RimWorld

RimWorld

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Cybranian - Mechanoid Hediffs
   
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
305.054 KB
10 Jun, 2023 @ 12:34am
1 Aug @ 2:45am
4 Change Notes ( view )

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Cybranian - Mechanoid Hediffs

In 1 collection by Cybranian
RimWorld+
34 items
Description


[ko-fi.com]
[boosty.to]


About
This mod will add various hediffs to hostile mechanoids. Some will give them bonuses, some debuffs.


Details



List of hediffs

* Chip
Part of the microcircuit connected to the AI ​​center.

* Microcircuit
Microchip for a robotic brain. Expands the possibilities of control and consciousness.

* Breakdown
Malfunction of sensors, causing system failure or interruptions in signal reception.

* Equipment module
Equipment not included in the standard assembly scheme.

* Sensor
Optional advanced sensor for faster environmental response.

* Laser eye
A powerful technological eyepiece that assists the mechanoid through laser guidance.

* Antenna module
Reinforced antenna module for capturing the slightest auditory vibrations.

* Shield module
A large EMP shield module that enhances protection for surrounding mechanoids.

* Teleporter
The teleporter allows the mechanoid to quickly reach its kill target.


Welcome to Settings





Original Russian translation
Original English translation




Compatibility Info
- Need start new game: No
- Mod can be deleted in midgame: Yes
- DLC required: No
- CE compatibility: Yes

Incompatibility Info
- No data




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21 Comments
elĐeve 1 Aug @ 12:40pm 
yoooooooooooooo
Cybranian  [author] 1 Aug @ 2:59am 
Updated
elĐeve 16 Jul @ 8:56pm 
1.6 plooox
thorman123456789 4 Jul @ 12:46pm 
1.6 please?
Qucumber 8 Oct, 2024 @ 8:17pm 
Can mechanitors make these/use these?
moo 7 Aug, 2024 @ 11:07am 
Update your about.xml for required dependencies
CTH2004 5 Jul, 2024 @ 9:03pm 
Ah well, guess I’ll have to keep looking for ways of teleporting for pathing!

Either way though, I’m assuming it is, but just want to double check, it’s fine if I look at the code, right?
Cybranian  [author] 4 Jul, 2024 @ 1:07am 
@CTH2004

Yes it is
CTH2004 3 Jul, 2024 @ 9:00pm 
What I mean is this:

How is it integrating the teleporting with the pathing?
It sounds like it just paths like normal, but “if enemy nearby, teleport to them”, so it’s not using teleportation to move, but just as a shortcut?
Cybranian  [author] 20 Jun, 2024 @ 7:42am 
@CTH2004

I do not understand what do you mean. An AI pawn uses a teleport if its target is within range of the teleport, thus no effect on pathfinding occurs