RimWorld

RimWorld

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[AV] Mechtech
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Mod, 1.5
File Size
Posted
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6.640 MB
Sep 28, 2024 @ 11:45pm
Jun 15 @ 10:53am
10 Change Notes ( view )
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[AV] Mechtech

In 1 collection by Veltaris
[AV] Mods made by Veltaris
13 items
Description
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.
Popular Discussions View All (2)
19
21 hours ago
PINNED: Bug reports
Veltaris
14
Jun 13 @ 10:41pm
PINNED: Feedback & ideas
Veltaris
127 Comments
Veltaris  [author] 1 hour ago 
@Kayo
The mech will use its missiles on its own when undrafted, but NOT when drafted.

This is how it looks with just this mod alone:
https://www.youtube.com/watch?v=MebHyIGbsqs

Please post your modlist / playerlog or hugslib log in the pinned bug reports channel.
There seems to be mods which interfere with its behaivior.
Kayo 2 hours ago 
Please. I beg of you - remove the missile barrage from the Tarantula's auto-attack ai while drafted. That kind of firepower needs to be manually aimed; the mech shouldn't have the ability to decide that the singular imp that stood back up after being down was worth 120 chem fuel and a fresh hole in my hole to finish off.
Veltaris  [author] 18 hours ago 
Yes it does.
While it can start up in 1.6, it shows errors.
Without looking to much into it, I can already tell that neurill and the additional royalty mech cluster mortars are broken.
Unless you want to test what breaks and what still works, I would not recommend using this in 1.6 yet.
Roque the Rogue 19 hours ago 
Does this mod even require a version 1.6 update?
Engineer Gaming Part 3 Jun 14 @ 12:20pm 
thx
Engineer Gaming Part 3 Jun 13 @ 8:27pm 
You able to make a small little patch so bandnode expander works with Deadman switch's bandnodes?
Veltaris  [author] May 16 @ 4:40am 
@Mako
Nevermind, [AV] mechanoid orbittal traders already has a setting for that. (allow hijacked mechdrop incident)
Veltaris  [author] May 16 @ 3:26am 
@Mako
That event is part of [AV] mechanoid orbital traders. I'll add a toggle in the next update :)
Mako May 16 @ 12:13am 
The mod is great, my only issue is the random events that have an uncontrolled mech drop on the map. If you're not planning to have a mechanitor colony and it goes rogue it just serves as an annoyance. Perhaps the event can be toggled with a mod menu?
健太郎大冒险 Apr 11 @ 7:52pm 
@Veltaris thank you for your response!