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Would you ever do a SoS2 expansion for more mech items or even mech ships?
I liked this idea. Since I already had a system to create custom mechlink implants, there is now a mod for a tribal mechlink. It just took me a while to make it more modular. But I have no idea if it works with mechlink removing mods.
Also the mod options menu is AMAZING. You absolutely know how to make one. Being able to fine tune everything is great.
now if only we had a way to make a medieval mechanitor (most tech limiting will remove mechlinks from the game, rimedieval even makes the mechanitors undraftable , sadly)
I might add that, if I can find a way to control the textures independently.
Currently all tradeable scythers will use the scyther texture, so if it is droped on the ground it will just look like a scyther and not likle the crate.
If I change it to look like a crate it will show up in the trade window as a crate as well and NOT as a scyther...
I would love to have that, but I already failed to bring it into the ingame settings without cousing a lot of errors when mods which add mechs get removed.
Might try it again in the future.
@Nullblaster I second this. We just found how much is added just from having a more dynamic way to obtain mechanoids, so adding a xenogerm quest reward would be very cool to work alongside that. Whether it's limited to existing xenotypes or fully custom xenogerms are possible for that, it'd still be very engaging to have a way to genetically modify colonists without having to dive deep into xenogerm research.