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Absolutely! In fact, it was my initial intention when making this mod. It will likely be a separate "Automatons Add-on" which uses this as a core mod. It might be a bit until that's out (mostly because I'm waiting on the art from pls.endmylife) but it's certainly in the works.
those are my ideas
An example that I could think of would be Dwemers and their Dwemer Spheres from Skyrim. I don't remember their names but you get the idea.
A variety to bargain with in combat but weaker than the typical Synthetic Lancer. They can come in many forms, whether an aerial classification with high speed on a gravity gyro or a bronze-beast of a tank with one or two cannons.
These are just my ideas, they may be easy to accomplish or hard to achieve, but one way or another, in the end it's just my voice.
I've been planning on adding a steam system since the beginning (hence why coal is already a resource even though it has few uses) and hopefully adding it in the next big update after releasing the "Automatons Add-on". New weapons will probably be added after that.
I'm currently working on an Add-on to this mod that'll add various automatons. If all goes well there will be simple automatons that can be built to serve the colony, more advanced automatons that can be bought from a Clockwork Emporium trade caravan, and then some form of hostile faction. I rather like the idea of them being the ancient remains of some other race though... Perhaps I'll see if we can work that into the art.
No, you're absolutely fine. I was actually curious as to if you wanted them separate.
I've just updated it. If you run into any problems feel free to mention them.
I would like to, however, it depends. I'm still fairly new to modding and it might be a bit too difficult for me to implement support. I'll certainly try though.
Should be fixed now. I forgot to adjust the tech levels of the actual prosthetics.