









Disclaimer
As a fair warning, this moves the mechtech portion of the game later down the line. I personally think this is a good thing and lengthens the intrigue of a colony, but if you disagree maybe don't get this mod.
Other tweaks
- Made the auto-hauler slightly slower to make it an even worse option
- Mechanoid components are now "Motorized components" to remove mechanoid ties
Best paired with
- Automation Category, merging all buildings related to automation into a single category replacing "Factories".
- Biotech Category Re-examined, moving things not related to the "Biotech" concept outside of it
FAQ
- Save game compatible? | Should be basically fine. If you add it post research, then things'll just be a little wonky in terms of progression but you should be fine in terms of like the fabric of the game itself.
Alternative balancing
- Click here for a mod that has alternative balancing.
Compatibility
- Alpha Mechs
- Anything in my fernworld modpacks
- Practically any mods. This is just patches.
Credits
- Smxrez - Balancing patches, Alpha Mechs patches, Mechanoid Upgrades patches
- Kimoju - Save the Assembler patches
- Inglix - Alpha Mechs patches
[www.patreon.com]
[ko-fi.com]

[discord.gg]
tags just in case: vfe mechanoids, vanilla factions expanded mechanoids