20+ modifications for different purposes(combat/work).
Crafting, installing and removing modifications requires a mechanitor with a certain level of crafting skill.
Modifications are crafted at the subcore encoder and can be installed on mechanoids via modifications health tab.
Mechanoids must be set to dormant self-charge and must not be drafted in order for them to be modified.
Modifications can be removed from both living and dead mechanoids if they have not been destroyed.
Some modifications can only be removed from dead mechanoids.
Resurrecting or shredding mechanoids without removing modifications will result in their destruction.
Unnecessary modifications can be destroyed at the electric smithy.
Additionally, this mod adds a new orbital trader. Mechanitor trader will sell materials to craft mechanoids and mechanoid modifications.
Additionally, this mod adds a new rare raid type that involves mechanoids with combat modifications.
Q&A:
Q: Is this mod safe to add mid-save? A: Most likely, yes. All features of the mod should work normally.
Q: CE compatible? A: No. Armor upgrades will not work as intended.
Q: Can you modify mechanoid skill levels and work types with this mod? A: With Mechanoid Modifications Addon - Skill Level and Work modifications, yes.
Q: Biotech Mech Stuff Elongated - Mechanoid Upgrades V2 compatible? A: Yes, but if you install High-End processor modification or Consciousness core modification from this mod, it will destroy all mechanoid upgrades from Biotech Mech Stuff Elongated - Mechanoid Upgrades V2.
Q: Multiplayer compatible? A: No idea. Some modifications may cause desync.
Addons:
Mechanoid Modifications Addon - Skill Level and Work modifications.
Mods that add new gestatable mechanoids will require a patch.