RimWorld

RimWorld

248 ratings
More Mechanitor Mechs 2.0
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Mod, 1.5, 1.6
File Size
Posted
Updated
4.163 MB
24 Jul, 2024 @ 12:39pm
20 Jun @ 5:01pm
16 Change Notes ( view )

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More Mechanitor Mechs 2.0

Description
New and Resurrected
This mod adds more mechanoids to fill in the missing skill areas and further flesh out your mechanoid army. It also adds small patches to improve Mechanitor-only gameplay by allowing a few restricted job types.


Currently, there are six new mechanoids.













Project Roadmap
All of these are ideas as it stands right now, if the fate smiles they will be implemented.

Mechamind
Status: Done
Tier 3: Capable of research and launching psychic EMP blasts.

Wardron
Status: Done
Tier 2: Armed with a less-than-lethal baton and capable fulfilling the everyday needs of prisoners, but not recruiting them.

Demetron
Status: Backlog
Tier 3: Nonviolent and capable of plants, cooking, and animal handling, meant as a late-game all-in-one solution to food production.

FAQ

Q
The Mechanoids are just wandering and not doing their jobs.
A
  1. Do they not have access to the area the job is in?
  2. Do they not have access to the required materials to complete the job?
  3. Do they not have the required bodyparts to complete the job? (Arm shot off, etc)
  4. Was the mechanoid created before Complex Jobs was installed?
  5. Did you uninstall Complex Jobs after the mechanoid was created?
  6. Are you using a mod other than Complex Jobs that alters base game WorkTypes?
If you answered yes to any of the items listed, that's likely the source of your problem. If you answered no to all of the items listed (Are you sure?), then create a post in the pinned Issues discussion thread.
Q
I have a found Bug/Error/Issue.
A
Put them into the "Issues" discussion thread. Provide detailed explanation of what was happening when the issue happened. If you submit a report outside of the discussions thread, I may ask you to repost it in the thread or just outright delete it. You have been warned.
Q
I have a suggestion.
A
Put them into the "Suggestions" discussion thread. Any suggestions outside of the thread will be deleted to prevent clutter.
Q
CE?
A
Yes, blessed be.

Credits:
Nalzurin - C# code, Harmony patches and xml.
UltraEmailMan - Original mod creator, Art and xml.

Addendum
Special thanks to the original creator of the mod, UltraEmailMan. They granted me full rights to take over and work on the mod. The original idea is their and they were the reason I got into rimworld modding as a whole.
The original mod page link:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2880075558
Popular Discussions View All (2)
59
19 May @ 6:23pm
PINNED: Post your Issues here!
Nalzurin
23
1 hour ago
PINNED: Post your suggestions here!
Nalzurin
69 Comments
Bat stealer 11 Jul @ 6:46pm 
FINALLY, HANDLING AND RESEARCH MECH:steamhappy::steamhappy::steamhappy:
darthdud0 18 Jun @ 10:19pm 
could the mechamind be given dark study work type? i would like my robot to study the deadly monsters instead of my fleshy colonists. also great mod.
モルフォ 15 Jun @ 12:48am 
找了好久能照顾动物的机械体,终于有了!
good job!
radm.botalov07 30 May @ 12:36pm 
Hello, will there ever be a mechanoid added that can recruit or enslave prisoners? I can't find such a mechanoid anywhere in the workshop. Or is it impossible to do this because of the code? :confusedkarlach:
Vireosa 8 Apr @ 5:12pm 
I love this mod. Mechs are the best! However I was wondering if anyone else is having the issue of wardrons trying to interrogate prisoners (anomaly thing) but failing due to no speak, and then repeating this getting stuck in a loop
Smxrez 8 Mar @ 9:03am 
"It also adds small patches to improve Mechanitor-only gameplay by allowing a few restricted job types."

What are the patches specifically?
[岗] Señiorita woofers 5 Mar @ 1:49am 
@Nameless You can set shutdown zones in WVS for your wardron. Although I have too encountered the second issue for some reason.
DiademDracon 1 Mar @ 9:17am 
Can mechaminds do Anomaly research?
Alexios II Komnenos 16 Jan @ 5:04am 
Not to be rude, but that image doesn't explain or tell anything to help the mod author understand the error (if it's actually an error from this mod)
Gravebound 13 Jan @ 8:12pm 
Discovered a strange interaction here where my prisoners weren't eating when this mod was active. I also noticed the warden bot wasn't actually doing its job despite all other criteria being filled. Deactivating the mod allowed the prisoners to behave as normal and feed themselves.

https://i.imgur.com/iIJMQd9.png