RimWorld

RimWorld

[AV] Mechtech
143 Comments
Pappi_Rabbi 3 hours ago 
:(
Greisyn 11 hours ago 
MY COMPANION! j/k thanks for the update on well the update lol im really enjoying the new dlc so i understand you completely Veltaris. thanks for the mod and trust I have this favorited for when the update hits <3
Psyckosama 18 hours ago 
Drat. Here I was hoping you wouldn't be able to play without it. ;)
RedGoat 20 hours ago 
having fluoids in space would be such a nice roleplaying tie in, love the mod and i cant wait to use it in 1.6 myself
gunns22 13 Jul @ 8:02am 
@Veltaris

That's perfectly fine. We're all gamers deep down. Take as long as you need.
Veltaris  [author] 13 Jul @ 7:57am 
Yes, it will be updated to 1.6 when I find the time - after I enjoyed the new dlc.
I'm a gamer first, modder second :)

So make your run without this mod first, it will take a bit.
gunns22 13 Jul @ 7:03am 
@Veltaris

Any news on a 1.6 update?
child assault services 13 Jul @ 5:52am 
will this be added to 1.6?
Nighthawk 4 Jul @ 5:51am 
does it work on 1.6?
trouter 24 Jun @ 9:40am 
Yeah, after digging around a bit I think it's just a bug with how the info panel displays "work types" for mechs - it goes by all jobs classed as mining, rather than separating the jobs under the "mining" umbrella. I'll let the Mining Priority dev know, thanks!
Veltaris  [author] 24 Jun @ 6:32am 
@trouter
Thanks for letting us know! I'll add that to the compatibility notes.
No mechanoids can operate a drill unless a mod specificly adds that (my mod does not add it) - so there is nothing I could really change about it.
You might want to drop a comment under the Mining Priority mod, they could probably fix that inconvenience.
trouter 24 Jun @ 5:43am 
Seems like scrappers are listed as being able to do deep drilling, but they can't actually operate the drill.

For anyone using the Mining Priority mod with the default settings, the mere existence of a scrapper will prevent anyone with less than 12 mining from operating the drill unless those settings are changed.
Roque the Rogue 17 Jun @ 5:01pm 
I'll take a look and see what's up with the new version, been testing a lot of mods on unstable, the performance improvements included in 1.6 are awesome.
Veltaris  [author] 17 Jun @ 2:06pm 
@Rokuna
That means that something is erroring out for you. Without a log I can't do anything. Please be so kind and post your playerlog or hugslib log in the pinned bug reports channel.
Rokuna 17 Jun @ 2:02pm 
(small update) removing this mod from load up fix the issue.
Rokuna 17 Jun @ 1:46pm 
Hello, I noticed this mod updated today and now all my pawns are invisible and the game seems to be breaking while trying to load up?
Veltaris  [author] 16 Jun @ 7:05am 
@Kayo
The mech will use its missiles on its own when undrafted, but NOT when drafted.

This is how it looks with just this mod alone:
https://www.youtube.com/watch?v=MebHyIGbsqs

Please post your modlist / playerlog or hugslib log in the pinned bug reports channel.
There seems to be mods which interfere with its behaivior.
Kayo 16 Jun @ 5:46am 
Please. I beg of you - remove the missile barrage from the Tarantula's auto-attack ai while drafted. That kind of firepower needs to be manually aimed; the mech shouldn't have the ability to decide that the singular imp that stood back up after being down was worth 120 chem fuel and a fresh hole in my hole to finish off.
Veltaris  [author] 15 Jun @ 1:21pm 
Yes it does.
While it can start up in 1.6, it shows errors.
Without looking to much into it, I can already tell that neurill and the additional royalty mech cluster mortars are broken.
Unless you want to test what breaks and what still works, I would not recommend using this in 1.6 yet.
Roque the Rogue 15 Jun @ 12:35pm 
Does this mod even require a version 1.6 update?
Engineer Gaming Part 3 14 Jun @ 12:20pm 
thx
Engineer Gaming Part 3 13 Jun @ 8:27pm 
You able to make a small little patch so bandnode expander works with Deadman switch's bandnodes?
Veltaris  [author] 16 May @ 4:40am 
@Mako
Nevermind, [AV] mechanoid orbittal traders already has a setting for that. (allow hijacked mechdrop incident)
Veltaris  [author] 16 May @ 3:26am 
@Mako
That event is part of [AV] mechanoid orbital traders. I'll add a toggle in the next update :)
Mako 16 May @ 12:13am 
The mod is great, my only issue is the random events that have an uncontrolled mech drop on the map. If you're not planning to have a mechanitor colony and it goes rogue it just serves as an annoyance. Perhaps the event can be toggled with a mod menu?
健太郎大冒险 11 Apr @ 7:52pm 
@Veltaris thank you for your response!
Veltaris  [author] 10 Apr @ 8:14am 
@健太郎大冒险 (2 / 2)

I'm unsure if toggling it to work on psychicly deaf mechs would cause any other problems instead. Usually their is a reason for 0 psychic sensitivity (even if that reason is just balance).
As I am working on a bigger update for this mod, I'll not look into this in the near future.

However if you want to switch it yourself you can do so easily!
Find the mod folder for this mod and look at 1.5\Defs\Apparel_Utility.xml
Find the first <onlyTargetPsychicSensitive>true</onlyTargetPsychicSensitive> and change true to false. Should you mess something up that way, you can always unsubscribe and resubscribe to redownload the mod.
Veltaris  [author] 10 Apr @ 8:14am 
@健太郎大冒险 (1 / 2)
The hacking lance works on non-vanilla mechs, when they meet the conditions:
- you have enough charges for their bandwidth
- their bandwidth does not exceed the limit in the mod settings (default 3 | max 5)
- they are not a boss
- have psychic sensitivity

Mechs from Dead Man's Switch have 0 psychic sensitivity, so any of the vanilla lances won't work on them as well. I'm assuming that this is wanted by the creators of Dead Man's Switch.
健太郎大冒险 10 Apr @ 1:13am 
Thank you for the hard work! I love your mech mods! Is there any plan that the hacking lance would be compatible with Deadman's switch's mechanoids? I have tried it currently only work on vanilla mechnoids?
Shouravik 28 Mar @ 2:33pm 
Alright so the micropod bill keeps being deleted when I move away from my screen, not sure what's going on there.
Shouravik 28 Mar @ 9:51am 
Thanks friend
Veltaris  [author] 28 Mar @ 9:43am 
@Shouravik
fabrication bench / machining table / any smithy
needs 'Cultivation pods' research first.
Shouravik 28 Mar @ 9:30am 
Where do I make the Micropod?
InputThought4 26 Mar @ 2:34pm 
Hey thanks for the response I thought it would've been a progressive overload on the brain. Like every 5 extra bandwidth you'd use it would reduce consciousnesses.
Veltaris  [author] 26 Mar @ 1:42pm 
@InputThought4
It should work, that pawn gets a new "ability" to tell it how much brain capacity you want to trade:
Screenshot [i.imgur.com].
Also a little warning, the text in the item description is not just flavour (although you can reset it in dev-mode).
InputThought4 26 Mar @ 1:30pm 
Does the Mech Link Limit remover work? I tried putting it on my Mechanitor but it didn't change the amount of bandwith or allow me to add more mechs to them.
HOOTERS 22 Mar @ 5:30pm 
OK ill have to find which mod im using that's stopping the shells button from appearing hopefully that fixes it thank you :D
Veltaris  [author] 22 Mar @ 2:51am 
@HOOTERS
No. Check if you allowed your mortar to use them though.
They might be not allowed in this selection:
Screenshot [i.imgur.com]
HOOTERS 22 Mar @ 2:10am 
unsure why none of the mortars are taking the waster shell or the mech deployment shell, do i need to have a special mortar for it ?
Börek Obama 14 Mar @ 8:51am 
Thank you very much and mechs using mortars will be a cool feature! The new mech also looks really good.
Veltaris  [author] 14 Mar @ 7:26am 
@Gringo Ingo
A bit more info on the buffs:
companoid buffs overview [i.imgur.com]



And because I'm already taking screenshots, here's a little preview of the next features of this mod :)

mechs using mortars [i.imgur.com]

next new mech [i.imgur.com]
Veltaris  [author] 14 Mar @ 4:11am 
@Gringo Ingo
It buffs nearby friendly pawns. Similar to the way Ideology DLC's combat command works. Changing the module changes the given buff.
Börek Obama 12 Mar @ 4:15pm 
Hello what is the difference between the different modules of the companion sphere. Also what does the Sphere actually do?
Indigo Cactus 9 Mar @ 5:22am 
I love this mod. A lot of mods that add new mechanoids tend to really bloat things - I love that this mostly just fills in the gaps for what Biotech doesn't already add. Specifically the scrapper is a huge gamechanger - mechanitor colonies need a lot of steel but you don't get the tunneler mechanoid until later in progression. And I adore the fact that I can have the splash screen mech. Fluoid my beloved <3
queenelise9830 7 Mar @ 11:38am 
Not ideal but okay. thanks.
Veltaris  [author] 7 Mar @ 7:51am 
@queenelise9830
I can't change it without also requiring VRE Androids, so instead I've added a setting to [AV] Framework which allows psychicly deaf pawns to install mechlinks (turned off by default).
This bypasses VRE Androids restriction to their "mechlink allowing gene".
queenelise9830 6 Mar @ 1:11pm 
Aww. Any chance of compatibility if it doesn’t work? I may be scheming a run wherein this combination would be beneficial.
Veltaris  [author] 6 Mar @ 12:08am 
@queenelise9830
I don't know. That depends a lot on how VRE Androids is deactivating and activating mechlinks, but I would assume that they don't work, as basic mechlinks also need psy-sensitivity.
queenelise9830 5 Mar @ 7:51pm 
They have 0 psy-sensitivity but an optional upgrade that disables the sensitivity requirement of mechlinks(without actually making them affected by psychics)
queenelise9830 5 Mar @ 7:50pm 
Do Basic Mechlinks in this work for VRE Androids?