[A12d] More Mechanoids (v1.07b - updated 31.12.2015)

Started by Orion, January 11, 2015, 08:25:33 AM

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AllenWL

The crash rate goes above 25% about every 3~4 days, which slows it down a lot, it takes 5 trips per stack, and for some reason, keeps on ignoring all the hops and corn and cloth rotting and deteriorating on the ground.
Well, on a positive note, it also cremates corpses, which is a huge boon for my colonist's mental stability.

killer117

mental stability, when has that ever been a problem.

"jeff, put down the knife. jeff come on man, we talk bout it over a game of horeshoes. jeff please. jeff nooooooooooooo........"

annnnnnnd another colony bites the dust.
Whats Rimworld without a little cannabilism/ murder/ maniacs/ crazy tribes/ nasty pirates/ nutcase animals/ genocidal robots etc.

AllenWL

Looks like some jobs make mechanoids deteriorate faster?

AllenWL

I note that the charge blaster and internal charge blaster for some reason acts like vanilla rimworld weapons when used with combat realism, and exhibits the astounding ability to go through walls.

Also, assaulter is more or less unkillable in combat realism it seems. My sniper rifle and LMG, both which are of good quality, does exactly 1 damage when it hits. A body part on average has like, 20, 40 hp, and the 'front shield' has 200.

Orion

Interesting. I didn't have a problem with this. Might the order in which you load both mods make a difference?

AllenWL

I have more mechanoids load after combat realism. If I make more mechanoids load before combat realism, the 'mods are incompatible or corrupted' message pops up.

I found a workaround though(sorta). burns still deals 6 damage, so lots of molotovs and incendiary launchers can take them out without hitting them a hundred+ times.

Grimandevil

#531
Quote from: AllenWL on February 27, 2016, 09:36:12 AM
I found a workaround though(sorta). burns still deals 6 damage, so lots of molotovs and incendiary launchers can take them out without hitting them a hundred+ times.
explosive fragments(hand grenades, AGS, grenade launcher(if u're using RimFire)) work pretty nice against them. direct hit(or two) pretty much kills them.

also, theres some heavy sniper rifles in RimFire.
welcome to the Rimworld - a world full of cannibal drug-addicted psychos, but free of vegetarians.


AllenWL

I don't like weapon mods that much, so I tend to stick with vanilla weapons.

NoImageAvailable

Been testing this with a CR patch and had two encounters with skullywags now. Both times they decided to ignore any and all colonists nearby and beelined straight for my doors. They ran all over the colony opening them, even after getting shot. Is this normal behavior?
"The power of friendship destroyed the jellyfish."

Orion

They are meant to be a bit more nuanced, but generally, that's what they do, yeah.

Beathrus

Hm... Do crawlers break faster in cold climates? I mean, Mine were breaking down super quick, repeatedly even when inside on their charger base things?

Orion

Quote from: Beathrus on March 07, 2016, 01:36:00 PM
Hm... Do crawlers break faster in cold climates? I mean, Mine were breaking down super quick, repeatedly even when inside on their charger base things?
Not that I was aware of. Crawlers do break pretty quick, though. If the chargers are powered, they shouldn't deteriorate on them, though. So this sounds like a bug.

Kadrush

bug report for the mod.

Random bug, sometimes, ancient danger areas start to spamm by themselves, the mechanoids there get active and start to dig and come to my colony. One time they did that in all areas, 1 month after landing. My defense strategy was to kill mechanoids with bows (no need to ask if it worked).

Agalyon

What kinds of things would this mod conflict with?