RimWorld

RimWorld

Alpha Mechs
739 Comments
Special Lizard 21 Jun @ 10:03pm 
@gravitwry

Oh yeah I remember that problem! I can't remember the cause either, it was either simple sidearms, or reinforced mechanoids 2, However its long been patched *I think*
Sarg Bjornson  [author] 15 Jun @ 1:57pm 
Planned, but not ever done
Solarheim 15 Jun @ 1:51pm 
Steam\steamapps\workshop\content\294100\2973169158\Textures\UI
WTF?) Psy-abilities?
Mad2BeHere 10 Jun @ 5:09am 
I create Destroyer and was impressed how he can one-two shot plasteel wall with his weapon but deal only 20~30 dmg to wooden chair and steel turrel o_O
Guess need to do something with dmg to passable/impassable building or rename him to "Destroyer of walls" XD
Sarg Bjornson  [author] 6 Jun @ 11:05am 
Don't remember that, sorry
GravitWry 6 Jun @ 10:36am 
Shit, sorry to ask, but I remember over a year ago when the mod first came out, there were problems regarding Artilleron? I tried looking through the comments around the time me and a couple people mentioned an issue where Artilleron cannot shoot its mortars but I can't for the life of me find it again.

Do you remember this issue, if you do has it been resolved, I don't remember what mod was causing the issue but my guess had to be something with Simple Sidearms(?).
deltaplays010 3 Jun @ 2:30pm 
it would be interesting if there was a mechanoid that could do handling jobs (tamming, milking, shearing, slaughterign and trainign animals) since there is no mod that adds any of those
Dead 29 May @ 4:30pm 
thnk you i <3 all the new mechs they are adorable / very cool :3 :seriousboss:
Sarg Bjornson  [author] 22 May @ 11:10pm 
Mod options
reallyunderstandme 22 May @ 6:54pm 
Great mod. Is there a way to make the Oceanus to fish at a spot until it's inventory is full, instead of going back to store it in between every catch?
Head 21 May @ 10:14pm 
Great mod
Sarg Bjornson  [author] 20 May @ 10:56pm 
Intended
RHS0 20 May @ 6:02pm 
is the Apoptosis supposed to give the psychic mood penalty to prisoners and visitors, or have I somehow broken the mod?
Inerael 12 May @ 12:45pm 
except for the floor
Inerael 12 May @ 12:45pm 
Perfect me too <3
Sarg Bjornson  [author] 12 May @ 12:44pm 
I despise mod retextures
Inerael 12 May @ 12:39pm 
I don't know verry much about modding so sorry, but i was wondering if this mod would maybe be compatible with "Biotech Mechanoid Retexture" ? (would i take his texture if placed after maybe ? or not at all)
Sarg Bjornson  [author] 12 May @ 7:58am 
Unless you can replicate that with only this mod, that's a mod conflict
BlueMoon 12 May @ 7:30am 
every time i spawn the apoptosis he gets stuck somewhere on rocks (he usually walks for a bit and then when he gets to a corner on the mountain he just gets stuck)
Inerael 12 May @ 6:44am 
ok, thanks you, i'm gonna download Vannilla faction expended so, to get those holy angel mech ! Thanks you verry much !
Sarg Bjornson  [author] 12 May @ 6:42am 
You can't, as they are part of that mod
Inerael 12 May @ 2:06am 
Hey, this mod looks amazing ! Was wondering, does someone know if i can unlock advanced mech without "Vannila faction expanded" please ?
anyway, thanks you :)
Sarg Bjornson  [author] 10 May @ 11:37am 
Thanks!
lol 10 May @ 11:35am 
Dear Sir Sarg
Your Alpha mods are out of this world. In a good way, I mean. So much stuff to look forward to play with. Thank you so much!
Sarg Bjornson  [author] 2 May @ 11:07pm 
It is using the vanilla combat system. No custom code there
Battl3bee 2 May @ 3:53pm 
I feel like aura misses hits too often
Zakis Kumisa 30 Apr @ 6:02pm 
Hello, I apologize for the excuse, but in my meeting I often encounter a problem with goliaths and colossi, their weapons do not change, and I do not understand what kind of conflict there is, tell me how this can be solved
Mrvecz 18 Apr @ 6:54am 
@Bevi
Use the Mech upgrades mod (it works with Alpha mechs too), it lets you add chips to your units to upgrade their stats, there is one for production quality and if i remember correctly, the A-tier chip (Which requires a tier 1 chip to make) gives an upgrade to the level you would like.
Bevi 18 Apr @ 6:43am 
Any chance that at some point in the future we get a decent crafter for the late game?
The Fabricor just doesn't do what I need it to do, my colony already buys all the things it can craft at level 10 crafting. So a mech with a level 15 with a much higher cost/gestation period would be much more desirable. And from my understanding, nobody else has attempted one yet.
CureDant 4 Apr @ 6:20pm 
mech idee a servant to use in Gastronomy mod, to server food like in sam and kat show
https://www.youtube.com/watch?v=IPhkX8zyb9Q
Mrvecz 1 Apr @ 9:31am 
Assemblers should be treated like a cow essentially, they will charge up their production ability and at 100%, a colonist will "milk" them for the products, so you need someone assigned to animal handling. And yes they can mess it up, but it does give some skill points towards animals.
Alpharius 1 Apr @ 1:54am 
Hey, is anyone else having an issue with the Pristine Assemblers not..
assembling anything?
I made one for my silly little guys, and from what I'm seeing something MIGHT be broken
the mod page says I need five bandwidth, but in game it says I only need three?
Not so much a bug report, just looking to see if anyone had the same issue
Cheers, and wonderful mod!
Indigo Cactus 16 Mar @ 6:20pm 
@The Waffle that Lurks AV Mechtech has what you're looking for! It adds very few mechs so these two mods actually work pretty well together. One of the things it adds is the Companoid Sphere, which among a few other things is a mediocre doctor. There's also the Scrapper, which can dig and craft, and while nearly as good as the Tunneler or Fabricor at either task it's a basic and lightweight mech that can be built early on, same as the Companoid. Highly recommend it.
Mrvecz 13 Mar @ 10:58am 
I use the chip upgrade mod when i want to upgrade my mechs, which lets you gradually upgrade your mechs with minor to moderate stuff, like culinarus can get cooking chip at C/B/A quality, with A tier chip requiring a diabolus chip to make, but gives the bot like cooking level of 16 and removes the chance for food poisoning.
Sarg Bjornson  [author] 13 Mar @ 10:30am 
Unfortunately it takes ages to draw them, and I'm very swamped at the moment. Maybe in the future
The Waffle that Lurks 13 Mar @ 10:19am 
So kind of an unreasonable ask but will we ever get more tiered mechanoids to build? I was thinking like a Basic and Intermediate variation of Crafting, Cooking, and Medical Bots?

Something like a Medic-Bot thats slow and has low skill [skill 4 or 5] then a Paramedic Bot woth standard pawn speed and maybe skill [8 to 10] and finally a Surgical Bot thats very fast and has skill [12 or 15]

Fabricor exists with skill levels of 10 at High Mech Tech but no crafting bots exist below it to supplement the climb and at High Mech Tech its kinda not worth it?
Smxrez 7 Mar @ 7:42pm 
One of the best mods on the workshop this is some amazing work
Do you plan to ever add anything new to the mod? (Not that it needs it as it has alot of great stuff already)
Lord Rugdumph 3 Mar @ 4:22am 
Cheers found it was glitterworld destroyers mod! Yeeted it off the list xD
Sarg Bjornson  [author] 24 Feb @ 10:57pm 
I literally don't know, you'd have to ask them
Aizuki 24 Feb @ 8:12pm 
funny thing this mod currently break CE patch to other mod , must be CE fault yes?
Sarg Bjornson  [author] 24 Feb @ 6:20am 
Sorry, I know nothing about CE
choi4624 24 Feb @ 5:47am 
ce sigbreakers * 60(!) 25k raid is very interesting game. any armored pawn can not defend it so careful shooting tatics required. if once dead sizebreaker, 90mm shell can bomb (by dmg shell with explosive) and kill others chain effect.
Sarg Bjornson  [author] 23 Feb @ 11:31pm 
Doesn't ring a bell
Nurnuru Wafferu 23 Feb @ 8:45pm 
i have a question i swear at some point i had a mod that had a bionic you would get through fighting mechs that would add a small about of bandwidth to the person you put it into and i've checked every mod i have and i think it was this mod but possibly a removed feature or something was changed was there anything like that in this mod at one point?
Sarg Bjornson  [author] 23 Feb @ 12:27pm 
Not as far as I know
Lord Rugdumph 23 Feb @ 11:59am 
Sorry i'm trying to pin down which mod is making the auto charge turrets blast off archotech limbs in a single shot... xD Does this mod effect the turrets?
Sarg Bjornson  [author] 20 Feb @ 10:52pm 
You mean 10 MB? Yeah, that's a normal size for this kind of mod
Z E N I T 20 Feb @ 4:39pm 
!0MB size? Is that correct?
Mrvecz 20 Feb @ 11:46am 
Does Pristine Assembler produce its stuff faster if its active and walking around, or should they be left like some loaf of bread, stashed somewhere gathering dust in permament dormant charging state ?
123 18 Feb @ 11:22pm 
it just visualises the raid point calculation for a given raid and doesnt change anything otherwise but if this mod doesnt change mech raid spawn formula its gotta be something else