RimWorld

RimWorld

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Mechanoid Caravans
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Mod, 1.5
File Size
Posted
178.562 KB
May 23, 2024 @ 2:58pm
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Mechanoid Caravans

In 1 collection by Tongonto
Tong's Mechanoid Mods
4 items
Description
Allows for caravans to be formed with only mechanoids; no colonists.
This mod is intended for use alongside the Gestalt Engine mod, although it will work without it.
Gestalt Engine:
https://steamcommunity.com/sharedfiles/filedetails/?id=3042401691

Mechanoids controlled by a Gestalt are automatically disabled from joining a caravan by the Gestalt Engine mod. If you have Gestalt Engine installed, this mod will disable that behavior, allowing any and all mechanoids to join a caravan.


I made this mod so that a mechanoid-only run using Gestalt Engine is possible. Without it, a colony with only mechanoids simply cannot create a caravan, full stop. If you're interested in doing a mechanoid-only colony, some of my other mods might interest you:
https://steamcommunity.com/sharedfiles/filedetails/?id=3250515353
28 Comments
Corvus Feb 20 @ 8:36pm 
Prisoners can't be abandoned in mech-only caravans, and the caravan is destroyed if any of them die.
Meka Feb 17 @ 8:35am 
Ran into a bug. If a caravan formed from only mechanoids capture wounded humans and they die, the caravan is declared as destroyed. The mechanoids are still tracked if I click on the mechanitor but they can't be selected and don't show up on the map.
batatafritada Feb 16 @ 2:00pm 
there seems to be a problem with the mod. when using it the "exite tiles" generated at the border of maps do not spawn. Such as in quests or ancient complexes
Nameless Feb 12 @ 2:29am 
Continuation
HarmonyLib.PatchClassProcessor:Patch ()
HarmonyLib.Harmony/<>c__DisplayClass14_0:<PatchCategory>b__1 (System.Type)
HarmonyLib.CollectionExtensions:Do<System.Type> (System.Collections.Generic.IEnumerable`1<System.Type>,System.Action`1<System.Type>)
HarmonyLib.Harmony:PatchCategory (System.Reflection.Assembly,string)
HarmonyLib.Harmony:PatchCategory (string)
MechCaravans.Start:.cctor ()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (System.RuntimeTypeHandle)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.StaticConstructorOnStartupUtility.CallAll_Patch3 ()
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_4 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Entry:Update ()
Nameless Feb 12 @ 2:29am 
Continuation
HarmonyLib.CodeTranspiler:GetResult (System.Reflection.Emit.ILGenerator,System.Reflection.MethodBase)
HarmonyLib.MethodBodyReader:FinalizeILCodes (HarmonyLib.Emitter,System.Collections.Generic.List`1<System.Reflection.MethodInfo>,System.Collections.Generic.List`1<System.Reflection.Emit.Label>,bool&,bool&)
HarmonyLib.MethodCopier:Finalize (HarmonyLib.Emitter,System.Collections.Generic.List`1<System.Reflection.Emit.Label>,bool&,bool&)
HarmonyLib.MethodPatcher:CreateReplacement (System.Collections.Generic.Dictionary`2<int, HarmonyLib.CodeInstruction>&)
HarmonyLib.PatchFunctions:UpdateWrapper (System.Reflection.MethodBase,HarmonyLib.PatchInfo)
HarmonyLib.PatchClassProcessor:ProcessPatchJob (HarmonyLib.PatchJobs`1/Job<System.Reflection.MethodInfo>)
HarmonyLib.PatchClassProcessor:PatchWithAttributes (System.Reflection.MethodBase&,bool)
Nameless Feb 12 @ 2:29am 
Hello @Tongonto, thank you for your mod! May I please ask for your advice on this error?
MechsCaravan could not find SettlementDefeatUtility_CheckDefeated_Patch insertion point!
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch4 (string)
MechCaravans.SettlementDefeatUtility_CheckDefeated_Patch:Transpiler (System.Collections.Generic.IEnumerable`1<HarmonyLib.CodeInstruction>,System.Reflection.Emit.ILGenerator)
System.Reflection.MonoMethod:Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.Reflection.MethodBase:Invoke (object,object[])
HarmonyLib.CodeTranspiler/<>c__DisplayClass11_0:<GetResult>b__0 (System.Reflection.MethodInfo)
System.Collections.Generic.List`1<System.Reflection.MethodInfo>:ForEach (System.Action`1<System.Reflection.MethodInfo>)
Kotobike Feb 10 @ 8:40am 
can you make a mod with mechanoid animals for the caravan??? for example a mufalo mechanoid or a horse mechanoid, I don't want to feed live animals just to go trade in a neighboring settlement once a year, I want a mufalo mechanoid :)
Farbott Jan 2 @ 4:02pm 
this mod may need look at, the gestalt engine standalone was moved to someone else, otherwise hope to see it continue!
Meyar Dec 30, 2024 @ 10:47am 
Doesn't' seem to want to work for me unfortunately. Don't know if it matters, the gestalt engine mod was replaced/taken over recently.
CrackaJack Nov 30, 2024 @ 2:01pm 
@Tongonto i guess you could try to add the pawntypes of the mech bosses to the mechanoid faction groupmakers and/or just patch the research to not require studying the chips, as a kind of workaround