RimWorld

RimWorld

OutOfMyWay May 2, 2024 @ 11:18am
Mechanitor incapable of analysing Signal Chip. What can I do?
Hi, I have a problem I never encountered before.
In my current run my Mechanitor is incapable of research (because of childhood background) and now I cannot research the signal chip from the Boss Mechs with him.
What can I do to fix it?! Letting my researchers do it does not work (message: Mechanitor required) and when I click the chip and select analyse I cannot select any pawns. Am I just done with this mechanitor or is there a way around it?
Thank you for your help!
< >
Showing 1-10 of 10 comments
MadArtillery May 2, 2024 @ 11:19am 
Think you'll be stuck until you get a second mechanitor.
Crafting and research are pretty much mandatory to have a decent mechanitor.
Daliena May 2, 2024 @ 1:23pm 
At that point I'd be tempted to recruit a random prisoner I don't want to keep, use dev mode to spawn a mechlink and have them use it, then analyze the chip, followed by throwing them out of the colony.
Maverick May 2, 2024 @ 2:45pm 
The first mechanitor always needs to be able to do research. As a last resort you can always kill your mechanitor to retrieve the mechlink and put it into someone else. Maybe dupe him with the obelisk first if he's otherwise decent.
brian_va May 2, 2024 @ 3:36pm 
Originally posted by Daliena:
At that point I'd be tempted to recruit a random prisoner I don't want to keep, use dev mode to spawn a mechlink and have them use it, then analyze the chip, followed by throwing them out of the colony.
there are 3 chips to analyze; have to keep that pawn around a bit
Daliena May 2, 2024 @ 4:38pm 
Originally posted by brian_va:
Originally posted by Daliena:
At that point I'd be tempted to recruit a random prisoner I don't want to keep, use dev mode to spawn a mechlink and have them use it, then analyze the chip, followed by throwing them out of the colony.
there are 3 chips to analyze; have to keep that pawn around a bit

True enough, that.
nazerick May 2, 2024 @ 5:55pm 
Well you could use a pawn editor and just make him capable of research again.. or you can start over. It shouldn't have been that long since you started if you only just noticed this after taking out the first boss.
Teal V2 May 2, 2024 @ 9:17pm 
You must be not much into the game if you just got your first chip.
The game will offer a random event where you can get a mechanitor chip from a dead mechanitor.
It happens usually not too far into the game as a scripted event (I always got this event during all my playthrough, and I mostly played the mechanitor route cuz mech-tech is my fav).

I would just suggest to wait till this event pops up and send an expedition to retrieve that chip.
Then you can install it to a colonist who can do research, and you have 2 mechanitors as a bonus!

--- Side note. I had a similar but more stupid issue once. I made a custom xenotype with the gene "Psychically deaf" for my mechanitor colony.
Colonists cannot use mechanitor chip if they are Psychically deaf. :hfr_happy:
Last edited by Teal V2; May 2, 2024 @ 9:18pm
OutOfMyWay May 2, 2024 @ 11:52pm 
Originally posted by Maverick:
The first mechanitor always needs to be able to do research. As a last resort you can always kill your mechanitor to retrieve the mechlink and put it into someone else. Maybe dupe him with the obelisk first if he's otherwise decent.
I did exactly that (even before I read your comment). Thanks!
OutOfMyWay May 2, 2024 @ 11:53pm 
Originally posted by Teal V2:
You must be not much into the game if you just got your first chip.
The game will offer a random event where you can get a mechanitor chip from a dead mechanitor.
It happens usually not too far into the game as a scripted event (I always got this event during all my playthrough, and I mostly played the mechanitor route cuz mech-tech is my fav).

I would just suggest to wait till this event pops up and send an expedition to retrieve that chip.
Then you can install it to a colonist who can do research, and you have 2 mechanitors as a bonus!

--- Side note. I had a similar but more stupid issue once. I made a custom xenotype with the gene "Psychically deaf" for my mechanitor colony.
Colonists cannot use mechanitor chip if they are Psychically deaf. :hfr_happy:
I'm ca. 10 hours in. Just didn't destroy the ship so far. But I figured a way around it (duplicate with obelisk and kill the Original).
< >
Showing 1-10 of 10 comments
Per page: 1530 50

Date Posted: May 2, 2024 @ 11:18am
Posts: 10