RimWorld

RimWorld

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More Vanilla Mechanoid
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Mod, 1.4, 1.5
File Size
Posted
Updated
2.629 MB
Feb 16, 2023 @ 8:26am
Mar 4 @ 2:16am
34 Change Notes ( view )
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More Vanilla Mechanoid

Description
This mod adds eight combat mechanoids, and all art resources are from the base game.

supported language:
English
ChineseSimplified (简体中文)
ChineseTraditional (繁體中文)
French (Français)
Japanese (日本語)
Korean (한국어)
Russian (Русский)



2023.2.18 v1.1 update:
Added centipede rocketswarm and scorcher foam to mod.

2023.4.3 v1.2 update:
Added multiple translation languages.

2023.5.5 v1.3 update:
Added centipede quickdraw to mod.

2025.1.31 v2.1 update:
Adjusted the max number of some mechanoids that can appear in per group:
centipede rocketswarm : unlimited ----> 2
centipede beam : unlimited ----> 3
centipede sniper : unlimited ----> 4
-----------------------------------------------
Adjusted the threat points of some mechanoids :
centipede autocannon : 400----> 450
centipede beam : 550----> 600
centipede sniper : 500----> 600

2025.3.4 v2.2 update:
The centipede beam,centipede sniper,and centipede rocketswarm will no longer appear in mech cluster.


Crush your enemy



Be careful, they're equally deadly when they're opponents





1. militor blaster : A militor armed with a mini-blaster gun capable of continuous firing and high armor penetration,but needs plasteel and standard mechtech to gestate it.


2. militor SMG: A militor armed with a mini-SMG capable of continuous firing,only needs steel and basic mechtech to gestate it.


3. centipede autocannon: A centipede armed with the same weapon as the autocannon turret.Its large-caliber shells do heavy damage over significant ranges. It cannot fire at close-up targets.Needs high mechtech.


4. centipede sniper: A centipede armed with the same weapon as the Uranium slug turret.Its ultra-dense uranium shells can punch through heavy armor. It is very effective against small numbers of armored , but less effective against large groups of weaker combatants targets. It's more accurate at longer ranges,and cannot fire at close-up targets.Needs Ultra mechtech.


5. centipede beam: A centipede armed with a high-energy gamma ray laser transmitter.Due to the more powerful reactor of the centipede, this laser transmitter has a farther range, stronger firepower, and higher armor -piercing ability.It is very fatal for creatures and can even penetrate the armor of the mechanoid.It cannot fire at close-up targets.Needs Ultra mechtech.


6. centipede rocketswarm: A centipede armed with the same weapon as the rocketswarm launcher.It is very effective against large groups of weaker combatants, but less effective against small numbers of armored targets. Once fired, it must cool off for a long time to fire again. It cannot fire at close-up targets.Needs high mechtech.


7.scorcher foam: a variant of Scorcher is armed with a high-pressure firefoam sprayer, which can quickly extinguish various fires,needs plasteel and standard mechtech to gestate it.


8.centipede quickdraw: A centipede armed with a variant of the heavy charge blaster.This weapon is designed for faster aiming,faster cooldown and higher armor penetration at the cost of range and firepower.It's can quick to draw and destroy close range targets.Needs Ultra mechtech.


Q: Can I add or remove this mod mid-save?
A: Yes.
Q: CE?
A: Yes ! All mechanoids of this MOD are compatible with Combat Extended mod (CE).
Q: Muzzle flash?
A: Yes ! The effect in the game is as follows:





34 Comments
vdkvdbqas67 Jan 13 @ 7:37am 
Не, ну испепелитель с огнетушителем это сильно 😆
Teiwaz  [author] Dec 30, 2024 @ 6:25am 
@Accelexin @2962342497 @5150 : Glad you like this mod! The bullets used by SMG Militor and Blaster Militor are the bullets that come with the CE. If CE does not modify the files, there will be no problem, but there is indeed a bug, so I think it may be because other CE expanded mods have modified the bullet files in the CE mod, causing the mechanoid to be unable to use the CE bullets normally.
Accelexin Sep 25, 2024 @ 12:42pm 
I can confirm what @2962342497 said is true. both the smg and blaster militor have the issue of being not able to shot when they were spawn as enemies. they carry no ammo, but they do aim at my pawns, however they can't shot anything out, when their aimming is finished, only muzzle flashes from Muzzle Flash mod occurs and no sound no projectiles. when they are undermy control, they behave normally.
parrot Sep 24, 2024 @ 11:27am 
since theres a smg blaster, wheres the shotgun blaster militor?
2962342497 Jul 10, 2024 @ 10:40pm 
Some of these mechanical families appear to be incompatible with CE, the error log is as follows: CE returning BodyType Undefined for pawn Mech_MilitorSMG5900710.
Shimmer May 27, 2024 @ 5:42am 
@Torkkar

You can use cherry picker to disable stuff you don't like- which includes mechanoids from this mod
Torkkar May 16, 2024 @ 2:37pm 
can you upload just the foamer scorcher? I love the idea of a firefighting dedicated Mechanoid. BUT I don't really feel the rest of these power houses.
Get Donked On Jan 22, 2024 @ 9:59am 
they should have a set mags button that shows you the ammo too. but its the same ammo that goes into the turret versions im fairly sure. i know the quickdraw uses 12mm railgun rounds wich is fairly nutty
Fortnite Ball, I'm Gay Jan 21, 2024 @ 8:36pm 
what ammo do I need to put to these mechanoids?
Alan Nov 14, 2023 @ 2:48pm 
Seem to have an error with the sniper centipede (and autocannon one), first line of it: Config error in Mech_CentipedeSniper: description has trailing whitespace.
Log: https://gist.github.com/HugsLibRecordKeeper/a5f4f39b32b2899556fa6835a6f1ced0