RimWorld

RimWorld

Alpha Mechs: Re-Examined
21 Comments
Gloose 24 Aug @ 7:52am 
@RogueSeraph257 Mechs moving from rechargers and dropping also happens in vanilla with 1.6, as it occurs in non-modded runs as well.
Smxrez  [author] 10 Aug @ 9:30pm 
@Virtuous the overall component and steel cost is less after the balance change due to the removal of the subcore
Virtuous 9 Aug @ 4:30am 
With the Blitzkreig, do you mean: Subcore removed and Cost slightly "Increased"
RogueSeraph257 31 Jul @ 4:45pm 
idk what else it could be, I removed all other allowed mods that had anything to do with mechs and recharging mechanics, and my aura keeps getting placed on the charge spot, the correct mech charger, then walks off and falls down from lack of energy.
Smxrez  [author] 31 Jul @ 9:16am 
This mod doesn't touch recharge mechanics at all just research requirements
Probably something else in your list
RogueSeraph257 31 Jul @ 7:26am 
My Mechs are all funked. They run down to 0%, then whenever they get to the recharge spot, they move away from it and fall down. No matter how many times I haul them to the recharge spot, they move away from it and go down. I had them all set to recharge at 15%, none of them will.
Random Freedom Stalker 27 Jul @ 10:46pm 
Smxrez, I legit thought your pfp was of this one character named Angela from the Project Moon series. But you have no PM games, such sadness. :appleAngela:
DeathTomato 4 Jul @ 8:30pm 
Thanks a bunch! Really appreciate it:steamthumbsup:
Smxrez  [author] 4 Jul @ 7:40pm 
DeathTomato 3 Jul @ 6:30pm 
Can I find the font anywhere? Not sure if rimworld uses a prexisting one or has its own.
Smxrez  [author] 3 Jul @ 5:18pm 
@DeathTomato I make them all myself in a photoshop adjacent program
DeathTomato 3 Jul @ 2:21pm 
How do you do your infographics? Do you make them yourself or commission them? They look really nice and I'd like to take a page from your book.
Saul Goodman 30 Jun @ 10:03pm 
so cool mod!!
:steamthumbsup:
Smxrez  [author] 25 Jun @ 6:46pm 
1.0.1

- "Updated" to 1.6
The Lord Pootis 18 Jun @ 7:03am 
Speaking of blizkreigs, It seems that they also explode upon being manually disassembled by their mechanitor, found that out the hard way when I realized I accidentally made one more than I intended and went to get rid of it.. Maybe you could prevent it from exploding if destroyed in this specific manner so that they're not a massive hazard to clueless mechanitors such as I?
danrmiller58 11 Jun @ 11:34am 
@Weriik I assume it is just an RC-XD so it has really simple programming
Smxrez  [author] 11 Jun @ 6:44am 
@Weriik thats true i might do that instead
Weriik 10 Jun @ 11:15pm 
Not that lore accuracy is really the aim here, but shouldn't *all* mechanoids require a subcore? If the point of the Blitzkrieg recipe change was to reduce the overall time needed but keep a similar cost in raw mats, wouldn't reducing the gestation time be a possible alternative? This would also allow you to make a bunch really fast when you need them (lending to the "blitz" theme) if you keep a stockpile of materials on hand and have multiple gestators.

Just my thoughts anyway, thank you for cleaning up my research tree.
Wednesday 10 Jun @ 1:37pm 
Thanks, I was avoiding Progression: Robotics because of the VE mechanoids requirement, this one fits my modlist perfectly :)
TheSordishMan54 8 Jun @ 10:36pm 
Perfectly balanced as it should be with Re-Examined series.
Wolfette 8 Jun @ 6:00pm 
Another great rebalancing!