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Author Topic: [1.3] Mechanoids Extraordinaire (v1.3.2) - (21.07.2021 - Update #7)  (Read 179550 times)

Bonesmasha

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Re: [A17] Mechanoids Extraordinaire (v1.0) - More mechanoid types!
« Reply #15 on: August 12, 2017, 04:33:40 AM »

Are you going to release a CE patch for it ?

Thanks ! Awesome mod, I have Megafauna and the patches for Animal Armor, ADS and CE installed :P
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Spino

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Re: [A17] Mechanoids Extraordinaire (v1.0) - More mechanoid types!
« Reply #16 on: August 12, 2017, 02:19:21 PM »

This looks like a pretty nice mod, definitely going to check it out!

One quick suggestion though: Crawlers. Small, agile, quadrupedal mechanoids designed to combat megascarabs. They don't have anything particularly remarkable, and they utilise a fairly weak assault shotgun. On their own, they're not that dangerous, but they typically come in large numbers which makes them much more of a formidable opponent.
I quite like the idea, may add something similar if I do end up making any more mechanoids!

This looks awesome!

Time to give colonies more hell to deal with!
Thank you, glad you think so!

is it compatable with

https://ludeon.com/forums/index.php?topic=26276.msg266819#msg266819

it extracts oil from mechs to craft luci ( never got far in enuff in game to use it )

great mod - I hope some streamers will play it
I have no idea, since it seems to be an actual C# mod, but if it is set to give one the ability to extract oil from mechanoids in general, instead of specifically scythers and centipedes, then it should work just fine.

Very nice art and weapon variety, thanks for making!
Thanks!

safe to use with a saved game?
Should be, you just have to wait for the next incident/raid for the mechanoids to start appearing.

I'm already a big fan of your Megafauna mod, and as soon as I saw this post, I downloaded the mod.

10/10

The mechanoids fought a fierce battle against a Gallatic Empire raid party and won.
Much appreciated, hope you'll like this one as well, dude :]

Are you going to release a CE patch for it ?

Thanks ! Awesome mod, I have Megafauna and the patches for Animal Armor, ADS and CE installed :P
I may but I'm not gonna guarantee anything :b
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bladerunner170

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Re: [A17] Mechanoids Extraordinaire (v1.0) - More mechanoid types!
« Reply #17 on: August 12, 2017, 03:21:11 PM »

I'm also jumping on the CE patch bandwagon. I can't live without CE, but this mod looks SWEET.
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NoImageAvailable

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Re: [A17] Mechanoids Extraordinaire (v1.0) - More mechanoid types!
« Reply #18 on: August 12, 2017, 03:24:31 PM »

Are you going to release a CE patch for it ?

Thanks ! Awesome mod, I have Megafauna and the patches for Animal Armor, ADS and CE installed :P
I may but I'm not gonna guarantee anything :b

If you do decide to do it, the CE github wiki should have all the info on how to make a patch you can then simply PR into the main mod. That way people won't need to muck around with separate compatibility patches and you won't have to keep it updated with future CE versions as I would handle that (you'd still need to PR changes due to your mods updating).
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SpaceDorf

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Re: [A17] Mechanoids Extraordinaire (v1.0) - More mechanoid types!
« Reply #19 on: August 12, 2017, 05:46:54 PM »


it extracts oil from mechs to craft luci ( never got far in enuff in game to use it )


I downed a Vespa and can't extract Oil from it .. so sadly it is specific to Centipedes and Scythers,
I guess so is preparing the corpse, but I am still far away from machining and luci production ...
which is bad since this is my first colony I have someone addicted.
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Nameless

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Re: [A17] Mechanoids Extraordinaire (v1.0) - More mechanoid types!
« Reply #20 on: August 12, 2017, 09:56:13 PM »

Really nice to see more different mechanoids! Please keep up the good work.
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Oblitus

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Re: [A17] Mechanoids Extraordinaire (v1.0) - More mechanoid types!
« Reply #21 on: August 12, 2017, 10:59:27 PM »

Goliath is exploding even if you shut it down. Shouldn't it override self-destruction?

Mecha-tentacles deteriorate when unroofed, unlike other body parts.
« Last Edit: August 12, 2017, 11:07:55 PM by Oblitus »
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Canute

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Re: [A17] Mechanoids Extraordinaire (v1.0) - More mechanoid types!
« Reply #22 on: August 13, 2017, 04:37:00 AM »


it extracts oil from mechs to craft luci ( never got far in enuff in game to use it )


I downed a Vespa and can't extract Oil from it .. so sadly it is specific to Centipedes and Scythers,
I guess so is preparing the corpse, but I am still far away from machining and luci production ...
which is bad since this is my first colony I have someone addicted.
Yes, the are 2 recipes to extract oil, one for scyther one for Centi.
If you got the excat ingame names, i think  Mechanoid_Vespa, you can use a text editor and add these below  <li>Mechanoid_Scyther</li>.
But this can maybe lead to errors. Better way would be if Spino would write a patch to inject these recipes.

Zxypher

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Re: [A17] Mechanoids Extraordinaire (v1.0) - More mechanoid types!
« Reply #23 on: August 13, 2017, 11:52:58 PM »

This mod looks awesome. How are the point costs balanced against say the Centipede?
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Nameless

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Re: [A17] Mechanoids Extraordinaire (v1.0) - More mechanoid types!
« Reply #24 on: August 16, 2017, 06:51:08 PM »

Really liking the diverse mechanoids spawn. The art style also matches very well with the game. I hope this makes into the core game :)

If you ever consider expanding on this mod, perhaps you can consider having siege-cannon type mechanoids or battering-ram type mechanoids.

Also I find bleeding mechanoids a little odd.

Keep up the good work!

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Modo44

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Re: [A17] Mechanoids Extraordinaire (v1.0) - More mechanoid types!
« Reply #25 on: August 17, 2017, 05:23:59 AM »

I just fought my first psychic ship with this mod. Damn near wiped my base. Good job making mechanoids scary again.
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SpaceDorf

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Re: [A17] Mechanoids Extraordinaire (v1.0) - More mechanoid types!
« Reply #26 on: August 17, 2017, 05:29:18 AM »

I have two Mechanoid Tentacles now, but can't install them.
What are the requirements to do so ?

I have RBSE installed and not yet fully researched it, but can do other operations as well.
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Spino

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Re: [A17] Mechanoids Extraordinaire (v1.0) - More mechanoid types!
« Reply #27 on: August 19, 2017, 06:55:03 PM »

If you do decide to do it, the CE github wiki should have all the info on how to make a patch you can then simply PR into the main mod. That way people won't need to muck around with separate compatibility patches and you won't have to keep it updated with future CE versions as I would handle that (you'd still need to PR changes due to your mods updating).
Alrighty, I will keep that in mind!

Really nice to see more different mechanoids! Please keep up the good work.
Thanks, glad you like the mod!

This mod looks awesome. How are the point costs balanced against say the Centipede?
Scythers and Centipedes are actually worth the same amount of points, and I had decided against making Centipedes "cost" more because even though I did buff their HP by a little bit, I've also taken away Inferno Cannons from them. Anyway, here are the costs of all of them at the current moment:
- Scyther: 100
- Centipede: 100
- Vespa: 120
- Goliath: 160
- Chimera: 180
- Hound: 220
- Kraken: 300

Really liking the diverse mechanoids spawn. The art style also matches very well with the game. I hope this makes into the core game :)

If you ever consider expanding on this mod, perhaps you can consider having siege-cannon type mechanoids or battering-ram type mechanoids.

Also I find bleeding mechanoids a little odd.

Keep up the good work!
Thank you for the suggestions and kind words  ;D
And welp, the bleeding issue has already been taken care of!

I have two Mechanoid Tentacles now, but can't install them.
What are the requirements to do so ?

I have RBSE installed and not yet fully researched it, but can do other operations as well.
That was a bug but it's already fixed!
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Spino

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Re: [A17] Mechanoids Extraordinaire (v1.1) - (20.08.2017 - Update #1)
« Reply #28 on: August 19, 2017, 06:57:32 PM »

Small update time!

Changelog:
   - the grenade launcher now does 2/3 of the damage it used to do,
   - mechanoids no longer bleed from their heads,
   - fixed problems with installing the mecha-tentacles on colonists,
   - added a French translation (courtesy of NorX Aengell!)

Enjoy!
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ChJees

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Re: [A17] Mechanoids Extraordinaire (v1.1) - (20.08.2017 - Update #1)
« Reply #29 on: August 19, 2017, 08:15:26 PM »

A swarm type of mechanoid would be nice. Then the "Light machine gun" of Jotun Interstellar got a nice use from Rimsenal :P. Also lovely mod, make very lategame interesting.
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