RimWorld

RimWorld

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Worthwhile Mechanoids Patch
   
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Mod, 1.1
File Size
Posted
Updated
50.997 KB
May 5, 2020 @ 6:23pm
May 6, 2020 @ 9:04pm
3 Change Notes ( view )
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Worthwhile Mechanoids Patch

In 1 collection by The Great Glumbini
BoeDankle's Rimworld Mods
10 items
Description
Requires Royalty


Has your mechanoid-fueled spacer-tech factory's supply line been neutered by recent balance changes? Good news! This unofficial patch changes the material yield of dismantling mechanoids to a much lighter yet worthwhile mix of resources. Additionally, mech assemblers will now operate for a longer time allowing you to once again farm them for a trickle of precious resources after you neutralize the cluster. However, these don't last forever anymore and will expire after some months. Also, assemblers no longer pick a single mechanoid to produce, instead they may produce any mechanoid at random. The assembled mechs will not be sent to immediately attack your base as they did before, instead they will remain near the cluster to protect it. This means if you wish to farm them successfully, you will need to keep their population in check to prevent the creation of a very difficult threat. This also means you will need to act faster on arriving clusters that contain assemblers, as they will be able to immensely bolster their cluster over time if left unchecked.

The end result of this patch is a much higher reward potential from mechanoids that won't just fill your storage with steel and will instead provide a new source of plasteel and other precious metals, as well as greatly increasing both the threat and rewards posed by mech assemblers. They aren't infinite resource generators anymore, but will still provide a useful amount of resources over period of time.

Also, it should be noted that recently, Tynan has been making frequent and rather aggresive changes to mechanoid resource yields and other elements of mech clusters to achieve his prefered balance, and as such this patch may also be subject to drastic changes.

The changes made by this patch are as follows:

Centipede's products changed from 30 steel and 10 plasteel to 10 steel, 10 plasteel, 10 silver, 1 uranium, and 1 gold.

Walker and Pikeman's products changed from 15 steel to 5 steel, 3 plasteel and 10 silver.

Mech Assemblers now produce up to 12 mechanoids each before shutting down, with a spawn interval of 2 days, rather than shutting down after 4 mechanoids which spawn daily.

Mech Assemblers can now produce any mech at random, rather than selecting a single mechanoid to mass produce.


This mod adds no new content, it merely patches existing values.


26 Comments
Hans Sep 6, 2021 @ 2:57am 
Update? :D
hoia Jul 21, 2021 @ 10:04am 
Hi, are you planning to update this mod to 1.3, now that the DLC is out? :)
xgfox54 Apr 13, 2021 @ 8:07am 
Could we please get a 1.2 update?
kotamine Nov 9, 2020 @ 1:02pm 
Could we please get a 1.2 update?
Punful Guy Aug 5, 2020 @ 9:47pm 
@LesbianFistingSex A little mod option menu would be nice. You can open the .xml file provided by this mod in a text editor and change that from 12 to anything you want. Can also change the interval to 1 day. Updates to this mod or verifying Rimworld will revert any changes you made though
76561198023963578 Aug 5, 2020 @ 7:47am 
Can you add an option to make them spawn to infinite again?
Ketrai Jul 27, 2020 @ 10:44pm 
Or make a seperate version for the mech clusters, that works too.
Ketrai Jul 27, 2020 @ 10:43pm 
I'm a bit baffled you made this mod to be royalty only (you can unselect the royalty dlc for modding, and it should still work with royalty). Many great mods specifically avoid this to be more inclusive. that or the modders don't have royalty,, as it's a bit of an iffy purchase anyways.

Could you please see about getting rid of the dependency? It'd be greatly appreciated, not just by me.
Punful Guy Jul 26, 2020 @ 1:16am 
Great mod, thanks for this! I like how it balances what it does by also allowing the mechanoids spawning to be random. Which can be scary with mod added mechs
Karmapowered Jul 7, 2020 @ 9:47pm 
> Tynan decides how we are ALLOWED to have fun with his game.
> I feel that's a bit extreme.

To be fair, @Latex Santa's comment has its value. First the changes were undocumented, which in itself is doubtful practice. Next, balancing features years after they were introduced (and people being used to them) makes any kind of "vision" questionable. In the particular case of animals said changes made no sense.

Finally, it couldn't hurt that the dev was aware that most everyone plays his game modded nowadays, and not necessarily in a way that promotes the "vision", but rather strives against it. I believe everyone welcomes "storytelling", bad/challenging events to overcome with some skill and why not "losing can be fun". I'm not sure that the majority also agrees to sometimes overly obnoxious gameplay leaving little to no room to player agency.

This being said, it's not the place to discuss this, so just let me thank you for sharing your useful mods with us.