RimWorld

RimWorld

Spawners and Drones
323 Comments
Elijah Sep 6 @ 9:23pm 
You're welcome
Alkolyte  [author] Sep 6 @ 9:05pm 
Will take a look, thank you
Elijah Sep 6 @ 8:57pm 
Noticed a few errors here:
Log [pastebin.com]
Bat stealer Aug 28 @ 7:50pm 
imagine you go raiding and its like
-hey charles
-yeah?
-why dont they have any defenses, its just a big building... no turrets or walls
-well lets just enjoy it
(30 HOMING BOMBS SHOW UP)
-WHAT THE F- (blows up)
Toyota AE86 Aug 18 @ 2:07pm 
@supernet2 Oh, you're getting invisible pawns too? Are they also showing up in hospitals as random, injured copies as guests? Because I had one incident like that recently (that I thankfully fixed by rescuing the invisible pawn)
supernet2 Aug 18 @ 12:57pm 
With mods, it happens frequently if a mechanoid hive drops in, with the spawners/mechanoids from this mod. Then existing ones glitch out, including modded in ones. Any solutions aside from removing this mod entirely?

I found the problem,

Reposting, it is the Lancer, Scyther, Centipede, and Pikeman variations. When they spawned in from this mod, then the graphical problems happened strictly for the variation versions. Not the native ones from the games graphics. My solution is to either select the invisible variations and force them to be cremated. This is the only way to clear them out, and also remove all pawns becoming invisible around them (it also removes the no storage available) bug for these invisible pawns that mess up all other graphics around them. Weird because i can spawn them in no issue, but on events like the mechanoids dropping in on their own, this issue occurs.
Toyota AE86 Aug 16 @ 3:32am 
Said mechanoid replicas also refuse to use chargers and will eventually run out of power, so for me at least the mechanoid spawners are kind of worthless.
Toyota AE86 Aug 16 @ 1:05am 
Are the mechanoid spawners supposed to spawn uncontrolled mechs that need to be linked to a Mechanitor?
Soldier Of Schwarzwind Aug 4 @ 5:28am 
A chaperone mine blew up a whole cell full of prisoners just because one went berserk. I'm not even mad because it was kinda hilarious. Those little guys crack me up.
Sil Aug 2 @ 9:02am 
This is mod maybe have conflicts with other mods. With this mod any pawns and mechanoids become invisible especially when the drones from this mod appear
Captain George Zappy Jul 19 @ 10:26am 
Here's some additional intel; when my colonist is going to pick up the corpse of a bugged mech (to haul it into my stockpile zone or to the machining table to shred it), I can see the following message in the colonist's info window at the bottom left of my screen:

GetInspectString exception on <colonist's name>:
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
[Ref A25297CF] Duplicate stacktrace, see ref for original
Captain George Zappy Jul 19 @ 10:26am 
Hi there. I seem to be having the same issue as Midnight. Whenever I try to look at a bugged mech (which landed on the map as part of a hostile cluster) and its nearest surroundings, all humans, doors, animals, insects and robots aren't being rendered, and even my passenger shuttle turns invisible. It doesn't matter if the mech in question is dead or alive. Also, when I tried to zoom the camera out as far as possible, I could see some graphical glitches beyond the map edge; they were somewhat similar to the "Hall of Mirrors" effect.
Bonelancer Jul 15 @ 10:21am 
yes we are back
Dirigible Jul 12 @ 11:42pm 
seeker mine my beloved
AlexSansNig Feb 27 @ 11:30am 
I hope that CE compatibility will be added in the future. For now it is funny to see the drones get oneshot by everything
Midnight Dec 4, 2024 @ 6:40pm 
Recently i've come across a strange bug with a specific mech, being the Drone Lancer when it's dropped by enemy mech clusters. Strangely, all mechs turn invisable along with turrets and anything that i'm viewing near the Lancer.. The lancer itself likewise being invisable, having no name or tag so making it an annoyance to locate it and deleting it via the dev menu. Second it's gone, goes back to normal Only found out it was the lancer via checking the unit in inspector. I'll assume it's a compatibility error but i'm still investigating why it's only the drone lancer.

Far as i'm aware, i've not touched that specific mech and since the Drone Lancer should be it's own unit..? It shouldn't have been changed by any other mech mod.
Majes Jul 7, 2024 @ 4:46am 
I'm not sure if anyone else have this problem, but some drones seems to ignore enemies on the map. Like, only half of the robots attacks them, rest seems to ignore them. Also, robots tends to rush enemies in melee, even long range attacks stops at best few tiles away from enemies. Can anyone confirm to have the same problem, or is it just me?
Nyawul Mar 28, 2024 @ 12:42am 
is there any plan to fix the incompatibility with biotech?
Alkolyte  [author] Dec 17, 2023 @ 4:29pm 
I believe there is a setting in their settings for that feature
RigZero Dec 17, 2023 @ 4:18pm 
This mod is a must have. Is there a way to make them spawn more often? Or manually?
CalciumD6 Dec 10, 2023 @ 2:49pm 
сentipedes are not charged at charging stations. should we wait for a patch of compatibility with biotech?
Alkolyte  [author] Jun 19, 2023 @ 3:23am 
yeah there seems to be incompatabilities with biotech atm, sry
Teal VT Jun 18, 2023 @ 2:49pm 
Just got a lancer spawner, first time using this mod since i downloaded biotech, and the game is assuming the mechanoid has no mechlink so the lancer is uncontrolled+ will become hostile lol
Master Of Mysteries May 17, 2023 @ 1:41pm 
Any inspiration to make it compatible with "Kill For Me" or to allow us to zone the drones?
Alkolyte  [author] May 5, 2023 @ 3:46pm 
will look into it, thanks
Jenziii. May 5, 2023 @ 1:44pm 
Mechanoid drones seem to be broken atm, game assumes they are missing a mechlink and go haywire, become hostile after some time.
TheftyPlays Mar 18, 2023 @ 1:55am 
Weird thing with this mod, pikeman and scythers from the spawners don’t want to stay on the mech rechargers, leading to colonists trying to put them on over and over again before they wander off. Any ideas how to fix?
DVeL Jan 29, 2023 @ 12:01am 
I get an error when I try to open mod settings. Posted it in debug discussions.
operationbrick Jan 14, 2023 @ 7:55pm 
"people who are too attached to their pawns to let anything part of the colony die."

You know me.
Tedei Dec 26, 2022 @ 5:46pm 
Some reason no spawners are outputting the drones, I've tried setting the points available to max in the settings
I have What the hack, draftable animals and VFE mechanoids if those would conflict in anyway
Infinite Dec 20, 2022 @ 5:06am 
When you remove the mod mid game it f-up whole Rimworld, now it won't even start and i need to go version back to do the damage control.
1Z Rison Dec 15, 2022 @ 9:27am 
If they at least could be zoned or something like that.
I like this mods concept. And that they are not fully controlled units like in Biotech or What the hack and the like.

They are unreliable for defense etc. though, because they seem to charge whatever, whenever. and likely one at a time at that. Just had a stage then attack kind of raid, and my replica lancers just made their way across the map to one of the groups and got picked off one by one. It was not even necessary to charge the enemy like that and if I had relied on them for defense...
Or the drones wandering around the map-> too far away to arrive in time when a raid shows up close by.

With something like zones, we could at least coordinate them to specific area.

Again, i really like the different take on mechanical units this mod offers.
YunoAloe Nov 26, 2022 @ 11:08am 
Is there an option to disable mechanoids spawning (not just to not spawn them)?
Do drones cost anything to craft?
The Limey Man Nov 21, 2022 @ 4:08pm 
Yeah having the same issue hopefully it can be fixed maybe just making a different mob identical to the lancer, sycthers, centipedes and pikemen,, called Lancer drones, sycther drones ect...?
RaDiOacTiVe SoUl Nov 21, 2022 @ 10:40am 
+1 to @AFGHAN PSYCHO can you give it an update @Alkolyte so they don't go feral? the rest of the mod is amazing, a must have in any of my playthroughs.
AFGHAN PSYCHO Oct 25, 2022 @ 12:48am 
The mechs go feral if a mechinator does not take control of them, which leads to a bunch of mechs in your base going hostile and wiping you out. Please update.
Alkolyte  [author] Sep 14, 2022 @ 6:47pm 
I think thats a bug relating to mechs retreating, you have to have the map clear of all drones before they just start working again
ShockWav3456 Sep 12, 2022 @ 7:58pm 
I had a question about a potential bug/feature. One of my scrappie spawners keeps spawning drones(2-3 a second) and they just run off the map, is that an intended feature of just a byproduct of me modifying the point amounts (1500-2000) and halving spawn times?
Latex Santa Sep 9, 2022 @ 11:46pm 
@Alkolyte If you want to make drones draftable, maybe take a look at the Draftable Animals mod, see how they coded that part. Good luck!
Tabs_unit-25 Aug 27, 2022 @ 3:51am 
Me: uses this mod
When i play the game and Mechnoids raid
Me who has the Mechnoid Assembler
Me again trying to figure out which one is which
Prototype-alpha Jul 28, 2022 @ 11:11am 
Is it possible to have the drone stay around a designated target point?
Alkolyte  [author] Jul 23, 2022 @ 11:39am 
I would suspect some sort of mod incompatibility, or try fiddling with the slider in the settings, you would need to restart after the settings are applied
Surge Jul 23, 2022 @ 6:47am 
So I bought some centipede assemblers and there is no assembly timer at any point setting, and I cannot force spawn centipedes via debug mode.
Alkolyte  [author] Jun 26, 2022 @ 3:12pm 
Ill see what I can do about direct drafting, not too sure how cleanly I can fork over VE's code at the moment but its a maybe

At the moment I am more geared towards balancing these things and adding more features, they are a little strong
ZombieTheDerg Jun 26, 2022 @ 1:55pm 
So reading through this, you mention not being able to control the drones, but then I thought of VFE Mechanoids expanded, and how droids can be drafted. Maybe you could use their code as an example and learn off of that?
Charon-Osiris Apr 26, 2022 @ 9:37pm 
THANK
wheeliedan Apr 22, 2022 @ 7:05pm 
Be aware that this mod (and any other mod that spawns job restricted minions) breaks the Archonexus resettlement. If you try with any of these spawned on your map you will just be kicked back to your original colony. You have to remove all spawned creatures, including any corpses of them on your map to proceed.
Alkolyte  [author] Apr 20, 2022 @ 11:31pm 
Well. If its outright not working then i guess I have more questions than answers

Are there any errors that appear relating to the mod?

If you have had the mod for more than 1 month then it may be some sort of glitch regarding a recent update of the settings, at that point I would try
- reinstalling the mod
- resetting the settings

Otherwise I don't know what the problem could be, hope this helps

sorry for the trouble
Charon-Osiris Apr 20, 2022 @ 10:21pm 
My mod settings are all right
Alkolyte  [author] Apr 20, 2022 @ 9:38pm 
Yeah it needs harmony to work, your saying its not working with just that mod and harmony?

Thats really strange.... Have you tried fiddling with the mod settings?