RimWorld

RimWorld

Logistics Mechanoid
92 Comments
Cruel Moose 4 Aug @ 11:34am 
for the person with the devourer issue, their body size doesn't need to be raised that high to 4. Simply increasing their body size by 1 (from 1.6 to 2.6) should make them immune to devourer swallowing.

Personally I made a local copy to fix this as it is kinda silly that devourers can swallow these.
Farbott 28 Jul @ 12:00pm 
While super rare I assume, could the hydraulic claw if possible be set to NOT be a possession if thats something that exists? Possessions for everyone pulled it for a pawn and they cant remove it from their inventory, I dont exactly know which of the two would be responsible for that so I'm gonna take it there if this isn't fixable on your side
hYPERION  [author] 1 Jul @ 12:10pm 
Seems to have been working fine and just needed a tag change, if any issues due to the update occur please report them.
Space Chimp 1 Jul @ 8:02am 
please update :c I miss my steel caterpillar
Monbland 22 Jun @ 1:37am 
PLEASE UPDATE!
FripouilleSaharienne 15 Jun @ 10:35am 
fr
CrazyOwl 25 May @ 11:51pm 
Is is at all possible to make logistic mech, or any other mechs for that matter, behave like pack animals when you form a caravan with them?

The things is, when you form a caravan with pack animals the colonists load stuff into the pack animals inventory. But when you form caravan with mechs the mechanitor just takes everything into their own inventory, which makes managing inventory a nightmare.
Fired 24 May @ 9:51pm 
Is this CE compatible?
hYPERION  [author] 5 Jan @ 8:39pm 
@RandomEdits There is not, infact the functionality of them appearing in any faction trader caravan is apart of my Persona Mechanoids mod, regardless of whether this mod is actually present. (The implementation of those is different and not actually usable by the player like the logistics mech in this mod.)
RandomEdits 5 Jan @ 7:48pm 
Is there an option to have these guys spawn in a caravan in other factions?
Mark Bobaba 9 Dec, 2024 @ 8:07am 
Is there any chance you could change its smoke pop effect to a fire foam pop. I think this makes more sense as its more to do with stock piles than combat
Vartarhoz 8 Oct, 2024 @ 8:18am 
Can you make it's body size 4 or more? Devourer lurping these makes no sense. They are same size. I thought they could do little stopping power but nope.
rexs246 6 Oct, 2024 @ 11:06pm 
Could u add a combat version so that it could carry mechanoid into combat and is a mobile recharge station for the mech so we could go on raids easier and u could add a more expensive version that could act as a mobile chemfule generator or wood fule generator that makes it's own chem fule by use feeding it stuff and when it's powered down we could use it as a mobile power source
Exaxis 22 Sep, 2024 @ 6:49pm 
by default heavy mech combatpower is 400, militor is 50
Exaxis 22 Sep, 2024 @ 6:38pm 
some dude left solution in comments on my profile:
add "<combatPower>50</combatPower>" in file:
"logistics_mechanoid\Defs\ThingDefs_Races\Races_Mechanoids_Heavy.xml"
like on this screenshot: https://imgur.com/wVBRSDe
Exaxis 8 Sep, 2024 @ 11:41am 
how is this worth 118 raid points? make it 9 or smth https://imgur.com/a/RkDU38j
sirduck 13 Apr, 2024 @ 5:57pm 
oh now I just found out I thought it wasn't updated since you warned me here now oops! but thanks :D
hYPERION  [author] 13 Apr, 2024 @ 5:55pm 
@PatoPixelado Is it not already updated? I released a version that should work with 1.5 during the early access.
sirduck 13 Apr, 2024 @ 5:08pm 
you will update in 1.5?
Ionfrigate12345 3 Mar, 2024 @ 10:49am 
Great mod.

Can confirm it works with Caravan formation Improvement, Caravan Items Selection Enhanced for caravan formation,

Also works well with WVC - Work Modes. Just like all vanilla mechs, this logistic mech follows well the modded mech workmodes orders like "ambush", "work and wait" or "work and recharge" etc.

It's not just for mechanitor runs, now you need only 1 horse per pawn to keep max speed instead of a bunch of them all the time for capacity, which is pain in the ass in caravan formation and returning phase for horse needs to be dragged one after another even with Caravan Formation Improvement for its a pen animal. Now just one or two logistic mechs and you can do most remote-mining jobs. Without caravan you can let logistic mech work like a regular lifter with better hauling capacity, or let them sleep in ambush mode of WVC - Work Modes in a designated spot to save battery.
Similar 19 Jan, 2024 @ 7:14am 
Great mod for proper Mechanitor runs.

I just noticed that my five Logistic mechs really like to keep kibble in their inventories while in my home base. Pretty funny. I'm guessing caravan animals were used as a base for the mod, so maybe it's some side-effect of that (and/or Pick Up and Haul).
I've been using the mod for some 500 hours of play time now, but I rarely have kibble so I hadn't seen it before.
TurtleShroom 24 Dec, 2023 @ 8:35am 
I've added full support for this Mod in my Christmas-themed Texture chance Mod: https://www.steamcommunity.com/sharedfiles/filedetails/?id=3121329758&tscn=1703425269 !
Math67 11 Nov, 2023 @ 9:19am 
Chonk is love, Chonk is life. Best mechanoid mod out there.
BIG SOUP 2 Nov, 2023 @ 9:04am 
truck
Ts_L 23 Aug, 2023 @ 8:30am 
Very useful mod . with PUAH mod , the Logistics can haul all loots in a single run after raids:steamthumbsup::steamthumbsup:
战地记者 射命丸 2 Aug, 2023 @ 7:29pm 
It seems to work with Pickup and Haul. At first, it doesn't haul at first but after a while it does. I have several performance mods which could be causing this.
hYPERION  [author] 1 Jul, 2023 @ 3:05pm 
@Sir Luis
The mechanoids already have two special abilities, both of which are plenty useful both on and off caravans. And unlike any other mechanoid in the entire game, they can be ridden. A very useful abillity for caravans.

Compared to centipedes/diabolus:

Gunner +95kg
Burner +87kg
Blaster +83kg
Diabolus +120kg

Logistics +380kg!
I fail to understand how people keep getting the stats wrong, there is no comparison! (Remember carry weight has nothing to do with caravan carrying capacity. Only body size is factored.)

The logistics mechanoid is the best for it's use, end of story.
Sir Luis 1 Jul, 2023 @ 1:29pm 
I agree with statement of Ехидна-Губитель

also I feel like it not fully planned out like there is a miss opportunity on Logistics Mechanoid tbh needs more multi use feature. at the end of the day this mech is the tool for raiding and traveling. it needs more.
Krahe 20 Jun, 2023 @ 5:24am 
Have a weird bug, more an annoyance than something actually harmful. Lgoistic mech count as both a pawn and a mech, and not just a mech https://imgur.com/a/TNzgJCW
ThreeRippersInATrenchcoat 24 May, 2023 @ 1:26am 
This bitch ESSENTIAL for a mechanitor run, holy! watched it pick up 15 rocks in one load and keep on going! i dont think i need hordes of little lads any more, more like 1 or 2 of these bois and we're good to go!
TSense 7 May, 2023 @ 8:20am 
Does not seem to work with Pick up and Haul. It has a massiv inventory it can't put stuff in
Echidna Endbringer 12 Apr, 2023 @ 1:31am 
As a trading mechanitor IMHO some balancing is needed

This robot is 67 kg per bandwidth and doesn't really replace lifters
Centipedes carry 715 kg each for 4/5 band and they are good for defense - 143/180 kg/band.
The mining robot carries 140 kg but it also mines - 46 kg/band.
Diabolus is 1200 kg with 240 kg/bandwidth and the best caravan bot but requires a chip.

I would suggest either 3x their carry limits AND give them better lifting skills, or just give them 400+kg, which will make them only 15% better than centipedes and 20% worse than Diabolus
hYPERION  [author] 4 Apr, 2023 @ 1:39pm 
@Feklskog Gorklurf Uncertain, if the upgrades are based on weight class then it should work fine, trying it out in a test save is probably the best way to check!
Nefilol Seflll 4 Apr, 2023 @ 5:48am 
Does this conflict or is compatible with this mod?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2926928394
The Beast 28 Feb, 2023 @ 3:03am 
adds one mech
Nic Wartościowego 26 Feb, 2023 @ 2:52am 
zupa
Math67 22 Feb, 2023 @ 7:09am 
Might be a mod conflict on my end but figured I'd mark it down anyway.

For some reason the Logi mech can't be loaded up as if it was an actual like.. caravan anima, no "Load into caravan" optionl, They don't pick stuff up or have stuff put into them. The only time they do is when you can instantly reform a caravan. You know like after an ambush or something?
pravculear 17 Feb, 2023 @ 10:57am 
so, i made a mod review if anyone wants to hear my two cents on the mod and see it in action. on that note, i hope you enjoy the video!
Video: https://youtu.be/_QrhRnhrIj8
Aksel 13 Feb, 2023 @ 1:13am 
You did a good job for your second ever rimworld mod, keep up the good work :steamthumbsup:
hYPERION  [author] 11 Feb, 2023 @ 3:22pm 
@No Guts No Glory According to another comment, it seems like the autopatcher does a good enough job to have it be playable, although I have not tested it myself as I don't use CE.
No Guts No Glory 11 Feb, 2023 @ 12:19pm 
Annoying question i know, but is it CE compatible?
Jesus 11 Feb, 2023 @ 8:12am 
Bug: Hydraulic claws has no where to storage.
TurtleShroom 6 Feb, 2023 @ 1:57pm 
AHHHHH, I LOVE IT! It actually looks like a Mechanoid; it even has the little Mechanoid eyes! It's so cute!
Farbott 6 Feb, 2023 @ 1:42pm 
Just a horse? This thing is a mini tank if desperate!
Maritisa 2 Feb, 2023 @ 11:15am 
Smokepop on a mech is a surprisingly useful ability, especially for a caravan mech, since hostile settlements and camps often have turrets you can block the targeting of with it. Good call, I approve.
Latex Santa 1 Feb, 2023 @ 7:37am 
Gives me strong StarCraft Protoss Reaver vibes, about as adorable as that robot.
Farbott 31 Jan, 2023 @ 1:08am 
For sure, competes with the slurrypede hard
Silex 30 Dec, 2022 @ 5:11pm 
So adorable he should give all colonists within line of sight a mood buff. :p2cube:
Kaeul 7 Dec, 2022 @ 10:19pm 
It's definitely not officially patched for Combat Extended, but CE's autopatcher seems to do a good enough job that you can get by. That said, they're basically robot horses. Treat them as a support unit and everything should be fine until someone eventually makes a patch. That's what I'm doing.

Thanks for the mod.
PremierVader 3 Dec, 2022 @ 8:20am 
Hello is it Combat Extended compatible? Has anyone tested it?