Buildable Mech Cluster Stuff

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Author: ┴┬┴┤(͠≖ ͜ʖ͠≖)├

Last revision: 4 Jun, 2020 at 04:16 UTC (2)

File size: 797.7 KB

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Description:
The mod adds separate mech cluster structures that can be constructed. Feel free to suggest any additions!

Mechanoid Components

Mechanoid components are gained by destroying mech cluster structures. It’s required to make most of the structures added by the mod.

How assemblers work

Upon construction of an assembler it will randomly choose a mechanoid to create (This cannot be changed once it has been selected!), Modded mechanoids are natively supported. An assembler will keep assembling mechanoids until it reaches a certain limit (This is based on the combat power of each mechanoid. For example, a cenitpede contributes 400 points to the limit and a vanilla assembler has a limit of 500. This means that a single vanilla mech assembler can make one and only one centipede at a time. If the previous centipede will die only then will it start assembling again.)

Here is how I set up my assemblers ( Imgur Link ) imgur.com/a/2n6B9mo

The spawn interval will continue to tick even when the ceiling is reached until it has reached -0.6 days. Upon which it will be stuck there until some mechanoids from that assembler die and reduce the point limit.

Tamed Hive

The tamed hive also works in a similar way (It’s closer to a mech assembler now than it is to a vanilla hive. It doesn’t show a timer until the next insect is spawned however). It will not be affected by any other insect behavior altering mods (Better infesetations and others) and it does not reproduce. Oh and yes it does still make insect jelly.

Structure Info

Structure Type
Required Construction Skill
Required Research
Work needed to build
Construction Cost

Industrial Mechanoid Assembler
14
Fabrication
2500
• Advanced Components – 10
• Mechanoid Components – 8
• Plasteel – 70
• Gold – 30
• Steel – 600

Industrial Swarm Assembler
14
Fabrication
2500
• Advanced Components – 15
• Mechanoid Components – 12
• Plasteel – 70
• Gold – 30
• Steel – 600

Ionos Shield Generator
14
Fabrication
3500
• Advanced Components – 10
• Mechanoid Components – 20
• Plasteel – 400
• Steel – 3500

Shielded Uranium Slug Turret
14
• Fabrication
• Uranium Slug Turret
15000
• Advanced Components – 6
• Uranium – 20
• Mechanoid Components – 3
• Plasteel – 20
• Steel – 350

Shielded Auto Cannon Turret
14
• Fabrication
• Autocannon Turret
15000
• Advanced Components – 6
• Mechanoid Components – 3
• Plasteel – 40
• Steel – 350

Industrial Weather Controller
17
Fabrication
18000
• Advanced Components – 4
• Mechanoid Components – 6
• Plasteel – 250
• Steel – 3500
• Gold – 70

Tamed Hive
TBD
Fabrication
TBD (Instantly built for now)
• Advanced Components – 6
• Plasteel – 90
• Steel – 150
• Insect Jelly – 230
• Gold – 100

The weather controller defaults to dry thunderstorms but you can change it by enabling dev mode. I will work on making it easily changeable soon.

Suggested Mods

■ Clutter Structures "The Door Stuff" – Restricts door access to colonists only. Keeping mechanoids in one area (If your colonist does open the door they will often walk out!)
■ Minify Everything – Allows for the uninstallation and reinstallation of assemblers and shielded turrets. ( Buggy interaction with assembler however as quoted by Droknar; "If you uninstall an assembler the countdown for the next mechanoid continues on the now item assembler. Nothing happens when it reaches 0 though and will then go into the negatives. Once it is in the negatives placing the assembler back down instantly makes the mechanoid.")

Compatibility

Safe to add to any existing saves! Also safe to remove.

Mechanoids from other mods (just HALO: Rimworld Heretic Mechanoids for now. I’m working on a patch on Alpha Animals mechs) also have a chance to be created in an industrial assembler. (They will still follow the combat power points rule however and you might wanna keep building the assembler to find the mechanoid you want to be made by chance.)

Compatible with What the hack (I have both of them on my save file right now). Everything you can do with hostile vanilla mechanoids you can do with your own allied ones. There seems to be a visual indicator from what the hack indicating mechanoids from this mod are out of components. That can be safely ignored.

Should be compatible with Combat Extended. Personally haven’t tested it but it should work without a hitch.

Known Issues

Some errors may pop up when insects from the tamed hive. This is harmless and is caused by the spawned insects not having a lordjob (Job to defend the hive).

Cannot restrict mechanoids to an area

Cannot draft mechanoids

Credits

Credits to the Ludeon team for all the textures. Swarmer texture is a scyther cut down leaving only the lower half.

Stuff I plan on implementing

• Buildable variant of mech cluster turrets & auto mortar
• Shielded variants of other vanilla turrets
• Have mechanoids clean/haul

Stuff I can’t do right now

• Steal Mech Cluster Shields (There’s already a mod for that)
• Steal Mech Cluster Turrets (Mechanoid turrets shoot people so you can’t steal them)
• Draft and manually control mechanoids (Needs C#. I’m still learning it.)
• Restrict mechanoids to an area (See Above ^ )
• Require resource input for assemblers (See Above ^ )
• Block drop pods with shields (See Above ^ )

Download
Required DLC:

These DLC should be installed in order to use this item.


RimWorld - Royalty
Revisions:

Old revisions of this mod are available below. Click the link to download.