RimWorld

RimWorld

Alpha Mechs
854 Comments
Sarg Bjornson  [author] Nov 22 @ 10:56pm 
What a cool, enjoyable anecdote
Kameron Nov 22 @ 5:19pm 
After destroying the mechanical master brain, I encountered severe lag when heading to the location of the cultural relic. The tps dropped to single digits. The error log showed that Alpha Mechs attempted to generate pawns with allowDowned=False but kept failing. Apparently, at this point, it was no longer possible to generate movable mechanical bodies
NylonWorms Nov 20 @ 12:08pm 
@Hugalafutro I find putting the Pristine Assembler on escort allows the pawns to harvest the resources. Similar to a cow it must be awake an moving (Not Drafted). Odd but that's the work around I found.
Sarg Bjornson  [author] Nov 19 @ 7:21am 
They won't, yeah
KΞNTΛR Nov 19 @ 7:17am 
I assume that without VE Factions - Mechanoids in version 1.6, the advanced mechanoids won't spawn.
Sarg Bjornson  [author] Nov 14 @ 8:51am 
It is probably toggled by the Animal Behaviours mod options

@Hugalafutro: To be honest, no idea!
Hugalafutro Nov 14 @ 1:14am 
Haha I was going to ask to improve the regen I built my first Aura excited from the description it will self heal and it got destroyed by few morons with bows :D

@Sarg I wanted to ask, does the Pristine Assembler need to be in Work mode to produce the things it does or can I keep it on Dormant and will my pawns still "milk" it ?

Thanks!
Sarg Bjornson  [author] Nov 13 @ 10:47pm 
What are you talking about? Its regen is minuscule. You probably have another mod messing it up
Sarg Bjornson  [author] Oct 25 @ 10:49am 
If you don't get that behaviour with only this mod, it's a mod conflict
KiltedBastich Oct 25 @ 10:43am 
My Pristine Slurrypede is refusing to use the mech charger. It's self-charging at 1.4% energy, and when a pawn drags it to the large mech charger, it immediately gets up and moves a few tiles away, then stops moving and goes back into self-charging mode. It's very strange, as I don't have any mods which should affect this behavior.
Sarg Bjornson  [author] Oct 17 @ 10:50pm 
You don't. Not yet
FlanEmissary Oct 17 @ 8:01pm 
How do I add back Dominion into the mod? I don't see it in the settings, thank you for your help
このヘンタイ! Oct 15 @ 1:02am 
well I realize Slow Pawn Tick Rate have effect with Aura regeneration
it heal pretty fast and hard to kill ever playing with CE now
really sure it not mod conflict but that mod touching with tick rate and mess with Aura regeneration
The_Renegade Oct 14 @ 7:05am 
Are the rotary needle guns supposed to show up on pikemen or is this an issue with another mod?
danzloblaha13 Oct 5 @ 4:08am 
also ty for the mod i never play without it (^-^)b art is beautifull

also is it your mod that changes art of Mechlord armor ?
danzloblaha13 Oct 5 @ 4:06am 
I see, just read some similiar commend below, but never saw anythign regen that fast before :noshurt: it was regaining 1% or 2% in combat speed (i dont even own anomaly so my 1st time seeing something like that)
Sarg Bjornson  [author] Oct 5 @ 4:03am 
It has always regenerated, but it's regeneration is not very powerful. You might have another mod ♥♥♥♥♥♥♥ things up
danzloblaha13 Oct 5 @ 4:02am 
i dont remember Aura mech ever regenerating ??!! is that new update thing ? its so powerfull even if you shoot it with bunch of firearms it just wont die !! single lonely one almost killed 3 of my colonists even though random 2 mechs normaly die on my traps
Hugalafutro Oct 4 @ 3:26am 
It was a mod conflict I dunno with which mod, but after removing a bunch I realized I don't really use/need/were outdated the lifter burns bodies again, sorry for blaming your mod.
Sarg Bjornson  [author] Oct 2 @ 11:08pm 
This mod doesn't touch Cremation bills OR lifters
Hugalafutro Oct 2 @ 8:28pm 
Hi, after enabling this mod my lifters stopped cremating corpses, I've seen there's specialized cooking/constructing mechs in the research, is there one that will do Cremation bills?
Hydrogen Oct 2 @ 11:55am 
Was about to get a huge raid from an Empire quest, decided to call an Infernus, and try to time it so it Orbital bombed the raid for me. I call it half a day before the raid arrives, which turned out to be way too early. Reading the very explicit description, I tried to send my colonists to fight it outside my base. They all get lit on fire by the Polychorons, and are unable to even get in range.

In a last ditch attempt to save my colony, I cast a Skipshield psycast right in front of the Infernus. Turns out it actually fire an orbital drop signaler thingy, which does get blocked by said shield. The Barrage killed everything but the Infernus itself, which I also found is helpless in melee combat.

Can't wait for the other bossfights, 10/10 mod lol.
Bazalisk Sep 27 @ 5:17am 
I'm sorry but when i was scrolling down the list of these impressive looking killbots then came upon the little forklift bro i couldn't help but laugh.

Imagining a tiny little forklift warehouse bot that's had enough managements sh*t and just snapped. Made my day :D
ggfirst Sep 26 @ 6:07pm 
I think Aura is sexy. Long thought since very long ago
DragonWings Sep 24 @ 9:58am 
Ok, thanks for replying!
Sarg Bjornson  [author] Sep 24 @ 9:56am 
No idea
DragonWings Sep 24 @ 9:49am 
Hi may i know if this mod is compatible with glitterworld destroyer 5?
Sekiryu Sep 21 @ 7:53am 
munifex seems to deal no damage through a wall if it's not on screen. ver1.6
no error logs came up.
このヘンタイ! Sep 20 @ 2:03am 
Hi Sarg! I found you mech suit (Mech Master/Mech Breaker) have low Cold Insulation (only 38 buff) it not enough for use in Odyssey space (all spacer armor have 68 degree)
can you buff it?
Sarg Bjornson  [author] Sep 19 @ 2:26am 
<3
LunarArgonian Sep 19 @ 2:22am 
Never play rimworld without this mod! Fantastic work, beautiful design, great mechanics!!!!
Sarg Bjornson  [author] Sep 15 @ 11:56pm 
<3
[Kinky] Kiwi Sep 15 @ 11:43pm 
I was planning on doing a solo Mechanitor run to shake things up and was looking up mod suggestions. I saw this one and wasn't too sure about it initially. Then I saw the Author's clear descriptions, Q&A section, and pillow threats. Your content looks amazing, and your quips made me laugh. Can't wait to watch my run inevitably get crushed by Randy and these new mechs. Thanks for the hard work boss.
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.