RimWorld

RimWorld

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Reinforced Mechs 2 Unjank
   
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Mod, 1.5
File Size
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345.288 KB
15 Jan @ 5:36am
9 Apr @ 9:42am
9 Change Notes ( view )

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Reinforced Mechs 2 Unjank

Description
[discord.gg]

A brief list of features

- RM2 weapons no longer dilute the weapon pools of vanilla mechs like the Lancer.

- RM2 mechs no longer use random weapons. I always found it annoying how you couldn't pick a mech's weapon, how it would get rerolled when you revived the mech, etc.
This does not mean these mechs use a smaller variety of weapons however. I added some new pawn types for these mechs, similar to how the Centipede mech has three variants in vanilla. This means you can now choose what weapon a Zealot mech can use, for example.

- A very basic balance pass. Swapped the Ranger mech's charge lance with a charge lance pistol (as even its description says it's a cheap, disposable and lightly armed mech.). Tweaked some bandwidth costs here and there, so on and so forth.

- Tweaked the research requirements of some mechs. In the base mod, you unlock an upgrade to Lancer mechs before you unlock Lancer mechs. Things should make a lot more sense now.

- Tweaked the gestation costs of some mechs. Some mechs were incredibly cheap for how powerful they were while others were way, way too expensive.

Q&A
Does this mod work with Combat Extended?
Yes.
27 Comments
Я_ШЕЛУХА 12 Jun @ 3:51am 
In the original mod, the mechanoids could be armed with a variety of weapons, such as shard launcher or autocannon. But as far as I understand, it is impossible to create such mechanoids here. Can you please add this feature? I really miss it.
Computica 10 Apr @ 1:36am 
Thanks for the Update Turkler!
turkler  [author] 9 Mar @ 8:39pm 
@Smxrez it is what it is, can't think of a way of making it equally effective vs mechs without making it absolutely destroy regular pawns
Smxrez 8 Mar @ 12:45pm 
its neat but I find it does less damage than it did before
I had it fire on another mech and it hit it for 1 beam burn
And it seems a bit rng reliant on how many times it will hit too
Testing on a basically empty profile btw
turkler  [author] 8 Mar @ 1:11am 
@Smxrez my beam rework is now available with my tiny tweaks collection mod
turkler  [author] 7 Mar @ 11:08pm 
@Smxrez found a problem
ok so, I did some testing - the immediate impact seems to heavily damage anything, but the laser radius of the locust only seems to harm certain pawns (I'd guess flammable pawns but don't quote me on that) and I'm not sure why as the code says it's supposed to deal bomb damage
I might make a seperate mod that changes that laser to be closer to the diabulous' beam thing
Smxrez 7 Mar @ 9:44pm 
Yeah the beam mech
Just under-powered when compared to alternatives imo
turkler  [author] 7 Mar @ 8:08pm 
@Smxrez the big beam mech, right? I'll play around with it a bit and see what I can do, I did notice how ineffective it was vs other mechs before though
Smxrez 7 Mar @ 8:05pm 
Any chance you could give my homie Locust a buff?
I find it does little damage for how strong it looks
turkler  [author] 25 Feb @ 7:45am 
@Zezin :Ib_TheLadyinRed: