RimWorld
[AV] Mechtech
댓글 193
Veltaris  [작성자] 2025년 10월 9일 오전 3시 46분 
@Monbland
Not from my side, no.
But most mods do not need extra support to work with this one (CE is the only one so far I know of).
According to their mod page:
"Total Warfare features progressive difficulty design. The mod reconstructs vanilla combat logic..."
I do not know what that means though.
Monbland 2025년 10월 8일 오전 9시 32분 
Mechanoids: Total Warfare Is it supported?
Kenst 2025년 10월 4일 오후 9시 27분 
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 2025년 9월 25일 오후 5시 01분 
the chemfueld band node says it needs neutroamine in the ingame description
Hazard Maks 2025년 9월 24일 오후 1시 02분 
Thank you, awesome update!
Spess Mehreen 2025년 9월 24일 오전 11시 33분 
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  [작성자] 2025년 9월 24일 오전 9시 05분 
@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 2025년 9월 14일 오전 1시 40분 
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 2025년 9월 13일 오후 3시 14분 
The royal lancer would use combat aura ability immediately when I draft it.
Hazard Maks 2025년 9월 11일 오후 12시 01분 
Awesome, thanks for the clarification!
Veltaris  [작성자] 2025년 9월 11일 오전 11시 42분 
@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 2025년 9월 10일 오후 5시 13분 
Does this work well with Androids vanilla expanded? That mod has some neutramine storage etc, wondering if they overlap
juako 2025년 9월 8일 오전 4시 03분 
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  [작성자] 2025년 8월 29일 오전 2시 18분 
@❤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 2025년 8월 27일 오전 3시 59분 
well...i dont know but how i can catch sinistre i just see what he/she cant be down and dies momentaly
Veltaris  [작성자] 2025년 8월 15일 오후 12시 55분 
@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 2025년 8월 15일 오전 11시 57분 
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 2025년 8월 9일 오후 3시 56분 
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.
2025년 8월 9일 오전 12시 30분 
What can the scrapper craft?
Veltaris  [작성자] 2025년 8월 8일 오후 11시 46분 
@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 2025년 8월 8일 오후 10시 27분 
Do the Carbon Panels add vacuum resistance?
Lanceyy242 2025년 8월 8일 오후 9시 05분 
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 2025년 8월 8일 오후 6시 55분 
is this the mod with the combat sublink
Lanceyy242 2025년 8월 8일 오후 4시 55분 
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  [작성자] 2025년 8월 6일 오전 3시 28분 
@Turkwise
You are right, gonna add that with the next update :)
Turkwise 2025년 8월 6일 오전 2시 54분 
Might want to update the Royal Lancer's weapon to have 33 range like the vanilla Lancer has now
thezblah 2025년 8월 5일 오후 7시 39분 
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 2025년 8월 4일 오후 4시 42분 
nice mod dude, thanks for 1.6
Emi 2025년 8월 3일 오전 9시 00분 
yay! thank you so much ^-^
Indigo Cactus 2025년 8월 2일 오전 9시 44분 
WOOOOO MECHTECH IS BACK
uoh 2025년 8월 2일 오전 5시 53분 
Finally, bravo to Veltaris !!! Thx for your work.
babana 2025년 8월 1일 오후 8시 24분 
thank you so muchf or tjhe update i love this mod!!!!!!:steamhappy:
Sh2d0wm2n 2025년 8월 1일 오후 12시 15분 
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 2025년 8월 1일 오전 8시 53분 
Now my Death Egg playthrough can really begin! <3
Thanks for the update, Veltaris! :D
Veltaris  [작성자] 2025년 8월 1일 오전 7시 40분 
If you get errors for the royal lancers --> remind your steam to also update [AV] Framework !
StockSounds 2025년 8월 1일 오전 7시 10분 
MMMMM finally. Yes,
Latex Santa 2025년 8월 1일 오전 7시 05분 
@Veltaris
OOOOOOOOH! Good sh*t, good sh*t, thanks very much for the update!
Lt.MustDie 2025년 8월 1일 오전 7시 00분 
Thank you for the update! You're awesome!
Latex Santa 2025년 7월 27일 오전 1시 44분 
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 2025년 7월 25일 오후 5시 00분 
hope your enjoying odyssy, and i hope this mod gets an update soon ^^
Indigo Cactus 2025년 7월 23일 오후 4시 21분 
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 2025년 7월 21일 오후 5시 01분 
This may sound strange but could you add a mech that can pilot a shuttle?
JoeOwnage 2025년 7월 21일 오전 9시 15분 
Looking forward to trying this one once it's updated
Sh2d0wm2n 2025년 7월 18일 오전 5시 57분 
I can't wait untill this mod is 1.6, definitely my fav biotech mechanoid related mod.
child assault services 2025년 7월 18일 오전 4시 46분 
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  [작성자] 2025년 7월 18일 오전 3시 26분 
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 2025년 7월 18일 오전 2시 50분 
is there gonna be any odessey content? maybe something like the carbon panels can let you breathe in space
Emi 2025년 7월 17일 오전 9시 57분 
can't wait to play with this again ^-^
Veltaris  [작성자] 2025년 7월 17일 오전 7시 18분 
@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 2025년 7월 17일 오전 5시 27분 
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 .