RimWorld

RimWorld

Cerebrex Node Unleashed
104 Comments
Sentinel  [author] 5 Sep @ 3:43pm 
@[59er]ʕ•ᴥ•ʔDungeonmaster That's weird, unfortunately I can't do anything for you without a log.
Sentinel  [author] 5 Sep @ 3:40pm 
Should be fixed now, I tried on dev world gen as well as "new colony" and didn't get the error anymore.
MerLatus 5 Sep @ 3:11pm 
"Could not find player faction." when generating the planet
pantman687 4 Sep @ 2:39pm 
Very nice mod, would be nice to have a couple mod options to tweak cooldowns and enable/disable certain abilities based on preference.
Very OP very nice.

I encounter little bug with the archonexus quest, looks like when you change the map often it can happen that the cerebrex use will delete your UI and freeze game without crash or logfile.
Could use it freely until i reached 3/3 archonexus
Paweł 24 Aug @ 9:00am 
Nice mod i like it. thought i only left node stats and ability to summon supply and orbital bombardment. deleted through files other parts.
Excellent You are God
Sentinel  [author] 22 Aug @ 1:23am 
@Cosmic Meatball It does
does this make mech commander chips renewable post-cerebrex?
Alex6ix 20 Aug @ 8:20am 
@CosmoSweet +1
CosmoSweet 16 Aug @ 5:44am 
This is a wonderful mod!

However, there is one thing I struggle with the new Network Access. See, after executing a command, I can't tell if it's enabled (in the case of friendly mechanoids for example), or if I built an oil rig (in the case of settlements). By extension, I do not know if I made settlement mechanoids or not when I order some.

Point being, it would be nice to have a "Status" List of the Mechanoid Hive, where we know what their troops resources settlements status etc... Are. Is this doable? It's more of a quality of life suggestion to make it easy to know what's happening.
queenelise9830 16 Aug @ 3:49am 
FYI: Mechanoid settlements from Network Access spawn empty if you attack them.
Levi 14 Aug @ 2:15pm 
I thought it was just a mod to improve this item, but when I opened the console I was happy as a child and felt like a real god
Azure 11 Aug @ 8:06pm 
Thanks for the explanation!
Sentinel  [author] 11 Aug @ 7:15am 
@Azure

Basically it's an ability you use that opens up a menu with commands, you then write the command you want to use into the text box and the effect happens.
Azure 11 Aug @ 4:43am 
Could you please explain the network access function?
BasedWarlock 5 Aug @ 2:31pm 
I run the steam version
Sentinel  [author] 3 Aug @ 11:24pm 
@BasedWarlock are you running the steam version of vehicle framework or the github one? I tried with the one on steam and it worked for me
BasedWarlock 3 Aug @ 5:34pm 
I also am using vehicle framework, i wonder if that might be the cause?
BasedWarlock 3 Aug @ 5:29pm 
Very cool mod, all aspects work for me except for the network connection, no command works unfortunately :/
MilΩMeg4 1 Aug @ 11:53am 
no i did not, it was a brand new save with a brand new node, though the log strongly suggested it was vehicle framework that cause the issue and it worked after i removed it
Sentinel  [author] 1 Aug @ 11:32am 
@MilΩMeg4 Can't replicate the issue with just vehicle framework and this mod, did you install this mid save with an existing cerebrex node?

If yes simply destroy the cerebrex node and respawn it with dev mode.
MilΩMeg4 1 Aug @ 10:58am 
the GUI for both network access and summoning a specific mech either doesn't work or breaks the game completely with vehicle framework
https://pastebin.com/5mBbA1J3
DreigonDD 31 Jul @ 8:23am 
Lovely and amazing mod and more to what I expected of the Odyssey ending to be, thank you so much for your hard work. Is it possible to add a way to completely stop the Cerebrex core from spawning mechanoids? I had in mind to use the base as my main colony and I simply want the core to be a trophy, basicaly.
Austin5125 30 Jul @ 6:45pm 
Can you make confirm button in spawn specific mechanoid selection menu? I know I can adjust quantity first and select the mechanoid, but I always forget and do it in reverse.
Sentinel  [author] 29 Jul @ 12:14am 
@月羽狐 I'd do it if I had art for it, I don't draw so i can't do that myself.
月羽狐 29 Jul @ 12:12am 
If you can update the texture of this wonderful weapon as well it would be perfect. Currently it looks like a cup of red tea
Sentinel  [author] 28 Jul @ 11:21pm 
Update: Made language files to allow for easier translation of the mod
eban 27 Jul @ 7:46pm 
it would be cool to have the apocriton revival ability added to this item! (if its possible)
Mr. T 27 Jul @ 8:29am 
this is so cool
Sentinel  [author] 26 Jul @ 7:50pm 
Update:

Added harmony dependency


New commands for network access menus:

[M.O.O] Mechanoid Offensive Orders:

Update: Synchronize the mechanoids targeting system to ignore current allies.

Purge: Update the mechanoid targeting system to attack everyone. Excluding you.


[M.I] Mechanoid Industry:

Mining: Order construction of sites that will send uranium and gold over time.

Fill: Order filling of the mechanoid excavation sites.


Fix:

Mechs will no longer attack prisoners or slaves.
Sentinel  [author] 26 Jul @ 5:38pm 
@leknochentrocken Will be added in the next update
Sentinel  [author] 26 Jul @ 5:36pm 
@Rahim

I'm keeping the dev button in case there's ever an issue and people need to activate the drop to see the error message, concerning the balance, I feel it's fine as an item you get for beating the game.

I'm not against making a cell generation for the sites, though it's odd you could enter them since I removed the ability to do that or at least thought I did.

Concerning the mechs attacking the prisoners, I'll see what I can do.
Rahim 26 Jul @ 5:21pm 
And also, I noticed one oddity: my pawns attack a friendly swarm of mechanoids in close combat. And the swarm also purposefully goes to kill my prisoners!
Rahim 26 Jul @ 5:19pm 
I love this mod, thanks for making it! Please remove the DEV button to send supplies from the mech factory and balance the mod. The command to call the simulation is very unbalanced, as is the instant deletion of the faction. As an option, you can add a command to call a mechanoid cluster. Also noticed that the factory is essentially missing on the cell as a building, you fly there, and it's empty, somehow not very fun :(
leknochentrocken 26 Jul @ 12:32pm 
Another suggestion-perhaps allow mechanoids to ally with other factions of your choosing. Right now, for example, if you attack a settlement, the mechanoids will kill the slaves, or if you're being raided and allied support arrives, they end up getting shot by the mechanoids you called in.
MechaMaria64 25 Jul @ 3:57pm 
@sentinel thats unfortunate honestly, i was looking for a way to stop it without flooding my game with friendly mechs overloading my mechanator.

cool mod though either way.
DerangedMouse 25 Jul @ 3:56pm 
so cool
Sentinel  [author] 25 Jul @ 2:13pm 
@MechaMaria64 It doesn't, you can make the mechanoids allied with this and it should make the raids stop, or you'll just get friendly reinforcements from the mechs.
MechaMaria64 25 Jul @ 1:59am 
Does this stop the mechhive from persuing your ship endlessly? I honestly am looking for a way to stop that because the salvage ending not doing that is incredibly frustrating as I was hoping to make a space base once it was defeated, but rely heavily on mechs so losing access to diaboli and war queens is problematic
Luna 24 Jul @ 12:41pm 
i would like this as an implant
Qui 24 Jul @ 9:23am 
Love this mod, but would there be a way to make the node's Deactivate ability either low-cooldown or AoE/map-wide? Either way, thanks for your work, this is great!
Zoe, the Bad Wolf 23 Jul @ 8:43pm 
Thank you! :D
Sentinel  [author] 23 Jul @ 6:06pm 
Done, made them deconstructible
Zoe, the Bad Wolf 23 Jul @ 5:54pm 
@Sentinel, would it be possible to make the drop pods summoned by this mod either deconstructible or reinstallable?
Zoe, the Bad Wolf 23 Jul @ 5:11pm 
@Sentinel, I finally got to it on the main game and sure as expected, installed your mod the second after I was done with it. :D

The reward on the base game is interesting, but in the spirit of making it balanced, they kinda of like made it very unappealing. Same with anomaly!

Thank you so much for your mod, as always!!!
Sentinel  [author] 23 Jul @ 4:07pm 
Good to know, I don't know how it will behave in every case so I added a confirmation box, should be enough for a warning.
leknochentrocken 23 Jul @ 4:03pm 
I used this on a faction whose leader I had taken prisoner-no bugs so far. I’ll probably update this comment thread if I encounter any issues, but for now, everything seems to be working perfectly.
leknochentrocken 23 Jul @ 3:54pm 
Thank you.
Sentinel  [author] 23 Jul @ 3:49pm 
Update:

Added a new command:

Eradicate Destroy a faction in the world. (May break your save depending on who you remove.)