RimWorld

RimWorld

Mechanoid Power Source
62 Comments
StockSounds 1 Feb @ 1:41pm 
no way, I found the elderly vanometric generator
Tawnylure 25 Nov, 2023 @ 7:44pm 
Remember this was made for 1.0. Different versions may have bugs. Or just not work.
DaaaY 1 Jun, 2023 @ 4:21pm 
Why is it consuming 5000 power instead of producing 5000 power?
chrissy 28 May, 2020 @ 6:23pm 
@Mlie, thank you so much for the update
Mlie 3 Mar, 2020 @ 12:11pm 
Made an update of this for RimWorld 1.1
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2013172430
Hope it helps anyone!
PalmerA 2 Mar, 2020 @ 5:24pm 
hasnt been seen since the summer. well thats another mod i enjoyed that broken and will not get fixed unless someone takes over it.
Keslak 1 Mar, 2020 @ 2:05pm 
Hey awesome mod ! Will you update it to 1.1?
Solwain 29 Feb, 2020 @ 11:27am 
Anyone tried to contact the author/creater for this mod? I had just started playing with mods and found this one. Now its broken lol.
Bosh 26 Feb, 2020 @ 2:48am 
1.1?
EverNaughty 24 Feb, 2020 @ 4:42pm 
Hope 1.1 :D
el.ron.mcbong 24 Feb, 2020 @ 3:16pm 
Great Mod Thanks
dyer 24 Feb, 2020 @ 10:46am 
Compability 1.1?
Trunken  [author] 26 Aug, 2019 @ 1:48pm 
Its randy random :-)
ec928 26 Aug, 2019 @ 1:47pm 
finally got a power ship with a power cell. looks like it's a very rare event
Trunken  [author] 26 Aug, 2019 @ 11:59am 
Did you add it to a running savegame? that might be one explanation
ec928 26 Aug, 2019 @ 11:53am 
never managed to get even one power cell through incidents. had to buy them all through traders. any idea what could be wrong?
give me games on GoG 13 Aug, 2019 @ 6:26pm 
Awesome mod , thanks for making it.
Trunken  [author] 3 Aug, 2019 @ 5:35am 
Okay i looked into that, i dont see a reason why the mod should be conflicting. Do you have an older version maybe? Any error logs? If you need help you are invited to join us on Discord. Thats the place to go :-)
megabot 25 Jul, 2019 @ 3:27am 
thank you ^ ^
Trunken  [author] 24 Jul, 2019 @ 11:05pm 
Hey megabot. Thanks for the report. Will investigate whats going on. Greetings.
megabot 24 Jul, 2019 @ 4:27am 
ummm...sorry but...i have a little problem. your mod seems to conflict with "bricks don't vanish", because when this mod is active, the changes caused by that mod do not work any longer
Trunken  [author] 14 Jun, 2019 @ 12:19pm 
Reporting to Dr. Jack Bright, Asteroid Base Alpha TK-1 here, Operator. We just discovered this strange energetic core of a mechanoid mothership on a nearby planet. We don't know how it came or stranded there, but some tribes found out and are treating it now as the "Eye of Apocalypse" of their Goddess MonoMono Akbi. We need a special operation ground team here, to rescue this ancient relic and research it any further.

The monstrous statue can be found on this coordinates: 43.63°N / 36.72°W (Seed: war crimes).

There is endless potential in the core, from what our planetary scans tell us, we need your brain here to investigate it any further tho. The intergalatic council wants you to be part of this dangerous mission.

Bring the Team.

You are free to do, what has to be done, once you landed.

-Mechanoid Resistance, Archangel Gabriel, Level-8 Secret Asteroid Control Center-
TheEventHorizon 14 Jun, 2019 @ 11:26am 
Hi there...

I see you have an anomalous power source that was recently stolen from a foundation site...

MTF E-11 has been dispatched to your location to detain you and resecure the item. Amnestics will be distributed via Text Link.

-Dr. Jack Bright, Level-5 Researcher, Site- REDACTED
Black★Rock Shooter 9 Jun, 2019 @ 7:42am 
I think I may need to start a new map? That might be whats going on.
Trunken  [author] 7 Jun, 2019 @ 2:10pm 
Well, it worked out for me on all of my runs, in a very balanced way. Approved and confirmed, i asked around in the community, too. Please let us know, if it gets any better for you.
Black★Rock Shooter 5 Jun, 2019 @ 6:22pm 
I have no mods for incidents other than tradeships. Nothing modifing raids until recently which changes the strength of infestations.
Kituneki 26 May, 2019 @ 1:38pm 
makes these things more useful then an actual pest now
Trunken  [author] 15 May, 2019 @ 1:54pm 
Do you have many incident mods installed? That might cause the problem for you
Black★Rock Shooter 15 May, 2019 @ 1:26pm 
Yeah I have have not used more crashed ship parts. I am playing on Randy/Rough and also have no mods that change mechanoid ships or ship chunks. I've also tried placing it higher up on my mod list to no luck yet.
Trunken  [author] 15 May, 2019 @ 5:59am 
**Update: Quest Rewards added
Trunken  [author] 14 May, 2019 @ 7:09am 
**Update: Exotic Traders have Power Cells now on rare occasions.
Trunken  [author] 13 May, 2019 @ 6:53am 
You dont need the tech to obtain Power Cells. The incident must happen. Do you have More Crashed Ship Parts installed? This should increase your chances. You can use EdB Prepare Carefully, if you want to begin with some of the Power Cells. Feedback is welcome, will do some testruns for you and see if i can adjust it further.
Black★Rock Shooter 13 May, 2019 @ 6:21am 
So... It's been like 4 years in game with numerous mechanoid raids and I just am not seeing a power core even once. I have the techs researched?
Trunken  [author] 7 May, 2019 @ 3:16pm 
Hello Tarojun! Oh, lemme check this really quick and thanks for pointing that out.

**Hotfix: Problem solved. Alpha Animals (Skysteel) & co are compatible now. This wasnt supposed to be still in there. You can restart steam and get the update :-)
Tarojun 7 May, 2019 @ 2:49pm 
I ended up with a config error involving some of my items to have no HP but flammable, meaning it can burn infinitely. Digging around, I found this mod to be the cause of the issue. You made a needless overwrite of a vanilla core abstract "ResourceBase", adding flammability, which some of my modded items take it's abstract from and gained that attribute.

Removing your overwriten base, and then putting <Flammability>1.0</Flammability> inside the <statBases> of your MPC_MechanoidPCell will solve and form the same item, and not mess with other items that run off the core abstracts.
Trunken  [author] 7 May, 2019 @ 4:24am 
**Update: Power Outcome and Market Value can be conveniently adjusted in the Menu Settings under Options.

Thank you Kikohi for all your genius work and everyone else too, who was involved in it. Automatik, your wisdom was highly appreciated and Evaine should you ever read this, thanks for an always open door for me. You're a sunshine :-)

Mechanoid Power Source should be finalized now
Trunken  [author] 3 May, 2019 @ 2:32pm 
**Update: Anyone wants to betatest a new turret?

Link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1731170217

@Techmago: We did a lot of rebalancing, as the mod was new. Should be allright now.
@Black*Rock Shooter: Try to discover all its neat features. Settings menu will be added in the future
Techmago 2 May, 2019 @ 4:04pm 
Hey this mod was pretty old...
And vanilla has the vanometric power cell now.
Shouldnt you rebalance basing in the vanometric output?
Black★Rock Shooter 2 May, 2019 @ 6:36am 
I was going to say def some more details high heat =? but adjustable power level is good and possibly a secondary adjustable 'difficulty' higher difficulty = higher cost but set power level. So people can feel accomplished for something so powerful. If you can get mod menus going that is ^^
Trunken  [author] 1 May, 2019 @ 8:51pm 
Thank you kfish & Sam for the support ツ
Trunken  [author] 1 May, 2019 @ 8:34pm 
**Update: Adds 2 more possible chances on Mechanoid Power Cells, when you have More Crashed Ship Parts installed.

I had an idea how to raise the chance a bit for MORE and FASTER power, even early on in the game. For whoever wants to obtain more of these babies, just follow this Link:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1638467041

If you have both mods active, all powered shipwrecks will give something special as an extra.

@Darastrix: Indeed, this power supply is capable of holding a village even in the Antarctic. But pssshhh, don't tell anybody ^_^
Special Lizard 1 May, 2019 @ 6:09pm 
How much heat does it output? The same as a geyser? because if so it might be amazing for cold colonies.
Trunken  [author] 1 May, 2019 @ 9:59am 
Thank you so much, cell990 <3

All because of Skullywag. Happy that i dug it out
cell990 1 May, 2019 @ 9:55am 
A simple yet effective mod. Exactly the type I like.
Trunken  [author] 30 Apr, 2019 @ 8:42am 
**Update: 5000W reactor enabled. Adjusted market value to 2k :-)
Trunken  [author] 30 Apr, 2019 @ 5:33am 
Thank you for feedback, relanscarlet.

I'll change its power to 4000W , when i'm done with betatesting forsakens. Another request like yours in the meantime and we have a 5000W power supply with the next update. Hope that will satisfy your needs ^_^

I'm trying myself on a settings menu for RimWorld atm, where people can choose how much power it should give. That will hopefully solve all this problems for the future.
relanscarlet 30 Apr, 2019 @ 5:03am 
Oh, and no need to let it immune to solar flares.
Since all structures that use power are shutdown during the solar flares.
There is no mean to add solar flare resistance on it.
relanscarlet 30 Apr, 2019 @ 4:56am 
I think this power source is a little bit under power.
It's high cost, produce heat, high market value (which can raise raid size).
But output is only 3000...guess I'll use solar panel pair with wind turbine instead.
The biggest advantage is its small size (3x3) and can place anywhere (if you handle heat producing) and stable (like geothermal and vanometrics).
But its advantage is still not good enough to cover its disadvantage.
Maybe slightly raise its power output or lower its cost and market value, it might be great.


Skullywag 28 Apr, 2019 @ 8:10am 
The reason for the lower than geo power output in the orginal mod by me was simply that yes there are 4-5 geothermals on a map but they are in fixed positions and sometimes cannot be defended well, you would have to leave your base sometimes (which is a good thing for gameplay), these things you can shove in a room in your mountain base and never have to defend, thats the reason the heat output was bumped up so you had to at least maintain them with coolers somehow, the plan was to eventually make them go ustable if they get to hot, i just never got round to it. But Trunken is right after a year ingame you can gather a number of these and its free energy. I ususally create multiple power networks with the most valuable being on an enclosed system using these or vanometrics.
Trunken  [author] 28 Apr, 2019 @ 5:52am 
Shipwrecks happen with or without this mod. This just adds an item as an extra event, to give you something to benefit from these incidents. Even the material can be obtained from the case. Don't forget: All your energy sources need protection and should be placed wisely.