RimWorld

RimWorld

Advanced Mechanoids
88 kommentarer
Zoe, the Bad Wolf For 3 timer siden 
@Sobb
I am getting this particular error whenever I got your mod and Tunnelers can deep drill. I understand both of your mods work together. I tested it and it works fine with just the two.

However, on my particular mod list, whenever I add his mod and yours, it happens.

But, considering your developer eye, since it looks like a patch's fault that is only firing when the deep driller tunneler mod is on, could you take a quick look at the error and try and help me find what else could be the culprit?
https://gist.github.com/HugsLibRecordKeeper/6ec1a95a79c05d862e7c315faeb20077

If not, perfectly fine. I understand I am trying to put together hundreds of mods and it is just my fault. xD
Zoe, the Bad Wolf For 5 timer siden 
Thank you for your update to 1.6, @Sobb. :D
This mod is a much needed support for mechs!!! <3
Sobb  [ophavsmand] For 10 timer siden 
It should be fine now, as the mod author of tunnelers are deep drills kindly included the advanced tunneler
Baphomat For 12 timer siden 
@Sobb
This error pop when using " Tunnelers ARE deep drills" mod.
Sobb  [ophavsmand] For 20 timer siden 
@月羽狐
I'm not getting this error, could you provide your mod list?
月羽狐 13. juli kl. 16:04 
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. juli kl. 4:16 
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. juli kl. 4:11 
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. juli kl. 20:52 
Would be awesome if you could make it compatible with "Tunnelers ARE deep drills".
Cuwboi 11. juli kl. 7:17 
The modlist in the game says that the mod is not compatible with this version of the game
Myphicbowser 5. juli kl. 18:50 
Hell yeah, I love this mod and I'm glad that it got updated before the release of Odyssey
King-Of-♥♥♥ 29. juni kl. 15:24 
Is there a plan for lancers, pikeman and all that fun stuff?
Nooctae 16. juni kl. 0:51 
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. maj kl. 10:42 
so sussy
Thaks for the mod i need
Stim The One 27. mar. kl. 12:29 
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. kl. 21:08 
Is safe to add in a existing save
ggfirst 1. feb. kl. 11:21 
IS this mod compatible with [Fab can brew?] I really like the concept making Fab able to brew drinks.
Alan 28. jan. kl. 6:45 
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. kl. 16:42 
Would be awesome if you could make it compatible with Paramedics Slaughter and Lifters Capture Them
Kusko25 30. dec. 2024 kl. 10:00 
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 kl. 11:35 
i love that the adv cleansweeper is just bigger with one more eye sensor thing ontop
selageth 27. nov. 2024 kl. 0:57 
Thank you, thank you, thank you! Especially for the advanced constructoid with a higher skill.
Dragontamer997 20. nov. 2024 kl. 15:41 
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. okt. 2024 kl. 7:43 
@JooJ Advanced constructoids have 15 construction
JooJ 4. okt. 2024 kl. 7:42 
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 kl. 6:43 
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 kl. 1:19 
Is there a way to make the mech icons in the groups larger?
RedGoat 4. sep. 2024 kl. 8:42 
+1 to any way to upgrade existing mechs
Kimo' 27. aug. 2024 kl. 14:43 
I would love what Enigmatic is suggesting too!
Enigmatic 27. aug. 2024 kl. 14:05 
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 kl. 10:34 
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  [ophavsmand] 17. aug. 2024 kl. 1:35 
@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 kl. 7:18 
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 kl. 0:56 
3/10 - mechanoid killed all pawns while blabbering about skynet
\(• ◡•)/ 2. aug. 2024 kl. 6:58 
Noice mod, thank you! Perfrectly fits vanilla.
Sobb  [ophavsmand] 31. juli 2024 kl. 22:32 
@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. juli 2024 kl. 18:37 
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. juli 2024 kl. 9:17 
Need CE compat for this so bad :sheep_cry: would the auto patcher mod work?
Sobb  [ophavsmand] 6. juli 2024 kl. 9:19 
Unfortunately not compatible with Combat Extended
2962342497 6. juli 2024 kl. 8:59 
CE?
Axmurf 4. juli 2024 kl. 9:04 
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. juli 2024 kl. 21:34 
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. juni 2024 kl. 14:57 
This mod looks amazing, can't wait to try it !
nja 29. juni 2024 kl. 3:53 
Would it be possible to add mod options? I would like to be able to change the bandwith requirement.
Sobb  [ophavsmand] 28. juni 2024 kl. 21:33 
Fixed
Morgreth 28. juni 2024 kl. 14:31 
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. juni 2024 kl. 23:04 
Maybe make them cost 4 bandwidth and 20 wastepacks, on par with centipedes?
Sobb  [ophavsmand] 27. juni 2024 kl. 22:50 
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. juni 2024 kl. 22:34 
personally 30 feels like a tad bit too much considering centurions/war queens/diabolus produce 25 per cycle
Sobb  [ophavsmand] 27. juni 2024 kl. 21:22 
@Ashen Wasn't intended, fixed so they produce 30 now (2x regular tunnelers)

@:3 Yes