RimWorld

RimWorld

Reinforced Mechanoid 2 (Continued)
54 Comments
Mlie  [author] 9 hours ago 
@Hibab10 Not sure why you are writing here if you have an open discord thread about it?
Hibab10 9 hours ago 
Hello, you haven’t fixed the bug where the Matriarch mechanoid can’t be resurrected (there’s not even a function for it). I wrote about this in the Discord channel, but you only fixed the mechs’ weapons.
StellarZynova 23 hours ago 
Does anyone know what mod is making the Matriarch bug out? or tell me how to use the Matriarch cause they just arent working.
PvtGrumpy 12 Aug @ 1:27pm 
Nah nvm it seems like whatever slate issue is happening is to a lot of diff people. prob a modpack issue. Sorry
blue hippy 12 Aug @ 8:12am 
I tried some debugging, since the mod list is kinda long, but could not figure out what causes the error. It occurs after adding this mod and loading into the save.
When using a fresh start only with this mod + dependencies, then everything is displayed as is. Probably some funny interaction with some other mod.

The only warnings occurring when loading into the save is:

Could not find think node with key -1705100702
...
MonoMod.Utils.DynamicMethodDefinition:Verse.Game.LoadGame_Patch4 (Verse.Game)
...
MonoMod.Utils.DynamicMethodDefinition:Verse.SavedGameLoaderNow.LoadGameFromSaveFileNow_Patch1 (string)
Verse.Root_Play/<>c:<Start>b__1_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread
...

There are a bunch of these, but no idea how they could be related at all.
When starting a new game with the mod list everything is fine, so this the save. Gonna try it out next playthrough.

@Mlie Thanks for all the work in reviving this, but also all the other mods! :steamhappy:
Gold Plated Diaper 12 Aug @ 4:02am 
When mech siege happens and it gets defeated their blueprints dont dissapear and screws decision making of pawns till i devmode clear those blueprints. weird
sora347 11 Aug @ 5:45am 
seems like hacking a summoned boss does not cause it to drop a chip (at least diabolus)
PvtGrumpy 10 Aug @ 8:09pm 
I just had the same issue as blue hippy, as in my mountain tiles for slate have all disappeared, the only ones that remain are ones I've damaged either mining or stray bullet shots. Not sure why it's happening but just to confirm that it is after I installed this mod that it's happening without any errors that I saw
The Gaming Archaeologist 10 Aug @ 5:48pm 
One of the images has mechanoids with different weapons. So can you replace their weapons?
Gravenwitch 10 Aug @ 12:32pm 
several minor vulture mech issues:
mechs that are downed from limb damage will walk away after being repaired slightly by a vulture mech, the vulture is able to continue repairing them at very long distances.

The vulture mech appears to consume no energy when repairing.

Vultures repairing mechs with serious injuries occasionally kills them, like when the mech stands up from a recently repaired leg they just instantly die about 5% of the time. The death recap says they died from whatever injury was just repaired. This occurs even when the mech is safely inside my base, not on fire / in a gunfight etc.

Thank you for maintaining this wonderful mod!
Gravenwitch 10 Aug @ 12:26pm 
I second mnewton1's comment, I can't seem to equip them despite the mech not spawning with a weapon. The buffer bots description says it is supposed to equip human weapons. Is the description off or is there something else going on?
Mlie  [author] 10 Aug @ 4:59am 
@blue hippy Slate tiles are not part of this mod, they are part of the base game.
blue hippy 10 Aug @ 4:57am 
When adding this mod to an existing save and some weird stuff happened, without any error.
All slate tiles (the mineable mount stuff) on the map where removed. Colonists can walk through the area where previously slate was. Also the fog of war is still present and doesn't get removed.

Could it be that the slate tiles are missing from the asset bundle? (No idea how to check)
Mlie  [author] 9 Aug @ 10:54pm 
@Axira That error is not from this mod
Mlie  [author] 9 Aug @ 10:52pm 
@-=GoW=-Dennis Everything included is listed in the description
Axira 9 Aug @ 10:27pm 
XML error: <soundAmbient>GeothermalPlant_Ambience</soundAmbient> doesn't correspond to any field in type BuildingProperties. Context: <building><artificialForMeditationPurposes>false</artificialForMeditationPurposes><ai_chillDestination>false</ai_chillDestination><soundAmbient>GeothermalPlant_Ambience</soundAmbient><destroySound>BuildingDestroyed_Metal_Big</destroySound><buildingTags><li>Mechanitor</li><li>Gestalt</li></buildingTags><spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity></building>
mnewton1 9 Aug @ 8:44pm 
I have the same question as @Fallout, how do you give the Spartan and Buffer droids weapons? The don't come equipped with weapons but the description says "this model is fitted with humanoid manipulators and can use such weapons", yet I can't seem to given them weapons
-=GoW=-Dennis 9 Aug @ 4:37pm 
Does this already use the updated Vanometric Powercell from https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3041187151 , or is that mod necessary to have the "newer" one?
Vertisom 9 Aug @ 6:45am 
Is the Matriarch incapable of resurrecting mechanoids using a gestator, or is there a reason it might not be able to? I have a Vulture mechanoid that often get's insta-killed in combat, and I have to use a human pawn, dedicated to just their resurrection, as the matriarch refuses to resurrect them.
The Matriarch is unrestricted in area, dumping stockpiles exist for removing toxic wastepacks from the gestator, enough steel exists in storage for the resurrection, and the corpse is accessible. The human pawn is fully capable of resurrecting, but the Matriarch is not.
Sumatris 9 Aug @ 12:05am 
@Mlie: Yeah, you're right of course. Thanks for replying anyway :-).
Mlie  [author] 8 Aug @ 10:35pm 
@Sumatris You would have to ask the original author about design desicions
Sumatris 8 Aug @ 10:24pm 
What's the rationale behind the Gestalt Engine being incapable of doing anything without upgrades? Shouldn't it at least have some basic functionality when built?
Fallout 7 Aug @ 7:10pm 
question how do you give the mechs weapons as the are built with out one
StockSounds 7 Aug @ 6:16pm 
@Redd Herring
It's not lost on me, but yeah, I guess it is more of a clever Oskar moment.

Maybe implies that the Gestalt Engine will return in VFE Mechanoids 2?
Redd Herring 7 Aug @ 12:56pm 
@StockSounds You realize that Oskar (one of the people who did the art for this mod) is also an artist for Ludeon, right? And did a lot of texture work for Odyssey?
Dah Big Bird! 7 Aug @ 12:14pm 
can't wait to set up 0 pawn run again with the gestalt engine and progenitor mech if that ever gets updated
wawa 7 Aug @ 10:54am 
The music in this mod is fucking Majestic. I am most thankful
Brother Tanithos 7 Aug @ 12:03am 
@Reaper415 I figured as much. Guess Ill pop open a dev quickstar and test it
StockSounds 6 Aug @ 6:23pm 
Can't be a coincidence that the Gestalt Engine has a red interface and is full of exposed wires, and the Cerebex Core has red lights all over it and is covered up and down in wires, and they both just so happen to do the same thing as each other.

Nice, Ludeon.
Reaper415 6 Aug @ 1:59am 
@Brother Tanithos The original one is. As long as no defs were changed, this should be too.
Brother Tanithos 5 Aug @ 2:42pm 
think this is compat with CE?
Magia🔥Baiser 5 Aug @ 9:43am 
Infinite thanks! :Core_Idol::blackstone:
5 Aug @ 12:08am 
ngl gonna do the same prob
5 Aug @ 12:07am 
@turkler we all know what youre gonna do with mechs from this mod
turkler 4 Aug @ 10:01pm 
thank you so much for the update!
meraDMG 4 Aug @ 7:10pm 
@Tstil1987 You always need pawns to launch a gravship because it counts as a "Ritual", if you want something close to that i recommend the Persona Mechanoid Pawns 2 mod
Tstil1987 4 Aug @ 1:14pm 
anyone knows if is it possible for mechs to be able to launch the gravship by themselves?
Bosh 4 Aug @ 10:19am 
MLEE!
ПΛПО Dragoon 4 Aug @ 9:43am 
Eyyy thank you for this!
UltraEmailMan 4 Aug @ 9:23am 
Oh interesting. Now I'm even more curious lol.
Mlie  [author] 4 Aug @ 8:58am 
@UltraEmailMan Hard to explain in english. I dont think there is a comparable word. 🙂
UltraEmailMan 4 Aug @ 8:46am 
Hey Mlie, I've always wondered... How do you pronounce your name? Is it like Millie? Melee? M'lay?
Fellow Kriegsman 3 Aug @ 11:13pm 
Well, you did your part, amazing work btw
Mlie  [author] 3 Aug @ 11:05pm 
@Fellow Kriegsman They seem to have removed it, it happens
Fellow Kriegsman 3 Aug @ 11:02pm 
the link for original mod isnt working.
The Gaming Archaeologist 3 Aug @ 9:57pm 
also, from the images it appears you can equip mechanoids with weapons, making me thing that this mod might also make this one redundent? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3496237884
Keohtyzed 3 Aug @ 7:44pm 
Thank you Mlie! You make Rimworld modding special. I was migrating to 1.6 last night and I was a bit nervous about it. But whenever I saw you on a mod page, I knew things would be okay. My new playthrough is working perfectly and I am glad to have switched! I had never heard of this mod but I am totally going to try this out :steamhappy:
will.loken 3 Aug @ 5:49pm 
@pyroraider47 #Ilikeit0001 this is the 1.6 version legacy is 1.4/1.5 Version
PyroRaider47 #ILikeIt0001 3 Aug @ 5:25pm 
whats different between this and legacy?