RimWorld

RimWorld

Biotech Mech Stuff Elongated - Mechanoid Upgrades
57 Comments
MrKociak  [author] 13 Apr, 2024 @ 10:31am 
nope, sorry, mod's discontinued
cody1907 13 Apr, 2024 @ 10:22am 
1.5?
Archilyte 20 Jun, 2023 @ 2:12pm 
Lady Sorcia 16 Feb, 2023 @ 11:18pm 
I do Rimworl art, hmu if you would like to collab.
Blood Drawing Symbol 9 Jan, 2023 @ 2:00am 
I have this mod in my wishlist but when I heard u were making version 2, i told my self i would wait for that instead. I just wanted to say i look forward for version 2 and i hope you take care of yourself :)
Sebaty5 1 Jan, 2023 @ 11:34pm 
i am patiently waiting for version 2 of this and AGE 2.
when those mods are out i can play rimworld again.
MrKociak  [author] 1 Jan, 2023 @ 4:31pm 
@Noisy Koi in practise there will be just two, one for light and medium mechs and one for heavy and ultra heavy ones.
Noisy Koi 1 Jan, 2023 @ 3:17pm 
In Version 2 could you just use one upgrade machine or use different sprites?
MrKociak  [author] 29 Dec, 2022 @ 2:21pm 
@Bingobomb someday, currently taking a small break from modding
Bingobomb 29 Dec, 2022 @ 12:35pm 
version 2 when
MrKociak  [author] 19 Dec, 2022 @ 6:14am 
@Daeharde Trihardt separate, too many changes to make it into an update and not break people's saves in the process.
Daeharde Trihardt 18 Dec, 2022 @ 7:49pm 
Will version 2 be a separate mod, or will it be updated here?
MercuryDoll 13 Dec, 2022 @ 7:13am 
would be nice if it would add an upgrade module that increases a mech's skill level. cuz i REALLY wanna upgrade the paramedic to be able to do surgery that requires lvl15 medical.
MrKociak  [author] 8 Dec, 2022 @ 6:41am 
@事不过三兄Philibert Currently I have everything taken care of.
I'm likely not going to work on this version that much [if at all] once I finish making version 2 [which is pretty much done at this point.
time lapses 7 Dec, 2022 @ 5:10am 
I think use <statOffsets> may be better than <statFactors> on the <ArmorRating_Blunt> and <ArmorRating_Sharp> in the Boosters.xml
事不过三兄ToumanRin 5 Dec, 2022 @ 7:21pm 
My discord id: Raven233486#7657
事不过三兄ToumanRin 5 Dec, 2022 @ 7:20pm 
Do you need help in texture? I have a lot of good idea and I can also make texture for you
MrKociak  [author] 2 Dec, 2022 @ 6:16am 
@leeal yeah they'll be smaller
leeal 2 Dec, 2022 @ 1:37am 
i hope V2's upgrade buildings aren't so gargantuan
MrKociak  [author] 30 Nov, 2022 @ 9:57am 
@1sylant99 tried, sadly I couldn't get that to work like that, well, technically I sorta can.
The main problem is that I can't keep them all together while also having different costs for different upgrades or mech weight classess.
1sylant99 30 Nov, 2022 @ 9:14am 
I mean it for version 2
1sylant99 30 Nov, 2022 @ 9:12am 
Is it possible to make all the upgrades in one building, switch modes or else?
MrKociak  [author] 30 Nov, 2022 @ 4:08am 
What I definitely like more in v2 is that upgrades can accept multiple, "raw" resources instead of requiring an extra item that has no other purpose other than work as fuel for like 5 buildings and nothing else.
If anyone has any suggestions for v2 I'm open to 'em, I'm releasing it as a separate mod anyway so it doesn't really matter how big those changes are.
MrKociak  [author] 30 Nov, 2022 @ 4:02am 
@Sebaty5 imo it definitely "feels" better to use.
Code-wise it's pretty much done...thought I'm kinda struggling to make them actually look good, so that might take a day or two still :Y
Sebaty5 30 Nov, 2022 @ 12:40am 
I will wait on the version two before using this but it sounds very promising already
Ickura 29 Nov, 2022 @ 9:20am 
Version 2 sounds a lot more practical imo, very excited.
WaKKO151 29 Nov, 2022 @ 7:22am 
That sounds awesome and realistic. Well done. I like it.
MrKociak  [author] 29 Nov, 2022 @ 6:01am 
Unless I decide to instead completely switch into version 2.
Currently version 2 works similarly to biosculptor pods [it uses code from the subcore scanner tho, so it's all fine ;) ]
-you start it up
-a pawn delivers the needed resource[s]
-you pick a mechanoid from a list
-the mechanoid will either enter the building on their own or be carried to it
-after an X amount of time the procedure will finish and the mechanoid will receive an upgrade [and some wastepacks will spawn cuz why not]
-the same mechanoid can receive the upgrade several times, until it reaches its max level [after that the mechanoid will not be able to get selected]
MrKociak  [author] 28 Nov, 2022 @ 8:34am 
@Tirith Amar yeah I plan on doing that once I make different sprites for them.
The only reason for their current size is that they looked weird as 3x3.
Tirith Amar 28 Nov, 2022 @ 7:20am 
Balance/misc request, make buildings 2x2 or 3x3 or even 4x4 would be prefer. Currently they are like 1/3rd of my base.
WaKKO151 27 Nov, 2022 @ 7:09am 
Awesome. I really like it. You are very organized.
1sylant99 27 Nov, 2022 @ 6:15am 
Feedback: Maybe make buildings smaller and reduce the range of upgrades (hostile mechanoids get upgrades too)
MrKociak  [author] 27 Nov, 2022 @ 5:19am 
@WaKKO151 too much work to be worth the effort.
Plus I'm pretty sure it would cause conflicts with other mods with that many changes.

Besides, I'm working on a different version already.
WaKKO151 27 Nov, 2022 @ 3:28am 
This mod is exceptionally well done but.... and don't take this the wrong way.... this is a stupid idea. You should change all the mechanoids into biological creatures that can have surgeries done on them. Then add in some mech only bionics with the same buffs as above. Great mod.
Tirith Amar 26 Nov, 2022 @ 12:24am 
A solution to the upgrades dissapearing on death, you could allow them to be extracted from a dead mechanoid.
Comton 25 Nov, 2022 @ 9:08am 
@021号 I think CE will work but there will be some oddities. Without knowledge of how CE handle his calculations, I think this mod won't cause hard incompatibilities.

It will crash if both mods patch the same code. Only ways are to try or to report this mod to CE authors and wait until they patch it or say that all is good

@MrKociak Yeah your idea of dropping can be simplest, the player will need to watch his fire to don't destroy these items. It can be a good way to balance the "ressurection" of the upgraded mech
MrKociak  [author] 25 Nov, 2022 @ 7:07am 
@Fisherman_56 I guess it should be possible, though first I wanna make sure that the upgrades affect combat power properly.
I wouldn't want people to get raided by mechs equipped with upgrades that the game "doesn't count" as affecting the raid strenght [basically causing mechs to have them "for free"].
MrKociak  [author] 25 Nov, 2022 @ 7:03am 
@021号 honestly I have no idea, sorry
杉杉可爱ww 25 Nov, 2022 @ 6:58am 
emm, is this mod CE compatible, may I ask?
Fisherman_56 25 Nov, 2022 @ 6:52am 
Since colonist mechs have upgrades, is it possible to make raiding mechs be upgraded as well?
MrKociak  [author] 25 Nov, 2022 @ 6:21am 
@Sea's It's mostly because the vanilla/biotech code already had code for a building that applies health conditions, all I really had to do is copy and [heavily] modify it.
I could probably make it more biosculpor-like, but that would likely require me to add Ideology as a requirement, taking code from a dlc/mod without them being a requirement is a big no-no.


Also I guess with the way it works now it's easy to make a simple "build and forget about it" setup.
MrKociak  [author] 25 Nov, 2022 @ 6:17am 
@Comton I've been thinking of making it so the health condition simply causes item drops on death.
Basically on death a bit of the cost could be refunded [a level 3 upgrade for example could drop 2 cells].
I think coding-wise it would be the simplest method [at least for me lel].
The Dutchman 25 Nov, 2022 @ 5:19am 
Yeah I never said the mod wasnt great, just the comment I replied to was over the top. Theres mods that remove the Mechanitor range and other mods that add different work types, one of which is them auto attacking.
Comton 25 Nov, 2022 @ 2:46am 
Maybe you can use a new building only for upgrading after dead.

With this building you display what config are currently stocked (2 light level 1, 1 heavy level 3 etc).

You put your fresh mechanoid and after time he come back with config from the previous dead one
Comton 25 Nov, 2022 @ 2:37am 
Really cool as usual @MrKociak !

For losing upgrades on death it's not really a problem if you take the stance "he is dead, he need to reacquire everything". It balance the system.

Ok it's like a punishment considering the costs for upgrades.

Maybe using a "external token" ?

If a mechanoid from Weight class X with Level Y die
--> the next mechanoid build receive automatically the same configuration

More complexe for balancing :

If a Level 3 (level n) die
--> the next is level 2 (n-1)

Without level 1 :
If Level [2,+inf] die
--> the next is n-1

And you can check weight class too if you consider that a heavy one need "more time, more cost" so bigger/less punishment than a medium or a light one

Lot of C# :')
Cacti 24 Nov, 2022 @ 8:20pm 
o hype. we needed more ways to buff our bots
Sea's 24 Nov, 2022 @ 5:56pm 
So just out of curiosity because I know nothing about modding rimworld: Was there a reason why the building functions the way it does? Like, wouldn't it be easier to make it work like a biosculpter pod and just text, 'cycle' outcome and texture?
BlackDragon 24 Nov, 2022 @ 5:54pm 
it seems nice but i think the upgrade cell should be more expensive
ex) component or advanced component
Mismagius 24 Nov, 2022 @ 5:09pm 
@Delta but unlike WTH, you have to have a pawn with a mechanitor and this is the main reason why they are so inferior to the ones from WTH. you can only draft them within the radius of the mechanitor which is something i really don't like since you have to risk your pawn's life in order to bring them into battles. and they always tend to be pretty late into battles too where as the ones from WTH, you can just send them to attack the enemies with just a click of a GUI and they'll already be in a battle with your pawns. i wonder if its possible to make a upgrade that makes it so mechanoids don't have to rely on mechanitors.
Noelle Holiday 24 Nov, 2022 @ 4:42pm 
now it feels more like WTH which is honestly really more nice