RimWorld

RimWorld

[AV] Mechanoid orbital traders
62 Comments
Yes, I overlooked the check for the xml file. But, thank you very much for your work!
Veltaris  [author] 4 hours ago 
@在戴森球上打螺丝

I've found 1, 4 & 5 and added them as translation keys.

I believe 2 is the label found in 1.6/Defs/Building_Crates.xml
The names/labels (3) of the traders are in 1.6/Patches/Settings_OrbitalTraderPatch.xml
在戴森球上打螺丝 25 Jul @ 3:05am 
Hi, after playing for a while, I noticed several untranslated parts in the mod's UI. Here are the ones I found:

1.The prefixes "brand-new" and "hijacked" are not translated in the settings menu and trade interface.

2.The names of the two mechanoid containers:

"mechanoid crate"

"empty mechanoid crate"

3.The names of orbital traders:

"mechanoid factory"

"smuggler"

4.The info panel for the mechanoid container has an untranslated word, probably "Contains" (I'm not entirely sure of the exact word, but it's something along those lines).

5.The Gizmo button used to open the mechanoid container is missing its label (sorry I forgot the exact word, but it's the button that opens the crate).

Hope this helps with improving the localization!
在戴森球上打螺丝 22 Jul @ 4:55am 
Thank you very much!
Veltaris  [author] 22 Jul @ 4:50am 
@在戴森球上打螺丝
I've added it for the settings and also found a few other missing translation keys. Hit me up If anything is still missing.
在戴森球上打螺丝 22 Jul @ 12:27am 
This mod is very good, but can you provide the language translation file for the settings interface? I checked the language files and found that it does not have a keyed file for the settings interface, which makes it impossible for someone to translate it into other languages.
Veltaris  [author] 12 Jul @ 4:53am 
@SaltyStoryteller
Both orbital traders have a low chance to sell one high subcore. You could also buy a mech and disassemble them for their subcores (hijacked mechs might not like it though).
SaltyStoryteller 12 Jul @ 4:26am 
Just to be clear, does the trader sometimes sell high subcores? Because I'm trying to run an ethical colony and the idea of burning out even a raider's synapses using a ripscanner seems like it definitely violates some kind of human rights...
Veltaris  [author] 9 Jul @ 7:09am 
Anyway if it crashes for you (with just this mod and dlcs) please make a bug report in the pinned discussion.
A bit generalised: When exactly does the crash occur? When booting up the game, when loading a save or when starting a new game?
I'll also need the player.log file (after the game crashed) for even the chance to find the problem.
You can find the player.log under Users\YourUsername\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios
If it doesn't crash for me, there's not much I can do without a log.
Veltaris  [author] 9 Jul @ 7:01am 
@delta.strife
Still works for me. But Ludeon made an oopsie around the time you wrote the comment.
Maybe that is related?
"The unstable branch is being rolled back to 1.6.4514 rev831 due to a critical bug. To protect your save files, please do not attempt to save your game on build 1.6.4515 rev1026."
That why its called unstable^^
delta.strife 8 Jul @ 4:48pm 
Same Problem tried unsubscribing and subscribing same result.
Veltaris  [author] 4 Jul @ 11:39pm 
@mayonnaise
It works fine for me. Try to verify your rimworld files :)
mayonnaise 4 Jul @ 1:27pm 
mod seems broken in the July 4th unstable update. game can't boot up with it installed. just so you know :]
Annabellee 13 Apr @ 11:21am 
Yeah, I was asking about the spots. Since I got the sparking jade mod, I hated the randomness of its recharging.
Veltaris  [author] 13 Apr @ 9:54am 
@Annabellee
Buildings are a bit special, traders can only sell minified buildungs.
Mech chargers and most biotech buildings are not minifyable without mods that specificly just do that.
Best I could do is to put them in the inventory list if they are minifiable.
I'll add that on my todo list :)

If you mean the spots from [AV] Mechanoid spots, they are in the list of options that the traders could sell, although not guaranteed. So it depends on your luck if they sell it or not.
Annabellee 13 Apr @ 9:20am 
Is there any way to add mech charging buildings/ spots to the inventory list?
Veltaris  [author] 11 Apr @ 12:12am 
@Lobster君
This mod does not touch combat in any way.
Lobster君 10 Apr @ 11:51pm 
Is it CE compatible? Thanks
Veltaris  [author] 23 Mar @ 4:17am 
(the discussed item is part of another mod)

@Sh2d0wm2n
This is one of the [AV] Mechtech items where I need to rework the description to make it clearer.
The failsafe lance can only delete “old connection data”, which the mech only gets if you bought a “safe” hijacked mech. “Old connection data” is a second stage of the hijacked process.
Which hijacked mech is safe is randomly determined when you purchase it.

If you have a hijacked mech that becomes hostile, this item will not save the mech.
Although I should probably add that.
Sh2d0wm2n 23 Mar @ 3:15am 
How exactly does a failsafe lance work? Are you meant to use it before a hijacked mech turns or during that? I lost a centipede because of confusion
Egoist 19 Feb @ 1:00am 
others use this mod to get mechs. i use this mod because i don't wanna murder people for high subcores.

we're different
batatafritada 16 Feb @ 3:00pm 
10/10 Steve is very charismatic
Veltaris  [author] 9 Jan @ 9:38am 
@Annabellee
No.
The drones from VFE mechanoids are not considered real mechanoids for the biotech mechanitor system by the game, as they use their own mechanics entirely (from a time when biotech and mechanitors weren't a thing yet).

They will also never be supported by this mod, as I would probably have to create a dependency and rewrite the whole mod for that.

Gonna put that exception into the steam description, so people don't get confused :)
Annabellee 9 Jan @ 9:00am 
because they are not showing up on the pice menu.
Annabellee 9 Jan @ 8:58am 
does this support the drones from VFE mechanoid? ie auto hauler auto cleaner auto miner.
~Nols~ 1 Jan @ 2:51pm 
@Veltaris thanks so much :)
Veltaris  [author] 31 Dec, 2024 @ 1:08am 
@TheAuditor
Yes, it supports ALL mechanoid adding mods. Check the mod settings :)
TheAuditor 30 Dec, 2024 @ 10:43pm 
Is this mod supported other mechanoid from others mod like VFE and More Mechanoid?
Veltaris  [author] 17 Dec, 2024 @ 10:25am 
@~Nols~
Update is out, enjoy!
Veltaris  [author] 12 Nov, 2024 @ 5:09pm 
@~Nols~
I've made the groundwork for that, but it can currently only be changed by creating the tradeoptions in xml.
I'll try to bring it into the mod settings with the next update, gonna update this mod in the comming weeks anyway :)
Toggling on/off individual mechs in the settings and droping them in boxes is ready :)
~Nols~ 12 Nov, 2024 @ 3:12pm 
Is there a way to adjust the prices of mechs individually? I wanted to lower the cost for some work mechs but thought the price was fine for some of the more complex mechs. Paying the same price for a lifter as you would a fabricor doesn't make sense.
Doomed 13 Oct, 2024 @ 10:40am 
I put the logs in the pinned discussion hopefully that's the right spot for it.
Veltaris  [author] 13 Oct, 2024 @ 9:17am 
@Doomed
what the hell. Anything in the log?
Doomed 13 Oct, 2024 @ 9:04am 
So I don't know why it's happening but for some reason when the transport pod crash event triggers it starts off normal until the mech pops out then the bug happens and the same mech pops out again and again. I went to the bathroom only to comeback to over three thousand mechs on the map.
DqrksxcvII 5 Oct, 2024 @ 6:10am 
how to buy or sell thing i dont know the structure name bruh pls help
J 27 Jul, 2024 @ 4:53am 
@Veltaris:

Got you, just wanted to hear someone else’s thoughts on this—like I said, it’s more of a question than an actual issue.


>Check out the comment from ‘a quality meme’ if you want to spoil an example to yourself.

Oh yeah, I actually did the same thing, which resulted is some quality cinema.
Veltaris  [author] 27 Jul, 2024 @ 12:23am 
@J
Termites are quite tanky for their bandwidth requierement and can deal with cover or mech cluster buildings pretty well, so I never considered them useless to the player.
However, they are more on the ‘worse’ side of the drop event as they have a higher chance of triggering hijacked beheivior.
Check out the comment from ‘a quality meme’ if you want to spoil an example to yourself.

But in general the plan is to make every mech toggleable, I just haven't been able to achieve it yet without Rimworld throwing a tantrum.
J 26 Jul, 2024 @ 4:33pm 
@Veltaris:

It’s not a big deal, but I just got a termite crashing in a transport pod; termites can’t be created in Biotech by default, because they’re rather useless for a player (at least that’s my understanding of it). Thoughts on removing termites from the pool or maybe making them toggleable?
VelxraTV 26 Jul, 2024 @ 3:07pm 
I was thinking of a couple mech ships or mech traders. though looking forward to what you have planned either way.
Veltaris  [author] 26 Jul, 2024 @ 8:00am 
(unrelated to this mod)
@Velxra
I've got a few mechs, items and buildings in the making but they are not tied to SOS2.
Making stuff for SOS2 is something I'm leaving to other modders, even though I have a few ideas, just doing the quality control would take forever, when a normal SOS2 run takes months to complete.
VelxraTV 25 Jul, 2024 @ 1:03am 
Had a laugh when I saw this mod. But realized it makes a lot of sense given how you set it up.

Would you ever do a SoS2 expansion for more mech items or even mech ships?
Veltaris  [author] 2 Jul, 2024 @ 10:41am 
@Riei
I liked this idea. Since I already had a system to create custom mechlink implants, there is now a mod for a tribal mechlink. It just took me a while to make it more modular. But I have no idea if it works with mechlink removing mods.
Fnaf2ToyChica 22 Jun, 2024 @ 3:09pm 
Just dropped by after playing with it for a bit to say this mod fucks hard.

Also the mod options menu is AMAZING. You absolutely know how to make one. Being able to fine tune everything is great.
Helios 10 Jun, 2024 @ 10:02am 
This is great!!

now if only we had a way to make a medieval mechanitor (most tech limiting will remove mechlinks from the game, rimedieval even makes the mechanitors undraftable , sadly)
Flockerkill 27 May, 2024 @ 9:56pm 
Well it could be seen as an inactive (hibernating) mech in that way
Veltaris  [author] 24 May, 2024 @ 7:37am 
@Sentane:
I might add that, if I can find a way to control the textures independently.
Currently all tradeable scythers will use the scyther texture, so if it is droped on the ground it will just look like a scyther and not likle the crate.
If I change it to look like a crate it will show up in the trade window as a crate as well and NOT as a scyther...
Sentane 19 May, 2024 @ 7:28pm 
Could you add a setting that makes it so that the crate stays until interacted with?
Veltaris  [author] 13 May, 2024 @ 4:26am 
@os
I would love to have that, but I already failed to bring it into the ingame settings without cousing a lot of errors when mods which add mechs get removed.
Might try it again in the future.
11 May, 2024 @ 4:21pm 
Hi, great mod. Got a suggestion: since lots of mod sometimes give mech type to things considered not mechs, how about giving us blacklist setting? Mod has it's in it options, but not in settings, so i guess implemeting button wouldn't be a big issue, and you don't have to patch your creation for each separate mod.
a quality meme 6 May, 2024 @ 1:03pm 
I genuinely didn't expect the extra story elements that this mod adds. I just today had a hacked Termite drop into my base, and after a while of it being under colony control but being pretty much useless due to my lack of large rechargers, I sent my mechinator to disassemble it. The last thing I expected was the Termite to get up and start beating the living shit out of my mechinator while calling in a battalion of scythers to raid my colony due to the fact the termite's programming found out we didn't have permission to disassemble it. This is really freaking cool.

@Nullblaster I second this. We just found how much is added just from having a more dynamic way to obtain mechanoids, so adding a xenogerm quest reward would be very cool to work alongside that. Whether it's limited to existing xenotypes or fully custom xenogerms are possible for that, it'd still be very engaging to have a way to genetically modify colonists without having to dive deep into xenogerm research.