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[AV] Mechanoid orbital traders

This mod is about acquiring mechs from sources other than gestation: [list] [*] trading (orbital or not) [*] drop pods [*] questrewards [*] ancient dangers [/list] While giving the player full control about which of those features are active. All base rimworld and biotech DLC mechanoids are supported. Modded Mechs can be allowed in the mod settings. Mechs aquired by this mod will arrive in crates. Once opened, they join your colony, but are uncontrolled and must be linked to a new overseer (mechanitor). While this mod started out as a supply trader for [AV]Mechtech, I thought this mechanic was versatile enough to share as a completely separate thing. I'm on the RimWorld version 1.4! Use this description of the old steam page instead: [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fi.imgur.com%2FY0MP04w.png]https://i.imgur.com/Y0MP04w.png[/url] [img]https://i.imgur.com/nHftucr.png[/img] The marketprice for each mechtype is calculated by the game based on the following: [list] [*] bandwidth cost [*] weight class [*] type of work (combat or labour) [*] mech age (brand-new or hijacked) [*] additional cost for mechbosses [*] additional modifiers from this mods settings [/list] So if another mod changes the bandwidth costs, this will be reflected in the price. This price is also different from the price the game uses for raid calculation, so the (mech) raid strength and colony wealth remain exactly the same. [img]https://i.imgur.com/TgN92W5.png[/img] All of the following features can be toggled on or off. [b]Not all Features are active by default![/b] Make sure to check the modsettings! This mod devides mechs into 3 Groups: Commonly available mechs (below 4 bandwidth requirement), rare mechs (above 3 bandwidth requirement) and boss mechs. Additionaly mechs can be aquired in 2 different qualities: brand-new or hijacked. Added items: Mechcrates Most mechs aquired by this mod arrive in special crates. Once opened they will release the mech inside and can be used as decoration or be deconstructed for tiny amounts of steel. [img]https://i.imgur.com/KGAnqMr.png[/img] [img]https://i.imgur.com/9yR7Nvj.png[/img] Orbital trader: mechanoid factory [list] [*] sells brand-new mechanoids (no boss mechs) [*] sells small amounts of mechanitor supplies that rarely contains mechboss chips [*] acts as a supplier for [AV]Mechtech [/list] Orbital trader: smuggler [list] [*] has small amounts of silver [*] sells hijacked mechanoids (very rarly containing boss mechs) [*] a mixture of exotic trader, combat supplier and slave trader with small amounts of items, but a wide range of goods [/list] Exotic trade caravan adjustment [list] [*] might sell common hijacked mechanoids [/list] [img]https://i.imgur.com/9f923Nz.png[/img] Added incident: [img]https://i.imgur.com/jbYMe2y.png[/img] Ideolgy DLC: ancient danger adjustment [list] [*] Added common hijacked mechs as possible loot from hermetic crates [/list] Quest rewards adjustment [list] [*] Added mechs as possible quest rewards (all mechs and qualities can be there) [/list] Modsettings: This mod has a lot of settings - adjust it to your playstyle, don't want a feature? Turn it off. Shown in the screenshots below are the default settings: [img]https://i.imgur.com/poyu9hJ.png[/img] [img]https://i.imgur.com/Il26Srq.png[/img] [img]https://i.imgur.com/Q2Jhv0q.png[/img] This mod does not touch much code of the base game and therefore shouldn't be able to break another mod. Requirements: This mod requires biotech and harmony. Hijacked mechs also [b]need an active mechanoid faction[/b] to work properly (the vanilla one, not a modded one). If you don't want the hijacked mechanic or a mechanoid faction in your game you can disable the hijacked mechanic in the settings (simplify hijacked mechs). Supported mods: If activated in the modsettings, [b]all modded mechs*[/b] found (which are not driven by limtied power cells) will be added as potential tradeables. This requires a game restart to take effect, after which you can choose in the settings which mechs you would like to have tradeable or not. * Exceptions: what is a considered a modded mechanoid? This mod only considers proper mechs, which use the mechanitor system of the biotech DLC. So mechs from mods that completly make their own system like the drones/buildable mechs from 'Vanilla Factions Expanded - Mechanoids' (Autocleaner, Autohauler etc.) will be ignored by this mod. Obviously any proper mech from that mod is still recognised and supported by this mod. Using ‘Vanilla Factions Expanded - Mechanoids’ as an example, this means that Knight, Inquisitor, Advanced Lancer and so on are supported. Special mod interactions / inbuild support with: [list] [*] [url=http://steamcommunity.com/sharedfiles/filedetails/?id=3365118555] Mechanoid Upgrades[/url] [*] [url=http://steamcommunity.com/sharedfiles/filedetails/?id=2945753581] Mechanitor Balance Tweaks[/url] [/list] Can this be safly added midgame? Yes. Read the requirements again and you are fine. But just to be clear: [i]ALWAYS[/i] back up your saves before adding or removing any mod to an ongoing run. Can this be safly removed midgame? Yes. Removing this mod will result in one-time errors on the next loading of your save (just like any content adding mod). [img]https://i.imgur.com/2ZTOZy8.png[/img] Why can't we sell mechs? Wasn't fun. Why is the apocritons turned off in the default settings? An apocriton was not designed to be used by a player. A base game apocriton would just be a pikemen in the hands of the player, with skills which just won't work. Mods like [url=http://steamcommunity.com/sharedfiles/filedetails/?id=3402472284]Gestatable Apocriton[/url] make them useable for the player. I'm a modder and I want to add mechs as tradables to my mod! Check the readme_for_modders.xml file, it contains all TradingTags and ThingSetMakerTags. I've got feedback or a bug report! Please write your feedback in the comments and bugreports in the pinned discussion, but keep in mind I am just a human with the lazy trait and might go on I-dont-want-to-play-or-mod-rimworld mental breaks for months. [img]https://i.imgur.com/qo2JBHn.png[/img] Me, myself and I. The preview artwork is partially made by AI. Special thanks to the unofficial rimworld discords modding-channel, the people running it and its precious search function. Without this awesome community this mod would not exist.