RimWorld

RimWorld

2,028 ratings
Alpha Mechs
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Mod, 1.5, 1.6
File Size
Posted
Updated
10.919 MB
8 May, 2023 @ 5:10am
28 Aug @ 10:29pm
19 Change Notes ( view )

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Alpha Mechs

Description
[www.patreon.com]

Features

- 7 new mechanoids: The Aura, Daggersnout, Goliath, Phalanx, Siegebreaker, Fireworm and Demolisher make their return. The 7 mechs will appear in raids, clusters, etc, and they can be disabled separately through mod options.

- With Biotech: If the player has Biotech, a HUGE amount of content will be unlocked
- 26 new mechanoids, including 11 utility mechs, 12 combat mechs and 3 challenging (but not absurdly so) “boss” mechs
- 3 new mechanoid chips
- 2 new armors, 2 new helmets, 3 new utility packs and a warcasket
- 11 new buildings
- 8 new research projects to unlock all the content

- With Vanilla Factions Expanded - Mechanoid, plus Biotech: another huge chunk of content is added: 7 new mechanoids in two types. First of all, the “clean” versions of the Aura, Daggersnout, Goliath, Phalanx, Siegebreaker, Fireworm and Demolisher that appear in VFE - Mechs groups. Secondly, their advanced versions, which appear when mechs do a hardware upgrade. The player can also research a hardware upgrade to build these advanced mechanoids, as well as the Slurrymaster

- New mechs are added with: Vanilla Races Expanded - Sanguophage, Vanilla Genetics Expanded, Vanilla Fishing Expanded, Vanilla Books Expanded, Alpha Bees, and Rimatomics

All this is detailed in this Google Doc. Bear in mind Steam will probably censor this link as always: https://docs.google.com/document/d/1bvfkwy6NGnxdhvDuT7JKHQadLefQk1HVTQTS52mUJxU/edit?usp=sharing

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Issues

No issues known at the moment. If you have a bug, report it properly on the Bug Reports discussion. ANY bug report without a proper log will be ignored or outright deleted

I'M NOT KIDDING, I'LL DELETE ALL YOUR MESSAGES AND PEE ON YOUR PILLOW

Future plans

Oh you can bet I will add new things!

FAQ

Q: Can I add it mid-playthrough to an existing save? Can I remove the mod?
A: You can add it whenever. You can't remove mods from a save and expect it not no be messed up.

Q: I don’t like certain things, can I remove them?
A: Use Owlchemist's Cherry Picker mod!

Q: Does this need Biotech DLC, Alpha Animals / Biomes / etc
A: No

Q: Is it compatible with another mod that adds mechs?
A: It should

Q: Does this work with Combat Extended?
A: They say it is

Q: Reeee this is bloat! I like my things that add things to add less things to the thing!!!
A: Aww, look, it has learned how to type on a keyboard! How quaint!

License, or something

I don't like retextures. If you retexture my mods I reserve the right to change the file paths of the image at random intervals, messing up your mod

Changelog

v1.0: Release (8/5/23)
Full changelog on GitHub

Credits

https://github.com/juanosarg/AlphaMechs/wiki

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]


Popular Discussions View All (3)
217
15 Oct @ 12:58am
PINNED: Bug Reports
Sarg Bjornson
80
28 Sep @ 11:48pm
PINNED: Ideas
Sarg Bjornson
8
21 Sep, 2024 @ 12:04am
A Totally Not Long Feedback of: Alpha Mech
Raikuri Hirei
846 Comments
Sarg Bjornson  [author] 25 Oct @ 10:49am 
If you don't get that behaviour with only this mod, it's a mod conflict
KiltedBastich 25 Oct @ 10:43am 
My Pristine Slurrypede is refusing to use the mech charger. It's self-charging at 1.4% energy, and when a pawn drags it to the large mech charger, it immediately gets up and moves a few tiles away, then stops moving and goes back into self-charging mode. It's very strange, as I don't have any mods which should affect this behavior.
Sarg Bjornson  [author] 17 Oct @ 10:50pm 
You don't. Not yet
FlanEmissary 17 Oct @ 8:01pm 
How do I add back Dominion into the mod? I don't see it in the settings, thank you for your help
このヘンタイ! 15 Oct @ 1:02am 
well I realize Slow Pawn Tick Rate have effect with Aura regeneration
it heal pretty fast and hard to kill ever playing with CE now
really sure it not mod conflict but that mod touching with tick rate and mess with Aura regeneration
The_Renegade 14 Oct @ 7:05am 
Are the rotary needle guns supposed to show up on pikemen or is this an issue with another mod?
danzloblaha13 5 Oct @ 4:08am 
also ty for the mod i never play without it (^-^)b art is beautifull

also is it your mod that changes art of Mechlord armor ?
danzloblaha13 5 Oct @ 4:06am 
I see, just read some similiar commend below, but never saw anythign regen that fast before :noshurt: it was regaining 1% or 2% in combat speed (i dont even own anomaly so my 1st time seeing something like that)
Sarg Bjornson  [author] 5 Oct @ 4:03am 
It has always regenerated, but it's regeneration is not very powerful. You might have another mod fucking things up
danzloblaha13 5 Oct @ 4:02am 
i dont remember Aura mech ever regenerating ??!! is that new update thing ? its so powerfull even if you shoot it with bunch of firearms it just wont die !! single lonely one almost killed 3 of my colonists even though random 2 mechs normaly die on my traps