RimWorld

RimWorld

Unlimited Mechanitor Command Range
54 Comments
TheCalciumDemon 1 Aug @ 9:23am 
pleaseeeeeeeeeee 1.6
deltaplays010 1 Aug @ 7:47am 
when will this mod be updated to 1.6? its a must have for mechanitor runs
hayta hurta55 27 Jul @ 2:56pm 
Please bring it to 1.6, that'd be awesome! Thank you for the hard work regardless!
Melky Snusoed 25 Jul @ 11:37pm 
1.6 plz
김야요 23 Jul @ 1:39pm 
1.6?
SalazarWindriver 22 Jul @ 6:48pm 
That's fair but i have tried getting this one to work including place order and nothing. only after finding the setting in tweaks galore i was able to get it to work.
@SalazarWindriver

Thats not working with simple sidearms, so i pass on it.
DreadNought1340 19 Jul @ 7:24am 
This mod still works its just a tag/priority issue. put it up at the top of the mod list just below the DLC and it should work fine.
NiNmari 19 Jul @ 7:05am 
1.6plz
SalazarWindriver 18 Jul @ 10:05am 
SalazarWindriver 18 Jul @ 6:55am 
umm do people have another mod installed that is making them think this is working? my mechs will only move outside of range and that is cause of the biotech tweak mod
ShadowGuardSS 18 Jul @ 4:32am 
1.6 PLZ!
Latex Santa 18 Jul @ 12:20am 
@TurtleShroom
I don't know if "unplayable", but certainly very inconvenient.
This mod should, IN THEORY, work well enough on 1.6, especially if you make a local copy of it and edit the supported versions file to include 1.6 as well.
김야요 16 Jul @ 8:52pm 
1.6?
darthdud0 15 Jul @ 9:48pm 
just checked and it works fine.
TurtleShroom 15 Jul @ 3:11pm 
"Rimworld" is unplayable, straight up, without this Mod. I NEED this Mod. I hate the idea of a Mechanitor's range because I can't draft Mechanoids effectively with it.
SalazarWindriver 14 Jul @ 6:16pm 
@horologlum How do you use that other mod to extend range?
Dirigible 14 Jul @ 6:06pm 
Thanks @horologium
[AYAH]BigMak 12 Jul @ 8:34pm 
guys its been like 2 days calm down im sure he will update it in the coming months but can we please stop bugging him for real?
horologium 12 Jul @ 7:36am 
1trickPwnyta's Biotech Patch actually has a option for patches that replicate this mod. used this mod and just found out yesterday, it does work in 1.6
Commander Link 12 Jul @ 7:33am 
I would also like to add that this mod is literally essential
TurtleShroom 11 Jul @ 9:00am 
PLEASE update this Mod!
RojoMuerte 5 Jul @ 1:50pm 
Agreed VelxraTV.
VelxraTV 4 Jul @ 8:03pm 
would love to see this in 1.6 as I always found the range to be pointless given mechanoid lore
Doominuke 29 Jun @ 12:44am 
1.6?
191070274 14 Jun @ 7:12am 
楼下说的有道理
粘痰筋道有弹性 5 Jun @ 11:17am 
楼下说得对
宝帅帅 14 Mar @ 6:38pm 
我觉得楼下说的有道理
Corvus 24 Dec, 2024 @ 8:26pm 
I always thought it was weird how psychic influence could create (tiny) portals to stars, make people go insane, or brainwash prisoners, but not tell a mech what to do from over 5 feet away
SlapAndSpit 3 Nov, 2024 @ 5:35pm 
Thank you so much for this mod I was looking all over for something like this since What the hack mod was never updated. Again Thank you made my week :shakinghands:
Falmingkitter 3 Jul, 2024 @ 5:59pm 
I'm in the middle of my first solo mechanitor run and this is genuinely painful. Hope this mod fixes at least one of the main issues with mechs.
5150 8 May, 2024 @ 7:28am 
Clearly, this is a mod made by God. Thank you so much for creating this mod.
Hydrologist 16 Apr, 2024 @ 12:57am 
Hey there, you can fix not being able to draft while the mechanitor is in a caravan by patching the Pawn_MechanitorTracker.CanControlMechs method. I implemented it in my relays mod, and, if you'd like, you can just copy it to save time.

Here's the code for the patch. [github.com]
King Critter 14 Apr, 2024 @ 2:57pm 
Thank you! This makes playing Mechanitors so much fun
swwu  [author] 14 Apr, 2024 @ 4:07am 
updated for 1.5!
JerryTheCultist 12 Apr, 2024 @ 2:57am 
1.5 or a replacement mod for it?
node118 10 Apr, 2024 @ 3:03am 
does this work with 1.5?
플랑도르 스칼렛 4 Jan, 2024 @ 10:42pm 
there is some issue about loading but isn't critical so far
Sammich 8 Oct, 2023 @ 7:43pm 
its not letting me draft when the mechanitor is off map. do they have to be actually on a map? or are you supposed to be able to draft even when theyre current in a caravan?
Latex Santa 4 Jul, 2023 @ 10:44am 
Having to micromanage a mechanitor's command range so that his little robo-pets are always in range to be commanded always seemed like a pain to me, so I never bothered using mechanitors, even though it was one of the reasons why I bought Biotech to begin with. But, as usual, a great modder comes in and unf*cks an unpleasant and unfun balance decision. Thank you, swwu!
Hawler 17 Nov, 2022 @ 8:41pm 
Never give up brother :bonfire2:
Omega 17 Nov, 2022 @ 8:38pm 
Unfortunately the removal of this mod doesn't fix my issue, however it's good to note what you experienced with this mod. I'm glad you got it fixed. :praisesun:
Hawler 17 Nov, 2022 @ 7:26pm 
(also no debug log messages after lagspikes occured)
Hawler 17 Nov, 2022 @ 7:26pm 
@Tri-Enclave President CEO in the first session it happened during a big raid, a couple of hours after I added this mod (added a couple and wasn't aware that it was this one atm) and I think I had 2 tunnelers, 2 pikemen and some smaller ones doing jobs. In the second session it happened after around 2 hours of playtime, again, when a raid happened. Only 3 pig dudes though, had almost no mechs, too. maybe 2 lifters and a cleansweeper.

I can confirm though, that after removing the mod everything is in working order again (not in the old corrupted session but in the new one I started). Shame though, because the unlimited range was pretty neat. I also found another mod, with more workmodes for your mechanoids and one of them makes all the mechas in the chosen group seek out enemies on the map on their own, which is a pretty good replacement, at least for my needs. Maybe this could help you, too!

Good luck on fixing your mods :D can be a real pain sometimes
Omega 17 Nov, 2022 @ 7:15pm 
@Hawler
Can you tell me exactly what you were doing or what was happening when you got these lag spikes? I'm trying to figure out my own issues with my mod list and I hope this can narrow it down.

Did you have a lot of mechanoids on screen at once? What does your debug log say? Any red errors?
Hawler 16 Nov, 2022 @ 10:11am 
since adding this mod every new game i start starts getting extreme lag spikes every 5 seconds about 1-2 hours into a new game ( fucked my old save too sadly)

any idea on what type of other mod this mod could be conflicting with? :/ i've been trying to figure it out for the last couple of hours. removing the mod after the lags happen doesn't fix it sadly, so i guess it's a conflict with another mod?
AVE 13 Nov, 2022 @ 7:19pm 
You can remove 0harmony.dll from your mod and instead make it a requirement. Then when harmony updates with fixes or optimizations - you won't need to update your mod with the new version.
Avarice 9 Nov, 2022 @ 5:31pm 
Yes this is the QOL mod I'm looking for!

I checked the mod, knowing just how unhappy the game got when I changed the firefoam gene to have a large radius (freaked out from time to time with red text but worked) Thinking this mod just upped the radius, I was going to just pass by. Looked at the comments. Just removed the check!? Perfect, simply perfect. My multiple mechantor base will thank you!
PremierVader 7 Nov, 2022 @ 7:51am 
Wow that should in fact improve the performance...im getting this mod right now thanks bro!!
swwu  [author] 6 Nov, 2022 @ 4:36am 
It shouldn't affect performance at all; the main change this mod makes is to skip a check that happens whenever you try to issue a command to a mech.