RimWorld

RimWorld

Reinforced Mechs 2 Unjank
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:
Zezin 25 Feb @ 5:01am 
Turkler you're so beautiful
turkler  [author] 13 Feb @ 3:05pm 
@The Lord Pootis that sucks
The Lord Pootis 13 Feb @ 8:06am 
@turkler are there no mod options for it? I can't seem to see any for it, with so many different tweaks I feel like it'd be a good idea to have a mod option to enable and disable specific tweaks as I personally don't like all of them while i do like some of the other ones in the mod.
turkler  [author] 13 Feb @ 1:33am 
@The Lord Pootis I do have a fix for that in my tiny tweaks mod
The Lord Pootis 12 Feb @ 2:51am 
Hey do you think you could do something similar for the advanced centipede from the faction expended mechanoid mod? it has a similar problem where you can't choose which weapon the advanced centipede ends up gestating with and if i'm going to be fighting other mechanoids I'd rather my brand new shiny centipede be one with a blaster that can actually hurt other mechs as opposed to an inferno canon which does literally nothing against them.
turkler  [author] 29 Jan @ 6:58pm 
@WeirdSkull fixed, thanks for the report
turkler  [author] 29 Jan @ 1:04pm 
@WeirdSkull nope, oversight on my part. I'll fix in a moment
WeirdSkull 29 Jan @ 12:10pm 
Are falcons still supposed to get random weapons (got one with a charge lance pistol and another with a charge pistol)
WeirdSkull 29 Jan @ 9:14am 
all good now :steamthumbsup:
WeirdSkull 29 Jan @ 8:14am 
I'll unsub and resub then, thanks for the heads up (forgot steam doesn't update these things correctly sometimes)
turkler  [author] 28 Jan @ 7:34pm 
@WeirdSkull make sure you're on the latest version of the mod, I forgot to include the ce patch on the initial version of the mod but fixed it in an update. I tested just now on the development snapshot version of ce and can confirm it works
WeirdSkull 28 Jan @ 6:10pm 
Not sure if it's a bug or what but all of the mech variants from this mod have pitiful armor stats compared to their non-variant counterpart. ( I.E 0.5 Blunt and 0.7 Sharp on the Sentinel Brawler vs 47 blunt and 20 sharp for the standard Sentinel. Same thing for the Zealot variants, these two are the only ones I checked.)
turkler  [author] 16 Jan @ 6:58am 
@茶茶丸 rm2 is patched on the development snapshot of combat extended, not the steam version. update to the dev snapshot
Kouchamaru 16 Jan @ 6:19am 
I think the CE support isn't functioning properly...
I‘ve got all weaponn from RM2 (charge lance, charge pistol, etc) unpatched for CE (no ammo type, can't shoot)
CE is steam version, with RM2 contiuned
turkler  [author] 15 Jan @ 3:25pm 
@5150 euterpe reference
5150 15 Jan @ 3:19pm 
sex
lloki 15 Jan @ 2:05pm 
I guess it makes sense, sub.