RimWorld

RimWorld

Reinforced Mechanoid 2 (Continued)
320 Comments
nikita150u 7 hours ago 
Can you buff shield of Caretaker (>x10)? Cause some cheaper-to-produce Legate from Alpha mechs place it in shame corner with 5000 hp shield
Mlie  [author] 8 Jul @ 12:07pm 
@Hibab10 Please see the Reporting Issues section described above
Hibab10 8 Jul @ 12:05pm 
I don't know why, but the mechs from Alpha Mechs can't switch their weapons using their ability, and I suspect it's because your mod changes something in the code and prevents the weapon-switching ability from working. Without your mod, everything works fine.
Mlie  [author] 4 Jul @ 10:10pm 
@StockSounds You would have to ask the author of it
StockSounds 4 Jul @ 5:25pm 
What was the original mod discontinued for?
Mlie  [author] 29 Jun @ 12:01pm 
@mryan.bkk Updating all my mods, see discord for progress
mryan.bkk 29 Jun @ 11:59am 
1.6?
mir_38 19 Jun @ 9:22am 
Attacking ship remnants immediately causes them to be considered "destroyed" because there are no hostile human pawns that aren't in cryptosleep- also, holy fuck there are so many mechanoids
Hibab10 17 Jun @ 11:13am 
it is impossible to resurrect the matriarch mechanoid
Visoth 17 Jun @ 9:07am 
Hi again. I have built the Spartan droid charging station found in the security tab. The droid it created died and is saying "Needed to rebuild machine: advanced component x1, plasteel x15"

I have the materials, but I cannot figure out how to rebuild it. I right click the charging station with my mechanitor but its not interactable with right click. I do not see any other information anywhere about this part of the mod and google turns up nothing.

How do I rebuild these destroyed spartan droids? I
Mlie  [author] 17 Jun @ 2:40am 
@(´・ω・`) Ive never used the mod, perhaps you could verify this by checking on an older version of RimWorld?
(´・ω・`) 17 Jun @ 1:39am 
The bases of the new faction are treated as "destroyed" the moment you enter them. Doesn't seem like this was intended.
VelxraTV 17 Jun @ 1:20am 
Oh I didnt realize this one was fixed for 1.5 such a great restoration ty
Mlie  [author] 16 Jun @ 9:05am 
@The Lord Pootis I did not see it when I published. It does not mean its not an error now. If you have a solution, please post it on the github-repo as a PR or an issue and Ill take a look when I get to this mod. With the release of 1.6 it will take a month or two before I can look into this.
The Lord Pootis 16 Jun @ 6:35am 
@Mlie Ok so after a slight bit of tweaking with the texture files of the affected mechs it seems the vulture and behemoth mech have an extra overlay sprite with "west" in the name that the others don't have, simply flipping their direction using a program such as paint.net seems to fix the issue with it being reversed in game, for the zealot it turns out the sprite for the newer and ancient variants are not quite aligned with each others, the sprite on the newer one is just slightly more to the left than the ancient one so bring it more left to be aligned with the ancient version fixes the issue with it's overlay too.

It's very weird that you're not seeing those issues on your end however.. is my mod somehow outdated in some way?
Mlie  [author] 16 Jun @ 6:26am 
@The Lord Pootis I have no idea, Ive never used any type of texture optimization as they seem to be causing errors with various mods. You should probably ask the developer of it
The Lord Pootis 16 Jun @ 6:09am 
@Mlie I did do texture optimization with rimpy, how would I go about undoing it? do I just delete the .DSS texture files? Assuming that's all I'd need to do I have tried with only this mod on (and character editor for easier testing) and I can confirm that the behemoth and vulture have their overlay reversed when facing left specifically, not right tho. I also discovered that the zealot's overlay is also slightly misaligned but only on the sides and only when it's under a 100 years old, if it's ancient then its aligned properly.
Mlie  [author] 16 Jun @ 5:12am 
@The Lord Pootis is this with only this mod loaded with no texture optimizations etc.? I have not noticed this in my tests.
The Lord Pootis 16 Jun @ 5:11am 
A minor thing that would need fixing when you get the time is the allegiance overlays of certain mechs, specifically the behemoth and vulture's is reversed when facing to the side.
Mlie  [author] 11 Jun @ 6:35am 
@Cubile Oddity I think such compatibility is better added on their end.
Cubile Oddity 11 Jun @ 6:22am 
well to make the ship that land on the planet be the same as the méchanoid ship in space that are added by SOS2. and if it is not already the case have some of the mecanoid in said ship in orbit be one added by this mod
Mlie  [author] 10 Jun @ 10:20pm 
@Cubile Oddity Compatibility in what way?
Cubile Oddity 10 Jun @ 5:29pm 
Do you plan to add a compatibility with the mechanical spaceship found in Save Our Ship 2 one day ?
FungalFish 4 Jun @ 2:18pm 
Once again, Mlie is the GOAT. Happy that we haven't driven you insane with our countless requests (yet)

I wonder what happened to the original.
Mlie  [author] 30 May @ 11:27am 
@CTH2004 I dont change the original descriptions and I always have my disclamer on continued mods to point out that I do not take any ownership of it or accept donations for it. Its still the original authors property and they always have the right to have the update removed.
CTH2004 30 May @ 11:24am 
Yeah.

Although @mile, I think it would make sense to bring that information over here, as it’s valid for this mod.

Also, as this page says “updated with permission”, I’m just curious why you still have the “it might get taken down” notice.

Just wondering! And, may I just say, thank you for bringing the full mod together, not splitting the gestalt engine, as well as update it it!
Mlie  [author] 29 May @ 11:14pm 
@Visoth You can read about it on the Gestalt Engine page linked in the description
Visoth 29 May @ 11:10pm 
I noticed a mech called the "Matriarch" that isn't listed in the description. From reading the description in-game, it leaves me puzzled on its intended purpose. Can this mech create new mechs by itself? Does it just repair mechs? I think some added detail to the description, and inclusion to the mod page would be nice. I'll have to test this thing out on a dev-mode enabled save file.
Mlie  [author] 26 May @ 11:46am 
@Droider It requires you to upgrade the engine as well.
Droider 26 May @ 11:30am 
There is a bills tab for the gestalt engine but no bills even with all research unlocked. Am i missing something?
Head 22 May @ 7:23am 
Amazing mod!
Mlie  [author] 21 May @ 11:21am 
@Jackel990 No, but there is already a mod that lets you pickup mech weapons
Mlie  [author] 19 May @ 11:05am 
@-KV- GODF Maxou You should probably ask on their discord
-KV- GODF Maxou 19 May @ 11:03am 
Is this combat extended compatible? i don't see any mention of it so i guess not?
NukaBomb88 3 May @ 9:12pm 
Does anyone else have a problem where mechs controlled by a gestalt engine don't have any command range when drafted?
cyberkotletka0__0 1 May @ 10:15am 
I think I did it
Mlie  [author] 1 May @ 10:03am 
@CYBERKOTLETKA Please see the Reporting Issues section described above
cyberkotletka0__0 1 May @ 10:01am 
I don't understand how to do this
Mlie  [author] 1 May @ 9:45am 
@CYBERKOTLETKA Can you link to a log of this happening with just the two mods loaded?
cyberkotletka0__0 1 May @ 9:40am 
mods "Reinforced Mechanoid 2 (Continued)" and "Alpfa mechs" between themselves when using the ability of "Goliath" or "colossus" Mechs change weapons
I can assume that this happens due to the influence of Reinforced Mechanoid 2 on the weapon system of the mechanoids
Is it possible to write these mechanoids out from under the influence of Reinforced Mechanoid 2.
Both of these mods are my favorites and I would be very sorry to disable one of them!
Mlie  [author] 1 May @ 9:20am 
@CYBERKOTLETKA I dont understand the question
cyberkotletka0__0 1 May @ 9:18am 
Can I somehow disable the influence of your mod on specific mechanoids?
Mlie  [author] 1 May @ 9:14am 
@CYBERKOTLETKA You should probably report it on their mod page
cyberkotletka0__0 1 May @ 9:05am 
Pawn Colossus 1 got primaryInt equipment AM_Gun_GoliathNeedle23486 while already having primaryInt equipment AM_Gun_GoliathNeedle9782


hello i apologize for the bad translation i just dont know english,
i have a problem with the mechanoids goliath and colossus from the alpfa mechs mod they dont change their weapons when their ability is activated
Mask of Humble 29 Apr @ 2:21pm 
Weird, when I used this mod I didn't see the matriarch mech
Mlie  [author] 29 Apr @ 2:19am 
@Mask of Humble As mentioned in the description, all parts of Gestalt Engine is part of this mod.
Mask of Humble 28 Apr @ 11:52pm 
I wish this mod added something comparable to the Matriarch from Gestalt Engine (Continued)
Mlie  [author] 20 Apr @ 10:41pm 
@Tahaneira Not sure, I dont see any references to it in the code so might just be for resources
Tahaneira 20 Apr @ 4:49pm 
First, thank you for continuing to update this great mod.

Second, does the mech crate do anything or is it just decoration?
Mlie  [author] 20 Apr @ 1:28pm 
@John Li Then you should probably report it on their page