RimWorld

RimWorld

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Mechanite Plague
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Mod, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
12.412 MB
May 30, 2021 @ 10:01pm
Jul 24 @ 8:53pm
39 Change Notes ( view )

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Mechanite Plague

Description
Overview
A mod that introduce the Mechanite Plague to your local Rimworld! Make use of a variety of weapons and tools to infect targets with the plague, then kill them to unleash mechanoid Bursters upon your enemies!

Then, once the Bursters have fallen in combat, dismantle their corpses to salvage more plagued mechanites to create even more plague-inducing tools! Whether it's firearms, blades, turrets, or mortar shells, there are many ways to infect your foes!

The Plague
A nefarious weapon invented by the Mechanoid Hives, the Mechanite Plague was designed to take advantage of the masses of humans that infested the various worlds. With their flesh being such a bountiful resource, why not make use of it? While it caused little more than minor nausea, only in battle did it show its true horrors. Soldiers would watch in terror as new foes burst forth from the carcasses of their slain allies. Naturally, it didn't take long for the people of the Rim to weaponize this against their foes!

Serving more of a "support" role in combat, Plague-inflicting weapons don't deal much damage. In exchange, they apply the Mechanite Plague to the target. While this plague is incredibly easy to cure, the real harm begins once a sufficiently-infected target is killed in combat! This will spawn a Burster allied to the side that applied the latest dose of the Mechanite Plague to the target. It will burst from their corpse, and immediately begin to assault nearby foes. This can result in more plague being applied, creating a chain reaction of death and robots!

Unfortunately for you, enemies can use the Mechanite Plague against you as well. Sufficient buildup of the plague is highly lethal, and will kill the target. Fortunately, there is a way to prevent the plague! Crafting a dosage of Guardian Mechanites will prevent new infections from being established in the host system. This can be essential when fighting armies with high amount of plague-inflicting weapons, or when the horrifying Incubator or Drider stride towards your base.

Features
  • Four brand new Mechanoids to ruin your life!






  • A new, somewhat self-sustaining resource in Mechanite Canisters! Harvest them from fallen Bursters (whether your own or an enemy), or buy them from Exotic Goods Traders!
  • 8 guns, ranging from plague-applying dart pistols to rocket launchers that spray Bursters over an area! There's also a bandolier that'll allow all ranged weapons to apply the plague, as well as 2 turrets.
  • 4 melee weapons, from a tiny poison-tipped dagger to a CHAINSAW.
  • Several new research projects, each unlocking new ways to utilise the plague!
  • A fun new form of warcrime where a pawn is forcibly implanted with mechanites, causing them to explode!

Compatibility
  • Royalty support adds two new Psycasts, both allowing a caster to raise Bursters from corpses!
  • Biotech support allows a mechanitor to spawn all three mechs from the mod!
  • Combat Extended support is available for all weapons and mechanoids added by the mod.
  • Vanilla Furniture Expanded: Security support, adding an additional type of trap: the Caltrops!
  • Vanilla Psycasts Expanded support, adding the Plaguelich tree as well as 8 brand new Psycasts!



Credits
-Shakesthespeare, Vali Dragunova, and Hyou for most of the art
-Oskar for the Plaguelich card art for VPE
-Kasmex and Happy Taffy for the legacy Burster art
- Zapsplat[www.zapsplat.com], for some sound effects
-The folks on the Rimworld and Combat Extended Discord for programming tips
Popular Discussions View All (1)
43
May 21 @ 7:39am
PINNED: Bug Reports
Irecreeper
299 Comments
Not-Here Aug 10 @ 3:41pm 
Hai, great mod, but would it be possible to add the option that makes it so only the player faction/you can use the weapons?
If you could that'd be great! if not then thats okie :3 Great mod anywayyy
Nova Solarius Aug 8 @ 6:13am 
@NaCl: I suspect that just wasn't changed when the gasfella was added. Initially, the mod only had the other three. Don't worry, though. All four mechs have a player-buildable version with slightly higher stats than the enemy versions.
ChaosGusOverlord Aug 1 @ 12:18pm 
I can't disassemble the Bursters to get the Mechanite canister to begin with... So I can't make the one that hunts them down across the map to disassemble them. What am I supposed to do?
DarkRen817 Jul 31 @ 5:46am 
hey uh question how do you make those canisters??
NaCl Jul 28 @ 7:20am 
Question. it says in Biotech support "All 3 types" but theres 4 types? Does it not include the basic Burster as creatable, or is it the Incubator thats uncreatable? (or is it just a typo?)


Also, Is it safe to add mid-run?
Irecreeper  [author] Jul 24 @ 8:54pm 
Small patch where the Odyssey endgame now contains the mod's new mechanoids. Have fun getting mauled to death by Driders! (and maybe the other guys too)
Irecreeper  [author] Jul 9 @ 11:52pm 
Fix applied! Thanks for the report!
Dance Ninja Jul 9 @ 2:17pm 
Seems Incubator and Drider cannot recharge in 1.6. Should to have <race> <mechWeightClass>Medium</mechWeightClass> </race> in ThingDefs_Races
Irecreeper  [author] Jul 7 @ 12:46am 
Quick patch to get the mod working in 1.6. If there's any issues, please point them out!
HUGE DOG ΔΘζ🐺 May 18 @ 1:21am 
Since we have a plague bandolier, how about a plague scabbard for melee?