RimWorld

RimWorld

[AV] Mechtech
190 kommenttia
toetruckthetrain 25.9. klo 17.01 
the chemfueld band node says it needs neutroamine in the ingame description
Hazard Maks 24.9. klo 13.02 
Thank you, awesome update!
Spess Mehreen 24.9. klo 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  [tekijä] 24.9. klo 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 14.9. klo 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 13.9. klo 15.14 
The royal lancer would use combat aura ability immediately when I draft it.
Hazard Maks 11.9. klo 12.01 
Awesome, thanks for the clarification!
Veltaris  [tekijä] 11.9. klo 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 10.9. klo 17.13 
Does this work well with Androids vanilla expanded? That mod has some neutramine storage etc, wondering if they overlap
juako 8.9. klo 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
Veltaris  [tekijä] 29.8. klo 2.18 
@❤Annikki Eys❤
The sinistre can not be catched. Its whole theme is that it only partially exists in this dimension, so it disappears after a short time or when downed.
The only way to "catch" it is by using a reshaper mech, baiting a sinistre to possess the reshaper mech.
Akira Miho 27.8. klo 3.59 
well...i dont know but how i can catch sinistre i just see what he/she cant be down and dies momentaly
Veltaris  [tekijä] 15.8. klo 12.55 
@kinson523
Depends a lot on your mods and playstyle.
Neutroamine is not available for production in the base game and also only used sparingly.
Additionally the cultivation pods are much slower than a fluoid mech, as they do not cost bandwidth.
With advanced neutroamine control researched (which gives a 25% boost):
Cultivation pods: 0.22 neutroamine per day
Fluoid: 0.44 neutroamine per day * efficiency (meaning it scaled with workspeed and fluid reprocessing)

This might feel right for my playstyle, but if it doesn't for you, you can easily change the balance:
The data is in the file 1.6\Defs\Building_Spawner.xml - change the numbers in countToSpawn or spawnIntervalRange to whatever feels right for you.
If you do so keep in mind that that file will reset itself should I update the mod as steam will redownload it.
kinson523 15.8. klo 11.57 
I have a question about the balance of the cultivation pods, are we intended to make literally hundreds of them? since the production rate of neutroamine is one every six days?
Huehuecóyotl 9.8. klo 15.56 
Awesome!

Also no name guy, the scrapper can work the "Craft" job with a skill equivalent of 4, so things like stonecutting and chemfuel refining and crafting spot work. I've found them incredibly useful as Gravship workers since they can refine fuel, mine mineral outcrops, and cut bricks to make temporary housing with when we land at a new place.
9.8. klo 0.30 
What can the scrapper craft?
Veltaris  [tekijä] 8.8. klo 23.46 
@Huehuecóyotl
Yes, a little bit - but they are worn under the armor so you can combine whem with power armor.

@Engineer Gaming Part 3
Not sure what you mean with that, but the royal lancer has a combat aura ability. If you mean something else then no.
Huehuecóyotl 8.8. klo 22.27 
Do the Carbon Panels add vacuum resistance?
Lanceyy242 8.8. klo 21.05 
Actually, I'd love to get into contact with you to patch everything to be truly balanced like you intended the mechs to be. I'll do all the work, I just don't have your vision and ideas when you made these absolutely gorgeous mechs. My discord is lanceyy242, or I've added on you steam. Thanks!
Engineer Gaming Part 3 8.8. klo 18.55 
is this the mod with the combat sublink
Lanceyy242 8.8. klo 16.55 
I love this mod so much I literally learned coding patches for CE to patch this mod and have it integrated into the main mod, it's just too good.
Veltaris  [tekijä] 6.8. klo 3.28 
@Turkwise
You are right, gonna add that with the next update :)
Turkwise 6.8. klo 2.54 
Might want to update the Royal Lancer's weapon to have 33 range like the vanilla Lancer has now
thezblah 5.8. klo 19.39 
The carbon panels having 20% vac resist is perfect. Any non vacsuit power armor only reaches the 90s in vac resist which means pawns will die of exposure eventually. The panels are a little pricey but are a fantastic way for mechanitors to wear their specialized power armor and also be completely spaceproof.
Monochrome 4.8. klo 16.42 
nice mod dude, thanks for 1.6
Emi 3.8. klo 9.00 
yay! thank you so much ^-^
Indigo Cactus 2.8. klo 9.44 
WOOOOO MECHTECH IS BACK
uoh 2.8. klo 5.53 
Finally, bravo to Veltaris !!! Thx for your work.
babana 1.8. klo 20.24 
thank you so muchf or tjhe update i love this mod!!!!!!:steamhappy:
Sh2d0wm2n 1.8. klo 12.15 
Looks like peak's back on the menu, boys! I've been looking forward to this, thank you for updating it and for making it in the first place.
Zoe, the Bad Wolf 1.8. klo 8.53 
Now my Death Egg playthrough can really begin! <3
Thanks for the update, Veltaris! :D
Veltaris  [tekijä] 1.8. klo 7.40 
If you get errors for the royal lancers --> remind your steam to also update [AV] Framework !
StockSounds 1.8. klo 7.10 
MMMMM finally. Yes,
Latex Santa 1.8. klo 7.05 
@Veltaris
OOOOOOOOH! Good sh*t, good sh*t, thanks very much for the update!
Lt.MustDie 1.8. klo 7.00 
Thank you for the update! You're awesome!
Latex Santa 27.7. klo 1.44 
I only need this mod, Reinforced Mechanoids 2 and Mechanitor Adventures before I can start my new colony of genetically-modified superhuman freaks, conquering the Rim with their armies of mechanoids and hybrid cyborg battle-beasts. Well, Mechanitor Adventures would be nice to have, but the modder has an attitude and I can live without it.
Slaygate2077 25.7. klo 17.00 
hope your enjoying odyssy, and i hope this mod gets an update soon ^^
Indigo Cactus 23.7. klo 16.21 
This is the only 1.5 mod I regularly check to see if it's updated. No rush, I'm glad you're prioritizing enjoying the DLC yourself, I'm very just excited ^.^
LomebiPL 21.7. klo 17.01 
This may sound strange but could you add a mech that can pilot a shuttle?
JoeOwnage 21.7. klo 9.15 
Looking forward to trying this one once it's updated
Sh2d0wm2n 18.7. klo 5.57 
I can't wait untill this mod is 1.6, definitely my fav biotech mechanoid related mod.
child assault services 18.7. klo 4.46 
i thought like a helmet that comes with it and activates when you go to space. or maybe it would be better if you just use the regular helmet with it
Veltaris  [tekijä] 18.7. klo 3.26 
You can be sure that I'll add stuff for odyssey over time :)
Carbon panels will ony provide a small bonus to vacuum resistance, it would feel weird if you can be in space without a helmet
child assault services 18.7. klo 2.50 
is there gonna be any odessey content? maybe something like the carbon panels can let you breathe in space
Emi 17.7. klo 9.57 
can't wait to play with this again ^-^
Veltaris  [tekijä] 17.7. klo 7.18 
@Luca Walker
While the 1.5 version of this mod does start up on 1.6, please do not use it. It will spam the error log and end up breaking things.
Luca Walker 17.7. klo 5.27 
i did some playing with 1.6 and while it is not happy running on 1.6 it has not crashed the game or shown any game breaking bugs until now .
Pappi_Rabbi 14.7. klo 10.39 
:(
Greisyn 14.7. klo 2.35 
MY COMPANION! j/k thanks for the update on well the update lol im really enjoying the new dlc so i understand you completely Veltaris. thanks for the mod and trust I have this favorited for when the update hits <3
Psyckosama 13.7. klo 19.17 
Drat. Here I was hoping you wouldn't be able to play without it. ;)