Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
So, this mod basicly "enforces" it, by haveing the soft compat mod as a requirment.
So, to have the scenario, you need Rimworld Extended: Properly .
This mod here basicly enforces you doing that...
due to the next planned DLC, I don't know what Save our Ship 2 will do. So, I have decided, until then, this mod will not require it.
that does introduce a few anoying issues, but I put SoS2 in for 2 reasons:
1. an alternitive to a pawn that's thematic but would prevent the "man in black"
2. vanometrics
since Reinforced Mechanoids 2 has something similar to vanometrics, I can use that, leaving only issue 1, which I can make a work around for.
now, I can't guarentee a scenario by the 11th (I'll try my best), but I can guarentee that I'll make it backwards compatible
due to the next planned DLC, I don't know what Save our Ship 2 will do. So, I have decided, until then, this mod will not require it.
that does introduce a few anoying issues, but I put SoS2 in for 2 reasons:
1. an alternitive to a pawn that's thematic but would prevent the "man in black"
2. vanometrics
since Reinforced Mechanoids 2 has something similar to vanometrics, I can use that, leaving only issue 1, which I can make a work around for.
just thought of a great feature that requires Reinforced Mechanoids 2. So, nevermind
i'm haveing issues getting something to work that is necessary for the scenario to work...
hopefully it will have a scenario soon...
I had no idea that Helixians gestalt engine wasn’t there!
Called in the war queen. Hacked her. The boss version does not require you to refill steel for the urchins so you can just spamclick the button.
If I have time later on, I will try to look into that as well as the possibility to deactivate the game over message and calling in mech bosses. Mind you, I have never made any mod so who knows how much success I will have.
When it’s ideas for a mod that the author has no idea on how to make it, ideas are from others are very important contributions!
One day I hope to have less requirements, but until then those should work, will probally add them in tommoro and upload it.
Was planning on haveing the next upload contain the first structure for the scenario, but this seems important enough to skip that and upload the Requirment change.
I do have a plan that might actually bypass most of those issues, which is to make a system to allow AI formgels without an AI ship core. But, that seemingly simple idea isn’t working so well. (And should the engine be able to form one? If so it’s me blink would need to be tied into the gestalt engines mech system, but that’s more advanced, so future plan)
Also, androids, hmm… there are Vanilla Races Expanded: Androids, and (I think it requires alpha genes) you can have a mechanitor of them… might do that to bypass “need organic colonist”…
For the basic subcore you could use the "Mech Independence" mod which allows mechanoids to build them and haul mechanoids to chargers as well as allow fabricators to repair mechanoids (Like the Fabricators can repair mod). Problem is if they ever repair themselves the game is gonna crash. So if you use it disable the auto repair on the fabricators.
Now for summoning the bosses I was unable to find anything for mechanoids specifically. But with the mod "Persona Mechanoid Pawns" you can have a mechanoid colonist that is also a mechanitor. (Edit the specific pawn for the scenario to "mechanoid mechanitor").
Jury rigging everything together is fun
and, I (thought I linked it), kinda figured it would be used with Infitite Gestalt mod
and I definitly agree with the Solar Flare Shield, my only "qualm" is that's more requriments. But, more I think on it, more I suspect that's the only option.
And, I think that cell idea... you might be onto something! Maybe that meatbag was "the initial pattern, kept as a neural bio-substrate backup"?
I needed some way to keep him, without having pawns. I think you stumbled upon a perfect bandaid (the best soloution would be replaceing the pawns. My plan is to (somehow) make the engine able to produce a formgel (hence the SoS2 requriment), but that's not been going well.
For the Solar Flares I recommend the mod "RT Solar Flare Shield" cause otherwise you can be in massive trouble.
Another mod I installed was "Fabricors can repair mechs" to be completely free of any fleshbags. Now putting the starting mechanitor into a cryptopod does push the game over message on to me, but later on I just got the idea of making a small enclosed cell with a bed, a nutrient paste dispenser, a research bench and a comms terminal. Now the meatbag can do all the remaining silly work while being unable to ever escape from his tomb.
So it is almost definitely on this mod, but 2 things:
1. What isn’t working (so I know where to aim my next update at)
2. On the slim chance it was (partly, as they are things I can mostly fix later), could you check the following:
a): your gestalt engine is connected to power (I think next update will add a start building at least)
b): the mechs are connected to the engine (one day will try to make code to counteract that, for now one backup plan to integrate)
c): there is no solar flare (temporary fix coming soon (tm))
But, i suspect it is on my side. Any more info you can provide? Any and all would help.
P.S. srry for the slow reply
It's like this mod wants me to not make it!
but, at least now there's a changelog!
Also, think I should add Alpha Mechs and (when it’s updated) Reinforced Mechanoids and Mechanoid Faction expanded?
Also got one of the buildings designed, but making them i me on hold until I make a research mechanoid… currently you can’t do research without a pawn!
And apparently it needs to start with at least a T2 gestalt engine, or you can’t have Crafting, Building, and Gestating… I had hoped for only T1, but ah well.
and good point on the Solar Flares, definitly will consider it (perhaps one with and one without?)
your welcome! and, didin't even realize that could occur (never thought of it), definitly need to remember that!
As you can tell, there's a reason it's got "ALPHA" in the name (:
I mean, right now, it's basically a normal crashlanded scenario, just put into a mod. I plan on useing VE Framework to set up pre-set "mechanoid cores", (and maybe some SoS2 ships as well for optional compat?) but...
I am thinking (depending on if Gestalt Engine wants to work) I'll start work on that updated after I finish a simple QuOL change to my other mods (maybe just one of them). But, due to "life circumnstances" (if you want to know more, just ask. I have no problem (actually want to) shareing), it will probally be at least 2 weeks (could be sooner, don't count on it)