RimWorld

RimWorld

Reinforced Mechanoid2 Extended
80 Comments
Eclair  [author] Apr 18 @ 6:17pm 
@[TLP] lucapoke Nope, I think it should be fixed on mlie's side.
[TLP] lucapoke Apr 8 @ 3:54pm 
Does this mod fix the faction get destroyed when you enter the map tile? "So you have to fight them instead of flee and dont bother whit It"
Eclair  [author] Feb 7 @ 1:48am 
@Hibab10 Not really. There's no particular things I want to create for now.
Hibab10 Feb 5 @ 1:57pm 
Hello! I really like this mod, and I want to ask you: do you think this is a complete work and that making further improvements is not advisable, or are you planning to add anything else?
Eclair  [author] Dec 7, 2025 @ 9:53am 
@Hibab10 From just your information, I can't identify the issue in detail. No information about the boss, and the circumstances.
Hibab10 Dec 7, 2025 @ 7:46am 
Bug Report: JobGiver_AIFollowEscortee returns null followee

The error is related to the fact that the mechanoid cannot find the one it needs to accompany (because the boss died)

RimWorld.JobGiver_AIFollowEscortee has null followee.
pawn = RM_Mech_Zealot6546160


This happens when the Zealot tries to run JobGiver_AIFollowPawn or AIDefend/FollowEscortee, but its assigned followee/defendee is missing (null). It looks like the mech still has a duty to escort or follow a pawn that no longer exists on the map (despawned, died, or was removed by another mod). The duty isn’t cleared correctly, causing constant errors every tick.
Eclair  [author] Dec 6, 2025 @ 7:23am 
@Chubby Ok, fixed as well.
Chubby Dec 5, 2025 @ 7:03pm 
Buttons appear now and upgrading works, but downgrading spams System.NullReferenceException in console. No other issues though and works fine otherwise. Thanks for the fast update. Here's the console logs:
https://gist.github.com/HugsLibRecordKeeper/58d0cd10c4295dd7e32f07f00f68e4fe
Eclair  [author] Dec 5, 2025 @ 8:35am 
@Chubby The incompatibility with other mods that use a certain method, which is used in the Gestalt Engine, was fixed. And as for vanometric generator issue, I just recommend to not use RM2 together with the separated one, because it's integrated in RM2 I assume.
Chubby Dec 3, 2025 @ 5:51pm 
If this mod and Dead Man's Switch are loaded together then the Central Command Core (basically a buffed Gestalt Engine - requires RM2) is unable to be upgraded except through devmode.

Also using the vanometric generator mod seems to override the 2 cell cost patch here. I'm guessing that's because this only applies to the RM2 version.

Is there any chance you could add compatibility with either of these?
Eclair  [author] Nov 27, 2025 @ 5:14pm 
@Hibab10 ReinforcedMechanoids.LordToil_WraithSiege is not my own method. It's from original RM2 mod and I didn't modify it. I merely changed the way the method is called. So, there's some possibilities that my mod is causing the problem, but It's not surely. Before doubting my mod for the culprit, make sure that the error is occurred only when just RM2 is installed or not, and there's clear instruction for recreating the process to me. And note that Wraith uses melee attacks instead of ranged attacks when it has wraith drive hediff.
Hibab10 Nov 27, 2025 @ 2:20pm 
I managed to trigger an error. I'm not sure if your mod is messing something up, but here's the bug report. https://gist.github.com/HugsLibRecordKeeper/e3b2c4329f9e9cf33a6c86fa3eb8e36a
Hibab10 Nov 27, 2025 @ 1:53pm 
Hi! It looks like there's a mechanoid siege going on, and the main mechanoid in this siege, Wraith, has stopped shooting at enemies through walls like before, now only directly, which is pretty pointless, since his whole purpose is to be a walking mortar (maybe it has something to do with the boss wave system)
Eclair  [author] Nov 6, 2025 @ 1:08pm 
@Hibab10 In order to make it be able to turn it on and off, I have to replace the vanilla's shield with VEF shield but VEF shield was broken as the description (I don't know right now). It caused tons of error when the caretaker was summoned and while in a droppod. And I don't have a plan to add options.
Hibab10 Oct 31, 2025 @ 1:49pm 
Excuse me, but can you make a patch for the Caretaker mechanoid? (I'd really like for the player to be able to choose whether the shield is infinite or breaks, and to be able to turn it on or off.)
Stim The One Oct 4, 2025 @ 3:45am 
Oh good, I'm not the only one who thinks the caretaker shield is too strong.
Hibab10 Sep 8, 2025 @ 12:29am 
Can you add so that the Harpy mechanoid uses its ability by itself? In raids, they would fly away from enemies when approached, and if it’s the player’s mechanoid, there could be an option to choose whether it flies away automatically or the player controls it manually
Eclair  [author] Aug 31, 2025 @ 4:19pm 
@SERAGONDON the wraith siege bug isn’t the problem on my side probably. I tested it a while back with only RM and it didn’t work so.
Eclair  [author] Aug 31, 2025 @ 4:14pm 
@KaotiKBiscuit you sure that you’re having the bug only if this mod is installed?
KaotiKBiscuit Aug 31, 2025 @ 3:35pm 
Could have also been an unrelated bug, I didnt dig too far into it, but figured i'd say something in case anyone else had issues.
KaotiKBiscuit Aug 31, 2025 @ 3:35pm 
Hey guys, if your save is affected by this update (this is the only mod in a list of 208 that affects mechs that updated today for me):
Mechanitors were no longer able to complete some bills (worked for one bill but then failed the rest after gestation)
Close the game, verify integrity of files, reload the game then enable dev mode and delete any gestators. Replace them with dev mode, add and start the bill, use dev mode if you want to finish the cycle, and it should work from there. At least it has worked since then for me.
обращение в пиво Aug 31, 2025 @ 9:55am 
I found that's in my ongoing save with this mod removed mechanoids faction from RM
Regained them using VEF, but I'll be observing
обращение в пиво Aug 31, 2025 @ 9:38am 
By new game I mean vanilla game dev mode with only RM mods enabled
обращение в пиво Aug 31, 2025 @ 9:37am 
Wraith spawned similiar to siege raid with fortifactions bluprints
but mechanoids seems don't care about them, is this OK?
Also on ongoing save catch that boss (Wraith in my case) spawned without faction so boss is neutral. I wasn't able reproduce it on new game but try investigate it further
обращение в пиво Aug 31, 2025 @ 9:20am 
thanks for fix summon seems to work now
Eclair  [author] Aug 31, 2025 @ 1:33am 
I assume I was using unstable version somehow. So the drop pod fixing came to the stable version as well, thus there might be no issues for that now. If you are still faced with the bug related to summoning bosses, be sure that you're using latest version of rimworld and this mod.
обращение в пиво Aug 29, 2025 @ 8:23pm 
hi, is that intended that bosses from this mod can't be summoned on events maps (complex etc)?
Vanilla bosses still can be summoned. After my attempts to summon caretaker on ancient complex map summoning building just disapreared. I also reproduced it on vanilla game + this mod + all necesary dependencied (RM2, harmony, vanilla expanded framework, all dlc)
Also it seems the killing counter in this case is still increments so next bosses raids becomes stronger
wjw_wrsnk Aug 25, 2025 @ 3:16am 
After testing, the problem has been solved in the last version. Amazing
Eclair  [author] Aug 24, 2025 @ 10:21pm 
Temporally reverted to the previous version.
Hibab10 Aug 24, 2025 @ 7:08am 
and yes, if you decide on something, tell me not to wait, if you refuse or I should wait for something else (to be honest, I have a couple of ideas for this mod, if you want, I can suggest a couple of ideas)
Hibab10 Aug 24, 2025 @ 5:02am 
or completely change the way the boss appears on the map (for example, not through capsules, but leave the method of appearance through the summoning antenna, but change the boss's arrival itself)
Hibab10 Aug 24, 2025 @ 4:59am 
I have one idea how to fix the problem, but I'm not sure if you'll want to do it at all. The idea is to change the way the boss is summoned (for example, via the communication console) or on abandoned spaceships to make it so that there is one boss per base (in Vanilla Factions Expanded - Insectoids 2 there is a bug boss at the beetle base) maybe this is how you can fix it
Eclair  [author] Aug 24, 2025 @ 12:49am 
I have no idea, it is working perfectly in my case. So there's nothing I can do.
wjw_wrsnk Aug 23, 2025 @ 11:20pm 
I'm not quite sure the cause of the error, but I confirmed that the error message is indeed for the latest version (8.21).
I just re-verified the game files on Steam, but after entering the game, the error message still popped up. What could be wrong that causes other people to have the same problem?
Eclair  [author] Aug 23, 2025 @ 9:51pm 
Again, it got fixed already.
wjw_wrsnk Aug 23, 2025 @ 9:14pm 
Error summary
System.MissingMethodException: Method not found:
RimWorld.QuestPart_DropPods RimWorld.QuestGen.QuestGen_Misc.DropPods( … )

What it means
The Reinforced Mechanoid2 Extended mod tries to spawn the “Wraith/Locus/Caretaker“ boss quest.
During quest generation it calls QuestGen_Misc.DropPods(…) with a method signature that was valid when the mod was compiled, but the exact overload no longer exists in your current RimWorld build.


The runtime therefore throws a MissingMethodException and the quest fails to initialize.
Hibab10 Aug 23, 2025 @ 1:12pm 
if possible, tell me how to fix this if it's just me
Hibab10 Aug 23, 2025 @ 7:33am 
gpt chat said that the problem is in vanilla framework or in the old method of summoning the boss (I still don't understand why it doesn't work, it doesn't work without mods either and the error is the same)
Hibab10 Aug 23, 2025 @ 6:56am 
I don't know why but the boss summon still doesn't work for me (even though I've already reinstalled the mod and downloaded it again)
Eclair  [author] Aug 22, 2025 @ 8:08pm 
@Hibab10 See change notes please it was already fixed.
Hibab10 Aug 22, 2025 @ 10:32am 
hi! for some unknown reason i can't call the boss, it gives this error https://gist.github.com/HugsLibRecordKeeper/abdf14c406eb5e745c2f23008f1cdaa8
Hibab10 Aug 9, 2025 @ 1:42am 
He didn’t start repairing them from a distance — he started fixing them just as effectively as a mech, and the energy is consumed just as quickly.
Eclair  [author] Aug 8, 2025 @ 10:01pm 
@Hibab10 If the mechanitor started repairing from a distance, that is a bug. Otherwise, no way.
Hibab10 Aug 8, 2025 @ 12:58pm 
After installing this mod, the mechanitor started repairing with the efficiency of the Vulture mechanoid, and the energy disappears before my eyes, although I don’t think it’s supposed to happen.
Eclair  [author] Aug 8, 2025 @ 8:57am 
@Hibab10 I have no idea what in the world you are talking about... You are referring to the vulture right? The job driver of vulture's repairing is totally different from the mechanitor's one so it couldn't be.
Hibab10 Aug 8, 2025 @ 2:58am 
Hi! I found a bug. After your update to the Scavenger mechanoid, which allows it to repair mechs from a distance, there’s now an issue: when the mechanitor repairs mechs, their energy drops as if they are being repaired by the Scavenger instead of the mechanitor.
The Calcium Demon Aug 4, 2025 @ 4:53am 
when you do get to updating this maybe if you want make it so the gestalt engine gets better bandwith because at this point at level 4 of the engine it only has 50 bandwith and the antennae only add one bandwith per node
Sp00py_P0tat0_666 Aug 3, 2025 @ 5:29pm 
@Eclair Looking forward to an update when you get around to it. Thanks for all the hard work, mate!
Latex Santa Aug 3, 2025 @ 12:57pm 
@Eclair
Mlie has just posted a 1.6 version of Reinforced Mechanoid 2.
The time has come for this sub-mod to rise once more!
Reestock Aug 3, 2025 @ 12:51pm 
It's time.