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Personally I made a local copy to fix this as it is kinda silly that devourers can swallow these.
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.
add "<combatPower>50</combatPower>" in file:
"logistics_mechanoid\Defs\ThingDefs_Races\Races_Mechanoids_Heavy.xml"
like on this screenshot: https://imgur.com/wVBRSDe
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.
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.
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.
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.
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
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2926928394
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?
Video: https://youtu.be/_QrhRnhrIj8
Thanks for the mod.