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From the mod description itself.
QUOTE:
Ever wanted to raise your own mechanoid army? I got you, fam!!
Build any mechanoid you want, vanilla or modded !!
UNQUOTE.
Holy effing crap, that was much faster than I expected.
Thanks very much!
Wow, that's gonna take some time. And effort.
Thanks for all of your hard work, and thanks for the mod in advance.
-Wait for the New Mechanoids update
-Make the Biotech DLC has requirement *(i really dont want this option )
-Remake from sctrach and ditch previous versions
The Vanilla Expanded team is currently working on a remake of VFE Mechanoids. They're making a Mechanitor mod as well. And they've separated the automated factory thingies from the old Mechanoid mod into its own Furniture Expanded mod. They're all a work in progress.
Hopefully you can find a solution, since this mod was great, and I'd have wanted to have tried it.
When you do find a solution, please keep the mechs expensive. I liked this mod because it was a resource sink as well.
Obtaining vast amounts of resources is generally not at all a problem for my colonies.
You can partially compensate for the lack of this very cool mod with another few cool mods.
Increase Base Bandwidth (it increases it to 99, so you can have a mechanoid swarm following your mechanitor or mechanitors)
Reinforced Mechanoids 2 (Continued) (a large variety of interesting mechs to fight AND build, some great new weapons / turrets, devices to modify the weather, and a super-computer that can take over ownership of mechs like a stationary artificial mechanitor)
Reinforced Mechanoids2 Extended (a good expansion to the mod above)
[AV]MechTech (craftable mechlink, Tarantula artillery mech, worker bots, elite Royal Lancers, neutroamine production, new artillery shells / dr-ugs)
Craftable Mechtech Chips and Cores (frees you of the necessity to loot critical parts once in awhile from mech bosses)
There are tons of other good ones to use while waiting for this one to update, then use them together with this one once it is updated.
sad to say, the repair pad only works on vanilla mechs
1. Are there any new changes? Previously, it only needed to be made.
2. Want to control them to fight. What modules need to be installed.
Now. Robots cannot fight. Recruiting robots will only keep them stationary.
- Fixed Paramedics bug ( needs VEF update to be sent to workshop )
Lumi MercuryDoll
"Appears this mod is causing Paramedics from Biotech to be useless. For some reason it apparently it enforces a "mechanoids are incapable of doctoring" thing and even when a doctoring module is installed, it just spits out the error that priority on a disabled worktype was changed."