RimWorld

RimWorld

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Mechanoid Invaders
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Mod, 1.5
File Size
Posted
Updated
4.265 MB
Feb 1 @ 7:18am
Feb 4 @ 5:45am
2 Change Notes ( view )

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Mechanoid Invaders

Description
Adds new combat mechanoids inspired by many of the aliens from the XCOM game series. Each mech comes with an unique mechanic, from ai-usable buffing abilities to toxins hijacking the host body to create more mechanoids.

This mod requires Expanded Biotech Style Genes framework to function.









With Biotech active, a new mechanitor implant is added, with an ability to connect to mechs the same way an aide does.





- CE?:
Not right now, but a patch is in the works.

- Better Mechanoid Loot (continued): Compatible. With it installed, the loot from shredding mechs from this mod will be brought in line to match the values set by BML (c).

- Mechanoid Upgrades: Enhanced compatibility. GoGaTio, the author of the mod, has designed additional upgrades available when both mods are active.



- Is it safe to add mid-game?
Yes, there should be no issues.

- Why does this mod require Expanded Biotech Style Genes framework? I don't see any genes here!
Blame Alite for poor naming sense. Despite its name, EBSG framework contains many utilities outside the scope of genes, or even Biotech. From abilities to AI think nodes, this mod uses a lot of non-gene related features of EBSG to work.

- Are you going to add [Insert Alien Here]?
Not right now. Some aliens I didn't have the art skills or implementation ideas to do justice. I do want to make a mod with the more psychic enemies like the gatekeeper and the ethereal in the future though.

- A mechanoid doesn't act like its counterpart does in XCOM! What gives?
We all give up a few things chasing a dream...



- Chinese by Marukun

- Russian by JaneFive



Immense thanks to Alite for helping me in my C# fumblings, creating the many EBSG features necessary to make this mod work, and help in troubleshooting. Big thanks to Sir Van for art advice, Sir Van and Heinrich for helping to declown the logo, and the rest of my discord friends for general feedback.

This mod is distributed under Creative Commons Attribution 4.0 International which means that you can use and modify this mod as long as you credit me and others who worked on it.

RimWorld is owned by Ludeon Studios

XCOM is owned by Firaxis Games and 2K
Popular Discussions View All (1)
1
Feb 8 @ 10:50am
2 quick questions
are you sure?
85 Comments
hollowdreamer Apr 16 @ 4:06am 
>We all give up a few things chasing a dream...
I feel that.
Gin Gagamaru Apr 12 @ 5:08am 
Templar feels weak
pray
eugh Apr 10 @ 7:41pm 
I pray for the day a CE patch is made
DRG Engineer Mar 29 @ 8:28am 
Are there enemy ones that spawn or can I only build them?
BigGovernment Mar 15 @ 3:58pm 
@suave i don't think the CE patch is done yet
SUAVEMENTEEEEEEEEEEEEE Mar 9 @ 12:33pm 
so... does this work with Combat Extended or do I need a patch?
Elseud  [author] Feb 16 @ 3:57am 
@HydroFrog64
If you mean "Can they spawn in Tyrikan faction", then no, ask that faction is meant specifically for the Tyrikan line. If you are asking just for general compatibility, then yes, mechs from this mod will coexist with the RM2 ones in things like mech clusters, and can be controlled by the Gestalt engine
HydroFrog64 Feb 15 @ 6:37pm 
Compatible with reinforced mechanoids 2 that Mlie continued?
Unga Feb 15 @ 9:31am 
MISS MISS MISS MISS MISS 98% 98% 98% 98% 98% 98%
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA