RimWorld

RimWorld

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Gestalt Engine
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Mod, 1.4, 1.5
File Size
Posted
Updated
1.169 MB
Sep 27, 2023 @ 9:55pm
May 4 @ 2:43am
4 Change Notes ( view )
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Gestalt Engine

In 1 collection by Helixien
Helixiens Creations
16 items
Description
[ko-fi.com]



A detailed record of all changes can be found in the “Changelog” tab. Please check there

Current mod version: 1.1.1-Specter-rev1
Supports Rimworld version: 1.4



This is heavily WIP. Expect changes, fixes and more down the line!



”I'm Sorry Dave, I'm Afraid I Can't Do That!"

“Gestalt Engine” is a standalone and improved version of the one found in “Reinforced Mechanoids 2”. It allows the player to control mechanoids without the need for a mechanitor. On top this version also adds a new mechanoid, the Matriarch, which can gestate new mechanoids.

Every aspect of it was made to fit into Rimworld perfectly. From the artstyle, do the way it works. For people who disagree with my balancing, the mod includes extensive mod options to tweak it to your liking!








There are no patches needed as of now.



Some often asked questions, answered already.

Q: Can I used this and Reinforced Mechanoids 2?
A: Yes, you should. Please load this after it.

Q: Is this mod save game compatible?
A: Yeah! You can’t remove it after you add it though!

Q: Is this mod compatible with Combat Extended?
A: Most likely yes! I think?



The people without this mod could not have been made:

Taranchuk: Responsible for the code that makes this beauty work.

Rimworld is owned by Tynan Sylvester.
Based on the books by Richard K. Morgan, check them out, they are great!

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



Popular Discussions View All (6)
9
May 4 @ 6:57am
Every button doesn't work
Gluricia Genko VT
13
1
May 9 @ 2:07am
Engine having no Bills and Mechs not work.
Frosty Cat
10
5
Mar 25 @ 7:18am
could we get a scenario?
SpeedyLight
244 Comments
kad 19 hours ago 
Great work as always. Thanks for sharing
Leutian Kane Jul 24 @ 1:37am 
old version could hack biocoded weapons to remove the biocode this one cant.
unlkum Jul 16 @ 12:05pm 
The mod is very cool, I really liked it. However, there are many unpleasant moments: The computer does not turn, which limits you in the construction of the base and other buildings that expand the pool control mechanics work, but only with one vanilla option.
There is also a quibble that when declaring that people are not needed, there is no start without people only for over the PC, as well as he is not able to work alone without pawns, the game simply ends.
TcT Goth98 Jul 14 @ 2:29am 
I wish it worked with Alpha Mechs so we could link the nodes to it to increase bandwidth.
TcT Goth98 Jul 6 @ 8:07pm 
So I'm curious. Does this work pretty good?
koimono Jul 5 @ 1:11pm 
anyone know if this works with save our ship 2?
Megumin from SAO Jun 28 @ 7:09am 
would it be possible to make it so that the gestalt engine counted as a mechanator when it comes to researches?
Lotan flan Jun 27 @ 5:52am 
@soulless Jelu, you sort of can if you add them to a caravan thats in the progress of forming by selecting the mechanoid then clicking add to caravan. (unless its a mod i got installed i really have no idea at this point whats vanilla or not)
Soulless Jelu Jun 26 @ 11:59am 
Why you make that Gestalt controlled mechs cannot leave the map ?
Can you make an option toggle ?
Agent Washington Jun 20 @ 7:07pm 
Is there any news on the band node not being able to be tuned? It's pretty frustrating since not even removing this mod fixes it.