RimWorld

RimWorld

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Spawners and Drones
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
5.986 MB
27 Mar, 2020 @ 12:23pm
12 Jul @ 12:58pm
40 Change Notes ( view )

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Spawners and Drones

Description
Adds purchasable spawners to the game that automatically produce security drones for your colony

Recommended for:
  • people who are too attached to their pawns to let anything part of the colony die
  • people who think killboxes are lame and open combat is cool

Assemblers appear on various trader types for expensive premium prices
  • Exotic traders
  • Combat suppliers
  • Pirates

Drone assemblers can also appear as exotic quest rewards

Current variations:

Mechanoids
  • Lancer
  • Scyther
  • Centipede
  • Pikeman

Homers
Small fast drones with explosive charges attached, chases enemies
  • Chaperone

Scouts
Medium sized drones carrying light to medium weapons, lightly armored
  • Scrappie - mid to close range scattergun
  • Pepper - long to mid range autocannon
  • Logger - medium range machine gun
  • Tokamac - mid to long range rifle

Specialists
Medium sized drones carrying weapons designed against certain enemies, medium armored
  • Cinder - sets living enemies on fire, without immediately causing a forest fire
  • Cutram - low damage, high accuracy, firerate, penetration and hit chance

Properties of spawners
AKA, boring technical stuff to explain how rimworld spawners work

Rimworld spawners (from mechanoid clusters) come with a point system that determines the interval it spawns pawns.
Each pawn type has a different amount of points.
The more pawns belonging to a spawner, the slower it will spawn.
When the amount of points belonging to a spawner is slightly over or reaches max it will stop spawning pawns until some die.

ie a Lancer has 150 points and a default spawner has 500 points max, the spawner will produce at maximum 4 Lancers at any given time
* The maximum points can be configured in the settings

Individual spawners have their own individual point system so you can still raise a robot army given enough spawners
* Tynan may have changed how the mech assemblers work now but these ones follow these old rules

Often asked questions
  • Q - Are the drones CE compatible?
    A - Unfortunately, not at the moment

  • Q - Is there a way to control the drones?
    A - They listen to door restrictions, aside from that, they can't be controlled right now. I hope to add some sort of ability to better control them, someday

  • Q - Can this mod be added midgame?
    A - Yes

Open to suggestions (balancing, ideas, etc)
Popular Discussions View All (1)
32
15 Nov, 2024 @ 11:24am
Debugging Feed - Take issues here
Alkolyte
313 Comments
Captain George Zappy 1 hour ago 
Here's some additional intel; when my colonist is going to pick up the corpse of a bugged mech (to haul it into my stockpile zone or to the machining table to shred it), I can see the following message in the colonist's info window at the bottom left of my screen:

GetInspectString exception on <colonist's name>:
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
[Ref A25297CF] Duplicate stacktrace, see ref for original
Captain George Zappy 1 hour ago 
Hi there. I seem to be having the same issue as Midnight. Whenever I try to look at a bugged mech (which landed on the map as part of a hostile cluster) and its nearest surroundings, all humans, doors, animals, insects and robots aren't being rendered, and even my passenger shuttle turns invisible. It doesn't matter if the mech in question is dead or alive. Also, when I tried to zoom the camera out as far as possible, I could see some graphical glitches beyond the map edge; they were somewhat similar to the "Hall of Mirrors" effect.
Bonelancer 15 Jul @ 10:21am 
yes we are back
Dirigible 12 Jul @ 11:42pm 
seeker mine my beloved
AlexSansNig 27 Feb @ 11:30am 
I hope that CE compatibility will be added in the future. For now it is funny to see the drones get oneshot by everything
Midnight 4 Dec, 2024 @ 6:40pm 
Recently i've come across a strange bug with a specific mech, being the Drone Lancer when it's dropped by enemy mech clusters. Strangely, all mechs turn invisable along with turrets and anything that i'm viewing near the Lancer.. The lancer itself likewise being invisable, having no name or tag so making it an annoyance to locate it and deleting it via the dev menu. Second it's gone, goes back to normal Only found out it was the lancer via checking the unit in inspector. I'll assume it's a compatibility error but i'm still investigating why it's only the drone lancer.

Far as i'm aware, i've not touched that specific mech and since the Drone Lancer should be it's own unit..? It shouldn't have been changed by any other mech mod.
Majes 7 Jul, 2024 @ 4:46am 
I'm not sure if anyone else have this problem, but some drones seems to ignore enemies on the map. Like, only half of the robots attacks them, rest seems to ignore them. Also, robots tends to rush enemies in melee, even long range attacks stops at best few tiles away from enemies. Can anyone confirm to have the same problem, or is it just me?
Nyawul 28 Mar, 2024 @ 12:42am 
is there any plan to fix the incompatibility with biotech?
Alkolyte  [author] 17 Dec, 2023 @ 4:29pm 
I believe there is a setting in their settings for that feature
RigZero 17 Dec, 2023 @ 4:18pm 
This mod is a must have. Is there a way to make them spawn more often? Or manually?