RimWorld

RimWorld

[sbz] Mechanoid Bench 3
142 Comments
Rex705 6 hours ago 
:steamthumbsup: :steamhappy:
seobongzu  [author] 6 hours ago 
@Rex705
yes
Rex705 6 hours ago 
Will this get Odyssey compatibility to survive in space?
VelxraTV 4 Jul @ 3:01am 
small compatibility patch with this mod would be great. my pawns keep wearing respirators from this mod to have safe breathing from things like corpse rot. Im unsure if maybe the mecha helmets are missing a base protection from things like tox gas?

Biological Warfare
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3221550806
Psyckosama 26 May @ 8:01am 
Can you use 10 Mecha Components to make 1 Mechanoid Component?
isiarca 6 May @ 11:45pm 
Good to know, thanks.
seobongzu  [author] 6 May @ 9:41pm 
@isiarca
yes
isiarca 5 May @ 12:59pm 
@Futstub: I keep a very lightweight modlist specifically for testing mods (it consists almost exclusively of performance mods, + whatever is to be tested). This approach won't work too well for determining game balance alongside your other mods, but for general testing purposes I recommend it.

@seobongzu: I heard a rumor that this mod makes it possible to craft sensory mechanites. Is that true?
drshahramanvariazar 28 Apr @ 12:29pm 
vanilla expanded retexture?
seobongzu  [author] 4 Feb @ 7:53am 
@Futstub
Creating a description page is a more time-consuming task than expected. I've been putting it off because it's a hassle, but I plan to make it soon. To briefly explain, everything is slightly better than vanilla.
Futstub 4 Feb @ 7:44am 
Ok, cool, thanks for the quick answer!

Any chance you could add a description of the mod on the workshop page at one time? Given that my game takes 20 minutes to start, I would need an hour to start it, add the mod, restart it, check for balance, and then maybe restart again if the balance doesn't fit for me... :/

I'd really like to try it, but spending an hour just to see what a mod does isn't doable if you run a 700+ modlist... 😅
seobongzu  [author] 4 Feb @ 7:32am 
@Futstub
3 armor sets, 3 original weapons, 5 mechanoid weapons, 13 bionics, and 2 drugs.
Futstub 4 Feb @ 7:25am 
So what exactly can you craft ith the components you get? The description doesn't say anything about it...
seobongzu  [author] 4 Feb @ 2:43am 
@Hydra7-1
They used to be a mess, but now they're adjusted to be similar to MB3.
Hydra7-1 4 Feb @ 2:05am 
So I never played the older versions and thus do not know the stats of the armors. Are they simply cheaper version, alternate looks with the same stats, or something else entirely?
seobongzu  [author] 28 Jan @ 11:46pm 
@Neosuduno
Do as you wish.
Neosuduno 28 Jan @ 11:44pm 
Better, I am unsubscribing from you mods entirely. It has become cumbersome and annoying to use, so I will look for alternatives.
seobongzu  [author] 28 Jan @ 11:20pm 
@Neosuduno
1. Mechanoid Bench 2 on Workshop cannot be used without Mechanoid Bench 3 because all the code has been removed.
2. Unsubscribe from Mechanoid Bench 2 on Workshop.
3. Download Mechanoid Bench 2 from GitHub and use it, where you can directly modify the balance. (Non-Steam versions are not affected by updates.)
Neosuduno 28 Jan @ 11:14pm 
Also, a balance issue, the mechanoid components are much more valuable than 10 mecha components, and I would rather combine 10 mecha components for a mechanoid component than have 10 mecha components. You may have forgotten that rimworld is a sim game, and combat is only one part of it. You mecha bionics are honestly outclassed for cost effectiveness by base game bionics.
Neosuduno 28 Jan @ 11:11pm 
I didn't even know there WAS a github version. The steam version says it needs that dependancy, and that seems to be a fault of how you flagged it. Just unflag this mod from requited in Mechanoid Bench 2 and that would fix the issue. BTW, you are not supposed to post github links on steam.
seobongzu  [author] 28 Jan @ 8:00pm 
@Neosuduno
I just tested GitHub version of MB2 a few seconds ago, independently, with all other mods removed, and it worked perfectly.
seobongzu  [author] 28 Jan @ 7:47pm 
@Neosuduno
Did you download and run it from https://github.com/seobongzu/rimworld-MechanoidBench2? I tested it this morning and it worked fine. You can see from the about.xml that it doesn't require any prerequisite mods.
Neosuduno 28 Jan @ 7:41pm 
Unfortunately, that does not work. When placed this mod as required, you set a flag that prevents Mechanoid Workbench 2 from working without this mod. You do NOT set this mod a as required if they are stand alone.
seobongzu  [author] 28 Jan @ 3:59pm 
@Neosuduno
Mechanoid Bench 2 available for download from the link works independently as before. Download it from the link and unsubscribe from the Workshop.
Neosuduno 28 Jan @ 12:33pm 
I tried to use the older version, but it needed this version to use. It will not activate without it.
seobongzu  [author] 28 Jan @ 9:32am 
@Neosuduno
I understand that some people may think this way, so that's why the older version of Mechanoid Bench 2 is still available. It's not such a hassle and it's quite simple.

About the request to remove images from the mod, I'm not sure what it means.
Neosuduno 28 Jan @ 9:24am 
Also, can you remove your image from the mod. Adding colour to the mod image seems to slow them down for some reason, I do not know why, but that has been consistent with every mod i play that had it.
Neosuduno 28 Jan @ 9:21am 
I am gonna be honest, I do not like the new changes. I would have rather NOT needed the new components, instead using the vanilla expanded components as always. Not to mention that it is cumbersome to use the other files now, and I noticed longer loading times. My advice is to make it VE Mechanoid compatible like it used to be, it was far simpler.
Tachikoma00 23 Jan @ 5:45pm 
ok, good to know thanks
seobongzu  [author] 23 Jan @ 5:44pm 
@Tachikoma00
I am currently working on making the armor from Mechanoid Bench 1&2 compatible with Mechanoid Bench 3
Tachikoma00 23 Jan @ 5:42pm 
Question, in this description it says
"Add-on
* Mechanoid Bench 1
* Mechanoid Bench 2"

But if I go to Mechanoid Bench 1 it says that its in Mechanoid Bench 3. What is the right inclusion of mods for this? Thanks
seobongzu  [author] 21 Jan @ 2:30am 
@Hydra7-1
Yes, that's correct. I plan to adjust it someday.
Hydra7-1 21 Jan @ 1:49am 
Are all mechanoids that can be shredded worth exactly one component? LIke Diabolus and scyther are worth the same?
seobongzu  [author] 31 Dec, 2024 @ 7:56pm 
@Aizuki
It is because the texture is old.
Aizuki 31 Dec, 2024 @ 6:02pm 
this is funny, the mechanoid bench look blurry compare items i place and build. is it because i use VE texture?
seobongzu  [author] 31 Dec, 2024 @ 5:20pm 
Slightly modified the descriptions of the bionics and added a description to the ResearchTab.
seobongzu  [author] 20 Dec, 2024 @ 3:30am 
@Aizuki
It’s a complete upgrade. It’s very similar but more balanced, with a wider variety of equipment.
Aizuki 20 Dec, 2024 @ 3:10am 
whats the different between version 2 and 3? lmao there are no description about this
DripChecker1991 3 Dec, 2024 @ 2:16am 
Any plans for a patch with Elite Bionics Framework? I love the limbs and the flavor of turning a colonist slowly into being more mechanoid then mortal but they are super fragile when EBF is installed. Luv the mod!
seobongzu  [author] 26 Nov, 2024 @ 8:01am 
@알필요없는이름
맞습니다. 워 어친도 마찬가지.
알필요없는이름 26 Nov, 2024 @ 7:50am 
메카 분해 중 밀리터만 없는건 의도된건가요?
Lanceyy242 22 Nov, 2024 @ 5:13pm 
Hate to be that guy, but CE?
Goostave 27 Jul, 2024 @ 7:36am 
Mech armor series from Alpha Mechs can also do the job for weapons from those 2 mods, hope this would help you locate the problem.
Thanks for the mod, I hope it's just a missing-tag type of thing.
Goostave 27 Jul, 2024 @ 7:22am 
The most popular ones would be warcasket weapons from Vanilla Factions Expanded - Pirates . Pawns can pick them up when wearing just a normal
vanilla navy armor, but with armors from this mod, it shows "Need a warcasket to equip it".
Another mod I use is Heavy Melee Weapons (Continued) , vanilla navy armor still works, while with armor from this mod it shows "Need a power suit or exoskeleton to equip it".
Goostave 26 Jul, 2024 @ 8:55am 
Mechanoid armors (at least combat armor) are not treated as "power suits" somehow.
Because when it comes to equipping some heavy weapons that requires a power suit or exoskeleton, mechanoid armors don't fit the bill.
AsiGe_WeG 23 Jun, 2024 @ 4:29am 
nvm its actually a game bug, just imstalled Prosthetic No Missing Body Parts for 1.5 and everything is work, i think dev god mode just ignored that rule and thats why i was able to put gloves/boots probably
AsiGe_WeG 23 Jun, 2024 @ 2:21am 
my pawn cant wear powersuit gloves with mecha arms implants(i guess same will be with legs and powersuit boots), most funny gloves are still on pawn after procedure, but if you take them of...pawn cant wear it anymore, game thinks there no arms :D
tested with dev mode, set my pawn mecha arms to bionic one and there no issue to wear stuff, i hope this will be fixed soon:ccskull:
ozfresh 12 May, 2024 @ 9:30pm 
So, if this is cpompatable with more archotech garbage, why is the archotech workbench creating mecha componenets when taking apart mechanoids? How do I get my archotech fragments?
Lula O Honesto 11 May, 2024 @ 1:07pm 
Wait, homemade Hellsphere Cannon? Takes my subscription!:army:
Meefreese 4 Apr, 2024 @ 9:47pm 
This is actually *really* cool, and yet really light. Props, seriously.