RimWorld

RimWorld

[AV] Mechanoid Spots
52 Comments
Pasaway 13 Jul @ 11:19am 
@Sari-n: For the mean time, consider "Bots charge when idle" mod to have them quit running around. If you have a charger built, they will go there first before shutting down, so you can direct them to a specific area.
Veltaris  [author] 13 Jul @ 8:58am 
Honestly, it will take a while. There is a bit of stuff I want to change - after I enjoyed the new dlc :)
Sari-n 13 Jul @ 4:28am 
oh goodness I forgot how awful it is to have a bunch of mechs running around like chickens with their heads cut off, I sorely miss this in 1.6, Any potential ETA?
The workmodes mods just dont do it for me, feels more like cheating.
Veltaris  [author] 17 Jun @ 7:56am 
@Nextshot
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 :)
Nextshot 16 Jun @ 5:58pm 
Hey, can you bless a brother? Compat with 'Multifloors' so mechs on other floors can automatically find their way to spots :)
LootGoblin 5 Jun @ 7:33pm 
Would it be possible to get a patch for robotic servitude at some point? I'd love to line up my reanimated corpses in the dining hall...
Rabiosus 10 Feb @ 2:21am 
Thanks for the DMS patch!
lloki 13 Jan @ 1:10pm 
+1 to @Rabiosus request. Would be very cool :)
Veltaris  [author] 17 Dec, 2024 @ 10:29am 
@Rabiosus
Currently this mod does not support unique ThinkTrees, however I agree that it should. Gonna look into that when I have the time :)
Rabiosus 11 Dec, 2024 @ 5:31am 
Could you please add a patch for Dead Man's Switch? It seems that some of the mechanoids in DMS use unique ThinkTree and are not covered by the current patch
NerdCuddles 16 Oct, 2024 @ 3:52pm 
Will use this on my next playthrough
Veltaris  [author] 17 Sep, 2024 @ 3:01pm 
@ronhin375
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)_/¯
ronhin375 17 Sep, 2024 @ 2:23pm 
what happened yesterday when the page was private? was the page under maintenance?
Veltaris  [author] 31 Aug, 2024 @ 10:06am 
@John Halo
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.
John Halo 31 Aug, 2024 @ 9:04am 
Unsure if its just a mod conflict on my end but is it intended that militors dont automatically fire at enemies from mech spots? Ive noticed that they are not classed as "combat mechs" so is this intended?
Doctor Neetzow 11 Aug, 2024 @ 3:44pm 
The "not working" issues I was having all boil down to they preffering the vanilla rechargers. Once they aren't available, the use it... I will take a while learning how to use the mod apparently, but now I have an idea of what to look for. Thank you.
Logical Terror 2 Aug, 2024 @ 6:52am 
Just wanted to thank you for the work that you put into making the spots create waste.
Veltaris  [author] 1 Aug, 2024 @ 9:28am 
@Cruel Moose
Update is out. It should work now.
Veltaris  [author] 31 Jul, 2024 @ 12:43pm 
@Cruel Moose
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.
Cruel Moose 31 Jul, 2024 @ 7:23am 
Nice! There's one issue though, the mod isn't remembering my choice to disable it, so everytime I load my game I have to go back to mod options and disable it again.
Veltaris  [author] 29 Jul, 2024 @ 10:02pm 
@Cruel Moose
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.
Cruel Moose 29 Jul, 2024 @ 7:12pm 
Great mod! is there a reason we can't place 2 of these side by side? I have a workstation setup that I can't really alter :(
Veltaris  [author] 26 Jul, 2024 @ 8:15am 
Mechs will always prefer the vanilla chargers instead of their spot when they need charging.
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.
Doctor Neetzow 25 Jul, 2024 @ 3:49pm 
Oh... so that was it!... though, I started swapping my rechargers for your recharging spots (It's neat they only ocupy one cell). I swapped the work mod to work (it was work and recharge) and with that medic it worked, but the problem is my contrucoid, who has a regular recharger at range, went stright for it instead of the 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.
Veltaris  [author] 15 Jul, 2024 @ 12:09am 
My mod only adds beheivior to the vanilla work-modes: work, dormant self-charge and recharge.
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.
Doctor Neetzow 14 Jul, 2024 @ 4:13pm 
Hi. I've got both yours and WVC - Work Modes active. But, for some reason, the mechs prefer the shutdown zones rather than the spots. What Am I doing wrong? How they choose if they are using a shutdown zone for their group or their assigned spot?
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?
Veltaris  [author] 9 Jun, 2024 @ 1:19am 
@Draegon1993
Yes, the normal mech socket is especially made for that.
Draegon1993 8 Jun, 2024 @ 2:33pm 
Can mechanoids sit on one of these while doing stuff like crafting jobs for fabricors?
Veltaris  [author] 24 May, 2024 @ 12:42pm 
@TheCrassDragon
I feel like it looks worse without the offset when used by mechs.
However centered spots are now an option. Enjoy!
TheCrassDragon 18 May, 2024 @ 2:54pm 
Could you pretty please make it at least an option to have them centered in the tile instead of weirdly offset and low? They clip into all kinds of stuff and it's annoying. I love everything else about this.
Veltaris  [author] 16 May, 2024 @ 1:13pm 
@Tirith Amar
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.
Tirith Amar 13 May, 2024 @ 7:09am 
Could you tell the exact stats affected and by how much somewhere?
[CL] Zalgo 9 May, 2024 @ 10:25am 
Would it be possible to add a setting to make the mechs not leave the combat socket?
D3K43 8 May, 2024 @ 11:24am 
No research at all, preferably. Well, just have the mech spots as add-ons to existing Biotech mechanitor research.
Veltaris  [author] 8 May, 2024 @ 10:21am 
@D3K43
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.
D3K43 7 May, 2024 @ 6:54pm 
This would be really cool if it didn't have a dedicated research tab clogging up the research menu. Is it possible that there could be a patch that removes that?
XelNigma 6 May, 2024 @ 10:34am 
Oh ok, Thanks!
Veltaris  [author] 6 May, 2024 @ 12:13am 
@XelNigma
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.
XelNigma 5 May, 2024 @ 11:01pm 
How long does a mech need to stay on the socket spot before the work mode buff stays when they move off the spot?
PinkPlinko 5 May, 2024 @ 11:29am 
As a very small counter to your statement about not adding a Free Mechanoid spot, as long as a mech isn't set to escort, recharging, or dormant, even when the mechanitor is downed you can still technically force mechs to go where you want them to do via zones. It is a little cumbersome and can be seen as cheesy, so if you still don't wanna do that, I can't make ya. The balance of Your mod is what You make of it.
BTW, thank you for the amazing mod!
Veltaris  [author] 5 May, 2024 @ 11:04am 
@PTK-
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)
PTK- 5 May, 2024 @ 7:30am 
After playing for 2 hours~ with this mod, ive got a little suggestion, how about making the default mech spot that draws 10W industrictible? Its basically just a 'save defensive position' but for mechs, so its not really imporant to make it destructible.
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?
PTK- 5 May, 2024 @ 6:16am 
Oh wow i was looking for it last week and found nothing, u saved me! thanks!
exiledfreedom 5 May, 2024 @ 2:51am 
This should have been in the base game. Thx for the awesome mod.
Doctor Sex 5 May, 2024 @ 2:14am 
3 x 3 could be even better :GDEasy: (im in agony right now due to the fact i accedentaly deleted my grand colletion of mods that i was collecting throw all of my journey)
Veltaris  [author] 5 May, 2024 @ 2:08am 
@Moe~
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.
Moe~ 4 May, 2024 @ 10:19pm 
I love the idea around this mod, I could make guard posts for mechs! but do you think it's possible to make a 1.4 version of the mod? I fully understand if its too much work to do, I'm just wondering if it's possible!
Doctor Sex 4 May, 2024 @ 12:36pm 
now i need huge ass 2 x 2 shaft for smth like diabolo
Veltaris  [author] 4 May, 2024 @ 3:38am 
@Gratuitous Lurking
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.
turkler 3 May, 2024 @ 5:18pm 
incredible, this was exactly what I've wanted for the longest time, to have mechs actually guard around my base without unnecessary power draw. thank you!!