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As for Reinforced Mechanoid 2, I'll look into it but I'm not sure if that is an issue of this mod's end, perhaps Reinforced Mechanoid 2 has some sort of behavior that makes it overlook the Hediff status of a mechanoid.
But with your mech there’s a problem — it gets repaired even when it has no body damage at all.
The second issue is that when your mechanoid spawns in a mech cluster, it somehow wakes up, walks to another cluster, and just stands next to its walls doing nothing. I have no idea why this happens.
1. The Disassembler seeks the nearest hostile downed pawn if the mod setting for "Disassembling Pawns" is enabled.
2. If non-available, it seeks the nearest hostile structure/trap to deconstruct/uninstall.
3. If too damaged, the Disassembler will attempt to retreat and repair itself with its tools.
4. If there's nothing in range, it follows the closest pawn of the same faction unless drafted or having a recharging station available, in which case it will just idle by the recharging station.