RimWorld

RimWorld

Mechanoid+ [1.2]
102 Comments
Cybranian  [author] 10 Jan, 2022 @ 12:27am 
@LeveFUN

Этот нет, есть 1.3 версия мода:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2595622530
LeveFUN 10 Jan, 2022 @ 12:14am 
Мод совместим с 1.3?
私はアニメが大好きで 9 Sep, 2021 @ 10:31pm 
Weird thing, but this magnetic comatose affects not only biological creatures. Mechanoids and androids (from Android tiers) affected as well despite their mechanical basis, Bots from VFE Mechanoids too
Lyven 2 Sep, 2021 @ 6:10pm 
Aight. take your time man. Real life stuff is more important than mod stuff. Good luck!
Cybranian  [author] 1 Sep, 2021 @ 1:30am 
@Lyven

I’m running out of time. So far, this mod is not next. Nevertheless, sooner or later it will happen.
Lyven 1 Sep, 2021 @ 12:33am 
When will this be updated? This is one of my favorite mods to use UwU
Viri 31 Jul, 2021 @ 8:52pm 
its suprising that after all those years i find modpacks like that
LS_Naix 8 Jun, 2021 @ 6:16am 
And Infinite hyperweave synthesizer produces synthread,what a fraud!
LS_Naix 8 Jun, 2021 @ 5:03am 
Turrets can shoot through smoke,Oops.
NaitNait 6 Jun, 2021 @ 3:31pm 
Its pretty funny that you can use the Command Center for yourself after the cluster is destroyed. Fun little gadget except the orbital strike buildings it makes.
drummeur 6 Jun, 2021 @ 10:19am 
@DimonSever000

No worries at all! That absolutely comes first. Best of luck with everything!
Cybranian  [author] 5 Jun, 2021 @ 6:57pm 
@drummeur

I will update the mod shortly. Just a little busy with my studies for now.
drummeur 5 Jun, 2021 @ 1:57pm 
The thingToSpawn for the Infinite Hyperweave Reactor is defined as Synthread insated of Hyperweave. It's a quick fix, but I can publish a mod to patch it if you don't have time to update.
Lyven 26 May, 2021 @ 7:28pm 
Ah sad. Hopefully it's on your todo list once your schedule has cleared up. I think it would be a great addition to this mod
Cybranian  [author] 26 May, 2021 @ 6:37pm 
@Lyven

It's easy to do, but while I'm busy and mods have faded into the background.
Lyven 26 May, 2021 @ 2:20pm 
Is it possible to integrate some features of this mod into what the hack mod by being able to remove enchanced or breakdown stuff found in mechs?
Cybranian  [author] 16 May, 2021 @ 1:41am 
@切れ間ウォーカー

Usually a day. With severe damage, it can last up to a week.
Riftwalker 15 May, 2021 @ 11:53pm 
how long does magnetic comatose last?
Cybranian  [author] 4 May, 2021 @ 5:04am 
@Microsoft Excel

I guess I won't be able to add such a function.
Aferd 4 May, 2021 @ 4:23am 
Could you add an config to make infinite synthesizers unobtainable or balance the power/time cost to the product's value? advanced component synthesizers are busted.
ShunTheWitch 29 Apr, 2021 @ 8:36pm 
think the spore you're talking about is from SOS2
Vulcan 29 Apr, 2021 @ 8:35pm 
Oh, I'm sorry. I might have made a mistake about the mod
Cybranian  [author] 29 Apr, 2021 @ 12:59am 
@Vulcan

I do not understand what you mean.
Vulcan 28 Apr, 2021 @ 10:37pm 
When will the ancient tech spore appear?
Cybranian  [author] 24 Apr, 2021 @ 12:36am 
@Aegael

These are standard mechanics.
ShunTheWitch 23 Apr, 2021 @ 10:17pm 
think so since even the base game automortars could do that I think, which really fucking sucks and puts you in a really bad situation if it has a high and low shield protecting it
Aegael 23 Apr, 2021 @ 10:14pm 
I just got a Mech Cluster event where everything was dormant except for a Cluster Mortar which was able to start firing immediately after just a 120 second delay, whereas everything else in the cluster was still asleep for 4 more days. Is that intentional?
ShunTheWitch 9 Apr, 2021 @ 9:26pm 
it would be nice to be able to take control of some of the not so overpowered turrets
Cybranian  [author] 9 Apr, 2021 @ 9:24pm 
@dinhkhiem199833

No, you shouldn't be able to take control it. I'll fix that later.
Kaden Ha 9 Apr, 2021 @ 9:16pm 
Not sure if this is intended but once I cleared a mechanoid cluster with Terraforming Center and captured it. Now it keeps producing turret/drop beacon/mechanoid shield for me although the only concern is the pylons.
Cybranian  [author] 13 Mar, 2021 @ 2:24am 
@sporefan127

I believe there is no reason for incompatibility.
Jackdot 13 Mar, 2021 @ 1:13am 
So, just to check, this mod is VFE mechanoids compatible right?
Cybranian  [author] 6 Mar, 2021 @ 8:55pm 
@scrifall

Не пробовал, но не вижу причин для несовместимости. Если не стоит СЕ, проблем быть не должно
scrifall 6 Mar, 2021 @ 7:48pm 
Совместимо с модом на механоиды от Оскара?
Cybranian  [author] 24 Jan, 2021 @ 12:57am 
@Un cophid

The mod does not add new mechanoids, so I think there should be no problems. The mod simply adds health effects to the mechanoids.
Nonno Smeraldo 24 Jan, 2021 @ 12:30am 
how does this works with " what the hack " mod? would be pretty nice to hack some op mechs or some broken ones early game. gonna use this mod next playthrough, can't wait to test this!
Cybranian  [author] 31 Dec, 2020 @ 8:25pm 
@Shun The Witch

Unfortunately, I cannot make a patch for this mod, because it is all in the C # code. I don't know this language and have no access to the original code.
ShunTheWitch 31 Dec, 2020 @ 7:36pm 
Theres a mod called The Harvest that makes parts drop post mortum
Cybranian  [author] 31 Dec, 2020 @ 6:42pm 
@Shun The Witch

At the moment, the player cannot interact with this. And how to do it if mechanoids always die. That is, the player cannot cut them.
ShunTheWitch 31 Dec, 2020 @ 9:01am 
No other player interaction with them? just different buffs to the enemy mechs?
Cybranian  [author] 31 Dec, 2020 @ 4:57am 
@Shun The Witch

They give buffs and debuffs to mechanoids.
ShunTheWitch 31 Dec, 2020 @ 1:04am 
Whats up about these implants in mechs?
Cybranian  [author] 21 Dec, 2020 @ 2:15pm 
@Uberwarlock

Okay, wait for the patch soon.
Uberwarlock 21 Dec, 2020 @ 11:21am 
@DimonSever000

Alpha Animals is a very popular mod that adds many animals, but also some mechanoids that are really common. Having its new mechanoid types with your implants and buildings would be really cool.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1541721856

Thanks for your work,
Cybranian  [author] 20 Dec, 2020 @ 4:15pm 
@Uberwarlock

Good day. Thanks for your feedback :)
Regarding the mod settings. Unfortunately, I cannot yet implement this, but as I study, I will most likely get to that level.
About mechanoids from mods. Please give me a link to these mods and I'll just make a patch.
Uberwarlock 20 Dec, 2020 @ 12:05pm 
the new bionic implants for the mechs are great. but they dont apply to modded mech creatures. Also a mod menu for cofig options for the + series would be greatly appreciated. I love the psionics+ and backstories mod in particular. Love how many areas of the game you're touching. Can't wait to try out Connor as well!
Cybranian  [author] 18 Dec, 2020 @ 4:59pm 
@fake h

The number of burst shots has been reduced from 50 to 35, I think this will help.
akemi homura 18 Dec, 2020 @ 4:39pm 
Machine Gun Turrets are so hilariously accurate it's basically a guaranteed death sentence if someone walks into their range of fire. Might wanna consider changing that.
Cybranian  [author] 4 Dec, 2020 @ 4:09pm 
@Shun The Witch

They also changed the climate. However, I didn't quite understand how it worked, so now the terraformer sprays toxins and blocks the sun.