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RimWorld

Mechinator broken
So, I just got the Biotech DLC and selected the mechinator scenario. And it seems like that the mechinator isn't like registered or something. The mechlink and the headset is there but the mechs aren't being controlled. I need help

Note: I don't have any mods
Last edited by TheAvragePlayer; Mar 16, 2024 @ 4:43am
Originally posted by Astasia:
Make sure you are playing 1.4 and are opted out of any beta versions. Try starting again to see if it was a one time fluke. If your starting colonist still isn't a mechinator at game start, and you've made zero changes to the scenario and aren't using any mods at all, try to delete all your game files and do a file verification, and if that doesn't work maybe contact Ludeon support.
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Showing 1-10 of 10 comments
Astasia Mar 16, 2024 @ 4:54am 
You don't directly control them outside of drafted control. It's not like a colonist where you can select one and tell it to haul something specific, they are more like animals. If they are unlinked for some reason you can try selecting your mechinator and right clicking on the mechs to see if you can link.

Otherwise, make sure you didn't edit the scenario, that can cause issues.

I know you said no mods, but Prepare Carefully tends to break that scenario and some people think that mod is always safe to have and don't count it as a mod, but it's quite broken and harmful at this point. So I'll mention that just in case.
The Blind One Mar 16, 2024 @ 5:03am 
Yeah you should switch over to Character Editor if you want the functions of Prepare Carefully. That one is better maintained afaik.

As for mechanoids, yeah you can't control them directly outside of drafting them for combat.

They will automatically start doing the work they can do once it shows up. So if you start designating buildings or walls to be made, your constructor will get on the job and start building. If you have stuff that needs hauling, your lifties will get rolling and when you need stuff cleaned the little sweepers will start sweeping away.
TheAvragePlayer Mar 16, 2024 @ 5:05am 
The problem is: I can't select mechs in undrafted mode and I didn't edit the scenario.
The Blind One Mar 16, 2024 @ 5:08am 
Originally posted by TheAvragePlayer:
The problem is: I can't select mechs in undrafted mode and I didn't edit the scenario.

Exactly what do you mean? You should be able to select them, you just can't order them around like normal pawns.

Do the mechs do work if you give them work to do? You should have a constructoid in that scenario if I am not mistaken. If you assign some walls to be build, does the constructoid start doing its work?
TheAvragePlayer Mar 16, 2024 @ 5:14am 
In videos I saw that if you select a mechinator it would like display bandwith and control groups etc. This isn't the case in my case.
Last edited by TheAvragePlayer; Mar 16, 2024 @ 5:16am
TheAvragePlayer Mar 16, 2024 @ 5:22am 
Screenshot: https://ibb.co/Zzhb8Tw https://ibb.co/w7JwNgd (Takes to a website where you can view the image)
Last edited by TheAvragePlayer; Mar 16, 2024 @ 5:39am
The author of this thread has indicated that this post answers the original topic.
Astasia Mar 16, 2024 @ 5:50am 
Make sure you are playing 1.4 and are opted out of any beta versions. Try starting again to see if it was a one time fluke. If your starting colonist still isn't a mechinator at game start, and you've made zero changes to the scenario and aren't using any mods at all, try to delete all your game files and do a file verification, and if that doesn't work maybe contact Ludeon support.
TheAvragePlayer Mar 16, 2024 @ 6:36am 
The newest version is: 1.4.3901 correct?
TheAvragePlayer Mar 16, 2024 @ 6:38am 
Nice, it's working now.
Last edited by TheAvragePlayer; Mar 16, 2024 @ 6:39am
TheAvragePlayer Mar 16, 2024 @ 6:39am 
Thank you so much! :steamthumbsup:
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Date Posted: Mar 16, 2024 @ 4:41am
Posts: 10