Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
Adds 3 unique weapons.
yes
Biological Warfare
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3221550806
yes
@seobongzu: I heard a rumor that this mod makes it possible to craft sensory mechanites. Is that true?
Creating a description page is a more time-consuming task than expected. I've been putting it off because it's a hassle, but I plan to make it soon. To briefly explain, everything is slightly better than vanilla.
Any chance you could add a description of the mod on the workshop page at one time? Given that my game takes 20 minutes to start, I would need an hour to start it, add the mod, restart it, check for balance, and then maybe restart again if the balance doesn't fit for me... :/
I'd really like to try it, but spending an hour just to see what a mod does isn't doable if you run a 700+ modlist... 😅
3 armor sets, 3 original weapons, 5 mechanoid weapons, 13 bionics, and 2 drugs.
They used to be a mess, but now they're adjusted to be similar to MB3.
Do as you wish.
1. Mechanoid Bench 2 on Workshop cannot be used without Mechanoid Bench 3 because all the code has been removed.
2. Unsubscribe from Mechanoid Bench 2 on Workshop.
3. Download Mechanoid Bench 2 from GitHub and use it, where you can directly modify the balance. (Non-Steam versions are not affected by updates.)
I just tested GitHub version of MB2 a few seconds ago, independently, with all other mods removed, and it worked perfectly.
Did you download and run it from https://github.com/seobongzu/rimworld-MechanoidBench2? I tested it this morning and it worked fine. You can see from the about.xml that it doesn't require any prerequisite mods.
Mechanoid Bench 2 available for download from the link works independently as before. Download it from the link and unsubscribe from the Workshop.
I understand that some people may think this way, so that's why the older version of Mechanoid Bench 2 is still available. It's not such a hassle and it's quite simple.
About the request to remove images from the mod, I'm not sure what it means.
I am currently working on making the armor from Mechanoid Bench 1&2 compatible with Mechanoid Bench 3
"Add-on
* Mechanoid Bench 1
* Mechanoid Bench 2"
But if I go to Mechanoid Bench 1 it says that its in Mechanoid Bench 3. What is the right inclusion of mods for this? Thanks
Yes, that's correct. I plan to adjust it someday.
It is because the texture is old.
It’s a complete upgrade. It’s very similar but more balanced, with a wider variety of equipment.
맞습니다. 워 어친도 마찬가지.
Thanks for the mod, I hope it's just a missing-tag type of thing.
vanilla navy armor, but with armors from this mod, it shows "Need a warcasket to equip it".
Another mod I use is Heavy Melee Weapons (Continued) , vanilla navy armor still works, while with armor from this mod it shows "Need a power suit or exoskeleton to equip it".
Because when it comes to equipping some heavy weapons that requires a power suit or exoskeleton, mechanoid armors don't fit the bill.
tested with dev mode, set my pawn mecha arms to bionic one and there no issue to wear stuff, i hope this will be fixed soon