RimWorld

RimWorld

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[AV] Mechanoid Spots
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Mod, 1.5
File Size
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1.838 MB
3 May @ 10:49am
10 Jul @ 8:15am
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[AV] Mechanoid Spots

Description
This mod is about controlling where your mechs guard or chill at, by giving them their own special spots.



New powered buildings which can be assigned to a specific individual mechanoid.

Simple spots:



Functional spots:
Sockets are buildings which can be assigned to mechs and give them a special buff as long as the mech stays on them. They need to be researched first.

Socket buff:
- consciousness +35%
- energy usage multiplier x75%


Socket buff:
- consciousness +20%
- aiming time -20%
- shooting accuracy x180%
- energy usage multiplier x10%


- charges mech energy based on the pulse interval / power usage of the socket (3-12%/day)
Socket buff:
- global work speed x10%
- energy usage multiplier x1%
Socket buff when the mech has full energy (lasts 4 hours):
- moving speed +10%
- global work speed x105%
- energy usage multiplier x110%

When used with [AV] Sparkling Jade



- charging spots require more previous research and building them requires different resources




An assigned mechanoid will use its spot when all of the following conditions are met:
  • the mechanoid is in work mode and has nothing else to do (besides patrolling)
  • the assigned spot is powered and there is no solarflare or EMI-dynamo
  • the assigned spot is within the mechs allowed area and reachable
  • the assigned mech is using the default mechanoid thinktree / KI (~95% of all modded mechs)

A mechanoid on its assigned spot will use the following beheivior:
  • Combat mechs will guard their spot and engage in combat, before looking to use rimworlds patrol system
  • Work mechs will move to their spot if they have no more work to do
  • Mechanoids will move away from their spot to recharge according to the assigned recharge settings in their mech group

Additionally when a setting on the spot is checked the mech is allowed to self-recharge on them with the following beheivior:
  • Work mode: mechs will dorment self-charge on their spot according to their groups recharge setting when no recharger is avaiable
  • Dormant self-charge mode: mechs will prefer to dorment self-charge on their spot if their energy is above 2%
  • Recharge mode: mechs will dorment self-charge on them when no recharger is avaiable

Disclaimer
Guarding mechs which spot an enemy will use the normal rimworld combat KI - which is dumb - controlling them via drafting is always way more efficient.




Special spot features
  • The list of assignable mechs can be filtered before assiging
  • The guard or "look at" direction when on the spot can be changed
  • Spots have a button to move the camera to the assigned mech and vice versa
  • Spots have a button to copy and paste their settings



Regarding modded mechs
About 95% of modded mechs can use the spots from this mod.

Some modded mechs might not guard at their spot and instead just chill there, even if we as players perceive them as combat mechs, the game might not.
Just like all jobs, you can see that in the inspection tab.

Potential mod conflicts
Mods which...
  • assign/disassign meditation spots to mechanoids (this is how this mod actually works)
  • change mechanoid beheivior

Can this be safly added to an ongoing safe?
Yes.

Can this be safly removed from an ongoing safe?
Yes, but make sure no mechs are using their spot (just draft them).




I've got feedback or ideas for this mod!
Great! Please post it in the pinned discussion for feedback.

I've found a bug!
Not so great... Please post it in the pinned discussion for bugs.

The charging socket is not working!
It probably is working, check the info-field on the charging socket. The charging from this mod just works differently from rimworlds normal charging stations. It will charge the mech in defined intervals.

The mech "XYZ" is not fitting perfectly on the spot!
Yes, sadly all mechanoid have a different lowest point.
This mod used the fabricator as a base for all spots, as I only wanted to add a special chair for them when this project started. The guarding function was actually just a byproduct.
If you don't like the offset, there is also a setting to place the spots more in the centre.

Why do all spots use electricity? I want a free spot which doesn't use power and does not cost resources!
I believe that things should be in balance. If you have the upside of controlling where your mechs are, even if you mechanitor is downed, there has to be a cost.

Isn't there already a mod that allows you to control where your mechs stay?
Yes and [WVC - Work Modes] is great! However, this mod allows for much more direct control of each individual mech, while [WVC - Work Modes] works on a group basis.
They can also be used together, although modded work modes ignore the spots.


Me, myself and I.
Special thanks to the official rimworld discords modding-channel, the people running it and its precious search function.
Without this awesome community this mod would not exist.
Popular Discussions View All (2)
7
29 Jun @ 6:36am
PINNED: Bug reports
Veltaris
5
21 Jul @ 9:28pm
PINNED: Feedback & spot ideas
Veltaris
28 Comments
Veltaris  [author] 15 Jul @ 12:09am 
My mod only adds beheivior to the vanilla work-modes: work, dormant self-charge and recharge.
Any modded work-modes will not care about the spots.
So if your mechs are on WVC's work and recharge mode they will completly ignore their spots.
Sorry for the bad/confusing wording in my steam description, I changed it up to be more clear.
Doctor Neetzow 14 Jul @ 4:13pm 
Hi. I've got both yours and WVC - Work Modes active. But, for some reason, the mechs prefer the shutdown zones rather than the spots. What Am I doing wrong? How they choose if they are using a shutdown zone for their group or their assigned spot?
Actually... I had a mech restricted to a zone where there was no shutdown zone (a medic, on my prison), and It kept "fallling asleep" on the cell doorway, even though it had the recharging spot installed in the hallway. It had like 70 or 80% charge, but, even so... why?
Veltaris  [author] 9 Jun @ 1:19am 
@Draegon1993
Yes, the normal mech socket is especially made for that.
Draegon1993 8 Jun @ 2:33pm 
Can mechanoids sit on one of these while doing stuff like crafting jobs for fabricors?
Veltaris  [author] 24 May @ 12:42pm 
@TheCrassDragon
I feel like it looks worse without the offset when used by mechs.
However centered spots are now an option. Enjoy!
TheCrassDragon 18 May @ 2:54pm 
Could you pretty please make it at least an option to have them centered in the tile instead of weirdly offset and low? They clip into all kinds of stuff and it's annoying. I love everything else about this.
Veltaris  [author] 16 May @ 1:13pm 
@Tirith Amar
Added it to the mod description.

@[CL] Zalgo
Not really in a way that would still make the mech guard.
My mod just makes the mech go to the spot and wait there for a while. In the case of the combat socket, that's 3 seconds, after which the mech tries to get a new task. This can either be keep on waiting on the spot or fight with the Rimworlds normal AI.
Changing the normal fighting AI is not really something I want to touch.
Tirith Amar 13 May @ 7:09am 
Could you tell the exact stats affected and by how much somewhere?
[CL] Zalgo 9 May @ 10:25am 
Would it be possible to add a setting to make the mechs not leave the combat socket?
D3K43 8 May @ 11:24am 
No research at all, preferably. Well, just have the mech spots as add-ons to existing Biotech mechanitor research.