RimWorld

RimWorld

Mechanitor Encounters
 This topic has been pinned, so it's probably important
turkler  [developer] 30 Jan @ 5:53pm
[SPOILERS] Every artifact added so far
Multiple people asked me about what exactly the mod adds. I didn't want to spoil people on the main mod page as the mod's purpose is to have the player discover these wacky implants on their own, so I made this post.

So, the contents of the mod:

Array node
An advanced transmitter device, cobbled together into a makeshift mech-band array node. An incomprehensible mess of cables and hardware links the transmitters into a single, powerful array, allowing a mechanitor to interface with it.\n\nArray nodes must be tuned to a specific mechanitor, doing so will add 8 bandwidth to that mechanitor's total bandwidth, allowing them to control more mechanoids.

This is effectively eight band nodes that occupy the space of two. The only advantage it has compared to regular band nodes is the amount of space it occupies, I consider it one of the worse treasures.


Renaissance implant
An advanced implant which allows a mechanitor to resurrect the wreck of a friendly mechanoid. The device harvests nutrients from the host's body to produce mechanites which the mechanitor can use to revive a mechanoid and return it to combat readiness.\n\nThis implant can be self-installed without surgery.

This ability gives the mechanitor a revive ability similar to Apocriton's but comes with a permanent offset to pawn's stats. Keep in mind that this implant, alongside other mechanitor ones, cannot be uninstalled. You permanently make the mechanitor a worse pawn by installing this implant. Great power comes with great costs, after all.


Phase shunter
An advanced implant which allows a mechanitor to rapidly relocate a nearby friendly mechanoid by phasing it into 'p-space' and then re-materializing it at a new location.\n\nThis implant can be self-installed without surgery.

This implant gives the mechanitor a short range teleport ability that they can only use on their mechanoids. The target mech must be in close proximity - about two tiles - to the mechanitor, useful for repositioning melee mechs and such. The mechanitor can't use this on themselves or hostile mechs.


Mass mind uplink
An advanced implant which allows a mechanitor to tap into the aggregate overmind and steal bandwidth from mech-hives. This significantly increases the number of mechanoids a single mechanitor can support.\n\nThe overmind might retaliate against the intrusion.\n\nThis implant can be self-installed without surgery.

Mass mind is a special one because it has no traditional downsides. It does not apply any penalties, offsets or limits. It, however, will cause retaliation raids to happen in random intervals. These raids are independent from raids spawned by the storyteller and care little for how prepared you are.

If you can somehow get your hands on multiple of these, do know that this retaliation raid chance is rolled per mechanitor. You may indeed get unlucky and cause three raids at once.


Ego projector
An advanced implant which allows a mechanitor to protect their mechanoids from harm through sheer force of will. This reduction to damage received is proportionate to the mechanitor's social skills.\n\nThis implant can be self-installed without surgery.

Pretty self-explanatory. The mechanitor gets a new ability which allows them to reduce damage allied mechs take in an AoE and this reduction scales with the pawn's social level. Notably, if the pawn has 0 social - or is incapable of social - there's no reduction at all. I intentionally picked a skill that's generally ignored on mechanitors to give the player a decent enough reason to invest in it.
Last edited by turkler; 30 Jan @ 8:10pm
< >
Showing 1-6 of 6 comments
nice
turkler  [developer] 4 Feb @ 12:36pm 
Originally posted by Sera:
quote redacted
I removed your comments as your 'feedback' was not based on anything in the mod but on the vague idea of the mod you got from skimming the workshop
Sera 5 Feb @ 5:31pm 
Originally posted by turkler:
Originally posted by Sera:
quote redacted
I removed your comments as your 'feedback' was not based on anything in the mod but on the vague idea of the mod you got from skimming the workshop

i read the full discription. And at the end all I said was more stat info would help. like rather then

Renaissance implant
Uses harvests nutrients from the host's body and lowers stats

we also get say

Renaissance implant
Uses 20% food to revive a mech
installed Lowers stats by 10%

If I am mistaken that it uses food then clearing that up with actual stats would help as is what I was getting at. Without downloading hard testing then picking if I want it I had to get more info from you witch is now deleted.

I didn't skim I read each thing 2 times and i'm going off what it says giving ideas on the info i have. Knowing the Phase shunter has way more range I agreed thats better as soon as I got that info.
Last edited by Sera; 5 Feb @ 5:31pm
There ain't ♥♥♥♥ to spoil in rimworld lol
Gyger 20 Feb @ 8:50am 
Is there any way to remove the mass mind uplink after installation? Or do I have to resort to Dev mode?
turkler  [developer] 20 Feb @ 2:50pm 
Originally posted by Gyger:
Is there any way to remove the mass mind uplink after installation? Or do I have to resort to Dev mode?
nope, all the implants are permanent commitments
< >
Showing 1-6 of 6 comments
Per page: 1530 50