RimWorld

RimWorld

Reinforced Mechanoid2 Extended
65 Comments
Stim The One 4 Oct @ 3:45am 
Oh good, I'm not the only one who thinks the caretaker shield is too strong.
Hibab10 8 Sep @ 12:29am 
Can you add so that the Harpy mechanoid uses its ability by itself? In raids, they would fly away from enemies when approached, and if it’s the player’s mechanoid, there could be an option to choose whether it flies away automatically or the player controls it manually
Eclair  [author] 31 Aug @ 4:19pm 
@SERAGONDON the wraith siege bug isn’t the problem on my side probably. I tested it a while back with only RM and it didn’t work so.
Eclair  [author] 31 Aug @ 4:14pm 
@KaotiKBiscuit you sure that you’re having the bug only if this mod is installed?
KaotiKBiscuit 31 Aug @ 3:35pm 
Could have also been an unrelated bug, I didnt dig too far into it, but figured i'd say something in case anyone else had issues.
KaotiKBiscuit 31 Aug @ 3:35pm 
Hey guys, if your save is affected by this update (this is the only mod in a list of 208 that affects mechs that updated today for me):
Mechanitors were no longer able to complete some bills (worked for one bill but then failed the rest after gestation)
Close the game, verify integrity of files, reload the game then enable dev mode and delete any gestators. Replace them with dev mode, add and start the bill, use dev mode if you want to finish the cycle, and it should work from there. At least it has worked since then for me.
SERAGONDON 31 Aug @ 9:55am 
I found that's in my ongoing save with this mod removed mechanoids faction from RM
Regained them using VEF, but I'll be observing
SERAGONDON 31 Aug @ 9:38am 
By new game I mean vanilla game dev mode with only RM mods enabled
SERAGONDON 31 Aug @ 9:37am 
Wraith spawned similiar to siege raid with fortifactions bluprints
but mechanoids seems don't care about them, is this OK?
Also on ongoing save catch that boss (Wraith in my case) spawned without faction so boss is neutral. I wasn't able reproduce it on new game but try investigate it further
SERAGONDON 31 Aug @ 9:20am 
thanks for fix summon seems to work now
Eclair  [author] 31 Aug @ 1:33am 
I assume I was using unstable version somehow. So the drop pod fixing came to the stable version as well, thus there might be no issues for that now. If you are still faced with the bug related to summoning bosses, be sure that you're using latest version of rimworld and this mod.
SERAGONDON 29 Aug @ 8:23pm 
hi, is that intended that bosses from this mod can't be summoned on events maps (complex etc)?
Vanilla bosses still can be summoned. After my attempts to summon caretaker on ancient complex map summoning building just disapreared. I also reproduced it on vanilla game + this mod + all necesary dependencied (RM2, harmony, vanilla expanded framework, all dlc)
Also it seems the killing counter in this case is still increments so next bosses raids becomes stronger
wjw_wrsnk 25 Aug @ 3:16am 
After testing, the problem has been solved in the last version. Amazing
Eclair  [author] 24 Aug @ 10:21pm 
Temporally reverted to the previous version.
Hibab10 24 Aug @ 7:08am 
and yes, if you decide on something, tell me not to wait, if you refuse or I should wait for something else (to be honest, I have a couple of ideas for this mod, if you want, I can suggest a couple of ideas)
Hibab10 24 Aug @ 5:02am 
or completely change the way the boss appears on the map (for example, not through capsules, but leave the method of appearance through the summoning antenna, but change the boss's arrival itself)
Hibab10 24 Aug @ 4:59am 
I have one idea how to fix the problem, but I'm not sure if you'll want to do it at all. The idea is to change the way the boss is summoned (for example, via the communication console) or on abandoned spaceships to make it so that there is one boss per base (in Vanilla Factions Expanded - Insectoids 2 there is a bug boss at the beetle base) maybe this is how you can fix it
Eclair  [author] 24 Aug @ 12:49am 
I have no idea, it is working perfectly in my case. So there's nothing I can do.
wjw_wrsnk 23 Aug @ 11:20pm 
I'm not quite sure the cause of the error, but I confirmed that the error message is indeed for the latest version (8.21).
I just re-verified the game files on Steam, but after entering the game, the error message still popped up. What could be wrong that causes other people to have the same problem?
Eclair  [author] 23 Aug @ 9:51pm 
Again, it got fixed already.
wjw_wrsnk 23 Aug @ 9:14pm 
Error summary
System.MissingMethodException: Method not found:
RimWorld.QuestPart_DropPods RimWorld.QuestGen.QuestGen_Misc.DropPods( … )

What it means
The Reinforced Mechanoid2 Extended mod tries to spawn the “Wraith/Locus/Caretaker“ boss quest.
During quest generation it calls QuestGen_Misc.DropPods(…) with a method signature that was valid when the mod was compiled, but the exact overload no longer exists in your current RimWorld build.


The runtime therefore throws a MissingMethodException and the quest fails to initialize.
Hibab10 23 Aug @ 1:12pm 
if possible, tell me how to fix this if it's just me
Hibab10 23 Aug @ 7:33am 
gpt chat said that the problem is in vanilla framework or in the old method of summoning the boss (I still don't understand why it doesn't work, it doesn't work without mods either and the error is the same)
Hibab10 23 Aug @ 6:56am 
I don't know why but the boss summon still doesn't work for me (even though I've already reinstalled the mod and downloaded it again)
Eclair  [author] 22 Aug @ 8:08pm 
@Hibab10 See change notes please it was already fixed.
Hibab10 22 Aug @ 10:32am 
hi! for some unknown reason i can't call the boss, it gives this error https://gist.github.com/HugsLibRecordKeeper/abdf14c406eb5e745c2f23008f1cdaa8
Hibab10 9 Aug @ 1:42am 
He didn’t start repairing them from a distance — he started fixing them just as effectively as a mech, and the energy is consumed just as quickly.
Eclair  [author] 8 Aug @ 10:01pm 
@Hibab10 If the mechanitor started repairing from a distance, that is a bug. Otherwise, no way.
Hibab10 8 Aug @ 12:58pm 
After installing this mod, the mechanitor started repairing with the efficiency of the Vulture mechanoid, and the energy disappears before my eyes, although I don’t think it’s supposed to happen.
Eclair  [author] 8 Aug @ 8:57am 
@Hibab10 I have no idea what in the world you are talking about... You are referring to the vulture right? The job driver of vulture's repairing is totally different from the mechanitor's one so it couldn't be.
Hibab10 8 Aug @ 2:58am 
Hi! I found a bug. After your update to the Scavenger mechanoid, which allows it to repair mechs from a distance, there’s now an issue: when the mechanitor repairs mechs, their energy drops as if they are being repaired by the Scavenger instead of the mechanitor.
The Calcium Demon 4 Aug @ 4:53am 
when you do get to updating this maybe if you want make it so the gestalt engine gets better bandwith because at this point at level 4 of the engine it only has 50 bandwith and the antennae only add one bandwith per node
Sp00py_P0tat0_666 3 Aug @ 5:29pm 
@Eclair Looking forward to an update when you get around to it. Thanks for all the hard work, mate!
Latex Santa 3 Aug @ 12:57pm 
@Eclair
Mlie has just posted a 1.6 version of Reinforced Mechanoid 2.
The time has come for this sub-mod to rise once more!
Reestock 3 Aug @ 12:51pm 
It's time.
Crumb 27 Jul @ 5:44am 
This will probably get updated when the RM2 mod does. Not sure why some people think it'd get done before...
SilkMoth 17 Jul @ 7:34am 
cant wait for an update
Владимир С 10 Jul @ 12:11am 
1.6 ?
Hibab10 4 Jul @ 2:59am 
1.6 ?
Eclair  [author] 5 Jun @ 6:18pm 
@FlamingLlama Yup, caretaker should appear in normal raid in 3 years, wraith in 5 years, locust in 7 years.

@Brawler I wondered if I should fix that but I thought these three was made for kinda artillery using...so I left the feature behind.
FlamingLlama 2 Jun @ 4:18pm 
Are the new bosses meant to still spawn in raids? I got a caretaker raid with the new shield values, so at least some parts are working.
Brawler 1 Jun @ 3:34pm 
This is a hell of a mod. I thought these three needed some love... are they still god-awful slow? I'd love it if they matched the Centipede in speed.
Eclair  [author] 21 Apr @ 11:57pm 
Sorry, I can't notice that because I was using smarter raider AI... Should be fixed.
Dan.ON 21 Apr @ 7:58am 
@Moonlit I have the same Problem, all raiders have problem with pahtfinding to the base and no errorlog for report
Moonlit 20 Apr @ 7:31pm 
请问昨天更新了什么导致袭击的小人完全不进攻基地,他们只会在外面闲逛,很抱歉因为没有显示报错日志,我只能确定是最近的更新导致的
Eclair  [author] 20 Apr @ 6:31pm 
@John Li Idk because no logs, and it works well on my side, and I'm not sure you're having other mods or not.
John Li 20 Apr @ 1:30pm 
Why when I click on the “Gestalt” drawing, the game UI disappears directly, and then I can't use the left mouse button (pressing the left mouse button is useless) to place the Gestalt drawing on the ground, and I can't use the right mouse button to cancel the construction of the model. And I can't control the game time. In the end, I can't do anything, the game is out of control, and the game UI is gone. The only solution is to force quit. Can you try to solve it?
eugh 10 Apr @ 5:05pm 
CE patch? Yk somebody has to ask...
Yharon 10 Apr @ 10:37am 
or you could borrow the screech/scream from Evangelion: 1.0 You Are (Not) Alone
Yharon 10 Apr @ 10:36am 
would it be possible to make a few sound folders where people can put their own sound files in?