RimWorld

RimWorld

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Diverse Mechanoid War Procedure
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Mod, 1.4, 1.5
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4.183 MB
25 Apr, 2024 @ 2:28pm
29 Mar @ 3:50am
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Diverse Mechanoid War Procedure

Description
This mod adds variety to old and new mechanoids that add new gameplay mechanics to mechanoid raids and deffences of your now wider in arms mechanitor army

list of all mechanoids added with this mod

knight:
the frontilne tank of a mechanoid, upgraded version of scyther with lower overall dps but tankier in health, equipped with a shield instead of left scythe for more tanking opportunity, aswel as equipped with personal shield bubble for intercepting incoming projectiles


lancer assault:
different version of lancer focused on more chances to hit rather than having one huge impact, equipped with modified charge lance to hit 3 times in a row, making it charge rifle+


militor scout:
your typical swarm-spam enemy, diffrenciating from original militors in having weaker, yet faster pistol instead of shotgun, having range advantage over their cousins



militor sniper:
long range mini version of pikeman, if not their militor body build, they would be more similar to pikemans instead, as these are supposed to be their cheaper alternative



pikeman commander:
some say these elites of pikeman race hold pieces of archotechnology with them, but all mechanitors aknowledged with them understand that its not true. equipped with toxic needle gun they seem like commanders of commanders, but their aiming software is weakened due to most of their processing power being on the back of their corpses in a single super-computer, calculating trajectory and simulating different scenarios for all nearby mechanoids, transmitting wireless signals improving their aiming abilities by lowering their aiming time, and rising accuracy of all nearby friendly to them mechanoids


pikeman deffender:
this deadly mid-ranger main purpose is to cause as much havoc as possible, while protecting their nearby allies. equipped with simplified version of autocannon turret that was possible to be manned only by pikeman deffenders, since centipedes already are having better equipment, only because of their body shape, helped by sets of hydraulic pumps connected to what resembles simplified version of mechanoid cluster shield generators for protecting itself, and nearby allies



praeorian:
these high tech - high rank of mechanoid ranks are supposed to help their nearby allies survive by decreasing incoming damage and increasing their armor by using high tech semi-glitterworld procedures of manipulating nearby matter, making all chosen target more resilient and tougher to cut, with only downside of it being that these areal waves of manipulation are targetted to only steel, making only mechanoids affected by these phenomena



termite shocker:
high tech - crowd control mobile construction, specified with dealing with electronical infrastructure, such as turret, generators, batteries, and of course, other mechanoids and agumented humans. tribal stories say these are the avatars of mechanoid non existent peaceful nature, as even being harmless they try to harm others with powerless blasts, the most feared however are high tech factions, as even some of the more transhumanistic planets consider these "beasts" as insult to their culture and forbid their usage by counting them as war crimes



termite toxer:
scummy way of crowd control, in favor of those who plunder toxic wastelands, toxer termites also called as "boosters" by some mechlord wasters, are the biggest threat to all biological life, without causing any wounds, their primal weapon, is to gas their enemies with toxines called simply "tox" that they release to the air of enemies in capsules filled with these vile fumes, downing everyone in range of gas if given enough time



washer:
the last of mechanoid ranks, well, is something you wont see in your typical mechanoid raid, washer is used mostly by human mechlords as portable firefighters as their only purpose is to contain damage of fire, mechanoid hives use them only in high security factories as a fire solution in case of sudden outburst of flames, they are completly harmles otherwise to any living creature and they only usage is utility and fireproofing pawns in combat



hope you enjoy this mod and in case of any suggestions, ill have open four pinned chats under this mod:
Popular Discussions View All (4)
35
15 Jul, 2024 @ 10:08am
PINNED: update suggestions
Amethyst the otter
8
5 Jul @ 4:23am
PINNED: bug issues
Amethyst the otter
3
29 Mar @ 3:52am
PINNED: Update changelog
Amethyst the otter
89 Comments
Amethyst the otter  [author] 19 Jul @ 5:54am 
i wanna first play the dlc modless, and then im gonna see if mod doesnt bother with anything new, cus ive heard lots of people just slapped 1.6 and called it a day before dlc released and there been warnings for mods that may cause issues, i just wanna first play without spoilering things for update
Aulie 18 Jul @ 7:14pm 
Amethyst said soon gang. No rush
水晶哥牌音响 17 Jul @ 8:00am 
1.6?
DeathTomato 16 Jul @ 2:08am 
Don't be a dick @5150, mods are free for us
Amethyst the otter  [author] 26 Jun @ 6:13am 
soon
5150 25 Jun @ 2:41pm 
Need 1.6
Amethyst the otter  [author] 21 Jun @ 5:36am 
this mod was never made to work with CE, i am not interested in CE, so i dont really know, i dont patch it for CE, if anyone wants to make patch for it is welcome but im not looking to working on CE
モルフォ 21 Jun @ 5:31am 
Hello! I’m currently using your mod together with Combat Extended, and I would like to ask:

How can I find the crafting recipe for the ammunition used by some of the mechs in your mod when using Combat Extended? For example, the 70mm grenade used by the Termite mechanoid — I can see the ammo listed in the item descriptions, but I couldn’t find which workbench is used to craft it.
Thank you very much!
Amethyst the otter  [author] 13 Jun @ 11:09am 
wait really? i havent checked it in a while, i need to refresh this mod for 1.6 soon anyway
The Lord Pootis 13 Jun @ 10:29am 
Small thing that could use a fix when you get time is the allegiance overlay for the termite shocker, it seems to use the front facing sprite for when it's facing the right or left which doesn't look right.