RimWorld

RimWorld

VPE - Mechanitor
112 Comments
Chronomancer 5 Aug @ 4:40am 
Is there a reason why the "Manifest Mechlink" psycast doesn't add the mechlink to the brain?
Tempestus 4 Aug @ 3:40pm 
What is mean "Mech-mind only"
Agusfer 3 Aug @ 10:35am 
Honestly I hate how neither Staticlord's "recharge" nor Technomancer's "power" work on mechanoids.

Like @Tirith Amar said, would love for a psycast that recharges them in some way, or makes them not deplete charge unless repaired or something.

Just tested Ambush and Stealth precepts and 2 hours of stealth seems meh even depending on the mechanoid it's used on, ambush is fine for worker mechs and positioning for a first good hit on combat ones, changing the Stealth psycast for a recharging one would be better in my opinion.

Or just adding it in one of the two main trees, idk, maybe you wanted to keep the trees looking as they are, either way, good mod as always.
MercuryDoll 31 Jul @ 4:21pm 
Okay, i found one small issue, a continuation of my previous post, regarding the implants. Apparently pawns, which have been granted a mechlink by the psycast (bodyimplant), can use a regular mechlink implant. It will "consume" the item, but not actually grant anything, no doublelinks and no upgrades. I dont expect a fix for the issues you mentioned (save breaking sounds worse indeed), but i feel its worth mentioning for players to be cautious.
Maybe for when you may want to do a 2.0 of this mod, i'd have some suggestions for rebalancing too :)
Tirith Amar 24 Jul @ 12:01am 
Any chance we could get a recharge psycast? Instantly recharges x energy in a mech, it scales with psycaster bandwith and sensitivity.
Molay 21 Jul @ 12:03pm 
Excellent! Sounds lightweight in principle. The wealth focus makes a series of calls that request a list of all tiles in range and their wealth then sums it up, every tick, as far as I can tell. It's stupidly expensive, but I haven't dug deeper than dub's analyzer. Anyways, being able to use it without the focus is fantastic and allows me to just sidestep the issue, if it turns out to be an issue (which it probably won't be). Thank you!
Sentinel  [author] 21 Jul @ 10:33am 
@Molay I don't know how wealth focus type works but the mech focus only checks for the mech booster as it is the meditation item

Yes the tree will work fine without the focus type.
Molay 21 Jul @ 7:12am 
I have a small question about the Mech-Mind focus type. I avoid the custom focus types like the plague, as they tend to really tank TPS for me (the ones I tried at least, wealth focus being horrendous and dropping TPS from 360 to around 40). What does that focus type check for, is it optimized okay? And if I see big performance concerns, does the tree still work if I debug-unlock it without grabbing the focus type?
Sentinel  [author] 20 Jul @ 7:58pm 
Update: Removed DDS textures from the files, some users are having issues while loading these.
Sentinel  [author] 17 Jul @ 2:51pm 
@MercuryDoll LMFAOOO, that's a small issue but fixing it would require people to reset their psycast list so it's not really worth fixing imo.
MercuryDoll 17 Jul @ 2:49pm 
Okay, whether this is a bug or its like this due to a limitation, but i thought it was funny so have this meme https://i.imgur.com/xMn0HtE.png
Sentinel  [author] 17 Jul @ 6:23am 
@K9Salmon958 Good that it works, let me know if it happens again and i'll remove the dds textures from the mod files
K9Salmon958 17 Jul @ 2:32am 
Deleting Both DDS Textures, After Deleting and Reinstalling mod fixed it after i did it the 2nd time
Sentinel  [author] 16 Jul @ 8:33pm 
I've tested on 1.6 with the mods you mentioned and no error on my end.
Sentinel  [author] 16 Jul @ 8:32pm 
@K9Salmon958 Can you go into the textures folder and go to this path

"Textures\UI_Mechanitor\Tree" Delete Mechtreebase.dds

"Textures\UI_Mechanitor\PsyfocusIcons" Delete Hexagon.dds

I doubt it's that but it's the last thing I can think of.

Try sending a hugslib log so I can have a look.
K9Salmon958 16 Jul @ 8:16pm 
Advanced Mechanoids
The Dead Man's Switch
Alpha Mechs

Deleting and resubbing didnt fix it
Aulie 16 Jul @ 7:38pm 
Would be cool if they could skip gate those mini slugger turrets
Sentinel  [author] 16 Jul @ 10:10am 
Update:

1.5, 1.6:

The mech booster has been added as a meditation item for the Mech-Mind focus, place up to 8 band nodes nearby to boost the meditation power.
Sentinel  [author] 16 Jul @ 7:14am 
@K9Salmon958 I remember there being an error on 1.6 a while ago due to me forgetting to add paths for the supported mods, are you running any of the ones mentioned in the description?

Try updating the mod by unsub and resub? I did add them and it works in my game now, maybe steam borked your update?
K9Salmon958 16 Jul @ 7:10am 
Verse.ModContentPack:ReloadContentInt (bool)
Verse.ModContentPack/<>c__DisplayClass56_0:<ReloadContent>b__0 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Entry:Update ()

These are the only Error Codes that Showed up that were related
K9Salmon958 16 Jul @ 7:10am 
[Graphics Settings][Mechtreebase.png] UnityEngine.UnityException: Failed to create texture because of invalid parameters.
[Ref F7E66971] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
GraphicSetter.StaticTools:LoadTexture (RimWorld.IO.VirtualFile,bool)
GraphicSetter.Patches.TextureLoadingPatch/LoadPNGPatch:Prefix (RimWorld.IO.VirtualFile,UnityEngine.Texture2D&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.ModContentLoader`1[[UnityEngine.Texture2D, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]].LoadTexture_Patch1 (RimWorld.IO.VirtualFile)
Verse.ModContentLoader`1<UnityEngine.Texture2D>:LoadItem (RimWorld.IO.VirtualFile)
Verse.ModContentLoader`1/<LoadAllForMod>d__4<UnityEngine.Texture2D>:MoveNext ()
Verse.ModContentHolder`1<UnityEngine.Texture2D>:ReloadAll (bool)
K9Salmon958 16 Jul @ 7:08am 
Verse.Log:ErrorOnce (string,int)
Verse.InspectTabBase/<>c__DisplayClass19_0:<DoTabGUI>b__0 ()
Verse.ImmediateWindow:DoWindowContents (UnityEngine.Rect)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)

This is the error code with the mods I had on, Taking off the VPE puppeter and Hemosage actually made the error code show up
K9Salmon958 16 Jul @ 7:08am 
Exception filling tab VanillaPsycastsExpanded.UI.ITab_Pawn_Psycasts: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 3764C7AA]
at VanillaPsycastsExpanded.UI.ITab_Pawn_Psycasts.DoPaths (UnityEngine.Rect inRect) [0x00106] in <67c08b36bae3434b9d4b59a29aed2221>:0
at VanillaPsycastsExpanded.UI.ITab_Pawn_Psycasts.FillTab () [0x00875] in <67c08b36bae3434b9d4b59a29aed2221>:0
at Verse.InspectTabBase+<>c__DisplayClass19_0.<DoTabGUI>b__0 () [0x00039] in <fcfab19af5d14a608a65ebd77f29482f>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
K9Salmon958 16 Jul @ 7:02am 
With just VPE Mechanoids it works with 2 tabs, im on 1.6
Sentinel  [author] 16 Jul @ 5:23am 
@MercuryDoll It currently doesn't provide a meditation item, i'll either add the mech booster as a focus item or remove the focus type directly.

@K9Salmon958 That's weird, can you try with only VPE and this installed? i've never had this issue, are you on 1.5 or 1.6?
MercuryDoll 16 Jul @ 2:41am 
Does the mech focus do anything other than being an upfront cost to speccing into the perktrees? It doesnt show any focus objects so not sure if something like being surrounded by mechs or machinery would do anything for focus gain.
Desidious 15 Jul @ 10:22pm 
i always run a handful of mechinators in my long term colonies, this is sexy as hell to see. and it has dms as part of it, thank you, you are a blessing upon the Rim!
K9Salmon958 15 Jul @ 8:30pm 
the misc tab in the psycast page is empty im assuming thats where the Mech tab and all the others are, how do i fix it? i used a psytrainer for a mechanoid spawn and it still didnt show up
Vartarhoz 8 Jul @ 1:21pm 
Can you make it that colonists auto-cast buffs to nearby mechs that doesn't have that buff? It's hassle to find a mech and apply buff.
Coldzero 8 Jul @ 2:50am 
WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

That is all, thank you
Kylo 7 Jul @ 11:27pm 
Awesome thanks @Sentinel
Sentinel  [author] 7 Jul @ 9:22pm 
Update:
1.6:
Added missing path defs for the supported mods.
Sentinel  [author] 7 Jul @ 9:21pm 
@Kylo My bad I forgot to add the supported path xml to the 1.6 version, I added them and was able to access the main menu without errors, should be fixed.
Kylo 7 Jul @ 1:41pm 
This mod is causing a ton of errors, if I disable it, it works fine.
https://pastecode.io/s/3pqbnso4

Had to truncate the log as it was spamming so many errors it was 1mb. let me know if you need more
Sentinel  [author] 7 Jul @ 12:09pm 
Update: Added support for Reinforced Mechanoids 2 and Alpha Mechs
Coldzero 5 Jul @ 5:43am 
Noice, thanks Sentinel :D

@Bat stealer
Ye. Deploys the anti raid squad and goes back to his bunker to sip tea XD
Bat stealer 4 Jul @ 4:07pm 
level 30 psycaster mechanoid goes crazy now, imagine you are raiding a single guy and then he says: BEHOLD, A MECHANOID CLUSTER and then 10 mechanoid turrets and a diabolus spawn out of nowhere
Sentinel  [author] 4 Jul @ 12:38pm 
@Coldzero

I'll check out which mechs could be good to add in the tree, I know there's a lot of mechs in that mod so it's unlikely that every single mech will be inside the tree. I'll consider adding support for that mod though.
Coldzero 4 Jul @ 7:24am 
Hi Sentinel, thanks for the mods (they're all awesome)

Just wanted to know if it's at all possible to add support for Alpha Mechs?
I checked the XML and if it didn't involve <abilityClass>, I would've tried it myself. I suck at C#

Anyway, thanks again for the cool VPE Paths (there can never be too many). Hope to see more of your ideas soon (thumbsup.jpg)
Sentinel  [author] 3 Jul @ 4:15am 
Update: 1.6 port
Sentinel  [author] 3 Jul @ 12:21am 
Do report if you encounter another issue, glad that it seems to be working.
HEDGEH0G91 3 Jul @ 12:19am 
update on my previous comment, i have reloaded it again and removed the hediff with dev mode then put it back on, I seem to be running fine so perhaps just a glitch on my end.

I had a quick look at the XML and noticed you used severity for the levelling.
I had tried messing with it prior too, putting max_Stack in there which didnt seem to do anything but may be where a conflict occurred.


If i notice anything else I'll let you know.
Cheers
Sentinel  [author] 3 Jul @ 12:15am 
@HEDGEH0G91 That's what I suspected would happen, the pre update hediff was at 1 severity which is the 10th level of the post update upgrade, you'll have to remove the hediff via dev mode and reuse the ability.

Concerning the crash, that's odd. I only changed the hediff and the ability that grants the hediff, I didn't touch anything else.
HEDGEH0G91 3 Jul @ 12:11am 
@Sentinel I thought something had changed, I've just loaded up a save, clicked my mechanitor and saw I have a bandwidth of 129 where it was only ~30 before.
The game then crashed shortly afterwards.
I'm assuming this is the only thing that has changed since I was last on a couple hours prior though i would have booted it up prior to your update.

I'll investigate a bit more and see if I can provide more detail.

Thank you though ^_^
Sentinel  [author] 2 Jul @ 7:00pm 
Update: Mechlink upgrade is now stackable up to 10 times.
Sentinel  [author] 2 Jul @ 6:28am 
@HEDGEH0G91 That does sound possible, i'll maybe change the Psy-Mechlink psycast to make it so recasting it grants you the same bonuses up to like 5 times for example.

@Super Colby I'll have a look.
HEDGEH0G91 1 Jul @ 10:00pm 
Hi @Sentinel, love the mod
I've read through a few pages of the comments to see if anyone else had asked this but only found you specifying it didn't.

Would you consider / be able to add a mod option that allows the bandwidth upgrade to stack?

Essentially like how the band nodes do but without the structure?

Cheers,
Super Colby 1 Jul @ 8:27am 
can you add compatibility for reinforced mechanoid 2 (continued)?
SomeGuy411 27 Jun @ 5:12pm 
It IS just a retexture, but it only retextures mechs under a certain age. 100 years, I think. If it has the nice shiny newly made mech texture, it replaces those. if it has the aged texture most mechhive mechs have, it doesn't replace though.

That aside, the only weirdness I've noted so far is casting the mechlink cast while having a mechlink removes the one in your head, puts it in your body, and untethers all yours mechs. Given I'm already using "Psychic sensitivity effects bandwidth" making my solo mechanitor a psycaster for mech summons is just a natural choice. enjoying this one, glad I didn't have to figure out how to write something like it myself.