v1.2.0
Main additions
- Work modules! The ultimate way to humiliate the mechanoids you've beaten. Currently there are modules for hauling, cleaning, firefighting and growing/plant-cutting.
- Many other modules, including ones for improving armor, sight, speed, carrying capacity, and one that let's you overdrive mechanoids!
- Enemy hacked mechanoids now show up with random modules installed, and have the AI to use active abilities given by certain modules.
- Mechanoids can now own platforms like how your colonists can own beds.
- A new tab is added that gives an overview of your hacked mechanoids, and lets you assign them to work (if they have the right modules installed).
- All stats related to this mod have been reworked and made more transparent. For instance, you can see exactly how much power a mech drains each day, how much power capacity it has etc.
- Modules can now be uninstalled from mechanoids (without killing the mechanoid and disassembling it).
I'd like to thank Madman666 for his great work on all the sprites featured in this updated!!
Smaller Additions and tweaks
- All buildings related to this mod are now organized under a separate "Hacking" architect-tab.
- Re-organized research tab (Credits go to Cenbes for this)
- Greatly lowered default mechanoid power consumption (was really needed now that we have work-modules).
- Lowered cost to repair mechanoids.
- Slightly increased maintenance cost.
- Added warning for when the player is low on mechanoid parts.
- Replaced sprite for mechanoid workshop so that the dimensions are consistent with other large workbenches.
- Mechanoids are now labelled by their names so they are more easily distinguishable.
- Small hacked mechanoids (body size 1 or lower) now also show up in drop-pod raids.
- Modules - except the really rare ones - have a large chance to break when a mechanoid is downed. This is to balance out the larger influx of modules due to enemy hacked mechs spawning with them.
- Many hard-coded values have been moved to XML, making further expansions easier.
- Many other under-the-hood changes to make this mod more future-proof.
- Hacked mechs of friendly factions now always die when downed (this prevents some issues when the player want to hack them).
Fixes
- Conflict with Giddy-up!, preventing hacked mechanoids to spawn.
- 10 jobs 1 tick error when using mechanoid controller belt. (Credits go to diddily for this fix)
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