RimWorld
Alpha Mechs: Re-Examined
21 commenti
Gloose 24 ago, ore 7:52 
@RogueSeraph257 Mechs moving from rechargers and dropping also happens in vanilla with 1.6, as it occurs in non-modded runs as well.
Smxrez  [autore] 10 ago, ore 21:30 
@Virtuous the overall component and steel cost is less after the balance change due to the removal of the subcore
Virtuous 9 ago, ore 4:30 
With the Blitzkreig, do you mean: Subcore removed and Cost slightly "Increased"
RogueSeraph257 31 lug, ore 16:45 
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  [autore] 31 lug, ore 9:16 
This mod doesn't touch recharge mechanics at all just research requirements
Probably something else in your list
RogueSeraph257 31 lug, ore 7:26 
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 lug, ore 22:46 
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 lug, ore 20:30 
Thanks a bunch! Really appreciate it:steamthumbsup:
Smxrez  [autore] 4 lug, ore 19:40 
DeathTomato 3 lug, ore 18:30 
Can I find the font anywhere? Not sure if rimworld uses a prexisting one or has its own.
Smxrez  [autore] 3 lug, ore 17:18 
@DeathTomato I make them all myself in a photoshop adjacent program
DeathTomato 3 lug, ore 14:21 
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 giu, ore 22:03 
so cool mod!!
:steamthumbsup:
Smxrez  [autore] 25 giu, ore 18:46 
1.0.1

- "Updated" to 1.6
The Lord Pootis 18 giu, ore 7:03 
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 giu, ore 11:34 
@Weriik I assume it is just an RC-XD so it has really simple programming
Smxrez  [autore] 11 giu, ore 6:44 
@Weriik thats true i might do that instead
Weriik 10 giu, ore 23:15 
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 giu, ore 13:37 
Thanks, I was avoiding Progression: Robotics because of the VE mechanoids requirement, this one fits my modlist perfectly :)
TheSordishMan54 8 giu, ore 22:36 
Perfectly balanced as it should be with Re-Examined series.
Wolfette 8 giu, ore 18:00 
Another great rebalancing!