RimWorld

RimWorld

Mech Independence
23 Comments
thorman123456789 Jul 4 @ 12:51pm 
1.6 please?
Sarasa Cascadia Jun 24 @ 4:32am 
crashed when mech fixxing itself
Leif Jun 20 @ 4:44pm 
Dunno if you still read comments or do bug fixes, but my game has been consistently crashing from a Fabricor attempting to repair themselves, whenever the process finishes the game crashes, whether it be the repairs being completed, them being drafted, set into recharge mode, down, or even deleted in dev mode.
NikiSm Apr 11 @ 8:52am 
The mod is in conflict with something, causing a crash from the game
d0ct3rstrang3 Apr 3 @ 12:23pm 
Can Fabricors make beer?
FotisP68n Mar 26 @ 11:21pm 
can paramedic mechs perform surgeries?
Esper Jan 31 @ 11:03am 
How did you overcome the issue with getting a gameover message btw? After killing all my human colonists, the game decides I've lost and will refuse to trigger events after.

Even locking someone in cryo stasis triggers this.

I suppose I could nugget someone, and lock them in a room somewhere "I have no mouth" style. But that takes a while, and kinda defeats the point of having a zero human colony
Ishchyaboi Dec 8, 2024 @ 2:24am 
@Miha_metan they have a blueprint for how to make a subcore, we don't have a blueprint for how to print a working brain. it's not the same at all kek
Doctor_Ido Nov 29, 2024 @ 1:13pm 
keeps crashing my game
Hermann Nov 9, 2024 @ 6:52am 
fabricors repairing themselves are crashing the game
Miha_metan Oct 4, 2024 @ 7:26am 
fabricators programming subcores is like humans trying to craft a brain
koimono Sep 15, 2024 @ 9:03pm 
anyone got any idea how to fix the issue of fabricators repairing themselves?
Foffy123 Aug 31, 2024 @ 3:47pm 
Confirmed that fabricors repairing themselves crashing the game
悲嬴欢阙 Aug 30, 2024 @ 12:45pm 
工艺机(fabricator)在自我修复时如果修复了已完全损毁的部位,那么将会导致游戏崩溃。
Keny544 Aug 8, 2024 @ 9:27am 
Hi, I'm using the Curvaceous Mechanoid The Teddy bear mod and when they are repairing themselves because they seem to use your mod settings, they end up crashing the game.
Tongonto  [author] May 28, 2024 @ 12:43pm 
@TheDutchman this mod doesn't change much aside from the 3 things listed, so it shouldn't affect brewing. My main goal was to make mechanoids self-sufficient
-=GoW=-Dennis May 28, 2024 @ 3:25am 
Ah, thanks, had hoped this one also included that so the extra mod is no longer necessary, seemed like it would make sense, as it has the other mod allowing mechs to haul other mechs.
The Dutchman May 26, 2024 @ 5:48am 
Theres mods for both the fabricor functionalities but its nice they're consolidated in this mod. Theres also a fabricors can brew mod, can they do that in this?
-=GoW=-Dennis May 23, 2024 @ 8:32pm 
Does this allow Tunnelers to use Drills?
Tongonto  [author] May 20, 2024 @ 12:40am 
*That second link goes to the 'Minditor' mod, which it looks like is an old version of the Mechanoid Addition Program; this is the right link for the mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=3235277264
Tongonto  [author] May 20, 2024 @ 12:39am 
@Oddbase I think there are already some mods that add warden mechanoids, although I've never used them
Warden Militor mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=2883698190
Mechanoid Addition Program mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=3231613541
0ddbase May 19, 2024 @ 8:37pm 
you think you could make a mod that adds a warden mechanoid? something simple to recruit or enslave filthy fleshbags also for moving prisoners around