RimWorld

RimWorld

703 ratings
Mechanoid Upgrades
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Mod, 1.5, 1.6
File Size
Posted
Updated
7.269 MB
13 Nov, 2024 @ 7:00am
14 Oct @ 3:34am
33 Change Notes ( view )
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Mechanoid Upgrades

In 1 collection by GoGaTio
My mods
8 items
Description

This mod adds mechanoid upgrade mechanic. Now mechanoids can be upgraded in special building. Once installed, upgrade can only be removed in mech upgrader, removing takes the same time as installing process. Upgrades don't disappear on death or resurrection. Every upgrade have it's own advantages, but one mechanoid have limited amount of upgrades. One mech can have only one specific upgrade installed, but some upgrades have tiers that have different stat increases and different cost, you can check section below to aee all available upgrades.

Also I recommend to use Always Draft Your Mechs to make control upgrades better and Dubs Mint Menus to make search for bills easier.

Add-ons:
Mechanoid Upgrades - Anomaly — Anomaly related upgrades.
Mechanoid Upgrades - Archotech — archotech upgrades.



Some upgrades have tiers(marked with A, B, C), higher tier require more resources, but gives better buffs.























































To upgrade your mechanoid you need to research "basic upgrades" technology in the new research tab. When upgrades will be created by your colonists(even non-mechanitors can do this) mechanitor would be able to begin upgrade process in mech upgrader building. Only upgrades in connected to mech upgrader storages can be installed.


Q: Can I add this mod to existing save?
A: Yes, in most cases this mod should be safe to add to existing save. If you want to remove mod from save, make backup of save to ensure that nothing will go wrong.

Q: Is this mod compatible with mods that add new mechs?
A: In most cases, mod doesn't check for specific mech kind, instead it uses system of restrictions for each upgrade, that check if mechanoid could be upgraded. Also modded mechanoids that don't use mechanitor system, or don't inherit comps of base mechanoid cannot be upgraded. In first case there is nothing I can do, but in second I can create additional patch for this specific mech.

Q: Can I somehow decrease/increase amount of upgraded mechs in raids?
A: Yes, you can change commonality and amount of upgrades for mechs in mod settings, or totally disable appearing of upgraded mechs in raids.

Q: Can obtain upgrades not from crafting?
A: Yes, you can find them in ancient shrines or complexes, or get from quests. Also you can use Mechanoid Orbital Trader mod to buy upgrades from the orbit.

Q: Would new upgrades be added?
A: Yes, some of them will go into this mod, and some into the separate add-ons.

Q: Combat Extended compatible?
A: Yes, put this mod below CE in the mod list for correct work.


Legal stuff:

C#, xml and textures by GoGaTio

Combat Extended patch by Omahawski

Harmony by Brrainz

Rimworld is owned by Tynan Sylvester

Also try my other mods:

Feeding Work Type - if you want to divide feeders from doctors and wardens
Lost Factory's Mechanoids - if you want more mechanoids and their features
New Anomaly Threats - if you want more difficult anomalies
Popular Discussions View All (6)
66
22 Sep @ 11:09am
PINNED: Bug report
GoGaTio
52
19 Oct @ 10:22pm
PINNED: New upgrades ideas
GoGaTio
31
4 Oct @ 9:16am
PINNED: Balance
GoGaTio
354 Comments
Loot Murlock 16 Oct @ 9:59am 
Gotcha. I do have the Archotech Mechanoid Upgrades addon, so I hope I'm good.
Flockerkill 16 Oct @ 9:45am 
yes, with an artefact of the archotech add on
Loot Murlock 16 Oct @ 9:41am 
Are colonists able to strip dead mechanoids of the their upgrades? If so, how and where to do so?
Bobkiri 14 Oct @ 12:35pm 
What is FactoriesFarAway mod? I found that activating that mod unlocks S-tier upgrades, but I'm not sure what mod it is.
TheVanguardKing 14 Oct @ 5:40am 
@Loki if you are running Combat Extended, you can put bean bag shells on your millitors.
Loki 14 Oct @ 3:12am 
By the way, it would be nice to add a non-lethal upgrade. For example, "electro-batons" for Scyther, which would reduce damage by 80-50% but also inflict an "electrically charged" effect with each hit. At 80% of this effect, the pawn would fall, and at 100%, it would die. I think this would be a very interesting solution for prisons.
Loki 14 Oct @ 1:01am 
Hi! I really like your mod! Thank you for making it.

However, I'd like to request a compatibility patch for the Mechanoid upgrades for https://steamproxy.net/sharedfiles/filedetails/?id=2966699873
Yes, it's for 1.5 but works on 1.6, and I'd like to be able to use the Scyther upgrade pack from this mod in Scyther.

Even if you decline, that's okay. You've already done a great job.
Monbland 12 Oct @ 8:02am 
@RuSkeleton +Поддерживаю идея хорошая!
oinko sploinko 8 Oct @ 4:42pm 
man this is such a tedious mod
RuSkeleton 6 Oct @ 4:34am 
Приветствую! Очень приятный мод, спасибо!) Просто в качестве идеи: есть довольно свежий мод Hacking Expansion, который позволяет нокнуть (взломать, вешает состояние "Сознание max 10%") вражеских механоидов. В теории, из них можно было бы вытащить их апгрейды, но станок позволяет засунуть в него только своих) Ну и большое спасибо за мод еще раз)