边缘世界 RimWorld

边缘世界 RimWorld

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Simple Additions: Mech Clusters
   
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Mod, 1.6
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7 月 20 日 下午 6:54
8 月 7 日 上午 10:35
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Simple Additions: Mech Clusters

在 Smxrez 的 1 个合集中
Smxrez's mods
14 件物品
描述



Welcome to a brand new mod series I'm starting: Simple Additions. Each mod will add small, simple additions to specific parts of the game.

I find mech clusters kinda annoying not just because they are a little frustrating to fight, but also because they just lack variety.

On top of that, mechanoids don’t use tox gas nearly as much as they could.

So I made this mod to fix both of those issues by adding two tox-themed mechanoid turrets and a heavy mechanoid drop beacon to the cluster pool:
  • Auto Needler Turret: Rapid-fires a burst of tox needles.

  • Heavy Mech Drop Beacon: Summons a mech commander when triggered.

  • Tox Auto Shotgun Mortar: Lobs a salvo of 3 tox shells.

I highly recommend paring this with Lost Factory Mechanoids https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3386146460
As it adds an auto shotgun and beamer turret! (Which I would have made myself if this didn't exist)

As always, if you run into a bug, please leave a comment containing a hugslib log + what you were doing when it happened. (If you don't give me a log and I chop off your limbs)


[ko-fi.com]










Q: CE Compatible?
A: No.
Q: This sounds op! muh balance!
A: I tried my best to keep things balanced while also keeping things fun. If you think something is off, let me know!
Q: Save game compatible?
A: Should be safe to add but will cause errors if removed.
Q: 1.5?
A: I will not be officially supporting 1.5 but it may work.
41 条留言
Smxrez  [作者] 10 月 5 日 下午 2:11 
:)
bombila 10 月 5 日 下午 2:07 
I am scared now.
Smxrez  [作者] 10 月 5 日 下午 1:03 
yes
bombila 10 月 5 日 下午 12:32 
Does that mech commander trigger thing really summons biotech bosses? :DSTskull:
Geojak 8 月 12 日 下午 12:58 
ignore my last comment this seems to be vanilla behavour, from the wiki: "Like other condition causers, it can start immediately active or remain dormant for a few days. Waking up a mech cluster will not cause the auto mortar to immediately start firing. "
Geojak 8 月 12 日 下午 12:55 
i think i found an issue. i had a dormant mech cluster with a tox mortar. i attacked them so the cluster woke up. mechs and turrets are now active, but the mortar still says active in 12 days. i believe the regular auto mortar would start shooting now. this appears to be a bug
Space Moth 8 月 7 日 上午 10:36 
I personally think it could do with a minimum range like the other 2x2 turrets. This gives it a counterplay if you send in a melee pawn with a shield to get close. Not fought it extensively so cant speak for others.

Maybe can add a 3x3 heavy needler turret without the minimum range and higher point cost.
Smxrez  [作者] 8 月 7 日 上午 10:36 
1.0.5
- Auto Needler Turret range 38.9 -> 39.9
- Auto Needler turret cooldown 4.25 -> 4
- Auto Needler combat power 190 -> 220
Smxrez  [作者] 8 月 7 日 上午 10:30 
might increase raid points and revert some of the changes but keep some
Smxrez  [作者] 8 月 7 日 上午 10:28 
Published the changes before I read the comments lol
down to revert or make different changes if this feels like too much
1.0.4
- Auto Needler Turret range 45.9 -> 38.9
- Auto Needler Turret cooldown 4s -> 4.25s
- Auto Needler Turret accuracy mult 0.96 -> 0.95 (this is roughly a 20% accuracy nerf at max range but less impactful the closer it is)