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RimWorld => Mods => Releases => Topic started by: Spino on August 10, 2017, 07:27:56 PM

Title: [1.3] Mechanoids Extraordinaire (v1.3.2) - (21.07.2021 - Update #7)
Post by: Spino on August 10, 2017, 07:27:56 PM
Mechanoids Extraordinaire v1.3.2 by Spino

(http://i.imgur.com/9UGbMtC.png)

Second mod of mine, turned out I wasn't as lazy as I had originally thought.
Once again, of course, please do inform me if you find any bugs, think anything needs rebalancing, etc.

Description:
Ever thought having only 2 types of mechanoids was kinda... on the boring side?
Ever wanted a purely melee-attacking mechanoid?
Or maybe a mechanoid that would blow up your base and everyone you love with a freaking grenade launcher?
If you have answered "yes" to at least one of those questions, this mod may or may not be for you!

Features:
- 5 new types of mechanoids that will be appearing in raids/poison + psychic ship parts/ancient dangers.
- 1 new artificial body part, the mecha-tentacle, that can be obtained by deconstructing a kraken type mechanoid.

The mechanoids:

(http://i.imgur.com/9AnvqGW.png) (http://i.imgur.com/7n4fNFt.png)

Vespa
"Known for their beautiful forms and incredibly swift movements. More than half of vespa's body is made of pure gold.
In contrary to all other types of mechanoids, vespas tend to use cover whenever such is available."


---
(http://i.imgur.com/6Cbx3Cm.png) (http://i.imgur.com/lBGYHv2.png)

Goliath
"Type of a heavy mechanoid, unique in that it tends not to use any weapons, and instead relies on its great physical strength to knock out opponents.
When a goliath gets close to dying, its inner auto-destruction program activates, causing a huge explosion"


---
(http://i.imgur.com/YV1LSkq.png) (http://i.imgur.com/tzo23LK.png)

Hound
"Medium-sized combat mechanoids designed to put the enemy bases to ruins. They use the advanced grenade launchers mounted on their sides to try and blow up anything that gets in their sights. Getting close to them is not advisable due to the sharp, powerful claws installed on their front paws."

---
(http://i.imgur.com/CP8trgO.png) (http://i.imgur.com/6UhsBzi.png)

Kraken
"Huge, grotesque-looking, combat mechanoids. Their four mechanical tentacles are deadly in melee fights - or so they say, as the heavy weaponry krakens tend to be carrying makes it so very rarely anyone even gets a chance to get close to one of them."

---
(http://i.imgur.com/TQWApdZ.png) (http://i.imgur.com/7YtIYnK.png)

Chimera
"This strange type of a mechanoid was said to have been made out of scraps of deceased members of its own race. To defend themselves, chimeras use powerful inferno cannons as well as blades, which used to belong to scythers, installed on the tips of their curled tails."

---

Available languages:
- English,
- Polish,
- French.

Download:

CLICK! (http://uploaded.net/file/ulq5insb)

Mirror:CLICK! (https://www.mediafire.com/file/o35nzwagtzu4l2v/MechanoidsExtraordinaire_v.1.3.2_RW1.3.zip/file)
Steam Workshop: CLICK! (http://steamcommunity.com/sharedfiles/filedetails/?id=1106719215)

Old versions:

1.2:
CLICK! (http://uploaded.net/file/pzlyrqa7)

1.1:
CLICK! (http://uploaded.net/file/yumfzw43)

1.0:
CLICK! (http://uploaded.net/file/elew0cdt)

B18:
CLICK! (http://uploaded.net/file/e05cq08q)

A17:
CLICK! (http://uploaded.net/file/zy8q1w4z)

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

License:
You are allowed to use it in modpacks as long as you link either this topic or the steam workshop page. You're also allowed to make derivative mods based on this one for personal use.

Changelog:

21.07.2021 - Update #7:
- the mod is now compatible with Rimworld 1.3.
10.10.2020 - Update #6:
- the mod is now compatible with Rimworld 1.2 (courtesy of CancelTherapy!).
26.03.2020 - Update #5:
- added a Brazilian Portuguese translation (courtesy of Felguja!).
22.03.2020 - Update #4:
- the mod is now compatible with Rimworld 1.1.
03.11.2018 - Update #3:
         - the mod is now compatible with Rimworld 1.0,
         - since it is no longer possible to harvest body parts from downed mechanoids (because they can't be downed without being killed), the mecha-tentacle is now obtained by deconstructing dead krakens.
19.12.2017 - Update #2:
         - the mod is now compatible with Rimworld Beta 18,
         - reduced the range of the grenade launcher.
20.08.2017 - Update #1:
         - the grenade launcher now does 2/3 of the damage it used to do,
         - mechanoids no longer bleed from their heads,
         - fixed problems with installing the mecha-tentacles on colonists,
         - added a French translation (courtesy of NorX Aengell!)

|  |  |  |  |  |  |  |  |  |  |  |  |  |  |

If you like my mods and would like to support me, please consider buying me a coffee :]

(https://i.imgur.com/3aNvXay.png) (https://ko-fi.com/C0C56QWI)

|  |  |  |  |  |  |  |  |  |  |  |  |  |  |

Enjoy!
Title: Re: [A17] Mechanoids Extraordinaire (v1.0) - More mechanoid types!
Post by: SpaceDorf on August 10, 2017, 07:51:32 PM
*drooooooool*

the answer is all of the above.
Title: Re: [A17] Mechanoids Extraordinaire (v1.0) - More mechanoid types!
Post by: KappaccinoNation on August 10, 2017, 11:37:38 PM
Finally, a mech mod! Hoping for a CE compatibility patch soon.
Title: Re: [A17] Mechanoids Extraordinaire (v1.0) - More mechanoid types!
Post by: Ser Kitteh on August 11, 2017, 02:21:56 AM
I'm installing this because I hate myself.

Great job, OP.
Title: Re: [A17] Mechanoids Extraordinaire (v1.0) - More mechanoid types!
Post by: alsoandanswer on August 11, 2017, 03:15:04 AM
it's good, fits the artstyle, definitely going onto the "install" list.

randy will send me some soon anyway :P

anyway, i think a wheel-based mechanoid would be cool.

something like a robo-medic from TF2

https://wiki.teamfortress.com/w/images/thumb/b/be/Medicbot_blu.png/300px-Medicbot_blu.png?t=20140122032000
Title: Re: [A17] Mechanoids Extraordinaire (v1.0) - More mechanoid types!
Post by: Spino on August 11, 2017, 04:53:13 AM
I'm installing this because I hate myself.

Great job, OP.
Thanks, you masochist, you L:

it's good, fits the artstyle, definitely going onto the "install" list.

randy will send me some soon anyway :P

anyway, i think a wheel-based mechanoid would be cool.

something like a robo-medic from TF2

https://wiki.teamfortress.com/w/images/thumb/b/be/Medicbot_blu.png/300px-Medicbot_blu.png?t=20140122032000
I probably won't be adding any more mechanoids for now but thanks for the suggestion, I can't believe I haven't thought of adding a wheeled biomechanoid myself, heh.
Title: Re: [A17] Mechanoids Extraordinaire (v1.0) - More mechanoid types!
Post by: XeoNovaDan on August 11, 2017, 05:14:11 AM
This looks like a pretty nice mod, definitely going to check it out!

One quick suggestion though: Crawlers. Small, agile, quadrupedal mechanoids designed to combat megascarabs. They don't have anything particularly remarkable, and they utilise a fairly weak assault shotgun. On their own, they're not that dangerous, but they typically come in large numbers which makes them much more of a formidable opponent.
Title: Re: [A17] Mechanoids Extraordinaire (v1.0) - More mechanoid types!
Post by: WalkingProblem on August 11, 2017, 05:16:12 AM
This looks awesome!

Time to give colonies more hell to deal with!
Title: Re: [A17] Mechanoids Extraordinaire (v1.0) - More mechanoid types!
Post by: Canute on August 11, 2017, 05:25:22 AM
Mechanical minions ?
Resistance is futile, we made you yellow ! :-)
Title: Re: [A17] Mechanoids Extraordinaire (v1.0) - More mechanoid types!
Post by: tonsrd on August 11, 2017, 06:09:04 AM
is it compatable with

https://ludeon.com/forums/index.php?topic=26276.msg266819#msg266819

it extracts oil from mechs to craft luci ( never got far in enuff in game to use it )

great mod - I hope some streamers will play it
Title: Re: [A17] Mechanoids Extraordinaire (v1.0) - More mechanoid types!
Post by: SpaceDorf on August 11, 2017, 09:45:28 AM
This looks like a pretty nice mod, definitely going to check it out!

One quick suggestion though: Crawlers. Small, agile, quadrupedal mechanoids designed to combat megascarabs. They don't have anything particularly remarkable, and they utilise a fairly weak assault shotgun. On their own, they're not that dangerous, but they typically come in large numbers which makes them much more of a formidable opponent.

this .. pretty please... and Spider Mines from Starcraft.
Title: Re: [A17] Mechanoids Extraordinaire (v1.0) - More mechanoid types!
Post by: Crow_T on August 11, 2017, 05:04:22 PM
Very nice art and weapon variety, thanks for making!
Title: Re: [A17] Mechanoids Extraordinaire (v1.0) - More mechanoid types!
Post by: Jackaldude2 on August 11, 2017, 06:04:36 PM
safe to use with a saved game?
Title: Re: [A17] Mechanoids Extraordinaire (v1.0) - More mechanoid types!
Post by: KaiserThurston on August 11, 2017, 06:25:52 PM
I'm already a big fan of your Megafauna mod, and as soon as I saw this post, I downloaded the mod.

10/10

The mechanoids fought a fierce battle against a Gallatic Empire raid party and won.
Title: Re: [A17] Mechanoids Extraordinaire (v1.0) - More mechanoid types!
Post by: Simmin on August 11, 2017, 10:59:16 PM
cant wait for some of these to show up, time for some megaphauna vs mech action
Title: Re: [A17] Mechanoids Extraordinaire (v1.0) - More mechanoid types!
Post by: Bonesmasha on August 12, 2017, 04:33:40 AM
Are you going to release a CE patch for it ?

Thanks ! Awesome mod, I have Megafauna and the patches for Animal Armor, ADS and CE installed :P
Title: Re: [A17] Mechanoids Extraordinaire (v1.0) - More mechanoid types!
Post by: Spino on August 12, 2017, 02:19:21 PM
This looks like a pretty nice mod, definitely going to check it out!

One quick suggestion though: Crawlers. Small, agile, quadrupedal mechanoids designed to combat megascarabs. They don't have anything particularly remarkable, and they utilise a fairly weak assault shotgun. On their own, they're not that dangerous, but they typically come in large numbers which makes them much more of a formidable opponent.
I quite like the idea, may add something similar if I do end up making any more mechanoids!

This looks awesome!

Time to give colonies more hell to deal with!
Thank you, glad you think so!

is it compatable with

https://ludeon.com/forums/index.php?topic=26276.msg266819#msg266819

it extracts oil from mechs to craft luci ( never got far in enuff in game to use it )

great mod - I hope some streamers will play it
I have no idea, since it seems to be an actual C# mod, but if it is set to give one the ability to extract oil from mechanoids in general, instead of specifically scythers and centipedes, then it should work just fine.

Very nice art and weapon variety, thanks for making!
Thanks!

safe to use with a saved game?
Should be, you just have to wait for the next incident/raid for the mechanoids to start appearing.

I'm already a big fan of your Megafauna mod, and as soon as I saw this post, I downloaded the mod.

10/10

The mechanoids fought a fierce battle against a Gallatic Empire raid party and won.
Much appreciated, hope you'll like this one as well, dude :]

Are you going to release a CE patch for it ?

Thanks ! Awesome mod, I have Megafauna and the patches for Animal Armor, ADS and CE installed :P
I may but I'm not gonna guarantee anything :b
Title: Re: [A17] Mechanoids Extraordinaire (v1.0) - More mechanoid types!
Post by: bladerunner170 on August 12, 2017, 03:21:11 PM
I'm also jumping on the CE patch bandwagon. I can't live without CE, but this mod looks SWEET.
Title: Re: [A17] Mechanoids Extraordinaire (v1.0) - More mechanoid types!
Post by: NoImageAvailable on August 12, 2017, 03:24:31 PM
Are you going to release a CE patch for it ?

Thanks ! Awesome mod, I have Megafauna and the patches for Animal Armor, ADS and CE installed :P
I may but I'm not gonna guarantee anything :b

If you do decide to do it, the CE github wiki should have all the info on how to make a patch you can then simply PR into the main mod. That way people won't need to muck around with separate compatibility patches and you won't have to keep it updated with future CE versions as I would handle that (you'd still need to PR changes due to your mods updating).
Title: Re: [A17] Mechanoids Extraordinaire (v1.0) - More mechanoid types!
Post by: SpaceDorf on August 12, 2017, 05:46:54 PM

it extracts oil from mechs to craft luci ( never got far in enuff in game to use it )


I downed a Vespa and can't extract Oil from it .. so sadly it is specific to Centipedes and Scythers,
I guess so is preparing the corpse, but I am still far away from machining and luci production ...
which is bad since this is my first colony I have someone addicted.
Title: Re: [A17] Mechanoids Extraordinaire (v1.0) - More mechanoid types!
Post by: Nameless on August 12, 2017, 09:56:13 PM
Really nice to see more different mechanoids! Please keep up the good work.
Title: Re: [A17] Mechanoids Extraordinaire (v1.0) - More mechanoid types!
Post by: Oblitus on August 12, 2017, 10:59:27 PM
Goliath is exploding even if you shut it down. Shouldn't it override self-destruction?

Mecha-tentacles deteriorate when unroofed, unlike other body parts.
Title: Re: [A17] Mechanoids Extraordinaire (v1.0) - More mechanoid types!
Post by: Canute on August 13, 2017, 04:37:00 AM

it extracts oil from mechs to craft luci ( never got far in enuff in game to use it )


I downed a Vespa and can't extract Oil from it .. so sadly it is specific to Centipedes and Scythers,
I guess so is preparing the corpse, but I am still far away from machining and luci production ...
which is bad since this is my first colony I have someone addicted.
Yes, the are 2 recipes to extract oil, one for scyther one for Centi.
If you got the excat ingame names, i think  Mechanoid_Vespa, you can use a text editor and add these below  <li>Mechanoid_Scyther</li>.
But this can maybe lead to errors. Better way would be if Spino would write a patch to inject these recipes.
Title: Re: [A17] Mechanoids Extraordinaire (v1.0) - More mechanoid types!
Post by: Zxypher on August 13, 2017, 11:52:58 PM
This mod looks awesome. How are the point costs balanced against say the Centipede?
Title: Re: [A17] Mechanoids Extraordinaire (v1.0) - More mechanoid types!
Post by: Nameless on August 16, 2017, 06:51:08 PM
Really liking the diverse mechanoids spawn. The art style also matches very well with the game. I hope this makes into the core game :)

If you ever consider expanding on this mod, perhaps you can consider having siege-cannon type mechanoids or battering-ram type mechanoids.

Also I find bleeding mechanoids a little odd.

Keep up the good work!

[attachment deleted by admin: too old]
Title: Re: [A17] Mechanoids Extraordinaire (v1.0) - More mechanoid types!
Post by: Modo44 on August 17, 2017, 05:23:59 AM
I just fought my first psychic ship with this mod. Damn near wiped my base. Good job making mechanoids scary again.
Title: Re: [A17] Mechanoids Extraordinaire (v1.0) - More mechanoid types!
Post by: SpaceDorf on August 17, 2017, 05:29:18 AM
I have two Mechanoid Tentacles now, but can't install them.
What are the requirements to do so ?

I have RBSE installed and not yet fully researched it, but can do other operations as well.
Title: Re: [A17] Mechanoids Extraordinaire (v1.0) - More mechanoid types!
Post by: Spino on August 19, 2017, 06:55:03 PM
If you do decide to do it, the CE github wiki should have all the info on how to make a patch you can then simply PR into the main mod. That way people won't need to muck around with separate compatibility patches and you won't have to keep it updated with future CE versions as I would handle that (you'd still need to PR changes due to your mods updating).
Alrighty, I will keep that in mind!

Really nice to see more different mechanoids! Please keep up the good work.
Thanks, glad you like the mod!

This mod looks awesome. How are the point costs balanced against say the Centipede?
Scythers and Centipedes are actually worth the same amount of points, and I had decided against making Centipedes "cost" more because even though I did buff their HP by a little bit, I've also taken away Inferno Cannons from them. Anyway, here are the costs of all of them at the current moment:
- Scyther: 100
- Centipede: 100
- Vespa: 120
- Goliath: 160
- Chimera: 180
- Hound: 220
- Kraken: 300

Really liking the diverse mechanoids spawn. The art style also matches very well with the game. I hope this makes into the core game :)

If you ever consider expanding on this mod, perhaps you can consider having siege-cannon type mechanoids or battering-ram type mechanoids.

Also I find bleeding mechanoids a little odd.

Keep up the good work!
Thank you for the suggestions and kind words  ;D
And welp, the bleeding issue has already been taken care of!

I have two Mechanoid Tentacles now, but can't install them.
What are the requirements to do so ?

I have RBSE installed and not yet fully researched it, but can do other operations as well.
That was a bug but it's already fixed!
Title: Re: [A17] Mechanoids Extraordinaire (v1.1) - (20.08.2017 - Update #1)
Post by: Spino on August 19, 2017, 06:57:32 PM
Small update time!

Changelog:
   - the grenade launcher now does 2/3 of the damage it used to do,
   - mechanoids no longer bleed from their heads,
   - fixed problems with installing the mecha-tentacles on colonists,
   - added a French translation (courtesy of NorX Aengell!)

Enjoy!
Title: Re: [A17] Mechanoids Extraordinaire (v1.1) - (20.08.2017 - Update #1)
Post by: ChJees on August 19, 2017, 08:15:26 PM
A swarm type of mechanoid would be nice. Then the "Light machine gun" of Jotun Interstellar got a nice use from Rimsenal :P. Also lovely mod, make very lategame interesting.
Title: Re: [A17] Mechanoids Extraordinaire (v1.1) - (20.08.2017 - Update #1)
Post by: Canute on August 20, 2017, 03:48:43 AM
Crawler with pistoles or SMG, 1/4 of the cost/Hp points of a scyther !
Or with sucide bombs! :-)
Title: Re: [A17] Mechanoids Extraordinaire (v1.1) - (20.08.2017 - Update #1)
Post by: noooooo on September 23, 2017, 04:24:51 PM
Mechanoids Extraordinaire is now compatible with Combat Extended  1.6 ;)
Title: Re: [A17] Mechanoids Extraordinaire (v1.1) - (20.08.2017 - Update #1)
Post by: DoctorMG on September 23, 2017, 05:19:25 PM
Great mod, nicely balanced.!!!
Title: Re: [A17] Mechanoids Extraordinaire (v1.1) - (20.08.2017 - Update #1)
Post by: Kori on September 23, 2017, 05:33:49 PM
Mechanoids Extraordinaire is now compatible with Combat Extended  1.6 ;)

Source please?

edit: Just noticed the new compatibility files, but wonder why there was no hint about this..
Title: Re: [A17] Mechanoids Extraordinaire (v1.1) - (20.08.2017 - Update #1)
Post by: LordMunchkin on September 23, 2017, 07:12:17 PM
Is this compatible with EPOE?  :)
Title: Re: [A17] Mechanoids Extraordinaire (v1.1) - (20.08.2017 - Update #1)
Post by: tetkris on October 16, 2017, 06:30:06 AM
Za mocni ci mechy :D Rozwalili mi save bo nie byłem przygotowany na tak zmasowany atak XD
Title: Re: [A17] Mechanoids Extraordinaire (v1.1) - (20.08.2017 - Update #1)
Post by: Kori on October 16, 2017, 02:09:43 PM
Is anyone playing this mod with CE?

Because I tried to and even though I like this mod and the new mechanoids a lot, I unfortunately had to disable it. :(

Reason: it's just too difficult, I'd even say IMPOSSIBLE (almost). They way how CE changes the combat system, making it much more dangerous and deadly for the pawns, makes the new mechanoids and their weapons absolutely OP!
Whenever a group of them appears on the map, an unstoppable wave of fire, death and destruction overruns my base until everything is dead or destroyed. The vanilla mechanoids (even lots of them) are a piece of cake compared to them.

Could you please add some kind of difficulty setting (less HP, weaker weapons, lower chance for super deadly weapons..) that can be lowered for CE-users? If such a mod setting is too much work, maybe an alternative version?
Title: Re: [A17] Mechanoids Extraordinaire (v1.1) - (20.08.2017 - Update #1)
Post by: noooooo on October 20, 2017, 03:48:38 AM
Is anyone playing this mod with CE?

Because I tried to and even though I like this mod and the new mechanoids a lot, I unfortunately had to disable it. :(

Reason: it's just too difficult, I'd even say IMPOSSIBLE (almost). They way how CE changes the combat system, making it much more dangerous and deadly for the pawns, makes the new mechanoids and their weapons absolutely OP!
Whenever a group of them appears on the map, an unstoppable wave of fire, death and destruction overruns my base until everything is dead or destroyed. The vanilla mechanoids (even lots of them) are a piece of cake compared to them.

Could you please add some kind of difficulty setting (less HP, weaker weapons, lower chance for super deadly weapons..) that can be lowered for CE-users? If such a mod setting is too much work, maybe an alternative version?

That'll have to be done on CE's end since the patch is within the CE files and the intention of the patch was to make everything as consistent with CE's mechanoids as possible, taking into consideration all of CE's features.

I wouldn't mind making an easier version soon, we'll see.
Title: Re: [A17] Mechanoids Extraordinaire (v1.1) - (20.08.2017 - Update #1)
Post by: Muffalo Wool on November 01, 2017, 01:30:16 AM
Is anyone playing this mod with CE?

Because I tried to and even though I like this mod and the new mechanoids a lot, I unfortunately had to disable it. :(

Reason: it's just too difficult, I'd even say IMPOSSIBLE (almost). They way how CE changes the combat system, making it much more dangerous and deadly for the pawns, makes the new mechanoids and their weapons absolutely OP!
Whenever a group of them appears on the map, an unstoppable wave of fire, death and destruction overruns my base until everything is dead or destroyed. The vanilla mechanoids (even lots of them) are a piece of cake compared to them.

Could you please add some kind of difficulty setting (less HP, weaker weapons, lower chance for super deadly weapons..) that can be lowered for CE-users? If such a mod setting is too much work, maybe an alternative version?

I stopped playing CE for this reason. Only thing that works against them is target breaking. When a mech raid happens, I spend 90% of the fight pausing and looking at the mech's warmups because like hell I'm gonna let them fire. Letting them fire is instadeath/down 90% of of the time, especially miniguns.  Minigun deals like 30-something damage per bullet, inferno cannon deals 100 damage, to name a few.  Combat isn't as enjoyable with CE.
Title: Re: [A17] Mechanoids Extraordinaire (v1.1) - (20.08.2017 - Update #1)
Post by: Nameless on November 01, 2017, 02:12:12 PM
This mod is perfectly fine for vanilla.
Title: Re: [A17] Mechanoids Extraordinaire (v1.1) - (20.08.2017 - Update #1)
Post by: Bradley_ on November 15, 2017, 03:02:01 PM
Chimera looks like some kind of space asshole, really.
Title: Re: [A17] Mechanoids Extraordinaire (v1.1) - (20.08.2017 - Update #1)
Post by: Nameless on November 18, 2017, 05:52:33 PM
Will this get updated to B18?
Title: Re: [A17] Mechanoids Extraordinaire (v1.1) - (20.08.2017 - Update #1)
Post by: Zookes on November 27, 2017, 08:13:22 AM
Maybe it will, Nameless, maybe it will...

But until it is, maybe you'd like some DELICIOUS CANDY in the meantime? It's free! Just get in the van or click the link below!

https://mega.nz/#!RKRWBZzL!KMoSEZ-HI1pKkig61JeLFCZVxOdvRakrLGO3tlHDF-s



(unofficial mechanoids extraordinaire update is in the van- I mean mega link)
Title: Re: [A17] Mechanoids Extraordinaire (v1.1) - (20.08.2017 - Update #1)
Post by: Spino on December 19, 2017, 05:00:44 PM
Sorry about the slight delay, here be the update!

Changelog:
   - the mod is now compatible with Rimworld Beta 18,
   - reduced the range of the grenade launcher.

Enjoy!
Title: Re: [B18] Mechanoids Extraordinaire (v1.2) - (19.12.2017 - Update #2)
Post by: Nameless on December 20, 2017, 11:04:50 AM
YESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
Title: Re: [B18] Mechanoids Extraordinaire (v1.2) - (19.12.2017 - Update #2)
Post by: Harry_Dicks on January 05, 2018, 04:33:46 PM
The artwork on this mod is seriously top notch, 10/10.
Title: Re: [B18] Mechanoids Extraordinaire (v1.2) - (19.12.2017 - Update #2)
Post by: evilbob on January 06, 2018, 01:32:39 PM
I'm using Raiderpedes B18 at the moment and this would be a great addition to my game  8)
Title: Re: [B18] Mechanoids Extraordinaire (v1.2) - (19.12.2017 - Update #2)
Post by: Drglord on February 25, 2018, 04:49:54 PM
best are ever cool concept but i give up really... This with hardcore cassandra has me in tears no contigency plan can deal with 3 - 4 chimeras and 4 hounds that demolish your troops with nades.... i just give up.
Title: Re: [B18] Mechanoids Extraordinaire (v1.2) - (19.12.2017 - Update #2)
Post by: Sandy on February 26, 2018, 07:34:43 PM
Hey, awesome mod, man.. thanks..

any chance we can get a mortar wielding mechanoid? works like a mechanoid siege event, if possible..
Title: Re: [B18] Mechanoids Extraordinaire (v1.2) - (19.12.2017 - Update #2)
Post by: Kapun on March 04, 2018, 04:51:54 AM
There is a small problem with using this mod with CE. Vespas spawn with a charge rifle but with no ammo for it so they just try to attack stuff in melee which makes them really easy to defeat.
Title: Re: [B18] Mechanoids Extraordinaire (v1.2) - (19.12.2017 - Update #2)
Post by: NutCracker on March 08, 2018, 06:17:39 AM
Hello dear sir. İ would like you to check ammo for mechanoids none vanilla versions have no ammo with them so i cant use your mod with CE. Also i tryed them at no ammo mod and they are pretty much very easy targets. vespas die in seconds agains KPV AP-I rounds. Also drop so much resource when they die so if i get raid in early stages its big boost to my colony. They also drop charge rifles with ion ammo they reck any mechanoid from very long ranges most of them cant even fight back. İ liked your images esp vespa is amazingly cute. İ hope you like my feedback on the topic.
Title: Re: [B18] Mechanoids Extraordinaire (v1.2) - (19.12.2017 - Update #2)
Post by: mmance on April 03, 2018, 05:09:30 PM
I too am getting mechs with no ammo.
Title: Re: [B18] Mechanoids Extraordinaire (v1.2) - (19.12.2017 - Update #2)
Post by: Ruisuki on July 21, 2018, 01:40:14 AM
is this still being maintained? the steam comments mention the explosion shouldnt trigger if shutting down the mech. Though I gotta say im not a fan of the explosion effect if its a melee build. though a stunning effect would be nice. The mechs themselves look beautiful though, and vanilla desperately needs variety too....so im tempted. Ah
Title: Re: [B18] Mechanoids Extraordinaire (v1.2) - (19.12.2017 - Update #2)
Post by: Spino on July 28, 2018, 05:46:03 PM
is this still being maintained? the steam comments mention the explosion shouldnt trigger if shutting down the mech. Though I gotta say im not a fan of the explosion effect if its a melee build. though a stunning effect would be nice. The mechs themselves look beautiful though, and vanilla desperately needs variety too....so im tempted. Ah
Yes, sorta. It'll be updated after the first stable release of 1.0 comes out. Explosion triggering on shutting down won't be an issue anymore, since mechanoids can't be downed in 1.0 at all.
Title: Re: [B18] Mechanoids Extraordinaire (v1.2) - (19.12.2017 - Update #2)
Post by: rawrfisher on July 28, 2018, 06:25:49 PM
Current version of the unstable is they are allowed to be downed
Title: Re: [B18] Mechanoids Extraordinaire (v1.2) - (19.12.2017 - Update #2)
Post by: Ruisuki on July 28, 2018, 07:20:26 PM
is this still being maintained? the steam comments mention the explosion shouldnt trigger if shutting down the mech. Though I gotta say im not a fan of the explosion effect if its a melee build. though a stunning effect would be nice. The mechs themselves look beautiful though, and vanilla desperately needs variety too....so im tempted. Ah
Yes, sorta. It'll be updated after the first stable release of 1.0 comes out. Explosion triggering on shutting down won't be an issue anymore, since mechanoids can't be downed in 1.0 at all.
whaaaaaat? then how do you remove scyther blades for instance? Also how balanced would you say the mod is? The melee builds seem very strong.
Title: Re: [B18] Mechanoids Extraordinaire (v1.2) - (19.12.2017 - Update #2)
Post by: Spino on July 29, 2018, 05:09:39 AM
is this still being maintained? the steam comments mention the explosion shouldnt trigger if shutting down the mech. Though I gotta say im not a fan of the explosion effect if its a melee build. though a stunning effect would be nice. The mechs themselves look beautiful though, and vanilla desperately needs variety too....so im tempted. Ah
Yes, sorta. It'll be updated after the first stable release of 1.0 comes out. Explosion triggering on shutting down won't be an issue anymore, since mechanoids can't be downed in 1.0 at all.
whaaaaaat? then how do you remove scyther blades for instance? Also how balanced would you say the mod is? The melee builds seem very strong.
I'm pretty sure scyther blades have been removed from the game altogether. Also, Scythers are now melee only, and there's a third type of a mechanoid, the Lancer, which is basically what the old Scyther used to be, just without the blades.
Honestly, I feel like this mod is just okay balance-wise. Could use some adjustments, which will be made once it gets updated.

Current version of the unstable is they are allowed to be downed
Huh? I played it literally yesterday, and it wasn't possible to incapacitate any mechanoid. Was there an update that changed it?
Title: Re: [B18] Mechanoids Extraordinaire (v1.2) - (19.12.2017 - Update #2)
Post by: Ruisuki on July 29, 2018, 08:17:25 AM
Glad to hear that spino. I am very impressed with the look of the new mechs, it really give them life. Its just the description of some of them sound like theyd be a bit too frustrating for me, specially if they cluster up against my colony.
Title: Re: [B18] Mechanoids Extraordinaire (v1.2) - (19.12.2017 - Update #2)
Post by: rawrfisher on July 31, 2018, 04:03:33 PM
is this still being maintained? the steam comments mention the explosion shouldnt trigger if shutting down the mech. Though I gotta say im not a fan of the explosion effect if its a melee build. though a stunning effect would be nice. The mechs themselves look beautiful though, and vanilla desperately needs variety too....so im tempted. Ah
Yes, sorta. It'll be updated after the first stable release of 1.0 comes out. Explosion triggering on shutting down won't be an issue anymore, since mechanoids can't be downed in 1.0 at all.
whaaaaaat? then how do you remove scyther blades for instance? Also how balanced would you say the mod is? The melee builds seem very strong.
I'm pretty sure scyther blades have been removed from the game altogether. Also, Scythers are now melee only, and there's a third type of a mechanoid, the Lancer, which is basically what the old Scyther used to be, just without the blades.
Honestly, I feel like this mod is just okay balance-wise. Could use some adjustments, which will be made once it gets updated.

Current version of the unstable is they are allowed to be downed
Huh? I played it literally yesterday, and it wasn't possible to incapacitate any mechanoid. Was there an update that changed it?

Its rare but I have maybe 4 downed mechs every 12 hours of playing.  Also been trying the What the hack mod as well
Title: Re: [B18] Mechanoids Extraordinaire (v1.2) - (19.12.2017 - Update #2)
Post by: Roolo on July 31, 2018, 04:20:20 PM

Its rare but I have maybe 4 downed mechs every 12 hours of playing.  Also been trying the What the hack mod as well

It's because you're using the What the Hack mod. It relies on being able to down mechs, so therefore it re-adds the downing mechanic.
Title: Re: [B18] Mechanoids Extraordinaire (v1.2) - (19.12.2017 - Update #2)
Post by: rawrfisher on July 31, 2018, 08:38:45 PM
AHH that explains it.
Title: Re: [B18] Mechanoids Extraordinaire (v1.2) - (19.12.2017 - Update #2)
Post by: Modraneth on September 11, 2018, 04:26:06 PM
Hello

This will have a B19 update ?
Title: Re: [1.0] Mechanoids Extraordinaire (v1.3) - (03.11.2018 - Update #3)
Post by: Spino on November 03, 2018, 04:26:37 PM
Finally updated this one to 1.0 as well!

Changelog:
         - the mod is now compatible with Rimworld 1.0,
         - since it is no longer possible to harvest body parts from downed mechanoids (because they can't be downed without being killed), the mecha-tentacle is now obtained by deconstructing dead krakens.

Have fun!
Title: Re: [1.0] Mechanoids Extraordinaire (v1.3) - (03.11.2018 - Update #3)
Post by: temple_wing on January 17, 2019, 08:32:40 AM
Would you please add support to combat extended?
Title: Re: [1.0] Mechanoids Extraordinaire (v1.3) - (03.11.2018 - Update #3)
Post by: whyareuhere on January 24, 2019, 07:36:47 PM
The Combat Extended post on the forum said that this mod has been modified to fit into CE, but upon booting the game I see errors which says that parts on the new mechanoids such as the mecha tentacles weren't included in CE (this means that they're invincible).
Title: Re: [1.0] Mechanoids Extraordinaire (v1.3) - (03.11.2018 - Update #3)
Post by: Olib on January 24, 2019, 07:47:59 PM
Yea, I have the same problem.
Title: Re: [1.0] Mechanoids Extraordinaire (v1.3) - (03.11.2018 - Update #3)
Post by: Canute on January 25, 2019, 02:13:59 AM
The last update of this mod was November 03, 2018.
And what date CE got finaly release ?
How could it be allready be compaktible before CE got released. Maybe the posting you mean refer to the B18 version.
Title: Re: [1.0] Mechanoids Extraordinaire (v1.3) - (03.11.2018 - Update #3)
Post by: vovik on January 25, 2019, 05:06:19 PM
Nice mod, but why are all mechanoids get progressively more destrcutive?
Like where mecha hive gets its metal from to build all these?
Where are mechanoids specialized in mining or material gathering? Or in deconstruction of fallen mechanoids?
Where mechanoids that tend to just deconstruct your buildings for scrap?
Why mechanoids dont repair and upgrade themselves?
The chimera seems to be reconstructed from scrap, assuming that its done at mecha hive is a bit illogical as for AI logic its more logical to just deconstruct and constuct same well-known tools(units) all over again and scrap damaged instead of making chimera - its more logical that mechanoids repair and upgrade themselves on field.

Centipede with inferno is already like chimera, so what is unique in chimera?
Kraken is like 4 scyters alltogether, tho 4 scyters is more scary :/
Hound - grenade launchers... Ever wondered why dev did not give grenade launchers to everyone? Because of extra large destructibility.
Why no diversity? Why these are not unique, just larger and bulkier mechanoids?
Title: Re: [1.0] Mechanoids Extraordinaire (v1.3) - (03.11.2018 - Update #3)
Post by: moonra on February 05, 2019, 07:19:57 PM
Who made the patch for Combat Extended? The grenade launcher on the Hounds is INSANE, there's basically no way to fight it without extreme amounts of cheesing, it does an absurd amount of damage, has an absurd amount of armor penetration, very long range and its 1sec warmup/half a second of cooldown means you have to "prefire" it. First ship I got I had to lock it down with my Geomancer [and I shouldn't even be playing A Rimworld of Magic, it hasn't been patched for CE] to get rid of the other mechs, I tried it again now but I think it just shot over the wall and downed 3 of my pawns in power armor in a single shot. I guess I could try mortars but direct fire will have the same issues and using a pawn with binoculars will probably get them killed just as quickly as the 3 in that fight.
Title: Re: [1.0] Mechanoids Extraordinaire (v1.3) - (03.11.2018 - Update #3)
Post by: E-102 on March 13, 2019, 10:32:28 PM
The Combat Extended post on the forum said that this mod has been modified to fit into CE, but upon booting the game I see errors which says that parts on the new mechanoids such as the mecha tentacles weren't included in CE (this means that they're invincible).
I get the same errors. It's not an issue with the version as I have the latest version of both of the mods. I get a wall of red errors to do with mecha tail and tail blade body parts not being cool with combat extended. As I understand it this won't break the game and will still let it be playable.
Title: Re: [1.1] Mechanoids Extraordinaire (v1.3.1) - (22.03.2020 - Update #3.55)
Post by: Spino on March 22, 2020, 06:16:07 PM
Updated the mod to 1.1
There should be no more errors.
Title: Re: [1.1] Mechanoids Extraordinaire (v1.3.1) - (22.03.2020 - Update #3.55)
Post by: temple_wing on March 22, 2020, 09:15:45 PM
Would you please provide nexus download?
Title: Re: [1.1] Mechanoids Extraordinaire (v1.3.1) - (22.03.2020 - Update #3.55)
Post by: Subz3r0 on April 20, 2020, 11:50:36 PM
Hi, op mod...
but its having compatibility issues with more vanilla factions. i have tested only those 2 and bingo no factions spawn help please i am using 1.0 version of those two, thank you for your time.
Title: Re: [1.1] Mechanoids Extraordinaire (v1.3.1) - (22.03.2020 - Update #3.55)
Post by: Muffalo Wool on August 05, 2020, 08:04:41 PM
I can't seem to shred Krakens at the machining table. It throws this error. I am also using "What The Hack?!" btw.

JobDriver threw exception in initAction for pawn Fry driver=JobDriver_DoBill (toilIndex=13) driver.job=(DoBill (Job_4155941) A=Thing_TableMachining652530 B=Thing_Corpse_Mechanoid_Kraken1197297 C=(145, 0, 181))
System.ArgumentNullException: Value cannot be null.
Parameter name: type
  at System.Activator.CreateInstance (System.Type type, System.Boolean nonPublic) [0x00003] in <567df3e0919241ba98db88bec4c6696f>:0
  at System.Activator.CreateInstance (System.Type type) [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0
  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x000ac] in <38bafb9a5a234cc6b4bf6e781ae2a196>:0
  at Verse.Thing+<ButcherProducts>d__156.MoveNext () [0x00066] in <38bafb9a5a234cc6b4bf6e781ae2a196>:0
  at System.Collections.Generic.List`1[T]..ctor (System.Collections.Generic.IEnumerable`1[T] collection) [0x00077] in <567df3e0919241ba98db88bec4c6696f>:0
  at System.Linq.Enumerable.ToList[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x00018] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
  at NewAlphaAnimalSubproducts.Thing_ButcherProducts_Patch.ChangeMeatAmountByAge (Verse.Thing __instance, System.Single efficiency, System.Collections.Generic.IEnumerable`1[Verse.Thing]& __result) [0x0001e] in <7d9dae3f2354484ab94eda1aeb9c610d>:0
  at (wrapper dynamic-method) Verse.Thing.DMD<DMD<ButcherProducts_Patch2>?992689536::ButcherProducts_Patch2>(Verse.Thing,Verse.Pawn,single)
  at Verse.Pawn.<>n__0 (Verse.Pawn butcher, System.Single efficiency) [0x00000] in <38bafb9a5a234cc6b4bf6e781ae2a196>:0
  at Verse.Pawn+<ButcherProducts>d__203.MoveNext () [0x00098] in <38bafb9a5a234cc6b4bf6e781ae2a196>:0
  at Verse.Corpse+<ButcherProducts>d__39.MoveNext () [0x00078] in <38bafb9a5a234cc6b4bf6e781ae2a196>:0
  at Verse.GenRecipe+<MakeRecipeProducts>d__0.MoveNext () [0x002fe] in <38bafb9a5a234cc6b4bf6e781ae2a196>:0
  at System.Collections.Generic.List`1[T]..ctor (System.Collections.Generic.IEnumerable`1[T] collection) [0x00077] in <567df3e0919241ba98db88bec4c6696f>:0
  at System.Linq.Enumerable.ToList[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x00018] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
  at Verse.AI.Toils_Recipe+<>c__DisplayClass3_0.<FinishRecipeAndStartStoringProduct>b__0 () [0x000a2] in <38bafb9a5a234cc6b4bf6e781ae2a196>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x001df] in <38bafb9a5a234cc6b4bf6e781ae2a196>:0
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.<>c__DisplayClass2_0:<DoRecipeWork>b__1()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()