RimWorld

RimWorld

Progression: Robotics [1.5]
146 Comments
GravitWry 4 Aug @ 5:32am 
Just gonna leave a comment here as like a little note that 'Rimsernal Faction Pack - Spacer' has a very similar mechanoid to Blitzkrieg called Bombito, as which you can assume also explodes.

Just a little something I wanted to point out since it has a similar idea and flaw(?) as the Blitzkrieg which is "fixed" in this mod, is the fact that it uses a basic subcore despite its expendability.
FelipeGames2000 9 Jul @ 2:43pm 
o7
GravitWry 14 Jun @ 1:18pm 
:steamsad:
StockSounds 14 Jun @ 11:08am 
I'm sure both of them will be so fire.
Bugginho 14 Jun @ 11:05am 
o7
ferny  [author] 14 Jun @ 10:44am 
Vanilla Factions Expanded - Mechanoids is now abandoned as of 1.6 and thusly this mod in its current form dies with it. Progression: Robotics 2 will release alongside Vanilla Factions Expanded - Mechanoids 2 when and if that needs patching.
GravitWry 6 Jun @ 10:26am 
Holy shit, I have not touched VFE Mechanoids ever since Biotech dropped and this is such a cool fuckin' spring board to jump back in, this is sick.

Veri Kewl!!!!!!!!!:steamthumbsup::steamthumbsup::steamhappy:
LeanWolf 12 May @ 6:36pm 
Reinforced mechanoids (Continued) Support? Gestalt engine goes with this line of thought hard
Scorpio 3 May @ 11:14am 
subpersona shells support?
ferny  [author] 28 Apr @ 6:30pm 
v14 - mechanized agriculture now requires hi tech bench and multi analyzer
ferny  [author] 26 Apr @ 4:22am 
@NerdGamer I agree. I'll change this.
NerdGamer 26 Apr @ 4:21am 
I love this mod, but I do one minor thing that bothers me, and I think goes against the idea of this mod. That is the automated defences research of the industrial era, and you can get it quite early, but it still contains the mechanoid turrets and the nuclear missile, which still feel really like endgame weapons. Personally, I think these should be moved to a separate research that comes at the end of the factory research or after multiple mechtech unlocks, so that they are more late game. Tho if people disagree, I'd love to hear their reasoning.
ferny  [author] 23 Apr @ 2:37pm 
v13 - fixed mobile turret
ferny  [author] 23 Apr @ 2:35pm 
@Marbien Will be fixed now
Marbien 23 Apr @ 3:28am 
I noticed in ferny_vfemech_patch.xml that mobile turret workdrones are missing — both the Defs/PawnKindDef and Defs/ThingDef entries aren’t there.

This might be why I can’t use Attach Turret on the Mobile Turret — the system could be depending on those fields being patched like the other drones.

Appreciate all the awesome work you’ve done so far!
Marbien 23 Apr @ 1:18am 
Oops, I deleted my previous comment by mistake — reposting here.

Mobile turret VFE_Mechanoids_Turret doesn't have CompAttachTurret , so the "Attach Turret" button is missing. That also breaks the job system since the WorkGiver can't trigger without the UI prompt.

Seems like the patch only hits TurretBase . Just a heads-up — thanks again for being on it so fast!
ferny  [author] 23 Apr @ 1:05am 
@Marbien Will alert the boys. Sorry about that, we'll fix it
ferny  [author] 15 Apr @ 6:44pm 
v11/v12 - more Save the Assembler patches from Kimoju, Alpha Mechs modded mechs support from Inglix
ferny  [author] 13 Apr @ 1:26pm 
@Demonic Mechanitor scenario will be patched soon, just gotta figure out how making new player factions works
Demonic 13 Apr @ 1:24pm 
Shouldn't the mechanitor start have some motorized components to get started on their mechtech? Seems weird they don't if they already have the upper tier mechs like the constructoid and lifter.

Any plans to add that? If not, what would be your opinion on how many to add myself to the scenario for balancing?
AlienSoldier 13 Apr @ 3:32am 
Извиняюсь за плохой английский, через переводчик наверное понятнее будет. При использовании мода Alpha Mechs и вашего мода, во вкладке технологий alpha mechs не отображается ветка исследований "light alpha mech" и последующие. Проблема появилась после последнего обновления вашего мода.
ferny  [author] 12 Apr @ 8:45pm 
@AlienSoldier Huh?
AlienSoldier 12 Apr @ 8:34pm 
Alpha Mechs losing same research with this mod, after updating it.
ferny  [author] 12 Apr @ 4:56pm 
v11 - added cohesion for Mechanoid Upgrades, Alpha Mechs, and Save the Assembler (Thanks Smxrez and Kimoju!)
ferny  [author] 12 Apr @ 9:08am 
@Lennybolt7 Yep
Lennybolt7 12 Apr @ 8:31am 
I can't actually build mech components anywhere. Is this intended?
Demonic 11 Apr @ 12:44pm 
@Ferny, I'm not sure if it's an issue in this mod or the base VFE, or even a conflict somewhere, but for me, when shredding the combat drones, they drop their weapons. These weapons can't be stored in stockpile, nor destroyed via smelt/destroy bills. I've been having to dev mode destroy them.
ferny  [author] 5 Apr @ 1:06am 
v10 - removed biotech requirement, fixed shredding abuse (Thanks Smxrez!)
Letters 30 Mar @ 10:31am 
@Indigo Cactus, what I observed from playing with the mod, shredding dead drones after their death recovers almost all resources needed for rebuilding the drone, but i agree with you, it would be better if rebuilding the drone used basic materials too.

(also dead haulers and other primitive drones give mech comps too after shredding, needs fixing)
Indigo Cactus 29 Mar @ 12:44pm 
Small issue with the workdrones, it's avoidable but I thought I'd mention it. Basically, if a workdrone dies, you can place a few items in their charging dock to rebuild them. These items aren't adjusted by this mod, seemingly, so they're very expensive compared to just scrapping the charging dock and building a new one (for example, the drill drones require motorized components)

Otherwise I love this mod a lot! Gives me a reason to use workdrones. And makes it less necessary for me to make a Cleansweeper as soon as I unlock mechtech.
StockSounds 29 Mar @ 6:13am 
I've come up with "Algorithmic components".
Mac 29 Mar @ 1:08am 
@ferny I think that "Automation Component/s" would make more sense
Ferret With A Cat Hat 21 Mar @ 3:33am 
like repairing it costs a mechanised component n shit
Ferret With A Cat Hat 21 Mar @ 3:32am 
Bug report: If you kill a work drone, making a new one uses the old recipe i think so it's more expensive
StockSounds 19 Mar @ 11:54am 
Something like "programing component" would make the same amount of sense, with how the factory machines would use algorithms and whatnot.
ferny  [author] 19 Mar @ 11:43am 
@StockSounds Might change the name
StockSounds 19 Mar @ 11:37am 
So how come these clearly motorized robots no longer require motorized components, meanwhile the calculative programmed computer brain of a vat-grown robot now does contain motors?

Is that not strange?
ferny  [author] 19 Mar @ 5:29am 
@Tenty I just decreased their value, so everything shifts because of that.
Tenty 18 Mar @ 11:14pm 
I know you lowered the market value of mechanoid/motorized components to make them "easier to acquire" but are they available in higher quantities or do they just take less resources to buy when they do show up (plus count less against your wealth)?
ferny  [author] 17 Mar @ 8:34pm 
@[RTB] Sarianos Comaptible yeah but not like patched
[RTB] Sarianos 17 Mar @ 8:16pm 
@ferny
Would this happen to be compatible with Scorpio's up date to the old Drones mod?
ferny  [author] 17 Mar @ 5:41pm 
v9 - overhauled balance, thanks Smxrez! will continue updating this over time as well
Coolchilion 16 Mar @ 9:53pm 
Hopefully that means before the end of this week
ferny  [author] 15 Mar @ 4:11am 
@Coolchilion Very soon!
Coolchilion 14 Mar @ 5:47pm 
I heard there were going to be further modifications to the drones and mechanoids in this mod, when will that come out?
ferny  [author] 8 Mar @ 1:10pm 
@Akaired Not a question for me, ask the VE guys
Akaired 8 Mar @ 8:29am 
can't draft combat workdrones, what's the issue?
StockSounds 14 Feb @ 7:33am 
Oh, that's beautiful.
Not only do I finally find a mod that puts androids earlier down the line, but also one that makes the mech process more interesting and thematically well-placed
I will NEED to try this.
The Ghost Knife 26 Jan @ 1:22pm 
Perky's got it on the nose there. It would be great to see it tie into Dead Man's Switch as well, but you'd have to do a ton of work to get all that balanced from Industrial power level to Spacer tech. It is wild that a Roomba costs plasteel and advanced components.

Either way, we appreciate the work you put in.
Annabellee 11 Jan @ 11:27pm 
I like the idea of drones before mechanoid. Would it be possible to make drones sellable from traders?