RimWorld

RimWorld

Expertise Augmentation
102 Comments
Kyle McTexas 21 hours ago 
A patch for Chougou Mechs would most definitely be appreciated if possible.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3531074246
Gravitrax39 23 Jul @ 9:59pm 
Absolutely love this mod, I was wondering if it would be possible to add The Dead Man's Switch https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3121742525 and The Dead Man's Switch - Synthetic https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3374615241 ? Thank you for your work!
DHDragon 17 Jul @ 2:39am 
I would absolutely love it if you could make this compatible with the Milira Farmer mechs (https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=3305505123) , there used to be a mod to do that but it hasn't been updated to 1.6
StatistNo1  [author] 3 Jul @ 2:45pm 
It's updated. Let me know if something is bugged.
StatistNo1  [author] 25 Jun @ 1:47am 
I will update this mod to 1.6 in the next 2 weeks or so.
If I can be bothered I will check out the comments and add more mechs from other mods.
Mask of Humble 5 Jun @ 7:37am 
I know you probably get a ton of requests but I'd be grateful if you added this mod to the list and thank you.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3255828040
AUV 20 Apr @ 9:21pm 
是否可以更改为研究完成对应科技,对机器体增加对应的身体状态来增加工作等级,这样就不需要对不同mod的机械体做出对应的补丁?
Bevi 18 Apr @ 6:53am 
I have been looking for a mod like this for HOURS. Thank you, my fabricors can actually be useful if it works.
Mikan-m 16 Apr @ 3:25am 
I would be happy if you could add the following mods:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3463695410
Tea 25 Mar @ 5:28am 
will the shooting skills be upgraded?
云海沉香 24 Mar @ 7:41pm 
20140909ty 25 Jan @ 2:12pm 
They are so cute, plz
20140909ty 25 Jan @ 2:10pm 
RutraNickers 10 Jan @ 6:15am 
litekoala 5 Dec, 2024 @ 2:37am 
i cant find the research projects
Pasaway 13 Nov, 2024 @ 7:14am 
Can you please add the following mod? The original is already supported:

More Mechanitor Mechs 2.0
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3296057117
tommanley102 11 Nov, 2024 @ 2:06pm 
richab99 11 Nov, 2024 @ 1:04pm 
Are there any plans to add compatibility with Tiered Mechanoids? (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2884029577)
RedGoat 4 Sep, 2024 @ 8:43am 
+1 on adding a patch for advanced mechanoids
Milliardo Von Drache 3 Sep, 2024 @ 3:58pm 
Is there a right place to put in the load order?
Enigmatic 27 Aug, 2024 @ 1:46pm 
Do you think you could add a patch to also include Advanced Mechanoids? They already have level 15 Skill as a base, so maybe the research should only increase their skill by 1 per level so that they reach level 20 Skill in their respective fields.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3271746828
Quri1q 18 Aug, 2024 @ 4:00pm 
Could this be added to the surrogate mechanoid
StatistNo1  [author] 5 Aug, 2024 @ 4:54am 
Hey, sorry for the silence. I will add some of these over the weekend.
JKthree 22 Jun, 2024 @ 8:08am 
There's a few worker mechs i know of that could use a skill boost.
Maid and Octo-bot from Obsidia Expansion
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2519492373
and CL4P-TP
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2961066406
elfxiong 21 Jun, 2024 @ 9:52pm 
Does it affect Lifters and Cleansweepers in any way, since their works don’t involve skills?
Nyx (She/Her) 3 Jun, 2024 @ 4:04pm 
weirdly I don't mind their skills being capped to 10, but I would love if there was basically this mod but for work *speed*. Mechanoids take ages to get anything done
aef8234 16 May, 2024 @ 10:49pm 
Is there a way for you to also add faster workspeeds to the mechs? My issue is that constructoids have a pathetic 0.5 construction speed and outright giving the entire race 2.0 feels a bit cheap.
Aira 15 May, 2024 @ 9:11am 
What do u think of splitting the research into their respective tier, like upgrade 1 and 2 locked behinf standard, the next 2 would be after rhat and the last one locked behind ultra?
StatistNo1  [author] 7 May, 2024 @ 5:59pm 
Hi 1269073814,

I don't add fighting mechs to this mod.
Aira 21 Apr, 2024 @ 1:22am 
thank you!
StatistNo1  [author] 21 Apr, 2024 @ 1:16am 
Aira,
I have added Croissant and Baguette to the list.
TacoLite 21 Apr, 2024 @ 1:01am 
@StatistNo1 Ah, that actually makes sense. Thank you for explaining that, I hadn't even considered that angle of design.

"But do you really want enemy Centipedes to be even stronger?"
Uhhh... [i.pinimg.com]
StatistNo1  [author] 21 Apr, 2024 @ 12:34am 
TacoLite,

the problem with the skill level system is the reason why I add every kind of mech individually instead of just upgrade every single mech in the first place.

If you want to, I can quickly cobble together a mod that just upgrades every mech, including combat ones.
But do you really want enemy Centipedes to be even stronger? :^)
StatistNo1  [author] 21 Apr, 2024 @ 12:23am 
Hi TacoLite,

this would be theoretically possible, but a bad idea.
If you upgrade the skill level of the Agrihand, it upgrades the skill level of ALL Agrihands, no matter the faction.
That is fine with Agrihands and similar utility mechs, since it doesn't matter if the enemy Fabricor can craft better or not.
That would be a problem with combat mechs. Upgrading the Scyther would also upgrade the mechfactions Scythers.
That's just how Rimworld has implemented the skill level system for mechs. They are bound to the Def of the mech, not to individual instances of mechs.
This is why most mods have all these subsystems and additional mechs. No other way to get around the fact that increased skill level for your mechs also means increased skill level for enemy mechs.
TacoLite 21 Apr, 2024 @ 12:09am 
@StatistNo1 Hey boss, this is a really cool mod. I like it because of the vanilla friendly aspect to it. It doesn't introduce entire sub-systems to the game or try to become the focus of the playthrough - it's a lovely lightweight addition that works well with just about every mod I've thrown at it.

Would you please consider adding a line of researches that mirror the existing line, but for combat mechanoids, increasing their shooting skill by 1-2 points per research? It would be a similarly low complexity method of improving the combat abilities of mechanoids without requiring entire systems dedicated to augmentations or other TPS sensitive mechanics (things like additional hediffs).

Either way, thank you for making this mod using your free time, and continuing to support it with patches and updates alike.

EDIT: Corrected typo.
StatistNo1  [author] 20 Apr, 2024 @ 8:55pm 
Hi Aira,
I need a link to that mod.
Aira 20 Apr, 2024 @ 8:47pm 
thank you!, have u thought about adding the exgt biomechanoid as one of the upgrade?
Master Baiter 20 Apr, 2024 @ 6:49pm 
Found this mod just after 1.5 update. Thank you so much! You are awesome <3
StatistNo1  [author] 20 Apr, 2024 @ 2:04pm 
Hi 9th level wizard,
the projects are wayyyy to the right.
StatistNo1  [author] 20 Apr, 2024 @ 2:03pm 
Heya friends.
The mod is updated to 1.5 .
The Matriarch from Gestalt Engine has been added.
The E-54 from the E-Series has been added. Although I wasn't able to test this. E-Series threw me a ton of unity texture errors, even when downgrading to Rimworld 1.4 .

I haven't tested every single modded mech, so lemme know if one of them doesn't work.
9th level wizard 18 Apr, 2024 @ 7:16pm 
Where are these techs found? I can't seem to find them in the tree.
StatistNo1  [author] 15 Apr, 2024 @ 10:58am 
I will make it 1.5 ready over the weekend.
thorman123456789 12 Apr, 2024 @ 6:48pm 
1.5?