Vanilla Factions Expanded - Mechanoids - Mechano
Content
This mods adds 2 buildings. A mechanoid re-assembler and an advanced mechanoid re-assembler.
Mechanoid Re-Assembler
A device that when supplied with sufficient power and resources in the form of mechanoid corpses will assemble "friendly" AI-controlled mechanoids.
One re-assembler needs 2.5 days to assemble one mechanoid.
To assemble one mechanoid it needs 1.25 mechanoid corpses (5 corpses = 4 mechanoids).
The type of mechanoid (scyther, lancer, centipede etc.) is choosen at random from a specified list each time it assembles a new one (no need to worry about it spawning autohaulers).
Advanced Mechanoid Re-Assembler
An upgrade/sidegrade of the regular mechanoid re-assembler. Instead of normal mechanoids it instead assembles the shinier ones added by VFE-Mechanoids, with a chance to assemble their upgraded/advanced variants.
One advanced re-assembler needs 2 days to assemble one mechanoid.
To assemble one mechanoid it needs 1.50 mechanoid corpses (6 corpses = 4 mechanoids).
Just like the regular one it chooses the type it will assemble at random.
Balance
Things like building costs, research time, power need etc. might require adjustments in the future.
The amount of mechanoids one re-assembler can spawn is unlimited, though the mechanoids are quite reckless and cannot be repaired, so no need to worry about them hanging around for too long and lagging your game.
Corpses of specific mechanoids can added to a "blacklist" to prevent them from being used to fuel the re-assembler. Bots added by VFE-Mechanoids (autohaulers, autocleaners etc.) are already on that list.
No matter what, the mechanoid corpse cost of one mechanoid will be kept above 1 to prevent the player from infinitely recycling their mechanoids.
Patches/Compatability
[b]Modded Mechanoids[/b]
-More Mechanoids
-[KIR]Extra Mechanoid Units and Equipment
-Mechanoids Extraordinaire
Mechanoids added by these mods can be assembled by the re-assembler(s).
[b]CE[/b]
¯\_(ツ)_/¯
[b]What the hack?![/b]
Assembled mechanoids cannot be hacked.
There's a small issue with pawns trying to rescue said mechanoids (if they're downed) and being stuck in a loop. In that situation the downed mechanoid should be shut down/finished off to free the pawn from the loop.
Other than that there are no major issues.
[b]Future patches/plans[/b]
Feel free to request any modded mechanoids to be added to the spawn list/fuel blacklist. I'll add them if it's possible/balanced to do so.
A standalone version that doesn't require VFE, shouldn't be hard as it currently only needs it for the mechanoid components and research tab.