边缘世界 RimWorld

边缘世界 RimWorld

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More Vanilla Mechanoid
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Mod, 1.4, 1.5, 1.6
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3.767 MB
2023 年 2 月 16 日 上午 8:26
10 月 3 日 下午 1:41
67 项改动说明 ( 查看 )
您需要 DLC 才能使用该物品。

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More Vanilla Mechanoid

描述
This mod adds 10 combat mechanoids, and all art resources are from the base game.

supported language:
English
ChineseSimplified (简体中文)
ChineseTraditional (繁體中文)
French (Français)
German (Deutsch)
Japanese (日本語)
Korean (한국어)
Russian (Русский)



​2025.10.4 v3.4 Update​:
For the centipede quickdraw, centipede uranium cannon, centipede autocannon, as well as the bullet of the uranium slug turret and autocannon turret, if there is remaining damage after destroying a target's body part, that damage will now continue to transfer to the parent body part of the destroyed part.



Crush your enemy



Be careful, they're equally deadly when they're opponents




1. militor blaster : A militor armed with a mini-blaster gun capable of continuous firing and high armor penetration,but needs plasteel and standard mechtech to gestate it.


2. militor SMG: A militor armed with a mini-SMG capable of continuous firing,only needs steel and basic mechtech to gestate it.


3. centipede autocannon: A centipede armed with the same weapon as the autocannon turret.Its large-caliber shells do heavy damage over significant ranges. It cannot fire at close-up targets.Needs high mechtech.


4. centipede sniper: A centipede armed with the same weapon as the Uranium slug turret.Its ultra-dense uranium shells can punch through heavy armor. It is very effective against small numbers of armored , but less effective against large groups of weaker combatants targets. It's more accurate at longer ranges,and cannot fire at close-up targets.Needs Ultra mechtech.


5. centipede beam: A centipede armed with a high-energy gamma ray laser transmitter.Due to the more powerful reactor of the centipede, this laser transmitter has a farther range, stronger firepower, and higher armor -piercing ability.It is very fatal for creatures and can even penetrate the armor of the mechanoid.It cannot fire at close-up targets.Needs Ultra mechtech.


6. centipede rocketswarm: A centipede armed with the same weapon as the rocketswarm launcher.It is very effective against large groups of weaker combatants, but less effective against small numbers of armored targets. Once fired, it must cool off for an extremely long time to fire again. It cannot fire at close-up targets.Needs high mechtech.


7.foamer : a variant of Scorcher is armed with a high-pressure firefoam sprayer, which can quickly extinguish various fires,needs plasteel and standard mechtech to gestate it.


8.centipede quickdraw: A centipede armed with a variant of the heavy charge blaster.This weapon is designed for faster aiming,faster cooldown and higher armor penetration at the cost of range and firepower.It's can quick to draw and destroy close range targets.Needs high mechtech.


9.centipede repeater:A centipede armed with a variant of the beam repeater.This variant of the beam repeater leverages the centipede's more powerful reactor to achieve higher energy output, resulting in extended range, enhanced armor penetration, increased damage, and a faster firing cycle.Needs Ultra mechtech. Require Odyssey DLC


10.centipede emitter:A centipede armed with a massive beam emitter.This weapon uses a crystal amplifier to enhance gamma rays, significantly increasing damage output, effective range, and armor-piercing capability. Its focused beam can pierce shields and easily penetrate all types of armor at long range. The weapon requires a long cooldown period between shots.Needs Ultra mechtech. Require Odyssey DLC


Q: Can I add or remove this mod mid-save?
A: Yes.
Q: CE?
A: Yes ! All mechanoids of this MOD are compatible with Combat Extended mod (CE).
Q: Muzzle flash?
A: Yes ! The effect in the game is as follows:




If this mod is useful, then my other mods about mechanoid may also be suitable for you.

More Apocritons In Same Wave


Show the CD of boss group





热门讨论 查看全部(1)
0
10 月 3 日 下午 2:40
Old version changelog
Teiwaz
50 条留言
Clearwater 8 月 31 日 上午 8:39 
I see, thanks for the info. I will head over and report it. Have a good one!
Teiwaz  [作者] 8 月 31 日 上午 1:55 
@Clearwater : Well, based on my testing, this issue occurs not only with the centipede beam, but also with the vanilla game's tesseron. Therefore, I think the problem should lie with the Mechanoid Upgrades.
Clearwater 8 月 29 日 上午 8:56 
hmmm I gestated some centipede beamers and tried to add mechanoid upgrade chips to them but it seems that at least the range increase chip has no effect. The range in the statcard is increased yet the range when drafted is not. I don't know what is going on here :C
Teiwaz  [作者] 8 月 27 日 上午 1:15 
@Alan : Yep, the hit rate of vanilla mechanoids at extreme ranges is absolutely terrible. If I don't give these long-range units a +10 shooter accuracy buff, they end up performing "lottery-style shooting" against your pawns from ultra-long distances, just like the Pikemans from the vanilla game—until you clear the main mechanoid forces and rush in to deal with them one by one.
While it’s a good thing when they’re enemies and can’t hit you from afar, it’s infuriating when you spend tons of precious resources building your own mechanoids, only to find they also engage in "lottery-style shooting" against enemies. When they contribute almost zero kills in an entire battle, I bet you’ll want to dismantle them on the spot.
Teiwaz  [作者] 8 月 27 日 上午 12:52 
@Alan : The excessive spawning of foamers at the crashed orbital mechanoid platform was a bug, which has now been fixed. Foamers no longer appear in crashed orbital mechanoid platforms or mech clusters.
Additionally, foam actually serves another purpose: it sticks to cloaked units and forces them to decloak. It is precisely this mechanic that I think could lead to some dramatic moments.
Alan 8 月 24 日 上午 4:55 
Question: uranium slug cannon of centipede uraniumcannon provides +10 shooter accuracy, is that because vanilla mechanoids have abysmally poor accuracy and without that buff the centipede wouldn't be able to hit practically anything at its max range?
Alan 8 月 22 日 上午 4:33 
Not sure how foamers add up to drama since mechanoids are already immune to fire and the only thing they do is making centipede burner's job harder. Also, I had rooms in crashed orbital mechanoid platform where more than half of guards were foamers and it gets a little silly. The only way I see them being useful to enemy is if one is playing with CE where you can set mechanoids on fire, but I don't know if they actually target burning allies. Imo just make them player-only.
Teiwaz  [作者] 8 月 21 日 下午 4:12 
@Alan : Hmm, I actually intentionally set foamers to spawn with enemy mechanoids, because their appearance can make the battlefield more dramatic. However, I've added a limit that only one foamer can spawn at most. Based on your feedback, I think I should further reduce their spawn frequency, making them appear only occasionally on the battlefield.
Alan 8 月 21 日 上午 11:22 
Make foamers less likely to spawn with enemy mechanoids or add an option in mod settings to tweak their spawn, they often spawn in mechanoid occupied places/quests where they don't do anything but spray you with firefoam non-stop.
Teiwaz  [作者] 8 月 20 日 下午 7:21 
@will.loken : Well, actually, ​a centipede with an auto mortar​ overlaps functionally with the ​centipede rocketswarm. Additionally, when this centipede mortar appears as an enemy, it might introduce new challenges distinct from other mechanoids. Moreover, if we equip them with auto mortars at ​close to vanilla strength, producing enough such centipedes to be effective in combat would require significant resources. Yet, diverting these resources to produce other types of centipedes would be more useful.​

Although I don't think adding a centipede with auto mortar is appropriate, it's a great idea to add new mechanoids equipped with other beam weapons. Currently, the mod has added two types of mechanoids with new beam weapons: the centipede emitter and the centipede repeater.