RimWorld
[AV] Mechtech
191 件のコメント
Kenst 9 時間前 
About combat aura ability. I intuitively thought it was activated by player. Sometimes I don't need to active skills to deal with little troubles but it will automatically activated. I can't deactivate it so energy usage Increased will lasts 12 hours. Just a little complaint, and it may not have a significant impact on the waste disposal system.
toetruckthetrain 9月25日 17時01分 
the chemfueld band node says it needs neutroamine in the ingame description
Hazard Maks 9月24日 13時02分 
Thank you, awesome update!
Spess Mehreen 9月24日 11時33分 
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  [作成者] 9月24日 9時05分 
@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 9月14日 1時40分 
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 9月13日 15時14分 
The royal lancer would use combat aura ability immediately when I draft it.
Hazard Maks 9月11日 12時01分 
Awesome, thanks for the clarification!
Veltaris  [作成者] 9月11日 11時42分 
@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 9月10日 17時13分 
Does this work well with Androids vanilla expanded? That mod has some neutramine storage etc, wondering if they overlap
juako 9月8日 4時03分 
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  [作成者] 8月29日 2時18分 
@❤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 8月27日 3時59分 
well...i dont know but how i can catch sinistre i just see what he/she cant be down and dies momentaly
Veltaris  [作成者] 8月15日 12時55分 
@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 8月15日 11時57分 
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 8月9日 15時56分 
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.
8月9日 0時30分 
What can the scrapper craft?
Veltaris  [作成者] 8月8日 23時46分 
@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月8日 22時27分 
Do the Carbon Panels add vacuum resistance?
Lanceyy242 8月8日 21時05分 
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月8日 18時55分 
is this the mod with the combat sublink
Lanceyy242 8月8日 16時55分 
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  [作成者] 8月6日 3時28分 
@Turkwise
You are right, gonna add that with the next update :)
Turkwise 8月6日 2時54分 
Might want to update the Royal Lancer's weapon to have 33 range like the vanilla Lancer has now
thezblah 8月5日 19時39分 
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 8月4日 16時42分 
nice mod dude, thanks for 1.6
Emi 8月3日 9時00分 
yay! thank you so much ^-^
Indigo Cactus 8月2日 9時44分 
WOOOOO MECHTECH IS BACK
uoh 8月2日 5時53分 
Finally, bravo to Veltaris !!! Thx for your work.
babana 8月1日 20時24分 
thank you so muchf or tjhe update i love this mod!!!!!!:steamhappy:
Sh2d0wm2n 8月1日 12時15分 
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 8月1日 8時53分 
Now my Death Egg playthrough can really begin! <3
Thanks for the update, Veltaris! :D
Veltaris  [作成者] 8月1日 7時40分 
If you get errors for the royal lancers --> remind your steam to also update [AV] Framework !
StockSounds 8月1日 7時10分 
MMMMM finally. Yes,
Latex Santa 8月1日 7時05分 
@Veltaris
OOOOOOOOH! Good sh*t, good sh*t, thanks very much for the update!
Lt.MustDie 8月1日 7時00分 
Thank you for the update! You're awesome!
Latex Santa 7月27日 1時44分 
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 7月25日 17時00分 
hope your enjoying odyssy, and i hope this mod gets an update soon ^^
Indigo Cactus 7月23日 16時21分 
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 7月21日 17時01分 
This may sound strange but could you add a mech that can pilot a shuttle?
JoeOwnage 7月21日 9時15分 
Looking forward to trying this one once it's updated
Sh2d0wm2n 7月18日 5時57分 
I can't wait untill this mod is 1.6, definitely my fav biotech mechanoid related mod.
child assault services 7月18日 4時46分 
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  [作成者] 7月18日 3時26分 
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 7月18日 2時50分 
is there gonna be any odessey content? maybe something like the carbon panels can let you breathe in space
Emi 7月17日 9時57分 
can't wait to play with this again ^-^
Veltaris  [作成者] 7月17日 7時18分 
@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 7月17日 5時27分 
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 7月14日 10時39分 
:(
Greisyn 7月14日 2時35分 
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