RimWorld

RimWorld

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Stronger Vanilla Mechs
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Mod, 1.5
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Jul 27, 2024 @ 10:51am
Nov 18, 2024 @ 9:19pm
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Stronger Vanilla Mechs

Description


Intro
Vanilla mechs are pretty weak these days. They have been for a long time. Even more so now with the ever increasing power creep that players have at their disposal with Anomaly and Biotech, and 5 billion mods giving pawns infinite speed/manipulation/skills. It's time to right the imbalance.

TL;DR: "Screw all this rambling, get to the good stuff!" - Scroll down to "info" to see all the changes
I also feel that the vanilla armor system is criminally under-utilised. Most of the time, it ends up being immersion-breakingly "player-centric", with the player pawns being (for the most part) the only ones that really end up making use of extremely high armour values with excellent to legendary quality cataphract armour. Furthermore, player-made mechs get absolutely overshadowed in combat by super soldier pawns with power armor and high quality weapons, and are generally more annoying to maintain.

I wanted to restore mechs to their former glory. Gone are the days of fragile robots made of glass that shatter after two shots from a pistol. Gone are the days of needing to install CE to make mechs even slightly challenging. This is the return of the great blood machines sent by the gods, as the tribal start refers to them. You will know fear.

What this mod does:
  • Increases both the offensive and defensive capabilities of all combat oriented mechs in the base game and Biotech very significantly, along with those in many popular mechanoid mods. They are not a V.O.I.D. level threat, but they are still incredibly strong compared to their vanilla balance.
  • Makes armor penetration matter a lot more in combat with mechanoids.
  • Allows player-made mechs to compete with super-soldier programs in terms of defensive capability.
  • Only mechs that are strictly combat-focused or combat-adjacent (like the paramedic and tunneler) have been buffed. Mechs that are purely utility have not been touched. Mechs are all about efficiency after all, and those not intended for combat would not waste resources on extra armor plating unless they're doing a job that requires it.
  • The stat increases are not simply equal buffs that have been applied across the board. Careful attention was paid to buff them in ways that accentuate the unique characteristics and combat roles of each mechanoid, while also increasing the threat posed by all of them.
What this mod doesn't do:
  • Introduce new mechs into the game
  • Introduce any particularly different or new mechanics to mechanoid enemies or bosses. That's not the aim of this mod, the purpose was to use vanilla mechanics to simply make them stonger and more formiddable than they are, using the systems that are already in place.



All stat changes are listed here.
Note: only stats that were changed are listed. Those stats not listed have not been changed.




  • Don't underestimate blunt weaponry, it's still somewhat stronger against mechanoids if you're lacking high penetration sharp damage weapons.
  • Mechs that were vulnerable to melee before are still vulnerable to melee. Use it.
  • Craft high AP weapons of high quality.
  • Make your own. Yours get the buffs too.
  • Use EMP. Use guerrilla tactics. Think outside the square. Don't expect to just stand in your fortified positions and shoot with nothing going wrong.
  • Don't attempt to fight mech commanders if you aren't sufficiently prepared. These are now in a league of their own, and are incredibly powerful foes. Do not underestimate them.
  • Run away!




  • *Not* currently CE compatible.
  • Biotech: fully patched, but not required.
  • Vanilla Factions Expanded - Mechanoids: fully patched! The advanced versions of mechanoids have been buffed even more than their regular counterparts! Only the "true mechanoids" were patched. Lower tier buildable combat robots have unchanged stats to reflect the significant difference in their level of technological advancement. You are here to suffer after all, and we can't make things too easy.
  • Alpha Mechs: fully patched! Beware, the higher tier mechs from this are now incredibly powerful. An Apoptosis may potentially wipe a late game colony.
  • Diverse Mechanoid War Procedure: fully patched!
  • Advanced Mechanoids: patched!
  • Scrambler Mechanoid: patched!
  • Hunter Mechanoid: patched!
  • Recon Mechanoid: patched!
  • Patched mods have had custom textures added where necessary.
  • AT CHARACTER LIMIT. SEE COMPATIBILITY DISCUSSION FOR FULL LIST OF PATCHED MODS




Q: How many mechs were patched?
A: Yes

Q: CE?
A; Not right now, though I will look into making a patch in future.

Q: Performance impact?
A: These are all XML changes as of right now, so there should be none at all.

Q: Doesn't this make player-made mechs OP?
A: Yes and no. The process of obtaining your own mechs will be harder due to having your progression locked behind bosses that are now significantly harder to kill, and which are far more likely to spell doom for your colony if you call them before you're adequately prepared.

Q: Is x mod patched?
A: Yes

Q: No seriously it's not, can you patch it?
A: Drop it in the comments and if it contains mechs it would make sense to patch, I'll patch them.

Q: X mech is too overpowered/underpowered.
A: This project is balanced to my personal taste and what I think the game needs, what I think is cool, and what I think an ultratech mech faction should be like. In my opinion, a ramshackle colony of disparate humans should not necessarily expect to be capable of standing toe to toe with a global pandemic of hyper-advanced robot armies. You should feel like humans in Terminator, fighting a guerrilla war against savage machines that are stronger than you and have no concept of mercy.
That being said, I'm open to suggestions. If there's something you think could do with a tweak, let me know.


Oskar Potocki - Vanilla Textures Expanded and some of the art I used in the thumbnails.
AOBA - Fortifications Industrial series, featured in the screenshots.
People on the Rimworld discord for helping me.

All custom artwork and XML for this mod was done by me.
Popular Discussions View All (3)
8
1
Feb 8 @ 1:11am
PINNED: Compatibility
Nishe
6
Jul 30, 2024 @ 7:07am
PINNED: Mod changes: Alpha Mechs
Nishe
0
Jul 31, 2024 @ 2:24am
PINNED: Mod changes: VFE - Mechanoids
Nishe
124 Comments
Astra Mar 26 @ 5:36am 
@Special Lizard celetech arsenal mkiii has spacer/ultratech type weapons with adjustable damage and armor penetration.

also if you don't mind xenotype/har mods, cinders of the embergarden has some good explosive weapons and abilities too.
Special Lizard Mar 24 @ 3:05am 
@queenelise
I can tell you right now mechanoid upgrades terrifyingly works, the mech armor upgrade from that mod makes already great enhanced durability mechs feel absolutely unkillable.

On a side note, does anyone have any neat mods to recommend for penetrating 200% (sometimes more) armored centipedes?
queenelise9830 Mar 17 @ 6:05pm 
Is this compatible with the mods "Gestatable Apocriton balanced version" and "Mechanoid Upgrades"? Both make some changes to mech functions, the former making Apocriton abilities usable by the player(but costing a special thing made from subcores to refuel, and the ressurrection becomes temporary) and the latter adding a whole new system where depending on body size you can install upgrades onto mechs, which can also be used by enemies.
Athena Mar 16 @ 5:47pm 
Thanks for the mod!! Been using it for a while and want share some feedback .
Will keeping the weapon status unchanged and adjusting skill level of pikeman(10 to 18 for instance) be a nice idea? So that pikeman can be a true sniping platform while lancer can dedicate more on heavy punch at medium range.
Besides will it be possible to raise the threat points of single mech? So that early stage game can go more smoothply with less mehcs in a raid but late game raids remain challenging.
Espresso Mar 15 @ 12:51am 
I got an introduction to this mod from someone while chatting.
@许DEKO:这个是我目前最喜欢的mod了,谢谢你的引荐

I've loved and hated Vanilla Mechs ever since I first started playing Biotech." The design of the Tynan Mechanoid definitely fascinated me, but they had to be used carefully in the face of attackers, which made me tired. So this mod surprised me very much, I like it.

Thanks to the author for his efforts.
Nishe  [author] Feb 24 @ 3:17am 
@Fear4TheUnknown Yeah, I hear you. I've had reservations about the values myself. Feel free to add me if you wanna discuss further about what values would make more sense.
Fear4TheUnknown Feb 23 @ 8:05pm 
Hey there, been using this mod for my new Steampunk Mech Play-through, and I have some feedback, I think many of these armor values specifically are too overtuned, especially for a Vanilla + setting, some of them are waaaay too tanky,taking from instance the carpenter that even with blunt weaponry it's 5 minute standout with my tunneler lmao, I've been working on a "moderate buff version" that's more vanilla friendly nerfing mostly the armor values. I do like a lot the philosophy behind this, making mechanoids way scarier and tough, I loved the offensive and abilities buffs, just the base armor values need to be nerfed moderately.
Nishe  [author] Jan 26 @ 10:24pm 
@第五星渊 I can do, yeah
第五星渊 Jan 26 @ 9:33pm 
Reinforced Mechanoid 2 has been updated. Do you have any plans to make this MOD compatible?
Nishe  [author] Jan 24 @ 12:39am 
@Sedrido I'm sorry my friend

@Amethyst the otter Hey, sorry for the late response. Can you confirm whether this was happening with no other mods loaded? I didn't actually program the mech commanders to behave this way - I merely enabled them to spawn in mech clusters and it just so happened that the game seems to function this way by default when they're enabled to spawn.

I thought it was a good balance against the possibility of having extremely powerful commanders spawn randomly, because it meant you had the option to choose when to take on that risk for your play through voluntarily, so I therefore viewed that function as a feature of the mod. In all my testing this was how it worked, but if there's circumstances in which that doesn't apply it would be good to know so I can update the mod's information or fix it.