RimWorld

RimWorld

37 ratings
Skeleton Mechs
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Mod, 1.5
File Size
Posted
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845.571 KB
14 Aug @ 2:27am
28 Aug @ 2:12am
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Skeleton Mechs

In 1 collection by DrwalZ
DrwalZ's mods
6 items
Description
Adds skeleton mechanoids to the game. To make them you need some steel, a clean human skeleton and a special type of subcore.

To make one, you'll need to get some anomaly research, because their special subcore requires bioferrite.

They're equivalent to an unarmed human in combat, with the armor of a militor.

Due to some sci-fi lore I put in the in-game description, they don't require bandwidth and don't produce toxic wastepacks.

They can also haul and clean, which has been added due to popular demand and my lack of motivation for making a more complex mod. They do both of those tasks at half the efficiency of mechanoids made specifically for hauling and cleaning. It's hard to clean when you're little more than a skeleton.

It's kind of balanced, if a little on the OP side. You still need a mechanitor to control, build and repair them.

Requires both the Biotech and Anomaly dlcs.
35 Comments
ithieldragon 1 hour ago 
Just wanted to say thank you for this Mod. I tried a while back to make a mech/necromancy mod for my Profaned colony but I couldn't get it to work. Probably too ambitious for my first crack at modding haha. But this will definitely do in a pinch.
Joe 6 Sep @ 4:37pm 
Perfect. Time for global domination.
Quanariin 28 Aug @ 9:46am 
also, not a bug report but a suggestion, i feel that the skellie-mechs could use something to help distinguish them visually from desiccated shamblers, as i've found myself opening ancient dangers and assuming im killing anomalies when im actually killing mechanoids. not much of a issue, its only really one if playing with ideology mods that add memes prohibiting killing certain things, but still. it'd help them look less monochrome too.
i suggest a glow in their eyes and between their ribs that can be recoloured from the mech screen like with other mechanoid types, i think that'd look pretty cool.
DrwalZ  [author] 28 Aug @ 1:56am 
@Quanariin Thanks for letting me know, it seems I forgot to add them to the recipe. Should be fixed later today.
Quanariin 27 Aug @ 4:06pm 
it seems there is no way to resurrect skeleton mechanoids, as they do not appear on the materials list for the 'resurrect light mechanoid' bill at the mech gestator.
Aitor 24 Aug @ 6:20am 
a cool interpretation could be the classic iron-warriors way of industrialize the supernatural
infusing this dark beings in his weapons and robotic servants against their will, combinig hig tech, and maddening rituals to archieve these results, or, maybe you could take captured anomalies and modify them to serve you with the correct procedures (just saying ideas, do whatever your hearth tells you)
DrwalZ  [author] 24 Aug @ 4:49am 
@b Thank you for such kind words. I might be adding more to this mod in the future (or making sub-mods to avoid bloat), however I will be going more in a sci-fi necromancy way. There likely won't be zombies or ghouls, as anomaly already explores those concepts. Ghosts however are an interesting idea, I just need to think of a good way to integrate them into the game. Once again thank you for your kindness, positive reactions like these are why I continue making mods.
b 24 Aug @ 2:33am 
i gave them weapons through dev mode and alongside my other mech related mods it played out pretty well and responsive. ever since biotech came out i was looking for a necromancy themed mod that utilizes the mechanitor system. as a suggestion, you could expand on this by adding more necrotic beings as the user below suggested, and separate them into categories like servants, soldiers, researchers etc,

obviously, dont pressure yourself into doing something you dont feel like doing, but from what ive seen this mod has mad potential. thank you again. randy bless you.
yan lucas 19 Aug @ 7:16am 
maybe for other mods would be cool to add zombies, ghosts and other reanimated creatures to complement the necromechanitor vibe
maybe ghost durin downtime work as chefs and light crafter , zombies as miners and contructors and during a raid the zombies are a flesh wall to tank damage while the ghost phase through enemy lines and cover and shoot them from behind
b 18 Aug @ 7:34am 
probably one of the only good necro-centric mods in 1.5 as of today. thank you for making this. i will for sure give this a try and tell you how it went.