Mechatronics(https://mispy.me/image/rimworld_mechatronics.jpg)
OverviewThis mod allows you to build your own giant robot centipedes! Colony-built mechanoids can be controlled in the same way as human colonists, but differ in other respects:
- Much more durable than humans, but slower-moving
- Do not require food, rest or psychological maintenance
- Immune to fire
- Can be permanently drafted (you can use them like mobile turrets)
- Limited to combat, firefighting, hunting, hauling and cleaning jobs
- Slowly regenerate over time, and explode when killed (less violently than turrets)
Basically, they're big reliable endgame tanks intended to protect and support your fragile but flexible human colonists. They have sensible backstories and try to integrate into the setting without breaking immersion.
Making a MechanoidTo construct a mechanoid, you first have to defeat one and disassemble it at the machining table. You'll also need the research prerequisite, and some metal:
- Research Machining and then Mechatronics
- Build a Machining Table
- Disassemble an enemy mechanoid to produce 5 Mechanoid Parts
- Acquire 500 metal
- Build "Mechanoid Centipede" as a building under the Security tab
As soon as your shiny new mechanoid is connected to a power supply, it'll become mobile. Currently it won't use any power after this; in future versions this may change.
Downloads- Mechatronics 0.1.4.zip (https://github.com/mispy/Mechatronics/archive/master.zip)
CompatibilityMechatronics has been tested on Alpha 4F, and appears to be compatible with existing save files. The only existing def it overrides is the ButcherCorpseMechanoid recipe; unfortunately, this means it is definitely incompatible with Mechanoid Turrets.
The code is available on GitHub (https://github.com/mispy/Mechatronics), feel free to submit bug reports or pull requests there. You're welcome to dissect and otherwise use this mod for your own purposes :)
Known IssuesMechanoids can't talk or think but they still get happy thoughts from people talking
to them. Not sure if bug or feature.
Changelog
- 0.1.4
- Mechanoid shooting/melee skills now start at 8
- Fix mechanoids being incapacitated instead of exploding
- Fix ghost power connector after building mechanoid
- 0.1.3 - Fixed a bug with starting mechanoid job settings
- 0.1.2
- Decrease required Mechanoid Parts from 10 to 5
- Mechanoids now spawn with a random mechanoid weapon
- 0.1.1 - Mechanoids regenerate slightly over time to compensate for lack of sleeping
- 0.1 - Initial release
I think I'd rather a robot, not a pile of pudding. :P Just a thought. xP
Quote from: Vas on June 09, 2014, 07:12:05 AM
I think I'd rather a robot, not a pile of pudding. :P Just a thought. xP
They're the game's textures, not mine :D But yeah, it'd be nice to have other forms. I might look into cybernetically upgrading colonists or something; I'd prefer to avoid duplicating work with the Droids mod (I'd nearly finished this by the time I realized that existed).
I know what you mean. I'm working right now on MAI (Mobile Artificial Intelligence) and suddenly the robot mods spread all around you..
But who cares. I'll still finish and release my little Mai :)
what skill is needed?
Ive killed a mechanodoid, its stored and i have the table installed to make my own.. yet i cant force any of my habitants to make one?
Quote from: Haplo on June 09, 2014, 10:42:26 AM
I know what you mean. I'm working right now on MAI (Mobile Artificial Intelligence) and suddenly the robot mods spread all around you..
But who cares. I'll still finish and release my little Mai :)
looking forward to it :)
Quote from: Dutch2005 on June 09, 2014, 05:48:46 PM
what skill is needed?
Ive killed a mechanodoid, its stored and i have the table installed to make my own.. yet i cant force any of my habitants to make one?
It's constructed as a building under the Security tab. The table is just for extracting the parts you need to make the building. (also, make sure you have Mechatronics researched!)
I can't seem to have any colonist do anything with the machine table. I have a stockpile full of centipede corpses and I can't disassemble them, nor can I train my colonists so that their crafting skills increase.
Quote from: Kumai0214 on June 09, 2014, 06:42:34 PM
I can't seem to have any colonist do anything with the machine table. I have a stockpile full of centipede corpses and I can't disassemble them, nor can I train my colonists so that their crafting skills increase.
This is the problem I have aswell...
Yeah... Although I found something interesting though. I went into dev mode so I could give myself some mech parts just to check them out and well, I currently have a mechanoid extracting slag for me :)
Edit: Actually they are acting like normal colonists. One is currently planting trees for me, another one was just harvesting one of the crops.
Quote from: Kumai0214 on June 09, 2014, 07:03:15 PM
Yeah... Although I found something interesting though. I went into dev mode so I could give myself some mech parts just to check them out and well, I currently have a mechanoid extracting slag for me :)
Edit: Actually they are acting like normal colonists. One is currently planting trees for me, another one was just harvesting one of the crops.
I downloaded a fresh copy of the game and installed the mod from scratch and I still can't reproduce either of these problems :( Are there any warnings/errors in the console? (press `)
Actually, if you want to send me your save, that would probably be the easiest way to debug
Well hold on. Let me start a completely new world with only mechatronics active. I have multiple mods so one of them could be conflicting a bit?
Quote from: Kumai0214 on June 09, 2014, 07:16:42 PM
Well hold on. Let me start a completely new world with only mechatronics active. I have multiple mods so one of them could be conflicting a bit?
Let me know if you have any luck! I definitely want it to be compatible if at all possible though.
I have found the issue. I think it is because I had mechanoid turrets (the mod) also active and that might have screwed with this mod a bit.
Quote from: Kumai0214 on June 10, 2014, 11:59:52 AM
I have found the issue. I think it is because I had mechanoid turrets (the mod) also active and that might have screwed with this mod a bit.
I'm running it without that mod active (but I do have it) and I have the same behavior as you. I'm running a bunch of other mods, though:
6ColonistStart
A Fighting Chance
Artillery
IncappedAutoRescue
InventoryPanel
Non-Lethal Turrets
Project Armory
Target Practice
Workplaces
Quote from: Kumai0214 on June 10, 2014, 11:59:52 AM
I have found the issue. I think it is because I had mechanoid turrets (the mod) also active and that might have screwed with this mod a bit.
It'll definitely be incompatible with that because we both override the disassembling process. Perhaps I can add a new recipe to the machining bench instead.
Quote from: Kumai0214 on June 09, 2014, 07:03:15 PM
Yeah... Although I found something interesting though. I went into dev mode so I could give myself some mech parts just to check them out and well, I currently have a mechanoid extracting slag for me :)
Edit: Actually they are acting like normal colonists. One is currently planting trees for me, another one was just harvesting one of the crops.
This one is fixed. I was missing a call to workSettings.InitialSetupFromSkills() again after changing the mechanoid skill requirements to disable other labors
Quote from: Encode on June 09, 2014, 11:37:15 PM
Thanks for Mod, I really like this, being they're not out for our blood like their rogue cousins. Haha.
Regarding the use of electricity for future ver. Maybe let them go to power outlet, or freely connect to any nearby power (like while building) to 'energize' them to regenerate faster (like how colonists repairing buildings/walls). Otherwise, the "slowly generate to full health" applies when they're not connected to any power. Might be a little OP but from where I see, the attack drops will only get bigger (i've got 10+ colonists vs nearly 20 centipede, in cassandra.. :( ) I even went to test invoking raiders to attack me, so they can fight the Centipedes but all 4 waves died. hahaha.... when Centipedes bunch together, they're extremely deadly.
I'm glad you like it! I had the same sort of idea about electricity; the main thing that's limiting here is I'd need to add new UI for it to work properly and I'm not quite sure how to do that yet.
Quote from: Encode on June 10, 2014, 06:37:52 PM
I can finally get to make them today, and they're so 'cute'. :) and they now move on their own doing other stuff like colonists. The shoot/melee stats is rather random and are mostly low (3 ) for me.. Oh, and there's also a 'ghost connection point' from where they're built, even after the Mechanoids moved off.
Yay cuteness :) Their skills are now set at 8 from the start. They're supposed to be effective shooters, but not as effective as a highly-skilled human. Ghost connection point is fixed.
Quote from: Encode on June 10, 2014, 06:37:52 PM
Issue: When they get incapacitated, there's a fizzing thing on them, and never disappears after they get back to full health. Somehow they can be rescued and be put into an unowned bed but the health regen is the same as when they're moving around... Not sure if any of these are intended.
Oh dear, they're supposed to explode instead of being incapacitated. That's been fixed.
Quote from: Encode on June 10, 2014, 06:37:52 PM
Now I'm intrigued to have a new 'race' that's faster moving (than human) mechanized humanoid and great at everything. hehe :)
Indeed! One of the things I loved most about Dwarf Fortress was how variable dwarves could be, and how you'd get attached to the exceptional ones. Colonists aren't quite as diverse yet; a high-level shooter is still pretty fragile.
I tried using this mod along with the droids mod and while I could set up a bill to create droid parts, my colonists just would not make them, no matter how many dead mechanoids or dead support droids (from droids mod) I had. I tried without the droids mod and I was able to craft droid parts normally.
mispy, I think you've made an excellent mod here. It fits the setting well and having a mechanoid tank with a minigun supporting my colonists was one of the best feelings of military progress I have felt in this game. I think keeping them as self-sufficient works for now; perhaps just have a 'charge' time when they must remain a 'building' hooked to power (maybe a few days) and then, once they are fully charged, their reactor becomes self sustaining, so they never need it again.
Also, talking to them making them happy - definitely a feature, not a bug ;)
Oh noes, you've tamed Chtorran gastropedes to fight for your colony? Renegades!
I also found out that this mod is incompatible with Better Power+ I think. Earlier today while playing my Randy Random playthrough and had a fairly nice base set up. I constructed 2 centipedes, but then my screen began to flicker constantly and when one of my colonists started to stress out and it constantly kept spamming the colonist is stressed message until it reached the bottom of my screen and it kept spamming the alert sound. There is a possible chance it isn't since I also added 2 other mods which were Dresser and improvised explosive + trap pack? I forget if those 2 were both in the same mod or if they were separate.
I encountered a bug where colonists have mechanoid back stories in game (raiders and world generation also slave traders) plz fix its getting annoying trying to find someone without the mechnoid backstory
heheh my mecha was like a never-sleeping slow-as-hell colonist with all the skills disabled, but still able to do shit... he was building and all that.. i thought he was special, but i guess it's just a bug... :(
i did get a glitch where centipedes would just spontaneously explode when walking over a certain part of the map- enemy or colonist-built.... not sure if it is something from this mod or something else, just reporting what happen.
Mechanoids didn't spawn at all. At first I thought it was mod incompatibility so I disabled other mods but Mechatronics.
Even after that nothing changed. Am I missing something?
Quote from: piinatsu on June 27, 2014, 12:25:03 PM
Mechanoids didn't spawn at all. At first I thought it was mod incompatibility so I disabled other mods but Mechatronics.
Even after that nothing changed. Am I missing something?
Maybe this:
QuoteMaking a Mechanoid
To construct a mechanoid, you first have to defeat one and disassemble it at the machining table. You'll also need the research prerequisite, and some metal:
Research Machining and then Mechatronics
Build a Machining Table
Disassemble an enemy mechanoid to produce 5 Mechanoid Parts
Acquire 500 metal
Build "Mechanoid Centipede" as a building under the Security tab
If you were trying to spawn pawns via developer mode, then it won't work. You can cheat some in with god mode or if you want to be attacked by some so you can dismantle them then you'll have to progress further and obtain a high amount of wealth. Eventually a hive of mechanoids will arrive on the map and attack you. It varies on how many. I use randy random especially since I use custom events so They've seen like 2-3 mechs at me a few times.
I used Random Randy and have researched Machining and Mechatronics, the only thing I'm missing is Mechanoid Parts and till day 150 or so there weren't any Mechanoids. So, I just have to wait until some Mechanoids arrive? Are there any prerequisites in order for them to appear? How far must I progress?
REMEMBER! Randy's broken, so perhaps Centipedes will not spawn.
I really like the Mech mods but however how do i make the Sand Extracter Droid get its sand?
Quote from: mispy on June 09, 2014, 12:07:32 AM
The code is available on GitHub (https://github.com/mispy/Mechatronics), feel free to submit bug reports or pull requests there. You're welcome to dissect and otherwise use this mod for your own purposes :)
best modder ever!!! yeeeeeees!
im on Alpha 5, I can get the parts and when I build with all materials, and then poof nothing.
Seems like this mod just needs an update.
Also not sure if this mod has the issue but sometimes my colonists will turn into mechanoids (just in name and stats) due to having the job name. I remember another mod having that issue but I'm not sure if this mod has the same issue.
Either way I'm loving this mod keep up the great work. Maybe make Mechanoid weapons scavengable and only usable by mechanoids.
Can I join In someone's Mod Team ???
This mod woud realy need update because when i used this on alpha 5 and when i tryed build one it just disaappear nowwhere
LOL ROBOT REBELLION.
On Randy Random my robots were "spies" of the Hammer Space Pirates and rebelled and "tried" to escape by recharging their batteries and loitering about my mountain base.
Are you going to update this mod for Rimwolrd alpha 5? if so I would so use this mod
Quote from: Rimworldfan9381 on July 27, 2014, 04:14:06 PM
Are you going to update this mod for Rimwolrd alpha 5? if so I would so use this mod
Yeah, I was thinking about the same. I've left alpha 4 ages ago, all my other mods are A5 too but would really like to know this among them. (ಥ﹏ಥ)
Anyone? Pretty please? (◕‿◕)
To be honest the idea of a centipede army has a nice little ring to it.....Oh you should be able to reconstruct scythers!
......sniper army...
*Bump* for A6!
Given the location damage and no spare human parts yet, I think we could really uses some mobile tanks to help out our colonies!
Yep, and a way to get heavy charge blasters or HCB. The most powerful gun in the game ;D
Quote from: Iwillbenicetou on August 25, 2014, 04:01:53 PM
Yep, and a way to get heavy charge blasters or HCB. The most powerful gun in the game ;D
That thing is a monster.......
me leek dis mod. pls save et pls.
IT SAYS IN THE MAIN POST WE HAVE PERMISSION TO DISSECT IT! SOMEONE MAKE A NEW ONE!
Yes! WE MUST! Maybe Haplo or Justin C. SOMEBODY.
Quote from: Iwillbenicetou on September 02, 2014, 10:04:47 PM
Yes! WE MUST! Maybe Haplo or Justin C. SOMEBODY.
RISE UP MY MECHANOID BROTHERS!
Sorry, I'm out of free time atm and can't help..
ONE DAY IT SHALL RISE ONCE AGAIN.
IT SHALL RISE AGAINST ALL ODDS. AND BECOME RULER!!
Quote from: Iwillbenicetou on September 03, 2014, 07:43:39 PM
IT SHALL RISE AGAINST ALL ODDS. AND BECOME RULER!!
LIKE LORDE!
I mean, if someone teaches me C#, I could help, but alas, no I can't make THE MECHATRONICS RULERS!
EDIT: And also make the http://ludeon.com/forums/index.php?topic=4372.0 (http://ludeon.com/forums/index.php?topic=4372.0) The Mechanical defense supreme, so they can make each other better!
Ill take a look at his when im home tonight. Cant promise anything but i can at least take a look.
I think ill remake this to a tank
ill add it to my mod "the great war" yep not a bad idea
uuhmm @mispy? can i have the permission to use it to my mod
credits from the original ofcourse ;D
I will love this mod forever! (the others too!)
I have had a look and it seems its just some def and dll tweaks. Nothing major, i got this :)
Almost got it to a point where it runs, just need to fix a couple of things I dont have the historical knowledge of Rimworld modding to fix, so ive logged a post in help, if anyone can solve these I reckon ive got this:
http://ludeon.com/forums/index.php?topic=6052.0
Quote from: skullywag on September 09, 2014, 12:56:17 PM
I have had a look and it seems its just some def and dll tweaks. Nothing major, i got this :)
Almost got it to a point where it runs, just need to fix a couple of things I dont have the historical knowledge of Rimworld modding to fix, so ive logged a post in help, if anyone can solve these I reckon ive got this:
http://ludeon.com/forums/index.php?topic=6052.0
I also have made one, found a guy who says hes a texture artist we are thinking of expanding the mod with new robots your colonists could make
Ok i have the mod loading and can spawn a centipede but it errors like mad, ive uploaded it over on the help thread, if anyone want to continue what ive done, its a problem in the DLL now something in the tick handler is very wrong and im not sure I can fix that bit.
Quote from: skullywag on September 09, 2014, 07:55:11 PM
Ok i have the mod loading and can spawn a centipede but it errors like mad, ive uploaded it over on the help thread, if anyone want to continue what ive done, its a problem in the DLL now something in the tick handler is very wrong and im not sure I can fix that bit.
Hmm make sure centipedes are friendly to, We will also need to work out a way to heal and fix them....
In the original mod, centipedes would heal 1 HP per second naturally. When destroyed/Killed they'd leave behind a body which could be brought back to the Mech table to be revived essentially.
Quote from: BetaSpectre on September 12, 2014, 07:39:55 PM
In the original mod, centipedes would heal 1 HP per second naturally. When destroyed/Killed they'd leave behind a body which could be brought back to the Mech table to be revived essentially.
Ive seen it used in lets plays, Its a very useful mod, all they can do is hunt, haul and clean though
Though I need haulers...
I made a request, if anybody thinks they can do this, go there. or just post the new version on released
Someone update this.....
sounds like a neat mod. i would like to get a version for Alpha 6 or 7
Quote from: Necrosin on October 04, 2014, 02:55:50 PM
sounds like a neat mod. i would like to get a version for Alpha 6 or 7
If only we had someone to update it