RimWorld

RimWorld

More Vanilla Mechanoid
50 Comments
Clearwater Aug 31 @ 8:39am 
I see, thanks for the info. I will head over and report it. Have a good one!
Teiwaz  [author] Aug 31 @ 1:55am 
@Clearwater : Well, based on my testing, this issue occurs not only with the centipede beam, but also with the vanilla game's tesseron. Therefore, I think the problem should lie with the Mechanoid Upgrades.
Clearwater Aug 29 @ 8:56am 
hmmm I gestated some centipede beamers and tried to add mechanoid upgrade chips to them but it seems that at least the range increase chip has no effect. The range in the statcard is increased yet the range when drafted is not. I don't know what is going on here :C
Teiwaz  [author] Aug 27 @ 1:15am 
@Alan : Yep, the hit rate of vanilla mechanoids at extreme ranges is absolutely terrible. If I don't give these long-range units a +10 shooter accuracy buff, they end up performing "lottery-style shooting" against your pawns from ultra-long distances, just like the Pikemans from the vanilla game—until you clear the main mechanoid forces and rush in to deal with them one by one.
While it’s a good thing when they’re enemies and can’t hit you from afar, it’s infuriating when you spend tons of precious resources building your own mechanoids, only to find they also engage in "lottery-style shooting" against enemies. When they contribute almost zero kills in an entire battle, I bet you’ll want to dismantle them on the spot.
Teiwaz  [author] Aug 27 @ 12:52am 
@Alan : The excessive spawning of foamers at the crashed orbital mechanoid platform was a bug, which has now been fixed. Foamers no longer appear in crashed orbital mechanoid platforms or mech clusters.
Additionally, foam actually serves another purpose: it sticks to cloaked units and forces them to decloak. It is precisely this mechanic that I think could lead to some dramatic moments.
Alan Aug 24 @ 4:55am 
Question: uranium slug cannon of centipede uraniumcannon provides +10 shooter accuracy, is that because vanilla mechanoids have abysmally poor accuracy and without that buff the centipede wouldn't be able to hit practically anything at its max range?
Alan Aug 22 @ 4:33am 
Not sure how foamers add up to drama since mechanoids are already immune to fire and the only thing they do is making centipede burner's job harder. Also, I had rooms in crashed orbital mechanoid platform where more than half of guards were foamers and it gets a little silly. The only way I see them being useful to enemy is if one is playing with CE where you can set mechanoids on fire, but I don't know if they actually target burning allies. Imo just make them player-only.
Teiwaz  [author] Aug 21 @ 4:12pm 
@Alan : Hmm, I actually intentionally set foamers to spawn with enemy mechanoids, because their appearance can make the battlefield more dramatic. However, I've added a limit that only one foamer can spawn at most. Based on your feedback, I think I should further reduce their spawn frequency, making them appear only occasionally on the battlefield.
Alan Aug 21 @ 11:22am 
Make foamers less likely to spawn with enemy mechanoids or add an option in mod settings to tweak their spawn, they often spawn in mechanoid occupied places/quests where they don't do anything but spray you with firefoam non-stop.
Teiwaz  [author] Aug 20 @ 7:21pm 
@will.loken : Well, actually, ​a centipede with an auto mortar​ overlaps functionally with the ​centipede rocketswarm. Additionally, when this centipede mortar appears as an enemy, it might introduce new challenges distinct from other mechanoids. Moreover, if we equip them with auto mortars at ​close to vanilla strength, producing enough such centipedes to be effective in combat would require significant resources. Yet, diverting these resources to produce other types of centipedes would be more useful.​

Although I don't think adding a centipede with auto mortar is appropriate, it's a great idea to add new mechanoids equipped with other beam weapons. Currently, the mod has added two types of mechanoids with new beam weapons: the centipede emitter and the centipede repeater.
will.loken Aug 3 @ 5:29pm 
You should add a centipede with an auto mortar or lancers but with launchers or a beam repeater tesseron
水晶哥 Jul 17 @ 10:52am 
No bugs, just a yellow text prompt appears after starting the game
Teiwaz  [author] Jul 17 @ 10:49am 
@水晶哥牌音响 : Could you tell me what bug you encountered? I hope you can describe it in detail, as this will accelerate my bug fixing process.​
水晶哥 Jul 16 @ 8:14am 
启动游戏之后会有黄字
Teiwaz  [author] Jun 25 @ 11:35am 
@able : All ammunition for mechanoids is drawn from the core CE; I haven't added any new bullet types. To differentiate it from the centipede blaster, the centipede quickdraw uses more lethal 12mm railgun rounds, but this is balanced by significantly limiting its range. Based on your feedback, the centipede quickdraw still seems overpowered. Perhaps I should consider further reducing its range to adjust the balance.
Able Jun 10 @ 7:41am 
兄弟,ce环境下的快挂机械蜈蚣,弹药穿透是不是太超模了,利器穿透130,能不能改改?传奇骑士甲都不敢碰啊
vdkvdbqas67 Jan 13 @ 7:37am 
Не, ну испепелитель с огнетушителем это сильно 😆
Teiwaz  [author] Dec 30, 2024 @ 6:25am 
@Accelexin @2962342497 @5150 : Glad you like this mod! The bullets used by SMG Militor and Blaster Militor are the bullets that come with the CE. If CE does not modify the files, there will be no problem, but there is indeed a bug, so I think it may be because other CE expanded mods have modified the bullet files in the CE mod, causing the mechanoid to be unable to use the CE bullets normally.
Accelexin Sep 25, 2024 @ 12:42pm 
I can confirm what @2962342497 said is true. both the smg and blaster militor have the issue of being not able to shot when they were spawn as enemies. they carry no ammo, but they do aim at my pawns, however they can't shot anything out, when their aimming is finished, only muzzle flashes from Muzzle Flash mod occurs and no sound no projectiles. when they are undermy control, they behave normally.
parrot Sep 24, 2024 @ 11:27am 
since theres a smg blaster, wheres the shotgun blaster militor?
2962342497 Jul 10, 2024 @ 10:40pm 
Some of these mechanical families appear to be incompatible with CE, the error log is as follows: CE returning BodyType Undefined for pawn Mech_MilitorSMG5900710.
Shimmer May 27, 2024 @ 5:42am 
@Torkkar

You can use cherry picker to disable stuff you don't like- which includes mechanoids from this mod
Torkkar May 16, 2024 @ 2:37pm 
can you upload just the foamer scorcher? I love the idea of a firefighting dedicated Mechanoid. BUT I don't really feel the rest of these power houses.
Get Donked On Jan 22, 2024 @ 9:59am 
they should have a set mags button that shows you the ammo too. but its the same ammo that goes into the turret versions im fairly sure. i know the quickdraw uses 12mm railgun rounds wich is fairly nutty
SADMAN Jan 21, 2024 @ 8:36pm 
what ammo do I need to put to these mechanoids?
Alan Nov 14, 2023 @ 2:48pm 
Seem to have an error with the sniper centipede (and autocannon one), first line of it: Config error in Mech_CentipedeSniper: description has trailing whitespace.
Log: https://gist.github.com/HugsLibRecordKeeper/a5f4f39b32b2899556fa6835a6f1ced0
5150 Jul 11, 2023 @ 4:03pm 
I don't know why this debug log is coming up, but I'm leaving a post just in case
5150 Jul 11, 2023 @ 4:03pm 
https://gist.github.com/HugsLibRecordKeeper/af5fef60e73d8385c687be778f18591e

CE returning BodyType Undefined for pawn Mech_MilitorBlaster40446
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Dr Jimothy Jul 4, 2023 @ 10:52am 
This gives me a legitimately horrid idea. Militors and other gun-mechanoids but an ingredient is literally the gun they use, like chain shotgun militors where a key ingredient is literally a chain shotgun.
Seanggag Jul 4, 2023 @ 1:22am 
Hi! I translated your mod into Korean. If you don't mind, could you put this translation into your mod? I'll send you a link to my Google Drive. {LINK REMOVED}
Loco Jun 3, 2023 @ 9:40pm 
cetneiepde
5150 Apr 4, 2023 @ 4:07pm 
Thank you so much for making it compatible with muzzle flash mod It's a spectacular sight to see my mechanoid unit firing weapons
Teiwaz  [author] Apr 3, 2023 @ 7:50am 
@5150 : This is a good idea! Thank you for your suggestion! The muzzle flash mod is very cool !
5150 Apr 2, 2023 @ 6:38am 
Hello, thank you so much for making this mod Any plans to be compatible with muzzle flash mod? militor and Centipede shooting fire-breathing weapons would be awesome
Teiwaz  [author] Mar 4, 2023 @ 7:04pm 
@Icaro: You are right, so I adjusted the Scorcher foam so that it will not appear in the raid.
Get Donked On Mar 4, 2023 @ 2:27pm 
honestly probably best mech mod ive played with its so simple yet basically adds everything you could want for early and late game
pravculear Feb 27, 2023 @ 11:06am 
so, i made a mod review if anyone wants to hear my two cents on the mod and see it in action. on that note, i hope you enjoy the video!
video: https://youtu.be/WXd_JreeFqM
Icaro Feb 22, 2023 @ 12:25pm 
Scorcher foam is very useless in the mechanoid raid
Computica Feb 19, 2023 @ 9:30pm 
There are def some mech mods that need a refresh/porting.
Teiwaz  [author] Feb 19, 2023 @ 5:38am 
@AgiN3ko:Yes, these mechanoids will appear in the enemy's raid, and your mechanitors can also gestate them.
Wisp Feb 18, 2023 @ 3:02pm 
Outstanding work!
AgiN3ko Feb 18, 2023 @ 10:32am 
Will these mechanoids spawn in enemy raids/mech clusters or are they only gestated by mechanitors?
Holgast Feb 17, 2023 @ 7:13pm 
nice, was meaning to make this but never quite got around to it
BigBrush Feb 17, 2023 @ 8:27am 
thank you for great yet simple mod
5150 Feb 17, 2023 @ 4:53am 
That's great. That's a great mod.
Zacky 0.0 Feb 17, 2023 @ 4:32am 
heh. A Tank flamethrower buff
Torpedo Strawberry Feb 17, 2023 @ 3:30am 
Impressive stuff
Richard Mc Nutbuster Feb 17, 2023 @ 3:25am 
more mechanoid babies AND CE compatible? take my points
Get Donked On Feb 16, 2023 @ 6:13pm 
yooo CE compatible nice have an award my man. very nice internet points