RimWorld

RimWorld

Advanced Mechanoids
105 kommentarer
Sobb  [ophavsmand] 5. okt. kl. 0:57 
@Wid4er Sure, go ahead
Wid4er 4. okt. kl. 10:03 
Hello! I love advanced mechanoids. I like to play on a fairly difficult level, so I've created a small personal mod/patch that increases gestation costs and changes some stats. I just want to ask if I can share it with the community. If you plan to add the ability to modify these parameters from the mod settings in the game, my patch will obviously become useless, but I'll appreciate it anyway!
Zahawk84 29. sep. kl. 2:54 
One of the mods I was using added a +50% precept, didn't know that wasn't base game.
Also forgot to mention they were under the effect of a Mech Booster.
Just tested with no other mods, turns out a different mod was buffing the base game constructor to the point it was better than the Adv variant.
Sorry for wasting your time. At least we spotted the construction speed...
Sobb  [ophavsmand] 29. sep. kl. 1:43 
@Zahawk84 I'm not sure where you're getting those numbers or what mods you're using, could you clarify? The mechanoid labor precept grants +20% mech work speed and stat changes are as follows:
Regular Constructoid:
Global work speed 50% -> 70%, Construction speed 25% -> 35%, Work skill remains at 10
Advanced Constructoid:
Global work speed 100% -> 120%, Construction speed 62.5% -> 75%, Work skill remains at 15

Also the advanced variant does have a construction speed modifier but it wasn't visible, I've patched it now so that it shows up in the info panel
Zahawk84 28. sep. kl. 17:19 
Issue may or may not carry over to the other mechs, I haven't checked yet.
Zahawk84 28. sep. kl. 17:18 
Bug?Report: The Advanced Constructoid doesn't have a construction speed modifier, so in cases where ideology is installed with the Mechanoid Labor Precept(+50% Mech Work Speed Offset), regular Constructoids with GlobalWorkSpeed 135% ConstructionSpeed 135% WorkSkill 14 are faster than the Advanced ones with GlobalWorkSpeed 150% (No ConstructionSpeed Modifier) WorkSkill 15.
toetruckthetrain 13. sep. kl. 22:45 
does this increase work skill
Vøid 6. aug. kl. 12:16 
really good mod anyways but just curious
Vøid 6. aug. kl. 12:15 
question, will you even let us build more advanced mechs, like advanced lancers, centipedes etc?
perc20 30. juli kl. 8:43 
im js autistic and never activated the mod xd
perc20 30. juli kl. 7:59 
where do u make them bro im looking in mech gestator and there are just the normal ones ??
DiskenCider 20. juli kl. 14:20 
@Sobb Bro sorry but all Tuneeler not deep drill. without any bug report
I have a post with image in reddit here. https://www.reddit.com/r/RimWorld/comments/1m50215/problem_with_tunneler_doesnt_use_deep_dill_with/
Sobb  [ophavsmand] 19. juli kl. 20:06 
@DiskenCider The deep drilling works fine, perhaps you could try resubscribing to make sure both mods are updated or if you could share logs or your mod list because it could be another mod causing issues

@narutiedu3 Not compatible with CE
DiskenCider 19. juli kl. 18:54 
Bro, your tunneler didn't do the deep drill.
narotiedu3 18. juli kl. 15:47 
CE?
Zoe, the Bad Wolf 15. juli kl. 11:20 
@Sobb,
Thank you do much for the newest update.
It fixed any and all issues. :D
Zoe, the Bad Wolf 14. juli kl. 20:27 
The plot thickens.
It seems it's the combination of Tunnelers are Deep Drills, your mod and Work Modes.
A list with just the three of them throws the error.

If you'd be interested in looking:
https://gist.github.com/HugsLibRecordKeeper/fc991da86939c921757fc6ada8794af1
Zoe, the Bad Wolf 14. juli kl. 16:47 
@Sobb
I am getting this particular error whenever I got your mod and Tunnelers can deep drill. I understand both of your mods work together. I tested it and it works fine with just the two.

However, on my particular mod list, whenever I add his mod and yours, it happens.

But, considering your developer eye, since it looks like a patch's fault that is only firing when the deep driller tunneler mod is on, could you take a quick look at the error and try and help me find what else could be the culprit?
https://gist.github.com/HugsLibRecordKeeper/6ec1a95a79c05d862e7c315faeb20077

If not, perfectly fine. I understand I am trying to put together hundreds of mods and it is just my fault. xD
Zoe, the Bad Wolf 14. juli kl. 14:23 
Thank you for your update to 1.6, @Sobb. :D
This mod is a much needed support for mechs!!! <3
Sobb  [ophavsmand] 14. juli kl. 9:16 
It should be fine now, as the mod author of tunnelers are deep drills kindly included the advanced tunneler
Baphomat 14. juli kl. 7:03 
@Sobb
This error pop when using " Tunnelers ARE deep drills" mod.
Sobb  [ophavsmand] 13. juli kl. 23:37 
@月羽狐
I'm not getting this error, could you provide your mod list?
月羽狐 13. juli kl. 16:04 
Seems a bug here:

XML format error: Raw text found inside a list element. Did you mean to surround it with list item <li> tags? <pawnKindDef>Mech_AdvancedTunneler</pawnKindDef>
jonni_d_t 13. juli kl. 4:16 
Moved your mod to the top of the list and the errors seem to have gone away! Will let you know if I notice anything else.
jonni_d_t 13. juli kl. 4:11 
Hey Sobb, I'm getting a few exceptions with your mod, happens intermittently with the Advanced Constructoids and while saving.

Exception while saving RimWorld.Verb_MeleeApplyHediff(unknown/TerrainVerbs_Mech_AdvancedConstructoid69680_0_KickMaterialInEyes): System.NullReferenceException: Object reference not set to an instance of an object
[Ref 64D37D38] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)

Full Hugs log is here, can be found on line 2873 & 2832.
https://gist.github.com/HugsLibRecordKeeper/0908762b44f58349ef6b7c254aa38278#file-output_log-txt-L2832

What can I do to help narrow this down?
貅遥 12. juli kl. 20:52 
Would be awesome if you could make it compatible with "Tunnelers ARE deep drills".
Cuwboi 11. juli kl. 7:17 
The modlist in the game says that the mod is not compatible with this version of the game
Myphicbowser 5. juli kl. 18:50 
Hell yeah, I love this mod and I'm glad that it got updated before the release of Odyssey
King-Of-♥♥♥ 29. juni kl. 15:24 
Is there a plan for lancers, pikeman and all that fun stuff?
Nooctae 16. juni kl. 0:51 
After playing with this mod a bunch, I think you got the cost of the advanced mechs just right. They're extremely expensive and they should be, but it feels really good to have a few powerful utility mechs rather than a swarm of mediocre ones.
DELKOS 2047 15. maj kl. 10:42 
so sussy
Thaks for the mod i need
Stim The One 27. mar. kl. 12:29 
A much needed upgrade. Any chance we might see another that gives advanced versions of the utility ones given in alpha mechs like the fishing or writing bot?
El Cartas 15. feb. kl. 21:08 
Is safe to add in a existing save
ggfirst 1. feb. kl. 11:21 
IS this mod compatible with [Fab can brew?] I really like the concept making Fab able to brew drinks.
Alan 28. jan. kl. 6:45 
What a fucking legend, a patch literally the next day. Now just gotta wait for CE team to add a patch on their end because their autopatcher absolutely shits itself
Alan 27. jan. kl. 16:42 
Would be awesome if you could make it compatible with Paramedics Slaughter and Lifters Capture Them
Kusko25 30. dec. 2024 kl. 10:00 
In case someone is interested, the reason why the mechs from this mod appear so small in the control group window is that Defs/PawnKindDef[@Name="AdvancedMechanoidKind"]/controlGroupPortraitZoom is set to 0.8, rather than the 1.8 default Rimworld uses
litekoala 10. dec. 2024 kl. 11:35 
i love that the adv cleansweeper is just bigger with one more eye sensor thing ontop
selageth 27. nov. 2024 kl. 0:57 
Thank you, thank you, thank you! Especially for the advanced constructoid with a higher skill.
Dragontamer997 20. nov. 2024 kl. 15:41 
Is this safe to add to an existing save? I'd love to cut down on the number of mechs I have roaming my base and these upgrades seem like a way to do that.
Kimo' 4. okt. 2024 kl. 7:43 
@JooJ Advanced constructoids have 15 construction
JooJ 4. okt. 2024 kl. 7:42 
This mod looks good but i wanted to know if advanced constructoids have a higher construction skill than the normal ones. There are some modded items that require absurd construction skill but vanilla constructoids only have 10
Kimo' 30. sep. 2024 kl. 6:43 
Any chance we could get a advanced variation of the Rancher from More mechanitor Mechs 2.0 ? The rancher really fills the hole in mechs work abilities and it's a shame to have to build a tons of them to achieve similar results as regular advanced mechs. Thanks!
K9Salmon958 11. sep. 2024 kl. 1:19 
Is there a way to make the mech icons in the groups larger?
RedGoat 4. sep. 2024 kl. 8:42 
+1 to any way to upgrade existing mechs
Kimo' 27. aug. 2024 kl. 14:43 
I would love what Enigmatic is suggesting too!
Enigmatic 27. aug. 2024 kl. 14:05 
Since these mechs are effectively a direct upgrade, maybe there could be an alternate recipe that lets you directly upgrade a mech to its advanced varient?
over easy 23. aug. 2024 kl. 10:34 
Oh sweet, I love having the actual numbers to look at. Wish more mod authors made that available.

I'm trying the mod on this playthrough, and in any case, it's probably a good thing to have fewer mechanoids that work faster, if only for the sake of my TPS.
Sobb  [ophavsmand] 17. aug. 2024 kl. 1:35 
@over easy I tried to balance it as to not make it too powerful, here's a spreadsheet [imgur.com] with more numbers if you want to take a look
over easy 16. aug. 2024 kl. 7:18 
I like the look of this, but it seems (just looking at the numbers, haven’t played the mod yet) like it gives too much for too little investment. How well balanced are these compared to vanilla biotech content? I try to keep my mods in “just powerful enough to be worth the resources” range, avoiding going any farther than that.