RimWorld

RimWorld

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Stronger Vanilla Mechs
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Mod, 1.5, 1.6
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27 Jul, 2024 @ 10:51am
8 Jul @ 7:05am
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Stronger Vanilla Mechs

Description


Intro
Vanilla mechs are pretty weak these days. They have been for a long time. Even more so now with the ever increasing power creep that players have at their disposal with Anomaly and Biotech, and 5 billion mods giving pawns infinite speed/manipulation/skills. It's time to right the imbalance.

TL;DR: "Screw all this rambling, get to the good stuff!" - Scroll down to "info" to see all the changes
I also feel that the vanilla armor system is criminally under-utilised. Most of the time, it ends up being immersion-breakingly "player-centric", with the player pawns being (for the most part) the only ones that really end up making use of extremely high armour values with excellent to legendary quality cataphract armour. Furthermore, player-made mechs get absolutely overshadowed in combat by super soldier pawns with power armor and high quality weapons, and are generally more annoying to maintain.

I wanted to restore mechs to their former glory. Gone are the days of fragile robots made of glass that shatter after two shots from a pistol. Gone are the days of needing to install CE to make mechs even slightly challenging. This is the return of the great blood machines sent by the gods, as the tribal start refers to them. You will know fear.

What this mod does:
  • Increases both the offensive and defensive capabilities of all combat oriented mechs in the base game and Biotech very significantly, along with those in many popular mechanoid mods. They are not a V.O.I.D. level threat, but they are still incredibly strong compared to their vanilla balance.
  • Makes armor penetration matter a lot more in combat with mechanoids.
  • Allows player-made mechs to compete with super-soldier programs in terms of defensive capability.
  • Only mechs that are strictly combat-focused or combat-adjacent (like the paramedic and tunneler) have been buffed. Mechs that are purely utility have not been touched. Mechs are all about efficiency after all, and those not intended for combat would not waste resources on extra armor plating unless they're doing a job that requires it.
  • The stat increases are not simply equal buffs that have been applied across the board. Careful attention was paid to buff them in ways that accentuate the unique characteristics and combat roles of each mechanoid, while also increasing the threat posed by all of them.
What this mod doesn't do:
  • Introduce new mechs into the game
  • Introduce any particularly different or new mechanics to mechanoid enemies or bosses. That's not the aim of this mod, the purpose was to use vanilla mechanics to simply make them stonger and more formiddable than they are, using the systems that are already in place.



All stat changes are listed here.
Note: only stats that were changed are listed. Those stats not listed have not been changed.




  • Don't underestimate blunt weaponry, it's still somewhat stronger against mechanoids if you're lacking high penetration sharp damage weapons.
  • Mechs that were vulnerable to melee before are still vulnerable to melee. Use it.
  • Craft high AP weapons of high quality.
  • Make your own. Yours get the buffs too.
  • Use EMP. Use guerrilla tactics. Think outside the square. Don't expect to just stand in your fortified positions and shoot with nothing going wrong.
  • Don't attempt to fight mech commanders if you aren't sufficiently prepared. These are now in a league of their own, and are incredibly powerful foes. Do not underestimate them.
  • Run away!




  • *Not* currently CE compatible.
  • Biotech: fully patched, but not required.
  • Vanilla Factions Expanded - Mechanoids: fully patched! The advanced versions of mechanoids have been buffed even more than their regular counterparts! Only the "true mechanoids" were patched. Lower tier buildable combat robots have unchanged stats to reflect the significant difference in their level of technological advancement. You are here to suffer after all, and we can't make things too easy.
  • Alpha Mechs: fully patched! Beware, the higher tier mechs from this are now incredibly powerful. An Apoptosis may potentially wipe a late game colony.
  • Diverse Mechanoid War Procedure: fully patched!
  • Advanced Mechanoids: patched!
  • Scrambler Mechanoid: patched!
  • Hunter Mechanoid: patched!
  • Recon Mechanoid: patched!
  • Patched mods have had custom textures added where necessary.
  • AT CHARACTER LIMIT. SEE COMPATIBILITY DISCUSSION FOR FULL LIST OF PATCHED MODS




Q: How many mechs were patched?
A: Yes

Q: CE?
A; Not right now, though I will look into making a patch in future.

Q: Performance impact?
A: These are all XML changes as of right now, so there should be none at all.

Q: Doesn't this make player-made mechs OP?
A: Yes and no. The process of obtaining your own mechs will be harder due to having your progression locked behind bosses that are now significantly harder to kill, and which are far more likely to spell doom for your colony if you call them before you're adequately prepared.

Q: Is x mod patched?
A: Yes

Q: No seriously it's not, can you patch it?
A: Drop it in the comments and if it contains mechs it would make sense to patch, I'll patch them.

Q: X mech is too overpowered/underpowered.
A: This project is balanced to my personal taste and what I think the game needs, what I think is cool, and what I think an ultratech mech faction should be like. In my opinion, a ramshackle colony of disparate humans should not necessarily expect to be capable of standing toe to toe with a global pandemic of hyper-advanced robot armies. You should feel like humans in Terminator, fighting a guerrilla war against savage machines that are stronger than you and have no concept of mercy.
That being said, I'm open to suggestions. If there's something you think could do with a tweak, let me know.


Oskar Potocki - Vanilla Textures Expanded and some of the art I used in the thumbnails.
AOBA - Fortifications Industrial series, featured in the screenshots.
People on the Rimworld discord for helping me.

All custom artwork and XML for this mod was done by me.
Popular Discussions View All (3)
16
1
30 Sep @ 6:55pm
PINNED: Compatibility
Nishe
9
8 Jul @ 7:28am
PINNED: Mod changes: Alpha Mechs
Nishe
0
31 Jul, 2024 @ 2:24am
PINNED: Mod changes: VFE - Mechanoids
Nishe
146 Comments
jpinard 3 Oct @ 6:39pm 
Did you mod the graphics too? They look better than vanilla. If so, is there a version of this mod without the buffs? Reason I ask is... I suck super bad lol.

This all looks great and well thought out!
Brindav 2 Oct @ 4:32am 
could reccomand you the mod "fragile armor" that makes killing mechs less tedious while retaining their lethality, on the other hand this mod is not for everyone, playing with dead man switch so vanilla mechs would get totally outclassed, use this one to tip off the balance.
oinko sploinko 1 Oct @ 3:17am 
felt like a really good idea but i need to unsubscribe from this thing, it's getting ridiculous lol
doctor who? 2 Sep @ 10:45pm 
Okay, now I know. The Mod Mechanoid: Total Warfare adds about 20-40 percent to the stats of vanilla mechanoids. The mod also does the same for stronger vanilla mechs...
Brindav 22 Aug @ 12:38pm 
Hi the mod is amazing but wanted to know if we will get the buffs to mech invaders mech from Elseud, also the "pure incubator" from mechanite plague seems to not be patched, description says it is really sturdy yet it got less armor than the basic spiders.
The wise old man 19 Aug @ 4:12pm 
wanted to ask if you would add compatibility to Reinforced Mechanoid 2?
TheSurvivor64 19 Aug @ 9:16am 
Yeah so my gravship got raided and it was easy until 4 centipedes rolled up and the only thing capable of damaging them were my two snipers. I don't know how I got through with 0 casualties, even our medics were downed. Awesome mod
Joseph Stalin 12 Aug @ 6:18am 
nice mod! o7
Joseph Stalin 12 Aug @ 6:18am 
thanks im also already tested it on my game)
Nishe  [author] 12 Aug @ 5:34am 
@Joseph Stalin Yes, should be completely fine.