Mechanoid Turrets v0.93
(http://i.imgur.com/2bCttyE.png)
Description:Disassemble mechanoids to recover undamaged parts of their weapons and turn them into turrets. A great late-game defence against pesky tribal raiders and other mechanoids.
Features:- Ability to disassemble most mechanoids to recover their weapons to improve the basic turret with better weaponry.
- Ability to train crafting skill at the machining table.
Mod Team:- ItchyFlea (http://ludeon.com/forums/index.php?action=profile;u=959) - Code
Download:- Mechanoid Turrets v0.93 (http://ludeon.com/forums/index.php?action=dlattach;topic=3758.0;attach=2594)
How to use:- Research the machining table and defeat a mechanoid.
- Depending on the weapon they used, create a bill on the machining table to disassemble that particular mechanoid. (There are 3 types.)
- You can acquire up to 3 weapons parts per mechanoid depending on your crafting skill.
- Basic disassembly will provide just 1 part, Advanced will provide 2 and Intricate will provide 3.
- Training works in a similar way. Basic training will give you just 20xp. Advanced will give 80xp and Intricate will give 200xp.
- Training costs 1 metal, and produces a 1 metal product, effectively making it free.
Notes:- Special thanks to Haplo for providing .xml code to fix a crafting bug.
- I will maintain & update this until someone offers to take over development. Wish to take over development? Send me a PM. :)
Video:- A very short (8 second) video demonstrating all 3 turrets: http://youtu.be/iDd4bbo79uQ
Changelog:v0.93:
- Added Mech Metal and added it to resource cost of Mechanoid Turrets. (You gain it from dead mechs based on crafting skill, like weapon parts.)
v0.91b:
- Fixed a bug. Weapon parts should no longer drop from orbit.
v0.91:
- Changed size from 1x1 to 2x2.
(http://i.creativecommons.org/l/by-sa/4.0/88x31.png)
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License (http://creativecommons.org/licenses/by-sa/4.0/)
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That was fast! Awesome job Itchy!
Quote from: Evmeister on June 02, 2014, 01:05:25 PM
That was fast! Awesome job Itchy!
As a balance I'd suggest making the bases 2x2...
Bigger guns. I also had an idea of my own I've been considering. Making it so EVERY turret needs a scavenged mechanoid brain to work
I concur with making them 2x2.
I agree, but mainly because I miss the original 2x2 turret, aesthetically speaking
Awesome mod, started up a new game with this mod installed and had about 230 inferno cannons drop from orbit. Intended?
Quote from: Nantlais on June 03, 2014, 06:07:57 AM
Awesome mod, started up a new game with this mod installed and had about 230 inferno cannons drop from orbit. Intended?
Definitely not.
But now that you've got them.... Have fun. :)
Quote from: Nantlais on June 03, 2014, 06:07:57 AM
Awesome mod, started up a new game with this mod installed and had about 230 inferno cannons drop from orbit. Intended?
Yeah....
have fun with that. :P
Itchy, are you able to delete your poll? Seeing as you're a global moderator. I can't delete my poll on industrial rim.
Suggestion :)
A Mechanized randomly drop of between 0-3 parts.
0 parts: 30%
1 parts: 40%
2 parts: 20%
3 parts: 10%
Quote from: Cala13er on June 03, 2014, 06:46:12 AM
Itchy, are you able to delete your poll? Seeing as you're a global moderator. I can't delete my poll on industrial rim.
There's a button there for it so I assume I can.
Quote from: ItchyFlea on June 03, 2014, 07:09:17 AM
Quote from: Cala13er on June 03, 2014, 06:46:12 AM
Itchy, are you able to delete your poll? Seeing as you're a global moderator. I can't delete my poll on industrial rim.
There's a button there for it so I assume I can.
Well is it alright if I can ask you to remove mine when I need it removing? seeing as I don't get this button.
Oh NO! That was my favourite bug evar hahaha. 250 Chargeblaster parts dropping from orbit :P
Quote from: Evul on June 03, 2014, 07:06:30 AM
Suggestion :)
A Mechanized randomly drop of between 0-3 parts.
0 parts: 30%
1 parts: 40%
2 parts: 20%
3 parts: 10%
Thats my exact number request too ;)
Quote from: Cala13er on June 03, 2014, 07:58:37 AM
Well is it alright if I can ask you to remove mine when I need it removing? seeing as I don't get this button.
Sure.
Quote from: LuciferNZ on June 03, 2014, 05:44:59 PM
Quote from: Evul on June 03, 2014, 07:06:30 AM
Suggestion :)
A Mechanized randomly drop of between 0-3 parts.
0 parts: 30%
1 parts: 40%
2 parts: 20%
3 parts: 10%
Thats my exact number request too ;)
I've been giving this some thought, as it's a good idea. Personally I don't like the idea of the parts being dropped on death as I feel that the weapons are physically a part of the mechanoid body and therefore need to be removed via the machining table. Having said that, I can think of an interesting way to implement this while still using the machining table...
Quote from: Evul on June 03, 2014, 07:06:30 AM
Suggestion :)
A Mechanized randomly drop of between 0-3 parts.
0 parts: 30%
1 parts: 40%
2 parts: 20%
3 parts: 10%
+1 for this
I am just letting you know that the game freezes in 4d if your turret explodes and there are too many near. Game lags out and crashes. I had 2 chain guns next to some improv turrets and the game died.
The parts dropping directly sounds silly and over-powered. Go with the most popular poll option.
If this can be determined by crafting skill, that's awesome.
Experimental Release Download: Mechanoid Turrets v0.92 - Experimental (http://ludeon.com/forums/index.php?action=dlattach;topic=3758.0;attach=2505)
Changes/Additions:
Ability to train crafting skill at machining table - 3 different levels (Requires 1 metal, produces 1 metal - Effectively this costs nothing)
3 levels of disassembling mechanoids. - Basic (1), Advanced (2), Intricate (3).
Each level produces a certain number of weapon parts.
Known Issues:
Extremely high crafting skill produces more weapon parts than normal. I do not know of any way to fix this.
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To prevent more than one part to be made, you need to make a SkillNeedDef:
In your xml you have this, that needs to be changed to your own skill:
original:
<efficiencySkillNeed>ButcheryMechanoidEfficiency</efficiencySkillNeed>
new:
<efficiencySkillNeed>ButcheryMechanoidPartExtractionEfficiency</efficiencySkillNeed>
Then you need a new SkillNeedDefs/SkillNeeds.xml
In there you do the following:
<?xml version="1.0" encoding="utf-8" ?>
<SkillNeeds>
<SkillNeedDef Class="SkillNeedDef_BaseBonus">
<defName>ButcheryMechanoidPartExtractionEfficiency</defName>
<skill>Crafting</skill>
<baseFactor>1.0</baseFactor>
<bonusFactor>0.0</bonusFactor>
<description>Produces {0}% the normal amount of parts when extracting.</description>
</SkillNeedDef>
</SkillNeeds>
You can do something similiar for the time it needs.
I've done the same for my weaponsmith workbench. Didn't want to have lvl 20 crafter to get 2 or more weapons out of it ;)
The voting results speak for themselves. The experimental release will be updated with the info Haplo (Thank you Haplo) provided to fix the issue I encountered with crafting, and will be made available shortly. is available for download now. The OP describes the changes made to mechanoid disassembly.
I have a new poll up. This time it's regarding the HP of the Mechanoid turrets.
For future reference, the poll results are in the code box below.
1 part
- 8 (7%)
2 parts
- 18 (15.8%)
3 parts
- 14 (12.3%)
4 parts
- 8 (7%)
5 parts
- 4 (3.5%)
6 parts
- 9 (7.9%)
More than 6 parts. (Post your number)
- 1 (0.9%)
Should be determined by crafting skill. Max 3 parts.
- 52 (45.6%)
So along with having at least somewhat more health, I think they should also cost a lot more, since they're so powerful (sorry if they already cost more, haven't played with the updated version yet). Unless the requirement of weapon parts is a fair representation of their increased cost?
Excuse me, that I ask a question here. But when and under what conditions appear Mechanoids? Play, play, and they do not appear ...
Quote from: Tuvka on June 07, 2014, 07:16:32 AM
Excuse me, that I ask a question here. But when and under what conditions appear Mechanoids? Play, play, and they do not appear ...
They are a difficult enemy, so they won't appear until late in the game.
Instead of making a new poll, I'm going to go with what I consider the in between and make the mech turrets have 600HP. To justify this high HP, their construction is going to require 'Mech metal', a resource that can only be acquired by disassembling a mech for it's weapon parts.
A new poll will be up tomorrow once I've done some work on adding 'mech metal' to the mod.
Poll Results for future reference:
How many Hit Points (HP) do you think the mech turrets should have?
Between 50-100
- 1 (1.4%)
Between 100-150
- 1 (1.4%)
Between 150-200
- 1 (1.4%)
Between 200-250
- 4 (5.5%)
Between 250-300
- 7 (9.6%)
Between 300-350
- 7 (9.6%)
Between 350-400
- 5 (6.8%)
Between 400-450
- 4 (5.5%)
Between 450-500
- 20 (27.4%)
Over 500. (Will require a new poll.)
- 23 (31.5%)
Version 0.93 is now available.
New in this update:
- Mech Turrets HP increased to 600.
- Mech Metal added as a new resource. It is acquired from dead mechanoids when they are disassembled for their weapon parts. It's a variable amount based on crafting skill. Basic: 5 pieces. Advanced: 10 pieces. Intricate: 15 pieces.
- Mech Turrets now require 15 pieces of Mech Metal as part of their construction cost.
Despite what I said yesterday, there will not be a poll regarding the Mech Metal.