RimWorld

RimWorld

Mechanitor Orbital Platform
68 kommentarer
free kill 4. okt. kl. 20:12 
I have the exact same opinion on the lack of mechlink as kerbeh but he said it in such an annoying and obnoxious way I no longer agree.
Kimo' 3. okt. kl. 21:49 
Nah, he got a point. Not having a mechlink, the item that is a prerequisite to acces anything mech related in a quest site that is dedicated to mechanitor is truly a decision of all time.
Gerewoatle 3. okt. kl. 20:58 
@Kerbeh - "I'm angy because I assumed this mod did something the description says nothing about and it didn't, which is indisputably the mod author's fault and not mine in any way. I am a very special laddo."
Kerbeh 3. okt. kl. 19:10 
Okay I'm fucking pissed about this mod, this station is completely filled with powerful hostile mechanoids, and yet for some inexplicable reason has absolutely nothing of value in it. All it has is these bullshit implants that don't even do anything unless you have a mechanitor already, here I was thinking the mechanitor station would help me get a mechanitor but apparently false advertising was on the menu for this mod. Fuck you for wasting hours of my time on this bullshit.
Readtext 27. sep. kl. 11:28 
Are there any conditions for these platforms to appear? They appeared frequently in Odyssey, but never in SOS2. However, vanilla and anomalous platforms do appear.
Huehuecóyotl 25. aug. kl. 21:46 
Inspiration comes and goes, though these have all been very nice so far and I do hope we'll eventually see more like it. Odyssey burns out very quickly, more event variety would certainly be welcome!
Molay 21. aug. kl. 2:56 
as far as I can tell the mod author had a brief spark of inspiration when releasing those but seems to have moved on very quickly after. I don't think we'll ever see an update to this :( It's a pity, the premise is fantastic
Paweł 21. aug. kl. 2:24 
I agree with guy what writen above, there to many of implants. i would like to see maybe ability to lower amount of them dropped in these buildings. i should read description first beacause i thougth its another way to farm mechlinks xd
Fluffer 12. aug. kl. 1:21 
Also looks like the doors arent openable without claiming like other complexes are
Fluffer 12. aug. kl. 1:13 
I'D love this, but it needs either a lot more danger or a lot less loot. Since I found about 25000 silver worth of implants having fought only about a dozen scythers, usually one per room
immortalartisan 6. aug. kl. 20:24 
@Molay if I was was the mod author I'd lock it to odyessy quest books given that loot
Molay 6. aug. kl. 10:13 
Correction, there were 19(!!!) implants there, enough to fill out remote shielder, remote repair, repair probe and 4 levels of mech gestation. It's way overtuned
Molay 6. aug. kl. 10:06 
Further, I'd love if you would consider Integrated implants integration. Make it possible for those mechanitor implants to spawn on the platform (pick from category rather than setting specific items). Again, with way fewer total implants and a larger pool to select from, it should feel a lot more like cool exploration rather than just pillaging ungodly amounts of wealth :D

Really love the concept of the mod, but needs some serious balancing!
Are you still working on the mods?
Molay 6. aug. kl. 10:04 
Perhaps reduce that amount severely (2-3 as I said) and consider adding another avenue for reward. Perhaps one "functional" room, with a big mech gestator and charger and a few things that make it look vaguely real, and add in a vanometric power cell or two at most for power, as another cool reward rather than implant spam (plus a chance to blow them up which is neat).

Also, I found 8 high subcores. That's 8 ripscans worth, 8 prisoners, a lot of material. If I as a mechanitor were to use them for say centipede blasters, that's 32 bandwith worth of subcores. It's just not something you can realistically make use of. And the sale value is also way too high. Max 1 high subcore (50% chance), perhaps 1-2 standard subcores and 2-4 basic subcores would be more sane, but is also still a lot.
Molay 6. aug. kl. 10:03 
So I finally came across my first platform, and my overall impression is not all too positive to be frank. The challenge level was quite alright, even fought a diabolus, that is all fine and dandy.
I like all the mechanoids corpses lying about, for scrapping. I also do enjoy that there are mechanitor upgrades (mech gestator, remote shielder and the like), BUT, there are WAY too many of them. There were like 13 of them. There were more than needed to reach the maximum for some (remote repairer had 4, out of 3 max for a mechanitor).

I think there should be at most 2 or 3 in total. It's not even the value that makes it feel bad to be flooded with so much stuff, but it takes away too much from the mechanitor progression too.
immortalartisan 4. aug. kl. 19:48 
wait question do bosses and their chips actually spawn on these platforms? I ask because im posting ending and due to a certain choice i cant summon the bosses normally
Good Old Jim 26. juli kl. 14:20 
So this is very cool idea, but I do have to say I find it poorly balanced. Way to much loot, I found around 25-30k in implants alone not to mention all the cores. I realize this may just be a "me" thing but Id grealy appreciate it if you could maybe add a slider to turn down the overall amount of loot on each platform.
LVS 23. juli kl. 17:02 
Thanks for the mods! :er_uwu:

a cultist or Sanguophage orbital platform would be cool! :vanilla:
Drago Duval 22. juli kl. 14:08 
Yea i was looking for that too, a space only run, but im guessing that it will come over time in a few weeks / months.
cerberus1995 22. juli kl. 14:06 
i have to ask would it be possible to get a mod that just adds more platforms and asteroids in general i really want to use these mods and do a space only run but the gap between orbital objects is that big u cant really do it
Drago Duval 22. juli kl. 13:54 
I second the Alien station, and ill add maybe a infested asteroid.

Another good idea is an overgrown habitat, full of plants and animals, or a hollowed asteroid, which is an asteroid with plants and animals from a random biome.

Maybe even a mausoleum habitat, with a few loots from the sarcophagus's.
Jackdot 22. juli kl. 10:00 
This would be more complicated I imagine, but could you do a "section of orbital platform falls from space" Raid event? Like, use the code for mech clusters or asteroids and have a few rooms of a station fall from space with an explosion. It would be a mech raid, but would also have some complex loot after you win the fight. Just an idea for a new raid type involving these structures you are making
Dandilion 21. juli kl. 4:26 
Maybe just like a straight fortress? I really want stuff to raid in my space pirate ship yknow?
NovemberDoll 19. juli kl. 21:58 
for one, great mod, just got through it. absolutely swimming in implants that have a 3 or 6x limit -w-, maybe turn the rate down a little and give a few more basic rewards? plasteel, (advanced) components, bionics etc, but amazing time, great resources and fun combat

the doors seem set up wrong, in that the player can claim them anytime, not just when there's no hostiles left, and they need to to move through them ..which makes mechs unable to move through them because the player claimed the doors; minor oversight, not too bad of an impact

I did (mistakingly) think this was a mechanitor crypt and not ''just'' a mechanitor resource dungeon, I'd suggest adding an orbital mechanitor crypt as well, either as a seperate orbital platform or add a chance for this one to contain it, as getting a mechlink in a space only run would be great
PistFissed 19. juli kl. 14:44 
Could be a mod conflict, but I removed the floors from the buildings and there was soil underneath. Hilarious but not an issue or anything.
SquigglyV 17. juli kl. 16:38 
Great mod, I'd love to see more platforms of any kind to spice up an orbit-only playthrough. Some way of getting chemfuel would be handy, maybe an orbital refueling station or a hydroponics bay. A fuel station full of hunter mines and explosives would have a very funny risk-reward balance...

I will say the mechanitor stations feel way too powerful with how many implants and subcores are present. I think it would be better if the loot was closer to something like an orbital stash where you have one storeroom with 1-3 mechanitor items and the rest is normal crates and components and stuff.

Btw do mechanitor platforms ever spawn with the other two mechanoid bosses? I've only seen the diabolus so far. That would be a good alternative route for progressing through Biotech since you can't summon mech raids while in orbit, and it would add a bit more of a threat to balance out the loot if you visit one too early.
Noisy Koi 17. juli kl. 16:29 
a xenomorph style Anomaly space station would be cool.
A team of scientists identified and restrained an anomalous entity but it seems something has gone wrong, you have received a distress signal, when you arrive, there is blood and corpses everywhere (like the intro to deadspace) and you find what killed the scientists, their experiment after escaping from its restraints.
the entity you discover could be one of several, Revenant, shamblers, clone obelisk, etc.
Bean 17. juli kl. 15:28 
@zoarak963 Unfortunately since its a dll I cant view the source :(:steamsad: but good to note I will defo study the xml
gazza_m_bolton 17. juli kl. 2:46 
I know cheeky to ask but is it possibly for you too do a sort of asteroid pack mod which just checks which DLC you have installed combining this mod and your anomaly one. That way you have less mods to work on maintaining and then you could build numerous in one mod. Even have an on/off in mod options.
Zoarak963  [ophavsmand] 16. juli kl. 22:12 
To everyone who asked for an Anomaly Research Asteroid just posted the mod!

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3527726648
The Creature 16. juli kl. 18:41 
just got like 20 high subcores from one orbital platform,,,, it might be a bit too powerful rn
Zoarak963  [ophavsmand] 15. juli kl. 20:00 
@Bean I am too noob for github tbh but ya should just be able to see everything after ya download it. Most of the stuff is doable in xml just needed C# for finer tuning and spawning in enemies.
errant-code 15. juli kl. 16:34 
seeing space temples, inhabited or abandoned for ideology would be a fun way to grab special materials via breaking down decorations
Bean 15. juli kl. 15:03 
is this mod on github? I'd love to look at the source code to see about creaitng my own orbital platform quests if thats alright with you?
Kimo' 15. juli kl. 14:07 
@Zane Using Randy Random, and neither my colony at 15+ years nor another colony at 5+ years have a mechanitor complex available. Beside, the wiki don't mention that these quest are guaranteed anywhere.
Zane87 15. juli kl. 13:53 
@Kimo something is not wrong on your end, mechanitor complexes are not that rare. They are actually guaranteed to happen at most twice a year unless you already have one of those complex quests or the mechanitor ship quest (the initial one from exostrider remains).

This is easily verifyable in: Core\Defs\Storyteller\Storytellers.xml

So there is actually only two explanations possible now for your claim of non in 30 years:
A) you already have either the mechanitor ship or the mechanitor complex and have missed it
B) you are using a modded, and very likely very outdated, custom storyteller.
Kimo' 15. juli kl. 9:22 
@The devout Obviously everyone get that one. The entire purpose of the mechanitor complex is to get a chance to get a decond one, if you want more mechanitor or if you somehow lose your first one.
The Devout 15. juli kl. 9:18 
Really Kimo'? i get them every game i dont have an exostrider remains??
Dealer Mangan 15. juli kl. 1:01 
So, if you don't want to add mechlink due to balance reasons, since there's lots of other loot. How about a middle ground? Like, set the mechlink chance to spawn to 50%, and whenever it does, the other loot gets nerfed.
Kimo' 14. juli kl. 7:09 
It's really unfortunate that you can't find any mechlink there. Vanilla Mechanitor complex are already incredibly rare (never had one is 30 in game years.) and the mechlink is the sole reason to explore a mechanitor complex in the first place. Really hope this will change.
Molay 14. juli kl. 3:04 
You could add quests (giving by empire) to clean a capture Imperial Station out of rebels (reward is the station loot and reputation).
Molay 14. juli kl. 3:03 
+1 for anomaly platforms. Anomaly is sadly very lacking in space. I'd love cross-DLC integration (assuming most people own all DLC), i.e. an Abandoned Imperial Anomaly Research Station, with anomaly entities let loose on it. Or an Imperial Gene Clinic that can contain full genepacks for existing xenotypes (i.e. Hussar Genepack, Genie Genepack) as well as loose random genes as well.
Agamenton 14. juli kl. 2:43 
Hello, this is great addition, thank you.
Another ideas for DLC integrations could be (like others said)
Anomaly:
- containment breached labs or study labs
-- with flesh infested labs
-- deadlife outbreak in a prison like testing lab
-- devourers in large enclosed observation pen

But I also think that Royalty deserves some attention.
Maybe a destroyed royal space station? With throne, gold and some riches primarily in buildings rather than loose loot.
With small chance of techprints to be found?
Philip Connors 13. juli kl. 21:15 
Zoarak I know it would be a really niche playerbase but like Smiley Face Killer said an Anomaly Platform would be amazing, and if you added a patch with RustSpark so all the stations turrets and electronics are infected then my life would be yours.
Smiley Face Killer 13. juli kl. 18:03 
Anomaly in space would be pretty sick for real
Infested gravship wrecks would go so hard
Abandoned Colonies, General gravship wrecks you can salvage out, Warzones, Ruined Munitions factories (to avoid certain legalities on the world), Ruined Factories in general
All of those would be pretty neat to stumble upon on asteroids/platforms in space imo
Bountyhunter903 13. juli kl. 11:29 
Would love to see some anomaly integration, finding abandoned platforms where revenants have killed most of the people on board or a fleshmass asteroid base.
Zoarak963  [ophavsmand] 13. juli kl. 7:46 
At the moment I decided against mechlinks being found there because there is so much other loot and the vanilla complex already provides that.
chitlord 13. juli kl. 7:23 
Can you get a mechlink from this?
Zoarak963  [ophavsmand] 13. juli kl. 7:18 
Also thank you to everyone posting ideas about other platforms I won't spoil what I am working on but I will definitely be pulling ideas from here too!
Zoarak963  [ophavsmand] 13. juli kl. 7:17 
@mkultra victim - It does work with existing saves I added that to the description

@Salty Slothy - I have tested with both ancient uplink and orbital scanner can you give me the log or error I haven't gotten any failed generations yet on my end.