RimWorld

RimWorld

32 ratings
Mech Independence
   
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Mod, 1.4, 1.5
File Size
Posted
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220.028 KB
18 May, 2024 @ 9:08pm
23 May, 2024 @ 4:22pm
3 Change Notes ( view )
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Mech Independence

In 1 collection by Tongonto
Tong's Mechanoid Mods
4 items
Description
NOTICE: I'm not planning on updating this mod further. The odds I find the time to come back to it are low, so it's effectively abandoned. If you want to update it, feel free: you can find the source code in the mod download.

Enables multiple types of job for mechanoids that normally would require a mechanitor or colonist.

This includes:
Repairing mechanoids
Hauling dormant mechanoids to chargers
Building Basic Subcores

Note that this enables the job types for all mechanoids, so any mechanoids with the appropriate worktypes will be able to do them.

So, with vanilla Rimworld:
Fabricors will be able to repair other mechanoids
Lifters will be able to haul to charger
Fabricors will be able to build subcores

If another mod adds a new mechanoid type with the right worktype (i.e. Smithing), they should also gain the ability to do these jobs (like Repairing).



I made this mod for the express purpose of doing a no-colonist playthrough using the Gestalt Engine mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3042401691

As otherwise, these activities are impossible when your colony only has mechanoids.
If you're interested in making a mechanoid-only colony, some of my other mods might interest you:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3250515353
23 Comments
thorman123456789 4 Jul @ 12:51pm 
1.6 please?
Sarasa Cascadia 24 Jun @ 4:32am 
crashed when mech fixxing itself
Leif 20 Jun @ 4:44pm 
Dunno if you still read comments or do bug fixes, but my game has been consistently crashing from a Fabricor attempting to repair themselves, whenever the process finishes the game crashes, whether it be the repairs being completed, them being drafted, set into recharge mode, down, or even deleted in dev mode.
NikiSm 11 Apr @ 8:52am 
The mod is in conflict with something, causing a crash from the game
d0ct3rstrang3 3 Apr @ 12:23pm 
Can Fabricors make beer?
FotisP68n 26 Mar @ 11:21pm 
can paramedic mechs perform surgeries?
Esper 31 Jan @ 11:03am 
How did you overcome the issue with getting a gameover message btw? After killing all my human colonists, the game decides I've lost and will refuse to trigger events after.

Even locking someone in cryo stasis triggers this.

I suppose I could nugget someone, and lock them in a room somewhere "I have no mouth" style. But that takes a while, and kinda defeats the point of having a zero human colony
Ishchyaboi 8 Dec, 2024 @ 2:24am 
@Miha_metan they have a blueprint for how to make a subcore, we don't have a blueprint for how to print a working brain. it's not the same at all kek
Doctor_Ido 29 Nov, 2024 @ 1:13pm 
keeps crashing my game
Hermann 9 Nov, 2024 @ 6:52am 
fabricors repairing themselves are crashing the game