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Often times I just want to put some of my workers in stand-by mode but the vanilla recharge mode doesn't tell them to go to the shutdown zone which is annoying, they just drop down somewhere randomly after recharging, which luckily is often close enough to the charger station but can still be silly sometimes like walking right out of my mech facility to lay in front of the door 🫠
Any chance you could add a recharge & stand-by mode? They would recharge and go dormant in the shutdown zone. (also in the options it would be nice if we could disable the vanilla modes from showing up, I don't need the standard work mode anymore lol)
1) Yes, it's a feature. Because of the whining about "too cheaty" about the modes, I decided to leave them with minimal functionality without expanding the AI.
2) Yes, you can safely use any number of mods that add modes, they will not interfere with each other's work.
Wait, so that's a feature instead of a bug??? I thought I was doing something wrong, like maybe not assigning a zone or something to limit their movement.
So with this mod, I CAN'T have a fully autonomous drone army fight my battles for me? That sucks. Can I add OTHER mods that add mech work modes? There's a recently added mod that you can see in the popular tab that makes the mech use raider AI logic. That sounds exactly what I need but would these two clash? Would be great for my Dead Mans Switch run.
That's how it should be. These modes shouldn't fight instead of you.
Clear the cache of mods that cache xml patches.
Yes
In 1.5, the developers broke the behavior of the mechanoid medics.
They endlessly try to jump to the target, and then forget why, and then turn around to go back and repeat this circus until the ability charge ends. The game stopped taking into account their existence if they are in shutdown mode. And now there is no way to keep them in an optimized state. And these are surface bugs that occur in the vanilla game, in combination with this mod, everything only gets worse.
No, there is no mode for medics. And it is unlikely that there will be. They do not need a special mode, they need a fix.
For non-vanilla mechanoid medics, without broken abilities, any mode that supports work will do. The bug with not taking medics into account is easily bypassed by the presence of any medic in the colony.
I need a mode where mechanoid is active and ready for work, but at the same time stays docked instead of wandering around and will interrupt recharge if the work appears.
In some ways, yes. But this does not apply to vanilla modes, and modes without a auto shutdown function.
@★UP | julius ★TeamPyro★
Please go through the vanilla tutorial. Switching work modes is vanilla.
I made a shutdown zone and assigned it to group 1. Thats the group of my only mechanitor with all mechs in it, both combat and workers. Yet non of them seem to shut down even if nothing is going on.
Also, how do i switch their work modes?
One of the goals of this mod is to improve performance, for this mechanoids automatically shutdown in most modes, so they request less work node with its countless checks. If you do not use hive mind research or scavenging, then no, there is no impact on performance.
Not confirmed. Repeat the bug on the modlist specified in the bug report discussion and send the log.
It only works with escort modes from the mod. And it is turned on manually on mechanoids.
This feature, like most mechanics in the mod, is only available for mechanoids inherited from vanilla mechanoids. If for some reason the mod developer decided that they should not inherit vanilla mechanoid comps, they will not be supported.
So this mod needs compatibility patches, but I don't have time to do this right now.
I noticed this does not happen with the mechanoids from alpha mechs mod, as for other mechanoid mods I have yet to create any to test this with in my colony.
Is this a bug? or do you need to add some sort of compatibility patch to every mod's mechanoids?
Thank you for your support regardless!!!
No.
First, thanks for the mod!
Really cool way to play with mechs in biotech expansion.
Second, Is there a way to remove "Shutdown" feature from some "Work Modes" in the Settings?
The reason -> I use "Mechanoid Spots" and because of the "Shutdown" feature from your "Work Modes", even when i assign them to the spots they immediately shuts off, "Wait enemy" or "Work and wait" don't seems to work in this situation either.
Maybe in the future.
Use modes without smart charging, there is no other way.
I want to let Mechanoids idle directly instead of recharging when it is not working in version 1.5. I don't seem to see the idle setting in 1.4. How is it possible to achieve this in 1.5?
"Wait enemy" or "Work and wait"