RimWorld

RimWorld

Spawners and Drones
313 Comments
Captain George Zappy 19 Jul @ 10:26am 
Here's some additional intel; when my colonist is going to pick up the corpse of a bugged mech (to haul it into my stockpile zone or to the machining table to shred it), I can see the following message in the colonist's info window at the bottom left of my screen:

GetInspectString exception on <colonist's name>:
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
[Ref A25297CF] Duplicate stacktrace, see ref for original
Captain George Zappy 19 Jul @ 10:26am 
Hi there. I seem to be having the same issue as Midnight. Whenever I try to look at a bugged mech (which landed on the map as part of a hostile cluster) and its nearest surroundings, all humans, doors, animals, insects and robots aren't being rendered, and even my passenger shuttle turns invisible. It doesn't matter if the mech in question is dead or alive. Also, when I tried to zoom the camera out as far as possible, I could see some graphical glitches beyond the map edge; they were somewhat similar to the "Hall of Mirrors" effect.
Bonelancer 15 Jul @ 10:21am 
yes we are back
Dirigible 12 Jul @ 11:42pm 
seeker mine my beloved
AlexSansNig 27 Feb @ 11:30am 
I hope that CE compatibility will be added in the future. For now it is funny to see the drones get oneshot by everything
Midnight 4 Dec, 2024 @ 6:40pm 
Recently i've come across a strange bug with a specific mech, being the Drone Lancer when it's dropped by enemy mech clusters. Strangely, all mechs turn invisable along with turrets and anything that i'm viewing near the Lancer.. The lancer itself likewise being invisable, having no name or tag so making it an annoyance to locate it and deleting it via the dev menu. Second it's gone, goes back to normal Only found out it was the lancer via checking the unit in inspector. I'll assume it's a compatibility error but i'm still investigating why it's only the drone lancer.

Far as i'm aware, i've not touched that specific mech and since the Drone Lancer should be it's own unit..? It shouldn't have been changed by any other mech mod.
Majes 7 Jul, 2024 @ 4:46am 
I'm not sure if anyone else have this problem, but some drones seems to ignore enemies on the map. Like, only half of the robots attacks them, rest seems to ignore them. Also, robots tends to rush enemies in melee, even long range attacks stops at best few tiles away from enemies. Can anyone confirm to have the same problem, or is it just me?
Nyawul 28 Mar, 2024 @ 12:42am 
is there any plan to fix the incompatibility with biotech?
Alkolyte  [author] 17 Dec, 2023 @ 4:29pm 
I believe there is a setting in their settings for that feature
RigZero 17 Dec, 2023 @ 4:18pm 
This mod is a must have. Is there a way to make them spawn more often? Or manually?
CalciumD6 10 Dec, 2023 @ 2:49pm 
сentipedes are not charged at charging stations. should we wait for a patch of compatibility with biotech?
Alkolyte  [author] 19 Jun, 2023 @ 3:23am 
yeah there seems to be incompatabilities with biotech atm, sry
Teal VT 18 Jun, 2023 @ 2:49pm 
Just got a lancer spawner, first time using this mod since i downloaded biotech, and the game is assuming the mechanoid has no mechlink so the lancer is uncontrolled+ will become hostile lol
Master Of Mysteries 17 May, 2023 @ 1:41pm 
Any inspiration to make it compatible with "Kill For Me" or to allow us to zone the drones?
Alkolyte  [author] 5 May, 2023 @ 3:46pm 
will look into it, thanks
Jenziii. 5 May, 2023 @ 1:44pm 
Mechanoid drones seem to be broken atm, game assumes they are missing a mechlink and go haywire, become hostile after some time.
TheftyPlays 18 Mar, 2023 @ 1:55am 
Weird thing with this mod, pikeman and scythers from the spawners don’t want to stay on the mech rechargers, leading to colonists trying to put them on over and over again before they wander off. Any ideas how to fix?
DVeL 29 Jan, 2023 @ 12:01am 
I get an error when I try to open mod settings. Posted it in debug discussions.
operationbrick 14 Jan, 2023 @ 7:55pm 
"people who are too attached to their pawns to let anything part of the colony die."

You know me.
Tedei 26 Dec, 2022 @ 5:46pm 
Some reason no spawners are outputting the drones, I've tried setting the points available to max in the settings
I have What the hack, draftable animals and VFE mechanoids if those would conflict in anyway
Infinite 20 Dec, 2022 @ 5:06am 
When you remove the mod mid game it f-up whole Rimworld, now it won't even start and i need to go version back to do the damage control.
1Z Rison 15 Dec, 2022 @ 9:27am 
If they at least could be zoned or something like that.
I like this mods concept. And that they are not fully controlled units like in Biotech or What the hack and the like.

They are unreliable for defense etc. though, because they seem to charge whatever, whenever. and likely one at a time at that. Just had a stage then attack kind of raid, and my replica lancers just made their way across the map to one of the groups and got picked off one by one. It was not even necessary to charge the enemy like that and if I had relied on them for defense...
Or the drones wandering around the map-> too far away to arrive in time when a raid shows up close by.

With something like zones, we could at least coordinate them to specific area.

Again, i really like the different take on mechanical units this mod offers.
YunoAloe 26 Nov, 2022 @ 11:08am 
Is there an option to disable mechanoids spawning (not just to not spawn them)?
Do drones cost anything to craft?
The Limey Man 21 Nov, 2022 @ 4:08pm 
Yeah having the same issue hopefully it can be fixed maybe just making a different mob identical to the lancer, sycthers, centipedes and pikemen,, called Lancer drones, sycther drones ect...?
RaDiOacTiVe SoUl 21 Nov, 2022 @ 10:40am 
+1 to @AFGHAN PSYCHO can you give it an update @Alkolyte so they don't go feral? the rest of the mod is amazing, a must have in any of my playthroughs.
AFGHAN PSYCHO 25 Oct, 2022 @ 12:48am 
The mechs go feral if a mechinator does not take control of them, which leads to a bunch of mechs in your base going hostile and wiping you out. Please update.
Alkolyte  [author] 14 Sep, 2022 @ 6:47pm 
I think thats a bug relating to mechs retreating, you have to have the map clear of all drones before they just start working again
ShockWav3456 12 Sep, 2022 @ 7:58pm 
I had a question about a potential bug/feature. One of my scrappie spawners keeps spawning drones(2-3 a second) and they just run off the map, is that an intended feature of just a byproduct of me modifying the point amounts (1500-2000) and halving spawn times?
Latex Santa 9 Sep, 2022 @ 11:46pm 
@Alkolyte If you want to make drones draftable, maybe take a look at the Draftable Animals mod, see how they coded that part. Good luck!
Tabs_unit-25 27 Aug, 2022 @ 3:51am 
Me: uses this mod
When i play the game and Mechnoids raid
Me who has the Mechnoid Assembler
Me again trying to figure out which one is which
Prototype-alpha 28 Jul, 2022 @ 11:11am 
Is it possible to have the drone stay around a designated target point?
Alkolyte  [author] 23 Jul, 2022 @ 11:39am 
I would suspect some sort of mod incompatibility, or try fiddling with the slider in the settings, you would need to restart after the settings are applied
Surge 23 Jul, 2022 @ 6:47am 
So I bought some centipede assemblers and there is no assembly timer at any point setting, and I cannot force spawn centipedes via debug mode.
Alkolyte  [author] 26 Jun, 2022 @ 3:12pm 
Ill see what I can do about direct drafting, not too sure how cleanly I can fork over VE's code at the moment but its a maybe

At the moment I am more geared towards balancing these things and adding more features, they are a little strong
ZombieTheDerg 26 Jun, 2022 @ 1:55pm 
So reading through this, you mention not being able to control the drones, but then I thought of VFE Mechanoids expanded, and how droids can be drafted. Maybe you could use their code as an example and learn off of that?
Charon-Osiris 26 Apr, 2022 @ 9:37pm 
THANK
wheeliedan 22 Apr, 2022 @ 7:05pm 
Be aware that this mod (and any other mod that spawns job restricted minions) breaks the Archonexus resettlement. If you try with any of these spawned on your map you will just be kicked back to your original colony. You have to remove all spawned creatures, including any corpses of them on your map to proceed.
Alkolyte  [author] 20 Apr, 2022 @ 11:31pm 
Well. If its outright not working then i guess I have more questions than answers

Are there any errors that appear relating to the mod?

If you have had the mod for more than 1 month then it may be some sort of glitch regarding a recent update of the settings, at that point I would try
- reinstalling the mod
- resetting the settings

Otherwise I don't know what the problem could be, hope this helps

sorry for the trouble
Charon-Osiris 20 Apr, 2022 @ 10:21pm 
My mod settings are all right
Alkolyte  [author] 20 Apr, 2022 @ 9:38pm 
Yeah it needs harmony to work, your saying its not working with just that mod and harmony?

Thats really strange.... Have you tried fiddling with the mod settings?
Charon-Osiris 20 Apr, 2022 @ 8:09pm 
and no red in game
Charon-Osiris 20 Apr, 2022 @ 8:08pm 
not alone, I add Harmony
Alkolyte  [author] 18 Apr, 2022 @ 11:16am 
hrm.... does the mod work alone? I suspect its an incompatibility
Charon-Osiris 18 Apr, 2022 @ 7:32am 
I have a low wall,no ceiling,normal count, but just won't show up
Alkolyte  [author] 17 Apr, 2022 @ 8:12am 
They do listen to door restrictions, I would reccomend locking them in a room
kitsune-Aya Lyn 17 Apr, 2022 @ 5:57am 
How can I stop my machines from coming into my house? I mean, they are pretty much useful when fighting outside the base -but you'll never want a chaperone fly directly into your room and explode when you try to deal with a slave breakout.
Charon-Osiris 13 Apr, 2022 @ 2:17am 
@Alkolyte yes,timer working and I can't see anything out
Alkolyte  [author] 8 Apr, 2022 @ 11:14am 
Is the timer on it when you click on it working? Is it just not spawning them?
Charon-Osiris 8 Apr, 2022 @ 9:39am 
I put this thing around the base, but several times it didn't work, I just put a circle of low walls around it, please ask what this situation is
Alkolyte  [author] 5 Apr, 2022 @ 5:24pm 
oh, yeah, thats definetly part of the default faction settings, I might be able to add some sort of option for that but no promises, sorry