RimWorld

RimWorld

284 ratings
More Mechanitor Mechs 2.0
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Mod, 1.5, 1.6
File Size
Posted
Updated
4.163 MB
Jul 24, 2024 @ 12:39pm
Jun 20 @ 5:01pm
16 Change Notes ( view )

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More Mechanitor Mechs 2.0

Description
New and Resurrected
This mod adds more mechanoids to fill in the missing skill areas and further flesh out your mechanoid army. It also adds small patches to improve Mechanitor-only gameplay by allowing a few restricted job types.


Currently, there are six new mechanoids.













Project Roadmap
All of these are ideas as it stands right now, if the fate smiles they will be implemented.

Mechamind
Status: Done
Tier 3: Capable of research and launching psychic EMP blasts.

Wardron
Status: Done
Tier 2: Armed with a less-than-lethal baton and capable fulfilling the everyday needs of prisoners, but not recruiting them.

Demetron
Status: Backlog
Tier 3: Nonviolent and capable of plants, cooking, and animal handling, meant as a late-game all-in-one solution to food production.

FAQ

Q
The Mechanoids are just wandering and not doing their jobs.
A
  1. Do they not have access to the area the job is in?
  2. Do they not have access to the required materials to complete the job?
  3. Do they not have the required bodyparts to complete the job? (Arm shot off, etc)
  4. Was the mechanoid created before Complex Jobs was installed?
  5. Did you uninstall Complex Jobs after the mechanoid was created?
  6. Are you using a mod other than Complex Jobs that alters base game WorkTypes?
If you answered yes to any of the items listed, that's likely the source of your problem. If you answered no to all of the items listed (Are you sure?), then create a post in the pinned Issues discussion thread.
Q
I have a found Bug/Error/Issue.
A
Put them into the "Issues" discussion thread. Provide detailed explanation of what was happening when the issue happened. If you submit a report outside of the discussions thread, I may ask you to repost it in the thread or just outright delete it. You have been warned.
Q
I have a suggestion.
A
Put them into the "Suggestions" discussion thread. Any suggestions outside of the thread will be deleted to prevent clutter.
Q
CE?
A
Yes, blessed be.

Credits:
Nalzurin - C# code, Harmony patches and xml.
UltraEmailMan - Original mod creator, Art and xml.

Addendum
Special thanks to the original creator of the mod, UltraEmailMan. They granted me full rights to take over and work on the mod. The original idea is their and they were the reason I got into rimworld modding as a whole.
The original mod page link:
https://steamcommunity.com/sharedfiles/filedetails/?id=2880075558
Popular Discussions View All (2)
77
Aug 1 @ 1:26pm
PINNED: Post your Issues here!
Nalzurin
25
Sep 11 @ 2:40pm
PINNED: Post your suggestions here!
Nalzurin
84 Comments
dazingray Sep 18 @ 9:48am 
Like another user, my gastromech gives food poisoning way too much. Makes it feel pointless
Nalzurin  [author] Sep 12 @ 6:30am 
It's not an error, since vanilla does it too. It is on me to patch it
turol Sep 12 @ 5:46am 
So can you fix it or should I bug the Vanilla Expanded people? They usually take a long time to fix things.
Nalzurin  [author] Sep 12 @ 5:38am 
@turol All jobs award skill experience and mechanoids they have a constant value for the skill and if you try to award them experience it will throw a null reference error. The only way to fix that is to make a code patch that will add a check for if the pawn doing the job is a mech and if so do not award experience. This is why in vanilla mechanoids can only do some select jobs. If you want custom jobs to work with mechanoids without throwing those null errors you have to manually add that code patch for EACH job that you're patching. So of course if I haven't added compatibility to a specific job its going to throw errors
turol Sep 12 @ 5:33am 
The rancher tries to tend apiaries from "Vanilla Factions Expanded Medieval 2" but fails. There's a NullReferenceException in the log for each attempt. "JobDriver threw exception in toil MakeNewToil's initAction for Pawn_MechRancher477933".

This is unfortunate because that's the job for which I built this particular rancher.
Cranberry Sep 5 @ 2:22am 
My gastromech is constantly giving my colonists food poisoning. It might be a bug because Fabricors also have 10 skill and dont seem to poison food near as much, if at all. Could you consider buffing Gastromechs to do the same? Or maybe buff their skill to 13 or 15?
昭和の猫 Aug 30 @ 9:12pm 
The mod is awesome!
but all mech (vanilla& mod) still lack jobs: loging,capture,hunt, kill(allow tool mod)
and if buff the rancher able haul the slaughtered cow to the fridge....
- ̗̀Skizzie ̖́- Aug 11 @ 6:37pm 
Is there any way to get the wardron to work with guarding pawns?
Dead_videos Jul 29 @ 11:49am 
Are Mechaminds able to hack the new odyssey doors?
Merloga Jul 29 @ 4:14am 
Would be insane if you could let the scavoids load Rimatomics Reactors, since nothing else apparently can. In any case, perfect mod for not crazy mechs while adding basic important ones. Thx