RimWorld

RimWorld

Simple Additions: Mech Clusters
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.
Jetroid 1 Aug @ 12:16am 
I noticed that all boss mechs are age 100 to the day.
Acarly Milton 28 Jul @ 5:24pm 
Thank you for making this mod. I hope that you make a lot more of these in the future! :health:
DeepSeaCreature 26 Jul @ 4:49pm 
The auto needler is completely terrifying, I love it.
Gerewoatle 24 Jul @ 7:48pm 
@Smxrez - I think Firesgone was just overreacting a bit to Steam's poor handling of links.
Smxrez  [author] 24 Jul @ 1:05pm 
That was because I accidentally included brackets around the link in the description orignally
For some reason steam didnt like that.
But I have since removed those so im not sure why your still getting a malicious link warning as it seems to be working fine for me.
Firesgone 24 Jul @ 12:58pm 
The link to the one you suggest pairing with yours in the description, the link you have is blocked by steam!
Smxrez  [author] 24 Jul @ 12:53pm 
@Firesgone what
Firesgone 24 Jul @ 11:03am 
MALICIOUS LINK DO NOT USE THE MOD
cooldude808 24 Jul @ 10:32am 
but we want clusters that spread now
Smxrez  [author] 24 Jul @ 9:09am 
@cooldude808 Mechanoid+ mod does something like that
im hoping it gets updated to 1.6
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2595622530
Gerewoatle 23 Jul @ 10:17pm 
Cooldude808 - That would actually be very interesting, and seriously change the way in which one handles clusters.
cooldude808 23 Jul @ 9:35pm 
can you make the mech clusters slowly expand when left alone, just like infestations
Halfelfaedyn 23 Jul @ 1:48am 
Awesome!
Smxrez  [author] 22 Jul @ 2:24pm 
@Lini I fixed that a little bit ago yeah idk why steam got mad at that lol
Lini 22 Jul @ 2:13pm 
The link to Lost Factory is including the parenthesis in the link itself, leading Steam to think it's malicious. Cool mod, and I agree that mech clusters could use some more variety
Smxrez  [author] 22 Jul @ 1:34pm 
@Huehuecóyotl oops ty
Huehuecóyotl 22 Jul @ 1:00pm 
Just a quick quick, the link to Lost Factory Mechanoids in the description doesn't work properly because of the (parentheses)
Smxrez  [author] 22 Jul @ 12:44pm 
1.0.2
- Fixed accidentally including patches from my other mod
Smxrez  [author] 22 Jul @ 12:42pm 
@J shit your right LOL
I just copy one of my existing mods folder whenever I make something new cuz its easier to have a template
J 22 Jul @ 11:27am 
@Smxrez:

I think you’ve accidentally included patches from another mod of yours.
Prophet 22 Jul @ 6:34am 
considering the mechanoids chief enemy are the insects, it kinda makes sense that they don't normally use tox weapons
UltraEmailMan 22 Jul @ 6:02am 
It really was weird the mechs never used tox weapons, considering they're the perfect tool for killing us fleshies. Sadly I've already destroyed the mechmind in my current game, but this shall definitely have a place in my next playthrough.
BaguetteMan 22 Jul @ 2:36am 
Such an awesome mod, please keep updating it, it’s so unique and cool.
Farbott 22 Jul @ 12:50am 
perfect mod for people who hate themself, thanks
Amethyst the otter 21 Jul @ 12:50pm 
also i agree, mechs should use anything tox related
Smxrez  [author] 21 Jul @ 10:32am 
@Amethyst the otter you see the vision
Amethyst the otter 21 Jul @ 9:02am 
"hey, this cluster is just two slug turrets and a militor"
the humble heavy drop beacon summoning apocriton: