RimWorld

RimWorld

Mechanoid+
55 Comments
Thetaprime Jul 14 @ 11:49am 
Do you forsee any issues integrating this into 1.6?
Cybranian  [author] Jun 19, 2024 @ 3:40am 
updated
Laurient Jun 18, 2024 @ 11:02am 
ok, i leave the update to you.
Cybranian  [author] Jun 18, 2024 @ 12:25am 
@Derko

I was going to update this mod soon, so I'm not sure it makes sense for you to do it
Laurient Jun 17, 2024 @ 8:51pm 
Hi, i've made a private copy of this mod updated to 1.5 (and debugged the terraform pylon by the way). Can i publish it with credit and link back to your mod ? and you can ask me to remove it from the workshop at anytime.
Thundercraft Mar 22, 2024 @ 6:12am 
I noticed the "Mechanoid hediffs" mod, but...
Any chance we'll see more parts of this updated for 1.4 (or 1.5)?
Maybe the new mechanoid buildings this mod adds could be converted, too?
CTH2004 Jun 10, 2023 @ 9:10am 
Thanks!
Cybranian  [author] Jun 10, 2023 @ 1:04am 
I'm starting to transfer the mod to 1.4 by dividing it into separate modules.

https://steamcommunity.com/sharedfiles/filedetails/?id=2987238746 - Mechanoid hediffs
CTH2004 Mar 28, 2023 @ 2:01pm 
will you update this to 1.4? And, if so, will you use these mechanoids and connect them somehow to the mechanator syste,?
Voron Nov 16, 2022 @ 11:14am 
на 1.4 пока нет или всё работает?
:compa:
jjh5874 Oct 22, 2022 @ 11:55am 
mod gets annoying, would be a lot more fun if all buildings were asleep with the rest of the mech cluster till its triggered, and/or if there was an option to disable the other buildings all together and just have the mech upgrades/damage
Mismagius Jul 30, 2022 @ 8:53pm 
this mod has a conflict with the mod called Misc. Robots and Misc. Robots++ as it makes the stations for the robots in that mod become invisible once activated.
Gerewoatle Apr 24, 2022 @ 1:59pm 
It would be kind of nice to be able to deconstruct all the buildings like normal.
Elfenbein Apr 24, 2022 @ 9:19am 
@RC-1207 "What The Hack?" is a mod that allows you to do that, as well as upgrade said hacked mechanoids.
Ketaminsüchtiger Apr 23, 2022 @ 12:01pm 
i didnt look at the description toooo hard but you should add friendly mechanoids to help you in fights or at least let use reprogram mechanoids to fight for us
Herald Rejn Mar 5, 2022 @ 2:46am 
This storyteller is very nice if you want to play against robot invasion but i found out it's also much unplayable. He changes almost 99% events to robot events so after more than 1year in colony i still have 0 new colonists becouse i get like 1 event to get 1colonist in more than 1 year of playing. You should change something in this AI becouse it's fun and something new but needs changes to what events he should give more often.
Herald Rejn Mar 4, 2022 @ 2:24am 
ye it's stupid that we can't deconstruct them.
TheSevenSins Feb 25, 2022 @ 10:56pm 
Its a little tedious to shoot all the sandbags, and you miss the gloomlights rewards?
TheSevenSins Feb 25, 2022 @ 10:47pm 
Even the sandbags and mechanoid lights?
Cybranian  [author] Feb 25, 2022 @ 9:10pm 
@TheSevenSins

They must be destroyed with weapons.
TheSevenSins Feb 25, 2022 @ 5:56pm 
Same with the extractors
TheSevenSins Feb 25, 2022 @ 5:55pm 
I have noticed that any buildings left by a mechanoid cluster's producer will not be deconstructable once the cluster is defeated (usually, sandbags), contrary to other structures
Cybranian  [author] Feb 10, 2022 @ 6:22am 
@Robotic Caretaker

Just read mod page description :)
Robotic Caretaker Feb 10, 2022 @ 3:45am 
Yep they spawn now thanks. I got another question. What does the new storyteller do?
Cybranian  [author] Feb 8, 2022 @ 6:53pm 
@Robotic Caretaker

These buildings appear with high cluster points. Try spawning with max points to test.
Cybranian  [author] Feb 8, 2022 @ 6:53pm 
@Mismagius

Yes
Robotic Caretaker Jan 27, 2022 @ 1:13am 
I spawned some mech clusters in with comands to see the new buildings but the only buildings from your mod that spawned were the shotgun and comatose turret ( I also have vanilla expanded mechanoids)
Mismagius Dec 10, 2021 @ 12:13am 
do the hediffs also apply to modded mechanoids like the ones from advanced mechanoid warfare and VEM? (vanilla expanded mechanoids)
ASMR gaming Oct 31, 2021 @ 11:13pm 
u might want to run it with what the hack and look for ways to boost cross compatbilty
Depth Charge Sep 16, 2021 @ 6:27pm 
Ah, I understand, then. Thank you very much.
Cybranian  [author] Sep 16, 2021 @ 6:15pm 
@Depravity

At the moment, all buildings after the death of the command center remain in the possession of mechanoids. I think in the next update I will add the transition of such buildings to the category of neutral ones. This means that you will be able to parse them.
Depth Charge Sep 16, 2021 @ 6:10pm 
I meant mech node, not gloomlight*
Depth Charge Sep 16, 2021 @ 6:09pm 
hello, I defeated the mech cluster that had a command center, but I cant deconstruct the stuff they left behind. Like the extractor and cloth sandbags, as well as some gloomlights
Cybranian  [author] Sep 16, 2021 @ 5:41pm 
@Herald Rejn

I don’t know what mod we are talking about. This mod only adds its own buildings and automatically adds health effects to all mechanoids.
Herald Rejn Sep 16, 2021 @ 5:37pm 
does it support advanced mechanoid warfare?
Archilyte Sep 12, 2021 @ 11:53am 
yeah i was testing stuff and figured it out.
Cybranian  [author] Sep 12, 2021 @ 7:13am 
You need not add this to each mechanoid. Sorry for English, i write without translator on telephone
Cybranian  [author] Sep 12, 2021 @ 7:12am 
@Archilyte

This mechanoids effects auto-added by c# patch
Archilyte Sep 12, 2021 @ 6:55am 
thank you very much. the reason why I asked this is because i really like the mechanoid part system but my modpack has way too many mods that add mechanoids lol
Cybranian  [author] Sep 11, 2021 @ 6:25pm 
@Archilyte

I will not make such a version, but I will not forbid you.
Archilyte Sep 11, 2021 @ 11:03am 
Can you add an option to disable the mecahnoids so that we only get the hediffs / can i get permission to upload a "lite" version of this mod that only adds the hediffs (with proper crediting to this mod)?
DaemosZythaer Sep 10, 2021 @ 5:37pm 
Close to Kenshi but this one features what appears to be an exoskeleton as opposed to just bare internals.
Pumpking Sep 10, 2021 @ 10:10am 
The storyteller is just straight up a skeleton from Kenshi?
Solid.
[2nd-AD] Xytal Riz Sep 7, 2021 @ 8:58pm 
Yay more mechanoid madness to go alongside Advanced mechanoid warfare, and the mechanoid recon hive ships, more places and ways to fight mechanoids for What the Hack players. =)
Cybranian  [author] Sep 7, 2021 @ 5:05pm 
@Minister of judicial police

Yes, the mechanoid command centers are striving for this.
Roque the Rogue Sep 7, 2021 @ 2:13pm 
This looks amazing! I'm really interested on how this mod will work alongside another mod "Better Infestations", this should be a cool experiment! having mechanoids and insectoids competing for resources, thanks SoS2 I can fly away if it gets out of control.
assistant Frost, Science team Sep 7, 2021 @ 8:39am 
wait, so this mod makes it so that mechanoids attempt to create a proper a base/presence on your map?
Cybranian  [author] Sep 7, 2021 @ 12:59am 
@Gore

Not tested, but I think yes.
Gore Sep 7, 2021 @ 12:56am 
Vanilla Expanded Mechanoids compabillity?