RimWorld

RimWorld

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Vanilla Factions Expanded - Mechanoids - Mechanoid Re-Assembler
   
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Mod, 1.3
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27 Dec, 2021 @ 1:05pm
31 Dec, 2021 @ 8:37am
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Vanilla Factions Expanded - Mechanoids - Mechanoid Re-Assembler

Description
Content

This mods adds 2 buildings. A mechanoid re-assembler and an advanced mechanoid re-assembler.

Mechanoid Re-Assembler

A device that when supplied with sufficient power and resources in the form of mechanoid corpses will assemble "friendly" AI-controlled mechanoids.

One re-assembler needs 2.5 days to assemble one mechanoid.

To assemble one mechanoid it needs 1.25 mechanoid corpses (5 corpses = 4 mechanoids).

The type of mechanoid (scyther, lancer, centipede etc.) is choosen at random from a specified list each time it assembles a new one (no need to worry about it spawning autohaulers).

Advanced Mechanoid Re-Assembler

An upgrade/sidegrade of the regular mechanoid re-assembler. Instead of normal mechanoids it instead assembles the shinier ones added by VFE-Mechanoids, with a chance to assemble their upgraded/advanced variants.

One advanced re-assembler needs 2 days to assemble one mechanoid.

To assemble one mechanoid it needs 1.50 mechanoid corpses (6 corpses = 4 mechanoids).

Just like the regular one it chooses the type it will assemble at random.

Balance

Things like building costs, research time, power need etc. might require adjustments in the future.

The amount of mechanoids one re-assembler can spawn is unlimited, though the mechanoids are quite reckless and cannot be repaired, so no need to worry about them hanging around for too long and lagging your game.

Corpses of specific mechanoids can added to a "blacklist" to prevent them from being used to fuel the re-assembler. Bots added by VFE-Mechanoids (autohaulers, autocleaners etc.) are already on that list.

No matter what, the mechanoid corpse cost of one mechanoid will be kept above 1 to prevent the player from infinitely recycling their mechanoids.

Patches/Compatability

Modded Mechanoids
-More Mechanoids
-[KIR]Extra Mechanoid Units and Equipment
-Mechanoids Extraordinaire

Mechanoids added by these mods can be assembled by the re-assembler(s).

CE
¯\_(ツ)_/¯

What the hack?!
Assembled mechanoids cannot be hacked.
There's a small issue with pawns trying to rescue said mechanoids (if they're downed) and being stuck in a loop. In that situation the downed mechanoid should be shut down/finished off to free the pawn from the loop.
Other than that there are no major issues.

Future patches/plans

Feel free to request any modded mechanoids to be added to the spawn list/fuel blacklist. I'll add them if it's possible/balanced to do so.

A standalone version that doesn't require VFE, shouldn't be hard as it currently only needs it for the mechanoid components and research tab.
Popular Discussions View All (2)
37
9 Apr, 2022 @ 11:56am
Bug Reports
MrKociak
1
14 Aug, 2022 @ 7:45pm
Draftable Mechanoids?
The Arctic Kiwi
43 Comments
HIVEMIND 20 Nov, 2022 @ 7:49am 
wake up samurai
VelxraTV 21 Oct, 2022 @ 4:55pm 
Please update to 1.4
Thundercraft 8 Oct, 2022 @ 7:21pm 
I don't suppose anyone knows of a patch or a mod combination that allows re-assembled mechanoids to be repaired? I really don't like the idea that it is impossible to repair them. Though, to be honest, I also don't like the idea that even the 'Advanced Mechanoid Re-Assembler' builds a mechanoid chosen at random and does not allow the player to indicate a preference. IMO, the advanced version should have better features than that. If it is believed that such features would break the game balance, then, personally, I'd prefer that it only build 2 or 3 mechanoids for every 5 corpses. Though, on that note, I'd think that the type of corpses required should relate to the type that is built (i.e., Scyther corpses to build a Scyther, Centipede corpses to build a Centipede, etc).
MrKociak  [author] 31 Aug, 2022 @ 10:33pm 
@woodiestmink yeah, though I think at this point it would be better to remake the mod. The code is kinda sucky and doesn't interact well with....honestly anything.
I have a decent idea for how to improve it though.
SkimmingDawg 31 Aug, 2022 @ 8:43pm 
can you make mechanoids from other mods be reasembled?
SYS//glitch//TEM 9 Apr, 2022 @ 9:32pm 
I'd love to see a future patch that lets us pick what mechanoids we do or don't want. It really screws with having melee units if I have any Inquisitors, and then I have to just eat an explosion any time I make one, and Termites aren't super helpful. Maybe a balance act of every excluded mech is an extra day or half day to produce?
Aesrys 1 Mar, 2022 @ 10:58am 
Hello. I have a problem with this mod very similar to one I have with Antimatter annihilation and I'm hoping to see if anyone has seen something similar. I'm sure it's a mod conflict or load order issue but I've had very little success tracking the issue down. Basically, if I put down an assembler (or a particle accelerator from AA) and give it power I get errors like the one below and see a UI on the actual object if I click on it. Just hoping someone may have seen something similar.

https://pastebin.com/uW1MRza5
1sylant99 24 Jan, 2022 @ 9:14am 
Zone control or draft features in future?
Scorpio 15 Jan, 2022 @ 6:17am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2153065191

This one mechanoids go down they are taken to animal medpods and then the loop begins
MrKociak  [author] 15 Jan, 2022 @ 6:08am 
@Scorpio if you happen to know which mod it needs to be loaded after/before let me know so I can include it in about.xml, it should help people avoid that issue in the future.
Also about the loop thing, yeah I'll need to look into making it so friendly mechanoids cannot be downed, it's not super game breaking, but I bet it's very annoying to deal with.