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Got you, just wanted to hear someone else’s thoughts on this—like I said, it’s more of a question than an actual issue.
>Check out the comment from ‘a quality meme’ if you want to spoil an example to yourself.
Oh yeah, I actually did the same thing, which resulted is some quality cinema.
Termites are quite tanky for their bandwidth requierement and can deal with cover or mech cluster buildings pretty well, so I never considered them useless to the player.
However, they are more on the ‘worse’ side of the drop event as they have a higher chance of triggering hijacked beheivior.
Check out the comment from ‘a quality meme’ if you want to spoil an example to yourself.
But in general the plan is to make every mech toggleable, I just haven't been able to achieve it yet without Rimworld throwing a tantrum.
It’s not a big deal, but I just got a termite crashing in a transport pod; termites can’t be created in Biotech by default, because they’re rather useless for a player (at least that’s my understanding of it). Thoughts on removing termites from the pool or maybe making them toggleable?
@Velxra
I've got a few mechs, items and buildings in the making but they are not tied to SOS2.
Making stuff for SOS2 is something I'm leaving to other modders, even though I have a few ideas, just doing the quality control would take forever, when a normal SOS2 run takes months to complete.
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)