RimWorld

RimWorld

[AV] Mechtech
180 Comments
Veltaris  [author] 29 Aug @ 2:18am 
@❤Annikki Eys❤
The sinistre can not be catched. Its whole theme is that it only partially exists in this dimension, so it disappears after a short time or when downed.
The only way to "catch" it is by using a reshaper mech, baiting a sinistre to possess the reshaper mech.
❤Silver Eys❤ 27 Aug @ 3:59am 
well...i dont know but how i can catch sinistre i just see what he/she cant be down and dies momentaly
Veltaris  [author] 15 Aug @ 12:55pm 
@kinson523
Depends a lot on your mods and playstyle.
Neutroamine is not available for production in the base game and also only used sparingly.
Additionally the cultivation pods are much slower than a fluoid mech, as they do not cost bandwidth.
With advanced neutroamine control researched (which gives a 25% boost):
Cultivation pods: 0.22 neutroamine per day
Fluoid: 0.44 neutroamine per day * efficiency (meaning it scaled with workspeed and fluid reprocessing)

This might feel right for my playstyle, but if it doesn't for you, you can easily change the balance:
The data is in the file 1.6\Defs\Building_Spawner.xml - change the numbers in countToSpawn or spawnIntervalRange to whatever feels right for you.
If you do so keep in mind that that file will reset itself should I update the mod as steam will redownload it.
kinson523 15 Aug @ 11:57am 
I have a question about the balance of the cultivation pods, are we intended to make literally hundreds of them? since the production rate of neutroamine is one every six days?
Huehuecóyotl 9 Aug @ 3:56pm 
Awesome!

Also no name guy, the scrapper can work the "Craft" job with a skill equivalent of 4, so things like stonecutting and chemfuel refining and crafting spot work. I've found them incredibly useful as Gravship workers since they can refine fuel, mine mineral outcrops, and cut bricks to make temporary housing with when we land at a new place.
9 Aug @ 12:30am 
What can the scrapper craft?
Veltaris  [author] 8 Aug @ 11:46pm 
@Huehuecóyotl
Yes, a little bit - but they are worn under the armor so you can combine whem with power armor.

@Engineer Gaming Part 3
Not sure what you mean with that, but the royal lancer has a combat aura ability. If you mean something else then no.
Huehuecóyotl 8 Aug @ 10:27pm 
Do the Carbon Panels add vacuum resistance?
Lanceyy242 8 Aug @ 9:05pm 
Actually, I'd love to get into contact with you to patch everything to be truly balanced like you intended the mechs to be. I'll do all the work, I just don't have your vision and ideas when you made these absolutely gorgeous mechs. My discord is lanceyy242, or I've added on you steam. Thanks!
Engineer Gaming Part 3 8 Aug @ 6:55pm 
is this the mod with the combat sublink
Lanceyy242 8 Aug @ 4:55pm 
I love this mod so much I literally learned coding patches for CE to patch this mod and have it integrated into the main mod, it's just too good.
Veltaris  [author] 6 Aug @ 3:28am 
@Turkwise
You are right, gonna add that with the next update :)
Turkwise 6 Aug @ 2:54am 
Might want to update the Royal Lancer's weapon to have 33 range like the vanilla Lancer has now
thezblah 5 Aug @ 7:39pm 
The carbon panels having 20% vac resist is perfect. Any non vacsuit power armor only reaches the 90s in vac resist which means pawns will die of exposure eventually. The panels are a little pricey but are a fantastic way for mechanitors to wear their specialized power armor and also be completely spaceproof.
Monochrome 4 Aug @ 4:42pm 
nice mod dude, thanks for 1.6
Emi 3 Aug @ 9:00am 
yay! thank you so much ^-^
Indigo Cactus 2 Aug @ 9:44am 
WOOOOO MECHTECH IS BACK
uoh 2 Aug @ 5:53am 
Finally, bravo to Veltaris !!! Thx for your work.
babana 1 Aug @ 8:24pm 
thank you so muchf or tjhe update i love this mod!!!!!!:steamhappy:
Sh2d0wm2n 1 Aug @ 12:15pm 
Looks like peak's back on the menu, boys! I've been looking forward to this, thank you for updating it and for making it in the first place.
Zoe, the Bad Wolf 1 Aug @ 8:53am 
Now my Death Egg playthrough can really begin! <3
Thanks for the update, Veltaris! :D
Veltaris  [author] 1 Aug @ 7:40am 
If you get errors for the royal lancers --> remind your steam to also update [AV] Framework !
StockSounds 1 Aug @ 7:10am 
MMMMM finally. Yes,
Latex Santa 1 Aug @ 7:05am 
@Veltaris
OOOOOOOOH! Good sh*t, good sh*t, thanks very much for the update!
Lt.MustDie 1 Aug @ 7:00am 
Thank you for the update! You're awesome!
Latex Santa 27 Jul @ 1:44am 
I only need this mod, Reinforced Mechanoids 2 and Mechanitor Adventures before I can start my new colony of genetically-modified superhuman freaks, conquering the Rim with their armies of mechanoids and hybrid cyborg battle-beasts. Well, Mechanitor Adventures would be nice to have, but the modder has an attitude and I can live without it.
Slaygate2077 25 Jul @ 5:00pm 
hope your enjoying odyssy, and i hope this mod gets an update soon ^^
Indigo Cactus 23 Jul @ 4:21pm 
This is the only 1.5 mod I regularly check to see if it's updated. No rush, I'm glad you're prioritizing enjoying the DLC yourself, I'm very just excited ^.^
LomebiPL 21 Jul @ 5:01pm 
This may sound strange but could you add a mech that can pilot a shuttle?
JoeOwnage 21 Jul @ 9:15am 
Looking forward to trying this one once it's updated
Sh2d0wm2n 18 Jul @ 5:57am 
I can't wait untill this mod is 1.6, definitely my fav biotech mechanoid related mod.
child assault services 18 Jul @ 4:46am 
i thought like a helmet that comes with it and activates when you go to space. or maybe it would be better if you just use the regular helmet with it
Veltaris  [author] 18 Jul @ 3:26am 
You can be sure that I'll add stuff for odyssey over time :)
Carbon panels will ony provide a small bonus to vacuum resistance, it would feel weird if you can be in space without a helmet
child assault services 18 Jul @ 2:50am 
is there gonna be any odessey content? maybe something like the carbon panels can let you breathe in space
Emi 17 Jul @ 9:57am 
can't wait to play with this again ^-^
Veltaris  [author] 17 Jul @ 7:18am 
@Luca Walker
While the 1.5 version of this mod does start up on 1.6, please do not use it. It will spam the error log and end up breaking things.
Luca Walker 17 Jul @ 5:27am 
i did some playing with 1.6 and while it is not happy running on 1.6 it has not crashed the game or shown any game breaking bugs until now .
Pappi_Rabbi 14 Jul @ 10:39am 
:(
Greisyn 14 Jul @ 2:35am 
MY COMPANION! j/k thanks for the update on well the update lol im really enjoying the new dlc so i understand you completely Veltaris. thanks for the mod and trust I have this favorited for when the update hits <3
Psyckosama 13 Jul @ 7:17pm 
Drat. Here I was hoping you wouldn't be able to play without it. ;)
RedGoat 13 Jul @ 5:48pm 
having fluoids in space would be such a nice roleplaying tie in, love the mod and i cant wait to use it in 1.6 myself
gunns22 13 Jul @ 8:02am 
@Veltaris

That's perfectly fine. We're all gamers deep down. Take as long as you need.
Veltaris  [author] 13 Jul @ 7:57am 
Yes, it will be updated to 1.6 when I find the time - after I enjoyed the new dlc.
I'm a gamer first, modder second :)

So make your run without this mod first, it will take a bit.
gunns22 13 Jul @ 7:03am 
@Veltaris

Any news on a 1.6 update?
child assault services 13 Jul @ 5:52am 
will this be added to 1.6?
Nighthawk 4 Jul @ 5:51am 
does it work on 1.6?
trouter 24 Jun @ 9:40am 
Yeah, after digging around a bit I think it's just a bug with how the info panel displays "work types" for mechs - it goes by all jobs classed as mining, rather than separating the jobs under the "mining" umbrella. I'll let the Mining Priority dev know, thanks!
Veltaris  [author] 24 Jun @ 6:32am 
@trouter
Thanks for letting us know! I'll add that to the compatibility notes.
No mechanoids can operate a drill unless a mod specificly adds that (my mod does not add it) - so there is nothing I could really change about it.
You might want to drop a comment under the Mining Priority mod, they could probably fix that inconvenience.
trouter 24 Jun @ 5:43am 
Seems like scrappers are listed as being able to do deep drilling, but they can't actually operate the drill.

For anyone using the Mining Priority mod with the default settings, the mere existence of a scrapper will prevent anyone with less than 12 mining from operating the drill unless those settings are changed.
Roque the Rogue 17 Jun @ 5:01pm 
I'll take a look and see what's up with the new version, been testing a lot of mods on unstable, the performance improvements included in 1.6 are awesome.