RimWorld

RimWorld

Mechanitor Encounters
81 Comments
citizern 17 Jun @ 9:50am 
turkler put my starsector in my rimworld :beeped:
turkler  [author] 11 Jun @ 2:41am 
if you think 'sex with a warqueen mech' as a string hidden in the debug menu you'll be amazed by what I'm adding to the game next
GravitWry 10 Jun @ 5:12pm 
I too JUST also found out about 'sex with the warqueen' in dev mode, I laughed so hard that I got a headache.
DodoMans 10 Jun @ 12:55am 
why do you add sex with a warqueen mech
CyberBatty7 9 Jun @ 9:41pm 
Want to make a (Any custom race can be a mechanitor), Mod?
Aitor 31 May @ 8:02am 
idk if its only me but this implants seem to be too weak when you consider how dangerous obtaining them is, like, i have to take almos all mi colony for a week, half of them will return limbless or die and the reward is... an implant that gives you a little quirk and cripples you, and you cannot even remove them, getting them is not worth the risk involved
SoakieCat 27 May @ 1:31am 
The girl in the art looks poorly armoured, I hope you keep her safe inside the base
turkler  [author] 23 May @ 11:09am 
@Raptor idk, give it a shot I guess
Raptor 23 May @ 7:15am 
igh, yeah.
Anyway, my point was not to remove it complete. I like to disable the material part (the glass and its assets).
Do you use that? Because if not it should work and we avoid the possible conflict & bloat.
I have no problem with the other stuff introduced.
And it is a problem with Rebuild & VE: They bundle things which should be parted. Best example are the warcarskets, which are simply exo-skelets, which are bundled to their pirate mod... thats like adding a unicorn to CE.
turkler  [author] 23 May @ 6:37am 
@Raptor under the comments of my machinists faction mod, people tell me to not use ve stuff and suggest rebuild instead. under the comments of this mod, people tell me to not use rebuild and suggest ve instead. I will continue to use both
Raptor 23 May @ 2:56am 
I also not a fan of rebuild doors and corners because it is just NOT doing that but instead adding new materials like for example glass which comes with alot side effects. Every other mod doing that has hidden incompabilites and i doubt it is different here. looking at the comments of that mod it already comes in.
But i get your point too.
My question: My approach is to use cherry picker to disable the material part. Are you using the glass stuff? Or will it break your mod?
Anyway, i know this is something pretty much every mod maker hate but perhaps you should consider to use one or two of the vanilla expanded mods for additional objects. They usually avoid the problem i mentioned above.
like 17 slugs i think 15 May @ 11:52pm 
you GOTTA put a hot lady on the cover for the clicks huh
turkler  [author] 23 Apr @ 7:25pm 
@Ashen yes
Ashen 23 Apr @ 3:01pm 
Do you need a mechanitor in your colony for the encounters to become available?
turkler  [author] 23 Apr @ 4:31am 
@niewielebrakowalo vanilla building options are very barebones, rebuild adds a lot of stuff used in the designs of the encounters
niewielebrakowalo 23 Apr @ 4:14am 
can i ask why does it need rebuid doors and corners? id love to play with this mod it seems awesome but i dont like stuff from rebuild doors and corners such as persepctive doors and glass it adds.
bagel 31 Mar @ 7:17pm 
dang well I'm going to save up cause this seems like a really good mod thank you replying really fast and i look forward to the content added by the mod (also TY for saying cause i don't wanna kill my save with a lot of hours)
turkler  [author] 30 Mar @ 12:23pm 
@BAIXO yes, I'm afraid
bagel 30 Mar @ 10:51am 
is royalty a requirement? i have the other DLC's but not royalty (sadly i don't have it cause i am a panhandler on the side of the street)
Biarossa 27 Mar @ 3:01pm 
It works fine, it was a me problem.
turkler  [author] 27 Mar @ 11:24am 
@Biarossa I can't replicate the issue, file a report in the discord if you want help. otherwise I'll write the issue off as a you problem
Biarossa 27 Mar @ 11:08am 
I just got an "ego projector" (not the decaying one, normal one) from a mechanitor. Implanted it on my mechanitor but I cant get the effect it gave to his mechs, even though ı can see the ego projector on his health bar. (11 social skill)
turkler  [author] 25 Mar @ 2:07pm 
@ThatVia :3 I do have a discord where I share the art I commission, you can find a link at the top of the mod page
ThatVia 25 Mar @ 4:21am 
anywhere specific to see more of her? I love her design!
水游鱼 6 Mar @ 2:27am 
@turkler 我以为把核电站建在地下就没问题了,于是我的核电站带着基督山伯爵的地下宫殿一起升天了:steamthumbsup:
当然这不是你的错,不过12个带宽的加成感觉配不上不定期机械组进攻的debuff。考虑到机械组巢穴每次入侵带的这么一大坨小兵,我想我只是借了那个领主区区12个带宽,他是否值得这么生气...是不是应该给与这个植入体更多的带宽,或者削弱这个debuff?
turkler  [author] 6 Mar @ 1:51am 
@水游鱼 that event simply spawns a regular drop pod raid with no special perimeters
水游鱼 6 Mar @ 12:15am 
这个mod跟multifloor有bug。
正常情况下在别的楼层时一切事件(尤其是袭击)不会生效,但是机械组的报复袭击(就是那个植入了巨型上行衔路的报复事件)会发生在植入者所在楼层,导致b1层时落了一大堆落石
turkler  [author] 11 Feb @ 5:09am 
@NightLorde update to the latest version of the mod
NightLorde 11 Feb @ 5:07am 
The turrets seem to be sold in places they should not be, I found a makeshift charge turret sold for free by an orbital bulk goods trader
turkler  [author] 10 Feb @ 6:41am 
@Darian Stephens so, the vanilla expanded framework has some great tools which allow you to export structures. this system uses a 'layout' and 'symbols' - the layout is just a big list, with entries for each tile in the exported area and symbols basically specify what item, building or creature each entry in a layout correlates to. the tools in the framework let you automatically export the layout and required symbols for a given area, so you can build a base in a flat map, export that, and add that map to your encounter/faction base/whatever very easily
however the export tool, for some reason, just doesn't export symbols for certain stuff sometimes. I checked the symbols file and sure enough, the ego projector didn't have a symbol. manually added one and that did the trick
Darian Stephens 10 Feb @ 6:20am 
Hehe, I just noticed the def prefix for the mod.
Nice.
Darian Stephens 10 Feb @ 6:18am 
Yaaay, there's an Ego Projector there, now!
I suppose I'll load up my latest save and spawn one in, then.

Out of curiosity, what was the issue?
turkler  [author] 10 Feb @ 6:06am 
@Darian Stephens before visiting the site. I can't make things pop into existence in existing maps
Darian Stephens 10 Feb @ 6:03am 
The one before visiting the site, or will the artifact appear regardless?
turkler  [author] 10 Feb @ 5:58am 
@Darian Stephens alright, please make sure steam updates the mod and then try again in that save, should work now
turkler  [author] 10 Feb @ 5:52am 
@Darian Stephens strange, can you keep that save? I do have a fix in mind that I'll push out in a moment
Darian Stephens 10 Feb @ 5:32am 
Loading a save I made right after entering the site, I can see that the mechanitor had a 'Decaying ego projector' in them.
Was I meant to recover this from their body before it disappeared? They never left their compound in the time we waited, though (We stayed there for quite a few days more than expected, waiting for some extra supplies to be made back at base).
There's also nothing on the carpet here when I dev unfog the map.
Additionally, going to a save prior to visiting the complex and then visiting it again reveals the same thing: The carpet is empty, and the mechanitor has the decaying projector. Killing them just gives an option to extract the mechlink.
Darian Stephens 10 Feb @ 5:12am 
Yeah, there's a 3x3 section of 'carpet (limestone)' fenced off, which looked like a spot where something should be, but it was completely empty.
turkler  [author] 10 Feb @ 4:54am 
@Darian Stephens I've seen a similar report to yours but I'm unable to replicate it
there should have been a part with cream colored carpet, was there nothing there?
Darian Stephens 10 Feb @ 3:20am 
I just did one of these, killed LOADS of militors, and haven't found anything.
The mechanitor died of heatstroke while we were preparing an offensive (And waiting for reinforcements after scoping out the map), with only a mechlink and painstopper in their corpse, and a bandwidth pack + airwire headset in their inventory.
The only unique thing we've found is a makeshift charge turret and the crates.
Even the back room, with more militors, had nothing. The crates in the front area had some components, drugs, and devilstrand.
Is the turret the reward? It's not mentioned in the artifact list, but it is from this mod. Did we get a dud, or was the reward somehow destroyed, or failed to spawn? Does it matter that the mechanitor we found is a non-human species?
turkler  [author] 8 Feb @ 11:06pm 
@Myrst thanks for the report, will fix
Myrst 8 Feb @ 3:58pm 
Just had a "Makeshift charge turret" show up from a bulk vendor, has a market value of 0. Pretty sure that wasn't intended to be a trade item?
Aitor 7 Feb @ 7:52pm 
after cleaning the fog of the map, and searching the names of every possible treasure, i cant find anything special, the mechanitor did have an ego projector installed but it didnt come off with the mechlink so i assume that, maybe another mod caused an error
blitz260819 7 Feb @ 7:02pm 
Amazing mod, I truly love it
turkler  [author] 7 Feb @ 1:00pm 
@Aitor did you look everywhere? perhaps the building was half-covered with mountains, every map has a treasure
Aitor 7 Feb @ 12:57pm 
i just raided one of the mechanitors and i cant find any treasure, the only thing i found where some components
Pronóxius de Macaé 5 Feb @ 6:31am 
you gotta do BBL Drizzy for the next mod's art
turkler  [author] 5 Feb @ 12:18am 
@ThatVia yes :3
ThatVia 4 Feb @ 11:00pm 
is that an oc? is there more art of her??
Ronmax 4 Feb @ 8:13pm 
Hi! so far im really enjoying the mod specially the raids to these mechanitor bases, it would be cool if as we collect the artifacts other mechanitors try to breach raid the player for them, or a way to hack or search for the artifacts sites so we now are the ones that have to defend the site from raids from other mechanitors, and finally I have a question, is there any way to change the probability of the mech retaliation?