RimWorld

RimWorld

177 ratings
Progression: Robotics
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Mod, 1.4, 1.5
File Size
Posted
Updated
361.154 KB
21 Apr @ 10:55pm
13 Jul @ 7:58am
7 Change Notes ( view )
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Progression: Robotics

In 2 collections by ferny
Ferny's Progression (1.4 BIOTECH)
645 items
Ferny's Progression (1.5 ANOMALY)
587 items
Description






Disclaimer
As a fair warning, this moves the mechtech portion of the game later down the line. I personally think this is a good thing and lengthens the intrigue of a colony, but if you disagree maybe don't get this mod.

Other tweaks
  • Made the auto-hauler slightly slower to make it an even worse option
  • Mechanoid components are now "Motorized components" to remove mechanoid ties

Best paired with
- Automation Category, merging all buildings related to automation into a single category replacing "Factories".
- Biotech Category Re-examined, moving things not related to the "Biotech" concept outside of it

FAQ
  • Save game compatible? | Should be basically fine. If you add it post research, then things'll just be a little wonky in terms of progression but you should be fine in terms of like the fabric of the game itself.

Compatibility
  • Alpha Mechs
  • Anything in my fernworld modpacks
  • Practically any mods. This is just patches.

[ko-fi.com]


[discord.gg]
tags just in case: vfe mechanoids, vanilla factions expanded mechanoids
77 Comments
Axon 3 Jul @ 6:16am 
Hey this is a great mod i like it very much. it works very well for me, almost 400 mods and CE included which is saying something.

Is there any chance you add integration to The Dead Man's Switch mod?? it has its own progression with its own mechs and stuff, also its own versions of androids which are called Synths.

Would be nice if possible. It makes sense if its not worth to even try it, there would be too many mech variants maybe, but its cool to see different factions come with different alternatives to similar concepts and have them cohexist in the same world.
the Small one from hell 24 Jun @ 6:14pm 
I genuinely could not get this mod to work.

I’ve tried moving it in the load order. I’ve tried loading it alone with only the prerequisites.

Just did not work for me. I don’t know how to properly do a bug Report But if somebody could tell me how that would be great.
d_valroth 20 Jun @ 11:28am 
I think the difference is building a robot yourself and needing to figure the whole thing out versus having a magic machine in your head that lets you tell nanomachines to become a robot. Like, it's not "video game sense" it's more "real world sense". The better option isn't always the hardest or most expensive one.
arkai65 18 Jun @ 7:47am 
@Smxrez I agree with you on that. drone costs should be adjusted.
Smxrez 15 Jun @ 12:46pm 
Putting that aside im a big fan of what this mod does it just feels right
Smxrez 15 Jun @ 8:41am 
The workdrones are more expensive to produce by a long shot when compared to mechs
To make a hauler drone you need motorized and advanced components along with plasteel
Comparing this to a mechanoid hauler its a few components and steel
If you want the VFE Mechanoids workdrones to come before biotech mechs the prices need to be reduced imo
Im also not sure about how good they are or not but obviously the workdrones should be weaker too
tugglebuggle 13 May @ 8:12am 
does this mod have its own research page?
ferny  [author] 12 May @ 1:39pm 
@lol Slow the game's progression, make the differences between similar elements clearer, and make everything feel more intentional in design.
lol 12 May @ 1:17pm 
The progression mods' main aim is to change research prerequisites and naming, right?
ferny  [author] 10 May @ 12:01am 
v5 - Mechanoid component is now called "Motorized component" to remove all 'mechanoid' ties to the workdrone tech category, also fixed combat workdrones specifically not having appropriate labeling