RimWorld

RimWorld

Mechanoid Caravans
35 Comments
Tongonto  [author] 16 Jul @ 3:41pm 
Sorry, but at the moment I'm not planning on updating the mod further. If anyone else wants to, I've put the mod's source code in the mod download.
jkuk3 14 Jul @ 2:06pm 
1.6 plz?
Sckars 13 Jul @ 5:26am 
1.6 1.6 1.6 1.6 plz
VelxraTV 7 Jul @ 6:47am 
1.6 plz
plaerjilion_RUS 25 Jun @ 5:11am 
Can you make patch for dead men switch please?In this mode (like in gestalt) there is central core, which control mechanoids.
Rie's #7th Simp 13 Jun @ 1:03am 
You think it's possible to modify this to work with Vehicle Framework?
JessieFeathers 10 Jun @ 8:03pm 
this mod made the button for starting a caravan missing...
Corvus 20 Feb @ 8:36pm 
Prisoners can't be abandoned in mech-only caravans, and the caravan is destroyed if any of them die.
Meka 17 Feb @ 8:35am 
Ran into a bug. If a caravan formed from only mechanoids capture wounded humans and they die, the caravan is declared as destroyed. The mechanoids are still tracked if I click on the mechanitor but they can't be selected and don't show up on the map.
batatafritada 16 Feb @ 2:00pm 
there seems to be a problem with the mod. when using it the "exite tiles" generated at the border of maps do not spawn. Such as in quests or ancient complexes
Nameless 12 Feb @ 2:29am 
Continuation
HarmonyLib.PatchClassProcessor:Patch ()
HarmonyLib.Harmony/<>c__DisplayClass14_0:<PatchCategory>b__1 (System.Type)
HarmonyLib.CollectionExtensions:Do<System.Type> (System.Collections.Generic.IEnumerable`1<System.Type>,System.Action`1<System.Type>)
HarmonyLib.Harmony:PatchCategory (System.Reflection.Assembly,string)
HarmonyLib.Harmony:PatchCategory (string)
MechCaravans.Start:.cctor ()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (System.RuntimeTypeHandle)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.StaticConstructorOnStartupUtility.CallAll_Patch3 ()
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_4 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Entry:Update ()
Nameless 12 Feb @ 2:29am 
Continuation
HarmonyLib.CodeTranspiler:GetResult (System.Reflection.Emit.ILGenerator,System.Reflection.MethodBase)
HarmonyLib.MethodBodyReader:FinalizeILCodes (HarmonyLib.Emitter,System.Collections.Generic.List`1<System.Reflection.MethodInfo>,System.Collections.Generic.List`1<System.Reflection.Emit.Label>,bool&,bool&)
HarmonyLib.MethodCopier:Finalize (HarmonyLib.Emitter,System.Collections.Generic.List`1<System.Reflection.Emit.Label>,bool&,bool&)
HarmonyLib.MethodPatcher:CreateReplacement (System.Collections.Generic.Dictionary`2<int, HarmonyLib.CodeInstruction>&)
HarmonyLib.PatchFunctions:UpdateWrapper (System.Reflection.MethodBase,HarmonyLib.PatchInfo)
HarmonyLib.PatchClassProcessor:ProcessPatchJob (HarmonyLib.PatchJobs`1/Job<System.Reflection.MethodInfo>)
HarmonyLib.PatchClassProcessor:PatchWithAttributes (System.Reflection.MethodBase&,bool)
Nameless 12 Feb @ 2:29am 
Hello @Tongonto, thank you for your mod! May I please ask for your advice on this error?
MechsCaravan could not find SettlementDefeatUtility_CheckDefeated_Patch insertion point!
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch4 (string)
MechCaravans.SettlementDefeatUtility_CheckDefeated_Patch:Transpiler (System.Collections.Generic.IEnumerable`1<HarmonyLib.CodeInstruction>,System.Reflection.Emit.ILGenerator)
System.Reflection.MonoMethod:Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.Reflection.MethodBase:Invoke (object,object[])
HarmonyLib.CodeTranspiler/<>c__DisplayClass11_0:<GetResult>b__0 (System.Reflection.MethodInfo)
System.Collections.Generic.List`1<System.Reflection.MethodInfo>:ForEach (System.Action`1<System.Reflection.MethodInfo>)
Kotobike 10 Feb @ 8:40am 
can you make a mod with mechanoid animals for the caravan??? for example a mufalo mechanoid or a horse mechanoid, I don't want to feed live animals just to go trade in a neighboring settlement once a year, I want a mufalo mechanoid :)
Farbott 2 Jan @ 4:02pm 
this mod may need look at, the gestalt engine standalone was moved to someone else, otherwise hope to see it continue!
Meyar 30 Dec, 2024 @ 10:47am 
Doesn't' seem to want to work for me unfortunately. Don't know if it matters, the gestalt engine mod was replaced/taken over recently.
CrackaJack 30 Nov, 2024 @ 2:01pm 
@Tongonto i guess you could try to add the pawntypes of the mech bosses to the mechanoid faction groupmakers and/or just patch the research to not require studying the chips, as a kind of workaround
Miha_metan 4 Oct, 2024 @ 7:25am 
oh yes finally i wont ruin my colonies by starving a caravan
GoGaTio 28 Aug, 2024 @ 12:21pm 
Great mod, always want something like that
pantman687 22 Jul, 2024 @ 6:12pm 
Tried this mod but for some reason it made me unable able to form caravans from my base the option just didn't appear on the UI.
Tongonto  [author] 19 Jul, 2024 @ 1:10pm 
@Average Genestealer I probably won't; if I ever come back to this I'd be focusing on fixing existing bugs first. I looked into it when I was making mods, and it seemed fairly involved compared to what I'd done so far. It's not as simple as just changing what jobs are allowed or something, unfortunately.
I don't know any way summon mechs or study chips with only mechanoids as is - in my playthrough I just spawned them in w/ a mechanitor I deleted afterwards.
koimono 16 Jul, 2024 @ 2:08pm 
anyone here know of any mods that allow you to form load a launch pod with mechanoids only?
Average Genestealer 3 Jul, 2024 @ 11:45am 
Question- Will you be making something that will let mechanoids do the various jobs that summon mech bosses, or is it already possible and i just missed it?
Soulless Jelu 26 Jun, 2024 @ 12:12pm 
*uck yes !
CTH2004 5 Jun, 2024 @ 8:35am 
nice. may I use this as a requriment for my gestalt engine scenario mod? thanks!
Doomer Man 31 May, 2024 @ 4:12pm 
I have run into 2 problems with this so far, One is the caravan button issue as said by @DemonX3 and @The Lord Pootis
This is with Vehicle framework not on.
the second issue I have had is reforming caravans from places where the reform caravan option is not present, such as places like Real Ruins maps.
On these the caravan will form if trying to send to another map from the map but if the exit of the map is in the opposite direction they were just re-entering the map to then have to reform again. Second is the Reform option does not exist on maps like the ruins map and as such you are required to kill all enemies as the exit map from edge option is no longer there with this mod enabled.
The Lord Pootis 31 May, 2024 @ 5:46am 
I'm also getting the problem of DemonX3 where the gizmo for making normal caravan disappears, it does appear when clicking on the place you wanna go to instead of your colony tho, also seems to not work with Ferny's easy caravan formation for instant caravan when it's just mechs and the mechs just have to do it the normal way and walk to the edge of the map.
ShepirotGamer 29 May, 2024 @ 10:21am 
Damn this is cool, no more meatbags :undyne:
SlippyMcNippy 26 May, 2024 @ 12:50pm 
It's good to know the playthrough is working out for you, I'll have to try it myself once I'm finished with my current colony
Mc_Dyno 25 May, 2024 @ 7:56am 
The Cogitor Matrix needs four high subscores, some advanced components, gold and some plasteel and steel. I can kinda draw but I don't know how to mod.
Mc_Dyno 25 May, 2024 @ 7:52am 
I am lowkey considering picking up Photoshop if only to make sprites for the mechanoids later.

I am thinking of making the Mech Commander who acts as a living relay with a shield belt and a needle gun and the Cogitor Matrix which is a machine that slowly researches topics but it can be upgraded with Server Nodes to increase the research speed.
DemonX3 25 May, 2024 @ 4:11am 
Think there are any incompatibilities with mods like vehicle framework or something? After adding the mod to modlist I no longer have a gizmo to form a normal caravan, though I can't confirm the cause of that besides your mod as disabling it caused gizmo to reappear. There is nothing in the config related to this and the modlist is too big to narrow it down in meaningful time.

I'll try to figure it out after I finish my current playthrough with a smaller modlist if the issue isn't figured out by then, I suppose
Tongonto  [author] 24 May, 2024 @ 3:18pm 
@SlippyMcNippy I have, it's working OK so far. I had to spawn in mech chips to analyze since you can't summon mech threats, and I keep a mechanitor in a cryptosleep pod because you can't do certain researches without one in your colony. But beyond that I haven't need dev mode much to make it work
SlippyMcNippy 24 May, 2024 @ 9:21am 
This is great, Have you started a mechanoid only run?
CrackaJack 23 May, 2024 @ 11:50pm 
sick! very welcome mod