[MOD] (Alpha 4F) Mechatronics (v0.1.4)

Started by mispy, June 09, 2014, 12:07:32 AM

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mispy

Mechatronics



Overview

This 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 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

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

Compatibility

Mechatronics 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, 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 Issues

Mechanoids 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

Vas

I think I'd rather a robot, not a pile of pudding.  :P  Just a thought.  xP
Click to see my steam. I'm a lazy modder who takes long breaks and everyone seems to hate.

mispy

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).

Haplo

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 :)

Dutch2005

#4
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?

a89a89

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 :)

mispy

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!)

Kumai0214

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.

Dutch2005

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...

Kumai0214

#9
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.

mispy

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 `)

mispy

Actually, if you want to send me your save, that would probably be the easiest way to debug

Kumai0214

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?

mispy

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.

Kumai0214

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.