Alpha Mechs
Mod, 1.4
[www.patreon.com]
Features
- 7 new mechanoids: The Aura, Daggersnout, Goliath, Phalanx, Siegebreaker, Fireworm and Demolisher make their return. The 7 mechs will appear in raids, clusters, etc, and they can be disabled separately through mod options.
- With Biotech: If the player has Biotech, a HUGE amount of content will be unlocked
- 26 new mechanoids, including 11 utilit...
Author: Sarg Bjornson
Created: 8 May, 2023 @ 5:10am
Updated: 15 Jan @ 10:23am
Subscribers: 79917
Size (unpacked) : 9.785 MB
- 7 new mechanoids: The Aura, Daggersnout, Goliath, Phalanx, Siegebreaker, Fireworm and Demolisher make their return. The 7 mechs will appear in raids, clusters, etc, and they can be disabled separately through mod options.
- With Biotech: If the player has Biotech, a HUGE amount of content will be unlocked
- 26 new mechanoids, including 11 utility mechs, 12 combat mechs and 3 challenging (but not absurdly so) “boss” mechs
- 3 new mechanoid chips
- 2 new armors, 2 new helmets, 3 new utility packs and a warcasket
- 11 new buildings
- 8 new research projects to unlock all the content
- With Vanilla Factions Expanded - Mechanoid, plus Biotech: another huge chunk of content is added: 7 new mechanoids in two types. First of all, the “clean” versions of the Aura, Daggersnout, Goliath, Phalanx, Siegebreaker, Fireworm and Demolisher that appear in VFE - Mechs groups. Secondly, their advanced versions, which appear when mechs do a hardware upgrade. The player can also research a hardware upgrade to build these advanced mechanoids, as well as the Slurrymaster
- New mechs are added with: Vanilla Races Expanded - Sanguophage, Vanilla Genetics Expanded, Vanilla Fishing Expanded, Vanilla Books Expanded, Alpha Bees, and Rimatomics
All this is detailed in this Google Doc. Bear in mind Steam will probably censor this link as always: https://docs.google.com/document/d/1bvfkwy6NGnxdhvDuT7JKHQadLefQk1HVTQTS52mUJxU/edit?usp=sharing
No issues known at the moment. If you have a bug, report it properly on the Bug Reports discussion. ANY bug report without a proper log will be ignored or outright deleted
I'M NOT KIDDING, I'LL DELETE ALL YOUR MESSAGES AND PEE ON YOUR PILLOW
Oh you can bet I will add new things!
Q: Can I add it mid-playthrough to an existing save? Can I remove the mod?
A: You can add it whenever. You can't remove mods from a save and expect it not no be messed up.
Q: I don’t like certain things, can I remove them?
A: Use Owlchemist's Cherry Picker mod!
Q: Does this need Biotech DLC, Alpha Animals / Biomes / etc
A: No
Q: Is it compatible with another mod that adds mechs?
A: It should
Q: Does this work with Combat Extended?
A: They say it is
Q: Reeee this is bloat! I like my things that add things to add less things to the thing!!!
A: Aww, look, it has learned how to type on a keyboard! How quaint!
v1.0: Release (8/5/23)
Full changelog on GitHub
https://github.com/juanosarg/AlphaMechs/wiki
Rimworld is owned by Tynan Sylvester.
(CC BY-NC-ND 4.0)[creativecommons.org]
How do I download and install mods?
Simply click the blue button above. It will open the file hosting page with the mod repacked by us from the official source.How do I install this mod?
See the 'How to install' tab.Is this mod safe to use?
The mods are repacked as is, without any additional software, malware, or bloatware added. To check for viruses, use a reliable antivirus or upload the archive to a website like virustotal.com. Anyway, It's always a good practice to keep backups of your saves in case of mod incompatibility .
There is a folder in the .zip archive. To install the mod, move the entire folder (not just its contents) into 'Mods' folder located under your RimWorld root isntallation folder.
So, for steam version of the game, the path would look like this: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods
For any other distribution, firstly locate your rimworld installation path and then unpack the archive into the 'Mods' folder.
Then enable the mod in the game mods menu by double clicking on its name and restart the game