RimWorld

RimWorld

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Reinforced Mechanoid 2 (Continued)
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Mod, 1.6
File Size
Posted
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31.049 MB
3 Aug @ 11:30am
11 Aug @ 10:48am
2 Change Notes ( view )
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Reinforced Mechanoid 2 (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
962 items
Description

Update of Helixien, Taranchuk, OskarPotocki, Luizi, IcingWithCheeseCake, Sir Van, Reann_Shepards mod https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2910050186
with permission

The release of RimWorld 1.6 added improved support for Asset Bundles[github.com].
To avoid doubling the size of the mod, it was re-released using only Asset Bundles, you can find the previous version of this mod here.

- This mod now includes all features of the Gestalt Engine so there is no need to have both loaded.
- For more features, checkout Reinforced Mechanoid2 Extended by Eclair



[discord.gg]
[github.com]






You can see all changes in the changelog tab!

Current mod version: 0.9b3
Supports Rimworld version: 1.4

This mod is mostly complete, but since its rather big and I dont have a huge team behind me, there is still stuff missing that will be added over time!



Welcome to Reinforced Mechanoids 2!
“Reinforced Mechanoids 2” , formerly known as "HALO: Rimworld Heretic Mechanoids", is an expansion on "Reinforced Mechanoids: Tyrikan-Line" and the vanilla Rimworld mechanoids, adding new threats, weapons, buildings, a faction and gameplay mechanics that perfectly fit into the vanilla game.

All mechanoids brings something new to table. They have unique abilities, behavior, etc. They are not just new skins for yet another enemy that shoots you. Not all new mechanoids will spawn in the vanilla faction, as these mechanoids are mostly part of a new ancient factions you can find on the world map.
On top of that, the player gets to build all of them and send them into combat themselves!

The mod also adds a new way to produce power, based on an old mod called "Mechanoid Power". All with new code, textures and reworked balance.

For owners of the Royalty DLC, the mod also adds a way to finally make use of both the weather controller and climate adjuster yourself. Something I always wished I could do!

Last but not least, if you wish you could control your mechanoids without the need for a mechanitor, you now can with the Gestalt Engine!

All comes with vanilla friendly textures, lore text (well, to some degree) and balancing as good as I managed to do it. Everything is integrated into the vanilla game and will feel like it always has been there.
















































Graphics are made by Oskar Potocki, ISOREX and me.
XML and patches are done by me and Taranchuk.
C# code done by Taranchuk.
Special thanks to Respect for sponsoring a lot of the content in this mod!

Rimworld is owned by Tynan Sylvester and he wants you to finally buy his book!

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


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Always post your log using the Log Uploader
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods
| tags: gestalt engine

| tags: gestalt engine
Popular Discussions View All (1)
1
12 Aug @ 4:19am
It seems that an error occurred with melee animation due to the lack of texture folder
Anler
79 Comments
Stim The One 2 Oct @ 4:38am 
Well, if anyone else is wondering, after putting this mod back in I once again see the songs of mechanoid dance and under cover of night, which means this is where they come from.
The God 28 Sep @ 9:15am 
I've seen that the "Gestator engine" mod (The one ripped from here) has a matriarch mech which maintains mechs, but I don't see it in here even though it is mentioned there that it is now included here
Oleshka 28 Sep @ 4:03am 
Hi, how to get rid of planned mechanoids' barricades after defeating mechanoid siege? After "organic" sieges plans dissappear instantly. Are mechanoids in siege even capable of building these barricades? Didnt see constructoids there
Sekiryu 24 Sep @ 2:28am 
Update to the previous bug:
caretakers not being responsive seemed to be an issue from switching versions.
creating new caretakers and destroying the old ones go rid of the problem.
Mlie  [author] 21 Sep @ 10:10pm 
@jidog You would have to ask CE about that
jidog 21 Sep @ 7:19pm 
CE mode compatible?
Sekiryu 21 Sep @ 8:11am 
the caretaker's gizmos became unresponsive. draft, select overseer, etc.
shortcut keys also don't work. it seems to disable them while having a caretaker selected.
drafting from them mech tab is doable so the commands themselves aren't the problem.
i've just recently updated it to 1.6 so there might be some problem there?
adpan 20 Sep @ 10:17am 
amazing mod. love the halo themses to this mod.
Hazard Maks 16 Sep @ 5:10am 
@Taiga Matriach gestates if you have no mechanitor taking priority, and they also cannot resurrect mechs and that leads to red errors spamming, and that bugs them out. So it all works fine and dandy until a mech dies and needs to be resurrected and it all bugs out. What you need to do then as an annoying workaround, put the matriarch in dormant mode, get a proper mechanitor pawn to resurrect the dead friendly mechs, then make the matriarch active again. However, this completely makes the matriarch redundant as a gestalt/mech only colony, you still need normal mechanitors and that is unfortunate...
Mlie  [author] 15 Sep @ 9:35pm 
@TEL AVIV MONSTER Please link to the mods you are referring to