RimWorld

RimWorld

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VFE:Mechanoids - Biotech/Royalty integration
   
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Mod, 1.4, 1.5
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Posted
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597.687 KB
11 Mar, 2023 @ 1:25pm
24 Jul @ 4:13pm
11 Change Notes ( view )
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VFE:Mechanoids - Biotech/Royalty integration

Description
- Mechanoid Components are now required to build some mechanitor buildings.

The base mech gestator and the large mech gestator require 1 and 2 mechanoid components respectively. Subcore Softscanner requires 1 and Subcore Ripscanner requires 4.

This mod also patches the Mechanitor scenario and makes the player start with a handful of Mechanoid Components so you can start gestating mechanoids in the early game. This means that the beginning of the game is relatively the same but you will need to obtain mechanoid components to advance as a mechanitor.

- Most of the factory drones have been removed in favor of Biotech mechanoids.

This is simply fixing a content overlap. The less mechanoid-like machinery, like the Autosowers, have been integrated into their own factory research projects.

- Royalty DLC integration.

Optionally, if you have the Royalty DLC, the Supercomputer, Advanced Mechanoids(Rename of Hardware Upgrade) and the Indoctrination Pod have been moved behind techprints.

- More Immersive Text.

Some descriptions and research names have been rewritten to remove references to the VFE:M mod in third person.

These changes are applied as patches, this mod should be compatible with more or less anything.

I'll be honest, this is a very barebones integration between the DLC and the mod so do let me know if you have any suggestions on how I can integrate the two together.

- VRE - Androids integration

Additionally, if you have VRE - Androids, the Android Creation Station will now require mechanoid components as well.


Recommended mods:

ResearchPowl
https://steamproxy.net/sharedfiles/filedetails/?id=2877856030

I did my best to make the vanilla research tab look as good as possible with my current changes but even I have to admit that ResearchPowl's sorting looks significantly better.

Consistent Mechanoid Weapons
https://steamproxy.net/sharedfiles/filedetails/?id=2885893371&searchtext=mechanoid+upgrades

A lovely retexture of mechanoid weapons that fit into the mechanoid color palette.


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Telif Hakları Saklıdır 2023 Turkler. Bu içeriği, turkler isimli Steam hesabı dışında kimse Steam üzerinde paylaşmaya yetkili değildir.
45 Comments
Euterpe  [author] 10 Jul @ 9:02am 
new update, added rulesStrings to the research projects added by this mod
Euterpe  [author] 23 Jun @ 5:18am 
pushed out an update with VRE androids integration
Bobkiri 19 Jun @ 3:13am 
Thanks for the quick fix
Euterpe  [author] 19 Jun @ 2:54am 
@Bobkiri just pushed an update out to the workshop that should fix that. there were two problematic prefabs, one was an autofarm setup with the autoharvesters so I removed their research requirements accordingly and kept them as is. another prefab, mostly about the buildable mechs, had to be removed as this mod removes most of those.
Euterpe  [author] 19 Jun @ 1:51am 
@Bobkiri I just happen to have some free time actually so I'll take a look at it
Bobkiri 19 Jun @ 12:26am 
When used with Alpha Prefabs, there is a startup error that the drone-related building is missing. This doesn't cause any major issues in the actual game, but is it possible to fix it with a patch? Or do you think I should contact the Alpha Prefabs creators?
Euterpe  [author] 11 Jun @ 5:15pm 
@aef8234 all the patches in the mod are made seperately to make modification easy. you can go to the mod's folder and just delete the patch for the mobile turret.
aef8234 10 Jun @ 9:13pm 
Can you reintegrate mobile turrets? At least as a gestatable mechanoid. I'd like to give mechanoids turrets as weapons again while being to give them mechanoid work types.
Dümbük Enişte 20 Apr @ 12:12pm 
@turkler anladım hocam, ufak görünse de ciddi bir değişim gibi duruyor. Pawn rendering'e dokunan birçok modun da benzer sebeplerle güncellenmesi zaman alacak mesela.
Euterpe  [author] 20 Apr @ 12:04pm 
@Dümbük Enişte örnek vereyim başkan, benim profildeki modlara bakarsan salvaging isimli bir mod var. bu mod doğal compacted machinery yaratımını oyundan çıkatrıp component kaynağı görevini etrafa yaydığım eski makinelere vs. falan veriyor.
bu modu yaparkan normal compacted machinery yaratımını çıkarmak için tek yaptığım şey mineableScatterCommonality xml değerini 0 yapmak.
neyse, bu modu güncellerken açtım baktım, bu yaptığım artık işe yaramıyor. yeni bir değer var, mineableScatterLumpSizeRange diye, onla da oynamak çok birşey değiştirmiyor. tynan 1.5'e geçerken worlgen optimizasyonlarından birinde bu kazılabilirlerin nasıl yaratıldığını değiştirdi herhalde, onu çözmeye çalışıyorum.