RimWorld

RimWorld

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Neural Network
   
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23.290 KB
25 Oct, 2022 @ 8:37am
20 Mar, 2024 @ 7:49am
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Neural Network

In 1 collection by Grizzle
[GMT] MODS
14 items
Description
Forked "The Mechinator" scenario.

- Allowed exostrider remains so a second colonist can become a mechinator more easily.
- Various tweaks to starting resources, mechanoids and research.

The despisal for your fellow colonists had finally come to ruin. The leader of your old faction had finally had enough of your far-fetched ideas of a neural network and becoming reliant on mechanoids. You were given two options; abandoned your mechanoids or be cast out of the colony. You chose the latter and were sent off to a distant rimworld.

Your faction will be a New Arrivals.
Start with 1 mechanitor.
Your people will be between 18 and 24 years old.
Arrive in drop pods.
Player starting characters have a 100% chance to start with trait: Industrious
Start with research: Basic mechtech
Start with research: Battery
Start with research: Biofuel refining

Start with:

-Mechanoid: Lifter
-Mechanoid: Constructoid
-Mechanoid: Constructoid
-Mechanoid: Agrihand
-Silver x600
-Packaged survival meal x40
-Medicine x20
-Component x60
-Steel x1000
-Plasteel x100
-Basic subcore x3
-Chemfuel x400
-Chemfuel powered generator
7 Comments
Jboy9786 25 Feb, 2023 @ 5:23am 
do i need minify everything for the chemfuel powered generator ?
Fireside 28 Dec, 2022 @ 1:35pm 
Not a bad starting scenario, a bit easier of a start than the base mechinator start, but I think I like this one better
Maty the Fluff :3 3 Nov, 2022 @ 5:40am 
oh damn, i had no idea. thanks!
Grizzle  [author] 3 Nov, 2022 @ 5:29am 
@Maty the Fluff :3 Its a scenario so when you create a new a game you'll be able to select it from there
Maty the Fluff :3 3 Nov, 2022 @ 5:28am 
uh, so how's this work exactly? the mod isnt showing up in my modlist
[RCQ] Dâu Tằm 29 Oct, 2022 @ 11:39pm 
nice
thatcodyguy 28 Oct, 2022 @ 1:43pm 
Cool stuff!