RimWorld

RimWorld

Mechanite Plague
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Update: Apr 2, 2023 @ 11:18pm

Mechanite Plague v1.4.8

New Additions:
- Added the Guardian Kidney, a bionic that provides permanent immunity to the Mechanite Plague. Requires its own research.
- Added additional support to the "immunity mod extension" added by this mod. When applied to a pawn, it now renders them immune to the Mechanite Plague. As an example, Thrumbos are now completely immune to the Mechanite Plague! No more shooting them with a Stinger and waiting for the plague to kill them!

Changes:
- Bursters spawned by Incubators and Psycasts now last for 4 hours, down from 12 hours.
- Mechaliches now completely disable their food and rest need bars. This should fix a few issues with bar overloading with certain mods.
- The damage over time effect caused by the Mechanite Plague to downed entities no longer performs distance checks. Instead, it will simply not apply damage when the target is in a bed.

Bug Fixes:
- HAR support: specifically, for android races! The Mechanite Plague will no longer apply to entities not labelled <isFlesh> in the race's compatibility settings! No more androids becoming infested with robots!
- Mechskip and related psycasts no longer function on corpses that cannot rot: so basically, androids.
- The Mechalich's Talons are no longer considered a "bad" hediff. This should, in theory, stop certain effects from dispelling them.

Update: Dec 22, 2022 @ 5:20pm

Mechanite Plague v1.4.7.1

I may have forgotten to change the version number display in-game. Oops. Oh well.

Balance Changes:
- Incubators are now as completely and utterly horrifying as they SHOULD BE. Burst Shot Count from 2 to 1. Weapon Aim Time from 15s to 5s. Weapon Cooldown Time from 35s to 15s. Have fun!
- Modified the plague amount of several weapons, dropping them by about 33% each. This is due to a bug fix mentioned down below.

Bug Fixes:
- Fixed a bug where Toxic Resistance against the Mechanite Plague was actually calculated backwards, resulting in pawns with 0% Toxic Resistance getting infected less by the Mechanite Plague, and pawns with 100% Toxic Resistance getting infected MORE.
- Fixed a bug where Mechaliches would overflow their needs bar by a substantial amount when paired with the Need Bar Overflow mod, resulting in a lot of vomiting.
- (hopefully) Fixed a bug where Pure Driders created through a psycast provided by VPE would act abnormally.

Update: Nov 23, 2022 @ 6:28pm

Mechanite Plague v1.4.7

New Additions:
- Added Reanimator Mechanites, a late-game drug.
- Re-did the injector gun textures for the mod's drugs.
- Re-did the Mechanite Plague immunity system: there is now a mod extension that can be applied to hediffs. Any hediff with that mod extension makes the target immune to the Mechanite Plague. As a result, being a Mechalich (with Vanilla Psycasts Expanded) now makes you immune to the Mechanite Plague.

Changes:
- Pure Incubators (with the Biotech DLC) now only take 4 bandwidth to field. 6 was a lot.
- Stimulant Mechanites now grant +80% movespeed, from +60%.
- Mechaliches are treated like they have 20 bionic parts, for the purposes of some mods.
- Pure Bursters (with the Biotech DLC) can be upgraded to Pure Driders with the Hardware Upgrade psycast (with Vanilla Psycasts Expanded).
- If a pawn is undergoing a Regenerative Coma or Deathrest, the Mechanite Plague will not deal Damage Over Time to them. This prevents issues with pawns getting like, thirty six billion stab wounds.
- The VPE Resurrection System has been migrated to the main part of the mod. This'll result in a red error message upon loading the game, but no actual issues. I hope.

Bug Fixes:
- Certain researches did not require high-tech research benches, or multi-analyzers. This has been fixed for most endgame techs.
- The "Rot Corpses on Spawning Bursters" mod setting no longer automatically sets itself to True upon loading the game.

Update: Nov 4, 2022 @ 3:15pm

Forgot to save part of my changes, whoops.

Update: Nov 3, 2022 @ 8:25pm

Mechanite Plague v1.4.6

General:
- Now makes use of the Vanilla Expanded Framework. Probably a good idea.
- Bursters spawned from the death of an Incubator now have Mechanite Decay.
- Fixed a bug where "Pure" / constructable variants of the Mechanite Plague's mechs were appearing as part of Mechanoid Clusters.

Vanilla Psycasts Expanded:
- Buffed Festering Blast: now explodes with a radius of 4.2 instead of 3.5, and has a range of 26.7 instead of 24.9.
- Made a Scyther variant, which now makes the psycast "Manifest Scyther" work.
- Fixed an issue where the Mechalich hediff explodes if you don't need to sleep.

Update: Oct 23, 2022 @ 2:46pm

Mechanite Plague v1.4.5

General:
- Made your mechs with Biotech enabled have DRIP...ping paint.
- Renamed the "crafted" versions of these mechs from Biotech. This mostly helps with not accidentally deconstructing them when you're trying to mass dispose of dead Bursters that weren't crafted.

Update: Oct 22, 2022 @ 4:52pm

Mechanite Plague v1.4.4

General:
- Made the mod work with Biotech! Have fun raising your own Incubators, Driders, and Bursters!

Update: Oct 14, 2022 @ 12:19am

Mechanite Plague v1.4.3.2

General:
- Updated to 1.4!

Update: Oct 11, 2022 @ 11:49pm

Mechanite Plague v1.4.3.1

General?:
- UNBROKE EVERYTHING, YEP. NOTHING IS BROKEN.
- More specifically, if you had Mechanite Plague but no Vanilla Framework Expanded, you would face MASSIVE ISSUES.
- If you played the game in the gap between v1.4.3 and v1.4.3.1, and have Vanilla Psycasts Expanded enabled, you may face some issues. Sorry about that.

Update: Oct 11, 2022 @ 9:12pm

Mechanite Plague v1.4.3

General:
- Quadrupled the speed of Burster Disassemblers.

Compatibility:
- Added support for Vanilla Psycasts Expanded, adding the horrific Plaguelich tree!