RimWorld

RimWorld

Vanilla Factions Expanded - Mechanoids - Mechanoid Re-Assembler
43 Comments
HIVEMIND 20 Nov, 2022 @ 7:49am 
wake up samurai
VelxraTV 21 Oct, 2022 @ 4:55pm 
Please update to 1.4
Thundercraft 8 Oct, 2022 @ 7:21pm 
I don't suppose anyone knows of a patch or a mod combination that allows re-assembled mechanoids to be repaired? I really don't like the idea that it is impossible to repair them. Though, to be honest, I also don't like the idea that even the 'Advanced Mechanoid Re-Assembler' builds a mechanoid chosen at random and does not allow the player to indicate a preference. IMO, the advanced version should have better features than that. If it is believed that such features would break the game balance, then, personally, I'd prefer that it only build 2 or 3 mechanoids for every 5 corpses. Though, on that note, I'd think that the type of corpses required should relate to the type that is built (i.e., Scyther corpses to build a Scyther, Centipede corpses to build a Centipede, etc).
MrKociak  [author] 31 Aug, 2022 @ 10:33pm 
@woodiestmink yeah, though I think at this point it would be better to remake the mod. The code is kinda sucky and doesn't interact well with....honestly anything.
I have a decent idea for how to improve it though.
SkimmingDawg 31 Aug, 2022 @ 8:43pm 
can you make mechanoids from other mods be reasembled?
SYS//glitch//TEM 9 Apr, 2022 @ 9:32pm 
I'd love to see a future patch that lets us pick what mechanoids we do or don't want. It really screws with having melee units if I have any Inquisitors, and then I have to just eat an explosion any time I make one, and Termites aren't super helpful. Maybe a balance act of every excluded mech is an extra day or half day to produce?
Aesrys 1 Mar, 2022 @ 10:58am 
Hello. I have a problem with this mod very similar to one I have with Antimatter annihilation and I'm hoping to see if anyone has seen something similar. I'm sure it's a mod conflict or load order issue but I've had very little success tracking the issue down. Basically, if I put down an assembler (or a particle accelerator from AA) and give it power I get errors like the one below and see a UI on the actual object if I click on it. Just hoping someone may have seen something similar.

https://pastebin.com/uW1MRza5
1sylant99 24 Jan, 2022 @ 9:14am 
Zone control or draft features in future?
Scorpio 15 Jan, 2022 @ 6:17am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2153065191

This one mechanoids go down they are taken to animal medpods and then the loop begins
MrKociak  [author] 15 Jan, 2022 @ 6:08am 
@Scorpio if you happen to know which mod it needs to be loaded after/before let me know so I can include it in about.xml, it should help people avoid that issue in the future.
Also about the loop thing, yeah I'll need to look into making it so friendly mechanoids cannot be downed, it's not super game breaking, but I bet it's very annoying to deal with.
Scorpio 15 Jan, 2022 @ 2:31am 
fixed the issue some load order stupidity https://imgur.com/a/2wJxnAb

also the rescue loop is also happening with medpod mod
MrKociak  [author] 14 Jan, 2022 @ 2:15pm 
@Scorpio the bug doesn't seem to be happening on my end, so it's likely an incompatability with some other mod.
Scorpio 14 Jan, 2022 @ 12:50pm 
yeah and noticed this when re building them https://pastebin.com/T0gcxnCU
Scorpio 14 Jan, 2022 @ 12:22pm 
its not , and nothing on logs either
Scorpio 14 Jan, 2022 @ 10:36am 
Testing that but looks like it's not
MrKociak  [author] 14 Jan, 2022 @ 7:11am 
@Scorpio weird, when it's powered and fueled it should show how much time is needed. Do they still spawn?
Scorpio 14 Jan, 2022 @ 6:51am 
https://imgur.com/a/HhKr3ea

you could on the arrow marked area a completion percentage
MrKociak  [author] 13 Jan, 2022 @ 12:48pm 
@Scorpio it does make a sound whenever that happens, though it might be easy to miss. I'll try adding an actual notification when/if I figure out how to make settings for a mod (I don't want anyone who builds multiple re-assemblers to suffer from notification spam, I've made that mistake once and I'd like to avoid it happening in the future :Y)
Scorpio 13 Jan, 2022 @ 12:40pm 
can we get some kind of feedback that its producing units?
Wadimiru 8 Jan, 2022 @ 10:05am 
How about add mechs from mod alpha animals?
MrKociak  [author] 31 Dec, 2021 @ 8:43am 
Update:
-Fixed the bug that would cause the spawn time of mechanoids to stay at 0, making production instant. At least, I'm pretty sure I did, I've tested it and ended up spawning ~800 mechanoids and the issue did not happen.
-The "fuel" level now needs to be at least equal to the spawn cost of a single mechanoid for the production to start (before it was possible to save resources by keeping the fuel level at 1 and still spawn mechs even though the spawn cost was 1.25 or 1.50)

I might've released it pretty suddenly, my apologies if this causes any issues.
SpookyEngie 31 Dec, 2021 @ 1:08am 
@SIR.Lancelot it What the hack but less complicated.
SIR.Lancelot 30 Dec, 2021 @ 7:14pm 
isnt this mod basically "what the hack"? or is it different?
MrKociak  [author] 30 Dec, 2021 @ 10:02am 
Update:
-instead of fuel consumption being time-based it now consumes an an x-amout of it each time it spawns a mechanoid.
This doesn't exactly fix the issue of the timer getting to 0 in mere nanoseconds, but at least now it's somewhat beneficial instead of it crashing your game with an unholy amount of mechanoids.
Vatheron 30 Dec, 2021 @ 8:37am 
@MrKociak I only saw the fuelled, but no timer.

And its both fuelled and powered on. No timer at all.
MrKociak  [author] 30 Dec, 2021 @ 4:17am 
@Vatheron when it's both fueled and powered it should display a timer
여정(Journey) 30 Dec, 2021 @ 2:08am 
I love mod , i love you
schraider 30 Dec, 2021 @ 12:26am 
thank you for making this its a really fun mod
Vatheron 29 Dec, 2021 @ 7:35pm 
When do I know it spawns a mechanoid? I already have an advanced resaseembler and its been eating up corpses but spews not one mechanoid at all.
VelxraTV 29 Dec, 2021 @ 6:12pm 
yess a glorious mod and I 2nd the alpha animals patch =p
MrKociak  [author] 29 Dec, 2021 @ 2:55pm 
@Vatheron not yet, I'll probably release it as a separate patch. There is an option to disable those mechanoids and I haven't tested what happens when they are disabled and the re-assembler tries to spawn them.
Vatheron 29 Dec, 2021 @ 2:13pm 
Theres no compatibility support for Alpha Animals Mechanoids?
Scorpio 29 Dec, 2021 @ 8:04am 
well since what the hack is kinda broken performance wise , this seems a really nice replacement
nice work
MrKociak  [author] 28 Dec, 2021 @ 3:10pm 
A little update:
-"Fixed" the mechanoids not spawning after the timer reaches 0.


...and that's it. This stupid mistake has made me realize I've been torturing myself with a more complex solution to a simple problem when an equaly simple solution was right there only for it to not even work. Why am I doing this to myself :I
MrKociak  [author] 28 Dec, 2021 @ 12:53pm 
@Depraved Arachnophile I'll see if I can use xml extensions for that
Depraved Arachnophile 28 Dec, 2021 @ 12:46pm 
This is fantastic, although some mod options to fine-tune things to personal preference would be swell.
MrKociak  [author] 28 Dec, 2021 @ 12:14pm 
Update:
-Fixed some typos...that's it.
Oh yeah also, the Odin idea I've had was actually pretty stupid as the mechanoid is actually pretty weak without its stun aura.
MrKociak  [author] 28 Dec, 2021 @ 10:53am 
Oh yeah I should've mentioned that pawns will try to rescue those mechanoids only if they're downed, otherwise they just ingore each other like they're supposed to. I've updated the description to include that info.
MrKociak  [author] 28 Dec, 2021 @ 10:51am 
@Fallen Star I'll later see if I can manage to just make them spawn as hacked if WTH is active. I think just adding those 2 hediffs/health conditions would be enough, but I'm not entirely sure.
Fallen Star 28 Dec, 2021 @ 10:42am 
I think a way to make this mod work with what the hack (in a way) would be to have a Mechanoid Re-Assembler that would Spawn Hostile (But possibly "downed") Mechanoids. I do not know If this would Fix the "What the Hack" Problem, but I think that this mod is an interesting Idea Ether way.
MrKociak  [author] 28 Dec, 2021 @ 5:40am 
@Mismagius I'm thinking about how I wanna approach it. Should I shove them into the spawn list or make a separate, more expensive re-assembler for them? I guess it depends on how much a person cares about balance lel.
I know that I'm definitely not gonna put some of them in at all as you probably don't want them in your colony no matter what faction they belong to (I'm talking about the super explosive ones).
Mismagius 27 Dec, 2021 @ 6:42pm 
ohh interesting. how about a patch for advanced machanoid warfare?
reddevil 27 Dec, 2021 @ 5:31pm 
thanks for making this this helps me make my mechanoid hive