RimWorld

RimWorld

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Alpha Mechs: Re-Examined
   
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Mod, 1.5, 1.6
File Size
Posted
Updated
666.751 KB
7 Jun @ 8:10pm
25 Jun @ 6:46pm
2 Change Notes ( view )
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Alpha Mechs: Re-Examined

In 1 collection by Smxrez
Re-Examined Mod Series
8 items
Description

NOTE: This is derived from my patch in Progression: Robotics, so it does NOT work with that mod. (Functionally they’re nearly identical so use Progression: Robotics if you want the extra changes.)

Click here for Progression: Robotics

I always thought it was weird how Alpha Mechs is one of the only mech mods that gives you a full set of mech research that is done at the exact same time as the vanilla mech research.

So I made this mod to fix that by merging all vanilla-adjacent mech research together. It now flows better and feels more natural as you progress.

To go along with the merge, I’ve also adjusted research costs to balance out the now-condensed tech tree.

I also tweaked the Blitzkrieg, because it felt unnecessarily annoying to mass-produce for what you get out of it.

When paired with any mods that alpha mechs adds mechs for, this mod also merges the unlocks/research into vanilla.

That’s it for now. I’ll probably expand on this later and do a pass some of the other mechs, but nothing’s really screamed "change me" so far.

As always, if you run into a bug, please leave a comment containing a hugslib log + what you were doing when it happened. (If you don't give me a hugslib log and I chop off your limbs)


[ko-fi.com]







Full list of changes:
Light alpha mechs: - Moved to Basic mechtech Standard alpha mechs: - Moved to Standard mechtech Heavy alpha mechs: - Moved to High mechtech Ultra heavy alpha mechs: - Apoptosis moved to Crypto harmonization - Starfire moved to Crypto harmonization - Infernus moved to Voidlink connectivity - Legate moved to Voidlink connectivity - War empress moved to Quantum pulse messaging - Siegebreaker and Siegemelter to Quantum pulse messaging - Rest moved to Ultra mechtech Blitzkrieg: - Steel cost 20 -> 60 - Component cost 0 -> 2 - Subcore cost 1 -> 0


Q: CE Compatible?
A: I don't see why not.
Q: Does this work with Progression robotics?
A: No do not use both of them at once.
Q: This sounds op! muh balance!
A: I tried my best to keep things balanced while also keeping things fun. If you think something is off, let me know!
Q: Save game compatible?
A: Should be safe to add and remove.


Smxrez (Me) - XML
Inglix - Additional modded mech patches
Ferny - Progression: robotics
14 Comments
DeathTomato 4 Jul @ 8:30pm 
Thanks a bunch! Really appreciate it:steamthumbsup:
Smxrez  [author] 4 Jul @ 7:40pm 
DeathTomato 3 Jul @ 6:30pm 
Can I find the font anywhere? Not sure if rimworld uses a prexisting one or has its own.
Smxrez  [author] 3 Jul @ 5:18pm 
@DeathTomato I make them all myself in a photoshop adjacent program
DeathTomato 3 Jul @ 2:21pm 
How do you do your infographics? Do you make them yourself or commission them? They look really nice and I'd like to take a page from your book.
Saul Goodman 30 Jun @ 10:03pm 
so cool mod!!
:steamthumbsup:
Smxrez  [author] 25 Jun @ 6:46pm 
1.0.1

- "Updated" to 1.6
The Lord Pootis 18 Jun @ 7:03am 
Speaking of blizkreigs, It seems that they also explode upon being manually disassembled by their mechanitor, found that out the hard way when I realized I accidentally made one more than I intended and went to get rid of it.. Maybe you could prevent it from exploding if destroyed in this specific manner so that they're not a massive hazard to clueless mechanitors such as I?
danrmiller58 11 Jun @ 11:34am 
@Weriik I assume it is just an RC-XD so it has really simple programming
Smxrez  [author] 11 Jun @ 6:44am 
@Weriik thats true i might do that instead