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Gastromech is slightly less useful now that fabricor have the ability to cook, butcher, and brew; making the niche irrelevant. I like the design of it looking like a food processor. So I think it should lose the ability to craft and instead have the ability to digest raw food into meals. It would basically be a cow that makes nutrient paste instead of milk
Talk about the Artisan, if I may be honest. It looks a lot more like it was designed for surgery. Not that I am against other people's preference but it really reminds me of the surgeon from Scorn. I tried editing something like that myself but I a roadblock trying to change mechanoid skill level to go beyond 10. I'm really subscribed with the thought of having auto-doc on rimworld so I might come back to this sometimes later.
I'm thinking that perhaps I can just make it the same as medic but split the two's capabilities. Then just make the surgeon have extra surgery success chance.
Regarding Warden. It sounds weird, but I think it can instead be delegated to the militors. Their value falls off hard as soon as you can make scyther and pikes. It should be possible to make research that make patches mid-game similar to the light research option if you want to go even further.
Alternatively, Militor already got that warden look so might as well just recolor the guy a little bit and called it Overseer or something. Give the lil guy a beanbag shotgun too to complete the set
For mechmid. It may be lost to time but there used to be a mod that add a structure that just do research on its own. I'm still looking to see if I can salvage archaic codes that probably doesn't work anymore in this patch version
I know it's not a mechanoid but knowing how the glitterworld guys are like, forgoing the ability to move sounds perfectly fitting.
Perhaps, they can also require nanostructuring chip on top of high subcores. Or since i'm feeling daringly creative, it can instead need to be supplied with fresh new high subcore every couple of week or make it a mech but it dies after reaching a certain age and resurrecting it require new high subcore.
Fabricor requires high mechtech while Gastromech is standard, so you can unlock it earlier. So its not really irrelevent.
As for the decorator it was the design choice of the original author so I have no bearing on it and I think it kinda fits the theme of a clothier, think of it like sewing needles.
For Warden, militors are their own combat mechanoids and I don't want to alter any vanilla mechanoids for maximum compatability, so its going to be a separate mech.
As for the mechamind, it is a mechanoid mod so self-researching research bench doesn't really fit.
I understand. To be honest, I may sound out of my mind but I'm kinda obsessed with rimworld lore. If you don't mind, I am about to go on a somewhat schizoid rambling
In a way, I have to think of the ideas in a way that goes in line with that. Did you know archotech designed the mechanoids? Since these guys are basically a self serving super-AI, I had to think of the ideas as what would they make?. For example, Nanny robot is not something they would design. An AI doesn't have any reason to care for the fleshy human spawn. Now an Agrihand, that doesn't make sense either right? Well, plants can be grown and then processed into biofuel. Mechanoid hives need those fuel for their raids so that part may make sense.
Tynan very often brings out the topic of avoiding unnecessary. If someone would like to understand what he means by that, you can just look at compacted machinery. Noone in their right mind would have the idea of having complex electronic be mineable like its coal or something. So there it is written, the story of long dead ancient warmachine from eons ago just meld itself into the very ground of a "Rimworld" and those component was just a scavengeable part of it.
Rimworld have some rather weird combination of theicism and technology. You look at an anima tree and you don't often ask where it comes from and what made it that way. You just know them as psylink for the tribal players to use. I'm thinking that the archotechs don't have any appreciation for beauty, they are made for utility. In a way that a bird doesn't need to have air to ground bomb, they just need to fulfill the purpose of being a bird. You can probably say that the reason tynan never bothered to make T1 cookbot is that because you can just build the nutrient paste dispenser if you lack any cooking capable pawns, and if you want quality food then just work your own way up to defeating the war queen
So yeah. Don't take this as me saying that the gastromancer and the other mechanoid wouldn't fit the game. I think you should continue developing the mod as the author originally intended. I just got little bit too ambitious that's all
Slave suppression mech - terrorizes slaves and hits them occasionally. During slave rebellion will attack until slaves are incapacitated.
Nurse mech - feeds patients and tends wounds and illnesses (with less quality than a good human doctor), incapable of performing surgery.
Mobile Power Bank mech. Doesn't have any function other than being a Battery on wheels. Can be ordered to stay still on a tile, then becomes pluggable for anything that draws power. Similar to batteries, explodes from excessive damage, proportional to amount of stored energy.
Sparring Mech - colonists can train melee skills with it in sparring sessions. Can be set to different modes of severity:
-Slow Practice (very low skill gain rate but produces no wounds on colonists. Meant for teaching basics to 0 lvl pawns).
-Moderate Practice (better skill gain rate, but still slower than true combat, has a chance to produce blunt wounds on colonist, but not anything severe, will cancel practice when wound threshold on colonist is met).
-Simulation (exp gain rate comparable to true combat, can produce blunt and sharp trauma of moderate severity, will stop when wound threshold is met, can target critical areas like neck, eyes, or when is broken down by the pawn).
-Lethal mode (exp rate higher than true combat, wound severity uncapped, stops only when pawn is incapacitated or mech is broken down. Meant to only train high level pawns, since lower-level pawns will have a high chance to receive a life-threatening wound outright.)
Whenever it deals a wound to colonist, the colonist is awarded with exp, scaled with amount of damage taken. Additionally, pawn gains exp for hitting the mech, amount scales with selected mode. Whenever a pawn damages the mech enough for it to break down, gets awarded with exp, scaled from the training mode and weapon used (highest with no weapon, lowers with DPS on equipped weapon and mech's health upon training start (to prevent cheesing low-health mech on Lethal Mode). Armor on pawn also reduces exp earned. Mech doesn't receive damage in Slow Practice mode, and in Moderate Practice receives halved damage.
i know fabricor exist, but crafting is a job in high demand on every colony i run cause i like to either use concrete from fortification - industrial or limestone/sandstone/slate blocks, this causes a constant need to craft stone bricks from chunk orders that become a bottleneck of my base expansion and cascade into me not havin enough chemfuel, so a lil champ that chizel blocks and turn corn into gas would be a lifesaver