RimWorld

RimWorld

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Biotech Mech Stuff Elongated - Mechanoid Upgrades
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Mod, 1.4
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607.107 KB
Nov 24, 2022 @ 1:38pm
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Biotech Mech Stuff Elongated - Mechanoid Upgrades

Description
Version 2 is currently being worked on, but I'm going to let this stay
Content
This mod adds a few buildings that apply permanent [well...until they die that is] upgrades to nearby mechanoids.
Currently available upgrades:
  • Armor
  • Movement speed
  • Combat
  • Energy efficiency [consume less power and generate less waste]
  • Processing power [consciousness]
Details
The upgrade gets applied once a mechanoid spends enough time within the building’s range [can take a bit, it should still take less than an in-game hour, done to prevent just that little bit of lag].
Each upgrade consumes a bit of the building’s “fuel”, the amount depends on the upgrade’s level and the mechanoid’s weight class.
The fuel can be replenished using mechanoid upgrade cells [craftable at the fabrication bench, can also be salvaged at the smelter].
The building allows the player to choose which mechanoids are to be affected.
Currently available settings:
  • Allow light class mechs
  • Allow medium class mechs
  • Allow heavy class mechs
  • Allow ultra-heavy class mechs
  • Allow combat mechs
  • Allow worker mechs
  • Set upgrade level [1-3]
The building starts with only one available upgrade level, additional [2] levels get unlocked with further mechtech research.
Balance

The current cost of an upgrade cell is:
  • 14 steel
  • 6 Plasteel
  • 4 Gold
  • 8 Uranium
The cost gets multiplied by the upgrade’s level:
  • 1x for level 1
  • 2x for level 2
  • 3x for level 3
And the mechanoid’s weight class:
  • x1 for light
  • x2 for medium
  • x5 for heavy
  • x8 for ultra-heavy
The upgrades do disappear on death sadly. I could make them stay, but reviving a mech removes all health conditions from it anyway.
The actual stats of the upgrades might still require some work, I’m still not 100% sure whether an x160% boost [on level 3] to armor is overpowered or underpowered considering the cost.
I’m open to feedback on this one.
Compatability
  • The DLC is the only requirement
  • It should work with all vanilla and modded mechanoids [unless they add their own weight classes or somehow
    count as neither a combat or a worker mech]
Future plans
  • More upgrade types
  • Unique sprites/textures for each building, currently they all use the same one:

  • Balance adjustments
57 Comments
MrKociak  [author] Apr 13, 2024 @ 10:31am 
nope, sorry, mod's discontinued
cody1907 Apr 13, 2024 @ 10:22am 
1.5?
Archilyte Jun 20, 2023 @ 2:12pm 
Lady Sorcia Feb 16, 2023 @ 11:18pm 
I do Rimworl art, hmu if you would like to collab.
Arc Striker Jan 9, 2023 @ 2:00am 
I have this mod in my wishlist but when I heard u were making version 2, i told my self i would wait for that instead. I just wanted to say i look forward for version 2 and i hope you take care of yourself :)
Sebaty5 Jan 1, 2023 @ 11:34pm 
i am patiently waiting for version 2 of this and AGE 2.
when those mods are out i can play rimworld again.
MrKociak  [author] Jan 1, 2023 @ 4:31pm 
@Noisy Koi in practise there will be just two, one for light and medium mechs and one for heavy and ultra heavy ones.
Noisy Koi Jan 1, 2023 @ 3:17pm 
In Version 2 could you just use one upgrade machine or use different sprites?
MrKociak  [author] Dec 29, 2022 @ 2:21pm 
@Bingobomb someday, currently taking a small break from modding
Bingobomb Dec 29, 2022 @ 12:35pm 
version 2 when