RimWorld

RimWorld

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Reinforced Mechanoid2 Extended
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Mod, 1.5, 1.6
File Size
Posted
Updated
1.819 MB
5 Apr @ 7:40am
31 Aug @ 1:26am
17 Change Notes ( view )
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Reinforced Mechanoid2 Extended

Description
Personally created patch for reinforced mechanoid2!

Some balancing patches are included. See the other patches section below for more info.

Currently maintained version is: Reinforced Mechanoid 2 (Continued) by mlie.



Locust GIF:








Incompatibility:

None currently.

Current problem:

Vulture seems to not build on blueprints when raiding with wraith. I don't think my mod is causing the issue, maybe mlie's one?

Other patches:

  • Behaviors of vulture are incredibly overhauled. They repair mechs remotely.
  • Damage amount of crystalline buildup is nerfed to 50.
  • Wraith uses powerful tackle which blows away the opponent.
  • Occasional mental break chance of sentinel is nerfed to 0.003.
  • Cost of vanometric generator is increased. It now requires 2 vanometric cell.
  • Zealot on enemy side uses invisibility while not in combat. (Royalty required)

Misc:

Rimworld is owned by Tynan Sylvester.

This mod:
This mod itself is made by just me.
Some of textures in the mod page, XML, C#: me

Textures and codings, descriptions from original mod is not my own of cource.

My goal is to create high-quality mods that stay true to the vanilla textures and systems without overcomplicating things. If you enjoy my work and want to support me, please consider donating.
[buymeacoffee.com]
65 Comments
Stim The One 4 Oct @ 3:45am 
Oh good, I'm not the only one who thinks the caretaker shield is too strong.
Hibab10 8 Sep @ 12:29am 
Can you add so that the Harpy mechanoid uses its ability by itself? In raids, they would fly away from enemies when approached, and if it’s the player’s mechanoid, there could be an option to choose whether it flies away automatically or the player controls it manually
Eclair  [author] 31 Aug @ 4:19pm 
@SERAGONDON the wraith siege bug isn’t the problem on my side probably. I tested it a while back with only RM and it didn’t work so.
Eclair  [author] 31 Aug @ 4:14pm 
@KaotiKBiscuit you sure that you’re having the bug only if this mod is installed?
KaotiKBiscuit 31 Aug @ 3:35pm 
Could have also been an unrelated bug, I didnt dig too far into it, but figured i'd say something in case anyone else had issues.
KaotiKBiscuit 31 Aug @ 3:35pm 
Hey guys, if your save is affected by this update (this is the only mod in a list of 208 that affects mechs that updated today for me):
Mechanitors were no longer able to complete some bills (worked for one bill but then failed the rest after gestation)
Close the game, verify integrity of files, reload the game then enable dev mode and delete any gestators. Replace them with dev mode, add and start the bill, use dev mode if you want to finish the cycle, and it should work from there. At least it has worked since then for me.
SERAGONDON 31 Aug @ 9:55am 
I found that's in my ongoing save with this mod removed mechanoids faction from RM
Regained them using VEF, but I'll be observing
SERAGONDON 31 Aug @ 9:38am 
By new game I mean vanilla game dev mode with only RM mods enabled
SERAGONDON 31 Aug @ 9:37am 
Wraith spawned similiar to siege raid with fortifactions bluprints
but mechanoids seems don't care about them, is this OK?
Also on ongoing save catch that boss (Wraith in my case) spawned without faction so boss is neutral. I wasn't able reproduce it on new game but try investigate it further
SERAGONDON 31 Aug @ 9:20am 
thanks for fix summon seems to work now