RimWorld

RimWorld

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Adaptable Mechanoids
   
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Mod, 1.5, 1.6
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317.202 KB
28 Jul, 2024 @ 1:52pm
11 Jul @ 1:19pm
22 Change Notes ( view )

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Adaptable Mechanoids

Description
Ever grown bored of how predictable and easy mechanoids get late game?

Well grow bored no more, because with this mod, mechanoids will redistribute their armor points to fit your colony's weapons, forcing you to adapt in turn.

Each point of damage taken will be logged for each mechanoid type and their armor points will, over time, be taken from one stat, given to the other and applied to the next generation of mechs.

By default, this only affects blunt and sharp armor, but there is an option to include heat armor too.
Though be careful, because that gives them a whole lot more points to work with.



There is now an option for colony mechs to get adaptive armor as well, getting them in on the arms race as well.



For the masochists, there is hard mode, where it is no longer a redistribution, only upgrades. For best experiences, I suggest some sort of armor unlocker mod.

With one, the mechanoids will, eventually, be able to tank V.O.I.D.



Should be compatible with any and all mechanoid adding mods, as long as they use the vanilla mechs as a base.

It is confirmed compatible with Vanilla Factions Expanded - Mechanoids.

If you want to add your own armor types, you can do so with an xml patch.



Bug reports and suggestions are welcome on the discord [discord.gg].
Popular Discussions View All (1)
8
19 Aug, 2024 @ 10:48am
Mechanoids not adapting to damage [Mod Conflict?]
TacoLite
30 Comments
Comton 16 Sep, 2024 @ 9:34am 
@ANNOProfi hmmm ... 👉👈... yes I added different mods but I don't remember wich one !
ANNOProfi  [author] 16 Sep, 2024 @ 3:20am 
@Comton did you add or remove a mod before that error occurred, or changed any settings for this mod?
Comton 15 Sep, 2024 @ 12:00am 
Now I have this one :) The calculation is still functionning


Exception in Verse.GameComponentUtility.GameComponentTick: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 3BC9023B]
at AdaptableMechanoids.AM_MechArmorStats.SubtractArmor () [0x0001c] in <5800a0d2d25640a0a3b9c351d503808f>:0
[.....]
- TRANSPILER net.pardeike.rimworld.lib.harmony: IEnumerable`1 VisualExceptions.ExceptionsAndActivatorHandler:Transpiler(IEnumerable`1 instructions, MethodBase original)


I can't post the entire error, here my logs :
https://gist.github.com/HugsLibRecordKeeper/aedb5031513bbe41023eafc752b0f65f
Comton 7 Sep, 2024 @ 3:21pm 
Glad you find it and that it was an easy one !

By the way, I'd love the mod. First run with Space Marines from Grimworld : firstly it was easy like cutting butter with lightsabers, now mechs have +200% adaptation !

Must have mod :D
ANNOProfi  [author] 7 Sep, 2024 @ 2:58pm 
I forgot to have a Dictionary (a data structure) be saved and then it of course complained when there wasn't anything in it on loading. Literally one line.
Comton 7 Sep, 2024 @ 12:48pm 
What it was ?
ANNOProfi  [author] 7 Sep, 2024 @ 11:26am 
@Comton I found the bug. It was stupidly simple.
Comton 7 Sep, 2024 @ 10:16am 
From memory I want to say for the ongoing game. I keep you informed
ANNOProfi  [author] 7 Sep, 2024 @ 9:19am 
I have made a discord server, to better deal with the growing popularity of my mods, so head on over for bug reports and ideas.
ANNOProfi  [author] 7 Sep, 2024 @ 7:37am 
@Comton, does the reset "cure" the issue completely, or just for a while?