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RimWorld => Releases => Mods => Outdated => Topic started by: ChJees on August 10, 2017, 07:35:11 AM

Title: [B18] Mechanite Forge - Transcending humanity
Post by: ChJees on August 10, 2017, 07:35:11 AM
(https://www.dropbox.com/s/duljpxez2emdi1b/Preview2.png?dl=1)

About
Exploring mechanites beyond just Luciferum.
Use the Mechanite Forge and start crafting your own! Even let your colonists ascend to greater heights with Seraphium like the angels.

*Bastion is a drug which let your colonists stand their ground better by repelling any incoming damage much like a personal shield. Also the flankers best friend in their arsenal. Be sure to take cover when it breaks!
(https://dl.dropboxusercontent.com/u/547140/Rimworld/Mod/MechaniteForge/Bastion.png)
(https://dl.dropboxusercontent.com/u/547140/Rimworld/Mod/MechaniteForge/BookerBastion.gif)

*Seraphium is a wonder drug that greatly increase the fortitude of your colonists by allowing them to take on disease like a champ, clot their wounds during battle and over a quadrum regrow lost limbs and organs. There is a catch though when regrowing lost bits; It hurts. A LOT!
(https://dl.dropboxusercontent.com/u/547140/Rimworld/Mod/MechaniteForge/Angelium.png)

*Trollbood which let you regenerate wounds on the fly, even old scars! Perfect companion drug to Seraphium.

*Addiction purifier will make even the most immersed junkie drug free at first use. Also helps your colonists stop dealing with the devil.

*Herculium and Peithium are benign mechanites of the fibrous and sensory mechanite diseases. They also act as a cure if they are taken after being infected with fibrous or sensory mechanites.

Secondary usage of the Mechanite Forge let you manufacture neutroamine and plasteel with appropiate research.

FAQ
Q: Do Seraphium play nicely with bionics?
A: Yes, should respect any Hediff of the type AddedPart.

Q: Seraphium do not heal scars, is it intentional?
A: Yes, it is great at regrowing whole limbs and stopping a living being from bleeding out but it is not designed for removing old wounds. Use Luciferium for that.

Q: This mod is overpowered!
A: Do not use it then :P. For late game with a bunch of other mods this seemingly do too little.

Credits:
ChJees – Concept, C# & XML
Xen - Art

Update #3
*Updated for B18.

Content Update #2
*Bastion drug added. By the power of quantum mechanics and mechanites anything which consumes it get a shield! Perfect for flankers and cover based defense!
*Tweaked some resource costs.

Content Update #1
*Art overhaul courtesy of Xen.
*Herculium and Peithium added.
*Rebalanced some resource and research costs.

Update #1
Fixed the case where having bionics installed caused Seraphium to "regrow" missing parts on in bionics like bones. It was a complete oversight and is fixed now :D .

B18 Download (https://www.dropbox.com/s/1odm97yfv8vzrzi/MechaniteForge.zip?dl=1)
B18 Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=1204079961)

A17 Download (Dropbox) (https://www.dropbox.com/s/tl5578gtsko5jhw/MechaniteForge.zip?dl=1)
A17 Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=1106068552)


A17 Source Code (License allows as usual full reuse and modification of it in your own mods.) (https://www.dropbox.com/s/cleggr4id5o6khz/MechaniteForge-src.zip?dl=1)

Discord
https://discord.gg/vdb47e9

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Title: Re: [A17] Mechanite Forge - Transcending humanity
Post by: Dragoon on August 10, 2017, 09:54:21 AM
This seems cool. I feel like it will add a lot more flavor I can see someone passing out from the pain of regrowing limbs.

Whats a quadrum btw?
Title: Re: [A17] Mechanite Forge - Transcending humanity
Post by: Canute on August 10, 2017, 10:35:50 AM
I think he mean season. A quarter of a year.
Title: Re: [A17] Mechanite Forge - Transcending humanity
Post by: ChJees on August 10, 2017, 11:38:21 AM
Update released, fixed a complete oversight on my part. Derp.

Also a quadrum is 15 days which is a Rimworld season.
Title: Re: [A17] Mechanite Forge - Transcending humanity
Post by: Dragoon on August 10, 2017, 11:57:51 AM
Oh cool.
Title: Re: [A17] Mechanite Forge - Transcending humanity
Post by: NeverEvil on August 10, 2017, 04:00:28 PM
great mod but you should work on the graphics
Title: Re: [A17] Mechanite Forge - Transcending humanity
Post by: ChJees on August 13, 2017, 05:18:52 AM
Updated the mod with more content, rebalanced it a bit and overhauled the art thanks to Xen :). Full info in OP.
Title: Re: [A17] Mechanite Forge - Transcending humanity
Post by: ChJees on August 14, 2017, 10:48:52 AM
Updated the mod yet again. More content in form of the Bastion drug and tweaked some costs.
(https://dl.dropboxusercontent.com/u/547140/Rimworld/Mod/MechaniteForge/HediffShield.gif)
Title: Re: [A17] Mechanite Forge - Transcending humanity
Post by: dorakath on August 14, 2017, 07:58:33 PM
Durations for Herculium and Peithium seem somewhat short but probably doable, there is also issue with Seraphium: despite description regrowing organs have 100% efficiency. All in all very nice mod, JC Denton would recommend.

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Title: Re: [A17] Mechanite Forge - Transcending humanity
Post by: ChJees on August 16, 2017, 03:54:18 AM
Quote from: dorakath on August 14, 2017, 07:58:33 PM
Durations for Herculium and Peithium seem somewhat short but probably doable, there is also issue with Seraphium: despite description regrowing organs have 100% efficiency. All in all very nice mod, JC Denton would recommend.

I fixed the regrowing part oversight in a recent update. Seems like the way part efficency is used is hardcoded to Hediff_AddedPart.
Title: Re: [B18] Mechanite Forge - Transcending humanity
Post by: ChJees on November 18, 2017, 04:10:13 AM
Initial update for B18
Title: Re: [B18] Mechanite Forge - Transcending humanity
Post by: Dragoon on November 20, 2017, 10:12:55 AM
Awesome thanks for updating!
Title: Re: [B18] Mechanite Forge - Transcending humanity
Post by: Umbreon117 on November 20, 2017, 10:37:48 AM
Ooo this seems neat. I'll use it once I get my A17 colony finished.

(AKA in ten years. :/)
Title: Re: [B18] Mechanite Forge - Transcending humanity
Post by: Bo0g1eMaN on December 04, 2017, 12:40:36 AM
so is it a bug that the mechanites go away after awhile i never saw anything saying they went away
Title: Re: [B18] Mechanite Forge - Transcending humanity
Post by: Pichu0102 on January 04, 2018, 03:10:26 PM
Sometimes raids fail to spawn with this mod enabled.

https://gist.github.com/2bce6b8160fab3be0e30aca89f1a037b
Title: Re: [B18] Mechanite Forge - Transcending humanity
Post by: ChJees on February 09, 2018, 11:24:03 AM
Updated the mod with some new goodies!
Title: Re: [B18] Mechanite Forge - Transcending humanity
Post by: Menu on February 09, 2018, 12:42:06 PM
Yay, new stuff
Title: Re: [B18] Mechanite Forge - Transcending humanity
Post by: Harry_Dicks on February 15, 2018, 10:16:38 AM
Will the addictions from drugs added in from other mods be cured as well?
Title: Re: [B18] Mechanite Forge - Transcending humanity
Post by: xRg on April 06, 2018, 02:21:28 AM
Hi!
Made a russian localization of this mod:

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