RimWorld

RimWorld

[AV] Mechtech
201 Comments
TheBronzeWarrior 2 Dec @ 2:39pm 
oh ♥♥♥♥, thanks man!
Veltaris  [author] 17 Nov @ 12:02am 
@TheBronzeWarrior
I won't make a standalone version, as I do not want to spent additional time to manage it.
Feel free to do your own version, as long as you link back to the original (when you share it) I don't mind at all.
Mods are there to have fun, if its more fun for you with just the neutroamine production, go for it! :)

Should you need anything from the source code, its on my github:
https://github.com/VeItaris/AV_Mechtech
TheBronzeWarrior 16 Nov @ 5:52pm 
could you make a version of this with only the neutroamine production? if not, would it be okay if I did so for personal use?
Veltaris  [author] 16 Nov @ 7:13am 
@I Avêņşh I
When the HUD breaks, you should have errors inside your player.log or hugslib log. Without them there is nothing I can do.

@PariahOftheMultiverse
It has no name, its part of the CE mod.

@adamok5002
The sinistere essence can be used on reshapers again, just uploaded the fix.
For the shard eating:
The sinistre eating behaivior outside of the reshaper works like a mental break, they will always prefer shards. You can lock them into melee combat (and kill them) to protect your shards, but this anomaly will always crave them even if bioferrite is around. Once killed they will reform themself inside the reshaper after a day - like nothing happend.
I Avêņşh I 15 Nov @ 8:52pm 
Guys any idea why after a while the hud for the Queen and royal lancer just don´t respond anymore?
PariahOftheMultiverse 10 Nov @ 1:55pm 
What is the CE patch called?
adamok5002 8 Nov @ 6:39pm 
and how do i use the essence to boost the mech's bond? i can apply it to mechs that dont have Sinistre reforming to give them a single use of it, but the Reshaper isnt a valid target to use the essence on
adamok5002 8 Nov @ 6:33pm 
how do i stop the Sinistre from eating all my shards? i have plenty of bioferrite it can eat, and i tried zoning it away from the shards, but it just keeps going for the shards
Veltaris  [author] 9 Oct @ 3:46am 
@Monbland
Not from my side, no.
But most mods do not need extra support to work with this one (CE is the only one so far I know of).
According to their mod page:
"Total Warfare features progressive difficulty design. The mod reconstructs vanilla combat logic..."
I do not know what that means though.
Monbland 8 Oct @ 9:32am 
Mechanoids: Total Warfare Is it supported?
Kenst 4 Oct @ 9:27pm 
About combat aura ability. I intuitively thought it was activated by player. Sometimes I don't need to active skills to deal with little troubles but it will automatically activated. I can't deactivate it so energy usage Increased will lasts 12 hours. Just a little complaint, and it may not have a significant impact on the waste disposal system.
toetruckthetrain 25 Sep @ 5:01pm 
the chemfueld band node says it needs neutroamine in the ingame description
Hazard Maks 24 Sep @ 1:02pm 
Thank you, awesome update!
Kirby with a Gun 24 Sep @ 11:33am 
I cna't live without tarantulas.

SMokescreen, firefome, incindinary.

I run a huge list full of mechanoid chaos. But these guys, I just need 1 or 2 and they are so helpful.
Veltaris  [author] 24 Sep @ 9:05am 
@Hazard Maks
There are now settings for neurofoam/neutroamine/hemogen producers. You can change them up to 10 items per production. Default is still 1.

@Kenst
Thats intended. It used to be always active (in the 1.5 version it still is). The connection lines when not drafted annoyed me a bit - so I changed it to an ability which autocasts itself when drafted. Thats more performance friendly and lighter on my eyes :)

@juako
Should be fixed now.
Hazard Maks 14 Sep @ 1:40am 
Would it be possible to have a mod option of changing how much neutroamine is produced by the fluoids? Choosing between a range would be much appreciated, as of now I need like 20 of those mechs to produce a viable amount to sustain the colony
Kenst 13 Sep @ 3:14pm 
The royal lancer would use combat aura ability immediately when I draft it.
Hazard Maks 11 Sep @ 12:01pm 
Awesome, thanks for the clarification!
Veltaris  [author] 11 Sep @ 11:42am 
@Hazard Maks
I have not played them together in 1.6, but it should still work well.
The neutroamine using buildings can use the pipe network of VE Androids. Neutroamine created by this mod needs to be hauled to neutroamine tanks. There should be no overlap at all.

@juako
That is a bug. They are meant to eat 5 bioferrite per day, but currently consume way more then intended. I will upload a fix in the coming days.
Hazard Maks 10 Sep @ 5:13pm 
Does this work well with Androids vanilla expanded? That mod has some neutramine storage etc, wondering if they overlap
juako 8 Sep @ 4:03am 
can you explain more about how the reshaper/sinister works ? how much bioferrite does it use per day ? after gestating one and feeding it, a few minutes later, the entity just ripped apart it's body due to starvation and started attacking me
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.
blu? 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 !
Reestock 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?