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Cybranian - Mechanoid Hediffs
   
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Mod, 1.4, 1.5, 1.6
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Actualizado el
305.054 KB
10 JUN 2023 a las 0:34
1 AGO a las 2:45
4 notas sobre cambios ( ver )

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Cybranian - Mechanoid Hediffs

En 1 colección creada por Cybranian
RimWorld+
35 artículos
Descripción


[ko-fi.com]
[boosty.to]


About
This mod will add various hediffs to hostile mechanoids. Some will give them bonuses, some debuffs.


Details



List of hediffs

* Chip
Part of the microcircuit connected to the AI ​​center.

* Microcircuit
Microchip for a robotic brain. Expands the possibilities of control and consciousness.

* Breakdown
Malfunction of sensors, causing system failure or interruptions in signal reception.

* Equipment module
Equipment not included in the standard assembly scheme.

* Sensor
Optional advanced sensor for faster environmental response.

* Laser eye
A powerful technological eyepiece that assists the mechanoid through laser guidance.

* Antenna module
Reinforced antenna module for capturing the slightest auditory vibrations.

* Shield module
A large EMP shield module that enhances protection for surrounding mechanoids.

* Teleporter
The teleporter allows the mechanoid to quickly reach its kill target.


Welcome to Settings





Original Russian translation
Original English translation




Compatibility Info
- Need start new game: No
- Mod can be deleted in midgame: Yes
- DLC required: No
- CE compatibility: Yes

Incompatibility Info
- No data




[discord.gg]
22 comentarios
Dr Jimothy 20 AGO a las 11:18 
LET'S FUCKING GO I HAVE LOVED THIS MOD SO LONG AND JUST FOUND OUT IT'S UPDATED JUST IN TIME FOR MY "ODYSSEY BUT I HATE MYSELF" RUN LET'S FUCKING GOOOOOO
elĐeve 1 AGO a las 12:40 
yoooooooooooooo
Cybranian  [autor] 1 AGO a las 2:59 
Updated
elĐeve 16 JUL a las 20:56 
1.6 plooox
thorman123456789 4 JUL a las 12:46 
1.6 please?
Qucumber 8 OCT 2024 a las 20:17 
Can mechanitors make these/use these?
moo 7 AGO 2024 a las 11:07 
Update your about.xml for required dependencies
CTH2004 5 JUL 2024 a las 21:03 
Ah well, guess I’ll have to keep looking for ways of teleporting for pathing!

Either way though, I’m assuming it is, but just want to double check, it’s fine if I look at the code, right?
Cybranian  [autor] 4 JUL 2024 a las 1:07 
@CTH2004

Yes it is
CTH2004 3 JUL 2024 a las 21:00 
What I mean is this:

How is it integrating the teleporting with the pathing?
It sounds like it just paths like normal, but “if enemy nearby, teleport to them”, so it’s not using teleportation to move, but just as a shortcut?