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Spawners and Drones

[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)