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[AV] Mechanoid Spots
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Mod, 1.5
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1.890 MB
3 de mai. às 10:49
16 de set. às 8:54
9 notas de atualização (ver)
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[AV] Mechanoid Spots

Em 1 coleção de Veltaris
[AV] Mods made by Veltaris
11 itens
Descrição
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 - adjustable with a multiplier in the settings)
- toxic waste production can be enabled in the settings
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 (toggleable in the mod-settings)
  • the assigned spot is within the mechs allowed area and reachable
  • the assigned mech is using the default mechanoid thinktree / AI (~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
  • add additional work to combat mechs (this results into them not beeing able to guard on their spot, but works otherwise fine)

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 spots (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 mechanoids 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 unofficial rimworld discords modding-channel, the people running it and its precious search function.
Without this awesome community this mod would not exist.
Discussões populares Ver todos (2)
12
14 de set. às 10:10
AFIXADO: Bug reports
Veltaris
6
28 de jul. às 8:52
AFIXADO: Feedback & spot ideas
Veltaris
42 comentário(s)
NerdCuddles há 7 horas 
Will use this on my next playthrough
Veltaris  [autor(a)] 17 de set. às 15:01 
@ronhin375
I've edited this steampage description to include links to other mods steampages ( WVC - Work Modes and [AV] Sparkling Jade).
Steam decided it needs waaay more time to confirm that they are not harmful.
So instead of the usual hidden for a few minutes we had hidden for nearly a day ¯\_(ツ)_/¯
ronhin375 17 de set. às 14:23 
what happened yesterday when the page was private? was the page under maintenance?
Veltaris  [autor(a)] 31 de ago. às 10:06 
@John Halo
No. A militor is considered a combat mech and will guard (and fight) like in the gif on this steampage, They will check around for enemies every couple of seconds, so there might be a slight delay.
However, if it is no longer in the list of combat mechs, it was changed by another mod.
Check if you have a mod which adds additional worktypes to militors, that would be my first guess.
John Halo 31 de ago. às 9:04 
Unsure if its just a mod conflict on my end but is it intended that militors dont automatically fire at enemies from mech spots? Ive noticed that they are not classed as "combat mechs" so is this intended?
Doctor Neetzow 11 de ago. às 15:44 
The "not working" issues I was having all boil down to they preffering the vanilla rechargers. Once they aren't available, the use it... I will take a while learning how to use the mod apparently, but now I have an idea of what to look for. Thank you.
Logical Terror 2 de ago. às 6:52 
Just wanted to thank you for the work that you put into making the spots create waste.
Veltaris  [autor(a)] 1 de ago. às 9:28 
@Cruel Moose
Update is out. It should work now.
Veltaris  [autor(a)] 31 de jul. às 12:43 
@Cruel Moose
Work around so you don't have to change it every time you start the game:
Go into [AV] Framework's mod settings and change “mechanoid spots: Use psychic disturber placeworker for sockets and bandnodes”.
It's exactly the same setting, but apparently it was applied but not saved when accessed from this mod.
Fix will be in the next version.
Cruel Moose 31 de jul. às 7:23 
Nice! There's one issue though, the mod isn't remembering my choice to disable it, so everytime I load my game I have to go back to mod options and disable it again.