RimWorld

RimWorld

[Legacy] Reinforced Mechanoid 2 (Continued)
338 Comments
Mlie  [author] Aug 11 @ 10:47am 
The problem with equipping weapons should be fixed now.
Since Vanilla Expanded decided to remove all code regarding the mechs in 1.6 Ive had to recreate a lot of the features. So there might well be more things with issues.
Latex Santa Aug 3 @ 11:38am 
@Mlie
Ooooh, Great One, I bow before you.
Thanks very much for the update.
Mlie  [author] Aug 3 @ 11:33am 
Mod re-relased for 1.6, see info in the description
Mlie  [author] Jul 31 @ 3:40pm 
@ChaosGusOverlord Updating all my mods, see Discord for info
ChaosGusOverlord Jul 31 @ 3:37pm 
Will this be updated to 1.6?
Uncle Freckles Jul 29 @ 11:52pm 
Could always be a togeable mod option, no?
Gerewoatle Jul 29 @ 9:58pm 
Agreed with the below, keep it separate please.
(≡◉‿‿◉≡) Jul 29 @ 9:01pm 
Same as the guy below, not everyone add this mod for that feature. I mostly add this for the diversity of the raiders and threats.
PvtGrumpy Jul 29 @ 12:12pm 
What the guy below me said
ПΛПО Dragoon Jul 27 @ 5:07pm 
Would it better to just have that mod be continued as it's own thing?
CTH2004 Jul 27 @ 11:48am 
I third that motion!
Latex Santa Jul 25 @ 5:17pm 
@AtomicRobot
I second this motion, it would be absolutely great.
AtomicRobot Jul 23 @ 6:40am 
Oh, it's this one:
https://steamcommunity.com/sharedfiles/filedetails/?id=2973146544

It allows the getalt engine to keep going past level 4 to the integer limit, with a set resource cost increase per level
Mlie  [author] Jul 23 @ 6:37am 
@AtomicRobot I dont know what mod that is?
AtomicRobot Jul 23 @ 6:33am 
Hey, with the Infinite Gestalt Engine Mod marked as (discontinued) would it be possible to maybe add it's functionality as a toggleable feature in this and the gestalt engine mod?
DICK NUTS Jul 18 @ 1:12am 
i love your work man, you are a savior to the rimworld community
Mlie  [author] Jul 16 @ 7:58am 
@jsholdschl Yes, as mentioned previously
jsholdschl Jul 16 @ 7:56am 
Hi! Just wondering if there is a planned update for this for 1.6. Thanks!
nikita150u Jul 14 @ 8:19am 
Can you buff shield of Caretaker (>x10)? Cause some cheaper-to-produce Legate from Alpha mechs place it in shame corner with 5000 hp shield
Mlie  [author] Jul 8 @ 12:07pm 
@Hibab10 Please see the Reporting Issues section described above
Hibab10 Jul 8 @ 12:05pm 
I don't know why, but the mechs from Alpha Mechs can't switch their weapons using their ability, and I suspect it's because your mod changes something in the code and prevents the weapon-switching ability from working. Without your mod, everything works fine.
Mlie  [author] Jul 4 @ 10:10pm 
@StockSounds You would have to ask the author of it
Reestock Jul 4 @ 5:25pm 
What was the original mod discontinued for?
Mlie  [author] Jun 29 @ 12:01pm 
@mryan.bkk Updating all my mods, see discord for progress
mryan.bkk Jun 29 @ 11:59am 
1.6?
mir_38 Jun 19 @ 9:22am 
Attacking ship remnants immediately causes them to be considered "destroyed" because there are no hostile human pawns that aren't in cryptosleep- also, holy fuck there are so many mechanoids
Hibab10 Jun 17 @ 11:13am 
it is impossible to resurrect the matriarch mechanoid
Visoth Jun 17 @ 9:07am 
Hi again. I have built the Spartan droid charging station found in the security tab. The droid it created died and is saying "Needed to rebuild machine: advanced component x1, plasteel x15"

I have the materials, but I cannot figure out how to rebuild it. I right click the charging station with my mechanitor but its not interactable with right click. I do not see any other information anywhere about this part of the mod and google turns up nothing.

How do I rebuild these destroyed spartan droids? I
Mlie  [author] Jun 17 @ 2:40am 
@(´・ω・`) Ive never used the mod, perhaps you could verify this by checking on an older version of RimWorld?
(´・ω・`) Jun 17 @ 1:39am 
The bases of the new faction are treated as "destroyed" the moment you enter them. Doesn't seem like this was intended.
VelxraTV Jun 17 @ 1:20am 
Oh I didnt realize this one was fixed for 1.5 such a great restoration ty
Mlie  [author] Jun 16 @ 9:05am 
@The Lord Pootis I did not see it when I published. It does not mean its not an error now. If you have a solution, please post it on the github-repo as a PR or an issue and Ill take a look when I get to this mod. With the release of 1.6 it will take a month or two before I can look into this.
The Lord Pootis Jun 16 @ 6:35am 
@Mlie Ok so after a slight bit of tweaking with the texture files of the affected mechs it seems the vulture and behemoth mech have an extra overlay sprite with "west" in the name that the others don't have, simply flipping their direction using a program such as paint.net seems to fix the issue with it being reversed in game, for the zealot it turns out the sprite for the newer and ancient variants are not quite aligned with each others, the sprite on the newer one is just slightly more to the left than the ancient one so bring it more left to be aligned with the ancient version fixes the issue with it's overlay too.

It's very weird that you're not seeing those issues on your end however.. is my mod somehow outdated in some way?
Mlie  [author] Jun 16 @ 6:26am 
@The Lord Pootis I have no idea, Ive never used any type of texture optimization as they seem to be causing errors with various mods. You should probably ask the developer of it
The Lord Pootis Jun 16 @ 6:09am 
@Mlie I did do texture optimization with rimpy, how would I go about undoing it? do I just delete the .DSS texture files? Assuming that's all I'd need to do I have tried with only this mod on (and character editor for easier testing) and I can confirm that the behemoth and vulture have their overlay reversed when facing left specifically, not right tho. I also discovered that the zealot's overlay is also slightly misaligned but only on the sides and only when it's under a 100 years old, if it's ancient then its aligned properly.
Mlie  [author] Jun 16 @ 5:12am 
@The Lord Pootis is this with only this mod loaded with no texture optimizations etc.? I have not noticed this in my tests.
The Lord Pootis Jun 16 @ 5:11am 
A minor thing that would need fixing when you get the time is the allegiance overlays of certain mechs, specifically the behemoth and vulture's is reversed when facing to the side.
Mlie  [author] Jun 11 @ 6:35am 
@Cubile Oddity I think such compatibility is better added on their end.
Cubile Oddity Jun 11 @ 6:22am 
well to make the ship that land on the planet be the same as the méchanoid ship in space that are added by SOS2. and if it is not already the case have some of the mecanoid in said ship in orbit be one added by this mod
Mlie  [author] Jun 10 @ 10:20pm 
@Cubile Oddity Compatibility in what way?
Cubile Oddity Jun 10 @ 5:29pm 
Do you plan to add a compatibility with the mechanical spaceship found in Save Our Ship 2 one day ?
FungalFish Jun 4 @ 2:18pm 
Once again, Mlie is the GOAT. Happy that we haven't driven you insane with our countless requests (yet)

I wonder what happened to the original.
Mlie  [author] May 30 @ 11:27am 
@CTH2004 I dont change the original descriptions and I always have my disclamer on continued mods to point out that I do not take any ownership of it or accept donations for it. Its still the original authors property and they always have the right to have the update removed.
CTH2004 May 30 @ 11:24am 
Yeah.

Although @mile, I think it would make sense to bring that information over here, as it’s valid for this mod.

Also, as this page says “updated with permission”, I’m just curious why you still have the “it might get taken down” notice.

Just wondering! And, may I just say, thank you for bringing the full mod together, not splitting the gestalt engine, as well as update it it!
Mlie  [author] May 29 @ 11:14pm 
@Visoth You can read about it on the Gestalt Engine page linked in the description
Visoth May 29 @ 11:10pm 
I noticed a mech called the "Matriarch" that isn't listed in the description. From reading the description in-game, it leaves me puzzled on its intended purpose. Can this mech create new mechs by itself? Does it just repair mechs? I think some added detail to the description, and inclusion to the mod page would be nice. I'll have to test this thing out on a dev-mode enabled save file.
Mlie  [author] May 26 @ 11:46am 
@Droider It requires you to upgrade the engine as well.
Droider May 26 @ 11:30am 
There is a bills tab for the gestalt engine but no bills even with all research unlocked. Am i missing something?
Head May 22 @ 7:23am 
Amazing mod!
Mlie  [author] May 21 @ 11:21am 
@Jackel990 No, but there is already a mod that lets you pickup mech weapons