RimWorld

RimWorld

Reinforced Mechanoid 2 (Continued)
66 Comments
Sir PotsNPans Aug 30 @ 7:45pm 
I also wanted to add that overall I am absolutely in love with this mod except my below comment. This was just too weird of an incident not to explore, and I appreciate a lot of the detail and creativity that went into this. <3
Sir PotsNPans Aug 30 @ 7:43pm 
@Mlie I did some testing using Dev mode to force spawning Manhunter pack incidents. The only mods enabled are Harmony, Vanilla Framework, and this mod. That way it avoids any strange interactions from other mods. From a dev quickstart scenario, manhunting pack event summoned 2x porcupine. After spawning in one Buffer Droid station with godmode (which spawns the Buffer Droid unit), the next manhunting pack spawned 50x Grizzly Bear.

I then enabled the Visible Raid Points mod, and sure enough the buffer droid is contributing 21980.4 points, regardless of item equipped on it. The buffer droid value is still listed as $240, and the buffer station as $1800, but for some reason it's worth 21980.4 points towards raids. For comparison in another save file, my solo mechanitor pawn has 39.8 points, and my Marshal bot has 44.0 (all the other bots from this mod work fine).
Sir PotsNPans Aug 30 @ 2:31pm 
I don't think I have VE Trading, but I'll see if I can test more and find the culprit. It could certainly be a strange interaction moment. It was surprising because the customized shotgun didn't inflate my wealth when equipped by my pawn.
Draconis🐊 Aug 30 @ 12:29pm 
I noticed that the Vanilla Expanding Trading module can do this with items that are not wholly made of materials that are inflated due to trading things. I had plasteel go over 100 per unit in my last game (removed the mod after that lol) which cause many inane items made from it to become insanely expensive and inflated wealth of my gravship run immensely. You might be having an interaction there?
Sir PotsNPans Aug 30 @ 9:48am 
It was coming from the security droid that created it. I had it equip a chain shotgun, and when a raid came in I saw that the droid alone was 21k wealth. It was a Customized chain shotgun from a Customized weapons mod, I wonder if something is interacting strange there.
Mlie  [author] Aug 30 @ 9:44am 
@Sir PotsNPans It has a market value of 1800 so not sure what causes the issue in your game
Sir PotsNPans Aug 30 @ 9:40am 
Is it a bug that the Buffer Droid station has an effective wealth of 20,000? It only costs 35 plasteel and 2 advanced components, which is 715 worth of materials.
The Gaming Archaeologist Aug 30 @ 9:31am 
So this mod DOES allow switching of weapons on mechanoids! Any mechanoid and/or any weapon?
Mlie  [author] Aug 30 @ 9:17am 
@吱吱宸 Please link to that mod
吱吱宸 Aug 30 @ 9:08am 
This will cause the artilleron from Alpha Mechs to not be able to switch weapons. Just a small bug report. I know you are busy.
https://gist.github.com/HugsLibRecordKeeper/9cd2ac5828476a366e65721d5fa2b6a0
Klipwc Aug 26 @ 10:28am 
How do you get circulation chips to upgrade the engine?
Mlie  [author] Aug 13 @ 6:08am 
@Hibab10 Not sure why you are writing here if you have an open discord thread about it?
Hibab10 Aug 13 @ 5:55am 
Hello, you haven’t fixed the bug where the Matriarch mechanoid can’t be resurrected (there’s not even a function for it). I wrote about this in the Discord channel, but you only fixed the mechs’ weapons.
StellarZynova Aug 12 @ 4:06pm 
Does anyone know what mod is making the Matriarch bug out? or tell me how to use the Matriarch cause they just arent working.
PvtGrumpy Aug 12 @ 1:27pm 
Nah nvm it seems like whatever slate issue is happening is to a lot of diff people. prob a modpack issue. Sorry
blue hippy Aug 12 @ 8:12am 
I tried some debugging, since the mod list is kinda long, but could not figure out what causes the error. It occurs after adding this mod and loading into the save.
When using a fresh start only with this mod + dependencies, then everything is displayed as is. Probably some funny interaction with some other mod.

The only warnings occurring when loading into the save is:

Could not find think node with key -1705100702
...
MonoMod.Utils.DynamicMethodDefinition:Verse.Game.LoadGame_Patch4 (Verse.Game)
...
MonoMod.Utils.DynamicMethodDefinition:Verse.SavedGameLoaderNow.LoadGameFromSaveFileNow_Patch1 (string)
Verse.Root_Play/<>c:<Start>b__1_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread
...

There are a bunch of these, but no idea how they could be related at all.
When starting a new game with the mod list everything is fine, so this the save. Gonna try it out next playthrough.

@Mlie Thanks for all the work in reviving this, but also all the other mods! :steamhappy:
Gold Plated Diaper Aug 12 @ 4:02am 
When mech siege happens and it gets defeated their blueprints dont dissapear and screws decision making of pawns till i devmode clear those blueprints. weird
sora347 Aug 11 @ 5:45am 
seems like hacking a summoned boss does not cause it to drop a chip (at least diabolus)
PvtGrumpy Aug 10 @ 8:09pm 
I just had the same issue as blue hippy, as in my mountain tiles for slate have all disappeared, the only ones that remain are ones I've damaged either mining or stray bullet shots. Not sure why it's happening but just to confirm that it is after I installed this mod that it's happening without any errors that I saw
The Gaming Archaeologist Aug 10 @ 5:48pm 
One of the images has mechanoids with different weapons. So can you replace their weapons?
Gravenwitch Aug 10 @ 12:32pm 
several minor vulture mech issues:
mechs that are downed from limb damage will walk away after being repaired slightly by a vulture mech, the vulture is able to continue repairing them at very long distances.

The vulture mech appears to consume no energy when repairing.

Vultures repairing mechs with serious injuries occasionally kills them, like when the mech stands up from a recently repaired leg they just instantly die about 5% of the time. The death recap says they died from whatever injury was just repaired. This occurs even when the mech is safely inside my base, not on fire / in a gunfight etc.

Thank you for maintaining this wonderful mod!
Gravenwitch Aug 10 @ 12:26pm 
I second mnewton1's comment, I can't seem to equip them despite the mech not spawning with a weapon. The buffer bots description says it is supposed to equip human weapons. Is the description off or is there something else going on?
Mlie  [author] Aug 10 @ 4:59am 
@blue hippy Slate tiles are not part of this mod, they are part of the base game.
blue hippy Aug 10 @ 4:57am 
When adding this mod to an existing save and some weird stuff happened, without any error.
All slate tiles (the mineable mount stuff) on the map where removed. Colonists can walk through the area where previously slate was. Also the fog of war is still present and doesn't get removed.

Could it be that the slate tiles are missing from the asset bundle? (No idea how to check)
Mlie  [author] Aug 9 @ 10:54pm 
@Axira That error is not from this mod
Mlie  [author] Aug 9 @ 10:52pm 
@-=GoW=-Dennis Everything included is listed in the description
Axira Aug 9 @ 10:27pm 
XML error: <soundAmbient>GeothermalPlant_Ambience</soundAmbient> doesn't correspond to any field in type BuildingProperties. Context: <building><artificialForMeditationPurposes>false</artificialForMeditationPurposes><ai_chillDestination>false</ai_chillDestination><soundAmbient>GeothermalPlant_Ambience</soundAmbient><destroySound>BuildingDestroyed_Metal_Big</destroySound><buildingTags><li>Mechanitor</li><li>Gestalt</li></buildingTags><spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity></building>
mnewton1 Aug 9 @ 8:44pm 
I have the same question as @Fallout, how do you give the Spartan and Buffer droids weapons? The don't come equipped with weapons but the description says "this model is fitted with humanoid manipulators and can use such weapons", yet I can't seem to given them weapons
-=GoW=-Dennis Aug 9 @ 4:37pm 
Does this already use the updated Vanometric Powercell from https://steamcommunity.com/sharedfiles/filedetails/?id=3041187151 , or is that mod necessary to have the "newer" one?
Vertisom Aug 9 @ 6:45am 
Is the Matriarch incapable of resurrecting mechanoids using a gestator, or is there a reason it might not be able to? I have a Vulture mechanoid that often get's insta-killed in combat, and I have to use a human pawn, dedicated to just their resurrection, as the matriarch refuses to resurrect them.
The Matriarch is unrestricted in area, dumping stockpiles exist for removing toxic wastepacks from the gestator, enough steel exists in storage for the resurrection, and the corpse is accessible. The human pawn is fully capable of resurrecting, but the Matriarch is not.
Sumatris Aug 9 @ 12:05am 
@Mlie: Yeah, you're right of course. Thanks for replying anyway :-).
Mlie  [author] Aug 8 @ 10:35pm 
@Sumatris You would have to ask the original author about design desicions
Sumatris Aug 8 @ 10:24pm 
What's the rationale behind the Gestalt Engine being incapable of doing anything without upgrades? Shouldn't it at least have some basic functionality when built?
Fallout Aug 7 @ 7:10pm 
question how do you give the mechs weapons as the are built with out one
StockSounds Aug 7 @ 6:16pm 
@Redd Herring
It's not lost on me, but yeah, I guess it is more of a clever Oskar moment.

Maybe implies that the Gestalt Engine will return in VFE Mechanoids 2?
Redd Herring Aug 7 @ 12:56pm 
@StockSounds You realize that Oskar (one of the people who did the art for this mod) is also an artist for Ludeon, right? And did a lot of texture work for Odyssey?
Dah Big Bird! Aug 7 @ 12:14pm 
can't wait to set up 0 pawn run again with the gestalt engine and progenitor mech if that ever gets updated
wawa Aug 7 @ 10:54am 
The music in this mod is fucking Majestic. I am most thankful
Darius Aug 7 @ 12:03am 
@Reaper415 I figured as much. Guess Ill pop open a dev quickstar and test it
StockSounds Aug 6 @ 6:23pm 
Can't be a coincidence that the Gestalt Engine has a red interface and is full of exposed wires, and the Cerebex Core has red lights all over it and is covered up and down in wires, and they both just so happen to do the same thing as each other.

Nice, Ludeon.
Reaper415 Aug 6 @ 1:59am 
@Brother Tanithos The original one is. As long as no defs were changed, this should be too.
Darius Aug 5 @ 2:42pm 
think this is compat with CE?
Magia🔥Baiser Aug 5 @ 9:43am 
Infinite thanks! :Core_Idol::blackstone:
Aug 5 @ 12:08am 
ngl gonna do the same prob
Aug 5 @ 12:07am 
@turkler we all know what youre gonna do with mechs from this mod
turkler Aug 4 @ 10:01pm 
thank you so much for the update!
meraDMG Aug 4 @ 7:10pm 
@Tstil1987 You always need pawns to launch a gravship because it counts as a "Ritual", if you want something close to that i recommend the Persona Mechanoid Pawns 2 mod
Tstil1987 Aug 4 @ 1:14pm 
anyone knows if is it possible for mechs to be able to launch the gravship by themselves?
Bosh Aug 4 @ 10:19am 
MLEE!