RimWorld

RimWorld

CVN Mechanoid Warfare Core
52 Comments
ShunTheWitch  [author] Jul 14 @ 5:56pm 
@DICK NUTS
man no worries it got a chuckle outta me and the council, admitedly the mechsuits framework should be ready to launch with documentation this month and after that I'm going to work on bringing my vehicles to 1.6, going to split a few into smaller packs and some vehicles might get reworked into mechsuits but overall the coming months will be busy

I do appreciate the support and hope your day is well, sorry for taking so long on some things.
DICK NUTS Jul 14 @ 3:41pm 
@ShunTheWitch

dude, the guys name is "i love pokimane" CLEARLY hes a cuck with no friends who should point his weak wrist holding a 22lr to his head and fire, i LOVE your mods, i cant wait for the update, this guy has NO idea how to code or do anything right, dont focus your energy on him, coding talents are far and rare, including modding
ShunTheWitch  [author] Jul 14 @ 7:42am 
I have two monitors, I can see the notification in the corner, you're clearly subscribed to the thread
it is your fault that you decided to use this mod in 1.6 when its 1.5 only and then come here to call *me* a retard
I love you Pokimane Jul 14 @ 7:39am 
I don't auto subscribe to threads just so I can reply to every random modders comment. Kind of telling that you think I would l sit here constantly checking for a reply. Anyways I was informing you of a bug within your mod. Not my fault your shoddy code unnecessarily messes with base game projectiles.
ShunTheWitch  [author] Jul 14 @ 7:30am 
took you a whole two days to come up with that I see.
I love you Pokimane Jul 14 @ 7:25am 
Get bent retard
ShunTheWitch  [author] Jul 12 @ 2:16pm 
yes
its marked as 1.5, thats not my fault you tried to use it in 1.6 when we're still updating.
I love you Pokimane Jul 12 @ 12:33pm 
Not compatible with latest update. Breaks firearms projectiles making them unable to hit targets.
Ashreq Apr 28 @ 5:47am 
Hey sorry to be that person, is this ce compatible
ShunTheWitch  [author] Mar 25 @ 10:20am 
you build it, its unlocked by the mechanitor tech
DRG Engineer Mar 25 @ 10:18am 
Also how do I get this stuff?
ShunTheWitch  [author] Mar 24 @ 11:32pm 
the Might has an anti air gun, one of the aircraft still have homing missiles iirc, and Jeff has anti air iirc
otherwise attacks deal usually half damage to aircraft (melee do 0)

certain guns also can't target ground for instance like the aforementioned anti air
DRG Engineer Mar 24 @ 4:12pm 
Is there any AA guns in this cause if not then oh well.
ShunTheWitch  [author] Mar 24 @ 10:02am 
they don't have tanks but they have aircraft
DRG Engineer Mar 24 @ 8:21am 
Do the enemies have tanks and stuff or no?
Coffee+jpbeach1964 Feb 22 @ 4:34pm 
alright makes sense just was wondering because i wanted to use your convent mod and i needed this but thanks for answering
Coffee+jpbeach1964 Feb 22 @ 4:31pm 
just because i do not have enough money to buy biotech
Coffee+jpbeach1964 Feb 22 @ 4:30pm 
i was wondering if you could run this without biotech
RandomEdits Feb 18 @ 12:19pm 
Alright, I've sent it to them.
ShunTheWitch  [author] Feb 15 @ 4:33pm 
Send it to CE, we can't help with that
RandomEdits Feb 15 @ 2:07pm 
Anyways, the weapons won't fire. It would be nice if you make a CE patch for this.
RandomEdits Feb 15 @ 2:06pm 
Alright, I have decided to make a log for the CE incompatibility. Here you go:

https://gist.github.com/HugsLibRecordKeeper/acea88d7fc6ea05a48c0410ce5512323
ShunTheWitch  [author] Jan 28 @ 4:53pm 
it is done, sorry about that man
Dinomyte Jan 28 @ 4:52pm 
nice thanks XP
ShunTheWitch  [author] Jan 28 @ 4:51pm 
yeah was legit just applying code to have scyther and lancer's change their graphic when they're drafted since we had a guy ask for that kinda code and I always keep anything I make or comm archived in my core unless its goofy and fucks something up the change will be up in about 8 minutes
Dinomyte Jan 28 @ 4:49pm 
ahh lol nothing too serious then XD
ShunTheWitch  [author] Jan 28 @ 4:48pm 
I have a fix for it, when we were working on the core we accidentally left a test patch in that got brought to steam during a bugfix
Dinomyte Jan 28 @ 4:47pm 
ive tested it a bunch of different ways and i still seem to get the same bug XD its not game breaking or anything just visualy frustrating lol
ShunTheWitch  [author] Jan 28 @ 4:45pm 
that
what the fuck

ok I think I have an idea of what that *might* be but im deeply confused by that one
Dinomyte Jan 28 @ 4:43pm 
i seem to be getting the most obscure glitch with this mod installed where whenever i draft a matrarch from getalt engine/reinforced mechanoids its texture swaps to a scyther
Dr.Coomer Jan 26 @ 6:28pm 
dose this require a machanitor ( i think thats what its called )
crafty1983 Dec 8, 2024 @ 2:35am 
Nevermind no it's not.
crafty1983 Dec 8, 2024 @ 12:23am 
This mod is causing my beds to prisoner.
ShunTheWitch  [author] Dec 4, 2024 @ 10:34pm 
@Toxic Bastard(no sound) No it does its that I think stema fucked up the reqs one moment
Toxic Bastard Dec 4, 2024 @ 3:38pm 
Your mod says it only requires vehicle framework and vanilla expanded framework, yet when i load it up in game it says it requires the DLC Biotech, does this mod work without Biotech?
XeXeed Sep 20, 2024 @ 8:31pm 
you able to do a UNSC one? I know others exist but not with vehicles. None of which are up to date or optimized.
ShunTheWitch  [author] Aug 28, 2024 @ 1:05am 
@The Destroyer
Ah welcome back man
Cope Destroyer Aug 27, 2024 @ 9:52pm 
Hey destroyer here i got my discord account back apparently using the barcode to login caused that to happen
Wicked Co-op Jul 10, 2024 @ 1:50pm 
to lazy to read what dose this do I have faction wars on
ShunTheWitch  [author] Jul 8, 2024 @ 9:57am 
@DarkDeku you're going to have to actually elaborate
NekuNue Jul 8, 2024 @ 9:52am 
yeah it has killed my halo play threw so please look over your files again to fix its comparability
ShunTheWitch  [author] May 9, 2024 @ 10:52pm 
@Trapus Sorry but the file structure has changed too much for 1.4, 1.4 versions of the mods are not compatible with the changes we had to make.
Trapus May 9, 2024 @ 10:46pm 
please rearm support for 1.4
ShunTheWitch  [author] Jan 5, 2024 @ 10:52pm 
@Unofficial Status
huh strange I havent heard of that, may want to hit up the troubleshooting channel on the main rimworld discord, could be due to memory usage a wrong mod order, anything really
Unofficial Status Jan 5, 2024 @ 10:49pm 
huh when I add this mod to my 258 mods the initialization(the loading part) wont show and just the default rimworld screen then it doesnt load, I wonder whats wrong or conflicts, smh I really want to use this mod tho so much cool stuff here while I play as Dark Aeldar ;-;
ShunTheWitch  [author] Oct 22, 2023 @ 2:38pm 
@ivanmrz91 they do need to be bound but they won't go rogue atleast not yet
their bandwith cost will usually be the number X type of subcore they use unless they're special
for instance any relay vehicle will either give you max bandwith or have their cost lowered by half
so the Might in total would cost 44 bandwith but since it's a combat focused relay mech it is brought down to 22
the Thunderhead a low tier mech boat only takes 2 basic subcores and thus costs 2 for instance
I think I listed their cost on most but I'm redoing the descriptions for all in the next update
but the general scheme is basic = 1 standard = 2 high = 3 then multiplay these accordingly to have your expectation
ivanmrzv91 Oct 22, 2023 @ 2:29pm 
@ShunTheWitch Ohh. One more thing: those vehicles still count as mechs? I.e., they need to be bound to a mechanitor and might go rogue? If yes - then what is their bandwidth cost?
ShunTheWitch  [author] Oct 22, 2023 @ 1:33pm 
@ivanmrz91
To clarify all vehicles can transport mechanoids either by using the load pawn button or by selecting more than one character (mech+mech mech+human) and then left clicking a vehicle that has passenger seats

Currently the VF framework doesnt allow a vehicle caravan to leave without atleast one humanlike but that humanlike does not need to be your mechanitor
Mind you while all vehicles can be controlled outside of your mechanitor range only certain mech vehicles relay a command range bubble for standard mechanoids these currently being the Might, Dominion and Dominus
Our mechanics are completely isolated so that they don't effect VVE however I will be making an update adding more mechs once VF allows caravans to leave without humanlikes
we're cooking up an MBT the exostryder and a large melee focused mech vehicle
ivanmrzv91 Oct 22, 2023 @ 9:49am 
So-o-o, to clear thing up: CVN mods provide a transportation mechanoids? As if, vehicles, like those from VVE, but ones, that can/have to be controlled by a mechanitor and sent out without a humanoid to control?
ShunTheWitch  [author] Oct 21, 2023 @ 4:46am 
I'm definitely looking forward to it so that people cry when the exostryder crossmaps them