RimWorld

RimWorld

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Reverse Engineered Mechanoid Tech
   
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
80.421 KB
19 Apr, 2020 @ 8:14am
12 Jul @ 11:36pm
32 Change Notes ( view )
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Reverse Engineered Mechanoid Tech

In 1 collection by GeodesicDragon
Geo's RimWorld Mods
17 items
Description
NOT COMPATIBLE WITH COMBAT EXTENDED

(Formerly known as Reverse Engineered Mechanoid Shields.)

KNOWN ISSUES

None.

SAVED GAMES

This mod should be okay to add to existing save games, as it adds new items for you to research and build; should you wish to remove the mod, you must first deconstruct or sell all existing buildings to prevent any errors.

ABOUT

With all the mechanoid clusters that have been landing on the rimworlds as of late, it was only a matter of time before some bright spark conceived a way to use their technology for the betterment of people everywhere.

With the right research, colonists can build their own mortar and bullet shields - as well as auto mortars - to defend themselves against all but the most determined of attackers.

These shields project an aura around them which will block a certain amount of incoming enemy fire before dissipating and leaving your colonists vulnerable. Shields take 60 seconds to recharge; users with XML Extensions enabled can adjust the hitpoints of the aura to their own liking.

You can also build power cells, like those found in mechanoid clusters, to help bolster your power reserves. Bear in mind that just because you built them, it doesn't make the things any less unstable...

SUPPORT

Got any comments, bugs, suggestions or questions? Please leave a comment or start a discussion, though I'd rather you contacted me via my Discord server instead (using invite code BGKnpza).

ADDITIONAL INFORMATION

- Research requires two techprints, a high-tech research bench and a multi-analyser.
- Take a while to build.
- Same protection radius as the mechanoid versions.
- Both shields cost 600 steel, 150 plasteel, 200 uranium, 5 advanced components and 1 broadshield core to build.
- Both require a construction skill of 10 to build.
- The mortar shield requires 1200W of power, while the bullet shield requires 1000W; both of these values can be customised by going to Mod Settings > More Mod Settings > REMS.
- Can be turned off.
- Can break down.
- Can be uninstalled and reinstalled once constructed.
- Can be sold to and bought from traders.
- Yield no resources when destroyed.
- Take damage as they absorb incoming fire.

Auto mortars must also be researched (requires 2 techprints). Building them requires 1000 steel, 500 plasteel, 300 uranium, 10 advanced components, and a reinforced barrel, as well as 2000W of power.

Power cells can be built once Electricity is researched.

TRADERS

Outlander and Imperial factions may occasionally send mechanoid tech trader caravans to you; if any of the following mods are installed, they will also send traders.

[RH] Faction: Militaires Sans Frontieres - https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=1611200179
[RH] Faction: UAC - https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=2130954176
[MLP] My Little RimPony - https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=2349465544

Traders are added to these mods via a patch that will only apply if the mod is enabled.
44 Comments
GeodesicDragon  [author] 12 Jul @ 11:34pm 
@Pineapple King: Thanks for the heads up, but I was already aware of the issue. It's been fixed now. :steamthumbsup:
Pineapple King 12 Jul @ 2:43pm 
Heads up this mod throws up some XML extension errors with 1.6
GeodesicDragon  [author] 20 Jun, 2024 @ 2:42pm 
@Draxiss What mechanoid-related mods did you have in mind?
Draxiss 20 Jun, 2024 @ 3:32am 
I feel like the Mechanoid Tech traders could use a little bit of tuning. There's not much I can sell to them yet they carry enormous amounts of silver. They basically ONLY sell items from this mod (as well as the materials to make them), and those items are absurdly expensive. As it stands, it almost feels like a wasted trader whenever one randomly shows up.

Maybe it's just how I play though; I don't know. Maybe they'd feel better if they were bought more items (like insect jelly - almost everyone seems to want insect jelly) or were patched to buy/sell items from other mechanoid-related mods if those mods are present?
Draxiss 1 May, 2024 @ 1:21am 
Any chance of updating this to 1.5?
GeodesicDragon  [author] 3 Mar, 2023 @ 3:40pm 
@Pineapple King I've tried, but I haven't figured it out yet.
Pineapple King 3 Mar, 2023 @ 10:41am 
With them not being a invulnerable shield anymore, is there a way to get a UI element like shield belts?
GeodesicDragon  [author] 22 Jan, 2023 @ 10:24am 
@Inglix I managed to implement what you suggested; the shields will now disappear when they take enough hits, and will recharge after 60 seconds.
Hermann 5 Jan, 2023 @ 6:32am 
Amazing mod, thank you for your work! Couldn't find anything like this for 10 minutes in workshop, but then found this via Google!
GeodesicDragon  [author] 11 Oct, 2022 @ 10:41am 
@ACro Yeah, sure.