug @ 4:00pm 
unfortunately this update completely breaks my game. tested with only this mod and its reqs, with the appdata folder cleared, and attempting to load rimworld with this mod enabled disables all mods and causes a bunch of errors. does not happen without this mod enabled.

hugslib share button gets broken too and the log is too big for pastebin apparently. here's a drive link, i hope it helps. https://drive.google.com/file/d/1jITkd1Xm-yim_UPA0OPuSTFxoccvUSg3/view?usp=sharing
FotisP68n 27 Aug @ 3:28pm 
@Sentinel
Oh thank you! It means a lot that you hear the suggestions from mod subscribers and implement them!
Sentinel  [author] 27 Aug @ 3:26pm 
Update:

Changes:

Every mechanitor summon skills are now long range casts, additionally made it so hacking the mechanoid isn't necessary anymore, it will be controlled as soon as it appears if the caster has a mechlink.

Added support for:

Milira Race

Mechanoids: Total Warfare
Sentinel  [author] 26 Aug @ 2:45pm 
@FotisP68n Could have a look.