RimWorld

RimWorld

Mechanite Plague
300 Comments
Misterdino Prime 26 Aug @ 2:11pm 
good mod, but the mecalich should not be a xenotype? is strange(for me) just is stats in psy and blades,nothing more
Cross Contam <33 10 Aug @ 3:41pm 
Hai, great mod, but would it be possible to add the option that makes it so only the player faction/you can use the weapons?
If you could that'd be great! if not then thats okie :3 Great mod anywayyy
Nova Solarius 8 Aug @ 6:13am 
@NaCl: I suspect that just wasn't changed when the gasfella was added. Initially, the mod only had the other three. Don't worry, though. All four mechs have a player-buildable version with slightly higher stats than the enemy versions.
ChaosGusOverlord 1 Aug @ 12:18pm 
I can't disassemble the Bursters to get the Mechanite canister to begin with... So I can't make the one that hunts them down across the map to disassemble them. What am I supposed to do?
DarkRen817 31 Jul @ 5:46am 
hey uh question how do you make those canisters??
NaCl 28 Jul @ 7:20am 
Question. it says in Biotech support "All 3 types" but theres 4 types? Does it not include the basic Burster as creatable, or is it the Incubator thats uncreatable? (or is it just a typo?)


Also, Is it safe to add mid-run?
Irecreeper  [author] 24 Jul @ 8:54pm 
Small patch where the Odyssey endgame now contains the mod's new mechanoids. Have fun getting mauled to death by Driders! (and maybe the other guys too)
Irecreeper  [author] 9 Jul @ 11:52pm 
Fix applied! Thanks for the report!
Dance Ninja 9 Jul @ 2:17pm 
Seems Incubator and Drider cannot recharge in 1.6. Should to have <race> <mechWeightClass>Medium</mechWeightClass> </race> in ThingDefs_Races
Irecreeper  [author] 7 Jul @ 12:46am 
Quick patch to get the mod working in 1.6. If there's any issues, please point them out!
verylargewolf 18 May @ 1:21am 
Since we have a plague bandolier, how about a plague scabbard for melee?
Pandemonium 14 May @ 7:22pm 
How do you "milk" the mechinator gasfellas?
ImJustJoshin 23 Apr @ 8:05am 
Or balancing
ImJustJoshin 23 Apr @ 8:05am 
@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 23 Apr @ 4:19am 
The "Plagued Blades" research says "Craft medieval melee weaponry" in its description, but the research is in the industrial tier.
Aldran 10 Apr @ 4:42pm 
Kind of wish there was a stabilised burster implant so that upon death colonists will explode into bursters
zecond 24 Dec, 2024 @ 6:44am 
The scythers summoned with the psycast armor penetration isn't patched properly for Combat Extended.
https://gist.github.com/HugsLibRecordKeeper/0a851ca179f8a98beb756942a27d183d
Suit Lass 6 Dec, 2024 @ 9:16pm 
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 26 Oct, 2024 @ 2:36pm 
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 20 Oct, 2024 @ 8:45pm 
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 20 Oct, 2024 @ 7:55pm 
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 18 Oct, 2024 @ 6:24pm 
@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.
ImJustJoshin 17 Oct, 2024 @ 6:13pm 
@Curdos What's the race of the prisoner? Androids can suffer from the Mechanite plague but do not spawn bursters.
Curdos 17 Oct, 2024 @ 5:38pm 
Is there any reason that after Force incubating on a prisoner, the prisoner dies and nothing happens?
OLIVE 28 Sep, 2024 @ 3:35am 
LOVE THESE SPIDER MECHS
Irecreeper  [author] 27 Sep, 2024 @ 9:58pm 
helloooooo
I'll see about making some suggested changes from the comments soon enough.
Valkire 24 Sep, 2024 @ 9:22am 
I dont know if this is a intended feature or not, but Bursters (not pure) are have absurd wealth values. One Burster has 1200$ having being more wealth than a non pure drider. This is complete madness, my wealth shoots up around 100k after a large infestation, and when having over 90 bursters at once, my wealth shoots to the moon. once again i dont know if this is a intended feature or not, just asking!
toetruckthetrain 10 Aug, 2024 @ 8:39pm 
the burster disassembler seems to not work, it just makes the burster corpses vanish instead of making them into canisters
Radiosity 4 Aug, 2024 @ 2:58pm 
Hey, you reckon you could make it so bursters aren't affiliated with a faction? I killed one and got a -51 with a friendly faction because they thought I attacked a member when I actually killed a burster. Little annoying, not gonna lie.
Nova Solarius 5 Jul, 2024 @ 8:11am 
The plaguelich is showing for me.
sharkcrisp049 2 Jul, 2024 @ 7:49am 
is the psycast deleted? i cant see the psycast with VPE:steamsad:
🅀➀ 20 Jun, 2024 @ 3:19pm 
you really like spiders dont you?
bigd 11 Jun, 2024 @ 12:46pm 
What does the chaos shell do? I used it against enemies and prisoners and nothing happens. I looked at the health condition of the pawns and that too shows nothing changed.
Dust 1 Jun, 2024 @ 6:53pm 
Do deathless die when they spawn bursters? Or just pop and then gotta patch them up?
Alfador 21 May, 2024 @ 10:31am 
I love this mod. Its such a nice feel and mechanics.
I adore having swarms of cute bursters and lots of friends around.

But maybe, the Mechalich ascension should not be eligible for VFE Psyrings.
It gets really, really rolling fast with that.
Atmey 20 May, 2024 @ 2:15am 
Thanks!
Merlotron 18 May, 2024 @ 5:38am 
Thank you so much!
Irecreeper  [author] 16 May, 2024 @ 1:12am 
v1.5.2.1 is out! Made Perfect Immunity gene block the Mechanite Plague, made Deathless pawns still spew Bursters out at 100% Severity, and also re-added achievement support for Vanilla Achievements Expanded.
Qloshae 9 May, 2024 @ 9:59am 
+1 on the compatibility thing. Seems like a really cool mod if that is fixed. :)
Irecreeper  [author] 4 May, 2024 @ 12:15pm 
Sure, I can get on the Deathless and Perfect Immunity interactions. watch as what should be a five minute task sprawls into a several day ordeal
Merlotron 4 May, 2024 @ 8:06am 
+1 for proper compatibility with the perfect immunity and deathless genes. Loving the mod!
Doomed 2 May, 2024 @ 8:19am 
Would it be possible to make heavily decayed bursters eat dead bursters to reset their decay level ?
ElConvict 30 Apr, 2024 @ 5:30pm 
Could you make it so perfect immunity negates the mechanite plague? Kinda wild seeing a demigod get killed by a bite he didn't get treated.
Atmey 23 Apr, 2024 @ 8:14am 
Love this mod, a bit too busy in fights.

Not exactly a bug, but weird interaction with "deathless" gene. The person inflicted doesn't die, I assume it is coded to be after death, how about massive damage to torso and other parts then bursts come out and the herdiff is removed? Thanks.
Irecreeper  [author] 18 Apr, 2024 @ 11:58pm 
And now, v1.5.2. Featuring Chaos Shells, proper book generation for 1.5's Schematics, as well as various fixes and edits!
Kazeck 17 Apr, 2024 @ 2:34pm 
As an aside the psycaster path was an amazing surprise, yes I saw one listed, but I didn't imagine it'd be the mechanoid psy path I've always wondered where the heck was!
Kazeck 17 Apr, 2024 @ 1:11pm 
@Irecreeper As for Anomoly interactions, it would be interesting to see the use of mechanites to protect against the metal plague husks, as well as perhaps an alternative form of zombies that could be puppeteered by a burster inside, i.e 'plague shamblers'
Irecreeper  [author] 17 Apr, 2024 @ 1:04pm 
oh yeah i should probably respond to comments, that is a thing that i, the mod author, should do

@苍白而蔷薇: That could be fun, honestly. Odds are though, I'd save abilities for any new mechs I add. As it stands, mechanitor-controlled plague mechs are pretty strong already!

@Mr. obgd: They've been intentionally included in clusters. Is there a reason in particular you wouldn't want them to appear?

@Kazeck: And thank you for playing the mod!
Kazeck 17 Apr, 2024 @ 9:02am 
This is so perfect for my new Mechanitor Anomoly Run, and it even has a psycast tree!

Thank you Irecreeper, thank you so much!
여정(Journey) 17 Apr, 2024 @ 4:57am 
i love mod...