This mod is about acquiring mechs from sources other than gestation:
While giving the player full control about which of those features are active.
All base rimworld and biotech DLC mechanoids are supported.
Modded Mechs can be allowed in the mod settings.
Mechs aquired by this mod will arrive in crates. Once opened, they join your colony, but are uncontrolled and must be linked to a new overseer (mechanitor).
While this mod started out as a supply trader for [AV]Mechtech, I thought this mechanic was versatile enough to share as a completely separate thing.
The marketprice for each mechtype is calculated by the game based on the following:
So if another mod changes the bandwidth costs, this will be reflected in the price.
This price is also different from the price the game uses for raid calculation, so the (mech) raid strength and colony wealth remain exactly the same.
All of the following features can be toggled on or off.
Not all Features are active by default!
Make sure to check the modsettings!
This mod devides mechs into 3 Groups:
Commonly available mechs (below 4 bandwidth requirement), rare mechs (above 3 bandwidth requirement) and boss mechs.
Additionaly mechs can be aquired in 2 different qualities: brand-new or hijacked.
Most mechs aquired by this mod arrive in special crates.
Once opened they will release the mech inside and can be used as decoration or be deconstructed for tiny amounts of steel.
This mod has a lot of settings - adjust it to your playstyle, don't want a feature? Turn it off.
Shown in the screenshots below are the default settings:
This mod does not touch much code of the base game and therefore shouldn't be able to break another mod.
This mod requires biotech and harmony.
Hijacked mechs also need an active mechanoid faction to work properly (the vanilla one, not a modded one).
If you don't want the hijacked mechanic or a mechanoid faction in your game you can disable the hijacked mechanic in the settings (simplify hijacked mechs).
File info