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@Hermann Are you seeing the same behavior as The Lord Pootis? Does moving the mod above or below Gestalt Engine in your load order change anything?
@Parkle, please do let me know what version of the game you're playing on, and whether you're still seeing the issue.
If you haven't already, you may want to unsubscribe and resubscribe to the mod, in case Steam hasn't updated the mod files properly and you still have the 1.4 version of the mod file.
Unless I'm misunderstanding your question, that's a default Biotech feature, simply put the mechs you want guarding into a separate command group and set them to the Escort work type and they will follow the Mechanitor around and attack any hostiles that come near them. The only limitations being that they can't escort anyone other than their commanding mechanitor and they will ignore their charging settings and will continue to escort until they run out of power.
Alternatively, if you want your mechs to guard a specific area, you can restrict combat mechs to an area and set them to the standard Work work type (include charging stations in the area if you want them to be able to leave their post to charge). You can set up a pseudo-patrol by restricting them to an area of several single-tile spots that they will randomly wander between. Its not as clean as Guards for Me but it works well enough imo, hope that helps.
1) Definitely possible and should be simple to do. I just don't have any art for other versions.
2) This should be fairly easy to do as well. I was planning to add settings to my mods, but I stopped playing Rimworld again before I got around to it.
3) This is a really cool idea, and I might actually go ahead and make this because I like it. :P
1) Would it be possible to add an additional, higher tier Relay? Longer range, Higher power usage, and using the High Subcore?
2) Alternatively, could it be possible to expose the Range variable into XML? This would allow simple and easy method for others to add on this system.
3) And I know this would be far more difficult - I think an Ultra-mech with a built-in relay would be awesome, and would give new ways to play.
Modders make the game what it is.
Is the mod still functional for you, or is it not behaving correctly?
And if you don't mind, can you share your log via HugsLib?
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Message (string)
Hydroxyapatite_MechanitorCommandRelays.Hediff_CommandRelay:RecacheCommandRelays ()
Hydroxyapatite_MechanitorCommandRelays.Hediff_CommandRelay:PostTick ()
(wrapper dynamic-method) Verse.Pawn_HealthTracker:Verse.Pawn_HealthTracker.HealthTick_Patch2 (Verse.Pawn_HealthTracker)
Verse.Pawn:Tick ()
Verse.TickList:Tick ()
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch2 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) Verse.Game:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()
That is for the next line
Had to do two post as steam said it was two long
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Message (string)
Hydroxyapatite_MechanitorCommandRelays.Hediff_CommandRelay:RecacheCommandRelays ()
Hydroxyapatite_MechanitorCommandRelays.Hediff_CommandRelay:PostTick ()
(wrapper dynamic-method) Verse.Pawn_HealthTracker:Verse.Pawn_HealthTracker.HealthTick_Patch2 (Verse.Pawn_HealthTracker)
Verse.Pawn:Tick ()
Verse.TickList:Tick ()
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch2 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) Verse.Game:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()
That is for the first line
Hydroxyapatite_CommandRelay407842