RimWorld

RimWorld

2,059 ratings
Alpha Mechs
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Mod, 1.5, 1.6
File Size
Posted
Updated
10.919 MB
May 8, 2023 @ 5:10am
Aug 28 @ 10:29pm
19 Change Notes ( view )

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Alpha Mechs

Description
[www.patreon.com]

Features

- 7 new mechanoids: The Aura, Daggersnout, Goliath, Phalanx, Siegebreaker, Fireworm and Demolisher make their return. The 7 mechs will appear in raids, clusters, etc, and they can be disabled separately through mod options.

- With Biotech: If the player has Biotech, a HUGE amount of content will be unlocked
- 26 new mechanoids, including 11 utility mechs, 12 combat mechs and 3 challenging (but not absurdly so) “boss” mechs
- 3 new mechanoid chips
- 2 new armors, 2 new helmets, 3 new utility packs and a warcasket
- 11 new buildings
- 8 new research projects to unlock all the content

- With Vanilla Factions Expanded - Mechanoid, plus Biotech: another huge chunk of content is added: 7 new mechanoids in two types. First of all, the “clean” versions of the Aura, Daggersnout, Goliath, Phalanx, Siegebreaker, Fireworm and Demolisher that appear in VFE - Mechs groups. Secondly, their advanced versions, which appear when mechs do a hardware upgrade. The player can also research a hardware upgrade to build these advanced mechanoids, as well as the Slurrymaster

- New mechs are added with: Vanilla Races Expanded - Sanguophage, Vanilla Genetics Expanded, Vanilla Fishing Expanded, Vanilla Books Expanded, Alpha Bees, and Rimatomics

All this is detailed in this Google Doc. Bear in mind Steam will probably censor this link as always: https://docs.google.com/document/d/1bvfkwy6NGnxdhvDuT7JKHQadLefQk1HVTQTS52mUJxU/edit?usp=sharing

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Issues

No issues known at the moment. If you have a bug, report it properly on the Bug Reports discussion. ANY bug report without a proper log will be ignored or outright deleted

I'M NOT KIDDING, I'LL DELETE ALL YOUR MESSAGES AND PEE ON YOUR PILLOW

Future plans

Oh you can bet I will add new things!

FAQ

Q: Can I add it mid-playthrough to an existing save? Can I remove the mod?
A: You can add it whenever. You can't remove mods from a save and expect it not no be messed up.

Q: I don’t like certain things, can I remove them?
A: Use Owlchemist's Cherry Picker mod!

Q: Does this need Biotech DLC, Alpha Animals / Biomes / etc
A: No

Q: Is it compatible with another mod that adds mechs?
A: It should

Q: Does this work with Combat Extended?
A: They say it is

Q: Reeee this is bloat! I like my things that add things to add less things to the thing!!!
A: Aww, look, it has learned how to type on a keyboard! How quaint!

License, or something

I don't like retextures. If you retexture my mods I reserve the right to change the file paths of the image at random intervals, messing up your mod

Changelog

v1.0: Release (8/5/23)
Full changelog on GitHub

Credits

https://github.com/juanosarg/AlphaMechs/wiki

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]


Popular Discussions View All (3)
217
Oct 15 @ 12:58am
PINNED: Bug Reports
Sarg Bjornson
80
Sep 28 @ 11:48pm
PINNED: Ideas
Sarg Bjornson
8
Sep 21, 2024 @ 12:04am
A Totally Not Long Feedback of: Alpha Mech
Raikuri Hirei
854 Comments
Sarg Bjornson  [author] Nov 22 @ 10:56pm 
What a cool, enjoyable anecdote
Kameron Nov 22 @ 5:19pm 
After destroying the mechanical master brain, I encountered severe lag when heading to the location of the cultural relic. The tps dropped to single digits. The error log showed that Alpha Mechs attempted to generate pawns with allowDowned=False but kept failing. Apparently, at this point, it was no longer possible to generate movable mechanical bodies
NylonWorms Nov 20 @ 12:08pm 
@Hugalafutro I find putting the Pristine Assembler on escort allows the pawns to harvest the resources. Similar to a cow it must be awake an moving (Not Drafted). Odd but that's the work around I found.
Sarg Bjornson  [author] Nov 19 @ 7:21am 
They won't, yeah
KΞNTΛR Nov 19 @ 7:17am 
I assume that without VE Factions - Mechanoids in version 1.6, the advanced mechanoids won't spawn.
Sarg Bjornson  [author] Nov 14 @ 8:51am 
It is probably toggled by the Animal Behaviours mod options

@Hugalafutro: To be honest, no idea!
Hugalafutro Nov 14 @ 1:14am 
Haha I was going to ask to improve the regen I built my first Aura excited from the description it will self heal and it got destroyed by few morons with bows :D

@Sarg I wanted to ask, does the Pristine Assembler need to be in Work mode to produce the things it does or can I keep it on Dormant and will my pawns still "milk" it ?

Thanks!
Sarg Bjornson  [author] Nov 13 @ 10:47pm 
What are you talking about? Its regen is minuscule. You probably have another mod messing it up
Sarg Bjornson  [author] Oct 25 @ 10:49am 
If you don't get that behaviour with only this mod, it's a mod conflict
KiltedBastich Oct 25 @ 10:43am 
My Pristine Slurrypede is refusing to use the mech charger. It's self-charging at 1.4% energy, and when a pawn drags it to the large mech charger, it immediately gets up and moves a few tiles away, then stops moving and goes back into self-charging mode. It's very strange, as I don't have any mods which should affect this behavior.