边缘世界 RimWorld

边缘世界 RimWorld

Mechanoid Upgrades
345 条留言
RuSkeleton 23 小时以前 
Приветствую! Очень приятный мод, спасибо!) Просто в качестве идеи: есть довольно свежий мод Hacking Expansion, который позволяет нокнуть (взломать, вешает состояние "Сознание max 10%") вражеских механоидов. В теории, из них можно было бы вытащить их апгрейды, но станок позволяет засунуть в него только своих) Ну и большое спасибо за мод еще раз)
GoGaTio  [作者] 9 月 30 日 上午 4:51 
@Six Feet Under mod supports all mechs that can be controlled by mechanitor(don't tested it with total warfare, but saw working with glitterworld destroyer)
Also it doesn't affect any othe system since mod adds separate tracker
Six Feet Under 9 月 30 日 上午 4:36 
Also, will this mod break native module systems, like Millian modules for Milira?
Six Feet Under 9 月 30 日 上午 4:31 
Does this mod have a patch with Glitterworld Destroyer, or Mechanoids Total Warfare?
Mace 9 月 29 日 下午 8:42 
I see. Thank you!
GoGaTio  [作者] 9 月 29 日 上午 9:55 
@Mace I don't think it's needed since tunnelers are pretty decent at mining
Mace 9 月 29 日 上午 7:17 
Have you considered adding a chip for mining? Nowadays, there are specialized chips for cooking, crafting and medical purposes, but no for mining.
Readtext 9 月 27 日 下午 1:21 
If you delete all recipes or pause everything comes back to life
Readtext 9 月 27 日 下午 1:19 
Through testing, I discovered why the game slows down when opening the workbench menu.
The workbench likely constantly checks all shelves and resource stacks on the map, or has a small tick between checks. The more shelves the player has, the greater the slowdown. Each recipe with the "Up to 10" setting places additional load on the system. This is especially critical in the late game. However, there are no errors in the log.
Flockerkill 9 月 26 日 上午 11:28 
you can also let them not be inserterd (the storages have filter) and let the lower tier ones be dropped out
cursedcarrot 9 月 26 日 上午 10:23 
So I had to destroy the upgrade storage and put them in regular storage for the fabricator to work
cursedcarrot 9 月 26 日 上午 10:17 
I have mech upgrades storage next to upgrade upgrades fabricator but it wont let me upgrade them to B tier its saying I dont have the required chips/armour
Aelflead Wayne 9 月 25 日 上午 2:47 
Thanks
GoGaTio  [作者] 9 月 24 日 上午 8:13 
@Aelflead Wayne was fixed in last update, try unsubscribe and subscribe back
Aelflead Wayne 9 月 24 日 上午 6:37 
The detonateProjectile of MU_Weapon_Grenade_Incendiary in CE patch need to be MU_Proj_Grenade_Incendiary instead of Proj_GrenadeStickBomb...
GoGaTio  [作者] 9 月 23 日 下午 10:13 
@Readtext probably it meets error spam, send log to be sure
Readtext 9 月 23 日 下午 9:48 
Why does opening the menu on the workbench reduce fps/tps so much? Maybe we need to add some delays to the menu updates?
plaerjilion_RUS 9 月 23 日 上午 12:02 
Thamks for update this mod!
Kyuubi365 9 月 21 日 下午 10:15 
okay so it seems like the game just needed a reload
Kyuubi365 9 月 21 日 下午 8:37 
so i just installed some cargo mods onto my hauling mechs but only one of them is recognized to have the upgrade, is there a fix for this? already tried unistalling and reinstalling the cargo mod
veoba 9 月 21 日 上午 8:39 
Не слишком ли они сильные? Баланс нарушают?
Rovstam 9 月 20 日 上午 8:44 
Sorry, it's Colonist instant kills.
GoGaTio  [作者] 9 月 20 日 上午 6:49 
@Rovstam hmm, in vanilla we don't have death on downed for player pawns, probably colonists died from pain or hellsphere destroyed torso/head?
Rovstam 9 月 20 日 上午 6:42 
@Avericat the only way to beat Heavy armour is with Excellent Persona weapons, such as Persona monosword.

They have humooongous Sharp protection, but tame Blunt prot

Insanity the upgraded Centipedes or centurions, and melee Diabolus

If diabolus shoots and hits you... Death is certain, unless you deactivate Colonist death on downed.
Avericat 9 月 17 日 下午 7:59 
So I was trying this mod, fearing it may make my mechanoids too op, and I dislike having too much advantage due to mods, but I quickly noticed that it can generate mechanoids with upgrades! Great I thought, and then I had a 48 hour boss battle against a fully upgraded Diabolus with ton of shield upgrades and an extra flamethrower that almost burned down my base. 10/10 mod.
Aelflead Wayne 9 月 17 日 上午 9:43 
EMP in ce have a chance to break shield
chenpunk 9 月 16 日 上午 5:58 
It seems that EMP bullets in CE cannot break the shields instantly. Not sure why...
Rovstam 9 月 10 日 上午 5:26 
Yould you make a speed chip tier A+++? I really want fast Small mechanoids, like Lifter Cleansweeper Fabricor, they are mentally slow, getting them to move at like 15c/s
健太郎大冒险 9 月 9 日 上午 4:33 
@GoGaTio hi I have tried again, there is no red font error message in dev log window though, but i manage to use dubs performance analyzer to find out that when i draft a pawn and hover my mouse over the shock lance gizmo, MU.Patch_AdjustedRange:Postfix got called intensely. I put more details in the bug report section.
GoGaTio  [作者] 9 月 9 日 上午 12:17 
@健太郎大冒险 it seems that it should also spam in the log, you can send it by Ctrl + F12 if you use HugsLib or by button in log window in dev mode
健太郎大冒险 9 月 8 日 下午 7:10 
Hi thank you for your great work on this mod! I have recently encountered an issue that when I move my mouse to the psychic shock lance gizmo, the game fps drops a lot. After I select the target, the fps restores. This only happens after 09/04 update. My friend tried to remove all mods and debug and found that this mod is causing the issue . Would you please help? Thanks!
Aelflead Wayne 9 月 5 日 下午 3:09 
The detonateProjectile of MU_Weapon_Grenade_Incendiary need to be MU_Proj_Grenade_Incendiary instead of Proj_GrenadeStickBomb
您瞅啥 9 月 5 日 上午 10:25 
I think the old version of the modified library has better textures, more techno, and more in line with the style of other buildings:steamhappy:
Laia 9 月 5 日 上午 2:10 
Hello! I've identified a bug after the 9/4 update and have filed a report. Please review it!
Lekoda 9 月 3 日 上午 7:05 
I see remove modified components but it does nothing, can you help?
GoGaTio  [作者] 8 月 31 日 下午 2:18 
@Clearwater it seems that Verb_ShootBeam which is used by tesseron and other similar mechs isn't affected by vanilla weapon range stat, I will look into this, but cannot guarantee anything
Clearwater 8 月 31 日 上午 9:37 
On second pass, i noticed there being a frequency amplifier - is that supposed to be a replacement for the other chips for beam-wielding mechanoids? if so, what upgrades beside range increase are incompatible with the beamers?
Clearwater 8 月 31 日 上午 9:31 
It seems that the range increase upgrade (A at least, havent tested other ones but should be the same) does not work on certain beam-equipped mechs like the tesseron and some modded mechs. Would you mind looking into it?
Rovstam 8 月 30 日 下午 8:35 
I almost shat myself when a fuking bot started spitting fire at my pawns. Holy sh1t.

Loved that.
Cruel Moose 8 月 29 日 下午 5:02 
nevermind, just realized its meant for caravaning, here I thought it was for hauling stuff :S
Cruel Moose 8 月 29 日 下午 5:00 
Just curious, what is the point of the cargo holds on any mech besides the lifter?
sonicdoesunturned 8 月 28 日 上午 2:19 
is there a way to increase the amount of upgrades mechs can get?
Aira 8 月 23 日 上午 3:44 
Hey there, I'd like to ask if it would be possible to make a filter in mod settings for mechanoids where you can choose if they can spawn with the upgrades or not. As I like having the enemy mechs with upgrades but the Aura from Alpha Mechs is unkillable if it spawns with tier A armor upgrade as they regenerate faster then you can do damage to it.

Just for a reference 130 allies with spacer weapons came to help and they can't kill the last 4 of them with that upgrade xd
Flockerkill 8 月 21 日 下午 9:42 
I did edit the recipes with RimSqol to do exactly that
Acresi 8 月 21 日 下午 3:10 
Just curiosity: Why didn't you make upgraded tiers require the previous tiers? A requires B, B requires C? Unless I'm missing something, I could bypass the lower tiers and jump to higher tiers if I am able.
Alpha_Zeon 8 月 20 日 上午 8:28 
Ok, finally got two Diabolus. The upgrades show in their stats, just not the stats on the gun itself which is where I expected to see it. I see the range increase there, not the aim/reload. It does effect the gun tho. Tried shooting with one upgraded and another not.
GoGaTio  [作者] 8 月 19 日 下午 11:33 
@Alpha_Zeon actually all upgrades affect mech itself, so you can check mech's combat stats
Kateye 8 月 19 日 下午 8:01 
Can there be a filter on the Mech Corpses for "Upgraded" and "Non-Upgraded" so that I can have stockpiles for the upgraded mechs that I can use the Upgrades Extractor on them, as well as prevent my Shred Mechanoids bill from accidentally shredding upgraded mech corpses?
Alpha_Zeon 8 月 19 日 下午 2:45 
I can see the changes to Range in the stats page for the Hellsphere Cannon, but not the Aim, Reload, or Damage. I can easily see range too for testing, but the other 3 stats aren't as simple to test. I'd need to do the calculation to see what the reductions are for aim/reload, then find a pawn with another weapon with a similarly timed weapon.
Alpha_Zeon 8 月 19 日 下午 2:40 
Well the Hellsphere cannon gets effected by the Range Increase chip, but not the Aim and Reload or the Damage Increase chip. It sorta makes sense seeing as those would make it really op, but then they should not beable to be installed.