RimWorld

RimWorld

Mechanoid Foundry
271 Comments
Latex Santa Oct 25 @ 1:34am 
@Six Feet Under
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.
Six Feet Under Oct 23 @ 10:29pm 
Hi, quick question, this may seem dumb, but what does this mod actually do? Is there a description I might've missed? Is it like an overhaul of mechanoids?
The Stalker Oct 12 @ 1:53pm 
Question hwo do you install modules for mechanoids. I have the bill but where should the mechanoid go when they are to have a module installed
Amadeus Oct 1 @ 12:28pm 
Is it possible to make it compatible with mechanoid upgrades?
Amadeus Sep 29 @ 2:24pm 
best
Scorpio  [author] Sep 29 @ 1:18pm 
Update: -fixed error with Dead Man Switch mods + Downed Mechanoid surgery errors
Scorpio  [author] Sep 23 @ 8:46pm 
Logs please
Amadeus Sep 23 @ 3:50pm 
mech ai is brocken (dms +starcorp ) error span
Latex Santa Sep 23 @ 2:36pm 
@Scorpio
Holy effing crap, that was much faster than I expected.
Thanks very much!
Scorpio  [author] Sep 23 @ 11:14am 
Updated to 1.6, VEF is no longer a requirement unless your playing 1.5 or earlier versions
Latex Santa Sep 18 @ 1:27pm 
@Scorpio
Wow, that's gonna take some time. And effort.
Thanks for all of your hard work, and thanks for the mod in advance.
Scorpio  [author] Sep 18 @ 12:55pm 
code will be redone from scratch i dont have a choice
Scorpio  [author] Sep 18 @ 12:27pm 
Yeah the code i needed was purged from VEF ( negotiations failed on acquiring the old code ) leaving 3 options:
-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
Latex Santa Sep 18 @ 1:44am 
@Scorpio
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.
Scorpio  [author] Sep 17 @ 10:49am 
Currently having issues because VEF no longuer has the mechanoid code so trying to find a solution
Latex Santa Aug 9 @ 5:36am 
@Чакчак
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.
Чакчак Aug 7 @ 3:35pm 
Upgrade to 1.6, please, the best modification for using mechanoids
temirlan200125 Jul 11 @ 5:34am 
pls 1.6
matsgudmunds Jan 7 @ 8:20am 
can you add this mid game
Mismagius Oct 29, 2024 @ 2:02am 
is it normal for the game to mark the mechanoids that are built as enemies with the red text and a message telling me that they are uncontrolled? this happened after i reloaded a save
jsalasbrenes Sep 13, 2024 @ 4:29pm 
how install the modules on mechanoid?
seppi141 Sep 8, 2024 @ 1:39am 
some modded mechanoids dont even charge on the mechanoid pads would be great if you could do some changes especially from https://steamcommunity.com/workshop/filedetails/?id=3245158368
yellowdotchuck Sep 3, 2024 @ 8:32am 
I am running WVC with it, so this might be a cool idea for mechanoids to rest.
VelxraTV Jul 24, 2024 @ 1:32pm 
any news on updating the recharge/repair pads ?
Doc Cams Jul 1, 2024 @ 6:13am 
OP mod intended for OP enemies.
sad to say, the repair pad only works on vanilla mechs
人族狙击手 May 24, 2024 @ 9:11pm 
@MrDeliberto
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.
MrDeliberto May 12, 2024 @ 9:38am 
It's not a bug, it's a feature " Mechs no longer run around doing tasks randomly , they will stay in the pads until working modules are installed"
人族狙击手 Apr 24, 2024 @ 4:07am 
THE BUG。1.5
Now. Robots cannot fight. Recruiting robots will only keep them stationary.
ramil319 Apr 20, 2024 @ 7:46am 
Thanks a lot for the update!
Scorpio  [author] Apr 20, 2024 @ 7:43am 
Update to 1.5
ramil319 Apr 19, 2024 @ 7:36am 
Hello, are you planning to update the mods?
Plague0Walker Feb 3, 2024 @ 11:14am 
nvm didnt see that i needed machine persuassion... hate how the tech tree works sometimes
Plague0Walker Feb 3, 2024 @ 11:12am 
what menu is the factory under? i cant find it even when using god mode
chill Dec 23, 2023 @ 10:33pm 
Sonny Maid WHEN???
Grum Q. Robobank Dec 11, 2023 @ 1:51pm 
nvm I am just dense lol
Grum Q. Robobank Dec 7, 2023 @ 6:46am 
I should also note that this is even with modules installed.
Grum Q. Robobank Dec 6, 2023 @ 6:55pm 
Maybe Im just dense, but all of the crafted mechanoids seem to just stand there not doing anything until I draft them, but even then I cant direct them to fire because "cannot order characters you do not control". When I place down a charge pad they all just huddle around and charge even when they don't need to.
SomeCasualGuy Dec 5, 2023 @ 5:06am 
reloading back to my save causes them to have "Uncontrolled Mechs"
Black Jesus Oct 18, 2023 @ 10:06pm 
Sonny doesn't show up on any of my tabs nor at the top of the screen. I literally have no way of knowing how many I have.
Wolfette Sep 25, 2023 @ 12:12pm 
So something is a bit fudged with balancing, twice now a Psychic ship crash landed and it was surrounded by 90% scorpions and a few other types of mechanoids.
commander10010 Sep 23, 2023 @ 9:55pm 
emmmm,it fixed in an inexplicable way, I add a VEF translation and it refresh the construction list witch made me can build Sonny now.:BL3Shrug:
commander10010 Sep 23, 2023 @ 9:43pm 
I don't run with the biotech, how to build sonny in that factory? I closed every other robot options in the mod setting but it didn't work, just build the vanilla robots. I try to summon a Sonny form dev mod but find no way to knock down it or hack in.
Scorpio  [author] Aug 25, 2023 @ 11:54am 
@Cartoonfox did you build the pads?
Scorpio  [author] Aug 25, 2023 @ 11:48am 
- Incompatible with VFE:Mechanoids - Biotech/Royalty integration
- Fixed Paramedics bug ( needs VEF update to be sent to workshop )
Scorpio  [author] Aug 25, 2023 @ 11:37am 
@Volt-87 fix has been pushed to VEF now its up to oskar
Scorpio  [author] Aug 23, 2023 @ 12:51pm 
@Volt-87 will look into that
Cartoonfox May 19, 2023 @ 2:55am 
Mod doesn't work right with Combat Extended, Kratech Industries, also I was unable to switch mechs off of recharging mode or uninstall extra modules. Health tab would not work at all. I like the thought behind it tho
Volt-87 May 9, 2023 @ 7:40am 
As another person said, can confirm that Paramedic mechs stop working with this mod. They go into more details below. Im also having issues with trying to add modules to mechs with a bill via the health tab. Their just seems to be nothing in the list. Although im not sure if im missing some extra step/building i need to use for the upgrade bills to be available.

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."
Booperius May 8, 2023 @ 4:03pm 
How does this mod interact with Biotech exactly?
ashhhh2 Apr 27, 2023 @ 5:05am 
i'm assuming it's due to differences in implementing the adding of mechanoids to your colony