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[AV] Mechtech
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Mod, 1.5, 1.6
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15.604 MB
28 SEP 2024 a las 11:45 p. m.
1 AGO a las 11:52 a. m.
15 notas sobre cambios ( ver )
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[AV] Mechtech

En 1 colección creada por Veltaris
[AV] Mods made by Veltaris
14 artículos
Descripción
This is my love letter and content addition for the mechanitor playstyle of the biotech DLC.
Ever since the Biotech DLC's release I've dreamed about having a real mechanitor colony.
This (and my other mods) are the try of making that a reality.



This mod is mainly about:
  • controlling how you want to develop your mechanitors. A few skilled ones or a whole colony of low-skilled mechanitors? Choose how to spent your boss-mech-chips!
  • adding a few unique mechanoids
  • adding mechanoid based neutroamine production and additional useage
  • anything I deemed cool enough to put in here

The content of this mod is subject to my liking, it will get tweaked, changed and expanded over time.



Mechanoids




Militors and scrapper can now use mortars just like normal colonist (select the mech and right click the mortar).













Entities




Mechanitor's Tools








Pre-Neutroamine production and industries











Subcored implants
A few implants to control body temperature/pain/robustness with the disadvantage of interference with the immune system.

Subcored clothings
Subcored clothings biocode themself to their first user.





Others








DLC based content:
  • with Royalty: new mortar types for clusters
  • with Ideology: companoid sphere, royal lancer, hightech collar
  • with Anomaly: reshaper, sinistre


Inbuild mod interactions with:

CE?
Thats up to them. Currently CE has its own integrated patch for this mod. I don't have anything to do with it.

Can this be safly added to an ongoing save?
Yes.

Can this be safly removed from an ongoing save?
Probably, with the usual one-time errors for removing a content-adding mod. Back up your saves just in case.



I've got feedback or ideas for this mod!
Please post it in the pinned discussion for feedback, there is also a list of upcomming content.

I've found a bug!
Please post it in the pinned discussion for bugs.


Me, myself and I.
Carbonpanel retexture is based on Erin's Body Retexture (with permission), check out her awesome mods!
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.
Discusiones populares Ver todo (2)
27
8 JUL a las 6:43 p. m.
FIJO: Bug reports
Veltaris
18
9 AGO a las 4:07 p. m.
FIJO: Feedback & ideas
Veltaris
178 comentarios
Veltaris  [autor] hace 11 horas 
@kinson523
Depends a lot on your mods and playstyle.
Neutroamine is not available for production in the base game and also only used sparingly.
Additionally the cultivation pods are much slower than a fluoid mech, as they do not cost bandwidth.
With advanced neutroamine control researched (which gives a 25% boost):
Cultivation pods: 0.22 neutroamine per day
Fluoid: 0.44 neutroamine per day * efficiency (meaning it scaled with workspeed and fluid reprocessing)

This might feel right for my playstyle, but if it doesn't for you, you can easily change the balance:
The data is in the file 1.6\Defs\Building_Spawner.xml - change the numbers in countToSpawn or spawnIntervalRange to whatever feels right for you.
If you do so keep in mind that that file will reset itself should I update the mod as steam will redownload it.
kinson523 hace 12 horas 
I have a question about the balance of the cultivation pods, are we intended to make literally hundreds of them? since the production rate of neutroamine is one every six days?
Huehuecóyotl 9 AGO a las 3:56 p. m. 
Awesome!

Also no name guy, the scrapper can work the "Craft" job with a skill equivalent of 4, so things like stonecutting and chemfuel refining and crafting spot work. I've found them incredibly useful as Gravship workers since they can refine fuel, mine mineral outcrops, and cut bricks to make temporary housing with when we land at a new place.
9 AGO a las 12:30 a. m. 
What can the scrapper craft?
Veltaris  [autor] 8 AGO a las 11:46 p. m. 
@Huehuecóyotl
Yes, a little bit - but they are worn under the armor so you can combine whem with power armor.

@Engineer Gaming Part 3
Not sure what you mean with that, but the royal lancer has a combat aura ability. If you mean something else then no.
Huehuecóyotl 8 AGO a las 10:27 p. m. 
Do the Carbon Panels add vacuum resistance?
Lanceyy242 8 AGO a las 9:05 p. m. 
Actually, I'd love to get into contact with you to patch everything to be truly balanced like you intended the mechs to be. I'll do all the work, I just don't have your vision and ideas when you made these absolutely gorgeous mechs. My discord is lanceyy242, or I've added on you steam. Thanks!
Engineer Gaming Part 3 8 AGO a las 6:55 p. m. 
is this the mod with the combat sublink
Lanceyy242 8 AGO a las 4:55 p. m. 
I love this mod so much I literally learned coding patches for CE to patch this mod and have it integrated into the main mod, it's just too good.
Veltaris  [autor] 6 AGO a las 3:28 a. m. 
@Turkwise
You are right, gonna add that with the next update :)