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Regarding the ideas, sadly I'll be limiting implementation of more mechanoid/biotech-dependent content going forward (for the nomad-ish playthrough, maybe check out [AV] Mechanoid orbital traders). While I love mechanoids as a concept, the intention of this mod is to make vehicles that everyone can find a use for (a bit difficult with the Selkie/Siren, slowly working on it), and that includes DLCs/mods: the fewer dependencies, the better.
On an aside note, I really should've implemented some kind of flame weapon at this point. Maybe I'll co-opt shredder munitions...
I hope you'll keep developing this, in fact.
I wonder, would you be interested in making mobile gestator, drone carriers/factories?
stuff that validate a more nomad playlist, build mechanoids on the go, quickly deploy a swarm of drones,
compatch with mechanoid plague so you have more options when upgrading, like installing plague turrets,
cryptosleep casket vehicle/mechanoid that uses dead/frozen pawns psyches as a pilot, kinda like 40k Dreadnoughts.
A note for those with Biotech - the autorat is still wonky, but acquiring ratcores from them should now be much simpler (no corpse, but drops detritus inspired by mechanoid slag)
note: re-commented as I mistyped "neat" as "beat".