RimWorld
Ocen: 357
[AV] Mechtech
5
3
   
Przyznaj nagrodę
Ulubione
Ulubione
Usuń z ulubionych
Mod, 1.5, 1.6
Rozmiar pliku
Zamieszczono
Zaktualizowano
13.220 MB
28 września 2024 o 23:45
24 września o 8:58
Listy zmian: 17 ( zobacz )
Musisz posiadać DLC, aby użyć tego przedmiotu.

Zasubskrybuj, aby pobrać
[AV] Mechtech

W 1 kolekcji stworzonej przez Veltaris
[AV] Mods made by Veltaris
Przedmioty: 14
Opis
This is my love letter and content addition for the mechanitor playstyle of the biotech DLC.
Ever since the Biotech DLC's release I've dreamed about having a real mechanitor colony.
This (and my other mods) are the try of making that a reality.



This mod is mainly about:
  • controlling how you want to develop your mechanitors. A few skilled ones or a whole colony of low-skilled mechanitors? Choose how to spent your boss-mech-chips!
  • adding a few unique mechanoids
  • adding mechanoid based neutroamine production and additional useage
  • anything I deemed cool enough to put in here

The content of this mod is subject to my liking, it will get tweaked, changed and expanded over time.



Mechanoids




Militors and scrapper can now use mortars just like normal colonist (select the mech and right click the mortar).













Entities




Mechanitor's Tools








Pre-Neutroamine production and industries











Subcored implants
A few implants to control body temperature/pain/robustness with the disadvantage of interference with the immune system.

Subcored clothings
Subcored clothings biocode themself to their first user.





Others








DLC based content:
  • with Royalty: new mortar types for clusters
  • with Ideology: companoid sphere, royal lancer, hightech collar
  • with Anomaly: reshaper, sinistre


Inbuild mod interactions with:

CE?
Thats up to them. Currently CE has its own integrated patch for this mod. I don't have anything to do with it.

Can this be safly added to an ongoing save?
Yes.

Can this be safly removed from an ongoing save?
Probably, with the usual one-time errors for removing a content-adding mod. Back up your saves just in case.



I've got feedback or ideas for this mod!
Please post it in the pinned discussion for feedback, there is also a list of upcomming content.

I've found a bug!
Please post it in the pinned discussion for bugs.


Me, myself and I.
Carbonpanel retexture is based on Erin's Body Retexture (with permission), check out her awesome mods!
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.
Popularne dyskusje Zobacz wszystkie (2)
27
8 lipca o 18:43
PRZYPIĘTE: Bug reports
Veltaris
24
25 września o 16:26
PRZYPIĘTE: Feedback & ideas
Veltaris
Komentarzy: 190
toetruckthetrain 25 września o 17:01 
the chemfueld band node says it needs neutroamine in the ingame description
Hazard Maks 24 września o 13:02 
Thank you, awesome update!
Spess Mehreen 24 września o 11:33 
I cna't live without tarantulas.

SMokescreen, firefome, incindinary.

I run a huge list full of mechanoid chaos. But these guys, I just need 1 or 2 and they are so helpful.
Veltaris  [autor] 24 września o 9:05 
@Hazard Maks
There are now settings for neurofoam/neutroamine/hemogen producers. You can change them up to 10 items per production. Default is still 1.

@Kenst
Thats intended. It used to be always active (in the 1.5 version it still is). The connection lines when not drafted annoyed me a bit - so I changed it to an ability which autocasts itself when drafted. Thats more performance friendly and lighter on my eyes :)

@juako
Should be fixed now.
Hazard Maks 14 września o 1:40 
Would it be possible to have a mod option of changing how much neutroamine is produced by the fluoids? Choosing between a range would be much appreciated, as of now I need like 20 of those mechs to produce a viable amount to sustain the colony
Kenst 13 września o 15:14 
The royal lancer would use combat aura ability immediately when I draft it.
Hazard Maks 11 września o 12:01 
Awesome, thanks for the clarification!
Veltaris  [autor] 11 września o 11:42 
@Hazard Maks
I have not played them together in 1.6, but it should still work well.
The neutroamine using buildings can use the pipe network of VE Androids. Neutroamine created by this mod needs to be hauled to neutroamine tanks. There should be no overlap at all.

@juako
That is a bug. They are meant to eat 5 bioferrite per day, but currently consume way more then intended. I will upload a fix in the coming days.
Hazard Maks 10 września o 17:13 
Does this work well with Androids vanilla expanded? That mod has some neutramine storage etc, wondering if they overlap
juako 8 września o 4:03 
can you explain more about how the reshaper/sinister works ? how much bioferrite does it use per day ? after gestating one and feeding it, a few minutes later, the entity just ripped apart it's body due to starvation and started attacking me