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The workmodes mods just dont do it for me, feels more like cheating.
It's really hard to say no when you ask so nicely, but I have to say no, sorry.
There is no fast way for me to add support to Multifloors, I'm not even sure I could do that from my end and I would rather spend my time to update my mods to 1.6. So for 1.5 its a no, for 1.6 its a maybe :)
@LootGoblin
Probably, gonna look into it when I find the time :)
Currently this mod does not support unique ThinkTrees, however I agree that it should. Gonna look into that when I have the time :)
I've edited this steampage description to include links to other mods steampages ( WVC - Work Modes and [AV] Sparkling Jade).
Steam decided it needs waaay more time to confirm that they are not harmful.
So instead of the usual hidden for a few minutes we had hidden for nearly a day ¯\_(ツ)_/¯
No. A militor is considered a combat mech and will guard (and fight) like in the gif on this steampage, They will check around for enemies every couple of seconds, so there might be a slight delay.
However, if it is no longer in the list of combat mechs, it was changed by another mod.
Check if you have a mod which adds additional worktypes to militors, that would be my first guess.
Update is out. It should work now.
Work around so you don't have to change it every time you start the game:
Go into [AV] Framework's mod settings and change “mechanoid spots: Use psychic disturber placeworker for sockets and bandnodes”.
It's exactly the same setting, but apparently it was applied but not saved when accessed from this mod.
Fix will be in the next version.
You can! There is a setting called "framework setting: Use psychic disturber placeworker for sockets and bandnodes". You can simply turn that off.
It's just turned on by default since Rimworld tends to draw weird looking power lines between them.
Thats set up this way as those charger are way faster compared to dormant charging on the spot even if it is a charging socket.
The logistic mech should work like all vanilla mechs (and does for me), if it doesn't work for you, please make a bug report under the pinned discussion, preferably with a hugslib-log and a few screenshots on how you set up your mech and spot.
Another question, I have another mech from another mod, and he also ignored your recherging spots... Any idea if the Logistics Mechanoid should work? If not it's ok.
Any modded work-modes will not care about the spots.
So if your mechs are on WVC's work and recharge mode they will completly ignore their spots.
Sorry for the bad/confusing wording in my steam description, I changed it up to be more clear.
Actually... I had a mech restricted to a zone where there was no shutdown zone (a medic, on my prison), and It kept "fallling asleep" on the cell doorway, even though it had the recharging spot installed in the hallway. It had like 70 or 80% charge, but, even so... why?
Yes, the normal mech socket is especially made for that.
I feel like it looks worse without the offset when used by mechs.
However centered spots are now an option. Enjoy!
Added it to the mod description.
@[CL] Zalgo
Not really in a way that would still make the mech guard.
My mod just makes the mech go to the spot and wait there for a while. In the case of the combat socket, that's 3 seconds, after which the mech tries to get a new task. This can either be keep on waiting on the spot or fight with the Rimworlds normal AI.
Changing the normal fighting AI is not really something I want to touch.
I've got a few plans to use this tab for all of my mods which require research ( spoiler [i.imgur.com]), so I won't be the one removing it. But in general where should I even put them? Many mods already put their research in the vanilla tab and you never really know what space is free. I would just be cluttering the vanilla tab instead.
Any buff from the socket spots will only be applied when the mech is on the spot.
It gets removed shortly after they go away from the spot.
Think of the mech socket as a special chair for mechs.
BTW, thank you for the amazing mod!
I don't really want to buff the normal spot like that and settings are a pain to do :(
In my own games I usually just used the combat sockets for defence, they've got 250 hitpoints compared to the 40 of the normal spot.
But I can see that people don't always want energy hungry sockets and instead just a tanky spot, so I've just added the entrenched mech spot with 440 hitpoints.
(balance might change over time)
After every raid in killbox i have to rebuild and set the options again and doing it 30 times for every mech every time there is a raid is really really annoying :D
Maybe at least an option for some people?
Creating a 1.4 version of this mod is no problem at all. In fact, most parts of this mod were written when 1.5 wasn't a thing.
I might look at the 1.4 version when all the modules of my main mod are released (hopefully in a few weeks). No promises though.
@Doctor Sex
Sadly the mech has to stand on a tile, which looks very weird when its not in the middle, so something like an oversized 1x1 spot or a 3x3 spot could work.
I've put that idea on the list of possible updates.
It should not clash with a mod that just adds more workmodes.
This mod only changes ONE workmode called "work".
Any other workmode will simply not use the spots.