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RimWorld

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[UEM] More Mechanitor Mechs
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Mod, 1.4
File Size
Posted
Updated
428.559 KB
26 Oct, 2022 @ 12:22am
17 Dec, 2022 @ 10:53pm
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[UEM] More Mechanitor Mechs

Description
C# Coder needed! The Rancher and Mechamind mechanoids require harmony patches to properly implement. If you know how to make a harmony patch and want to help, DM me via the Rimworld Discord @UltraEmailMan, and I'll send you the WIP mod files.

Features
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.

Recommended:
FSF Complex Jobs

Currently, there are three new mechanoids.









*Worktype is added by FSF Complex Jobs (All mechs except the Scavoid will work fine without Complex Jobs.)


Project Roadmap
I have several mechanoids planned.

Rancher
Status: Completed, awaiting harmony patch
Tier 2: Tames, trains, handles, and harvests animals.

Mechamind
Status: Artwork done, XML incomplete, Likely requires harmony patch
Tier 3: Capable of research and launching psychic EMP blasts.

Wardron
Status: Planning stage, no progress yet, likely requires harmony patch
Tier 1: Armed with a less-than-lethal baton and capable fulfilling the everyday needs of prisoners, but not recruiting them.

Demetron
Status: Planning stage, no progress yet, will require harmony patch for animal handling functionality
Tier 3: Nonviolent and capable of plants, cooking, and animal handling, meant as a late-game all-in-one solution to food production.

Combat-oriented mechanoids are planned, but will be a separate mod.

Very special thanks to the lovely people in the Discord's mod development channel for helping me get back into swing of things.

FAQ

Q
Drilling robot?
A
Beyond my skills to create. Requires a C# Patch. If you want to volunteer the code, I'll gladly include it in the mod. Until then, I recommend using this mod: https://steamproxy.net/sharedfiles/filedetails/?id=2882915775

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 know C# and how to create harmony patches, can I help?
A
Absolutely! Send me a ping with @UltraEmailMan in the #mod-development channel on the official Rimworld discord server, and we'll talk. I'm open to trading artwork for code.

Bug reports, error logs, or other issues? Put them into the "Issues" discussion thread. 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.

Got suggestions? Put them into the "Suggestions" discussion thread. Any suggestions outside of the thread will be deleted to prevent clutter.
Popular Discussions View All (2)
51
11 Dec, 2023 @ 10:34pm
PINNED: Issues
UltraEmailMan
49
12 Dec, 2023 @ 10:18pm
PINNED: Suggestions
UltraEmailMan
164 Comments
BattleGrown 21 hours ago 
Does this work with 1.5?
The Blind One 23 May @ 12:04pm 
Will we ever get the rancher mechanoid now that there are biotech mods that allow mechanoids to ranch?
Sovereign 19 May @ 4:51am 
Deathaction classes are broken and the patches are screwed up. Do not use
Professor H. Farnsworth 18 May @ 3:33pm 
All the mechs work aside from the non-exploding Scavoid of course.

@UltraEmailMan Can I ask, what exactly is it that requires patching for the rest to work?
UltraEmailMan  [author] 9 May @ 8:34pm 
Scavoid requires Complex Jobs in order to do anything more than the Basic worktype, which is pretty much just flipping switches and opening containers.

With Complex Jobs, it should gain access to the Mortuary worktype, which allows it to extract skulls, strip corpses, and cremate corpses.

It isn't meant to be super useful, hence why it's dirt cheap AND consumes toxic waste packs.
Sir Grunk of Aux 4 May @ 12:49pm 
scavoid has never worked to my knowledge. the gastromech works great though
UltraEmailMan  [author] 19 Apr @ 10:41am 
Interesting. I'll take a look into that soon.
6262soudai 14 Apr @ 5:28pm 
I tried it. And apparently Mech Scavoid from this mod is causing xml error.<deathActionWorkerClass>DeathActionWorker_ToxCloud</deathActionWorkerClass> dosen't work properly, so Scavoid didn't explode when it was killed. Other than that, it seemed to work although I didn't see all of the contents. At least no error except Scavoid one.
UltraEmailMan  [author] 14 Apr @ 8:51am 
Has anyone actually tried it on 1.5? It should still work. Let me know if it doesn't.
//SlipperyPete:. 13 Apr @ 8:50am 
If so, I would love a 1.5 update! I have long been searching for a way to get a situation where I have a colony with a single pawn, resting in a Cryptosleep casket, who has a Gesalt engine with a bunch of Mechs attached to it running the whole show, only awakening the ancient human when absolutely necessary.