RimWorld

RimWorld

Mechanoid Ally Ending
27 Comments
mayonnaise  [author] 18 hours ago 
@PKPenguin oops! i forgot to remove that debug message from triggering. will fix later :>
PKPenguin 13 Aug @ 11:40pm 
Seems to flood my Player.log with "Ticking MechanoidAllyEnding WorldComponent!" even on a new colony with nothing going on
TheTrueJohnMadden 5 Aug @ 2:22pm 
If you're comfortable with adding another mod to your modlist there is this as an option: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2888969512&searchtext=Craftable+chips
Beliar 5 Aug @ 1:12pm 
Yeah mech threats probably rely on raid function but you can't get raided by an ally so it just breaks. One idea on how to mitigate this would be adding random chance for a boss to cerebrex mech summons, that way one could gun them down for chips i guess.
mayonnaise  [author] 30 Jul @ 8:30am 
@Beliar that also happens for the "Destroy" ending, right? if i'm not mistaken. if not i'm not sure what i could do to fix this, it might be an unintended result of making the mechanoid hive friendly...
Beliar 30 Jul @ 8:25am 
Cool but when you are playing as mechanitor this has mod has fatal flaw, Mech threats do not work, you can call them but nothing happens, so you can't get new chips and mechanitor armors require chips so renewable source of them would be nice. It would be fine if mechthreats just spawned as friendlies so you can mov them down. Outside of that rly cool idea, changes the game dynamic a lot.
JACK 24 Jul @ 10:20pm 
peak comedy
mayonnaise  [author] 24 Jul @ 2:09pm 
as far as i have tested, mech-related events (like psychic/defoliator ship parts) still occur and the mechanoids see no issue with you destroying their problem causers
JACK 24 Jul @ 12:08pm 
do mech sites still appear in the world? can't get over the hilarity of the idea of mechs seeing you approach their toxic spewer, going oh hello purple camel union!, you destroy their building, they go all right then see you purple camel union!
mayonnaise  [author] 24 Jul @ 9:58am 
@Sir_Trollman if you have the Cerebrex Node apparel that this ending gives you, then yes!
Sir_Trollman 23 Jul @ 7:43am 
Is it possable to call them for backup?
MightEMatt 21 Jul @ 4:37pm 
I didn't test the signal or powerfocus chip, but nano structuring chips don't drop when running this mod. I was also unable to use the deactivate mechanoid power from the cerebrex node, presumably because they're allied but it would still be nice to be able to use it.
mayonnaise  [author] 21 Jul @ 2:10pm 
@D3K43 forgot i had an update in the shed that made the mechhive buildings spit out modded mechs. enjoy! (but yes regardless of what mechanoid mods you have, it should "just work")
D3K43 21 Jul @ 1:03pm 
Absolutely kickass mod. Literal gamechanger for mechanitor playthroughs. Does this affect modded mechs like the Mechanite Plague, VFE Mechanoids, or Alpha Mechs, as well?
leknochentrocken 20 Jul @ 3:37pm 
Can confirm-after testing, not only do they work together, they actually complement each other too. The mechanoid settlements you can create with the Cerebrex Node Unleashed mod are now allied instead of hostile. I haven’t tried trading with them yet-if that’s even possible-but this is basically Empire 1.6 mod Lite, in spirit.
leknochentrocken 20 Jul @ 11:31am 
@mayonnaise - Makes sense. Thanks for responding!
mayonnaise  [author] 20 Jul @ 11:25am 
@leknochentrocken ahh! this mod technically doesn't target the Cerebrex Node *OR* the Cerebrex Core; so it should work just fine! in case anyone is wondering about the specifics, it uses a WorldComponent that looks for a value being flipped in the "Scavenge" ending that i placed there via Harmony patch. so as long as nothing touches the ending or my WorldComponent, it should work hunky-dory!
leknochentrocken 20 Jul @ 5:01am 
Is this mod compatible with Cerebrex Node Unleashed? I can't imagine why it wouldn't be, but both mods target the same thing. Also, with Cerebrex Node Unleashed, you can "create" mechanoid colonies, and I wonder if they're forcibly allied too.
Lemaia Borb 19 Jul @ 6:22am 
Honestly had not reached the ending when I found this mod, thank you for saving me from the disappointment cause I really thought Id be able to use it to control the mechanoids somehow, honestly ill take befriending em and just headcanon it as them under my thumb, Sarah the Mechanitor thanks you!
mayonnaise  [author] 17 Jul @ 7:26am 
@Kestrel all it means is that they wont attack you. AFAIK you can have a mech cluster land on your colony and you'll be fine :spookycloseup:
Kestrel 16 Jul @ 6:33pm 
what does being allied to mechanoids mean? Can they send you aid when you are raided? can you trade with them? i'm not sure if just by setting the relationship to 100 the game will automatically do these things lol
Incredible thumbnail
Sovereign 16 Jul @ 6:57am 
add him, me as well
turkler 16 Jul @ 3:42am 
no
mayonnaise  [author] 16 Jul @ 3:40am 
@turkler if you want, i can add you to the credits! :spookycloseup:

@Jontheknight yeah, i can see it disappointed a few other people too xD
turkler 16 Jul @ 3:11am 
wow awesome mod. interesting implementation too, who inspired you to go with such an implementation
Jontheknight 16 Jul @ 2:02am 
Hell yeah I have been waiting for this mod!