RimWorld

RimWorld

Mechanoid+
55 Comments
Thetaprime 14 Jul @ 11:49am 
Do you forsee any issues integrating this into 1.6?
Cybranian  [author] 19 Jun, 2024 @ 3:40am 
updated
Laurient 18 Jun, 2024 @ 11:02am 
ok, i leave the update to you.
Cybranian  [author] 18 Jun, 2024 @ 12:25am 
@Derko

I was going to update this mod soon, so I'm not sure it makes sense for you to do it
Laurient 17 Jun, 2024 @ 8:51pm 
Hi, i've made a private copy of this mod updated to 1.5 (and debugged the terraform pylon by the way). Can i publish it with credit and link back to your mod ? and you can ask me to remove it from the workshop at anytime.
Thundercraft 22 Mar, 2024 @ 6:12am 
I noticed the "Mechanoid hediffs" mod, but...
Any chance we'll see more parts of this updated for 1.4 (or 1.5)?
Maybe the new mechanoid buildings this mod adds could be converted, too?
CTH2004 10 Jun, 2023 @ 9:10am 
Thanks!
Cybranian  [author] 10 Jun, 2023 @ 1:04am 
I'm starting to transfer the mod to 1.4 by dividing it into separate modules.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2987238746 - Mechanoid hediffs
CTH2004 28 Mar, 2023 @ 2:01pm 
will you update this to 1.4? And, if so, will you use these mechanoids and connect them somehow to the mechanator syste,?
Voron 16 Nov, 2022 @ 11:14am 
на 1.4 пока нет или всё работает?
:compa:
jjh5874 22 Oct, 2022 @ 11:55am 
mod gets annoying, would be a lot more fun if all buildings were asleep with the rest of the mech cluster till its triggered, and/or if there was an option to disable the other buildings all together and just have the mech upgrades/damage
Mismagius 30 Jul, 2022 @ 8:53pm 
this mod has a conflict with the mod called Misc. Robots and Misc. Robots++ as it makes the stations for the robots in that mod become invisible once activated.
Gerewoatle 24 Apr, 2022 @ 1:59pm 
It would be kind of nice to be able to deconstruct all the buildings like normal.
Elfenbein 24 Apr, 2022 @ 9:19am 
@RC-1207 "What The Hack?" is a mod that allows you to do that, as well as upgrade said hacked mechanoids.
Ketaminsüchtiger 23 Apr, 2022 @ 12:01pm 
i didnt look at the description toooo hard but you should add friendly mechanoids to help you in fights or at least let use reprogram mechanoids to fight for us
Herald Rejn 5 Mar, 2022 @ 2:46am 
This storyteller is very nice if you want to play against robot invasion but i found out it's also much unplayable. He changes almost 99% events to robot events so after more than 1year in colony i still have 0 new colonists becouse i get like 1 event to get 1colonist in more than 1 year of playing. You should change something in this AI becouse it's fun and something new but needs changes to what events he should give more often.
Herald Rejn 4 Mar, 2022 @ 2:24am 
ye it's stupid that we can't deconstruct them.
TheSevenSins 25 Feb, 2022 @ 10:56pm 
Its a little tedious to shoot all the sandbags, and you miss the gloomlights rewards?
TheSevenSins 25 Feb, 2022 @ 10:47pm 
Even the sandbags and mechanoid lights?
Cybranian  [author] 25 Feb, 2022 @ 9:10pm 
@TheSevenSins

They must be destroyed with weapons.
TheSevenSins 25 Feb, 2022 @ 5:56pm 
Same with the extractors
TheSevenSins 25 Feb, 2022 @ 5:55pm 
I have noticed that any buildings left by a mechanoid cluster's producer will not be deconstructable once the cluster is defeated (usually, sandbags), contrary to other structures
Cybranian  [author] 10 Feb, 2022 @ 6:22am 
@Robotic Caretaker

Just read mod page description :)
Robotic Caretaker 10 Feb, 2022 @ 3:45am 
Yep they spawn now thanks. I got another question. What does the new storyteller do?
Cybranian  [author] 8 Feb, 2022 @ 6:53pm 
@Robotic Caretaker

These buildings appear with high cluster points. Try spawning with max points to test.
Cybranian  [author] 8 Feb, 2022 @ 6:53pm 
@Mismagius

Yes
Robotic Caretaker 27 Jan, 2022 @ 1:13am 
I spawned some mech clusters in with comands to see the new buildings but the only buildings from your mod that spawned were the shotgun and comatose turret ( I also have vanilla expanded mechanoids)
Mismagius 10 Dec, 2021 @ 12:13am 
do the hediffs also apply to modded mechanoids like the ones from advanced mechanoid warfare and VEM? (vanilla expanded mechanoids)
ASMR gaming 31 Oct, 2021 @ 11:13pm 
u might want to run it with what the hack and look for ways to boost cross compatbilty
Depth Charge 16 Sep, 2021 @ 6:27pm 
Ah, I understand, then. Thank you very much.
Cybranian  [author] 16 Sep, 2021 @ 6:15pm 
@Depravity

At the moment, all buildings after the death of the command center remain in the possession of mechanoids. I think in the next update I will add the transition of such buildings to the category of neutral ones. This means that you will be able to parse them.
Depth Charge 16 Sep, 2021 @ 6:10pm 
I meant mech node, not gloomlight*
Depth Charge 16 Sep, 2021 @ 6:09pm 
hello, I defeated the mech cluster that had a command center, but I cant deconstruct the stuff they left behind. Like the extractor and cloth sandbags, as well as some gloomlights
Cybranian  [author] 16 Sep, 2021 @ 5:41pm 
@Herald Rejn

I don’t know what mod we are talking about. This mod only adds its own buildings and automatically adds health effects to all mechanoids.
Herald Rejn 16 Sep, 2021 @ 5:37pm 
does it support advanced mechanoid warfare?
Archilyte 12 Sep, 2021 @ 11:53am 
yeah i was testing stuff and figured it out.
Cybranian  [author] 12 Sep, 2021 @ 7:13am 
You need not add this to each mechanoid. Sorry for English, i write without translator on telephone
Cybranian  [author] 12 Sep, 2021 @ 7:12am 
@Archilyte

This mechanoids effects auto-added by c# patch
Archilyte 12 Sep, 2021 @ 6:55am 
thank you very much. the reason why I asked this is because i really like the mechanoid part system but my modpack has way too many mods that add mechanoids lol
Cybranian  [author] 11 Sep, 2021 @ 6:25pm 
@Archilyte

I will not make such a version, but I will not forbid you.
Archilyte 11 Sep, 2021 @ 11:03am 
Can you add an option to disable the mecahnoids so that we only get the hediffs / can i get permission to upload a "lite" version of this mod that only adds the hediffs (with proper crediting to this mod)?
DaemosZythaer 10 Sep, 2021 @ 5:37pm 
Close to Kenshi but this one features what appears to be an exoskeleton as opposed to just bare internals.
Pumpking 10 Sep, 2021 @ 10:10am 
The storyteller is just straight up a skeleton from Kenshi?
Solid.
[2nd-AD] Xytal Riz 7 Sep, 2021 @ 8:58pm 
Yay more mechanoid madness to go alongside Advanced mechanoid warfare, and the mechanoid recon hive ships, more places and ways to fight mechanoids for What the Hack players. =)
Cybranian  [author] 7 Sep, 2021 @ 5:05pm 
@Minister of judicial police

Yes, the mechanoid command centers are striving for this.
Roque the Rogue 7 Sep, 2021 @ 2:13pm 
This looks amazing! I'm really interested on how this mod will work alongside another mod "Better Infestations", this should be a cool experiment! having mechanoids and insectoids competing for resources, thanks SoS2 I can fly away if it gets out of control.
assistant Frost, Science team 7 Sep, 2021 @ 8:39am 
wait, so this mod makes it so that mechanoids attempt to create a proper a base/presence on your map?
Cybranian  [author] 7 Sep, 2021 @ 12:59am 
@Gore

Not tested, but I think yes.
Gore 7 Sep, 2021 @ 12:56am 
Vanilla Expanded Mechanoids compabillity?