RimWorld

RimWorld

Advanced Mechanoids
87 Comments
Zoe, the Bad Wolf 1 hour ago 
Thank you for your update to 1.6, @Sobb. :D
This mod is a much needed support for mechs!!! <3
Sobb  [author] 6 hours ago 
It should be fine now, as the mod author of tunnelers are deep drills kindly included the advanced tunneler
Baphomat 8 hours ago 
@Sobb
This error pop when using " Tunnelers ARE deep drills" mod.
Sobb  [author] 16 hours ago 
@月羽狐
I'm not getting this error, could you provide your mod list?
月羽狐 23 hours ago 
Seems a bug here:

XML format error: Raw text found inside a list element. Did you mean to surround it with list item <li> tags? <pawnKindDef>Mech_AdvancedTunneler</pawnKindDef>
jonni_d_t 13 Jul @ 4:16am 
Moved your mod to the top of the list and the errors seem to have gone away! Will let you know if I notice anything else.
jonni_d_t 13 Jul @ 4:11am 
Hey Sobb, I'm getting a few exceptions with your mod, happens intermittently with the Advanced Constructoids and while saving.

Exception while saving RimWorld.Verb_MeleeApplyHediff(unknown/TerrainVerbs_Mech_AdvancedConstructoid69680_0_KickMaterialInEyes): System.NullReferenceException: Object reference not set to an instance of an object
[Ref 64D37D38] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)

Full Hugs log is here, can be found on line 2873 & 2832.
https://gist.github.com/HugsLibRecordKeeper/0908762b44f58349ef6b7c254aa38278#file-output_log-txt-L2832

What can I do to help narrow this down?
貅遥 12 Jul @ 8:52pm 
Would be awesome if you could make it compatible with "Tunnelers ARE deep drills".
Cuwboi 11 Jul @ 7:17am 
The modlist in the game says that the mod is not compatible with this version of the game
Myphicbowser 5 Jul @ 6:50pm 
Hell yeah, I love this mod and I'm glad that it got updated before the release of Odyssey
King-Of-♥♥♥ 29 Jun @ 3:24pm 
Is there a plan for lancers, pikeman and all that fun stuff?
Nooctae 16 Jun @ 12:51am 
After playing with this mod a bunch, I think you got the cost of the advanced mechs just right. They're extremely expensive and they should be, but it feels really good to have a few powerful utility mechs rather than a swarm of mediocre ones.
DELKOS.OPS 15 May @ 10:42am 
so sussy
Thaks for the mod i need
Stim The One 27 Mar @ 12:29pm 
A much needed upgrade. Any chance we might see another that gives advanced versions of the utility ones given in alpha mechs like the fishing or writing bot?
El Cartas 15 Feb @ 9:08pm 
Is safe to add in a existing save
ggfirst 1 Feb @ 11:21am 
IS this mod compatible with [Fab can brew?] I really like the concept making Fab able to brew drinks.
Alan 28 Jan @ 6:45am 
What a fucking legend, a patch literally the next day. Now just gotta wait for CE team to add a patch on their end because their autopatcher absolutely shits itself
Alan 27 Jan @ 4:42pm 
Would be awesome if you could make it compatible with Paramedics Slaughter and Lifters Capture Them
Kusko25 30 Dec, 2024 @ 10:00am 
In case someone is interested, the reason why the mechs from this mod appear so small in the control group window is that Defs/PawnKindDef[@Name="AdvancedMechanoidKind"]/controlGroupPortraitZoom is set to 0.8, rather than the 1.8 default Rimworld uses
litekoala 10 Dec, 2024 @ 11:35am 
i love that the adv cleansweeper is just bigger with one more eye sensor thing ontop
selageth 27 Nov, 2024 @ 12:57am 
Thank you, thank you, thank you! Especially for the advanced constructoid with a higher skill.
Dragontamer997 20 Nov, 2024 @ 3:41pm 
Is this safe to add to an existing save? I'd love to cut down on the number of mechs I have roaming my base and these upgrades seem like a way to do that.
Kimo' 4 Oct, 2024 @ 7:43am 
@JooJ Advanced constructoids have 15 construction
JooJ 4 Oct, 2024 @ 7:42am 
This mod looks good but i wanted to know if advanced constructoids have a higher construction skill than the normal ones. There are some modded items that require absurd construction skill but vanilla constructoids only have 10
Kimo' 30 Sep, 2024 @ 6:43am 
Any chance we could get a advanced variation of the Rancher from More mechanitor Mechs 2.0 ? The rancher really fills the hole in mechs work abilities and it's a shame to have to build a tons of them to achieve similar results as regular advanced mechs. Thanks!
K9Salmon958 11 Sep, 2024 @ 1:19am 
Is there a way to make the mech icons in the groups larger?
RedGoat 4 Sep, 2024 @ 8:42am 
+1 to any way to upgrade existing mechs
Kimo' 27 Aug, 2024 @ 2:43pm 
I would love what Enigmatic is suggesting too!
Enigmatic 27 Aug, 2024 @ 2:05pm 
Since these mechs are effectively a direct upgrade, maybe there could be an alternate recipe that lets you directly upgrade a mech to its advanced varient?
over easy 23 Aug, 2024 @ 10:34am 
Oh sweet, I love having the actual numbers to look at. Wish more mod authors made that available.

I'm trying the mod on this playthrough, and in any case, it's probably a good thing to have fewer mechanoids that work faster, if only for the sake of my TPS.
Sobb  [author] 17 Aug, 2024 @ 1:35am 
@over easy I tried to balance it as to not make it too powerful, here's a spreadsheet [imgur.com] with more numbers if you want to take a look
over easy 16 Aug, 2024 @ 7:18am 
I like the look of this, but it seems (just looking at the numbers, haven’t played the mod yet) like it gives too much for too little investment. How well balanced are these compared to vanilla biotech content? I try to keep my mods in “just powerful enough to be worth the resources” range, avoiding going any farther than that.
seabazian 9 Aug, 2024 @ 12:56am 
3/10 - mechanoid killed all pawns while blabbering about skynet
\(• ◡•)/ 2 Aug, 2024 @ 6:58am 
Noice mod, thank you! Perfrectly fits vanilla.
Sobb  [author] 31 Jul, 2024 @ 10:32pm 
@m11kire
Fabricors and advanced fabricors are capable of research but in vanilla research cannot be done by mechs unless some other mod enables that (this one does not). I am unsure why it is causing issues with stored research
m11kire 31 Jul, 2024 @ 6:37pm 
did you add research to the list of tasks an advanced fabricor can do recently? mine are trying to, but there's something wrong and they just stand there. Logs: https://gist.github.com/HugsLibRecordKeeper/6c92e402ae64034dcbca4b4cbc5294b9
I'll also be asking the author of stored research about this, as it may be an incompatibility with mechs researching in their mod
Aulwynd 8 Jul, 2024 @ 9:17am 
Need CE compat for this so bad :sheep_cry: would the auto patcher mod work?
Sobb  [author] 6 Jul, 2024 @ 9:19am 
Unfortunately not compatible with Combat Extended
2962342497 6 Jul, 2024 @ 8:59am 
CE?
Axmurf 4 Jul, 2024 @ 9:04am 
Personally as someone who prefers mods that increase vanilla things (Like this) to make them better or add more... so often do they come unbalanced... I haven't tried it just yet but by just reading the description (and my knowledge of Biotech) this seems rather well balanced for the increased bonuses. Def will be adding this, and just so you know. Good job!:steamthumbsup::steamthis:
Clarence H. 3 Jul, 2024 @ 9:34pm 
Great mod, however when playing with Combat Extended the advanced mechs have their armor set to zero and the advanced militor's gun doesn't work properly, but everything else seems to work as intended.
ComedyCorpse 29 Jun, 2024 @ 2:57pm 
This mod looks amazing, can't wait to try it !
nja 29 Jun, 2024 @ 3:53am 
Would it be possible to add mod options? I would like to be able to change the bandwith requirement.
Sobb  [author] 28 Jun, 2024 @ 9:33pm 
Fixed
Morgreth 28 Jun, 2024 @ 2:31pm 
Talking about the Advanced Tunneler: Is it intended that its weight class is "light"? Kinda feel like it might not be, considering the regular one is "heavy". ^^
Ashen 27 Jun, 2024 @ 11:04pm 
Maybe make them cost 4 bandwidth and 20 wastepacks, on par with centipedes?
Sobb  [author] 27 Jun, 2024 @ 10:50pm 
Tbh I agree, it's just that the game scales the wastepack output with the bandwidth cost and the tunneler costs 6 bandwidth (mechs generally produce 5 wastepack per bandwidth). I'll have a look in a bit on balancing this
Ashen 27 Jun, 2024 @ 10:34pm 
personally 30 feels like a tad bit too much considering centurions/war queens/diabolus produce 25 per cycle
Sobb  [author] 27 Jun, 2024 @ 9:22pm 
@Ashen Wasn't intended, fixed so they produce 30 now (2x regular tunnelers)

@:3 Yes
fat elvis 27 Jun, 2024 @ 11:09am 
Is this compatible with the mechanoids don't create wastepacks mod?