RimWorld

RimWorld

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Stronger Vanilla Mechs
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Mod, 1.5, 1.6
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27 Jul, 2024 @ 10:51am
8 Jul @ 7:05am
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Stronger Vanilla Mechs

Description


Intro
Vanilla mechs are pretty weak these days. They have been for a long time. Even more so now with the ever increasing power creep that players have at their disposal with Anomaly and Biotech, and 5 billion mods giving pawns infinite speed/manipulation/skills. It's time to right the imbalance.

TL;DR: "Screw all this rambling, get to the good stuff!" - Scroll down to "info" to see all the changes
I also feel that the vanilla armor system is criminally under-utilised. Most of the time, it ends up being immersion-breakingly "player-centric", with the player pawns being (for the most part) the only ones that really end up making use of extremely high armour values with excellent to legendary quality cataphract armour. Furthermore, player-made mechs get absolutely overshadowed in combat by super soldier pawns with power armor and high quality weapons, and are generally more annoying to maintain.

I wanted to restore mechs to their former glory. Gone are the days of fragile robots made of glass that shatter after two shots from a pistol. Gone are the days of needing to install CE to make mechs even slightly challenging. This is the return of the great blood machines sent by the gods, as the tribal start refers to them. You will know fear.

What this mod does:
  • Increases both the offensive and defensive capabilities of all combat oriented mechs in the base game and Biotech very significantly, along with those in many popular mechanoid mods. They are not a V.O.I.D. level threat, but they are still incredibly strong compared to their vanilla balance.
  • Makes armor penetration matter a lot more in combat with mechanoids.
  • Allows player-made mechs to compete with super-soldier programs in terms of defensive capability.
  • Only mechs that are strictly combat-focused or combat-adjacent (like the paramedic and tunneler) have been buffed. Mechs that are purely utility have not been touched. Mechs are all about efficiency after all, and those not intended for combat would not waste resources on extra armor plating unless they're doing a job that requires it.
  • The stat increases are not simply equal buffs that have been applied across the board. Careful attention was paid to buff them in ways that accentuate the unique characteristics and combat roles of each mechanoid, while also increasing the threat posed by all of them.
What this mod doesn't do:
  • Introduce new mechs into the game
  • Introduce any particularly different or new mechanics to mechanoid enemies or bosses. That's not the aim of this mod, the purpose was to use vanilla mechanics to simply make them stonger and more formiddable than they are, using the systems that are already in place.



All stat changes are listed here.
Note: only stats that were changed are listed. Those stats not listed have not been changed.




  • Don't underestimate blunt weaponry, it's still somewhat stronger against mechanoids if you're lacking high penetration sharp damage weapons.
  • Mechs that were vulnerable to melee before are still vulnerable to melee. Use it.
  • Craft high AP weapons of high quality.
  • Make your own. Yours get the buffs too.
  • Use EMP. Use guerrilla tactics. Think outside the square. Don't expect to just stand in your fortified positions and shoot with nothing going wrong.
  • Don't attempt to fight mech commanders if you aren't sufficiently prepared. These are now in a league of their own, and are incredibly powerful foes. Do not underestimate them.
  • Run away!




  • *Not* currently CE compatible.
  • Biotech: fully patched, but not required.
  • Vanilla Factions Expanded - Mechanoids: fully patched! The advanced versions of mechanoids have been buffed even more than their regular counterparts! Only the "true mechanoids" were patched. Lower tier buildable combat robots have unchanged stats to reflect the significant difference in their level of technological advancement. You are here to suffer after all, and we can't make things too easy.
  • Alpha Mechs: fully patched! Beware, the higher tier mechs from this are now incredibly powerful. An Apoptosis may potentially wipe a late game colony.
  • Diverse Mechanoid War Procedure: fully patched!
  • Advanced Mechanoids: patched!
  • Scrambler Mechanoid: patched!
  • Hunter Mechanoid: patched!
  • Recon Mechanoid: patched!
  • Patched mods have had custom textures added where necessary.
  • AT CHARACTER LIMIT. SEE COMPATIBILITY DISCUSSION FOR FULL LIST OF PATCHED MODS




Q: How many mechs were patched?
A: Yes

Q: CE?
A; Not right now, though I will look into making a patch in future.

Q: Performance impact?
A: These are all XML changes as of right now, so there should be none at all.

Q: Doesn't this make player-made mechs OP?
A: Yes and no. The process of obtaining your own mechs will be harder due to having your progression locked behind bosses that are now significantly harder to kill, and which are far more likely to spell doom for your colony if you call them before you're adequately prepared.

Q: Is x mod patched?
A: Yes

Q: No seriously it's not, can you patch it?
A: Drop it in the comments and if it contains mechs it would make sense to patch, I'll patch them.

Q: X mech is too overpowered/underpowered.
A: This project is balanced to my personal taste and what I think the game needs, what I think is cool, and what I think an ultratech mech faction should be like. In my opinion, a ramshackle colony of disparate humans should not necessarily expect to be capable of standing toe to toe with a global pandemic of hyper-advanced robot armies. You should feel like humans in Terminator, fighting a guerrilla war against savage machines that are stronger than you and have no concept of mercy.
That being said, I'm open to suggestions. If there's something you think could do with a tweak, let me know.


Oskar Potocki - Vanilla Textures Expanded and some of the art I used in the thumbnails.
AOBA - Fortifications Industrial series, featured in the screenshots.
People on the Rimworld discord for helping me.

All custom artwork and XML for this mod was done by me.
Popular Discussions View All (3)
12
1
8 Jul @ 6:47pm
PINNED: Compatibility
Nishe
9
8 Jul @ 7:28am
PINNED: Mod changes: Alpha Mechs
Nishe
0
31 Jul, 2024 @ 2:24am
PINNED: Mod changes: VFE - Mechanoids
Nishe
135 Comments
TheSurvivor64 31 Jul @ 4:43pm 
This looks absolutely horrifying, I almost want to pause my odyssey run to TRY to survive on a planet pre-dominantly occupied by these monsters. I'm not super experienced so it has to be a good challenge
Paragon 25 Jul @ 1:15am 
Just wanted to thank you so, so much for this mod. Love the difficulty and changes actually giving a proper use for armor-piercing weapons, etc. And making Mechanoids a threat rather than slightly threatening bullet sponges. Love the image previews too!
Karkinos 24 Jul @ 2:29pm 
Mech bosses in this mod are utterly horrific, fighting two diaboli at once had me pausing the game to put my hands on my head.

Excited to see what you do for the Odyssey cyclops, its already dangerous even with its relatively thin armor.
Nishe  [author] 22 Jul @ 7:48am 
@Fidel Castro It doesn't change the threat point calculation. I wanted to make them harder, not just more condensed.
Fidel Castro 22 Jul @ 7:13am 
Does this change the threat point calculations of said mechs or just makes them harder?
Nishe  [author] 22 Jul @ 2:34am 
@Farbott It's meant to be a walking apocalypse, to live up the name, so this is kind of intended. Its armour isn't technically any tougher than the diabolus or war queen (except for slightly more blunt protection), it's just a lot harder to lock down in melee because its AI likes to leap away when hostile pawns get too close.
Farbott 20 Jul @ 1:37pm 
hoooooly shit the apocatron might be a bit overtuned, short of rocket complexes from vanilla turrets nothing hurts this thing and it just 2 shot someone in excellent grenadier armor
Nishe  [author] 8 Jul @ 7:17am 
Update:
- Fixed errors on load when running in 1.6 with Alpha Mechs.

Balance changes to Alpha Mechs:
- Buffed the Legate's shield massively, from 650 hp up to 1600 hp to reflect its role as a higher tech and more expensive version of the centurion.
- Also buffed the recharge rate of its shield to 4 hp/sec, matching that of the centurion.
- Buffed the mech gestation cooldown of the War Empress to 15 sec down to 9.3 sec., slightly longer than that of the War Queen.
- Increased the amount of plasteel the War Empress carries from 500 to 800.
- Decreased cooldown of the Empress's sniper turret from 4.5 sec to 2 sec to match the higher lethality of other mech commander turrets.
Nishe  [author] 7 Jul @ 9:46pm 
@short 5357 Yep, it's been patched c:
short 5357 1 Jul @ 8:43am 
Does this work with [AV] Mechtech mechs?