RimWorld

RimWorld

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Simple Additions: Mech Clusters
   
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Mod, 1.6
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666.321 KB
20 Jul @ 6:54pm
7 Aug @ 10:35am
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Simple Additions: Mech Clusters

In 1 collection by Smxrez
Smxrez's mods
14 items
Description



Welcome to a brand new mod series I'm starting: Simple Additions. Each mod will add small, simple additions to specific parts of the game.

I find mech clusters kinda annoying not just because they are a little frustrating to fight, but also because they just lack variety.

On top of that, mechanoids don’t use tox gas nearly as much as they could.

So I made this mod to fix both of those issues by adding two tox-themed mechanoid turrets and a heavy mechanoid drop beacon to the cluster pool:
  • Auto Needler Turret: Rapid-fires a burst of tox needles.

  • Heavy Mech Drop Beacon: Summons a mech commander when triggered.

  • Tox Auto Shotgun Mortar: Lobs a salvo of 3 tox shells.

I highly recommend paring this with Lost Factory Mechanoids https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3386146460
As it adds an auto shotgun and beamer turret! (Which I would have made myself if this didn't exist)

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 log and I chop off your limbs)


[ko-fi.com]










Q: CE Compatible?
A: No.
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 but will cause errors if removed.
Q: 1.5?
A: I will not be officially supporting 1.5 but it may work.
37 Comments
Geojak 12 Aug @ 12:58pm 
ignore my last comment this seems to be vanilla behavour, from the wiki: "Like other condition causers, it can start immediately active or remain dormant for a few days. Waking up a mech cluster will not cause the auto mortar to immediately start firing. "
Geojak 12 Aug @ 12:55pm 
i think i found an issue. i had a dormant mech cluster with a tox mortar. i attacked them so the cluster woke up. mechs and turrets are now active, but the mortar still says active in 12 days. i believe the regular auto mortar would start shooting now. this appears to be a bug
Space Moth 7 Aug @ 10:36am 
I personally think it could do with a minimum range like the other 2x2 turrets. This gives it a counterplay if you send in a melee pawn with a shield to get close. Not fought it extensively so cant speak for others.

Maybe can add a 3x3 heavy needler turret without the minimum range and higher point cost.
Smxrez  [author] 7 Aug @ 10:36am 
1.0.5
- Auto Needler Turret range 38.9 -> 39.9
- Auto Needler turret cooldown 4.25 -> 4
- Auto Needler combat power 190 -> 220
Smxrez  [author] 7 Aug @ 10:30am 
might increase raid points and revert some of the changes but keep some
Smxrez  [author] 7 Aug @ 10:28am 
Published the changes before I read the comments lol
down to revert or make different changes if this feels like too much
1.0.4
- Auto Needler Turret range 45.9 -> 38.9
- Auto Needler Turret cooldown 4s -> 4.25s
- Auto Needler Turret accuracy mult 0.96 -> 0.95 (this is roughly a 20% accuracy nerf at max range but less impactful the closer it is)
Jetroid 7 Aug @ 10:25am 
@Smxrez - Agreed, please don't nerf it too hard. I found it really interesting. Could you consider giving it a higher raid point value, so it's less likely to spawn for early colonies?
Gerewoatle 7 Aug @ 9:52am 
@Smxrez - Please don't nerf it too hard. I actually enjoy the threat it poses.
Smxrez  [author] 7 Aug @ 7:42am 
@Space Moth was debating nerfing it and I probably will today in that case
Space Moth 7 Aug @ 2:45am 
I like the concept but found that the Auto Needler was very difficult to deal with an early colony given its range, accuracy, rate and the lack of minimum range.