RimWorld

RimWorld

Mechanoid Upgrades
 This topic has been pinned, so it's probably important
GoGaTio  [developer] 14 Nov, 2024 @ 8:59am
Balance
Here you can suggest balance changes for mod or CE patch.
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Showing 1-15 of 20 comments
Omahawski 15 Nov, 2024 @ 9:42am 
Hi, I've looked at the CE patch rebalanced it a bit and added some stuff that wasn't patched on your where, can I Dm you Somewhere with the changed patch?
GoGaTio  [developer] 15 Nov, 2024 @ 10:14am 
Originally posted by Omahawski:
Hi, I've looked at the CE patch rebalanced it a bit and added some stuff that wasn't patched on your where, can I Dm you Somewhere with the changed patch?
Yes, but I don't really remember how to share link to profile, so you can find my profile in the official discord in Mechanoid upgrades topic here https://discord.com/channels/214523379766525963/1306288953170722817
Omahawski 15 Nov, 2024 @ 10:40am 
Alrighty I Dm'd you
GoGaTio  [developer] 15 Nov, 2024 @ 10:45am 
Originally posted by Omahawski:
Alrighty I Dm'd you
Great, I accepted request
not sure if that would be the right discussion for it:

possible storage filters for the upgrade storages, similar to shelves
aswell as
filter option for the mechanoid corpses part with "has upgrade" so as example you only shred mechas without upgrades automately
aef8234 19 Jan @ 3:28pm 
I'd like a way to automate upgrading mechanoids somehow.

Because I usually have like LOTS of mechanoids for raid defense, so I burn through a lot of mechanoids where their corpses just get destroyed.
Victor 25 Jan @ 7:47am 
I got a mechanoid raid that was waaay stronger than it was supposed to be, the incendiary grenade + acid spitter were very strong against the weak flesh of my colonists ;-;
GoGaTio  [developer] 25 Jan @ 10:09am 
Originally posted by Victor:
I got a mechanoid raid that was waaay stronger than it was supposed to be, the incendiary grenade + acid spitter were very strong against the weak flesh of my colonists ;-;
This is more about random, upgrades of each mech could make very powerful combo or just be useless

if you isn't really ready for so hard raids, you can change some values in mod settings, like chance, amount of upgrades etc
I feel like the speed chip upgrade could maybe use a slight buff/change?

More specifically regarding when used on the slower mechs because I feel as due to how the stat increase works it benefits mechs that are already naturally faster the most which you wouldn't usually think of as the first choice for a speed upgrade since they'd already be adequately fast enough.

The most obvious choice would be to put those upgrades on the slowest mechs since they're basically going at a snail's pace by default but because their natural speed is so low the speed upgrade barely does any worthwhile increase to their speed even at the highest tier which is a bit disappointing considering the resources and research amount to be able to make those directly without relying on rdm loot the game happens to give you.

I'm obviously not asking for centipedes and the like to be faster than a scyther or somethin but having them actually be able to reach the frontlines before the fight is basically already over would be nice, that and making caravans with slow mechs also takes ages due to having to wait for them to drag their metallic butt over to where the caravan randomly decided to leave from.

Maybe a separate upgrade like the one for the centurion somehow? although i'm unsure how possible it'd be to implement as it would have to be able to detect all the different kind of slow mechs including modded ones.. maybe by checking the mech's default speed to see if they're slow enough to be allowed to have the upgrade?
Fluffer 10 Feb @ 6:08pm 
A mere 25% increase in movement speed with the A-Speed chip feels a bit weak considering it needs a signal chip on top, and you will most likely want these on a lot of mechanoids at once to either buff your haulers or keep your army at the same speed.

The Reinforced Actuators could be good if they were usable on all your mechanoids for that flat speed buff, and not just two relatively obscure ones.

Overall, amazing mod, I love it greatly. Thank you.
Fluffer 12 Feb @ 10:18am 
The large cargo cell has the energy usage multiplier x1,1, while the medium has x1,2. Since it goes linerarly from small to medium to large, it should have x1,3
GoGaTio  [developer] 12 Feb @ 10:25am 
Originally posted by Fluffer:
The large cargo cell has the energy usage multiplier x1,1, while the medium has x1,2. Since it goes linerarly from small to medium to large, it should have x1,3
hmm, I thought it has 125%, probably a copy-paste missprint
Fluffer 12 Feb @ 10:37am 
A tunneler is classified as a "Heavy" Mechanoid, not an Ultraheavy, but its armor tier is for the Ultra Large mech tier, not the Large mech tier.
GoGaTio  [developer] 12 Feb @ 10:45am 
Originally posted by Fluffer:
A tunneler is classified as a "Heavy" Mechanoid, not an Ultraheavy, but its armor tier is for the Ultra Large mech tier, not the Large mech tier.
Armor classes are based on body size and tunneler is almost the size of centurion, so it needs an ultra large armor.

Weight classes are really strange in fact(Apocriton with 1 body size is ultra heavy, while tunneler is just heavy)
Fluffer 12 Feb @ 10:50am 
Huh?? Okay, yeah that makes sense. Still. So weird.
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