RimWorld

RimWorld

Mechanite Forge
73 Comments
g_BonE 11 hours ago 
what does the "healing factor" slider in the mod settings do?
Neosuduno 11 Jul @ 1:28pm 
I recommend a more compact version, but to balance it, it would need twice the power requirement of the larger one.
Trinity  [author] 11 Jul @ 12:56pm 
@Neosuduno, I can't say I agree, this mod enables a very powerful machine that is able to manipulate Luciferium, it's not meant to be compact or slim but to each their own. I welcome other users to weigh in on this.

@Ghostmare, Yup!
Ghostmare 10 Jul @ 6:25am 
1.6 update?
Neosuduno 17 Apr @ 8:15pm 
Not gonna lie, the 3x5 size of the forge makes it too unwieldy to use in any serious game. there is a reason that the fabrication bench is only 2x5, and that is so it is not too obstructive.
Latex Santa 14 Jul, 2024 @ 5:05am 
@Trinity
I missed this mod so much. I cannot believe that I missed this update. Thanks, man!
TracerFoxTEK 27 Jun, 2024 @ 2:32pm 
Woot! Glad to be able to use this again. Immortal, regenerating badasses are go!
Trinity  [author] 27 Jun, 2024 @ 12:16pm 
@frickheckcrud - You need to read the description, provide a hugslib log or i won't help in the future. If it's still saying it's 1.4 then you haven't updated properly, i've just freshly downloaded from steam and it's saying 1.5.
frickheckcrud 27 Jun, 2024 @ 11:57am 
im experiencing a major issue. adding this mod to my list is causing zero factions to spawn on the map when i make a new world. also the mod is still registered as a 1.4 mod
That Turret Guy 27 Jun, 2024 @ 10:31am 
YES YES YES YES YES Thank you !!!! Love this mod you are ultra based. Thanks for making my week!!! <3
frickheckcrud 27 Jun, 2024 @ 9:09am 
based update
Therion_TheRuiner 27 Jun, 2024 @ 3:04am 
This is one of my favourite mods, thank you for your work!
Trinity  [author] 27 Jun, 2024 @ 2:16am 
1.5 Update is out with some shiny new graphics for the forge, mechanites now have a stack-able graphics. Shouldn't be any issues but i'll be working on proper compatibility and implementing QOL from the comments over the next few weeks.
That Turret Guy 19 Jun, 2024 @ 10:12am 
so still no update as of yet? :(
CloudDLuna 3 Jun, 2024 @ 7:01am 
Update please?
I would do it if i knew how. This is a mus for all my games.
Feeding seraphium and trollblood to thrumbos and letting them go wild never got old!
jtseyman 2 Jun, 2024 @ 8:36pm 
apparently somebody made a Russian language patch for this.
jtseyman 26 May, 2024 @ 10:21am 
Another thing it also messes up the ideology selection menu.
jtseyman 26 May, 2024 @ 9:16am 
For me it "works" on 1.5 but it messes up world generation and conflicts with pawnmorpher when the mod is used alongside it.
That Turret Guy 25 May, 2024 @ 5:19pm 
oh no :( please don't say this will be abandoned now :(
Bashka 1 May, 2024 @ 5:30am 
@Paladin Marco- only during regrowing
@CTH2004- Trollsblood, Seraphium and Bastion are one dose drugs with permanent effects. Addiction purifier is a medication which removes all addictions- not addictive itself. Herculeum and Peithium are not addictive and dont have withdrawal effects.
TheBiggestMatt 21 Apr, 2024 @ 3:22pm 
Also curious about a 1.5 update
GodHatesYou! (EOA) 20 Apr, 2024 @ 11:29pm 
Is there any plan on updating this?
Paladin 4 Mar, 2024 @ 2:39pm 
Question to anyone who see's this.... does Seraphium increase pain ONLY when regrowing limbs or overall pain? Im seeing it increases pain to 110% at all times.
That Turret Guy 28 Aug, 2023 @ 8:29pm 
This is one of those mods that I just can't do without. Thanks it will always be a staple of my mods list.
CTH2004 19 May, 2023 @ 9:19am 
Are any of these addictive/ deadly if removed? If so, could you say which ones are dangerous?

Thanks!
Trinity  [author] 13 Mar, 2023 @ 2:02am 
I've got some holiday coming up, i'll uniform the drugs to mimic vanilla styled drugs as they might be a little outdated which should fix scheduling issues. I'll be honest though i'm not seeing these issues on my own play through so make take some time to figure out why (someone upload their save with the bare minimum for me to test?).

I'll have a look at trying to implement Ideology exceptions, it's been a while since I've gone digging through source code.

Managed to get the menu working, just trying to refactor and force an update while in game to things like power setting for the forge.
AerosAtar 12 Jan, 2023 @ 9:00am 
@Trinity

It seems that Seraphium and/or Trollsblood (not sure which as my pawn has both) "cure" scarification. While this makes sense, logically, it might be best to consider adding an exception (or option for one?) for improved compatibility with Ideology.
aef8234 28 Dec, 2022 @ 5:29am 
If I could make a suggestion, is there a way for Bastion to get damaged before shield belts? That way, shield belts can take ranged hits while Bastion is used as a buffer and for melee hits. Also, maybe a tier system - via severity that increase shield strength, cooldown delay, and recharge speed where the highest tier makes it so it interferes with shields belts but is so strong it eclipses them.
Tia 23 Dec, 2022 @ 2:21pm 
Oh hey I remember this mod. I had no idea it got brought back for ....1.3 and 1.4 until I saw the retexture mod. Nice. :)
Lord Marneus Calgar 10 Dec, 2022 @ 11:10am 
I did have a similar issue back in 1.3 but it's still persistent.
Lord Marneus Calgar 10 Dec, 2022 @ 11:07am 
Hi, scheduling doesn't work. Got colonists set to take Herculium every 5 days, and they're just not taking it. Luciferium working just fine, just the Forge drugs. Any advice?
nex 27 Nov, 2022 @ 2:56am 
hey Trinity thx for keeping this mod alive! also what values in the files would i have to change to make seraphium regenerate at say at 50x the current speed?
Sylen 4 Nov, 2022 @ 10:51am 
the new art looks good
Custodi 26 Oct, 2022 @ 6:43pm 
Love this mod, thanks for updating!
horologium 26 Oct, 2022 @ 3:36pm 
The new are you linked looks really nice!
Trinity  [author] 25 Oct, 2022 @ 2:35am 
Things i'm working on at the moment are;
Mod Menu
New art for the forge! (Thinking about what to do for the drugs)
New Drugs (Hermesium & Herclusion) and some others that i need to think of first!
Potentially a weapon?! Likely to be for Biotech only and or effective against base mechanoids.
New Forge graphics; https://imgur.com/a/lUFeR9I (be kind i am by no means an artist) and would like some feedback!
Trinity  [author] 23 Oct, 2022 @ 1:48pm 
@PaZakwan, all fixed - just doing some testing as i realised i left a menu i've been working on in, it's not functional yet~
Trinity  [author] 23 Oct, 2022 @ 12:52pm 
PaZakwan, post the hugslib log if you can and i'll have a look.
PaZakwan 23 Oct, 2022 @ 12:12pm 
Hi, Thanks for the update! :D
When start the game with the mod "Mod Error Checker", Im havind the next error.

Error in Mechanite Forge, assembly name: MechaniteForge, method: Command_MultiVerb:ProcessInput, exception: System.MissingMethodException: void RimWorld.Targeter.BeginTargeting(RimWorld.ITargetingSource,RimWorld.ITargetingSource)
Eko_Shingo 22 Oct, 2022 @ 6:53pm 
Thank you for updating to 1.4 this is one of my favorite mods.
That Turret Guy 22 Oct, 2022 @ 11:01am 
Thanks for the 1.4 update !!!
VonArens 12 Oct, 2022 @ 9:52am 
@goopdoodle - Trollblood, Bastion & Seraphium are permanent.

In regard to the issues with pawns sometimes not taking the drugs on schedule times, I think it might be engine related or storage access issue. I've rarely have issues if the pawns have some in their inventory, but those who have used up their stock at times 'forget' to refill on time.

The issue can be kinda fixed by having multiple storage spots, I have 3 1slot shelves (from VE:Expanded) using stack limits and seperate priorities. It seems to help a bit alongside trying to have pawns on individual cycles so they don't all want to take drugs on the same day.
Ren 12 Oct, 2022 @ 12:11am 
Will this be updated to 1.4?
gwendoodle<3 5 Oct, 2022 @ 12:40pm 
Hey, I'm a little unclear on duration. I understand Trollblood is just a permanent buff but stuff like Herculium isn't. Are Bastion and Seraphium indefinite like Trollblood or temporary like Herculium?
crazyjeffnigelthing 6 Sep, 2022 @ 10:39am 
Does addiction purifier work on luci need??
ADMIRAL AWESOME 3 Apr, 2022 @ 6:40am 
Thank you for updating this, easily one of my favorite Rimworld mods.
Lord Marneus Calgar 9 Jan, 2022 @ 4:23pm 
See that was a thought that crossed my mind, but i've also tried schedules with a 0 take to inventory, just the 5 day cycle (from a stockpile) so i doubt its Carry weight affecting it
Get Donked On 9 Jan, 2022 @ 3:31pm 
maybe theyre over their carry weight with armor and stuff that could be a factor try stripping off armor and weapons if they pick up some drugs after that then that your problem
Lord Marneus Calgar 9 Jan, 2022 @ 3:24pm 
Currently got an issue where Colonists are not taking Herculium or Peithium on schedule. (Tested over multiple colonists)
Schedule is set to take Herculium/Peithium every 5 days (depending on assigned policy) at any Mood or Rec level, taking 1 to inventory. They don't take the 1 to inventory either.
Would love some help or advice!