RimWorld

RimWorld

[AV] Mechtech
155 Comments
Latex Santa 6 hours ago 
I only need this mod, Reinforced Mechanoids 2 and Mechanitor Adventures before I can start my new colony of genetically-modified superhuman freaks, conquering the Rim with their armies of mechanoids and hybrid cyborg battle-beasts. Well, Mechanitor Adventures would be nice to have, but the modder has an attitude and I can live without it.
Slaygate2077 Jul 25 @ 5:00pm 
hope your enjoying odyssy, and i hope this mod gets an update soon ^^
Indigo Cactus Jul 23 @ 4:21pm 
This is the only 1.5 mod I regularly check to see if it's updated. No rush, I'm glad you're prioritizing enjoying the DLC yourself, I'm very just excited ^.^
LomebiPL Jul 21 @ 5:01pm 
This may sound strange but could you add a mech that can pilot a shuttle?
JoeOwnage Jul 21 @ 9:15am 
Looking forward to trying this one once it's updated
Sh2d0wm2n Jul 18 @ 5:57am 
I can't wait untill this mod is 1.6, definitely my fav biotech mechanoid related mod.
child assault services Jul 18 @ 4:46am 
i thought like a helmet that comes with it and activates when you go to space. or maybe it would be better if you just use the regular helmet with it
Veltaris  [author] Jul 18 @ 3:26am 
You can be sure that I'll add stuff for odyssey over time :)
Carbon panels will ony provide a small bonus to vacuum resistance, it would feel weird if you can be in space without a helmet
child assault services Jul 18 @ 2:50am 
is there gonna be any odessey content? maybe something like the carbon panels can let you breathe in space
emi Jul 17 @ 9:57am 
can't wait to play with this again ^-^
Veltaris  [author] Jul 17 @ 7:18am 
@Luca Walker
While the 1.5 version of this mod does start up on 1.6, please do not use it. It will spam the error log and end up breaking things.
Luca Walker Jul 17 @ 5:27am 
i did some playing with 1.6 and while it is not happy running on 1.6 it has not crashed the game or shown any game breaking bugs until now .
Pappi_Rabbi Jul 14 @ 10:39am 
:(
Greisyn Jul 14 @ 2:35am 
MY COMPANION! j/k thanks for the update on well the update lol im really enjoying the new dlc so i understand you completely Veltaris. thanks for the mod and trust I have this favorited for when the update hits <3
Psyckosama Jul 13 @ 7:17pm 
Drat. Here I was hoping you wouldn't be able to play without it. ;)
RedGoat Jul 13 @ 5:48pm 
having fluoids in space would be such a nice roleplaying tie in, love the mod and i cant wait to use it in 1.6 myself
gunns22 Jul 13 @ 8:02am 
@Veltaris

That's perfectly fine. We're all gamers deep down. Take as long as you need.
Veltaris  [author] Jul 13 @ 7:57am 
Yes, it will be updated to 1.6 when I find the time - after I enjoyed the new dlc.
I'm a gamer first, modder second :)

So make your run without this mod first, it will take a bit.
gunns22 Jul 13 @ 7:03am 
@Veltaris

Any news on a 1.6 update?
child assault services Jul 13 @ 5:52am 
will this be added to 1.6?
Nighthawk Jul 4 @ 5:51am 
does it work on 1.6?
trouter Jun 24 @ 9:40am 
Yeah, after digging around a bit I think it's just a bug with how the info panel displays "work types" for mechs - it goes by all jobs classed as mining, rather than separating the jobs under the "mining" umbrella. I'll let the Mining Priority dev know, thanks!
Veltaris  [author] Jun 24 @ 6:32am 
@trouter
Thanks for letting us know! I'll add that to the compatibility notes.
No mechanoids can operate a drill unless a mod specificly adds that (my mod does not add it) - so there is nothing I could really change about it.
You might want to drop a comment under the Mining Priority mod, they could probably fix that inconvenience.
trouter Jun 24 @ 5:43am 
Seems like scrappers are listed as being able to do deep drilling, but they can't actually operate the drill.

For anyone using the Mining Priority mod with the default settings, the mere existence of a scrapper will prevent anyone with less than 12 mining from operating the drill unless those settings are changed.
Roque the Rogue Jun 17 @ 5:01pm 
I'll take a look and see what's up with the new version, been testing a lot of mods on unstable, the performance improvements included in 1.6 are awesome.
Veltaris  [author] Jun 17 @ 2:06pm 
@Rokuna
That means that something is erroring out for you. Without a log I can't do anything. Please be so kind and post your playerlog or hugslib log in the pinned bug reports channel.
Rokuna Jun 17 @ 2:02pm 
(small update) removing this mod from load up fix the issue.
Rokuna Jun 17 @ 1:46pm 
Hello, I noticed this mod updated today and now all my pawns are invisible and the game seems to be breaking while trying to load up?
Veltaris  [author] Jun 16 @ 7:05am 
@Kayo
The mech will use its missiles on its own when undrafted, but NOT when drafted.

This is how it looks with just this mod alone:
https://www.youtube.com/watch?v=MebHyIGbsqs

Please post your modlist / playerlog or hugslib log in the pinned bug reports channel.
There seems to be mods which interfere with its behaivior.
Kayo Jun 16 @ 5:46am 
Please. I beg of you - remove the missile barrage from the Tarantula's auto-attack ai while drafted. That kind of firepower needs to be manually aimed; the mech shouldn't have the ability to decide that the singular imp that stood back up after being down was worth 120 chem fuel and a fresh hole in my hole to finish off.
Veltaris  [author] Jun 15 @ 1:21pm 
Yes it does.
While it can start up in 1.6, it shows errors.
Without looking to much into it, I can already tell that neurill and the additional royalty mech cluster mortars are broken.
Unless you want to test what breaks and what still works, I would not recommend using this in 1.6 yet.
Roque the Rogue Jun 15 @ 12:35pm 
Does this mod even require a version 1.6 update?
Engineer Gaming Part 3 Jun 14 @ 12:20pm 
thx
Engineer Gaming Part 3 Jun 13 @ 8:27pm 
You able to make a small little patch so bandnode expander works with Deadman switch's bandnodes?
Veltaris  [author] May 16 @ 4:40am 
@Mako
Nevermind, [AV] mechanoid orbittal traders already has a setting for that. (allow hijacked mechdrop incident)
Veltaris  [author] May 16 @ 3:26am 
@Mako
That event is part of [AV] mechanoid orbital traders. I'll add a toggle in the next update :)
Mako May 16 @ 12:13am 
The mod is great, my only issue is the random events that have an uncontrolled mech drop on the map. If you're not planning to have a mechanitor colony and it goes rogue it just serves as an annoyance. Perhaps the event can be toggled with a mod menu?
健太郎大冒险 Apr 11 @ 7:52pm 
@Veltaris thank you for your response!
Veltaris  [author] Apr 10 @ 8:14am 
@健太郎大冒险 (2 / 2)

I'm unsure if toggling it to work on psychicly deaf mechs would cause any other problems instead. Usually their is a reason for 0 psychic sensitivity (even if that reason is just balance).
As I am working on a bigger update for this mod, I'll not look into this in the near future.

However if you want to switch it yourself you can do so easily!
Find the mod folder for this mod and look at 1.5\Defs\Apparel_Utility.xml
Find the first <onlyTargetPsychicSensitive>true</onlyTargetPsychicSensitive> and change true to false. Should you mess something up that way, you can always unsubscribe and resubscribe to redownload the mod.
Veltaris  [author] Apr 10 @ 8:14am 
@健太郎大冒险 (1 / 2)
The hacking lance works on non-vanilla mechs, when they meet the conditions:
- you have enough charges for their bandwidth
- their bandwidth does not exceed the limit in the mod settings (default 3 | max 5)
- they are not a boss
- have psychic sensitivity

Mechs from Dead Man's Switch have 0 psychic sensitivity, so any of the vanilla lances won't work on them as well. I'm assuming that this is wanted by the creators of Dead Man's Switch.
健太郎大冒险 Apr 10 @ 1:13am 
Thank you for the hard work! I love your mech mods! Is there any plan that the hacking lance would be compatible with Deadman's switch's mechanoids? I have tried it currently only work on vanilla mechnoids?
Shouravik Mar 28 @ 2:33pm 
Alright so the micropod bill keeps being deleted when I move away from my screen, not sure what's going on there.
Shouravik Mar 28 @ 9:51am 
Thanks friend
Veltaris  [author] Mar 28 @ 9:43am 
@Shouravik
fabrication bench / machining table / any smithy
needs 'Cultivation pods' research first.
Shouravik Mar 28 @ 9:30am 
Where do I make the Micropod?
InputThought4 Mar 26 @ 2:34pm 
Hey thanks for the response I thought it would've been a progressive overload on the brain. Like every 5 extra bandwidth you'd use it would reduce consciousnesses.
Veltaris  [author] Mar 26 @ 1:42pm 
@InputThought4
It should work, that pawn gets a new "ability" to tell it how much brain capacity you want to trade:
Screenshot [i.imgur.com].
Also a little warning, the text in the item description is not just flavour (although you can reset it in dev-mode).
InputThought4 Mar 26 @ 1:30pm 
Does the Mech Link Limit remover work? I tried putting it on my Mechanitor but it didn't change the amount of bandwith or allow me to add more mechs to them.
HOOTERS Mar 22 @ 5:30pm 
OK ill have to find which mod im using that's stopping the shells button from appearing hopefully that fixes it thank you :D
Veltaris  [author] Mar 22 @ 2:51am 
@HOOTERS
No. Check if you allowed your mortar to use them though.
They might be not allowed in this selection:
Screenshot [i.imgur.com]