Sooo just had a manhunter pack, the mechanoids responded as they should and got decimated, 16 mechanoids vs 70 modded animals (ripper hounds I think). During this attack I found a problem, I don’t think its your mod I think I have some mods that allow this or something. First off the mechanoids were getting infections from a lot of attacks. The modded animals that attacked must have a chance to infect on attack. The infection ticks up but immunity doesn’t (no healing in mechanoids, go figure). The problem I have is my pawns actually rescue the downed mechanoids and try to heal them. LOL What a waste of medicine. The rescued mechanoids in animal beds keep falling out of them cause they aren’t meant for them. So I am going to have to not use them if my pawns are going to waste medicine on them. As for what mod is allowing them to be tended I have no idea.
I feel like it might save you a LOT of time since it already does:-Mechanoid drafting-Mechanoid jobs-(kinda) restrict to zone (they can either be told to stay on their platform or roam/attack any enemies)I feel like the only thing you would require to do would be to add a ‘Custom targeting’ hediff that replace the ‘hacked targeting’ hediff so that your mechanoids don’t go rogue if not maintained (why would they go rogue if YOU build them?) and maybe have them spawn without the ‘running on backup battery’ tooanother mod that has interesting mechanoid stuff is the callistan robotics mod! They add mechanoium (a kind of plasteel gotten from mechanoids) and mechanoids power cores, some potentially interesting ingrediants! I do like the idea and texture of your mechanoid componants however :3