RimWorld

RimWorld

Lost Factory Mechanoids
58 Comments
Vagineer1 Oct 19 @ 6:55am 
Hey, given that imgur is now blocked in the UK the images that were in the description no longer show up properly. Might want to consider adding in a text description for the content if you get the time
Monbland Oct 12 @ 8:04am 
Mechanoids total Warfare compatble?
Cosmic Meatball Oct 7 @ 10:47pm 
do you work on the ce patch yourself ? would you be open to balance feedback regarding it ?
girk Sep 19 @ 8:35pm 
scrutom
Halicade Sep 10 @ 3:18pm 
Hello! I get some errors when ideology isn't loaded. Log below
https://gist.github.com/HugsLibRecordKeeper/2b334eb24702d54db5a1b1b38f6a5a66
GoGaTio  [author] Aug 19 @ 11:31pm 
@WaffleKing if there's no mod content on maps it would just send one time errors in log
WaffleKing Aug 19 @ 5:35pm 
IS this safe to remove mid save?
Gerewoatle Aug 13 @ 1:53pm 
I like the graser turrets. Mech clusters feel fun again.
Geisthander Aug 13 @ 1:24pm 
@Prophet and @Wargoon, Cherry Picker them out, that's what I did.
Mrmarko123 Aug 3 @ 1:01pm 
Mechanizaztion meme seems bugged, I'm getting -17 despite having loads of mechanoids.
Prophet Jul 31 @ 8:07am 
i beg of you with all my soul
please add an option to remove those ♥♥♥♥♥♥♥ grazer turrets
they SUCK and are ♥♥♥♥♥♥♥♥ to fight :brotherskull:
Trump prime(convicted felon) Jul 15 @ 12:15pm 
Мод кажется прям несбалансирован, 3 колониста, в кластере 3 auto chain турели, каждая из которых стреляет 3 AOE выстрела с высокой точностью. Ну чет в разы сложнее ванилы
bunx2021 Jul 3 @ 7:47pm 
Bug report: since I dont see a open discussion, here instead. Arbiters overcharge mechs even when sleeping. I got a psychic ship drop and along came 2 arbiters, they are constantly overcharging the ship mechs. Same goes for those part of a mech cluster or in abandoned places like the ancient complex.

How to replicate: Summon a mechraid with arbiter. Arbiter will overchange even when not awake.
Wargoon Jun 28 @ 12:31am 
Is it possible you could make a submod with just the ideology precepts? I like the new mechs but I prefer fighting the vanilla ones
Meyhazah Jun 17 @ 7:17am 
Seems to be some sound related errors on the 1.6 version related to beam grazer turret.
VitaKras May 27 @ 5:27am 
Спасибо
GoGaTio  [author] May 27 @ 12:42am 
@VitaKras да, встроен
VitaKras May 27 @ 12:37am 
русский язык есть?
tide{S}haper industries May 2 @ 3:05pm 
Heads up!

The previously reported dev-mode issue comes from errors caused by the mod when used with CE. Results in a null thingClass for some ammo Defs.

1. You need a loadAfter rule for CE, if your mod is loaded before it, it results in errors.

2. Your CE-patches as a whole also miss additional checks for DLC-related content. If you load your mod with CE but without DLCs, multiple patches are failing. If you load with neither CE nor DLCs, nothing complains - thus follows those errors might all just be related to CE-patches that have a dual dependency on CE & one (or multiple) of the DLCs.
GoGaTio  [author] Mar 23 @ 9:20pm 
@Kostia yes, here I cannot do anything without it
КоКо Mar 23 @ 8:30pm 
Yo I don't know what could possibly do that but the mod prevents me from spawning items with the devmod console I can send you the error message from the bug console ifyw
GoGaTio  [author] Mar 3 @ 11:22pm 
@Rubber Ducky they can spawn in raids, clusters and ship parts
Rubber Ducky Mar 3 @ 11:17pm 
Do these mechs spawn naturally in raids against your colony or are they player only?
Smxrez Mar 2 @ 5:56pm 
Arbiters over charge seems rather silly
It has almost no cooldown and a pretty decent uptime
All it takes is getting 1 arbiter to maintain giving a bunch of solid buffs to 40 mechs
I do like it mechanically though I just feel the cooldown should be longer
Miha_metan Feb 24 @ 4:48am 
Are there any known incompatibilities?
324h92 Feb 16 @ 6:23am 
Hello, the mechanical body cannot be cultivated, and there are no other mechanical race expansion mods besides CE.
ShrapNil Feb 14 @ 9:55am 
can we get the option for "combat mechanoids hated" in the ideology section?
Definzy Jan 1 @ 4:41pm 
Uhh, well, at least now it's justified to make a full-fledged army of mechanoids to serve my colony)
Naraxa Jan 1 @ 3:51pm 
Sure, I can help! Thanks for being chill about the localization, I hope you know I don't intend to be an ass about it I just think it'll help with immersion. Would you mind making a thread so I can go into more detail and edit any typos? Also so others can contribute if desired
GoGaTio  [author] Jan 1 @ 1:39pm 
@Definzy it requires at least 25 active bandwidth for no negative thought, but it will be active only at high expectations
Definzy Jan 1 @ 12:46pm 
The question is, how many mechanoids are needed in the colony so that there is no mood debuff from an insufficient number of them?
GoGaTio  [author] Jan 1 @ 11:14am 
@Naraxa If you are not very busy, may I ask you to rewrite these descriptions?
Naraxa Jan 1 @ 10:37am 
Sorry for the long wait till I responded, anyway yeah I saw that, its cool, there are definitely some english localization errors however (no worries if english isn't your first language its not a big deal) so I think the mod could benefit from some rewrites for the meme descriptions
Tedious Crow Dec 31, 2024 @ 2:56pm 
Oh dang then buying mechlinks to make more mechinators has not helped the situation
GoGaTio  [author] Dec 31, 2024 @ 9:08am 
@Tedious Crow how much bandwidth your mechanitor use? This precept in fact counts not mechs, but bandwidth they use
Tedious Crow Dec 31, 2024 @ 9:02am 
Hello, love the mechinator ideology idea, but it doesn't seem to be counting the mechanoids from the Dead Man's Switch mod, which makes my colony very unhappy. Is this something you'd be able to fix?
GoGaTio  [author] Dec 23, 2024 @ 7:59pm 
@Some guy who plays games I think there is a conflict with other mod, because mech assembler works simple and shouldn't cause any errors by itself, no matter what mech is used. Also, if something like this occur again, use Ctrl + F12 to catch the log, that would probably give more info
Some guy who plays games Dec 23, 2024 @ 5:12pm 
So a mechanoid assembler that was supposed to spawn a taintor is set to spawn it in -7.9 days, and that completely destroys my fps. Unfortunately, I have like 300 mods running so it might be a conflict so it might be a mod conflict but if someone else runs into this I think you just need to destroy the assembler and it works
subzeroggwp Dec 23, 2024 @ 7:36am 
1. Got an EMI Dynamo mech cluster on my map
2. Killed the mechs
3. Got transpord pod crash with a good pawn
4. Sent a colonist to rescue it
5. Thought that those were regular vanilla turrets
6. (That was the moment he knew, he fcked up)
7. Chain turret deal a ♥♥♥♥ load of damage (doable)
8. BEAM MOTHERFU- Turrets (6 to be exact)
9. Sent other colonists to save my colonist from burning to death
10. Everyone on fire, no firefoam packs, everyone dies to that bullshiet
11. Got too tired from this bullshiet
12. ALT+F4
13. Writing this comment to say that I kinda want low tier mech that could help, because every mech that this mod adds are starting to be craftable feom standart mech tech :c
Bazz Dec 21, 2024 @ 2:40pm 
Nice mode fr
GoGaTio  [author] Dec 20, 2024 @ 1:12pm 
@[BRE] Enric In my opinion Biotech is the better DLC, it adds tons of new content and a lot of stuff, modders can use to create new content modds(just look on VE races series that has many unique genes and xenotypes which can greatly fit in any playthrough) also many mechanoid-related mods or based on Biotech systems, like Mechanoid Upgrades , or just adds recipes and other stuff if it's active, like Machines of war , Alpha mechs and VFE - Mechanoids
[BRE] Enric Dec 20, 2024 @ 12:53pm 
So without it I cant make them huh, maybe ill buy the dlc because of this mod, its too cool
GoGaTio  [author] Dec 20, 2024 @ 12:49pm 
@[BRE] Enric yes, if you have Biotech
[BRE] Enric Dec 20, 2024 @ 12:45pm 
Can I make these in Vanilla?
GoGaTio  [author] Dec 20, 2024 @ 12:34am 
@zeke_bender there are 2 on fact:
- process booster (6 levels, +1 bandwidth and +0.05 mechs move speed per level)
- combat sublink (6 levels, +1 mech shooting accuracy and +1 mech melee hit chance (both in points, not final value)
Kokorocodon Dec 19, 2024 @ 6:06pm 
and congrats for being in the top 3!
Kokorocodon Dec 19, 2024 @ 6:05pm 
the ideology stuff is such a blessing!
zeke_bender Dec 19, 2024 @ 1:33pm 
what are the "new mechanitor implants" you mentioned at the bottom?
GoGaTio  [author] Dec 19, 2024 @ 11:00am 
@Naraxa Oh, my bad, mod adds new precept "mech labor: prevail", it gives +50% to mech work speed, but -25% to other pawns. Also in ideos with Mechanization meme you can choose or precept from Biotech, or this one
Naraxa Dec 18, 2024 @ 1:47pm 
So curiosity question: Why is the mech labor speed called "prevail?" I only ask since its different word choice, nothing against it