RimWorld

RimWorld

Vanilla Factions Expanded - Mechanoids - Mechanoid Re-Assembler
43 Comments
HIVEMIND Nov 20, 2022 @ 7:49am 
wake up samurai
VelxraTV Oct 21, 2022 @ 4:55pm 
Please update to 1.4
Thundercraft Oct 8, 2022 @ 7:21pm 
I don't suppose anyone knows of a patch or a mod combination that allows re-assembled mechanoids to be repaired? I really don't like the idea that it is impossible to repair them. Though, to be honest, I also don't like the idea that even the 'Advanced Mechanoid Re-Assembler' builds a mechanoid chosen at random and does not allow the player to indicate a preference. IMO, the advanced version should have better features than that. If it is believed that such features would break the game balance, then, personally, I'd prefer that it only build 2 or 3 mechanoids for every 5 corpses. Though, on that note, I'd think that the type of corpses required should relate to the type that is built (i.e., Scyther corpses to build a Scyther, Centipede corpses to build a Centipede, etc).
MrKociak  [author] Aug 31, 2022 @ 10:33pm 
@woodiestmink yeah, though I think at this point it would be better to remake the mod. The code is kinda sucky and doesn't interact well with....honestly anything.
I have a decent idea for how to improve it though.
SkimmingDawg Aug 31, 2022 @ 8:43pm 
can you make mechanoids from other mods be reasembled?
SYS//glitch//TEM Apr 9, 2022 @ 9:32pm 
I'd love to see a future patch that lets us pick what mechanoids we do or don't want. It really screws with having melee units if I have any Inquisitors, and then I have to just eat an explosion any time I make one, and Termites aren't super helpful. Maybe a balance act of every excluded mech is an extra day or half day to produce?
Aesrys Mar 1, 2022 @ 10:58am 
Hello. I have a problem with this mod very similar to one I have with Antimatter annihilation and I'm hoping to see if anyone has seen something similar. I'm sure it's a mod conflict or load order issue but I've had very little success tracking the issue down. Basically, if I put down an assembler (or a particle accelerator from AA) and give it power I get errors like the one below and see a UI on the actual object if I click on it. Just hoping someone may have seen something similar.

https://pastebin.com/uW1MRza5
1sylant99 Jan 24, 2022 @ 9:14am 
Zone control or draft features in future?
Scorpio Jan 15, 2022 @ 6:17am 
https://steamcommunity.com/sharedfiles/filedetails/?id=2153065191

This one mechanoids go down they are taken to animal medpods and then the loop begins
MrKociak  [author] Jan 15, 2022 @ 6:08am 
@Scorpio if you happen to know which mod it needs to be loaded after/before let me know so I can include it in about.xml, it should help people avoid that issue in the future.
Also about the loop thing, yeah I'll need to look into making it so friendly mechanoids cannot be downed, it's not super game breaking, but I bet it's very annoying to deal with.
Scorpio Jan 15, 2022 @ 2:31am 
fixed the issue some load order stupidity https://imgur.com/a/2wJxnAb

also the rescue loop is also happening with medpod mod
MrKociak  [author] Jan 14, 2022 @ 2:15pm 
@Scorpio the bug doesn't seem to be happening on my end, so it's likely an incompatability with some other mod.
Scorpio Jan 14, 2022 @ 12:50pm 
yeah and noticed this when re building them https://pastebin.com/T0gcxnCU
Scorpio Jan 14, 2022 @ 12:22pm 
its not , and nothing on logs either
Scorpio Jan 14, 2022 @ 10:36am 
Testing that but looks like it's not
MrKociak  [author] Jan 14, 2022 @ 7:11am 
@Scorpio weird, when it's powered and fueled it should show how much time is needed. Do they still spawn?
Scorpio Jan 14, 2022 @ 6:51am 
https://imgur.com/a/HhKr3ea

you could on the arrow marked area a completion percentage
MrKociak  [author] Jan 13, 2022 @ 12:48pm 
@Scorpio it does make a sound whenever that happens, though it might be easy to miss. I'll try adding an actual notification when/if I figure out how to make settings for a mod (I don't want anyone who builds multiple re-assemblers to suffer from notification spam, I've made that mistake once and I'd like to avoid it happening in the future :Y)
Scorpio Jan 13, 2022 @ 12:40pm 
can we get some kind of feedback that its producing units?
Wadimiru Jan 8, 2022 @ 10:05am 
How about add mechs from mod alpha animals?
MrKociak  [author] Dec 31, 2021 @ 8:43am 
Update:
-Fixed the bug that would cause the spawn time of mechanoids to stay at 0, making production instant. At least, I'm pretty sure I did, I've tested it and ended up spawning ~800 mechanoids and the issue did not happen.
-The "fuel" level now needs to be at least equal to the spawn cost of a single mechanoid for the production to start (before it was possible to save resources by keeping the fuel level at 1 and still spawn mechs even though the spawn cost was 1.25 or 1.50)

I might've released it pretty suddenly, my apologies if this causes any issues.
SpookyEngie Dec 31, 2021 @ 1:08am 
@SIR.Lancelot it What the hack but less complicated.
SIR.Lancelot Dec 30, 2021 @ 7:14pm 
isnt this mod basically "what the hack"? or is it different?
MrKociak  [author] Dec 30, 2021 @ 10:02am 
Update:
-instead of fuel consumption being time-based it now consumes an an x-amout of it each time it spawns a mechanoid.
This doesn't exactly fix the issue of the timer getting to 0 in mere nanoseconds, but at least now it's somewhat beneficial instead of it crashing your game with an unholy amount of mechanoids.
Vatheron Dec 30, 2021 @ 8:37am 
@MrKociak I only saw the fuelled, but no timer.

And its both fuelled and powered on. No timer at all.
MrKociak  [author] Dec 30, 2021 @ 4:17am 
@Vatheron when it's both fueled and powered it should display a timer
여정(Journey) Dec 30, 2021 @ 2:08am 
I love mod , i love you
schraider Dec 30, 2021 @ 12:26am 
thank you for making this its a really fun mod
Vatheron Dec 29, 2021 @ 7:35pm 
When do I know it spawns a mechanoid? I already have an advanced resaseembler and its been eating up corpses but spews not one mechanoid at all.
VelxraTV Dec 29, 2021 @ 6:12pm 
yess a glorious mod and I 2nd the alpha animals patch =p
MrKociak  [author] Dec 29, 2021 @ 2:55pm 
@Vatheron not yet, I'll probably release it as a separate patch. There is an option to disable those mechanoids and I haven't tested what happens when they are disabled and the re-assembler tries to spawn them.
Vatheron Dec 29, 2021 @ 2:13pm 
Theres no compatibility support for Alpha Animals Mechanoids?
Scorpio Dec 29, 2021 @ 8:04am 
well since what the hack is kinda broken performance wise , this seems a really nice replacement
nice work
MrKociak  [author] Dec 28, 2021 @ 3:10pm 
A little update:
-"Fixed" the mechanoids not spawning after the timer reaches 0.


...and that's it. This stupid mistake has made me realize I've been torturing myself with a more complex solution to a simple problem when an equaly simple solution was right there only for it to not even work. Why am I doing this to myself :I
MrKociak  [author] Dec 28, 2021 @ 12:53pm 
@Depraved Arachnophile I'll see if I can use xml extensions for that
Depraved Arachnophile Dec 28, 2021 @ 12:46pm 
This is fantastic, although some mod options to fine-tune things to personal preference would be swell.
MrKociak  [author] Dec 28, 2021 @ 12:14pm 
Update:
-Fixed some typos...that's it.
Oh yeah also, the Odin idea I've had was actually pretty stupid as the mechanoid is actually pretty weak without its stun aura.
MrKociak  [author] Dec 28, 2021 @ 10:53am 
Oh yeah I should've mentioned that pawns will try to rescue those mechanoids only if they're downed, otherwise they just ingore each other like they're supposed to. I've updated the description to include that info.
MrKociak  [author] Dec 28, 2021 @ 10:51am 
@Fallen Star I'll later see if I can manage to just make them spawn as hacked if WTH is active. I think just adding those 2 hediffs/health conditions would be enough, but I'm not entirely sure.
Fallen Star Dec 28, 2021 @ 10:42am 
I think a way to make this mod work with what the hack (in a way) would be to have a Mechanoid Re-Assembler that would Spawn Hostile (But possibly "downed") Mechanoids. I do not know If this would Fix the "What the Hack" Problem, but I think that this mod is an interesting Idea Ether way.
MrKociak  [author] Dec 28, 2021 @ 5:40am 
@Mismagius I'm thinking about how I wanna approach it. Should I shove them into the spawn list or make a separate, more expensive re-assembler for them? I guess it depends on how much a person cares about balance lel.
I know that I'm definitely not gonna put some of them in at all as you probably don't want them in your colony no matter what faction they belong to (I'm talking about the super explosive ones).
Mismagius Dec 27, 2021 @ 6:42pm 
ohh interesting. how about a patch for advanced machanoid warfare?
reddevil Dec 27, 2021 @ 5:31pm 
thanks for making this this helps me make my mechanoid hive