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Well, I am considering it now XD
Mechanoids
production of standard mechanoids requires neutroamine and a new resource - bioplas
New production lines for these two resources. A rudimentary, slow production line, and then a faster, better one that requires these resources.
Mechlinks can be produced, but are expensive
All mechlinks reduce psychic sensitivity by an additive -50%; part of their psyche is invested in their mechanoids. Psychic drones and psychic suppression impose minor consciousness penalties on mechanoids if their mechanitor is the corresponding gender, while psychic soothes have the opposite effect.
A basic, external headband with 3 bandwidth can be researched and produced at the miroelectronics stage and worn by anyone. A bit expensive and cannot be worn with a helmet.
A standard mechlink can be produced at the multi-analyzer stage and requires mechanoid boss chips as well as more common-rare resources like gold.
An archite mechlink upgrade can reduce the psychic sensitivity penalty.
Additional submodules can be produced that expand bandwidth at the cost of psychic sensitivity. If psychic sensitivity is reduced below 0% this way, it will start reducing consciousness at the same rate. (-25% per submodule?)
A mechmind harmonic submodule can be produced and installed to increase the movespeed and accuracy of linked mechanoids, as well as command range, but forces the recluse trait.
A bioferrite+shard mechlink upgrade can multiply bandwidth, at the cost of occasional void mental breaks. Does not require break risk, but increases in frequency with mental break threshold - iron-willed pawns will break less often, regardless of mood, and think twice and then again about installing this in neurotic pawns.
advanced/experimental mechanoids can be constructed with archites, bioferrite and shards
rudimentary mechanoids can be constructed with steel (not to be confused with simple/low-cost mechanoids; rudimentaries are slower, more wasteful versions of standard mechs)
Additional weapons and furniture that are, themselves, mechanoids.
Mechanoid weapons consume bandwidth while equipped and cannot be used by non-mechanitors. They do not produce waste.
Mechanoid furniture requires bandwidth to be active and either does not produce waste or produces it very slowly. Mechanoid furniture may come with turrets in addition to their primary function.
Mechanoid doors automatically open and close like autodoors, are not dependent on power (and immune to solar flares), and can be commanded to stay open or closed by their mechanitor if they're within command radius.
Mechanoid hivenodes act as relays for mechanitor command; the mechanitor can draft-command mechanoids within their area, so long as they are on the same map.
A mechanoid hive tower allows commanding mechanoids even if the mechanitor is off the map, but requires more than a little bandwidth and produces more waste than other furniture. Draft-command in this case is restricted to the area of hivenodes.
Mechanoids can each be given one overhaul, applied with a mechanoid overhaul station
The self-sufficient overhaul increases their dormant recharge rate and repair efficiency, but increases their damage taken.
The heavy overhaul increases their armor (and/or hp or damage reduction?), but reduces their speed
The alacrity overhaul increases their speed, but increases their battery usage and reduces their melee damage
The damage overhaul increases their rate of fire, but reduces their range
Not exactly sure what that would entail here, but...
Should work now :)
@CTH2004
As far as I know gestalt engine should have no problem with this mod.
I wouldn't know what interactions to add.
I personly like pawns as mechanitors more than a building, so I play very rarely with gestalt engine.
perhaps, come to think of it, something "reversed", where a mechanator can connect to the engine, useing it to improve their cabaibilities as a mechanator, and as a human. The cost is that if the gestalt engine goes down, the mechanator is downewd untill it's running again.
Dropping of mechanoid weapons is not part of this mod, nothing I can do for you there.
@Lanceyy242
Forgot to reply here, but it is part of this mod for a couple of months now (as a result of your comment).
Speaking of which, considering it essentially has every mortar shell equivalent as rockets it can shoot, I did find it a bit odd that tox gas rockets were excluded, perhaps it might be an addition to consider..?
The variety of ammunition the tarantula has also given me an idea which could maybe be an anomaly only variant of the tarantula that's able to shoot out flares and deadlife rockets? Either way just throwing that suggestion out there in case it might interest you.
One last thing is in terms of balance, I was quite surprised that the thing only gestates for one cycle, considering the versatility of it and the fact it's supposed to be a boss mech it feels like it should have a much much longer gestation time.
Also despite the fact it's considered a "boss mech" and it has the class and the strength of one it doesn't have an antennae to summon one to fight directly which feels a bit odd for what is supposed to be a boss mech, It also doesn't require the new chip to gestate which, I get it's primary function is to be able to have it turn into any other boss chip of your choosing but I feel as if it would make more sense if you had to fight the boss mech at least once before you're able to gestate one for yourself like the other boss mechs from vanilla and other mods. Maybe a compromise to the gestation not requiring the chip could be a separate research for the tarantula that requires the new chip to be analyzed before you can research it? (Also compatibility for the chip to also be able to turn into modded chips would be very cool of you. Namely the ones from Alpha Mechs)
Are there any buildable bandnodes in dms?
I think the only bandnode-like thing is the buff that the dms-empire can give one of your royals.
I don't remember how dms actually calls it, but thats not patched on purpose - simply because it would be waaay to powerful.
There is a certain point at which the Biotech UI for bandwith breaks and I don't want to do that^^
@The Lord Pootis
Great to hear! :D
I did think of deadlife or tox gas rockets - felt like deadlife would be way to strong and I never seem to use toxgas myself, so I skipped them.
Although I might add them later if people really care about them.
The gestation cycles are an oversight - it will be on paar with diablos with the next update (12 cycles).
The tarantula was not really planned to be a boss mech at the start, but it ended up beeing to strong for a normal mech.
Adding a new boss-chip just to craft it and with no other use felt wrong - so I gave it a drop that is still useful for any mechanitor. I honestly did not think about adding it to the recipy to craft the mech. I'll probably add that once there is a way to get that chip more consistently. Currently it will only spawn in enemy mech raids after your colony is at least 2 years old and just rarely (same as diablos).
I agree that it would feel more vanilla if it had a structure to summon a raid with it. I just dislike placing them and adding an option to the comms console is not easily possible (there sadly can only be one option, the way biotech handles it...).
However I do plan on adding a quest or event side outside your base with a tarantula as a boss, but thats just a concept for now.
Compat for the chip to interact with Alpha Mechs will be added, although that needs to wait a bit more. Now is not the time to add more stuff, first I have to make sure that I get my mods working for 1.6 and the new DLC :D
That's why I was thinking of a sort of variant that would have them as opposed to giving the already existing tarantula the very powerful deadlife dust on top of everything else, a separate mech would be easier to balance around it having deadlife dust in it's arsenal as you wouldn't have to juggle 5 different other rocket types, is also why I suggested flares too just so it still has different rocket types to keep in the theme of that kind of mech having multiple kinds of ammunition, maybe emp and smoke rockets for that one too? So it's more of a support centered variant instead of the normal one that can vomit explosive death at it's enemies?
It's also worth noting that while deadlife dust is strong it also requires kind of a specific set up to be really really powerful, you'd need a group of corpses bunched up together to be in the radius of the dust explosion, since resurrecting only one or two corpses might not do all that much of an impact depending on how many enemies you're facing, which would not be all that consistent to pull off if you're only using corpses of the raiders attacking you in the first place. It's true you could just set up corpse piles in advance for defense but that's not exactly something you wouldn't already do with the deadlife IEDs and shells anyway and a corpse pile in advance isn't really possible if you're the one going around places you know? So while I do agree deadlife rockets could be potentially stupid powerful I do think it'd be possible to balance it in a way that doesn't make it ridiculously OP.
As for tox gas.. I do admit I don't use it super super often myself but I do occasionally find myself using it when raiders want to try and hunker down in an annoying spot, that or the occasional themed run but yeah, not the biggest most important addition, just think it'd be neat to have as an extra option if the situation calls for it.
Also while a unique quest of sort for the tarantula does sound pretty cool, I still would be a bit worried that it'd be too rng dependent where the game just refuses to give it to you just cause of bad luck, where as a building specific for it is much more consistent and lets you fight it whenever you so choose. An interesting idea could perhaps be a sort of mega antennae that you can build which would be reusable an infinite amount of times and would let you call any boss mech of your choosing so you don't have to keep rebuilding multiple different smaller antennas just for them to immediately turn into mush upon a single use? perhaps it could require the chips of every boss to build (including modded ones if you have mods that add more) as to not instantly invalidate the single use ones and still give you a nice thing to work towards?
Apologies for the atrocious wall of text, sometimes I just get a bunch of ideas in my head and I'm especially passionate about mechs (Biotech was the best DLC for me for those alone) so I can sometimes get the urge talk about ideas I think are cool just to at least get it out of my system and hey if at least one of my ideas is considered cool enough to be considered being added, I'm happy. Either way, I do agree that now is probably not the best time to add a bunch of new stuff anyway with the new update and DLC on the horizon (super hype!) so I'll patiently wait any new update on this mod.