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[AV] Mechtech
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Mod, 1.5, 1.6
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28 set 2024, ore 23:45
16 nov, ore 7:01
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[AV] Mechtech

In 1 collezione di Veltaris
[AV] Mods made by Veltaris
14 elementi
Descrizione
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.
Discussioni più popolari Visualizza tutte (2)
29
7 ott, ore 7:23
IN EVIDENZA: Bug reports
Veltaris
24
25 set, ore 16:26
IN EVIDENZA: Feedback & ideas
Veltaris
198 commenti
Veltaris  [autore] 8 ore fa 
@I Avêņşh I
When the HUD breaks, you should have errors inside your player.log or hugslib log. Without them there is nothing I can do.

@PariahOftheMultiverse
It has no name, its part of the CE mod.

@adamok5002
The sinistere essence can be used on reshapers again, just uploaded the fix.
For the shard eating:
The sinistre eating behaivior outside of the reshaper works like a mental break, they will always prefer shards. You can lock them into melee combat (and kill them) to protect your shards, but this anomaly will always crave them even if bioferrite is around. Once killed they will reform themself inside the reshaper after a day - like nothing happend.
I Avêņşh I 19 ore fa 
Guys any idea why after a while the hud for the Queen and royal lancer just don´t respond anymore?
PariahOftheMultiverse 10 nov, ore 13:55 
What is the CE patch called?
adamok5002 8 nov, ore 18:39 
and how do i use the essence to boost the mech's bond? i can apply it to mechs that dont have Sinistre reforming to give them a single use of it, but the Reshaper isnt a valid target to use the essence on
adamok5002 8 nov, ore 18:33 
how do i stop the Sinistre from eating all my shards? i have plenty of bioferrite it can eat, and i tried zoning it away from the shards, but it just keeps going for the shards
Veltaris  [autore] 9 ott, ore 3:46 
@Monbland
Not from my side, no.
But most mods do not need extra support to work with this one (CE is the only one so far I know of).
According to their mod page:
"Total Warfare features progressive difficulty design. The mod reconstructs vanilla combat logic..."
I do not know what that means though.
Monbland 8 ott, ore 9:32 
Mechanoids: Total Warfare Is it supported?
Kenst 4 ott, ore 21:27 
About combat aura ability. I intuitively thought it was activated by player. Sometimes I don't need to active skills to deal with little troubles but it will automatically activated. I can't deactivate it so energy usage Increased will lasts 12 hours. Just a little complaint, and it may not have a significant impact on the waste disposal system.
toetruckthetrain 25 set, ore 17:01 
the chemfueld band node says it needs neutroamine in the ingame description
Hazard Maks 24 set, ore 13:02 
Thank you, awesome update!