RimWorld

RimWorld

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[AV] Mechanoid orbital traders
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Mod, 1.4, 1.5
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3.659 MB
Mar 2, 2024 @ 11:32pm
Mar 24 @ 10:08am
20 Change Notes ( view )
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[AV] Mechanoid orbital traders

In 1 collection by Veltaris
[AV] Mods made by Veltaris
13 items
Description
This mod is about acquiring mechs from sources other than gestation:
  • trading (orbital or not)
  • drop pods
  • questrewards
  • ancient dangers
While giving the player full control about which of those features are active.

All base rimworld and biotech DLC mechanoids are supported.
Modded Mechs can be allowed in the mod settings.

Mechs aquired by this mod will arrive in crates. Once opened, they join your colony, but are uncontrolled and must be linked to a new overseer (mechanitor).

While this mod started out as a supply trader for [AV]Mechtech, I thought this mechanic was versatile enough to share as a completely separate thing.

I'm on the RimWorld version 1.4!
Use this description of the old steam page instead:
https://i.imgur.com/Y0MP04w.png



The marketprice for each mechtype is calculated by the game based on the following:
  • bandwidth cost
  • weight class
  • type of work (combat or labour)
  • mech age (brand-new or hijacked)
  • additional cost for mechbosses
  • additional modifiers from this mods settings
So if another mod changes the bandwidth costs, this will be reflected in the price.
This price is also different from the price the game uses for raid calculation, so the (mech) raid strength and colony wealth remain exactly the same.


All of the following features can be toggled on or off.
Not all Features are active by default!
Make sure to check the modsettings!

This mod devides mechs into 3 Groups:
Commonly available mechs (below 4 bandwidth requirement), rare mechs (above 3 bandwidth requirement) and boss mechs.

Additionaly mechs can be aquired in 2 different qualities: brand-new or hijacked.

Added items: Mechcrates

Most mechs aquired by this mod arrive in special crates.
Once opened they will release the mech inside and can be used as decoration or be deconstructed for tiny amounts of steel.




Orbital trader: mechanoid factory
  • sells brand-new mechanoids (no boss mechs)
  • sells small amounts of mechanitor supplies that rarely contains mechboss chips
  • acts as a supplier for [AV]Mechtech

Orbital trader: smuggler
  • has small amounts of silver
  • sells hijacked mechanoids (very rarly containing boss mechs)
  • a mixture of exotic trader, combat supplier and slave trader with small amounts of items, but a wide range of goods

Exotic trade caravan adjustment
  • might sell common hijacked mechanoids



Added incident:


Ideolgy DLC: ancient danger adjustment
  • Added common hijacked mechs as possible loot from hermetic crates

Quest rewards adjustment
  • Added mechs as possible quest rewards (all mechs and qualities can be there)

Modsettings:
This mod has a lot of settings - adjust it to your playstyle, don't want a feature? Turn it off.

Shown in the screenshots below are the default settings:








This mod does not touch much code of the base game and therefore shouldn't be able to break another mod.

Requirements:
This mod requires biotech and harmony.
Hijacked mechs also need an active mechanoid faction to work properly (the vanilla one, not a modded one).
If you don't want the hijacked mechanic or a mechanoid faction in your game you can disable the hijacked mechanic in the settings (simplify hijacked mechs).

Supported mods:
If activated in the modsettings, all modded mechs* found (which are not driven by limtied power cells) will be added as potential tradeables.
This requires a game restart to take effect, after which you can choose in the settings which mechs you would like to have tradeable or not.

* Exceptions: what is a considered a modded mechanoid?
This mod only considers proper mechs, which use the mechanitor system of the biotech DLC.
So mechs from mods that completly make their own system like the drones/buildable mechs from 'Vanilla Factions Expanded - Mechanoids' (Autocleaner, Autohauler etc.) will be ignored by this mod.
Obviously any proper mech from that mod is still recognised and supported by this mod.
Using ‘Vanilla Factions Expanded - Mechanoids’ as an example, this means that Knight, Inquisitor, Advanced Lancer and so on are supported.

Special mod interactions / inbuild support with:

Can this be safly added midgame?
Yes. Read the requirements again and you are fine.
But just to be clear: ALWAYS back up your saves before adding or removing any mod to an ongoing run.

Can this be safly removed midgame?
Yes. Removing this mod will result in one-time errors on the next loading of your save (just like any content adding mod).



Why can't we sell mechs?
Wasn't fun.

Why is the apocritons turned off in the default settings?
An apocriton was not designed to be used by a player.
A base game apocriton would just be a pikemen in the hands of the player, with skills which just won't work.
Mods like Gestatable Apocriton make them useable for the player.

I'm a modder and I want to add mechs as tradables to my mod!
Check the readme_for_modders.xml file, it contains all TradingTags and ThingSetMakerTags.

I've got feedback or a bug report!
Please write your feedback in the comments and bugreports in the pinned discussion, but keep in mind I am just a human with the lazy trait and might go on I-dont-want-to-play-or-mod-rimworld mental breaks for months.


Me, myself and I.
The preview artwork is partially made by AI.
Special thanks to the unofficial rimworld discords modding-channel, the people running it and its precious search function.
Without this awesome community this mod would not exist.
Popular Discussions View All (2)
26
Apr 24 @ 12:44am
PINNED: Bug reports and potential mod conflicts
Veltaris
2
Apr 9, 2024 @ 10:05am
bug or just misunderstanding
lihtshadow
49 Comments
Annabellee Apr 13 @ 11:21am 
Yeah, I was asking about the spots. Since I got the sparking jade mod, I hated the randomness of its recharging.
Veltaris  [author] Apr 13 @ 9:54am 
@Annabellee
Buildings are a bit special, traders can only sell minified buildungs.
Mech chargers and most biotech buildings are not minifyable without mods that specificly just do that.
Best I could do is to put them in the inventory list if they are minifiable.
I'll add that on my todo list :)

If you mean the spots from [AV] Mechanoid spots, they are in the list of options that the traders could sell, although not guaranteed. So it depends on your luck if they sell it or not.
Annabellee Apr 13 @ 9:20am 
Is there any way to add mech charging buildings/ spots to the inventory list?
Veltaris  [author] Apr 11 @ 12:12am 
@Lobster君
This mod does not touch combat in any way.
Lobster君 Apr 10 @ 11:51pm 
Is it CE compatible? Thanks
Veltaris  [author] Mar 23 @ 4:17am 
(the discussed item is part of another mod)

@Sh2d0wm2n
This is one of the [AV] Mechtech items where I need to rework the description to make it clearer.
The failsafe lance can only delete “old connection data”, which the mech only gets if you bought a “safe” hijacked mech. “Old connection data” is a second stage of the hijacked process.
Which hijacked mech is safe is randomly determined when you purchase it.

If you have a hijacked mech that becomes hostile, this item will not save the mech.
Although I should probably add that.
Sh2d0wm2n Mar 23 @ 3:15am 
How exactly does a failsafe lance work? Are you meant to use it before a hijacked mech turns or during that? I lost a centipede because of confusion
Gin Gagamaru Feb 19 @ 1:00am 
others use this mod to get mechs. i use this mod because i don't wanna murder people for high subcores.

we're different
batatafritada Feb 16 @ 3:00pm 
10/10 Steve is very charismatic
Veltaris  [author] Jan 9 @ 9:38am 
@Annabellee
No.
The drones from VFE mechanoids are not considered real mechanoids for the biotech mechanitor system by the game, as they use their own mechanics entirely (from a time when biotech and mechanitors weren't a thing yet).

They will also never be supported by this mod, as I would probably have to create a dependency and rewrite the whole mod for that.

Gonna put that exception into the steam description, so people don't get confused :)