RimWorld

RimWorld

Mechanitor feedback [+possible bug solution]
Trash. Tolerable as part of a colony but solo mechanitor is somehow worse than naked and alone.

-Control range is tiny, and can't be expanded. Combat mechs not directly under a mechanitor's control just wander around aimlessly and struggle even in a 1v1.
-You lose control if your colonist is downed (not even unconscious just knocked over). If you're playing solo mechanitor and get downed for any reason mechs just start aimlessly wandering around and you essentially lose instantly, raid or not.
-Cause more raid points than they are capable of defending against (source Adam Vs Everything & own play experience)
-50% global work speed. Fully upgraded with 6 control upgrades the best you can get is 86% global work speed.
-Cannot be directly ordered to do a specific task and are not on the colonist bar (for ease of access)
-5 waste packs for less than a full recharge of a light mech, extremely slow charging and low power capacity (2 days to fully charge, a charge only lasts 10 days). Small recharges cannot be uninstalled unlike 90% of buildings it's size and use a full 200W whether they are charging a mech or not.

I understand a lot of these mechanics might be needed for a mechanitor part of a colony but This is almost as disappointing as the genes (not xenogerms) mechanic

EDIT: Think I found a partial cause to the "unable to resurrect mechs" bug (which is NOT a mod issue, this is 100% a vanilla game issue). Usually when you build something at a work station the pawn leaves the raw materials on top of the work station, but when using gestation pods the material disappears inside the machine as you load it, like with nutrition in a biosculpter pod. I've found any time this bug happens I see that there is 50/50 steel already loaded into the machine and no subcore as if they were about to gestate a new mech, but resurrecting a light mech only uses 25 steel. Rebuilding the gestation pod fixes the issue but that's expensive and I shouldn't have to do that.
Last edited by Falmingkitter; Jul 6, 2024 @ 7:48pm
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Showing 1-14 of 14 comments
Poised Jul 3, 2024 @ 10:50pm 
What they want for mechanitor is for you to have your mechanoids stick with your guy when defending. They can wander around when raids arent happening and do stuff then. For solo mechanitor make your base as tight as possible so mechanoids can stay in range. Wasters and Genies are the best for solo mechanitor.
Chuck Jul 3, 2024 @ 10:53pm 
eh. Havent had the same experience with a mechanitor. Early game its tough to be a solo so i usually pick up an extra colonist or 2 if i can but once you get mining robots and deep drilling you start to pick up steam fast. Honestly I found it easier to do raids with solo mechanitor than with a regular colony because of how expendable the mechs are, if you lose a few its no problem.



Originally posted by Falmingkitter:
-Control range is tiny, and can't be expanded. Combat mechs not directly under a mechanitor's control just wander around aimlessly and struggle even in a 1v1.
control range is tiny, yes. I find that having the mechanitor stay in a little bunker behind the main defense line is how to deal with this. Keeps the mechanitor safe while the mechs can do their thing. That being said "struggles in a 1v1" lol. I have yet to see a diabolus lose a 1v1 with anything. I hope youre not sending 1 militor to fight 1 tribal or something. For medium or smaller mechs you do big swarms, bring out the musket line of lancers or militors and a nice fat group of scythers for tying up strong melee enemies.

Originally posted by Falmingkitter:
-You lose control if your colonist is downed (not even unconscious just knocked over). If you're playing solo mechanitor and get downed for any reason mechs just start aimlessly wandering around and you essentially lose instantly, raid or not.
Yeah, this is probably my biggest issue with mechanitors. You can kinda get around it by assigning a zone right where your defenses are and forcing the mechs to stay there. I believe you can do this even when the mechanitor is unconcious but they mightve changed that since my last mechlord playthrough. Its still annoying, but all you can really do is prioritize the mechanitor at all costs. Penoxycyline, smokeleaf and other rec drugs, great bedroom and dining room, just keep their mood up at all times and hope some random event doesnt down your mechlord for whatever reason.

Originally posted by Falmingkitter:
-Cause more raid points than they are capable of defending against (source Adam Vs Everything & own play experience)
Def cant relate. I felt like I had more than enough firepower to defend against anything on my playthrough. I wasnt even really properly managing colony wealth, and I still wasnt having issues.

Originally posted by Falmingkitter:
-50% global work speed. Fully upgraded with 6 control upgrades the best you can get is 86% global work speed.
so make more mechs. Thats the solution to all of the mechlords problems, brute force it with numbers. A fabricor works wayyyy slower than a production specialist, but that was never an issue for me because i would just have 5 fabricors and multiple of the same crafting stations. Like i said, you need to upscale to compete with normal colonies.

Originally posted by Falmingkitter:
-Cannot be directly ordered to do a specific task and are not on the colonist bar (for ease of access)
-5 waste packs for less than a full recharge of a light mech, extremely slow charging and low power capacity (2 days to fully charge, a charge only lasts 10 days). Small recharges cannot be uninstalled unlike 90% of buildings it's size and use a full 200W whether they are charging a mech or not.c
Honestly id rather they not be on the colonist bar, i would have an unreadable amount of mechs on that bar. Just select the mechanitor and then the mechs you want from the control group. I honestly feel the way selecting mechs is now is way better than if they were on the colonist bar, as you can use control groups to sort them into different categories. Its like on your pc. I dont want all of my files in a single folder. I want a folder of folders with the files sorted properly. In this case, the mechanitor is the folder and the control groups are the folders contained in the mechanitor.

Also, cant say waste was ever an issue either. Wastepacks are directly related to bandwith. Each mech generates 5 wastepacks per full recharge per bandwidth. 1 bandwidth = 5 wastepacks after fully charging. By the time it becomes an issue you have solutions for dealing with it. I just dump it in a corner of the map and yes, the map will be super polluted, but as long as its not directly on your base tiles it doesnt change much unless you find yourself leaving your walls frequently. My tile was 2/3rds covered in pollution before i started launching it to my neighbors. toxic fallout is annoying but the mechs dont care so neither do I. All that polluted soil does is clear up space for more psychoid, which grows pretty well in pollution.

If anything I had an easier time solo mechanitor than figuring out how to actually use a mechanitor as part of a larger colony. Solo mech you dont need bedrooms or a large dining room or rec room, you basically just need 1 nice irl house (bedroom, rec and dining room) for the mechanitor, a gigantic factory for pumping out mechs (and a prison for your AI cores that have yet to be harvested, also known as people), workshop and storage and band node rooms all that stuff. Your colony can stay small, so its cheaper and easier to protect. As part of a larger colony however, I dont have as much space. Cant make a big factory, cant dedicate as much resources to keeping the mechanitor happy, no space for band nodes. It means the colony mechanitor will never be as strong as a solo mechanitor, and it leaves the colony mechanitor in a weird position where im not really sure what it should do. Should i make combat mechs and have it be a battle mechanitor, or dedicate it to crafting and labor type mechs. Solo mechanitor is just "print all the mechs"
Last edited by Chuck; Jul 3, 2024 @ 11:02pm
With regards the lowered work speed, unless you need the job completed right away you're ignoring that they work 24/7 for each 10 day battery charge.

It wouldn't be balanced if they did work just as well as a colonist or better, had the advantage of not needing daily sleep or recreation, never had mental breakdowns, were capable of working in extreme conditions, and on top of that also ran on near infinite power with short recharge time and little waste generated.
Last edited by Vermillion Cardinal; Jul 3, 2024 @ 11:40pm
If you put combat mechs into "dormant self charging" mode after positioning them in your defence line you don't care about control range as you can always draft them where they are which is where they should remain. Rarely will combat mechs need charging if used right. Mechs are also far more expendable than humans.
Finlord Jul 4, 2024 @ 2:06am 
Never tried solo mechanitor run but otherwise I think they are well balanced and makes the game easier when used correctly. I don't think devs should balance the game for solo runs, it is supposed to be challening since you are alone. Mechs are expendaple, always ready for fight and good for extreme temperatures. Always keep your mechhanitor as safe as possible so you don't lose control of your mechs. Waste is not problem especially after early game. You can send it elsewhere using pods easily or use it to your advantage with right conditions.
Falmingkitter Jul 4, 2024 @ 5:25pm 
Originally posted by Chuck:
That being said "struggles in a 1v1" lol. I have yet to see a diabolus lose a 1v1 with anything. I hope youre not sending 1 militor to fight 1 tribal or something. For medium or smaller mechs you do big swarms, bring out the musket line of lancers or militors and a nice fat group of scythers for tying up strong melee enemies.

Diabolus is an UltraHeavy mech, it's essentially 3 mechs in one so indeed it would not lose a "1"vs1, and all you get in early-mid game is militors so yes, I am sending militors to 1v1 tribals

I forgot to mention this in the original post but there's a bug in the game that completely prevents you can resurrecting any mech


Originally posted by Vermillion Cardinal:
With regards the lowered work speed, unless you need the job completed right away you're ignoring that they work 24/7 for each 10 day battery charge.

It wouldn't be balanced if they did work just as well as a colonist or better, had the advantage of not needing daily sleep or recreation, never had mental breakdowns, were capable of working in extreme conditions, and on top of that also ran on near infinite power with short recharge time and little waste generated.

They *only* have a 10 day battery capacity and it takes 2 full days to fully charge them, def not "short", and 10 days dormant for 1 free day of charge is a lot more fair but for being robots you have to do an insane level of micromanaging compared to just a regular firing line of humans
There is no bug in vanilla that prevents resurrecting mechs.
Falmingkitter Jul 4, 2024 @ 6:20pm 
Originally posted by Khan Boyzitbig of Mercia:
There is no bug in vanilla that prevents resurrecting mechs.
I've disabled all my mods and it persists, not that I HAVE any mods that affect mech reviving.
Originally posted by Falmingkitter:
They *only* have a 10 day battery capacity and it takes 2 full days to fully charge them, def not "short", and 10 days dormant for 1 free day of charge is a lot more fair but for being robots you have to do an insane level of micromanaging compared to just a regular firing line of humans

Read my statement again. I created a hypothetical mech based on your complaints, which removes most of what you don't like about them, improved them, and added those to what mechs already offer. I could tack on more if you wanted (like the ability to command them on the world map from your base), but the point is that the result would be so unbalanced there'd be no reason to run anything but mechs from the moment you get even basic ones in the early game and a few upgrades.

Mechs are supposed to have drawbacks to account for the fact they work tirelessly, require none of the usual things humans would need (food, comfort, shelter, space, etc, so your base can be more compact and have less wealth for drawing raids), and can be resurrected relatively cheaply, among others. The command tether is also there to avoid you walling in your mechanitor in a bunker for zero risk. You're supposed to scale your mech force as necessary as well to account for the limited downtime. The latter are stuff the others already mentioned.

As for combat mechs, it's entirely your issue if you decide to send a single militor to engage an enemy. They're a swarm unit, for one, and for another don't make it seem as though your average pawn would be guaranteed to do well 1v1 in every situation either. Early game I usually have at least 3-5 to support my colonist(s) and other defenses.

I've not encountered the resurrection issue myself, so I'd disregard that point since it's not an intended part of the mechanitor gameplay. That'd be like saying a product brand is horrible because one of the millions of the product samples had a production defect.
Last edited by Vermillion Cardinal; Jul 4, 2024 @ 7:36pm
ikegami178 Jul 4, 2024 @ 10:11pm 
Mechs are good for solo mechanitor(except for the mechanitor cant ever be downed part, that is something that calls for mods), but as part of a colony, i find they a bit of a letdown

Combat mechs are terrible at defending a more well-established colony because of their move speed. Light mechs dont offer enough power and heavy mechs makes centipetes feel fast. Unless its a drop raid, i struggle to get my mechs into the action before critical stuff already happened, they are quite good if the colony is small, but suck at support defences after you expanded past a certain point

Work mechs are a very mixed bunch. Lifters and cleaners are almost broken as they are so amazing. Medics are kinda okay, if situational, agrihands are decent, they are slow but at least i never saw one botch a harvest. constructor and crafters are abysmall... they take WAY too long to finish tasks, the relativelly low skill plus the work penalty makes everything take freaking forever, having constructors also means more micro because you cant set buildings to "human-only" like you can to craft tables so you need to manually control pawns to build furniture so the low skill bot dont do it and make a bad quality things. It also dont help that 10-cook skill is still in the range of food poison by imcompetent cook(and bots cant be trusted with important surgery for the same reason, micro that medic bot away from the pawn waiting for a bionic implant. Having the medic bot for the curgical exam on the metalhorror event is super handy, tho)
Garatgh Deloi Jul 5, 2024 @ 3:32am 
Originally posted by Falmingkitter:
-Control range is tiny, and can't be expanded. Combat mechs not directly under a mechanitor's control just wander around aimlessly and struggle even in a 1v1.
-You lose control if your colonist is downed (not even unconscious just knocked over). If you're playing solo mechanitor and get downed for any reason mechs just start aimlessly wandering around and you essentially lose instantly, raid or not.

You can use allowed zones to gather them in a defensive spot even when they aren't under direct control. Its better then letting them roam around individually at the very least.

Originally posted by Falmingkitter:
-50% global work speed. Fully upgraded with 6 control upgrades the best you can get is 86% global work speed.

Add the "Mechanoid Labor: Enhanced" precept (+20%) and the "mech booster" building (+50%) on top of that and you reach 131%. Also its not 50% for all mechs, Tunnelers for example has 150% work speed as a default, agrihand and constructoid also have special modifiers to their specific job's work speed.

That said, i am not saying that Mech's couldn't use a buff and/or rework on some mechanics. On the other hand, they should likely have downsides when compared to pawns, otherwise they would just be better pawns.
Last edited by Garatgh Deloi; Jul 5, 2024 @ 3:43am
Chuck Jul 5, 2024 @ 8:49pm 
Originally posted by Falmingkitter:
early-mid game is militors so yes, I am sending militors to 1v1 tribals

I forgot to mention this in the original post but there's a bug in the game that completely prevents you can resurrecting any mech
I think i found your problem. Not the bug, thats an issue. I havent seen it but if you cant res them that is a problem on the game side but on a gameplay style side, do you know what a militor is, lorewise? Its a 4 foot tall goober with a MINI shotgun. I imagine it shooting birdshot or something. Of course they arent winning a 1v1 with a tribal, especially not a neanderthal tribal. Scythers probably can, but i wouldnt send 1 scyther at a time. You could probably destroy a militor IRL with a baseball bat if you get close. If you have some friends to jump it you could probably beat it to death. Its a backline "clean up whats left" robot in lore so yeah its the bare minimum of a combat mech.

If you want to solo mechanitor and you end up fighting tribals, chokepoints are essential early game and you need to use your other working bots as a meat, well, metal shield in the doorway so your militors have time to fight.

Originally posted by ikegami178:
Work mechs are a very mixed bunch. Lifters and cleaners are almost broken as they are so amazing. Medics are kinda okay, if situational, agrihands are decent, they are slow but at least i never saw one botch a harvest...and crafters are abysmall...
I agree with pretty much all of this except for agrihands being just decent and fabricors being abysmal. I love these things, and usually produce a great many. Sure you can have regular farmers but for the kinds of psychoid fields i grow, having a few high skill growers isnt enough to get the field planted in time to ensure its all ready at the end of the season. but 20 agris? They can get it done because they work through the night and dont have to eat or do recreation. And crafters are good at keeping the basic stuff like components and flake crafted. Yes theyre slower but again, they work pretty much all the time and dont need breaks like people do, and they free up my skilled crafters for making equipment, i always just build robot specific benches for this, usually a few of each type with fabricors for each. I have the colonists that I care for that make high quality equipment but the backbone of my trading materials come from bots. At some point i want to try this concept with a slaver colony but bots are a great morally correct option.
Last edited by Chuck; Jul 5, 2024 @ 10:24pm
Fyredrakon Jul 5, 2024 @ 10:22pm 
Mechanitors (as well as any other option in the game) are meant to add more flavorful choices to the game. Mechanitors can single handedly bolster an army or workforce at the cost of pollution, resources, and energy. The downside is that all of their mechanoids depend on their mechanitor to gestate them, control them, and repair them, and thus are susceptible to any shortcomings of the mechanitor. Naturally, you can also work to mitigate those shortcomings (joywire, implants, etc.), and deal with the costs.
I wrote a guide for them (it's pretty lengthy but if you're interested you're welcome to check it out, although it might be outdated in some aspects).
Originally posted by Garatgh Deloi:
You can use allowed zones to gather them in a defensive spot even when they aren't under direct control. Its better then letting them roam around individually at the very least.
Definitely do this. I will usually have a handful of zones that keep my combat bots near the high risk areas, and often will build rechargers nearby so they can recharge without having to travel a quarter of the map to prepare for a raid. Temporary zones are also useful for staging an offensive manuevre (e.g. I will make a box nearby pit gate openings and send some bots there). You can also use temp zones to restrict work options (e.g. a zone around the kitchen/workshop/farm). I also set combat mechs to power down or recharge most of the time, and have work bots recharge under 90%, so that they don't spend entire days recharging.

Originally posted by Falmingkitter:
Originally posted by Khan Boyzitbig of Mercia:
There is no bug in vanilla that prevents resurrecting mechs.
I've disabled all my mods and it persists, not that I HAVE any mods that affect mech reviving.
I am certain that there's no known bug that prevents resurrection. It might depend on what your world looks like. For starters, just make sure that 1) colony robots are hauled nearby the gestators, 2) mechanitor can reach the resurrection resources (steel, corpse, gestator), 3) resurrect bills include all neccesary checks, 4) sufficient bandwidth, 5) empty wastepacks from gestator and have a destination for them. There might be something I'm missing, if none of those work and you want to drop the save file I could check for ya.

Robots by design tend to not be very flexible, so you have much more limited options when making robot combat tactics because of the limited control range and lack of access to unique weapons (they are tied to the bot, can't equip jump packs, shield belts, etc.).

Militors are supposed to be weak: they don't require significant investment and are cheap to produce, maintain, and resurrect. If you want to use them effectively by themselves (without other combat mech types), you have to swarm with them. Even in an end game mechanitor playthrough (100 bandwidth on a single mechanitor + 2 more mechanitors, all with mechlord) I will opt to use some militors (like 12-18 of them) since they can effectively tear down bosses. They don't stand up to 1v1's though (and shouldn't), after all, you have to face them and they have a low combat power, which should reflect in performance.

Originally posted by Falmingkitter:
-Control range is tiny, and can't be expanded. Combat mechs not directly under a mechanitor's control just wander around aimlessly and struggle even in a 1v1.
You can set the combat bots to recharge and shut down, and/or assign them to a zone. Most pawns struggle in 1v1's, not just mechs. militors are the same combat power as a tribal short bow archer, which I think is a fair 1v1 matchup, since archers have more range but less damage. I would expect to see them win 50% of the time.
I do wish control range could be extended, but I'm not sure what the cost should be. I feel like 2 advanced components, some power and space building per 4 radius increase would be fair.
Solo mechanitor is supposed to be a challenge so I affirm that there should be difficulty. If you don't enjoy the challenge then don't play it.
Mismagius Jul 6, 2024 @ 6:18pm 
to be honest, i have mixed feelings about the Mechanitor. mostly because they killed off "what the hack" mod and took the features of that mod and made it worse. i don't know why but to me the mechanoids that are controlled feel worse than the enemy mechanoids. probably because you can't upgrade them for some odd reason which "what the hack" allowed you to do that. not really a fan of having to risk my pawn's life just to use the mechanoids in combat. which is why this mod exists: https://steamcommunity.com/sharedfiles/filedetails/?id=3042401691&searchtext=engine
it allows you to control mechanoids anywhere without a Mechanitor. oh and one other thing you forgot to mention about Mechanitors, they can't have the mechlink installed if they have 0% psychic sensitivity which makes no sense cause that stat does nothing for Mechanitors as far as i know.
Last edited by Mismagius; Jul 6, 2024 @ 6:21pm
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Date Posted: Jul 3, 2024 @ 10:23pm
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