RimWorld

RimWorld

Reinforced Mechanoid 2 (Continued)
79 Comments
Stim The One 2 Oct @ 4:38am 
Well, if anyone else is wondering, after putting this mod back in I once again see the songs of mechanoid dance and under cover of night, which means this is where they come from.
The God 28 Sep @ 9:15am 
I've seen that the "Gestator engine" mod (The one ripped from here) has a matriarch mech which maintains mechs, but I don't see it in here even though it is mentioned there that it is now included here
Oleshka 28 Sep @ 4:03am 
Hi, how to get rid of planned mechanoids' barricades after defeating mechanoid siege? After "organic" sieges plans dissappear instantly. Are mechanoids in siege even capable of building these barricades? Didnt see constructoids there
Sekiryu 24 Sep @ 2:28am 
Update to the previous bug:
caretakers not being responsive seemed to be an issue from switching versions.
creating new caretakers and destroying the old ones go rid of the problem.
Mlie  [author] 21 Sep @ 10:10pm 
@jidog You would have to ask CE about that
jidog 21 Sep @ 7:19pm 
CE mode compatible?
Sekiryu 21 Sep @ 8:11am 
the caretaker's gizmos became unresponsive. draft, select overseer, etc.
shortcut keys also don't work. it seems to disable them while having a caretaker selected.
drafting from them mech tab is doable so the commands themselves aren't the problem.
i've just recently updated it to 1.6 so there might be some problem there?
adpan 20 Sep @ 10:17am 
amazing mod. love the halo themses to this mod.
Hazard Maks 16 Sep @ 5:10am 
@Taiga Matriach gestates if you have no mechanitor taking priority, and they also cannot resurrect mechs and that leads to red errors spamming, and that bugs them out. So it all works fine and dandy until a mech dies and needs to be resurrected and it all bugs out. What you need to do then as an annoying workaround, put the matriarch in dormant mode, get a proper mechanitor pawn to resurrect the dead friendly mechs, then make the matriarch active again. However, this completely makes the matriarch redundant as a gestalt/mech only colony, you still need normal mechanitors and that is unfortunate...
Mlie  [author] 15 Sep @ 9:35pm 
@TEL AVIV MONSTER Please link to the mods you are referring to
TEL AVIV MONSTER 15 Sep @ 5:51pm 
matriarch gestating mechs is bugged out by
[fsf] complex jobs
prison labor
Taiga 11 Sep @ 10:01am 
Hi everyone, I couldn't find any information, but maybe someone else had the same experience. My matriarch doesn't engage in gestation of new mecha-noids at all. I've seen people's matriarchs engage in gestation, but not in revival, and my matriarch doesn't do anything with gestators at all. I've restricted her access to resource and gestator zones, set priorities through the work tab, but it's all useless; she ignores them. Does anyone have a solution? Or maybe there are some mods that break matriarchs?
Hazard Maks 8 Sep @ 2:04pm 
Mod is incompatible with Alpha Mechs, specifically with changing weapons. It throws errors for swapping weapons. Once this mod is removed it works again as usual... :/
Sir PotsNPans 30 Aug @ 7:45pm 
I also wanted to add that overall I am absolutely in love with this mod except my below comment. This was just too weird of an incident not to explore, and I appreciate a lot of the detail and creativity that went into this. <3
Sir PotsNPans 30 Aug @ 7:43pm 
@Mlie I did some testing using Dev mode to force spawning Manhunter pack incidents. The only mods enabled are Harmony, Vanilla Framework, and this mod. That way it avoids any strange interactions from other mods. From a dev quickstart scenario, manhunting pack event summoned 2x porcupine. After spawning in one Buffer Droid station with godmode (which spawns the Buffer Droid unit), the next manhunting pack spawned 50x Grizzly Bear.

I then enabled the Visible Raid Points mod, and sure enough the buffer droid is contributing 21980.4 points, regardless of item equipped on it. The buffer droid value is still listed as $240, and the buffer station as $1800, but for some reason it's worth 21980.4 points towards raids. For comparison in another save file, my solo mechanitor pawn has 39.8 points, and my Marshal bot has 44.0 (all the other bots from this mod work fine).
Sir PotsNPans 30 Aug @ 2:31pm 
I don't think I have VE Trading, but I'll see if I can test more and find the culprit. It could certainly be a strange interaction moment. It was surprising because the customized shotgun didn't inflate my wealth when equipped by my pawn.
Draconis🐊 30 Aug @ 12:29pm 
I noticed that the Vanilla Expanding Trading module can do this with items that are not wholly made of materials that are inflated due to trading things. I had plasteel go over 100 per unit in my last game (removed the mod after that lol) which cause many inane items made from it to become insanely expensive and inflated wealth of my gravship run immensely. You might be having an interaction there?
Sir PotsNPans 30 Aug @ 9:48am 
It was coming from the security droid that created it. I had it equip a chain shotgun, and when a raid came in I saw that the droid alone was 21k wealth. It was a Customized chain shotgun from a Customized weapons mod, I wonder if something is interacting strange there.
Mlie  [author] 30 Aug @ 9:44am 
@Sir PotsNPans It has a market value of 1800 so not sure what causes the issue in your game
Sir PotsNPans 30 Aug @ 9:40am 
Is it a bug that the Buffer Droid station has an effective wealth of 20,000? It only costs 35 plasteel and 2 advanced components, which is 715 worth of materials.
The Gaming Archaeologist 30 Aug @ 9:31am 
So this mod DOES allow switching of weapons on mechanoids! Any mechanoid and/or any weapon?
Mlie  [author] 30 Aug @ 9:17am 
@吱吱宸 Please link to that mod
吱吱宸 30 Aug @ 9:08am 
This will cause the artilleron from Alpha Mechs to not be able to switch weapons. Just a small bug report. I know you are busy.
https://gist.github.com/HugsLibRecordKeeper/9cd2ac5828476a366e65721d5fa2b6a0
Klipwc 26 Aug @ 10:28am 
How do you get circulation chips to upgrade the engine?
Mlie  [author] 13 Aug @ 6:08am 
@Hibab10 Not sure why you are writing here if you have an open discord thread about it?
Hibab10 13 Aug @ 5:55am 
Hello, you haven’t fixed the bug where the Matriarch mechanoid can’t be resurrected (there’s not even a function for it). I wrote about this in the Discord channel, but you only fixed the mechs’ weapons.
StellarZynova 12 Aug @ 4:06pm 
Does anyone know what mod is making the Matriarch bug out? or tell me how to use the Matriarch cause they just arent working.
PvtGrumpy 12 Aug @ 1:27pm 
Nah nvm it seems like whatever slate issue is happening is to a lot of diff people. prob a modpack issue. Sorry
blue hippy 12 Aug @ 8:12am 
I tried some debugging, since the mod list is kinda long, but could not figure out what causes the error. It occurs after adding this mod and loading into the save.
When using a fresh start only with this mod + dependencies, then everything is displayed as is. Probably some funny interaction with some other mod.

The only warnings occurring when loading into the save is:

Could not find think node with key -1705100702
...
MonoMod.Utils.DynamicMethodDefinition:Verse.Game.LoadGame_Patch4 (Verse.Game)
...
MonoMod.Utils.DynamicMethodDefinition:Verse.SavedGameLoaderNow.LoadGameFromSaveFileNow_Patch1 (string)
Verse.Root_Play/<>c:<Start>b__1_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread
...

There are a bunch of these, but no idea how they could be related at all.
When starting a new game with the mod list everything is fine, so this the save. Gonna try it out next playthrough.

@Mlie Thanks for all the work in reviving this, but also all the other mods! :steamhappy:
Gold Plated Diaper 12 Aug @ 4:02am 
When mech siege happens and it gets defeated their blueprints dont dissapear and screws decision making of pawns till i devmode clear those blueprints. weird
sora347 11 Aug @ 5:45am 
seems like hacking a summoned boss does not cause it to drop a chip (at least diabolus)
PvtGrumpy 10 Aug @ 8:09pm 
I just had the same issue as blue hippy, as in my mountain tiles for slate have all disappeared, the only ones that remain are ones I've damaged either mining or stray bullet shots. Not sure why it's happening but just to confirm that it is after I installed this mod that it's happening without any errors that I saw
The Gaming Archaeologist 10 Aug @ 5:48pm 
One of the images has mechanoids with different weapons. So can you replace their weapons?
Gravenwitch 10 Aug @ 12:32pm 
several minor vulture mech issues:
mechs that are downed from limb damage will walk away after being repaired slightly by a vulture mech, the vulture is able to continue repairing them at very long distances.

The vulture mech appears to consume no energy when repairing.

Vultures repairing mechs with serious injuries occasionally kills them, like when the mech stands up from a recently repaired leg they just instantly die about 5% of the time. The death recap says they died from whatever injury was just repaired. This occurs even when the mech is safely inside my base, not on fire / in a gunfight etc.

Thank you for maintaining this wonderful mod!
Gravenwitch 10 Aug @ 12:26pm 
I second mnewton1's comment, I can't seem to equip them despite the mech not spawning with a weapon. The buffer bots description says it is supposed to equip human weapons. Is the description off or is there something else going on?
Mlie  [author] 10 Aug @ 4:59am 
@blue hippy Slate tiles are not part of this mod, they are part of the base game.
blue hippy 10 Aug @ 4:57am 
When adding this mod to an existing save and some weird stuff happened, without any error.
All slate tiles (the mineable mount stuff) on the map where removed. Colonists can walk through the area where previously slate was. Also the fog of war is still present and doesn't get removed.

Could it be that the slate tiles are missing from the asset bundle? (No idea how to check)
Mlie  [author] 9 Aug @ 10:54pm 
@Axira That error is not from this mod
Mlie  [author] 9 Aug @ 10:52pm 
@-=GoW=-Dennis Everything included is listed in the description
Axira 9 Aug @ 10:27pm 
XML error: <soundAmbient>GeothermalPlant_Ambience</soundAmbient> doesn't correspond to any field in type BuildingProperties. Context: <building><artificialForMeditationPurposes>false</artificialForMeditationPurposes><ai_chillDestination>false</ai_chillDestination><soundAmbient>GeothermalPlant_Ambience</soundAmbient><destroySound>BuildingDestroyed_Metal_Big</destroySound><buildingTags><li>Mechanitor</li><li>Gestalt</li></buildingTags><spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity></building>
mnewton1 9 Aug @ 8:44pm 
I have the same question as @Fallout, how do you give the Spartan and Buffer droids weapons? The don't come equipped with weapons but the description says "this model is fitted with humanoid manipulators and can use such weapons", yet I can't seem to given them weapons
-=GoW=-Dennis 9 Aug @ 4:37pm 
Does this already use the updated Vanometric Powercell from https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3041187151 , or is that mod necessary to have the "newer" one?
Vertisom 9 Aug @ 6:45am 
Is the Matriarch incapable of resurrecting mechanoids using a gestator, or is there a reason it might not be able to? I have a Vulture mechanoid that often get's insta-killed in combat, and I have to use a human pawn, dedicated to just their resurrection, as the matriarch refuses to resurrect them.
The Matriarch is unrestricted in area, dumping stockpiles exist for removing toxic wastepacks from the gestator, enough steel exists in storage for the resurrection, and the corpse is accessible. The human pawn is fully capable of resurrecting, but the Matriarch is not.
Sumatris 9 Aug @ 12:05am 
@Mlie: Yeah, you're right of course. Thanks for replying anyway :-).
Mlie  [author] 8 Aug @ 10:35pm 
@Sumatris You would have to ask the original author about design desicions
Sumatris 8 Aug @ 10:24pm 
What's the rationale behind the Gestalt Engine being incapable of doing anything without upgrades? Shouldn't it at least have some basic functionality when built?
Fallout 7 Aug @ 7:10pm 
question how do you give the mechs weapons as the are built with out one
StockSounds 7 Aug @ 6:16pm 
@Redd Herring
It's not lost on me, but yeah, I guess it is more of a clever Oskar moment.

Maybe implies that the Gestalt Engine will return in VFE Mechanoids 2?
Redd Herring 7 Aug @ 12:56pm 
@StockSounds You realize that Oskar (one of the people who did the art for this mod) is also an artist for Ludeon, right? And did a lot of texture work for Odyssey?