RimWorld

RimWorld

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Mechanite Plague
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Mod, 1.2, 1.3, 1.4, 1.5
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11.934 MB
May 31, 2021 @ 5:01am
May 16, 2024 @ 8:11am
36 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)
41
Feb 16 @ 1:36pm
PINNED: Bug Reports
Irecreeper
288 Comments
ImJustJoshin Apr 23 @ 3:05pm 
Or balancing
ImJustJoshin Apr 23 @ 3:05pm 
@Cringe Shaymin I think its because your using medieval melee weaponry but using the mechanite plague to enhance them which makes it industrial.
Cringe Shaymin Apr 23 @ 11:19am 
The "Plagued Blades" research says "Craft medieval melee weaponry" in its description, but the research is in the industrial tier.
Aldran Apr 10 @ 11:42pm 
Kind of wish there was a stabilised burster implant so that upon death colonists will explode into bursters
zecond Dec 24, 2024 @ 1:44pm 
The scythers summoned with the psycast armor penetration isn't patched properly for Combat Extended.
https://gist.github.com/HugsLibRecordKeeper/0a851ca179f8a98beb756942a27d183d
Suit Lass Dec 7, 2024 @ 4:16am 
hey, any chance of a chainblade patch? took a masterwork chainblade as a 3 star quest reward before i noticed the issue there. would like to uhhh have a usable weapon lol
Vincent Oct 26, 2024 @ 9:36pm 
Hello, simply posting that i noticed the plaguetech Chainblade isnt patched for CE, All other weapons are fine just the Chain blade. Posting here cause idk if you yourself handle those patches or if your leaving it to the CE team.
Inglix Oct 21, 2024 @ 3:45am 
Speaking of configuration options, I noticed that the setting for "Plague intensity to spawn a Burster" doesn't actually save if you modify it. There's no reference to it in your ExposeData method in MechPlagueSettings.
Inglix Oct 21, 2024 @ 2:55am 
Would be cool to have some configuration options to set the number of bursters that spawn scale to the severity of the plague hediff at the time of the pawn's death.
Curdos Oct 19, 2024 @ 1:24am 
@ImJustJoshin , I'm not 100% certain. As far as I was aware, it was non-mechanical. I also noticed that when I had a Plague Lich psycaster use the mechskip ability, a burster spawned and proceeded to attack, but no more bursters spawned from the bodies. at the time I figured it was because the plague didn't incubate enough, but I figured that the force *incubate* would have at least spawned some. I'll fiddle around a little bit more, test it on another prisoner, try out the weapons.