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RimWorld

Biotech - VFE: Mechanoid Patch
38 Comments
喵酱official 8 Jul, 2024 @ 7:36pm 
please 1.5
hhoferitza 16 May, 2024 @ 4:42pm 
yea dont work :(
Farron 6 Apr, 2024 @ 8:40pm 
Hey are you going to update this to 1.5?
zahcha 19 Jan, 2024 @ 10:21am 
dont work
:1dthumbsup:
Sera 12 Jan, 2024 @ 12:08pm 
@Dragonjspider
There is actually a mod that makes them craftable. Craftable mech components.
Halcyon 9 Jan, 2024 @ 11:50pm 
I abused this so hard
Halcyon 24 Dec, 2023 @ 9:46pm 
I am going to abuse this so hard
Alex_ 20 Oct, 2023 @ 9:40am 
Is this still neccesary?
Sera 25 Sep, 2023 @ 10:36am 
I think balance should be 5 basic sub core per component craft. Because I can crank out 20 of them in 5 minutes.
extremegamerbr 27 Jul, 2023 @ 6:27pm 
I think that for balancing, only the standard subcore and the high subcore (or only the high subcore) should be able to be used to produce a mechanoid component, and it also would need plasteel and an advanced component to make it into one or two mechanoid components.
Minibonz 29 Apr, 2023 @ 7:49pm 
For balancing, how about making it so you need the previous tier of subcore to make the next one(or several)? Then also making it so you can't craft the Basic Subcore from Mech Comps? That way you still can build everything, and you still can swap cores to comps, but it takes more time and effort.
雪间鸣 13 Apr, 2023 @ 3:20am 
我不得不说这个想法很棒,但是我们至少应该移除基础的配方转换,因为它会让我们规避“抓一个囚犯”和“攻打一个机械族基地”的需求
Dragonjspider 25 Mar, 2023 @ 5:34pm 
I think the problem lies in what the mech components are worth,
The mech components aren't obtainable without mech raids, but the cores can be made.

So maybe it should be a one way thing instead.
I feel like being able to make the mech components is the stronger thing, so I think converting mech comps into cores is a lot more balanced.

Might be worth making a mod option for disabling/enabling each recipe instead of just removing some of them; some people might like that about this mod.
Aranador 22 Mar, 2023 @ 12:28am 
Mechanoid Enjoyer is probably thinking along these lines - it is possible to make basic cores out of scrap you find lying in a pile. Make 5 of those, and you have 5 mech chips, which previously you could only get by prying out of the grip of a very active and angry death bot hive. Then you can turn those 5 chips into a high core, which previously required a 'volunteer'. So we've gone from needing a genuine costly requirement, to a scrap pile and time.
Usernames Are Hard 12 Mar, 2023 @ 3:31pm 
@PunkyRoo I just feel like maybe removing the recipes for making high subcores with mech components or making mech components with basic subcores should be removed or made vastly more expensive, since the first circumvents the need to sacrifice a human life and the second circumvents needing a mechanoid raid or cluster with just steel.
PunkyRoo  [author] 12 Mar, 2023 @ 12:23pm 
@Mechanoid Enjoyer Do you have a suggestion of how to balance it. Because the ability to switch between is kinda the core idea of the mod. :D
Usernames Are Hard 26 Feb, 2023 @ 7:45pm 
I feel like making it so that basic subcores can be used to make mech components is a bit overpowered honestly. Likewise with mech components being used to make a high subcore.
PunkyRoo  [author] 18 Feb, 2023 @ 5:04am 
I think the idea of a mod that makes VFE:M mechs produce waste packs is valid, I will look into how complicated adding that would be... but then, I feel like it would make the Biotech and VFE:M mech more similar and I think it would be more worthwhile to give value to BOTH mechs. So maybe VFE:M mechs don't produce waste, but maybe there is a trade off? Maybe they are more costly to build... maybe require more power to recharge?
Trioculus 12 Feb, 2023 @ 2:59am 
@The Prophet of Groove recipes are found in the fabrication bench, thus also requiring the fabrication base game tech in order to craft the bench.
Prophet 11 Feb, 2023 @ 4:20am 
i might be dumb but i cannot find the recipe anywhere
Haknoes 5 Feb, 2023 @ 1:21pm 
Yeah, that's the way it should work. VFE Mechanoids are from a time before wastepacks... but it's clear that wastepacks are the way mechanoids are supposed to work now.

I'd argue that maybe the whole automation setup (factories and the like) in the VFE:M mod should produce wastepacks too, at this point.
Datboi 5 Feb, 2023 @ 7:56am 
@Stormline526 I actually would really like that as well
Stormline526 3 Feb, 2023 @ 3:03am 
I'd love an "opposite" option of what you propose. Disable VFE mech crafting entirely, make them all gestatable, and make them produce Wastepacks. In short, bring VFE mechs in line with vanilla mechs.
章鱼哥 1 Feb, 2023 @ 8:48am 
has big bug:
Assault base has no enemies:steamsad:
Mr. Exter 24 Jan, 2023 @ 2:27am 
I think that for the conversion from

Basic subcore to mech. component you would need:

x1 basic Subcore
x10 Components
x3 Advanced Components
x50 Plasteel
x40 Gold

Standard subcore to 2 mech component you would need:

x1 standard subcore
x5 Components
x1 Advanced Component
x30 Plasteel
x10 Gold

High subcore to 3 mech component you would need:

x1 high Subcore
x3 Components
x20 Plasteel

Notice how the ingredients of crafting are going down based on the type of subcore? That's because based on how advanced a core is, turning it into a mech component requires less materials (due to their complexity.)

Now if you want to turn the mech components to subcores, I would suggest that it returns 20% less materials, in order to avoid looping around between recipes. I mean I would do this, but it's your mod lmao
PunkyRoo  [author] 23 Jan, 2023 @ 6:17pm 
@markhunter @HappyHead @Mr.Exterminatus What do y'all think would be a good balance for the other recipes? I would ideally like to create a situation where there is some conversion back and forth. Including making High Subcores (since some people like the idea of producing them without murder for roleplaying purposes).
PunkyRoo  [author] 23 Jan, 2023 @ 5:42pm 
@markhunter @HappyHead @Mr.Exterminatus Great points! That does makes a lot of sense to view the VFE mech as more advanced... in some sense... since they don't produce waste, etc. Let me ponder this more... and I'll update the mod.
PunkyRoo  [author] 23 Jan, 2023 @ 5:40pm 
@Mekbad Sure.... but you can abuse the mods (and base game) in a lot of ways to power-level. I want as much flexibility as possible into converting from one to the other.
PunkyRoo  [author] 23 Jan, 2023 @ 5:39pm 
@Duncanois that was actually a big reason I made this. As much as "ethical" seems to be antithetical to Rimworld. :D
HappyHead 23 Jan, 2023 @ 9:32am 
@markhunter's suggestion gets a +1 from me.
There's another mod which simply removes the buildable mechs from VFE. Since mech components are used for the factory buildings, a reverse operation recipe may be all that's required to balance without conflicting with modders who've cut VFE's buildable mechs.
Mr. Exter 23 Jan, 2023 @ 6:13am 
@markhunter is right. Right now, I could just create more basic subcores and turn them into advanced mechanoid components. After I have 5, I could turnTHEM into a High Subcore and then boom free Centipede.
Blacklist897 22 Jan, 2023 @ 1:22am 
there is a reason why Biotech mechs Produce Waste and VFEM not
vfem mechs are just drones while biotech ones are semi liveing
Redknight910 21 Jan, 2023 @ 6:02am 
I've been waiting for something like this to mesh the two kinds of mechs. Good work.
Duncanois 20 Jan, 2023 @ 4:18pm 
Thanks for this! I especially love the idea of making subcores craftable using mech components, espicially the high subcores...makes it easier for a more 'ethical' playthrough
markhunter 20 Jan, 2023 @ 12:09pm 
Nice mod

A balance sugestion I have would be

2 Basic Subcore + 1 Advanced Componend = 1 Mechanoid Component

With that there would be a reason why Biotech mechs Produce Waste and VFEM not
PunkyRoo  [author] 20 Jan, 2023 @ 11:43am 
@TurtleShroom Thanks for the reminder! Updated.
TurtleShroom 20 Jan, 2023 @ 10:54am 
Awesome work! For attribution and Valve compliance (respectively), you need to list the VFEM Mod in the Side Bar and mark the "Biotech" EP.