RimWorld

RimWorld

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[AV] Mechanoid Spots
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Mod, 1.5
File Size
Posted
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1.994 MB
3 May, 2024 @ 10:49am
9 Feb @ 8:38am
10 Change Notes ( view )
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[AV] Mechanoid Spots

In 1 collection by Veltaris
[AV] Mods made by Veltaris
13 items
Description
This mod is about controlling where your mechs guard or chill at, by giving them their own special spots.



New powered buildings which can be assigned to a specific individual mechanoid.

Simple spots:



Functional spots:
Sockets are buildings which can be assigned to mechs and give them a special buff as long as the mech stays on them. They need to be researched first.

Socket buff:
- consciousness +35%
- energy usage multiplier x75%


Socket buff:
- consciousness +20%
- aiming time -20%
- shooting accuracy x180%
- energy usage multiplier x10%


- charges mech energy based on the pulse interval / power usage of the socket (3-12%/day - adjustable with a multiplier in the settings)
- toxic waste production can be enabled in the settings
Socket buff:
- global work speed x10%
- energy usage multiplier x1%
Socket buff when the mech has full energy (lasts 4 hours):
- moving speed +10%
- global work speed x105%
- energy usage multiplier x110%

Additional content or interaction with



An assigned mechanoid will use its spot when all of the following conditions are met:
  • the mechanoid is in work mode and has nothing else to do (besides patrolling)
  • the assigned spot is powered and there is no solarflare or EMI-dynamo (toggleable in the mod-settings)
  • the assigned spot is within the mechs allowed area and reachable
  • the assigned mech is using the default mechanoid thinktree / AI (~95% of all modded mechs)

A mechanoid on its assigned spot will use the following beheivior:
  • Combat mechs will guard their spot and engage in combat, before looking to use rimworlds patrol system
  • Work mechs will move to their spot if they have no more work to do
  • Mechanoids will move away from their spot to recharge according to the assigned recharge settings in their mech group

Additionally when a setting on the spot is checked the mech is allowed to self-recharge on them with the following beheivior:
  • Work mode: mechs will dorment self-charge on their spot according to their groups recharge setting when no recharger is avaiable
  • Dormant self-charge mode: mechs will prefer to dorment self-charge on their spot if their energy is above 2%
  • Recharge mode: mechs will dorment self-charge on them when no recharger is avaiable

Disclaimer
Guarding mechs which spot an enemy will use the normal rimworld combat AI - which is dumb - controlling them via drafting is always way more efficient.




Special spot features
  • The list of assignable mechs can be filtered and searched
  • The guard or "look at" direction when on the spot can be changed
  • Spots have a button to move the camera to the assigned mech and vice versa
  • Spots have a button to copy and paste their settings



Regarding modded mechs

Only mechs which use biotechs mechanitor system and without limited power cells are supported.
Most modded mechs use vanillas AI and can use the spots.
Some mods use unique AI (thinktrees), those need to be patched in by hand.
Currently the unique thinktrees of the following mods are patched:

If you are not sure if all the mods you are using are supported, start the game in DEV mode and a message will appear in the games log indicating which mechs are (not) supported.

Unsupported mechs cannot be assigned to spots and will not appear in the assignment menu. This means they will still function as they would without this mod.

Some modded mechs may not stand guard in their spot and instead just chill, even if we as players perceive them as combat mechs the game might not.
Generally, if the mech would attack enemies on its own in work mode, it will stand guard on its spot.
There is also a filter in the assignment menu that allows you to see which mech is categorised as a combat or labor mech.

Potential mod conflicts
Mods which...
  • assign/disassign meditation spots to mechanoids (this is how this mod actually works)
  • change mechanoid beheivior
  • add additional work to combat mechs (this results into them not beeing able to guard on their spot, but works otherwise fine)

Can this be safly added to an ongoing safe?
Yes.

Can this be safly removed from an ongoing safe?
Yes, but make sure no mechs are using their spots (just draft them). Like any content adding mod you will get one-time errors.




I've got feedback or ideas for this mod!
Great! Please post it in the pinned discussion for feedback.

I've found a bug!
Not so great... Please post it in the pinned discussion for bugs.

Can you add support to XYZ mod?
Sure, its a simple XML patch, but keep in mind I am just a human with the lazy trait and might go on I-dont-want-to-play-or-mod-rimworld mental breaks for months.

The charging socket is not working!
It probably is working, check the info-field on the charging socket. The charging from this mod just works differently from rimworlds normal charging stations. It will charge the mech in defined intervals.

The mech "XYZ" is not fitting perfectly on the spot!
Yes, sadly all mechanoids have a different lowest point.
This mod used the fabricator as a base for all spots, as I only wanted to add a special chair for them when this project started. The guarding function was actually just a byproduct.
If you don't like the offset, there is also a setting to place the spots more in the centre.

Why do all spots use electricity? I want a free spot which doesn't use power and does not cost resources!
I believe that things should be in balance. If you have the upside of controlling where your mechs are, even if you mechanitor is downed, there has to be a cost.

Isn't there already a mod that allows you to control where your mechs stay?
Yes and WVC - Work Modes is great! However, this mod allows for much more direct control of each individual mech, while WVC - Work Modes works on a group basis.
They can also be used together, although modded work modes mostly ignore the spots.


Me, myself and I.
Special thanks to the unofficial rimworld discords modding-channel, the people running it and its precious search function.
Without this awesome community this mod would not exist.
Popular Discussions View All (2)
28
14 Mar @ 8:20pm
PINNED: Bug reports
Veltaris
6
28 Jul, 2024 @ 8:52am
PINNED: Feedback & spot ideas
Veltaris
52 Comments
Pasaway 20 hours ago 
@Sari-n: For the mean time, consider "Bots charge when idle" mod to have them quit running around. If you have a charger built, they will go there first before shutting down, so you can direct them to a specific area.
Veltaris  [author] 22 hours ago 
Honestly, it will take a while. There is a bit of stuff I want to change - after I enjoyed the new dlc :)
Sari-n 13 Jul @ 4:28am 
oh goodness I forgot how awful it is to have a bunch of mechs running around like chickens with their heads cut off, I sorely miss this in 1.6, Any potential ETA?
The workmodes mods just dont do it for me, feels more like cheating.
Veltaris  [author] 17 Jun @ 7:56am 
@Nextshot
It's really hard to say no when you ask so nicely, but I have to say no, sorry.
There is no fast way for me to add support to Multifloors, I'm not even sure I could do that from my end and I would rather spend my time to update my mods to 1.6. So for 1.5 its a no, for 1.6 its a maybe :)

@LootGoblin
Probably, gonna look into it when I find the time :)
Nextshot 16 Jun @ 5:58pm 
Hey, can you bless a brother? Compat with 'Multifloors' so mechs on other floors can automatically find their way to spots :)
LootGoblin 5 Jun @ 7:33pm 
Would it be possible to get a patch for robotic servitude at some point? I'd love to line up my reanimated corpses in the dining hall...
Rabiosus 10 Feb @ 2:21am 
Thanks for the DMS patch!
lloki 13 Jan @ 1:10pm 
+1 to @Rabiosus request. Would be very cool :)
Veltaris  [author] 17 Dec, 2024 @ 10:29am 
@Rabiosus
Currently this mod does not support unique ThinkTrees, however I agree that it should. Gonna look into that when I have the time :)
Rabiosus 11 Dec, 2024 @ 5:31am 
Could you please add a patch for Dead Man's Switch? It seems that some of the mechanoids in DMS use unique ThinkTree and are not covered by the current patch