RimWorld

RimWorld

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Progression: Robotics
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Mod, 1.4, 1.5
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21 apr @ 22:55
4 sep @ 13:01
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Progression: Robotics

I 2 samlingar av ferny
Ferny's Progression Modpack (1.4 BIOTECH)
643 artiklar
Ferny's Progression Modpack (1.5 ANOMALY)
737 artiklar
Beskrivning







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]


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tags just in case: vfe mechanoids, vanilla factions expanded mechanoids
85 kommentarer
lohegar 30 sep @ 13:47 
just discovered this and im already in love
uint8_t P0tAt0 29 sep @ 16:33 
@Fiendix It works ok, use the wall conveyor for factory output gathering, right now the normal conveyor can not be place directly under the factory output tile.
Fiendix 9 sep @ 7:12 
how well does the conveyor mod work with VFE: mechanoids?
ferny  [skapare] 4 sep @ 13:01 
v8 - added conveyor belts patches
ALE199 2 sep @ 16:43 
so I decided to give this another shot, yeah it doesn't work or atleast it doesn't work with Steping Stones, major problem being that Workdrones are Spacer when Mechanoid are industrial
ferny  [skapare] 14 aug @ 1:40 
@Hedigo Under robotics research
Hedigo 14 aug @ 1:35 
where are the mechanite pants and underarmor, anyway? Did you forget to put them back in after the reshuffle? because they arent where the game is telling me they are.
Cretz 28 jul @ 9:02 
I also agree with rebalancing the cost of workdrones to be more accessible early game. This would make a solo/hermit/low pop run more viable
Axon 3 jul @ 6:16 
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 @ 18:14 
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.