Mech Engineer

Mech Engineer

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Skaian's Mech Pack
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5.625 MB
2 Feb, 2024 @ 4:42pm
21 Jul, 2024 @ 7:17pm
10 Change Notes ( view )

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Skaian's Mech Pack

Description
Adds 4 new mechs to spice up your hangars!

Mechs
Egg
This is from the official Magic Wand example mod, only known as the "power armor mech", it was very cute and has some interesting enough stats that I felt it could stand to be on its own. The large and small sprites were originally by KiberKreker the dev, everything else was created by me.

The Egg is a tiny thing, almost the bare minimum with just 1 weapon slot, 2 motor slots, and 2 auxiliary slots. Despite this, it has an absolutely amazing native 75 heat resistance. It's astoundingly cheap and even only takes up 1 production slot, meaning you can spam these out and are only limited by the number of pilots you have. This is free to produce from the very beginning, no research needed, however you only start with 2 unlike the basic coffin miner mechs where you get 6 total. Regardless, this little thing should give you more options for entering high temperature tiles in the early game while still being able to provide some support in the mid-late game.

Scalene
Lore-wise, this is a smaller, scaled-down version of the separatists' Triangle mech, meant for mass production. Like the Egg, it takes just 1 production slot and also has a respectable 75 impact resistance. It also has the highest base speed, letting it scurry around quicker than other mechs. Otherwise it's inferior to the Plate, with 2 less auxiliary slots and 2 less motor slots.

The Scalene exists on the research tree as an alternative to the Triangle. It takes less time to research meaning you can reach the later mechs faster, but it's also a weaker option compared to the Plate or Triangle. On the other hand, you can produce more of these while also not clogging up your production queue like building the larger mechs would. Tradeoffs.

Bulwark
Where the Castle mech is a giant bristling weapons platform, the Bulwark is instead a massive hunk of steel. It has a girthy native 20 passive armor, and though it only has 1 weapon slot it has a whopping 8 auxiliary slots, giving it potential for a supportive role by mounting a bunch of C-RAMS while still benefiting from good ammo efficiency. It also has the ability to melee stuff! It's not meant to replace Castles (of with it's a contemporary on the research tree) but instead complement them.

Mule
The Mule (alternative name: Doggo) is a new early game mech as an alternative research option to the water-specialized Holo. It possesses amazing ammo economy, with a base firing time of 13 seconds and a 9 second reload. This thing can keep up rapid fire miniguns or small missiles when most other mechs are forced to reload. It might not have as much potential in the end-game compared to the Plate given its limited aux and motor slots, but it should give you another good option for mounting your ammo-hungry weapons.

Compatibility
You can add this to an existing or new save, however saves that have mechs from this mod will break if you remove it. Mod order is also very important; if you have this mod in addition to any other mods that add mechs or production items, make sure you keep the mod load order the same when loading saves.

I highly recommend pairing this with newageofpower's Rebalance Mod to bring up some of vanilla's underperforming mechs!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3048952287

Change Log
7-21-2024: Added a brand new mech! Meet the Mule (alternative name: Doggo), an early game mech that has amazing ammo economy, though limited aux and motor slots.

6-4-2024: Fixed an issue where I had accidentally left some dev stuff with regards to the Bulwark's research in, woops! Also actually added in the aforementioned beginning Egg mech stuff.

5-30-2024: Updated the thumbnail with my great friend's awesome render! I also let new saves start with 2 Egg mechs so you can immediately take them out on a test drive!

5-21-2024: Updated for 1.0!

Known Issues
For some reason occasionally the game won't be able to load the sprites for the production menu, causing a crash. While I know the cause, I can't seem to figure out the actual conditions that causes it. If you encounter this error, please share your save file and also share the mod list in the exact order they appear in your mod menu.

Credits
KiberKreker - For creating the game, the Egg's big and small sprites, and plenty of help in the official Discord while creating this mod.
newageofpower - Help with balancing the new mechs.
Admiral Kew - For the wonderful Bulwark model and renders that are the thumbnail! Check his stuff out here: https://twitter.com/avtomat47
Popular Discussions View All (1)
1
13 Mar @ 3:35pm
Starter Egg loadouts
AburntBridges
36 Comments
skaianDestiny  [author] 28 Jul @ 5:34pm 
@[Apply_Meme] it's possible, but right now I only know how to get rid of the reserve mechs. Make a copy of this mod, then in obj_content_mechs.lua comment out line 17 and change line 18 to "local v_content = 1;".

You'd need to ask the developer on the Discord how to edit the mechs in the ready hangar.
[Apply_Meme] 27 Jul @ 10:14pm 
any way to start with only the two egg mechs and 0 coffin miner mechs? I downloaded the mod and started a new run only to see that I have both the 6 coffin miner mechs and the 2 egg mechs at the ready.
kOiGuh 19 Mar @ 9:26am 
Hm, Well I'll try to find the research tree for these bois.
skaianDestiny  [author] 19 Mar @ 6:54am 
@Mrt. K Nope, they don't replace the vanilla mechs, they are additions to the base roster. Honestly while I'd love to add more mechs most of the unique niches had already been taken up by the vanilla ones. Save for one mech I'd like to add but don't have the time to implement its acquisition of (it's meant to be a unique special mission reward), I'd honestly consider this mod complete.

I would eventually want to add the last mech but I've found I have less time to spend working out how to add a custom mission nowadays, even if we have the functionality.
kOiGuh 18 Mar @ 11:06pm 
These are supposed to replace the vanilla mechs right? I assume this mod has been abandoned? :steamsad:
CatlikeSpectator 14 Mar @ 6:56pm 
Just wanted to update for anyone looking at the mod, this mod was not my issue. If anyone runs into the same issue I had, clearing the production queue in my save file (ctrl+f hangar_number to find) resolved the crash.
skaianDestiny  [author] 13 Mar @ 6:12pm 
@CatlikeSpectator if you want you can join the developer's Discord and share the file there, so the dev and I can look at it.
CatlikeSpectator 13 Mar @ 12:42pm 
@skianDestiny
For sure, where should I send it to?
skaianDestiny  [author] 13 Mar @ 6:20am 
@CatlikeSpectator I just quickly tried to replicate the issues you had (same mods and load order) but I couldn't get a crash with those issues; I was able to research, manufacture, and obtain the modded mechs.
skaianDestiny  [author] 13 Mar @ 6:01am 
@CatlikeSpectator It looks like its an issue where the game can't pull the sprite needed for the production menu. I'm not sure why, do you think you could upload your save file?