RimWorld

RimWorld

Alpha Mechs
821 Comments
buzz Sep 11 @ 2:36pm 
lowk this is genuinly really sick, thanks for supporting other mods like rimatomics, i have oddysey bio and anomaly so this is really sick!! nice mod dude :steamhappy:
Sarg Bjornson  [author] Sep 8 @ 10:17pm 
You broke the warranty seal
Unused_Salt Sep 8 @ 11:41am 
Any way to remove mechs from bandwidth? I used dev mode to bulk assign some mechs (my mechinator died, womp). I had two guttersnipes make the list and they were disassembled but I'm still showing them in my bandwidth totals.
Sarg Bjornson  [author] Sep 7 @ 1:34pm 
Not yet
FlanEmissary Sep 7 @ 12:36pm 
Is Dominion and other advanced mechanoids accessible without the VFE Mechs mod, since that mod is not going to be upgrade to 1.5 I would love to have access to the advanced mechs still.
Sarg Bjornson  [author] Sep 5 @ 10:37pm 
No, all modded content will still require VE Fishing. The mod is not deprecated
Gleem Sep 5 @ 3:50pm 
Are there, by chance, any plans to remove the VFishing Expanded dependency for the fishing mech, since fishing has been added with 1.6 baseline?
Sarg Bjornson  [author] Sep 3 @ 12:10am 
You have some kind of mod conflict, their regeneration is really not that quick
nickwest Sep 3 @ 12:05am 
Can you please change how the aura mechanoid works? My current run is with a character that is a super tanky soldier and can fight the aura for days and melee fight two thrumbos just fine. He was using a steel warhammer and couldnt outdamage them. The problem is that the aura is regenerating faster than my character can damage them. I can see something similar to how the ghoul works. I think the aura should have good regeneration but only up to so many hitpoints a day. The ghoul is 100/HP regeneration per day. The Aura could be similar or maybe double that. I would put in some lore reason that the mechanites can only repair so much damage before they run out of energy and need to recharge before they can repair more damage
Twak Sep 2 @ 10:05pm 
Maybe an option to turn on the VE-Mechanoid Mechanoids, since the mod is being updated and isnt usable on 1.6 at the moment
Dixie Flatline Aug 31 @ 8:07am 
sorry - the mechs are wandering despite jobs being available, other than that the mechs are fine - just idle
Sarg Bjornson  [author] Aug 31 @ 7:54am 
"not working" tells me nothing
Dixie Flatline Aug 31 @ 7:43am 
so my genetics and fishing robots are not working anymore
Sarg Bjornson  [author] Aug 28 @ 10:29pm 
v3.04:

Updated Oceanus mech so it works with the new update
deathbyego Aug 28 @ 1:03pm 
With Odyssey being a thing, any chance on adjusting the Demolishers so they can do more damage to Fortified Walls? I was pretty excited about making some breacher mechs to speed up these quests, but then was disappointed when they did like 20 dmg per hit. I wasnt expect them to 1 shot them like normal walls or mountains, but I did think they could 5 to 8 shot them.
Ridigan Aug 27 @ 11:55am 
@amm90 you're very welcome :)
amm90 Aug 27 @ 11:13am 
@Ridigan Thanks, it was that mod that was causing problems.
amm90 Aug 27 @ 11:05am 
@Ridigan Yes, If that's the mod I'll unsubscribe.
Sarg Bjornson  [author] Aug 27 @ 12:40am 
No
Mave Aug 27 @ 12:31am 
Any way to stop starfires spawning in enemy raids? They are really a pain to deal with.
Ridigan Aug 26 @ 4:41pm 
@amm90 are you using Layers: Capes and Armor? because that mod seems to be the cause of the issues.
Sarg Bjornson  [author] Aug 26 @ 7:27am 
Yeah
amm90 Aug 26 @ 7:22am 
is it another mod that causes the error? https://imgur.com/a/iriUzHy
Sarg Bjornson  [author] Aug 26 @ 7:02am 
@amm90: Read previous messages. Not caused by this mod
Oler009 Aug 21 @ 10:38am 
Ah, my bad — yeah, I meant Odyssey, not Odessa 😅
Thanks for pointing that out.

So, just to clarify: is the OCEANUS fishing robot compatible with RimWorld: Odyssey, or does it only work with Vanilla Fishing Expanded?

I’m trying to figure out if it’ll work with the new fishing mechanics from the official DLC.
Sarg Bjornson  [author] Aug 21 @ 8:03am 
You mean Odyssey. Odessa is a city in Ukraine.

All fishing content in out mods depends on Vanilla Fishing Expanded
Oler009 Aug 21 @ 2:02am 
Is the OCEANUS fishing robot compatible with the ‘Odessa’ expansion, or does it only work with the ‘Vanilla Fishing Expanded’ mod?
Sarg Bjornson  [author] Aug 20 @ 6:18am 
?
Oler009 Aug 20 @ 4:39am 
OCEANUS fishing in Odessa?
Sarg Bjornson  [author] Aug 17 @ 10:40pm 
You have a mod conflict
deathbyego Aug 17 @ 9:40pm 
Hey Sarg. Are the options working as intended? I just wanted to use the mod for the bonus mechanitor content, so I deactivated the mechs in the options before starting. Everything was fine as far as I could tell for a while. Now I got a raid with a Goliath and a Phalanx. I thought my options got reset somehow. I checked the options and everything was still clicked off.
IAmTheCodyz Aug 16 @ 2:11pm 
The issue regarding apparel layer that others have mentioned is due to Layers: Cape and Armor. Not an issue with this mod, mod author of Layers probably needs to make a patch for this one. I noticed the same issue with other mods that add prestige variants of the mechanitor armors.
Sarg Bjornson  [author] Aug 14 @ 11:51pm 
Tested, issue with Helms is not on my end: https://i.imgur.com/4dsefvU.png
Sarg Bjornson  [author] Aug 11 @ 12:30am 
The counter is moving your pawns, by the way. The projectile is SUPER slow
Sarg Bjornson  [author] Aug 11 @ 12:29am 
heh, no. Use Cherry Picker
Sandro de Vega Aug 10 @ 3:41pm 
Could you add more customization options? For example one to remove starfire from game completely? Its cool idea but its equivalent of "craftable antigrain warheads" but not only for you. Now every raid instantly vaporize your entire base and you cant do nothing.
There is literally no counter against them beside other OP mods. And of removing everything in one hit with no chance to block it isnt enough, those bullets also shoot burning lasers... and this canon has 10 more range than anything in game.
Sarg Bjornson  [author] Aug 10 @ 7:23am 
Probably. I didn't touch anything as I'm not here
turol Aug 9 @ 2:29pm 
The errors appear to be gone. Did not check in-game yet. Maybe it was a conflict with some other mod?
efedrowisch Aug 8 @ 8:32pm 
+1 to apparel layer being none now for all Alpha Mech specific clothing.
turol Aug 7 @ 12:09pm 
In-game the apparel's layer is also listed as "None". It appears that this is supposed to be set by some kind of inheritance from the base game recon and mechanitor helmets but it doesn't work for some reason.
Sarg Bjornson  [author] Aug 7 @ 8:45am 
Can't look into it till the 15th
turol Aug 7 @ 7:28am 
A number of red errors at startup appeared recently. Like this: "Config error in AM_MechCommanderHelm: AM_MechCommanderHelm apparel has no layers." and the same for 5 other of your apparels. Looking at the files they indeed have no layer tags under apparel unlike other random mods I checked.
Enitect Aug 5 @ 2:17pm 
Tell me something I don't know! Haha... Anyway, yeah I forgot to include the charging stations in the area assigned to that mech. oops
Sarg Bjornson  [author] Aug 5 @ 1:30am 
The game can't tell those apart from other mechs, they have no custom code. You have deeper issues
Enitect Aug 4 @ 7:13pm 
Polychoron won't go to the recharge station btw
Sarg Bjornson  [author] Aug 1 @ 7:05am 
All content related to fishing will always be locked behind VE Fishing, yeah
Hoki Aug 1 @ 4:50am 
just looking through the page. is the oceanus continuing to be locked after VEF or will there be a patch for odyssey as well?
Sarg Bjornson  [author] Aug 1 @ 1:19am 
@meraDMG: That is planned, yeah!
cow of french Aug 1 @ 12:39am 
holy

i have found gold