RimWorld

RimWorld

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Reinforced Mechanoid 2 (Continued)
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Mod, 1.6
File Size
Posted
Updated
31.049 MB
3 Aug @ 11:30am
11 Aug @ 10:48am
2 Change Notes ( view )
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Reinforced Mechanoid 2 (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
946 items
Description

Update of Helixien, Taranchuk, OskarPotocki, Luizi, IcingWithCheeseCake, Sir Van, Reann_Shepards mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2910050186
with permission

The release of RimWorld 1.6 added improved support for Asset Bundles[github.com].
To avoid doubling the size of the mod, it was re-released using only Asset Bundles, you can find the previous version of this mod here.

- This mod now includes all features of the Gestalt Engine so there is no need to have both loaded.
- For more features, checkout Reinforced Mechanoid2 Extended by Eclair



[discord.gg]
[github.com]






You can see all changes in the changelog tab!

Current mod version: 0.9b3
Supports Rimworld version: 1.4

This mod is mostly complete, but since its rather big and I dont have a huge team behind me, there is still stuff missing that will be added over time!



Welcome to Reinforced Mechanoids 2!
“Reinforced Mechanoids 2” , formerly known as "HALO: Rimworld Heretic Mechanoids", is an expansion on "Reinforced Mechanoids: Tyrikan-Line" and the vanilla Rimworld mechanoids, adding new threats, weapons, buildings, a faction and gameplay mechanics that perfectly fit into the vanilla game.

All mechanoids brings something new to table. They have unique abilities, behavior, etc. They are not just new skins for yet another enemy that shoots you. Not all new mechanoids will spawn in the vanilla faction, as these mechanoids are mostly part of a new ancient factions you can find on the world map.
On top of that, the player gets to build all of them and send them into combat themselves!

The mod also adds a new way to produce power, based on an old mod called "Mechanoid Power". All with new code, textures and reworked balance.

For owners of the Royalty DLC, the mod also adds a way to finally make use of both the weather controller and climate adjuster yourself. Something I always wished I could do!

Last but not least, if you wish you could control your mechanoids without the need for a mechanitor, you now can with the Gestalt Engine!

All comes with vanilla friendly textures, lore text (well, to some degree) and balancing as good as I managed to do it. Everything is integrated into the vanilla game and will feel like it always has been there.
















































Graphics are made by Oskar Potocki, ISOREX and me.
XML and patches are done by me and Taranchuk.
C# code done by Taranchuk.
Special thanks to Respect for sponsoring a lot of the content in this mod!

Rimworld is owned by Tynan Sylvester and he wants you to finally buy his book!

CC BY-NC-ND 4.0[creativecommons.org]


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using the Log Uploader or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods
| tags: gestalt engine

| tags: gestalt engine
Popular Discussions View All (1)
1
16 hours ago
It seems that an error occurred with melee animation due to the lack of texture folder
Anler
52 Comments
StellarZynova 5 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 7 hours ago 
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 hours ago 
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 17 hours ago 
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.