RimWorld

RimWorld

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Let Mechanoids Scan
   
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Mod, 1.4, 1.5
File Size
Posted
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212.824 KB
19 May, 2024 @ 9:23pm
19 May, 2024 @ 9:55pm
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Let Mechanoids Scan

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.

Allows Fabricor mechanoids to use the Long Range Scanner and Ground Penetrating Scanner.

Technically speaking, this allows any mechanoid with the Research worktype to use both types of scanners. In vanilla Rimworld this is only the Fabricor, but if you have other mods that add mechanoids with the Research worktype enabled, they should be able to use the scanners as well.


I made this mod so I can do a mechanoid-only colony using the Gestalt Engine mod. It's impossible to use the scanners if you have no colonists though, so I made this mod. If you want to do a similar playthrough with Gestalt Engine or you're doing a solo-mechanitor colony, some of my other mods (that solve similar problems) might interest you:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3250515353
11 Comments
Puppyguard 30 Jul @ 7:30pm 
Look, since this isn't getting updated, I went ahead and updated it for 1.6. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3538433536

There is a bug with the long range asteroid scanners (not related to my port) that causes them to be permanently under a roof. You can work around this via allowing roof scanning in that mod's options.
WeaponHeX-23 27 Jul @ 1:30am 
Can you please update to 1.6?
Visoth 6 Jun @ 9:27am 
Definitely going to try this mod on my solo Mechanintor run. It sucks having to decide between making research progress and finding materials. Bit too punishing, so this will fix that.

I would like to suggest a mod that allows Mechs to do basic tasks, such as flicking switches. I tried myself to enable that work-type in both the Core workgiver XML and on the Mechs themselves, but for some reason they still aren't able to flick switches, despite it saying in their info page that is work they are capable of.
Pasaway 1 Feb @ 2:33am 
Can we get a patch for Save our Ship 2 so Fabricor can scan at Science Console?
Hexacon 30 Aug, 2024 @ 12:20pm 
Would have loved for it to be its own Mechanoid but oh well, this is better than nothing
lemon10 28 Aug, 2024 @ 10:10pm 
I've been using the observer mech (linked below, works without issue on 1.5) with the caravans mod since it lets you control the mechs at range on caravans even with the mechinator not present (and acts as some justification for being able to send them so far).
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2928331234
Mc_Dyno 25 May, 2024 @ 7:47am 
WOOW GEE WILIKERS! YOUR A WIZARD TONGO! keep up the great work, soon my Mechanitor Legion will be ready to march upon this wretched plane of flesh.

muhahaha
Tongonto  [author] 23 May, 2024 @ 3:09pm 
@Mc_Dyno I actually just made a mod that allows for caravans that only have mechanoids in them:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3253006390

It's not as cool as having a special commander mechanoid, but it works. I'd like to add something like that (and a way for fabricors to summon mech threats), but I'm still relatively new to modding. Those ideas get a bit more complicated than what I've done so far; so idk we'll see if I get around to it
Mc_Dyno 22 May, 2024 @ 2:21pm 
Also fabricors should also be able to use the Chat Comms if only to summon the Diabolus.
Mc_Dyno 22 May, 2024 @ 2:19pm 
This mod is great! I love the idea of a mechanoid only run, but a suggestion I'd make is a mod that adds a new mech that can send out other mechs on missions almost like a mechanoid that acts as a relay to the Gestalt computer with a limited relay radius.