RimWorld

RimWorld

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[KIR]Extra Mechanoid Units and Equipment
   
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Mod, 1.2, 1.3
File Size
Posted
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3.263 MB
9 Aug, 2021 @ 6:01am
29 Jul, 2022 @ 2:37am
14 Change Notes ( view )

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[KIR]Extra Mechanoid Units and Equipment

Description
NOW ALSO SUPPORTS FOR 1.2!!

Sooo you fought Centipedes, Scythers, Lancers and Pikemen.

But you felt like it's not enough variety or is just boring to have the same mechs over and over?

What if you wanted the a mech with a ranged weapon with deadly melee or give the lancers and pikemen a automatic blaster and a mini inferno cannon?

Or maybe it's missing lil mechs that explode when you destroy them?

Now with this mod you'll have new 6 mechanoid units!
And it will also give the lancers and pikemen a new extra weapon!

New Mechanoid Types
  • Tick: Fast, small mechanoids that explode in death that can start fires.
  • Ratite: Small fast biped but weak mechanoids who can use cover.
  • Prowler: Very fast melee mechanoids resembling large feline predators.
  • Jaeger: Melee or Ranged mechanoids with a melee blade, also uses cover.
  • Hoplite: Very durable ranged mechanoids that use powerful medium range weapons.
  • Dragoon: Very frail snipers that are equipped with a powerful long-ranged weapon.

New Weapons

Weapon
Description
For Human hands?
Mini-charge blaster
A mini pulse blaster. It's not that powerful and has short-range, but has a high-fire rate.
No.
Inferno mini-launcher
A incendiary-shot launcher device, built for pikeman mechanoids. It fires a smaller incendiary grenade that explodes in impact.
No.
Hoplite charge blaster
A pulse-charged blaster for medium-range combat. Built for hoplite mechanoids, and fires five damaging shots in bursts.
No.
Bolter
A medium-range slug-thrower used by mechanoids. Named after its bolt-like projectiles, firing powerful shots that hit hard and can pierce even the toughest armor.
No.
Riveter
A short-range weapon used by mechanoids. Fires rivet-like projectiles. Its automatic and fires in four round bursts with a high-fire rate.
No.
Jaeger smoke launcher
A single shot launcher that creates large smoke clouds by jaeger mechanoids. Once fired, the jaeger rushes to engage in melee with it's blade. The smoke also obscures incoming shots, preventing turrets from locking on.
No.
Dragoon rail lance
A heavy charged rail weapon. It fires a powerful single shot at long ranges. Charging with concentrated energy as it leaves the acceleration barrel, however it recharges very slowly.
No.
Assault charge blaster
A pulse-charged rapid-fire blaster designed for automatic fire. It fires four shots in burst and is more accurate than the heavy charge blaster.
Yes.
Charge scatterer
A anti-personnel pulse-charged weapon. It fires multiple shards and charges slowly, but can almost bypass armor and can also kill or even dismember the target.
Yes.

Recommended mods

- Giddy-up! Mechanoids:So you can ride the Prowlers into battle.
- What the Hack?!:For hacking the Mechanoids to fight and work for your colony.
- Vanilla Textures Expanded:For better sprites for vanilla mechanoids :)

FAQ

Q:Can this mod be added to a current save?
A:Yes

Q:Can i hack the mechanoids with What The Hack?
A:Absolutely!

Q:Does it have CE support?
A:Nope, none yet. (Hopefully i'll add it someday!)

Q:Why does the Pikeman in your picture look different?
A:It's because i'm using Vanilla Textures Expanded by Oskar. That's why they look different :)

Q:Will this mod be for 1.2/1.1?
A: Nope sorry... There is support now for 1.2!! But not for 1.1 sorry about that... :(

Q:Will you update this mod?
A:Well i'm feeling in the mood, i could make hotfixes or tweaks. And possibly add new mechanoids or stuff or even compatibilities with other mods! :)

Changelog
  • 7/26/2022 - 4 - The unobtainable mechanoid weapons shouldn't be relics with Ideology DLC now, also made some balances and tweaks such as making the ticks slower and some description changes
  • 8/12/2021 - 3 - Tiny tweaks and changes. Prowlers should have more survivability especially if you want to get
  • 8/12/2021 - 2 - Added Support for 1.2
  • 8/12/2021 - Initial Mod Release
    them with What the hack. And some tweaks for the combat points for the mechs, etc.
12 Comments
Thundercraft 22 Mar, 2024 @ 6:06am 
Any chance of an update for 1.4 (...or maybe 1.5, too)? :lunar2020thinkingtiger:
HIM 21 Jul, 2023 @ 7:08am 
@Kirby, can we ask Mlie to resurrect this mod?
HIM 17 Nov, 2022 @ 11:53am 
Please update to 1.4! Ticks are SO cute!!
Todd "The God" Howard 25 Oct, 2022 @ 8:38am 
I take it this mod isn't compatible with Biotech expansion
Khalltlag 18 Aug, 2021 @ 4:29am 
The Giddy-up! Mechanoids links to Vanilla Textures Expanded
Computica 17 Aug, 2021 @ 7:51pm 
Hell yeah! How did I miss this!?
arkhaeart 13 Aug, 2021 @ 9:49am 
also curious if this mod compatible with VFE Mechanoids. Will these mechs appear in that mod events?
Arcanant 12 Aug, 2021 @ 5:51am 
Is it possible to do these changes by making a clean patch instead?

[[KIR]Extra Mechanoid Units and Equipment] causes compatibility errors by overwriting MechanicalThorax in file F:\SteamLibrary\steamapps\workshop\content\294100\2570363578\1.3\Defs\ThingDefs_Races\Bodies_Mechanoid_EMUE.xml
Isotope 436 12 Aug, 2021 @ 3:36am 
stinky
Arcanant 12 Aug, 2021 @ 3:31am 
Is it ok to use with VFE: Mechanoids?