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Tek_Mechanoids

[img]https://i.imgur.com/ZvazQR4.png[/img] SparrowTek presents... a mod designed to help you through the horrors of anomaly. but first... This mod aims to be somewhat balanced, only rewarding extreme firepower to those who can manage to attain it. As a result, other mods may either make this mod overpowered or simply make it feel more balanced. It will be very difficult to reach the overpowering late-game mechs in a vanilla playthrough. This mod adds new weapons that mechanoids will sometimes use to match up with your colony's wealth! You will have to play smart to dominate them! Let's talk about what they can do and how they work: First things first: Tek mechanoids are custom-built mechanoids. They are not affiliated with RimWorld's Mech Hive and will not spawn with them in raids or in any mechanoid clusters. However, included in this mod is an extra mechanoid that does spawn with clusters—we'll get to that later. Tek mechanoids come in many series, usually based on color, most combat based mechs of my tek series will have shields and custom weapons, instead of having paint jobs for joining your faction they have lights! The lights can be customized in color instead. This mod contains red and blue Tek mechs. In the future, I will manufacture more new and exciting mechs to release to the public, as well as weapons and armor. Red Tek mechanoids are designed for extreme combat scenarios: [img]https://i.imgur.com/FObaIDy.png[/img] They are good at defending against raids and are extremely effective at killing entities from anomalies. Their weapons usually do fire or burn damage, making them especially useful for burning anything organic into the ground, particularly flesh beasts. Blue Tek mechanoids are both combat-oriented and supportive mechs: [img]https://i.imgur.com/mj61w6g.png[/img] They offer extra options for situations that may be extremely difficult to approach. Some can perform doctor work and firefighting, while others have EMP effects attached to their weapons on top of dealing bullet damage to their targets. Tek mechanoids ramp up in resource costs, starting fairly cheap in the early game with the Tek Sentry and Tek Buckler costing just a little more than a Militor. Tek Red and Blue Lancers cost moderately more than standard Lancers, and finally, the Tek Centipede Guardian and Tek Centipede Blaster require a huge amount of resources and bandwidth—much more than a Diabolus. Quadmin [img]https://i.imgur.com/qUvgKXu.png[/img] In addition to the mechs listed here, there is an extra heavy mech that the mech hive faction will have called the quadmin, the quadmin is a very slow very heavy moving mechanoid with 2 layers of very powerful shields, the mech also has a turret with decent range and extremely powerful melee attacks that can do a large amount of melee cutting damage. The mech has low EMP resistance and hitting it with an emp weapon of any kind will stun it and shut down both its shields for a much longer time then it would with other mechs. The quadmin has a very high value to it, so it is less common then centipedes are. Blue tek mechs are very good against this mechanoid. I am not an artist but I tried! sorry its not the best looking mech Tek Pulse Rifles [img]https://i.imgur.com/UPooC6P.png[/img] A new series of weapons added by my mod, the Tek pulse rifle, there are many versions of this weapon,all of them are high powered assault rifles that fires 35-40 rounds nonstop, its somewhat accurate and with decent range but it is very weak and has low armor pen, there are 5 versions of this weapon: [list] U00 Tek pulse rifle [*] very common often used by the empire [*] Mechanoid Lancers have a chance to spawn with this weapon [*] Light blue in color, it has No special effects, very weak to shields and heavy armor [/list] [list] G10 Tek pulse rifle Mk2 [*] Requires a U00 pulse rifle to build, [*] Yellow in color, it is fairly strong and has about a 15% chance to stun a target [/list] [list] T77 Tek pulse rifle Tox [*] Also requires a U00 pulse rifle to build, [*] Green in color, it is very similar to the U00, it has a small chance to apply toxic buildup to a target. [*] Very useful for stopping the unnatural corpse in its tracks, in large groups. [*] Waster elite raiders will often spawn with this weapon. [/list] [list] F72 Tek pulse rifle [*] Requires a G10 pulse rifle to build, Very expensive to craft. [*] Red in color, has a higher rate of fire, applies burn damage and has a chance to ignite a target. [*] Extremely useful for popping flesh beasts like a zit. [*] Extremely rare, some raiders in the late game may spawn with it! [*] Red Tek lancers have a small chance to spawn with this weapon! [/list] [list] E23 Tek pulse rifle [*] Also requires a G10 pulse rifle to build, Very expensive to craft. [*] Blue in color, same rate of fire as the F72, applies bullet damage and EMP damage with every shot. [*] Extremely useful for stopping Revenants, Mechanoids and shutting down shields. [*] Extremely rare, some raiders in the late game may spawn with it! [*] Blue Tek lancers have a small chance to spawn with this weapon! [/list] New mechanoid ability in addition to new weapons, 2 Tek mechanoids have a built in ability, the centipede guardian and Tek medi bubble both have the ability to pick up and store any pawn on their mobile crypto casket pod, the guardian can pick up up to 3 pawns and the bubble can store up to 5 pawns. Known bugs 1. Currently there is a bug where when a centipede guardian or medi bubble dies while holding a pawn inside its crypto sleeping casket, the pawn sticks to the centipede but theres no way to get them off, resurrecting the mech causes the pawn to vanish from play completely. Fixed! 2.there is an abnormally large amount of errors I couldn't get help on, I reached out to many discord servers on what I could do but to no avail, at the moment they are one time errors on startup and don't seem to cause any real issues to game play, if someone knows what they mean I would appreciate the feedback. Compatability 1. Combat extended: I have no idea, I don't play with it, I would imagine its not though. 2. Multiplayer IS SUPPORTED, I will do whatever it takes to make sure it stays that way too. 3.I have tested with 100s of other mods but theres no way to know it all for sure, if you find a mod that doesn't work with mine let me know and i'll try to get to the bottom of it. You may NOT: take this mod or upload it as your own, in any way shape or form. checkout my other mods! [url=https://steamcommunity.com/profiles/76561198111191373/myworkshopfiles/?appid=294100]https://steamcommunity.com/profiles/76561198111191373/myworkshopfiles/?appid=294100[/url] If you like this mod, like what I do, or just want to help me out, OR... simply wanna pay for my caffeine please consider supporting me! all funding goes to future mods and games, or technologies that help me produce these faster and better!: [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fko-fi.com%2FM4M7JSAN3] [img]https://storage.ko-fi.com/cdn/brandasset/kofi_button_dark.png?_gl=1*paq78d*_ga*MTQ3OTcyODI4NC4xNjkzOTU4MzQ5*_ga_M13FZ7VQ2C*MTY5NDYwNjI5MC40LjEuMTY5NDYwODEzOC42MC4wLjA.[/img] [/url][ko-fi.com] [url=https://steamcommunity.com/linkfilter/?u=http%3A%2F%2Fpatreon.com%2FSparrowTekIndustries] [img]https://i.imgur.com/pbsJw3n.png[/img] [/url][patreon.com] All C# coding was done by Taranchuk none of this would be possible without them! thank you! Some sounds and audio samples were created by blue zone corporation.