RimWorld

RimWorld

Mechanitor Balance Tweaks
101 Comments
Roque the Rogue 13 Jul @ 2:42pm 
@hYPERION n' @Ravinglegend

It would be an awesome expansion of the mechanitor capabilities to use mechanoids own buildings to improve their gravships, creating hybrid systems to help with navigation, maybe even new types of mechanoid bots that can fly, scout, seek for fuel, the potential is great there

I'll take a look on that Wasp TrapPack sentry pack mod, thanks bunches! really thought these would come with odyssey as a way for us to get new "fun toys"
Ravinglegend 12 Jul @ 2:22pm 
@Roque the Rogue There was a mod just released to do that called "Wasp Trap/Pack + Sentry Pack". Adds them in the same way as the hunter drones.
hYPERION  [author] 12 Jul @ 2:20pm 
@Roque the Rogue Potentially, although funnily enough drone related content I think might be out of scope for this mod since they're not really "mechanoids" per say.

I will probably look into some interesting new Odyssey related content at some point seeing all the new mech stuff we get to see though! Some sort of player made version of the floating nodes could be cool, maybe to control mechs around itself given their description. But I'm not working on that for now.
Roque the Rogue 12 Jul @ 10:19am 
Hey hYPERION, got any plans for the Wasp and Hunter Drones? feels like they would bots Mechanitors should be able to create easily
Ravinglegend 13 Jun @ 2:05pm 
@ hYPERION Can you update the region adjusters mod as well? It appears to work fine in 1.6 except for an error which is thrown for ambient sounds. The developers must have changed the sound name for the region adjusters or something.
hYPERION  [author] 12 Jun @ 4:24pm 
Apologies for the delays

@KahirDragoon Latest update that should have it fixed, thank you for highlighting that.

@Smxrez Added compat patches for the listed mods and some others, Reinforced Mechanoid 2 (Continued) seems to be patched, however I did not set the load order priority so that has been fixed, if there are still missing mechs please report. And Excavator Mechanoid should work again, the mod name got changed which threw off the patch.
FripouilleSaharienne 1 Jun @ 7:22am 
No CE ?
KahirDragoon 12 Mar @ 7:22am 
The comp patch for Lost Factory Mechanoids and Royalty generates an error if you dont have it installed.
The reason is that PatchOperationFindMod matches if any of the listed mods are found not if all are found.
Smxrez 8 Mar @ 12:30pm 
Any chance we could see compat for the following mods?
Mechanoid Invaders: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3418853181
Astro Repair Mechanoid: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3255828040
Excavator Mechanoid: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2891915270
Reinforced Mechanoid 2 (Continued): https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3400713047&searchtext=
And also Alpha Mechs new mech Sanguinarius

Worth noting that you mention excavator compat but I don't see recipe changes in game
And also reinforced mechanoid has some price changes but these appear to not have a patch:
Sentinel brawler, behemoth, wraith, locust

No rush on anything here but would be nice if they could get compat at somepoint as I love this mod
Lord_Worfall 4 Mar @ 10:16am 
My apologies, the "More grouped buildings" mod merged them with a sub-code encoder, which was available from the start, and I didn't notice when the drop-down option became available.
Flockerkill 3 Mar @ 11:55am 
i can build it just fine
Lord_Worfall 3 Mar @ 11:17am 
cant seem to find softscanner building after researching standard mechtech, even with devmode enabled. Was this buliding moved into trading-only pool?
Farbott 2 Feb @ 8:47pm 
i swear i remember this mod having CE compatability at one point
hYPERION  [author] 13 Jan @ 4:02am 
@quindao Done in latest update, alongside adding support for a few other mods and some balancing buffs.
quindao 12 Jan @ 7:29am 
should be as simple as adding a duplicate of the existing patch to target the continued versions name "Reinforced Mechanoid 2 (Continued)"
quindao 12 Jan @ 7:28am 
can the reinforced mechanoids 2 patch be tweaked to apply to mile's continued version
Hyou 20 Dec, 2024 @ 1:06am 
@hYPERION
Many thanks for that! I'm still rather new to modding and just not that experienced.
Patching my silly mechanoid mod for CE took me almost two days... (It was quite the silly error on my part.)
Maybe I can help you make some better art some time!
I know my mechanoid is not the most pretty one, but that was my very first attempt at making a passible mech, I am way better with structures and items, which your mod seems to focus on! :D
hYPERION  [author] 18 Dec, 2024 @ 5:15pm 
@Hyou I've gone ahead and released a quick update to add support for your mod and another. Although it is infact possible to do it just on your end without patches.

If you want a working example of how that would work I'd take a peek at one of my other mech mods such as "Logistics Mechs", the trick is to simply slip in MayRequire="pal5k.mechanitorbalancetweaks" in the recipe lists and where ever else is appropriate to have it slot in with the changes I make here.
Hyou 18 Dec, 2024 @ 2:27am 
Greetings, fren! :D
Silly me recently made a small, single mechanoid mod and wanted to ask if you will make a patch for it - or if not- what I need to make a functional one for this mod myself !!

I'm asking because my XML is horrible, since I am more of a guy that makes Art... :c
Maybe we can collaborate some time! :D (Sent you a fren request !! )
UyTheo 9 Nov, 2024 @ 9:55pm 
Would it be possible to add support for Obsidia Expansion?
M0rr1s0n 17 Oct, 2024 @ 10:06am 
Nice addition for Mechtech and Work Queen! Asked for compatibility on Mechtech's page because I wasn't sure who's integration would be more useful
hYPERION  [author] 17 Oct, 2024 @ 1:00am 
@GrinningxSpade Sure, added support for it and [AV] Work Queen
GrinningxSpade 15 Oct, 2024 @ 7:30pm 
@hYPERION any plans to integrate compatability with the new [AV] mechtech mod? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3339795890&searchtext=
hYPERION  [author] 4 Sep, 2024 @ 2:51pm 
@TheBronzeWarrior Tragically not, you'd need to recompile the mod. If you REALLY need to you could just have the extra broadcaster, it will do very little aside from acting as a redundancy encase any others get destroyed or de-powered. if you have another mechanitor you can also tune it to them, or go for a set of 6.
TheBronzeWarrior 1 Sep, 2024 @ 1:12pm 
hey is there a way to make the mechband dish bandwidth thingies to have four max tuned? i need symmetry
Linked 31 Aug, 2024 @ 10:50am 
I'm a big fan of this mod, it has addressed most of the bits of biotech's mech system that I didn't like and I'm having fun playing with it. Thanks!
Daijin 29 Aug, 2024 @ 8:22pm 
This mod is causing an xml error when ran together with alpha mechs after the latest alpha mechs update. it has something to do with the guttersnipe mech.
hYPERION  [author] 16 Aug, 2024 @ 2:12am 
@nchorbajian Good catch, surprised I let that slip. Should be amended now thank you for highlighting it.
Flockerkill 15 Aug, 2024 @ 9:25pm 
Thy hyperion. I am just used to it as I am part of some modding groups for the game Ark
nchorbajian 15 Aug, 2024 @ 8:02pm 
There is an extra MechanoidSkillPackage_Animals in Patches.xml without the MayRequire="Nalzurin.MoreMechanitorMechs20" that might be a duplicate. HugsLib[\url] [gist.github.com]
lag 15 Aug, 2024 @ 4:49am 
Thank you very much
hYPERION  [author] 15 Aug, 2024 @ 3:05am 
@lag4092 Support has been added in the new update.

Also thank you @Flockerkill for answering questions throughout a variety of my mods, I appreciate it.
Flockerkill 12 Aug, 2024 @ 8:42am 
That's the workbench for the persona mechanoids, linked under "There's more?!"
i_loaf_u 12 Aug, 2024 @ 6:40am 
What is the green-blooming table with kinda drilling manipulator and small gestation vat on it? I can't find a mod that adds it.
Cool balance tweaks, btw. Thanks for them.
lag 27 Jul, 2024 @ 8:09am 
could you add support for the new version of more mechanitor mechs?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3296057117
hYPERION  [author] 23 Jun, 2024 @ 6:06pm 
@quindao Sure, I have added support in the latest update.
quindao 23 Jun, 2024 @ 8:16am 
would it be posible to add compatibility for advanced mechanoids by sobb
hYPERION  [author] 14 Jun, 2024 @ 4:46pm 
@Anon I'm not actually 100% sure about trader stock, the skill packages are tacked on as individual parts to the stock generator. So I'm inclined to say it should not take up item slots compared to other items from how I suspect it works.
Flockerkill 10 Jun, 2024 @ 1:34am 
i use the vanilla research window nad that tells you that
Ser-Matticus 10 Jun, 2024 @ 1:32am 
Didn’t know those were required as well, thank you. The research tree didn’t really let me know that.
Flockerkill 9 Jun, 2024 @ 10:11pm 
Do you also have the second requirement fulfilled?
Shields
Ser-Matticus 9 Jun, 2024 @ 6:08pm 
So I got standard mechtech but I don't see the ability to gestate a tunnler, am i missing something to this?
Anon 5 Jun, 2024 @ 4:12am 
The new buildings are a big turn off, there is enough of them needed already for Mechs, the modded ones are going overboard when their functionality could be integrated to the gestator or the subcore scanner.
Anon 3 Jun, 2024 @ 9:10am 
Do the new skill packs take up trading item slots from other items? I wouldn't like them to take up space if I don't need them
hYPERION  [author] 22 May, 2024 @ 2:44pm 
@Samuel_Bucher Another quick update to backport some of the changes to 1.4, but generally I don't support the older versions, they're nice to keep accessible for people but are there as is.
Samuel_Bucher 22 May, 2024 @ 2:12pm 
Thank you. Converting detritus (stacks to 75) into canisters (costs 8 detritus, stacks to 4) was less space efficient than just keeping it as is. 10 is a good stack size in this regard. Did you apply this change for 1.4 as well? I'm still there.
hYPERION  [author] 22 May, 2024 @ 2:01pm 
@Samuel_Bucher Released an update that increases their stack size to 10 and generally lowered the weight of various items so traveling with them should be easier.
Samuel_Bucher 22 May, 2024 @ 12:44pm 
Canisters only stack in 4s. Could you increase the stack size, then?
hYPERION  [author] 22 May, 2024 @ 12:38pm 
@Samuel_Bucher If you're drowning in it I recommend either selling it as is, or converting it to canisters and then selling those.
Samuel_Bucher 19 May, 2024 @ 4:48am 
I am overflowing with mechanite detritus. Could you add a recipe for converting a lot it into some resource?