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RimWorld

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[AV] Mechtech
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Mod, 1.5, 1.6
File Size
Posted
Updated
13.220 MB
28 Sep, 2024 @ 11:45pm
24 Sep @ 8:58am
17 Change Notes ( view )
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[AV] Mechtech

In 1 collection by Veltaris
[AV] Mods made by Veltaris
14 items
Description
This is my love letter and content addition for the mechanitor playstyle of the biotech DLC.
Ever since the Biotech DLC's release I've dreamed about having a real mechanitor colony.
This (and my other mods) are the try of making that a reality.



This mod is mainly about:
  • controlling how you want to develop your mechanitors. A few skilled ones or a whole colony of low-skilled mechanitors? Choose how to spent your boss-mech-chips!
  • adding a few unique mechanoids
  • adding mechanoid based neutroamine production and additional useage
  • anything I deemed cool enough to put in here

The content of this mod is subject to my liking, it will get tweaked, changed and expanded over time.



Mechanoids




Militors and scrapper can now use mortars just like normal colonist (select the mech and right click the mortar).













Entities




Mechanitor's Tools








Pre-Neutroamine production and industries











Subcored implants
A few implants to control body temperature/pain/robustness with the disadvantage of interference with the immune system.

Subcored clothings
Subcored clothings biocode themself to their first user.





Others








DLC based content:
  • with Royalty: new mortar types for clusters
  • with Ideology: companoid sphere, royal lancer, hightech collar
  • with Anomaly: reshaper, sinistre


Inbuild mod interactions with:

CE?
Thats up to them. Currently CE has its own integrated patch for this mod. I don't have anything to do with it.

Can this be safly added to an ongoing save?
Yes.

Can this be safly removed from an ongoing save?
Probably, with the usual one-time errors for removing a content-adding mod. Back up your saves just in case.



I've got feedback or ideas for this mod!
Please post it in the pinned discussion for feedback, there is also a list of upcomming content.

I've found a bug!
Please post it in the pinned discussion for bugs.


Me, myself and I.
Carbonpanel retexture is based on Erin's Body Retexture (with permission), check out her awesome mods!
Special thanks to the unofficial rimworld discords modding-channel, the people running it and its precious search function.
Without this awesome community this mod would not exist.
Popular Discussions View All (2)
29
7 Oct @ 7:23am
PINNED: Bug reports
Veltaris
24
25 Sep @ 4:26pm
PINNED: Feedback & ideas
Veltaris
193 Comments
Veltaris  [author] 9 Oct @ 3:46am 
@Monbland
Not from my side, no.
But most mods do not need extra support to work with this one (CE is the only one so far I know of).
According to their mod page:
"Total Warfare features progressive difficulty design. The mod reconstructs vanilla combat logic..."
I do not know what that means though.
Monbland 8 Oct @ 9:32am 
Mechanoids: Total Warfare Is it supported?
Kenst 4 Oct @ 9:27pm 
About combat aura ability. I intuitively thought it was activated by player. Sometimes I don't need to active skills to deal with little troubles but it will automatically activated. I can't deactivate it so energy usage Increased will lasts 12 hours. Just a little complaint, and it may not have a significant impact on the waste disposal system.
toetruckthetrain 25 Sep @ 5:01pm 
the chemfueld band node says it needs neutroamine in the ingame description
Hazard Maks 24 Sep @ 1:02pm 
Thank you, awesome update!
Spess Mehreen 24 Sep @ 11:33am 
I cna't live without tarantulas.

SMokescreen, firefome, incindinary.

I run a huge list full of mechanoid chaos. But these guys, I just need 1 or 2 and they are so helpful.
Veltaris  [author] 24 Sep @ 9:05am 
@Hazard Maks
There are now settings for neurofoam/neutroamine/hemogen producers. You can change them up to 10 items per production. Default is still 1.

@Kenst
Thats intended. It used to be always active (in the 1.5 version it still is). The connection lines when not drafted annoyed me a bit - so I changed it to an ability which autocasts itself when drafted. Thats more performance friendly and lighter on my eyes :)

@juako
Should be fixed now.
Hazard Maks 14 Sep @ 1:40am 
Would it be possible to have a mod option of changing how much neutroamine is produced by the fluoids? Choosing between a range would be much appreciated, as of now I need like 20 of those mechs to produce a viable amount to sustain the colony
Kenst 13 Sep @ 3:14pm 
The royal lancer would use combat aura ability immediately when I draft it.
Hazard Maks 11 Sep @ 12:01pm 
Awesome, thanks for the clarification!