[b]Adds purchasable spawners to the game that automatically produce security drones for your colony[/b]
Recommended for:
[list]
[*] people who are too attached to their pawns to let anything part of the colony die
[*] people who think killboxes are lame and open combat is cool
[/list]
[b]Assemblers appear on various trader types for [/b]expensive[b] premium prices[/b]
[list]
[*] Exotic traders
[*] Combat suppliers
[*] Pirates
[/list]
[b]Drone assemblers can also appear as exotic quest rewards[/b]
[b]Current variations:[/b]
[b]Mechanoids[/b]
[list]
[*] Lancer
[*] Scyther
[*] Centipede
[*] Pikeman
[/list]
[b]Homers[/b]
Small fast drones with explosive charges attached, chases enemies
[list]
[*] Chaperone
[/list]
[b]Scouts[/b]
Medium sized drones carrying light to medium weapons, lightly armored
[list]
[*] Scrappie - mid to close range scattergun
[*] Pepper - long to mid range autocannon
[*] Logger - medium range machine gun
[*] Tokamac - mid to long range rifle
[/list]
[b]Specialists[/b]
Medium sized drones carrying weapons designed against certain enemies, medium armored
[list]
[*] Cinder - sets living enemies on fire, without immediately causing a forest fire
[*] Cutram - low damage, high accuracy, firerate, penetration and hit chance
[/list]
[b]Properties of spawners[/b]
[b]AKA, boring technical stuff to explain how rimworld spawners work[/b]
Rimworld spawners (from mechanoid clusters) come with a point system that determines the interval it spawns pawns.
Each pawn type has a different amount of points.
The more pawns belonging to a spawner, the slower it will spawn.
When the amount of points belonging to a spawner is slightly over or reaches max it will stop spawning pawns until some die.
ie a Lancer has 150 points and a default spawner has 500 points max, the spawner will produce at maximum 4 Lancers at any given time
* The maximum points can be configured in the settings
Individual spawners have their own individual point system so you can still raise a robot army given enough spawners
* Tynan may have changed how the mech assemblers work now but these ones follow these old rules
[b]Often asked questions[/b]
[list]
[*] [b]Q - Are the drones CE compatible?[/b]
A - Unfortunately, not at the moment
[*] [b]Q - Is there a way to control the drones?[/b]
A - They listen to door restrictions, aside from that, they can't be controlled right now. I hope to add some sort of ability to better control them, someday
[*] [b]Q - Can this mod be added midgame?[/b]
A - Yes
[/list]
Open to suggestions (balancing, ideas, etc)