RimWorld

RimWorld

Mechadroids
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Update: 26 Jan, 2021 @ 9:22am

- Added player Mechadroid faction to the whitelist so Royalty isn't a permanent cunt.

Update: 12 Jan, 2021 @ 3:49pm

- Options for drop rates should save properly now.

Update: 2 Dec, 2020 @ 8:23am

- Mechadroids wearing every belt based gear in the colony should be fixed.

Update: 26 Nov, 2020 @ 9:10am

- Added power cells (full and empty) to mechadroid faction pawn loot.
- Added power cells to mechadroid butchering.

Update: 18 Nov, 2020 @ 3:24pm

- Rebranding

Update: 9 Nov, 2020 @ 2:52am

Fixed: Mechadroids market value being 0, they are now valued at the same (Alpha) or slightly more (Gamma/Delta) than a Human pawn.

Update: 20 Oct, 2020 @ 1:52am

Small compatibility edit for the latest version of Humanoid Alien Races.

Update: 16 Sep, 2020 @ 9:28pm

I've been off doing things other than spending every day modding RimWorld for once so I'm completely blank on any other small changes that may be in this update but this should cover the major stuff.

- Power Cells now produce an empty version that can be recharged in a mechanoid workbench or machining workbench. Making Power Cells a reusable power source. I'm still working on a texture for a more automated process to handle this so the workbench recipes will be moved to that when it's ready.

- Fixes provided in the Toolbox should now mean you no longer receive errors about pawns not being able to feed prisoner Mechadroids. This error is a vanilla bug but one that wouldn't show up without mods adding pawns that do not eat food, which is an entirely vanilla XML option. More info than I need to share but felt it necessary since this is a very old issue I've had to fix twice now.

Future Update Info
Some things I'm currently working on are optional SRTS integration with a new shuttle designed as if the Mechadroids built it, as well as some weapons and apparel to make their factions a bit more unique.

I have a few more models of Mechadroid planned too, for some additional variety among them, but those will likely be in a later update along with optional Vanilla Expanded Framework integration for entirely custom settlement designs to reflect their needs and culture.

Update: 27 Aug, 2020 @ 3:28am

- Fixed body group issue causing them to wear unlimited numbers of pants.

Update: 26 Aug, 2020 @ 5:42am

- Something was fixed, can't remember what.