RimWorld

RimWorld

Cerebrex Node Unleashed
88 Comments
BasedWarlock 5 Aug @ 2:31pm 
I run the steam version
Sentinel  [author] 3 Aug @ 11:24pm 
@BasedWarlock are you running the steam version of vehicle framework or the github one? I tried with the one on steam and it worked for me
BasedWarlock 3 Aug @ 5:34pm 
I also am using vehicle framework, i wonder if that might be the cause?
BasedWarlock 3 Aug @ 5:29pm 
Very cool mod, all aspects work for me except for the network connection, no command works unfortunately :/
MilΩMeg4 1 Aug @ 11:53am 
no i did not, it was a brand new save with a brand new node, though the log strongly suggested it was vehicle framework that cause the issue and it worked after i removed it
Sentinel  [author] 1 Aug @ 11:32am 
@MilΩMeg4 Can't replicate the issue with just vehicle framework and this mod, did you install this mid save with an existing cerebrex node?

If yes simply destroy the cerebrex node and respawn it with dev mode.
MilΩMeg4 1 Aug @ 10:58am 
the GUI for both network access and summoning a specific mech either doesn't work or breaks the game completely with vehicle framework
https://pastebin.com/5mBbA1J3
DreigonDD 31 Jul @ 8:23am 
Lovely and amazing mod and more to what I expected of the Odyssey ending to be, thank you so much for your hard work. Is it possible to add a way to completely stop the Cerebrex core from spawning mechanoids? I had in mind to use the base as my main colony and I simply want the core to be a trophy, basicaly.
Austin5125 30 Jul @ 6:45pm 
Can you make confirm button in spawn specific mechanoid selection menu? I know I can adjust quantity first and select the mechanoid, but I always forget and do it in reverse.
Sentinel  [author] 29 Jul @ 12:14am 
@月羽狐 I'd do it if I had art for it, I don't draw so i can't do that myself.
月羽狐 29 Jul @ 12:12am 
If you can update the texture of this wonderful weapon as well it would be perfect. Currently it looks like a cup of red tea
Sentinel  [author] 28 Jul @ 11:21pm 
Update: Made language files to allow for easier translation of the mod
eban 27 Jul @ 7:46pm 
it would be cool to have the apocriton revival ability added to this item! (if its possible)
Mr. T 27 Jul @ 8:29am 
this is so cool
Sentinel  [author] 26 Jul @ 7:50pm 
Update:

Added harmony dependency


New commands for network access menus:

[M.O.O] Mechanoid Offensive Orders:

Update: Synchronize the mechanoids targeting system to ignore current allies.

Purge: Update the mechanoid targeting system to attack everyone. Excluding you.


[M.I] Mechanoid Industry:

Mining: Order construction of sites that will send uranium and gold over time.

Fill: Order filling of the mechanoid excavation sites.


Fix:

Mechs will no longer attack prisoners or slaves.
Sentinel  [author] 26 Jul @ 5:38pm 
@leknochentrocken Will be added in the next update
Sentinel  [author] 26 Jul @ 5:36pm 
@Rahim

I'm keeping the dev button in case there's ever an issue and people need to activate the drop to see the error message, concerning the balance, I feel it's fine as an item you get for beating the game.

I'm not against making a cell generation for the sites, though it's odd you could enter them since I removed the ability to do that or at least thought I did.

Concerning the mechs attacking the prisoners, I'll see what I can do.
Rahim 26 Jul @ 5:21pm 
And also, I noticed one oddity: my pawns attack a friendly swarm of mechanoids in close combat. And the swarm also purposefully goes to kill my prisoners!
Rahim 26 Jul @ 5:19pm 
I love this mod, thanks for making it! Please remove the DEV button to send supplies from the mech factory and balance the mod. The command to call the simulation is very unbalanced, as is the instant deletion of the faction. As an option, you can add a command to call a mechanoid cluster. Also noticed that the factory is essentially missing on the cell as a building, you fly there, and it's empty, somehow not very fun :(
leknochentrocken 26 Jul @ 12:32pm 
Another suggestion-perhaps allow mechanoids to ally with other factions of your choosing. Right now, for example, if you attack a settlement, the mechanoids will kill the slaves, or if you're being raided and allied support arrives, they end up getting shot by the mechanoids you called in.
MechaMaria64 25 Jul @ 3:57pm 
@sentinel thats unfortunate honestly, i was looking for a way to stop it without flooding my game with friendly mechs overloading my mechanator.

cool mod though either way.
DerangedMouse 25 Jul @ 3:56pm 
so cool
Sentinel  [author] 25 Jul @ 2:13pm 
@MechaMaria64 It doesn't, you can make the mechanoids allied with this and it should make the raids stop, or you'll just get friendly reinforcements from the mechs.
MechaMaria64 25 Jul @ 1:59am 
Does this stop the mechhive from persuing your ship endlessly? I honestly am looking for a way to stop that because the salvage ending not doing that is incredibly frustrating as I was hoping to make a space base once it was defeated, but rely heavily on mechs so losing access to diaboli and war queens is problematic
Luna 24 Jul @ 12:41pm 
i would like this as an implant
Qui 24 Jul @ 9:23am 
Love this mod, but would there be a way to make the node's Deactivate ability either low-cooldown or AoE/map-wide? Either way, thanks for your work, this is great!
Zoe, the Bad Wolf 23 Jul @ 8:43pm 
Thank you! :D
Sentinel  [author] 23 Jul @ 6:06pm 
Done, made them deconstructible
Zoe, the Bad Wolf 23 Jul @ 5:54pm 
@Sentinel, would it be possible to make the drop pods summoned by this mod either deconstructible or reinstallable?
Zoe, the Bad Wolf 23 Jul @ 5:11pm 
@Sentinel, I finally got to it on the main game and sure as expected, installed your mod the second after I was done with it. :D

The reward on the base game is interesting, but in the spirit of making it balanced, they kinda of like made it very unappealing. Same with anomaly!

Thank you so much for your mod, as always!!!
Sentinel  [author] 23 Jul @ 4:07pm 
Good to know, I don't know how it will behave in every case so I added a confirmation box, should be enough for a warning.
leknochentrocken 23 Jul @ 4:03pm 
I used this on a faction whose leader I had taken prisoner-no bugs so far. I’ll probably update this comment thread if I encounter any issues, but for now, everything seems to be working perfectly.
leknochentrocken 23 Jul @ 3:54pm 
Thank you.
Sentinel  [author] 23 Jul @ 3:49pm 
Update:

Added a new command:

Eradicate Destroy a faction in the world. (May break your save depending on who you remove.)
leknochentrocken 23 Jul @ 3:13pm 
Ironically, I do indeed have the leader of the faction I wiped out held hostage. But thank you for adding another command to handle that - I appreciate it. I know it’s nitpicky.
Sentinel  [author] 23 Jul @ 3:09pm 
That could cause issues with pawns if you have a prisoner of their faction when you destroy the faction but i'll make a separate command that does that.
leknochentrocken 23 Jul @ 3:04pm 
 I know I’m being nitpicky at this point, but would it be possible to have the faction fully removed—diplomatically as well as physically? Right now, wiping them out removes their bases, which is great, but they still appear in the faction list and might still be able to initiate raids. Ideally, they'd be completely erased from the game state.
leknochentrocken 23 Jul @ 2:11pm 
Quick as always - thanks! I’ll be putting it to immediate use wiping out the pesky Remnant Government.
Sentinel  [author] 23 Jul @ 2:09pm 
Update: Added command to Network access:

Wipeout: Order the mechanoid network to wipe out a faction of your choosing.
leknochentrocken 23 Jul @ 12:29pm 
Yes, that’s exactly what I was thinking. This mod likely tries to spawn one of the Alpha Mechs mod’s mechanoids, but because I’ve disabled some of them in the settings, it gets replaced with a vanilla mechanoid which would explain the feedback loop.

Anyway, I’ve been able to fix it easily by just deleting the tile where the self-replicating mechs appear. Since this is more of a mod settings incompatibility than a direct conflict or a bug in your mod, it’s not really your problem. thanks again for keeping this mod so active, its my favorite 1.6 mod for sure.
Sentinel  [author] 23 Jul @ 12:20pm 
@leknochentrocken Ah then yeah this isn't intended behavior, the normal behavior is having the mechs drop down from their pods.

This might be on Alpha Mech's part, the ability just spawns mechs from the combat groups available for the mechs
leknochentrocken 23 Jul @ 12:19pm 
Also, thanks for giving my command idea some thought!
leknochentrocken 23 Jul @ 12:18pm 
Just to clarify-I do have Biotech, and I’m fairly certain this is a bug. It’s not just that a small group of Scythers spawns. What happens is: one Scyther appears, then another spawns almost instantly, then another, and so on-in a rapid loop. It happens so quickly that within about three seconds, the game already starts to lag for me.

Everything else works fine, but that spawn loop is what makes me think my earlier theory might apply-though I can’t say for certain.
Sentinel  [author] 23 Jul @ 12:13pm 
@leknochentrocken That command sounds simple to add, i'll try that.
Sentinel  [author] 23 Jul @ 12:12pm 
@leknochentrocken Do you have biotech loaded up? If not then it's normal the mechanoids have their yellow tint, the non biotech version simply sets raid points to be used to 1250, the custom age is in the biotech version of the ability since I needed to replace it to have the custom behavior.

Also I don't think it's a bug, there's a few combat groups with a lot of the same units, for example:



<Mech_Scyther>10</Mech_Scyther>
<Mech_Pikeman>10</Mech_Pikeman>
<Mech_Lancer>10</Mech_Lancer>
<Mech_CentipedeBlaster>10</Mech_CentipedeBlaster>
leknochentrocken 23 Jul @ 12:05pm 
Also-might just be a mod incompatibility-but I’m encountering a bug where calling Hive mechanoids sometimes results in a large number of Scythers or Pikes being spawned. They appear slightly yellow, indicating they’re aged, which normally shouldn’t happen since you’ve set them to spawn at age 0.
My theory is this: in the Alpha Mechs mod options, I disabled the spawning of certain mechanoids. This mod might be trying to spawn one of those disabled types, fails, and then retries-possibly defaulting to Scythers without realizing it’s substituting them. That’s just a guess, though-it could be caused by something else entirely.

Since this might be a mod incompatibility, there’s no obligation to fix it, of course. I just wanted to leave it here in case it’s useful to someone else-or in case you decide you want to address it yourself.
leknochentrocken 23 Jul @ 11:59am 
Of course, there’s no need to implement this, but I’d like to suggest a command that removes a single faction from the game. Say you’re not a fan of the Impid tribals-you could eliminate just them, without impacting the rest.
Sentinel  [author] 23 Jul @ 10:31am 
Update:

New commands for Network Access

Factory: Order construction of sites that will send steel and plasteel over time.

Destroy: Order disassembly of the mechanoid factories

Changed the UI as it was becoming too cluttered.
Latex Santa 23 Jul @ 7:28am 
@Sentinel
Now, instead of being merely decent, it's pretty damn great.
Thanks for the mod! My cyborg xenotype legion, the Adaptoids, thank you in advance.
Sentinel  [author] 22 Jul @ 10:14pm 
@Reprogrammed Automaton I suppose I could make the mech brain a big mech booster? I don't see what I could do with it.