RimWorld

RimWorld

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Logistics Mechanoid
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
943.648 KB
6 Nov, 2022 @ 1:03pm
1 Jul @ 12:09pm
11 Change Notes ( view )
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Logistics Mechanoid

In 2 collections by hYPERION
My Rimworld Mods
15 items
Mechanitor Balance Tweaks Supported Mods
35 items
Description
This mod adds in a new gentle giant to whisk your carry weight issues away.

The Logistics mechanoid is a heavy carrier mech fitted primarily for caravans, although its also capable of doing hauling work when off the road.

Highlights:
  • Rideable: Caravan Riding Speed is 1.3 (Same as a donkey)
  • Move speed of 2.70c/s
  • Carry weight of 380kg (Technically 385 but -5kg due to claws)
  • 2 Bandwith
  • Armor is 60% sharp and 40% blunt
  • Hydraulic claws as main weapon (6.45 DPS) (Armor Penetration 30%)
  • Smoke Pop Abillity
  • Supercharge Hydraulics Abillity (Doubles movement speed for 12 hours, 2.5 day cooldown)
  • Capable of Hauling
  • Body size of 1.6 (Equivalent to Termite mechanoid)
  • Requires standard mechtech
  • Only 6 garbage waste packs per charge

Cost:
(Made at Large Gestator)
- 5 Cycles
- 140 Steel
- 60 Plasteel
- 6 Components
- 1 Regular Subcore
- Melee Skill Package (Only if Mechanitor Balance Tweaks is loaded.)

- 100 Steel (Revive)

Misc:
Now requires Harmony

Should be safe to add to Saves, and probably safe to remove as long as you clear out all the content from your save beforehand. (Always make a backup beforehand to be safe!)

Used Vanilla Props Expanded in some of the screenshots: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2102143149&searchtext=

If you're looking for a similar transport like mechanoid (and dont have Biotech) VFE Mechanoids has a similar transport mech known as the "Autostrider": https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2329011599
(Someone pointed out that the mechs seemed similar, while true, at the time of creation I did not have it in mind, either way both vary greatly in implementation.)

This mod is my second Rimworld mod, made after a particular backlog of ancient complex quests and a complete lack of pack animals. I wanted something more stylish for my Mechinator to journey along with and so came this mod, given my moderate lack of experience with the Rimworld Art style I am really happy with how the assets for this mod turned out.

There's More?!:

I may not respond but I love to hear feedback on the mod, my ability to fix issues may not be the best, but this mod is fairly simple anyways and should (hopefully) not have any issues.

Thank you for reading this far, if you would like to support future mods consider donating via ko-fi.[ko-fi.com]
https://ko-fi.com/pal5k
91 Comments
Farbott 28 Jul @ 12:00pm 
While super rare I assume, could the hydraulic claw if possible be set to NOT be a possession if thats something that exists? Possessions for everyone pulled it for a pawn and they cant remove it from their inventory, I dont exactly know which of the two would be responsible for that so I'm gonna take it there if this isn't fixable on your side
hYPERION  [author] 1 Jul @ 12:10pm 
Seems to have been working fine and just needed a tag change, if any issues due to the update occur please report them.
Space Chimp 1 Jul @ 8:02am 
please update :c I miss my steel caterpillar
Monbland 22 Jun @ 1:37am 
PLEASE UPDATE!
FripouilleSaharienne 15 Jun @ 10:35am 
fr
CrazyOwl 25 May @ 11:51pm 
Is is at all possible to make logistic mech, or any other mechs for that matter, behave like pack animals when you form a caravan with them?

The things is, when you form a caravan with pack animals the colonists load stuff into the pack animals inventory. But when you form caravan with mechs the mechanitor just takes everything into their own inventory, which makes managing inventory a nightmare.
Fired 24 May @ 9:51pm 
Is this CE compatible?
hYPERION  [author] 5 Jan @ 8:39pm 
@RandomEdits There is not, infact the functionality of them appearing in any faction trader caravan is apart of my Persona Mechanoids mod, regardless of whether this mod is actually present. (The implementation of those is different and not actually usable by the player like the logistics mech in this mod.)
RandomEdits 5 Jan @ 7:48pm 
Is there an option to have these guys spawn in a caravan in other factions?
Mark Bobaba 9 Dec, 2024 @ 8:07am 
Is there any chance you could change its smoke pop effect to a fire foam pop. I think this makes more sense as its more to do with stock piles than combat