RimWorld

RimWorld

Diverse Mechanoid War Procedure
89 Comments
Amethyst the otter  [author] 19 Jul @ 5:54am 
i wanna first play the dlc modless, and then im gonna see if mod doesnt bother with anything new, cus ive heard lots of people just slapped 1.6 and called it a day before dlc released and there been warnings for mods that may cause issues, i just wanna first play without spoilering things for update
Aulie 18 Jul @ 7:14pm 
Amethyst said soon gang. No rush
水晶哥 17 Jul @ 8:00am 
1.6?
DeathTomato 16 Jul @ 2:08am 
Don't be a dick @5150, mods are free for us
Amethyst the otter  [author] 26 Jun @ 6:13am 
soon
5150 25 Jun @ 2:41pm 
Need 1.6
Amethyst the otter  [author] 21 Jun @ 5:36am 
this mod was never made to work with CE, i am not interested in CE, so i dont really know, i dont patch it for CE, if anyone wants to make patch for it is welcome but im not looking to working on CE
モルフォ 21 Jun @ 5:31am 
Hello! I’m currently using your mod together with Combat Extended, and I would like to ask:

How can I find the crafting recipe for the ammunition used by some of the mechs in your mod when using Combat Extended? For example, the 70mm grenade used by the Termite mechanoid — I can see the ammo listed in the item descriptions, but I couldn’t find which workbench is used to craft it.
Thank you very much!
Amethyst the otter  [author] 13 Jun @ 11:09am 
wait really? i havent checked it in a while, i need to refresh this mod for 1.6 soon anyway
The Lord Pootis 13 Jun @ 10:29am 
Small thing that could use a fix when you get time is the allegiance overlay for the termite shocker, it seems to use the front facing sprite for when it's facing the right or left which doesn't look right.
Amethyst the otter  [author] 29 Mar @ 3:51am 
alright, fixed, seems i made oopsie by having mini needle gun use needle gun bullet instead of own new one so i fixed it by letting it have own, so mini needle has 22% pen and 13 damage, normal needles have again 15 damage and 35% pen (also removed some code i realised ive left thats not used)
Amethyst the otter  [author] 29 Mar @ 3:33am 
interesting, alright let me fix it up real quick then
Athena 28 Mar @ 11:09pm 
Yes, i find that my pikeman and legionary also have 27% AP and then i find in CE that their guns are using the "bullet_needlegun" from your mod which has the exact same name as what they are supposed to use in vanilla game whose name is also bullet_needlegun. Guess thats why.
Amethyst the otter  [author] 28 Mar @ 9:57am 
youre saying its messing up ALL ways of this bullet appearing? because it was meant to be weaker needle gun but thats interesting
Athena 28 Mar @ 6:27am 
Seems that this mod re-def the stats of Bullet_NeedleGun making its AP become 23%(the vanilla ver. is 35% ), hope you can fix that.

More specifically its beneath the ThingDef of your Gun_MiniNeedleGun that defines the damage of needle bullet to 15 but didnt define its AP.

I guess just delete that code will do.
Amethyst the otter  [author] 11 Feb @ 6:01am 
never heard of this mod before, i need to get big work on this mod anyway
水晶哥 11 Feb @ 5:59am 
This mod seems to conflict with Dynamic Range - Vanilla Edition.
Amethyst the otter  [author] 18 Nov, 2024 @ 5:15am 
i really need to get to work on this mod to make an update and balancing, i will say its coming but im not in the best shape for it currently nor have time, but i can say it will come at some point, not abandoning the mod and for sure will update when 1.6 ever drops out as priority
joe2_4 17 Nov, 2024 @ 11:16am 
been playing with this mod for a while, only thing i would suggest is probably increasing lancer assault AP to around the level of like, maybe an assault rifle or heavy smg, it seems astronomically low
Amethyst the otter  [author] 16 Oct, 2024 @ 8:32pm 
thank you very much, happy to hear it <3
joe2_4 16 Oct, 2024 @ 8:05pm 
thats good to know man thanks for tellin me, yeah i do have a bad habit of adding like 300 mods every new save so maybe that could also help explain any mod weirdness i have in the future
thx for making this awesome ass mod
Amethyst the otter  [author] 16 Oct, 2024 @ 7:24pm 
@joe2_4 glad you like it! but when it comes to any crafting things like shredding mechanoids or butchering corpses, if you add mod during ongoing save, all existing bills you had wont have those new mod things allowed, same thing happens with stockpiles, so i guess that was your issue, so keep it in mind when adding mods
joe2_4 16 Oct, 2024 @ 4:04pm 
nvm, they were just disallowed for some reason in the bill
joe2_4 16 Oct, 2024 @ 4:01pm 
great mod, but for some reason i can't shred the mechanoid corpses of the new mechanoids added to this mod?
Amethyst the otter  [author] 17 Jul, 2024 @ 7:04am 
yeah, thanks for understanding, i am just burned out, but thanks for your input, its feedback afteral
The Lord Pootis 16 Jul, 2024 @ 10:00pm 
Yeah fair enough, by all means if you're burnt out or simply do not have time to focus on modding due to various reasons then of course don't try to force yourself to get back into it, especially to fix a admittedly niche issue, it's your free time that's spent doing basically free stuff for the player base so you're within your right to choose when you actually wanna do stuff or not, I was mostly just trying to help best I could with what little I knew so I'll probably stop bothering you now, have a great rest of your day/night.
Amethyst the otter  [author] 16 Jul, 2024 @ 9:32pm 
@喵酱official never was and never will, unless you make addon for compatibility, i dont care for CE
Amethyst the otter  [author] 16 Jul, 2024 @ 9:31pm 
@The Lord Pootis the only issue i must say is that all defnames for this mod could break if another mod makes the same mistake, and changing all of them would actually break more stuff, either way im just kinda burned out still and kinda not wanting to get back into modding, at least yet
喵酱official 16 Jul, 2024 @ 9:02pm 
Hello stranger, may I ask if this module is compatible with CE
The Lord Pootis 16 Jul, 2024 @ 7:59pm 
Sorry If i seem a bit selfish here, I'm just really passionate about any mech related mods as I find them all very cool and unique and I think fixing potential conflicts between mods is a pretty positive thing to do in general, I have to agree tho that you're more than likely right about the percentage of people that specifically have your mod and that other one together is probably... QUITE low. I just think it would suck if someone else comes along, gets this exact combo of mods together and then are just left wondering why the heck tox termites are broken for seemingly no reason like I did
The Lord Pootis 16 Jul, 2024 @ 7:54pm 
If they were a mechanitor with one of the tox termites on their side.. I feel like it's not that hard to just quickly go into dev mode to quickly get rid of their old termite and just spawn a new one or hell just disassemble the broken termite to get the resources back and just gestate a new one, the only case where it wouldn't be as simple is if they had an ENTIRE army of those things specifically for whatever reason and even then, that's assuming they wanna re-gestate them instead of just using dev mode which while a tad longer than just replacing one would still be pretty easy to do but I think it's more realistic that most mechanitors that DO use the tox termite specifically would probably only have a few at most..
The Lord Pootis 16 Jul, 2024 @ 7:54pm 
Now for the ones that do: If they had an enemy termite, ok well they get a little free pass that one time by making it essentially defenseless cause it was old and it lost it's weapon, but any other they encounter in their save would be perfectly normal and working as they should.
The Lord Pootis 16 Jul, 2024 @ 7:54pm 
I think you might be slightly overestimating just how big of an issue it might end up being? I mean, assuming that the only problem that comes of the update is making already existing termites lose their weapons and that nothing else is broken, well first of all, ONLY saves that specifically already have existing tox termites in them would be affected at all so I feel it already cuts down on a few potential people here.
Amethyst the otter  [author] 16 Jul, 2024 @ 2:53pm 
@Gerewoatle its true, but changing defnames would make alot of issues with this mod content for ALL saves so, its mostly my fault for not making defnames with prefixes but its just two options here, update and cause alot of issues for saves of everyone using this mod, or just keep in mind that its incompatible with that other mod, and just cause issues for people who use combination of these two, only difference id say is that later has lower audience being negativly affected :/
Gerewoatle 16 Jul, 2024 @ 11:44am 
The problem with waiting to update because of people's saves is that there's never going to be a time when no one at all is playing with the mod and it's 100% "safe" to change it.

At some point you just have to drop the hammer.

And I'm saying this as someone currently playing with this lovely mod.
Amethyst the otter  [author] 16 Jul, 2024 @ 8:50am 
i mean yeah youre not wrong here with the fact that it would not straight up brick saves, but it would just cause issues with existing mechs and thats just about it, either way its still not fun
The Lord Pootis 16 Jul, 2024 @ 8:04am 
I think it's worth testing around on your end to see if my theory holds true, then it's up to you, assuming I'm right, if you wanna take the risk of messing a few people's saves a little bit by sending out the update.. Perhaps you could put a disclaimer in the description explaining that you recently updated a few things and if their termite is missing their weapon and the such then their termite has most likely been created before said update and all they need to do is to replace it with a brand new one to fix the problem.
The Lord Pootis 16 Jul, 2024 @ 8:04am 
The reason I think why it would work that way is because I've made personal modifications on a few specific stats on mechs before by messing around in the XMLs as well as adding some mods mid-save that changed a few things for certain mechs and in both cases, already existing mechs were kinda messed up and not necessarily working as intended BUT simply replacing them with newly created ones, whether through dev mode or just gestating a new one would work just as intended with no further problems.
The Lord Pootis 16 Jul, 2024 @ 8:03am 
Mmmh.. Now, I personally think how something like that would end up playing out in an already existing save wouldn't cause the save to be straight up broken as in, unable to be playable anymore, but instead any already existing Tox Termites in that save would admittedly be broken (probably missing their weapon as you said) BUT any newly made Tox Termites from that point on would get the weapon with the new updated defname and basically function as it should.
Amethyst the otter  [author] 16 Jul, 2024 @ 7:24am 
ok ive asked on discord and yeah i was right, renaming the defname would do the same as litterally deleting it, so yeah, fun
Amethyst the otter  [author] 16 Jul, 2024 @ 6:16am 
like i said, that would break it, i think its just incompatible for now :/
The Lord Pootis 15 Jul, 2024 @ 8:06pm 
I see, I admittedly didn't think of the possibility of save games potentially breaking or not with a change like that.. In that case could you perhaps tell me how I can go about changing the defnames correctly on my end instead so the issue i'm having is fixed? Assuming I'd only need to touch XML files.
Amethyst the otter  [author] 15 Jul, 2024 @ 7:04pm 
i- geniuenly dont know, if both mods have same defnames, then it will be causing issues always, only thing is if i could change the defnames to not cause the issues, im worried that would break peoples saves since the save would have defs that name got changed and throw an error, because im not really sure if updating mod makes saves work correctly if it comes to defnames
The Lord Pootis 15 Jul, 2024 @ 5:32pm 
Hey, So i'm commenting again to know if there's an ETA for a fix concerning the conflict with the Tox Termite I reported earlier?
Amethyst the otter  [author] 15 Jul, 2024 @ 6:33am 
@MZM_GOW correct, its not meant to be most deffencive option, but a light sphere meant to hold at least one bullet, but not to be a better legionary, just another way of protecting mechs earlier on but not straight up better than the later ones, especially that defender has powerful weapon too
MZM_GOW 14 Jul, 2024 @ 7:58pm 
Is the shield value of Pikeman Defender only 35? not 350?
Amethyst the otter  [author] 9 Jul, 2024 @ 5:16pm 
yeah that would make sense, actually explain it fully
The Lord Pootis 9 Jul, 2024 @ 3:59pm 
@Amethyst the otter Ok so I quickly looked a bit into the xml files and I THINK I might have an idea on why it's messing with one another, while I'm not too experienced in understanding what everything means and does in XML files I did notice that your tox termite and the centipede from that mod have unique weapons that seems to both share the same name so my guess might be that the game sees this, gets extremely confused and just doesn't apply/load one of the two weapons sharing a name in some form because in it's eyes it's duplicates so therefore it doesn't need both and the one that doesn't get applied happened to be your termite toxer instead of the centipede which results in it breaking the mech?
Amethyst the otter  [author] 9 Jul, 2024 @ 3:20pm 
thats-
very very bizzare
The Lord Pootis 9 Jul, 2024 @ 3:09pm 
@Amethyst the otter Hey so I think I actually found the culprit, It's a mod called Tox_Mechanoids that adds a few mechs with tox weapons, I'm not sure why your mod and that one interfere with each others, they work fine and it's only your own tox termite that's not working correctly, upon disabling the mod the tox termite got it's weapon back and worked as it should.