// Management · RimWorld Mod

[AV] Mechanoid Spots

[AV] Mechanoid Spots mod preview for RimWorld

This mod is about controlling where your mechs guard or chill at, by giving them their own special spots.

This mod is about controlling where your mechs guard or chill at, by giving them their own special spots.

Uploaded as a 'new' mod since the old steam description is bugged.

IF YOU USED THE 1.6 FORK OR THE OLD 1.6 GITHUB VERSION KEEP ON USING THAT.
DO NOT CHANGE TO THIS VERSION MID-RUN!





New buildings which can be assigned to a specific individual mechanoid.

Simple spots:




Electric spots:


All electric spots (and sockets) will slowly repair assigned mechanoids which stand on top of them.



Functional spots:


Sockets are buildings which can be assigned to mechanoids and give them a special buff as long as the mech stays on them. They need to be researched first.

Socket buff:
- consciousness +35%
- energy usage multiplier x75%


Socket buff:
- consciousness +20%
- aiming time -20%
- shooting accuracy x180%
- energy usage multiplier x10%


- charges mech energy based on the pulse interval of the socket (10%/day by default - adjustable with a multiplier in the settings)
- can be overcharged to recharge faster, but consumes more power (100%/day by default)
- toxic waste production can be enabled in the settings
Socket buff:
- global work speed x10%
- energy usage multiplier x1%
Socket buff when the mech has full energy (lasts 4 hours):
- moving speed +10%
- global work speed x105%
- energy usage multiplier x110%


Additional content or interaction with






An assigned mechanoid will use its spot when all of the following conditions are met:
  • the mechanoid is in work mode and has nothing else to do (besides patrolling)
  • the assigned spot is powered and there is no solarflare or EMI-dynamo (toggleable in the mod-settings)
  • the assigned spot is within the mechs allowed area and reachable
  • the assigned mech is using the default mechanoid thinktree / AI (~95% of all modded mechs)


A mechanoid on its assigned spot will use the following behaivior:
  • Combat mechs will guard their spot and engage in combat, before looking to use rimworlds patrol system
  • Work mechs will move to their spot if they have no more work to do
  • Mechanoids will move away from their spot to recharge according to the assigned recharge settings in their mech group


Additionally when a setting on the spot is checked the mech is allowed to self-recharge on them with the following beheivior:
  • Work mode: mechs will dorment self-charge on their spot according to their groups recharge setting when no recharger is avaiable
  • Dormant self-charge mode: mechs will prefer to dorment self-charge on their spot if their energy is above 2%
  • Recharge mode: mechs will dorment self-charge on them when no recharger is available


Disclaimer


Guarding mechs which spot an enemy will use the normal rimworld combat AI - which is dumb - controlling them via drafting is always way more efficient.


The gif above is a bit outdated, but still shows nicely what this mod is about.

Special spot features


  • The list of assignable mechs can be filtered and searched
  • The guard or "look at" direction when on the spot can be changed
  • Spots have a button to move the camera to the assigned mech and vice versa
  • Spots have a button to copy and paste their settings
  • Spots can be right-clicked to assign an already selected mech




Regarding modded mechs



Only mechanoids which use biotech DLCs mechanitor system without limited power cells are supported.
Most modded mechs use vanillas AI and can use the spots.
Some mods use unique AI (thinktrees), those need to be patched in by hand.
You can look inside the mod-settings to see how many mechs from your currently active mods are not patched.
If anything pops up in there leave it in the comments and I will try to patch them.

Unsupported mechs cannot be assigned to spots and will not appear in the assignment menu. This means they will still function as they would without this mod.

Some modded mechs may not stand guard at their spot and instead just chill, even if we as players perceive them as combat mechs the game might not.
Generally, if the mech would attack enemies on its own in work mode, it is a combat mech and will stand guard on its spot.
There is also a filter in the assignment menu which allows you to see which mech is categorised as a combat or labor mech.
I also made another mod to change the behaivior on command. Making the game treat a specific mech as a combat mech.
It can be found here.

Potential mod conflicts


Mods which...
  • assign/disassign meditation spots to mechanoids (this is how this mod actually works)
  • change mechanoid behaivior
  • add additional work to combat mechs (this results into them not beeing able to guard on their spot, but works otherwise fine)


WVC work modes?


This mod includes a patch for WVC - Work Modes, by default the spots will 'win' over WVC work modes mechanoid shutdown zones.
Each spot has a toggle where you can disable the patch - choose whatever behaivior you prefere.

Can this be safly added to an ongoing safe?


Yes.

Can this be safly removed from an ongoing safe?


Removing content mods from an ongoing run is always a bad idea, but if you must make sure no mechs are using their spots (just draft them).



I've got feedback or ideas for this mod!


Please post it in the pinned discussion for feedback.

I've found a bug!


Please post it in the pinned discussion for bugs.


Me, myself and I.
Special thanks to the unofficial rimworld discords modding-channel, the people running it and its precious search function.
Without this awesome community this mod would not exist.