Ludeon Forums

Ludeon Forums

  • December 03, 2022, 11:39:08 PM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 3 4 [5]

Author Topic: [1.3] Mechanoids Extraordinaire (v1.3.2) - (21.07.2021 - Update #7)  (Read 178791 times)

rawrfisher

  • Colonist
  • ***
  • Posts: 579
  • The embodiment of Murph's law
    • View Profile
Re: [B18] Mechanoids Extraordinaire (v1.2) - (19.12.2017 - Update #2)
« Reply #60 on: July 31, 2018, 08:38:45 PM »

AHH that explains it.
Logged
Professional jerk
Want something broken let me know

Modraneth

  • Drifter
  • **
  • Posts: 73
  • Refugee
    • View Profile
Re: [B18] Mechanoids Extraordinaire (v1.2) - (19.12.2017 - Update #2)
« Reply #61 on: September 11, 2018, 04:26:06 PM »

Hello

This will have a B19 update ?
Logged

Spino

  • Drifter
  • **
  • Posts: 52
  • Megasloth
    • View Profile
Re: [1.0] Mechanoids Extraordinaire (v1.3) - (03.11.2018 - Update #3)
« Reply #62 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!
Logged

temple_wing

  • Colonist
  • ***
  • Posts: 163
  • Refugee
    • View Profile
Re: [1.0] Mechanoids Extraordinaire (v1.3) - (03.11.2018 - Update #3)
« Reply #63 on: January 17, 2019, 08:32:40 AM »

Would you please add support to combat extended?
Logged

whyareuhere

  • Drifter
  • **
  • Posts: 39
  • Refugee
    • View Profile
Re: [1.0] Mechanoids Extraordinaire (v1.3) - (03.11.2018 - Update #3)
« Reply #64 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).
Logged

Olib

  • Muffalo
  • *
  • Posts: 7
  • Refugee
    • View Profile
Re: [1.0] Mechanoids Extraordinaire (v1.3) - (03.11.2018 - Update #3)
« Reply #65 on: January 24, 2019, 07:47:59 PM »

Yea, I have the same problem.
Logged

Canute

  • Transcendent
  • *****
  • Posts: 9999
  • Refugee
    • View Profile
Re: [1.0] Mechanoids Extraordinaire (v1.3) - (03.11.2018 - Update #3)
« Reply #66 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.

vovik

  • Colonist
  • ***
  • Posts: 192
  • ima human(?)
    • View Profile
Re: [1.0] Mechanoids Extraordinaire (v1.3) - (03.11.2018 - Update #3)
« Reply #67 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?
« Last Edit: January 25, 2019, 05:27:05 PM by vovik »
Logged
Nun liebe Kinder gebt fein acht
Ich bin die Stimme aus dem Leere
Ich hab euch etwas mitgebracht
Ein heller Schein am Firmament
Mein Herz brennt

moonra

  • Drifter
  • **
  • Posts: 86
  • Refugee
    • View Profile
Re: [1.0] Mechanoids Extraordinaire (v1.3) - (03.11.2018 - Update #3)
« Reply #68 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.
Logged

E-102

  • Drifter
  • **
  • Posts: 38
  • Refugee
    • View Profile
Re: [1.0] Mechanoids Extraordinaire (v1.3) - (03.11.2018 - Update #3)
« Reply #69 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.
Logged

Spino

  • Drifter
  • **
  • Posts: 52
  • Megasloth
    • View Profile
Re: [1.1] Mechanoids Extraordinaire (v1.3.1) - (22.03.2020 - Update #3.55)
« Reply #70 on: March 22, 2020, 06:16:07 PM »

Updated the mod to 1.1
There should be no more errors.
Logged

temple_wing

  • Colonist
  • ***
  • Posts: 163
  • Refugee
    • View Profile
Re: [1.1] Mechanoids Extraordinaire (v1.3.1) - (22.03.2020 - Update #3.55)
« Reply #71 on: March 22, 2020, 09:15:45 PM »

Would you please provide nexus download?
Logged

Subz3r0

  • Muffalo
  • *
  • Posts: 3
  • Refugee
    • View Profile
Re: [1.1] Mechanoids Extraordinaire (v1.3.1) - (22.03.2020 - Update #3.55)
« Reply #72 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.
Logged

Muffalo Wool

  • Muffalo
  • *
  • Posts: 13
  • Refugee
    • View Profile
Re: [1.1] Mechanoids Extraordinaire (v1.3.1) - (22.03.2020 - Update #3.55)
« Reply #73 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()
Logged
Pages: 1 ... 3 4 [5]