RimWorld

RimWorld

Mechanite Plague
276 Comments
LouIdZarcs 28 Sep @ 3:35am 
LOVE THESE SPIDER MECHS
Irecreeper  [author] 27 Sep @ 9:58pm 
helloooooo
I'll see about making some suggested changes from the comments soon enough.
Valkire 24 Sep @ 9:22am 
I dont know if this is a intended feature or not, but Bursters (not pure) are have absurd wealth values. One Burster has 1200$ having being more wealth than a non pure drider. This is complete madness, my wealth shoots up around 100k after a large infestation, and when having over 90 bursters at once, my wealth shoots to the moon. once again i dont know if this is a intended feature or not, just asking!
toetruckthetrain 10 Aug @ 8:39pm 
the burster disassembler seems to not work, it just makes the burster corpses vanish instead of making them into canisters
Radiosity 4 Aug @ 2:58pm 
Hey, you reckon you could make it so bursters aren't affiliated with a faction? I killed one and got a -51 with a friendly faction because they thought I attacked a member when I actually killed a burster. Little annoying, not gonna lie.
Nova Solarius 5 Jul @ 8:11am 
The plaguelich is showing for me.
sharkcrisp049 2 Jul @ 7:49am 
is the psycast deleted? i cant see the psycast with VPE:steamsad:
AC130 20 Jun @ 3:19pm 
you really like spiders dont you?
bigd 11 Jun @ 12:46pm 
What does the chaos shell do? I used it against enemies and prisoners and nothing happens. I looked at the health condition of the pawns and that too shows nothing changed.
Dust 1 Jun @ 6:53pm 
Do deathless die when they spawn bursters? Or just pop and then gotta patch them up?
Alfador 21 May @ 10:31am 
I love this mod. Its such a nice feel and mechanics.
I adore having swarms of cute bursters and lots of friends around.

But maybe, the Mechalich ascension should not be eligible for VFE Psyrings.
It gets really, really rolling fast with that.
Atmey 20 May @ 2:15am 
Thanks!
Merlotron 18 May @ 5:38am 
Thank you so much!
Irecreeper  [author] 16 May @ 1:12am 
v1.5.2.1 is out! Made Perfect Immunity gene block the Mechanite Plague, made Deathless pawns still spew Bursters out at 100% Severity, and also re-added achievement support for Vanilla Achievements Expanded.
Qloshae 9 May @ 9:59am 
+1 on the compatibility thing. Seems like a really cool mod if that is fixed. :)
Irecreeper  [author] 4 May @ 12:15pm 
Sure, I can get on the Deathless and Perfect Immunity interactions. watch as what should be a five minute task sprawls into a several day ordeal
Merlotron 4 May @ 8:06am 
+1 for proper compatibility with the perfect immunity and deathless genes. Loving the mod!
Doomed 2 May @ 8:19am 
Would it be possible to make heavily decayed bursters eat dead bursters to reset their decay level ?
ElConvict 30 Apr @ 5:30pm 
Could you make it so perfect immunity negates the mechanite plague? Kinda wild seeing a demigod get killed by a bite he didn't get treated.
Atmey 23 Apr @ 8:14am 
Love this mod, a bit too busy in fights.

Not exactly a bug, but weird interaction with "deathless" gene. The person inflicted doesn't die, I assume it is coded to be after death, how about massive damage to torso and other parts then bursts come out and the herdiff is removed? Thanks.
Irecreeper  [author] 18 Apr @ 11:58pm 
And now, v1.5.2. Featuring Chaos Shells, proper book generation for 1.5's Schematics, as well as various fixes and edits!
Kazeck 17 Apr @ 2:34pm 
As an aside the psycaster path was an amazing surprise, yes I saw one listed, but I didn't imagine it'd be the mechanoid psy path I've always wondered where the heck was!
Kazeck 17 Apr @ 1:11pm 
@Irecreeper As for Anomoly interactions, it would be interesting to see the use of mechanites to protect against the metal plague husks, as well as perhaps an alternative form of zombies that could be puppeteered by a burster inside, i.e 'plague shamblers'
Irecreeper  [author] 17 Apr @ 1:04pm 
oh yeah i should probably respond to comments, that is a thing that i, the mod author, should do

@苍白而蔷薇: That could be fun, honestly. Odds are though, I'd save abilities for any new mechs I add. As it stands, mechanitor-controlled plague mechs are pretty strong already!

@Mr. obgd: They've been intentionally included in clusters. Is there a reason in particular you wouldn't want them to appear?

@Kazeck: And thank you for playing the mod!
Kazeck 17 Apr @ 9:02am 
This is so perfect for my new Mechanitor Anomoly Run, and it even has a psycast tree!

Thank you Irecreeper, thank you so much!
여정 17 Apr @ 4:57am 
i love mod...
Irecreeper  [author] 14 Apr @ 8:14pm 
And now, Mechanite Plague v1.5.1.1. Minor changes to some research costs, as well as quick patches to Shamblers and Ghouls to render them immune to the Mechanite Plague.
Irecreeper  [author] 6 Apr @ 9:51pm 
Mechanite Plague v1.5.1 is out now! This updates the mod to work with Rimworld v1.5. More content later, maybe? Anomaly might provide some fun new inspirations.
苍白而蔷薇 4 Mar @ 2:28am 
machine translation
Do you have the idea of adding skills to new mechs, such as the Incubator generating a small amount of Burst to protect itself when attacked. Drivers can achieve acceleration effects and reduce attack cooldown time in a relatively short period of time.
The BOSS machinery used for benchmarking DLC has skills
The 7 Spiders of Hip-Hop 1 Mar @ 11:15pm 
new phyrexia will rise again
Mr. obgd 27 Jan @ 1:22pm 
is there a way to stop them from being apart of mechanoid clusters?
Aravox 22 Jan @ 2:42pm 
WE NEED A VERSION OF THIS MOD THAT DOES THIS WITH BIOLOGICAL INSECTS TOO! Making the spawned insects on the side of the one that infected the pawn. This is amazing
BrenTenkage 3 Dec, 2023 @ 7:47pm 
so...using the plague lich psycast with huge psycast scaling...uh I am clearing out imperial camps as a full on terroist, emphiss on Terror...DO NOT NERF

this is hilarious to basically think of the imperials chilling, and then suddenly engulfed by a huge green mist...and then comes the crawling under the skin.

Super fun, I love the psycast tree, and its very enjoyable
Philadelphus 25 Nov, 2023 @ 3:26pm 
PSA: For everyone (like me) unable to figure out how to shred dead Bursters, make sure when you create the "Shred Mechanoid" bill that "Allow friendly mech corpses" is enabled. I was tearing my hair out why my colonists were shredding enemy mechanoids but not my own Bursters until I thought to check that.
ImJustJoshin 29 Oct, 2023 @ 1:59pm 
@Vapinghorse Machining Table or a crafting spot for less resources.
Vapinghorse 29 Oct, 2023 @ 8:41am 
any idea on where to shred bursters
Irecreeper  [author] 13 Oct, 2023 @ 9:55pm 
Sometimes. But I'm currently working on a different, smaller project.
hovershift 13 Oct, 2023 @ 10:29am 
you still touch the mod?
Irecreeper  [author] 18 Sep, 2023 @ 6:25pm 
Learned that there's a way to better have psycasts scale. Balance pass two, inbound??? Who knows.
Lunatic Emperor 18 Sep, 2023 @ 11:36am 
Seldom I write in these forums, but I really just wanna say that I LOVE this mod so goddamn much I cannot put these feelings into words. It's like almost everything I wanted and more. When I first downloaded this mod a few months ago, I didn't even know about the VPE compatibility. I just LOVE anything related to " necromancy ", so when I saw the Plaguelich tree I just could't NOT love this.
I think this mod is well balanced, unlike the average psycast tree. One thing though that I think that your craft should have is a mechanoid that raises the dead too. Having more ways to come up with an army, not just the Bursters and the Driders, would be more interesting.
Ren 16 Sep, 2023 @ 10:48pm 
Will have to try it out but I do like the nerf for "base" sensitivity psycasters, close as we can get to being able to "upgrade" abilities. If you hadn't already I'd say maybe add in the description for the psycasts that they scale with sensitivity, since I doubt everybody will see the change notes and this'll all get buried eventually. Hope you've been alright Irecreeper :happy_yeti:
Irecreeper  [author] 16 Sep, 2023 @ 10:32pm 
Added a few psycast balance changes. Generally, Plagueliches are a bit weaker, until some Psychic Sensitivity is added. Then things get Increasingly Silly:tm:.

Though, I'll admit; the changes are a bit wonky. Mostly because there's no way to have "fixed scaling", where you get like +1 Blast Radius per 100% Psychic Sensitivity or something. Either I double the blast radius at 200% Sensitivity, or I don't. Maybe that'll change later? Who knows. They still should be fine, but feel free to say if they're a bit much.
Ren 14 Sep, 2023 @ 11:42pm 
Awesome! Excited to see what you come up with, already have had a lot of fun with the different playstyle this mod gives :happy_yeti:
Irecreeper  [author] 14 Sep, 2023 @ 11:02pm 
Ooh, that'd be cool to look into. Sure, why not? It'd be a fun project.
Ren 14 Sep, 2023 @ 10:46pm 
Could you maybe look into the (new?) scaling system they have though? Like having a pawn with 200% psychic sensitivity would be able to summon two scythers at once and if they had 300 or even 350% psychic sensitivity they could summon three at once? I'm not sure how much work that'd require so understandable if it's a no but I really love the idea of abilities being stronger with higher psychic sensitivity, makes it more rewarding and worthwhile to aim for the psycaster apparel.
Ren 14 Sep, 2023 @ 10:45pm 
I don't think your abilities are too crazy, I think they fit the recent VPE rebalance honestly, I guess if anything I'd say the final ability but I still think that one is fine since it needs 50 canisters to even work and it's not only a challenge to stock up 50 bursters but it takes a fair bit of time to shred them. That and none of the abilities are really an insta-kill that make raids a breeze, but helpful to at least slowdown raiders.
Irecreeper  [author] 14 Sep, 2023 @ 7:10pm 
Ooh, VPE updated to be Less Busted:tm:. I'll give the Plaguelich path a lookover this weekend, and see if I can adjust the balance to be better? If there's any spells in particular you think need a tuneup (or tunedown), post here and I'll consider it!
Ren 30 Aug, 2023 @ 10:27am 
Shred them.
Boxy 30 Aug, 2023 @ 10:11am 
I have no idea how to harvest canisters from bursters. I have 3 alive and 3 dead, and I cannot "smach mechanoids"
ImJustJoshin 10 Aug, 2023 @ 4:24pm 
Made a big update for my Mechanite Persona Traits mod to move away from Mechaliches so there isn't duplicate Hediffs. Honestly works out better for me since I like my new text changes.

Got back into Rimworld modding just a little while go.